[CONAN] GM's Closet

-- HORN OF ANU --



HORN OF ANU
(Sorcery Feat)


You call upon the greatness of your god to empower your touch as if it were the horn of Anu himself piercing into your enemy's flesh.

Prerequisite: Must be a Sel'Yueese tribesman.

Benefit: The Sel'Yueese know nothing of sorcery. They are, however, fanatical worshipers of Anu, the Shemite god of the night sky. It is through the righteous faith in their god that they are able to call down his power to effect their enemies. This feat benefits Sel'Yueese tribesmen in three ways: Sel'Yueese tribesmen with this Feat know how to cast the spell, also called the Horn of Anu. In addition, Characters with this Feat also have access to their base Power Point total, which is 2 + WIS modifier to a minimum of one. Thirdly, this Feat allows the Sel'Yueese tribesman to know the ritual for creating the material component needed to cast the spell.

Material Component Ritual: A horn, sawed from an unblemished prime bull, is taken with a pint of blood from the same bull and a pint of blood from the character. The bull is otherwise not harmed, and it is tradition to not remove both sides of a bull's horn as the animal has sacrificed enough in the name of Anu. These one-horned bulls are considered sacred among the Sel'Yueese.

The bull's horn is pulverized into a fine powder before it is combined with the blood of the bull and the blood of the caster. Then, the combination is mixed with pure rain water before being fired over open coals until a fine, dry powder is created. During this entire process, the tribesman must continually recite the Prayer of Anu. If the process is not completed by the last syllable of the prayer, the concoction must be discarded and the entire process started new from the beginning. In order to simulate this ritual process, the character must pass a DC 12 Perform (Anu's Prayer) skill check, where the skill is considered trained only in this instance. The character may Take 10 on this check to safely perform the ritual. If the character rolls 22+ on this check, the entire component batch provides a +2 attack modifier to the caster's unarmed attack when an attempt is made to deliver this spell.

The ritual is performed alone, out in the open, under the night sky. The total of the Perform (Anu's Prayer) roll also gives us the total number of material component uses created. The powdered component is usually carried in a draw-sack on the character's belt for easy access, with the draw-sack carrying about 4 uses. The rest of the component is usually kept among the nomad's things back at the Sul'Yueese camp.










HORN OF ANU
(Cosmic Sorcery)


Power Point Cost: 1+
Components: V, M
Casting Time: One standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Prerequisites: Sel'Yueese tribesman with the Horn of Anu feat.

When this spell is cast, the Sel'Yueese tribesman invokes the power of his god to empower the caster's hand as if it were the horn of Anu. The caster's hands must be bare, and in order to discharge the spell, the caster's hand must come into contact with the skin of his enemy. The caster must make an unarmed combat attack, that, if successful, will deliver bonus non-lethal damage. The amount of bonus damage is equal to 1d6 per power point spent on the spell. When a successful attack is made, the caster does normal unarmed combat damage plus the bonus non-lethal damage provided by the spell.

If the opponent is armored, then the caster must deliver the spell by making a successful unarmed Finesse attack. Any damage soak caused by the opponent's armor will also reduce bonus damage from this spell. If the character makes a lethal unarmed attack, the bonus damage from this spell is still considered to be non-lethal.

When a caster's hand or punch connects with its target, the opponent feels excruciating pain, as if his skin were being withered and pulled tight towards that single point of contact.

If the unarmed attack results in a critical hit, then not only is the unarmed combat damage doubled but so is the spell's bonus damage (in the case of a critical hit, each power point used provides 2d6 in bonus damage to the target).

The standard action to cast the spell can be combined with a standard action to make the unarmed attack.

Verbal component: Uttering the word, "Sinahtha."

Material component: Powdered horn from a bull, prepared in a specific, ritual style. This is usually carried in a draw-sack that hangs from the Sul'Yueese's belt. When the spell is cast, the tribesman digs into the bag, grabbing a handful of the pulverized horn. Then, the nomad screams the word, "Sinahtha" at the top of his lungs and punches his target with all his might, discharging the spell on a successful hit. Powder puffs from the caster's hand when contact is made, and the target clutches at the spot as if he were just pierced with a hot iron.

Special: If this spell is cast under the nighttime sky, any bonus damage resulting in a "1" can be re-rolled, possibly improving the total bonus damage.
 
-- ZHUT, Sel'Yueese Scout --



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Zhut
3rd level Sel'Yueese Nomad Scout

Sex: Male
Age: 28
Height: 5'11"
Weight: 210 lbs.
Handedness: Right

STR: 15 (+2)
DEX: 13 (+1)
CON: 11
INT: 14 (+2)
WIS: 10
CHA: 10

HP: 14
Fate: 1
XP: 3,000
Speed: 30

Parry: AC 13
Dodge: AC 12 (AC 13 in Favored Desert Terrain)

Initiative: +3
Fort: +4 - (-1 Racial Fatalism)
Ref: +3 - (-1 Racial Fatalism)
Will: +3 - (-1 Racial Fatalism, +3 Barbaric Code of Honor)

BAB: +3
Melee: +5
Finesse: +4
Ranged: +4

Code of Honor: Barbaric

LANGUAGES: Shemite (native), Argossean, Stygian, Kothic, Ophirean, Hyrkanian, Kushite, Zingaran. NOTE: Most of the Sul'Yueese are not literate, but this particular scout does read and write.

PROFECIENCY FEATS: Simple Weapon Proficiency (All), Martial Weapon Proficiency (All), Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency

1st LEVEL FEAT: Power Attack.
1st LEVEL FAVORED CLASS FEAT: Horn of Anu. (See this Feat in this thread.)

1st LEVEL NOMAD CLASS BONUS FEAT: Two Weapon Combat
1st LEVEL NOMAD CLASS BONUS FEAT: Track

2nd LEVEL NOMAD CLASS BONUS FEAT: Stealthy

3rd LEVEL FEAT: Improved Overrun
3rd LEVEL NOMAD CLASS FEAT: Endurance

ABILITIES: Favored Terrain (Desert), Born in the Saddle, Shemite Archery, Coup de Grace Bonus

POWER POINTS: 2
SPELLS: Horn of Anu

1st Level - 8 High INT Skill Points: 4 to Intimidate, 4 to Perform (Anu's Prayer)
1st level - 16 Skill Points: 4 to Hide, 4 to Move Silently, 4 to Search, 4 to Survival

2nd level - 2 High INT Skill Points: 1 to Intimidate, 1 to Perform (Anu's Prayer)
2nd level - 4 Skill Points: 2 to Ride, 1 to Hide, 1 to Move Silently

3rd level - 2 High INT Skill Points: 1 to Intimidate, 1 to Perform (Anu's Prayer)
3rd level - 4 Skill Points: 4 to Heal



CLASS SKILLS

Strength Skills
+2 Climb

Dexterity Skills
+8/+12 Hide - (+2 Racial bonus in desert, +1 Favored Terrain desert bonus, +2 Stealthy Feat)
+8/+12 Move Silently - (+2 Racial bonus in desert, +1 Favored Terrain desert bonus, +2 Stealthy Feat)
+5 Ride - (+2r Background bonus)

Intelligence Skills
+2 Craft (Herbalism)
+2 Craft (Any Mundane)
+4 Knowledge (Argos/Shem Border) - (+2r Background bonus)
+2 Knowledge (Rumors)
+6/+7 Search - (+1 Favored Terrain desert bonus)

Wisdom Skills
+4 Heal
+0/+3 Listen - (+2 Racial bonus in desert, +1 Favored Terrain desert bonus)
+4/+7 Spot - (+2 Racial Bonus, +2 Racial bonus in desert, +2r Background bonus, +1 Favored Terrain desert bonus)
+6/+9 Survival - (+2 Racial bonus in desert, +2r Background bonus, +1 Favored Terrain desert bonus)

Charisma Skills
+2 Bluff - (+2 Racial Bonus)
+0 Gather Information
+0 Handle Animal



CROSS-CLASS SKILLS

Intelligence Skills
+4 Appraise (+2 Racial Bonus)

Charisma Skills
+6/+8 Intimidate - (+2 circumstance modifier to those who recognize and know of the Sul'Yueese)
+6 Perform (Anu Prayer)




CLOTHING: See the pic, above. Zhut wears skins and clothing either stolen or made by his clan. The homespun breeches were stolen. The leg wrappings and sandals were created by the clan. The worked leather girdle is obviously stolen as is the armored bracer that he wears on his left had. The desert is quite hot, and Zhut often goes bare chested. But, he carries the red stolen blanket and wears it as a pancho or cape sometimes. The blanket is also useful as a shelter from the sun out in the desert. He also wears a rolled cloth belt under and over the girdle.



EQUIPMENT: Zhut carries a large, deep satchel created from a horse's saddle bag. You can see the strap of the satchel over Zhut's right shoulder in the picture. This is what he tries to fill when he goes on scouting excursions into the civilized lands.

Look to Zhut's left him and you will see his only weapon. It is a Sul'Yueese knife, carved from a bull's horn, fired and lacquered. The knife is treated as a Primitive Weapon (see page 152 of the core rulebook).

Sul'Yueese Hornknife

Dam: 1d6, Crit: x2, AP: --, Rge: 10 ft., Hard: 4, HP: 1, Wgt: 1 lb., Type: Slashing or Piercing

Also note that Zhut carries two lengths of horse-hair rope. One he has around his neck. The other, he has in his left hand. Zhut uses these for various jobs. He can use them to climb or to bind people who have spotted him. He can use them to leverage heavy prizes on his back, and he can use them to lead animals, like horses, away from their stalls.

On his right hip, hidden by the red blanket, is the sack in which he carries the material component to cast the Horn of Anu spell, although Zhut does not know of this ability as sorcery. It is a holy process he knows that empowers his god's will through him, into his own fist!



DESCRIPTION & BACKGROUND: Zhut is a scout of the Sul'Yueese. His function among the tribe is to stealth his way into civilized places, keep a low profile, and steal as much as he can for his clan.

Zhut shaves his head partially. All Sul'Yueese men do this. It opens their minds to their god, Anu, leaving nothing between their scalp and the cosmos at night. Zhut has various scars of his face--trophies of the hard life he leads.

His hair is long, to about his mid-back. But, when it gets long enough to get in the way, Shut will hack it off with his knife. He sports a separated mustache and a long chin beard. The chin hair is a status symbol among his people. It denotes how many horses he owns. Zhut owns four.

Zhut is a-typical among his clan in that he is literate. He can read and write as well as speak several languages.

Zhut is also honored among the Sul'Yueese as he has been taught the Prayer of Anu and can call down his god's power into his own fist when tackling foes.



GM's NOTE: I used Zhut's high intelligence skill points to buy Intimidate and Perform (Anu's Prayer). Zhut will sometimes, smartly, try to talk his way out of situations where he is caught stealing. The Sul'Yueese have such a heinous reputation that Zhut will receive a +2 circumstance bonus to anyone who knows of the Sul'Yueese. Zhut will also use the Demoralize function of the Intimidate skill in a fight.

Zhut will often fight bare-handed. Sometimes, he will invoke the will of his god to help him (use the Horn of Anu spell). In the future, a new feat for the character might be something like Brawl or Improved Unarmed Strike.

A favored tactic: Zhut will use Hide and Move Silently to sneak up on a victim. Then, if Surprise is achieved, he will use the Surprise round to Demoralize his target. On the round, Zhut will Overrun his target, with the goal of knocking him flat. Then, Zhut can finish his victim from an advantaged position. Zhut will often not use a weapon when using this tactic, instead choosing to best his target with his bare hands (although Zhut will use his Horn of Anu ability if needed). If the target pulls a weapon, then Zhut may follow suit. But, if Zhut renders his opponent unconscious, not only will the nomad take any attractive belongings, but Zhut will also take the victim's left ear--throwing it away as Zhut does not keep them as trophies. He merely marks his victims so that all will know that a Sul'Yueese spared his life.

Each of the regular skill points I spent to improve Zhut's job as a scout. He needs Hide and Move Silently to move around unseen and unheard when he is on the prowl. Search is needed to find prizes. And, Survival is needed as he is often alone in the desert, far away from his tribe.

The character would also benefit from the Toughness Feat. I rolled low on his hit points. I guess the rough desert life is taking its toll on him at an early age.
 
-- ZHUT's FAVORED TACTIC --



Zhut's favored tactic is follow and isolate a victim using the nomad's considerable stealth skills. Then, when Zhut is sure the two are alone, he will reveal himself, usually by just appearing in the roadway behind the target. This catches the victim's eye, and as he turns, he sees a true Sel'Yueese warrior standing there, intently staring back, with a feral look.

This is a Suprirse Round where Zhut will attempt to Demoralize his target using the revised Intimidate rules (where Demoralize can be attempted from a maximum of 30 feet away, with the effect lasting until the target can best the original Demoralize roll, checking at the start of each combat round).

Next, initiative is thrown. On Zhut's turn, he will charge the target using his Improved Overrun Feat with the object of knocking his prey flat to the ground.

On the target's turn, the victim will most likely attempt to stand (or he can crawl), which provokes an Attack of Opportunity. Zhut's attack, at this point, may be to use the Horn of Anu as his attack. If not, he may attempt to hit the victim normally.

Once Zhut has his target knocked unconscious, he will rob the victim of any desirable goods and cut off the man's left ear to mark him as a survivor of an encounter with a Sul'Yueese warrior. The ear piece will be discarded (it is not collected), but the victim is marked for all to see.

It is not widely known, but Zhut, and all Sul'Yueese nomads, will not pull weapons in this situation first. They will fight only with their bare hands and the help of their god, Anu. Once a victim pulls a weapon, though, Zhut will no longer try to knock the victim cold. If he wants blood, Zhut reasons, then he'll have it!
 
UPDATED NPC



Gatekeeper Savini Rahls, 3rd level Argossean Soldier
Str 17 (+3), Dex 11, Con 18 (+4), Int 13 (+1), Wis 12 (+1), Cha 12 (+1)

Nish: +5

Fort: +7
Ref: +1
Will: +2

HP: 31

FATE 1
XP: 3000

BAB +3

Parry AC 15
Dodge AC 11

DR 6
Mail Hauberk DR 6 Typically does not wear a helm.

Speed 25

Greatsword: Dam 1d10 + 1d8, Crit 19 x2, AP 4

Poinard: Dam 1d6, Crit 19 x2, AP 1, Rng 5’

Proficiency Feat: Two Weapon Combat
1st Level Feat: Combat Expertise
1st Level Soldier Bonus Feat: Improved Feint
2nd Level Soldier Bonus Feat: Improved Initiative
3rd Level Feat: Persuasive

Formation Combat: Heavy Infantry

Class Skills:
STR = Climb +3, Jump +3
DEX = Ride
INT = Craft +1, Knowledge (Geography) +1, Knowledge (Sa’Leen) +3, Knowledge (Rumors) +1, Knowledge (Warfare) +1, Search +7
WIS = Profession (Sailor) +5, Sense Motive +7
CHA = Intimidate +3, Perform +1, Bluff +9

Skill Points = 18 (6 used for Sense Motive, 6 used on Bluff, 6 on Search )

Improved Cross-Class Skills:
STR = Balance +7
DEX = Use Rope +4
CHA = Gather Information +5


Other Possessions: Large belt-pouch at his waist used to carry bribes—it contains 12 sp.

Argossean Traits: +2 racial bonus to Gather Information, Profession (Sailor), Balance, Use Rope.

Background Skills: +2 ranks to Gather Information, Knowledge (Sa'Leen/Ceras Keep), Survival, Balance, Use Rope.

Hyborian Traits: Adaptability (Sense Motive and Bluff), Weapon Familiarity, +1 Fate.

Languages: Argossean (native), Zingaran, Shemite, Aquilonian, Ophirean, Kothic, Stygian.

Roleplaying Notes: Very tall and thin. Long, black hair streaked with white. Muscles like a swimmer. He will point out a destination within Ceras Keep based on appearance: Stables, warehouse, market, tavern, inn. In combat, he’s good at feinting with that huge greatsword. During is off-time, he likes to gamble.
 
UPDATED!



REGIONAL COINS OF THE ARGOS/SHEM BORDER

Power Structures: Argos is a complicated place, politically. The kingdom is combination of powerful city-states banned together under one ruler. There are several power centers. Most of the interior is feudal, where the multitude of baronies and duchies are run by powerful nobles with almost total control over their holdings. The commoners who live here are poor, illiterate, hard working people, who work the mines and lumber yards, vineyards, farms, and ranches that dot the forests and pastoral hills. Many are serfs, owing fealty to their local lord.

On the coast are sixteen mighty cosmopolitan cities, each ruled as if it were its own city-state. Banded together as a kingdom, for mutual prosperity and defense, Argos is almost a republic, now ruled by the current king of Argos, Milo of Messantia.

Each power institution has its own guards and soldiers. The interior nobles maintain armies for the local protection of their fiefs, and squabbles among the fiefs do happen. The coastal cities maintain their own guard. And, King Milo maintains the kingdom's guardsmen, which is a smaller force, as that of kingdoms go, bolstered, when needed, by Assuri mercenaries.

Add to this political quagmire two more power centers--that of the various Merchants Guilds and the Cult of Mitra--and it will become quite clear what a nightmare it is to maneuver politically with this Hyborian kingdom.



Coinage: There is no national coinage in Argos. Coins are minted by the more powerful institutions. Many of the coastal cities mint their own coins as do some Merchant Guilds and even some of the larger Baronies and Duchies. A set of rules has been established, though, years ago, by order of the king, that orders specifications for each type of coin across the land. That way a drachma from the northern fiefs is accepted as well as a dinar from one of the coastal cities as legal tender of one silver piece throughout the kingdom (and even beyond).

Sa’Leen is in the Charr. This is the Shaipur region of Argos. It's the only true desert region in the kingdom, considered frontier wild lands by most, and home to the Shaipur Bay, the Shaipur Bay Outpost, the Shaipur Ravine (but not the Shaipur Monastery), the Plain of Bone and Marrow, the stone-spun city of Sa’Leen, now called Raeze, and the border with both Shem and the Great Western Ocean. Here, many are illiterate, and many coins pour in from the interior fiefs and coastal cities as well as the city-states of Shem.

In the Charr, there are five types of coin in general use, and they are referred to using colloquial names. A dinar and a drachma are both called Hammers, for example.



COMMON. This is the lowest denomination of coin used in the region. It is a copper coin, round, and larger in diameter than a standard silver piece (though it is also hammered thinner than the silver coin). There is a hole in its center, and it is quite common for Commoners to string these coins on a string around their neck (though this practice is detested by the upper classes--as if the upper classes would ever dirty their hands with copper coins to begin with) as a measure against thieves. Commons are also called “coppers.”

10 Commons equals 1 Hammer. 50 Commons equal 1 Master. 100 Commons equals 1 Royal.



PENCE. This coin is made of silver and shaped like a piece of pie (see the description of the Hammer). It is literally one fourth of a standard silver piece. The design on the back of a Hammer is meant to aid in breaking the coin into equal parts. One pence is the smallest coin in general use (in size, not value). Technically, a pence is worth 2.5 commons. The term “pence” means “pinch,” as in the phrase, “pinch off a piece,” in the native Argossean tongue. A crab’s claw is called a “pencer”, which means, “pincher”.

1 Pence does not have an equivalency among the other coins. 4 Pence equal 10 Commons or 1 Hammer. 20 Pence equals 1 Master. 40 Pence equals 1 Royal.


HAMMER. This is a standard silver piece, depicting a workman with a hammer. It is the most common coin in the realm, and its picture promotes the Argossean saying of a fair day's wage for a fair day's work. It is a round coin with a filigree design on the back that is popularly thought to resemble four separate men on four horses. The coin is worked so that it is easy to bisect it simply by snapping it half with hands. The filigree design on the back aids in snapping the coin in half or into fourths. It is common to find half a Hammer, which is called a Tuppence (2 Pence). A Tuppence can be bisected again, easily with the fingers, to create two separate pieces of Pence. When Hammers are snapped, it is easiest to snap them in half, and then halve them again, if need be. The Hammer sees the most use of all the coins in all the kingdom.

Once a Hammer is snapped, it is not longer called a Hammer. It is then called a Tuppence, if it is half a Hammer, and it is called a Pence if it is a quarter Hammer. Tuppence are sometimes also called “Moons”.

1 Hammer equals 10 Commons and 4 Pence or 2 Tuppence. 5 Hammers equals 1 Master. 10 Hammers equals 1 Royal.



MASTER. The Master is an uncommon coin, typically used mainly by merchants in the course of their business-to-business transactions. It is a square silver coin, thick, equivalent to 5 silver pieces.

1 Master equals 5 Hammers, or 10 Tuppence, or 20 Pence, or 50 Commons. 2 Masters equal 1 Royal.



ROYAL. The Royal is a round coin, primarily made of gold, and it is called such because most average people never see a gold coin in their entire lives. Gold pieces are the provenance of royalty and the nobility. A similar coin, called a Noble, is also used, and the two coins are inter-changeable. But, visually, the Noble is cut in an octagonal shape instead of being manufactured round like a Royal. Royals are typically used in the costal areas of Argos where as Nobles are used in the interior lands.

1 Noble equals 1 Royal, or 2 Masters, or 10 Hammers, or 20 Tuppence, or 40 Pence, or 100 Commons.



Coin Weight

The Hammer (the most used coin) weighs about a third of an ounce. It's a big coin, by today's standards (about the size of a US half dollar coin). The Noble and Royal are smaller in diameter, but all three coin types weight about the same—that is, 50 coins to a pound. The Common also weighs 1/50th of a pound, but the coin's diameter is a bit bigger than for that of the Hammer and gold coins.

The Master is a very thick square coin. It weighs in at 10 Masters to the pound.

There are 200 Pence to the pound, and there are 100 Tuppence to the pound.

1/50 lb. = gold round coin = Royal

1/50 lb. = gold octagonal coin = Noble

1/10 lb. = silver square coin = Master

1/50 lb. = silver round and perforated coin = Hammer

1/100 lb. = silver half-pie shaped coin = Tuppence

1/200 lb. = silver pie shaped coin = Pence

1/50 lb. = copper round holed coin = Common
 
-- A QUICK INTRODUCTION TO THE HYBORIAN KINGDOM OF ARGOS --



ARGOS (The place as defined by my personal campaign.)

The interior of Argos is a rich, fertil land of forests, rivers and lakes, hills and valleys, for the most part. Lumber mills, farms and ranches are scattered throughout the countryside. There is some mining, too, of copper, silver, gold, nickle, and iron ore. Politically, the interior of Argos is a land of traditonal feudal fiefs. In the ancient past, these Duchies and Baronies were independent kingdoms who, long ago, banded together for mutual protection. But, even today, the noble lords of the interior rule their holdings as if they were still independent from the others.

Another of the big industries in Argos is trade and shipping. Argos is hub to several major caravan routes that spread like fingers across the known world. The Road of Kings begins in Argos.

Argos also has the strongest merchant and naval fleet in the world today, with vessels going to all major ports along the western coast of the continent.

Sixteen City States grew up at the major port locations along the coast over the kingdom's long history. At one time, these city states warred with the kingdoms of the interior, but now, in modern times, all the cities have banded together, along with the kingdoms of the interior, to make one great nation.

And though the Hyborian kingdom of Argos has existed in this state for several hundred years, politics still threaten to tear the kingdom apart.

There are four major power players in the kingdom:

The Landed Nobles of the Interior. These are the nobles who rule the Baronies and Duchies of the kingdom's interior.

The Nobles of the Sixteen Major Coastal Cities. Of these, the city of Messantia reigns supreme, home to King Milo, the currrent king of Argos.

The Great Merchant Houses. Families, not necessarily noble, who have become fabulously wealthy through the massive trade done in the kingdom.

The Cult of Mitra. Mitra is the official patron deity of the kingdom, and Mitra is worshiped beyond any other god. Mitra is taken much more seriously in the interior, in truth, than in the coastal cities. The interior, too, is more racially pure than in the cities of the coast, which are very cosmopolitan with people from all over the world. Part of the Mitran doctrine is that no other god be worshiped, but there are pockets of other faiths, either secretive in the interior or even more out in the open along the coast.



Although not as strong as the four agencies I just described, some of the Merchant Guilds--even those not run by one of the larger Merchant Houses--are gaining a large foothold in political prominence.



Your experience in Argos greatly depends on where you lay your foot.

My game is set in an area referred to as the Charr. This is near the coast and along the kingdom's border with Shem. This is a hilly region of desert and plains. It is a racially diverse area, and two years ago, it was controlled by the Shadow Lord Khalar Zym.

Since Zym's death, the Charr has fallen back into a true, wild, sometimes lawless, frontier--the last real frontier in the kingdom.
 
-- FORAGING IN THE CHARR --


Characters can use Survival skill to forage for food in the wilderness of The Charr. This is a broken land, part desert, part dusty plain, part scrub and brush, mostly rocky, uneven, hilly ground. Water is not too hard to find, between the man-made wells, creeks, and infrequent rivers that flow through the area. Characters who maintain water discipline will not have trouble traveling through the harshest desert heart of The Charr.

Foraging for food will net the character food that will sustain life but not rate high an anyone's appetite scale. Such things as snails, frogs, eggs from birds, lizards, turtles, and snakes, tortoise, fruit, roots, plants, nuts, berries--these are the types of things gathered through foraging.



Roleplaying Note: Avoid shiny leaves, white sap, tiny hairs, white or green berries, and bell shaped flowers. Red berries are more safe, but should still be avoided if not recognized. Black or blue berries are likely to be safe as are raspberries. Single fruit on a stem is safest except those from plants with shiny leaves.

Roleplaying Found Food: If a character ever finds something that he's not sure about, throw a DC 10 Survival or DC 5 Knowledge (Nature) check. Success allows the character to pick safe food. The test is to rub the food on the inside of your wrist and wait a few minutes to see if there are any adverse effects. If successful, take a small bite without swallowing and see if there are no negative effects in the mouth. If still successful, eat a small amount. If the character is not sick after 8 hours, then the food is probably safe to eat.



Season: Spring DC 19 Survival or Knowledge (Nature) to find food.

+4 bonus to any native of the area. +2 bonus if 5 ranks in Craft (Herbalism) or Knowledge (Nature). -8 penalty if near a major caravan route. -6 if near a road. -4 if near a path or trail.

One check represents 8 hours of foraging. Foraging can be combined with movement (half movement as per the rule under the skill in the core rulebook). Success means enough food was found to feed one person for one day. Every 2 points rolled over that number feeds an additional person.



FAILING AT FORAGING: Fail by 1-4 points, the food tastes bad and does not count as food for the day. Fail by 5+ means the character may become sick. Roll d100. On a 1 result, roll on the Contaminated Food Table, page 48, in Fiercest. Onset time is 1d10 rounds. Effects last 1d10 minutes. Roll Fort Check after onset time and then once per min. Fail the onset time, damage is Primary. Fail any of the one minute checks, damage is Secondary plus 1d2 hit points non-lethal damage.
 
-- SURVIVAL and FOOD in THE CHARR --



Water is available in the river. The water is fresh run-off from the nearby hills, but is should still be boiled.

Food is another matter. A person can survive 3 days without food (of course, he’s uncomfortable!). After that, a person must make a DC 10 Fort check each day without food, with a +1 cumulative modifier penalty for every day without food: Day 1 = DC 10, Day 2 = DC 11, Day 3 = DC 12, etc.

Failing a check means the character takes 1d6 non-lethal damage due to his hunger and weakness. The character who takes this damage is considered Fatigued. The only way to get this damaged healed is to eat.
 
TELLA THE STABLEGIRL
1st level Argossean Thief


Age: 14

STR 13 (+1) DEX 16 (+3) CON 15 (+3) INT 12 (+1) WIS 8 (-1) CHA 14 (+2)

FATE: 1

WEAPONS:

Hatchet (F): Dam 1d6, Crit x3, AP 1, Range 10’

Utility Knife (F): Dam 1d4, Crit x2, AP --, Range 10’

The hatchet she uses as a hammer, though the utility knife is her main work tool.

BAB: +0
Melee: +1
Finesse: +3
Ranged: +3

Dodge AC: 13
Parry AC: 11

Fort: +3
Ref: +5
Will: -1

HP: 14

XP: 0

Skill Points: 36 pts. (2 to Decipher Script, 4 to Hide, 4 to Move Silently, 4 to Tumble, 4 to Ride, 2 to Knowledge (Ceras Keep), 4 to Knowledge Rumors, 4 to Search, 4 to Diplomacy, 2 to Gather Information, 2 to Handle Animal)

Class Skills:

STR: Climb +1, Hide +5, Jump +1,

DEX: Balance +6, Escape Artist +3, Move Silently +7, Open Lock +3, Slight of Hand +3, Tumble +7, Use Rope +7, Ride +9

INT: Appraise +1, Craft (Herbalism) +1, Craft (mundane) +1, Decipher Script +3, Forgery +1, Knowledge (Ceras Keep) +5, Knowledge (Arcana) +1, Knowledge (Nobility) +1, Knowledge (Rumors) +5, Search +5

WIS: Listen -1, Profession (Sailor) +3, Sense Motive -1, Spot -1

CHA: Bluff +2, Diplomacy +6, Gather Information +8, Intimidate +2, Perform +2, Handle Animal +6

Background Skills/Racial Skills: Gather Information, Knowledge (Ceras Keep), Profession (Sailor), Balance, Use Rope.

Hyborian Adaptability: Handle Animal, Ride

Weapon Familiarity: Not Yet Learned.


Languages (6 total): Argossean, Shemite

First Level Feat: Animal Affinity

Sneak Attack Style: Knife

Abilities: Trap Disarming




Roleplaying Notes: Tella is Argossean friendly and can be a font of information. She’s a gossip. Loose lips. She’s 14 years old, is Rafe the Smith’s daughter, and runs the stable for the family.

She wears her hair cropped short, like a boy, in a bowl cut. She is a bit of a tomboy, though she's also a bit boy-crazy (though there are no boys to be crazy about). She wears a cotton tunic tucked into wool over-alls with straps. She goes barefoot a lot, but she also has a pair or sandals. She carries a large pouch, with the strap across her torso. Her axe is concealed in a custom hoop-holder on the under-side of her pouch. Strangers may not know it is there. Her utility knife, though, she carries on her hip in a leather scabbard tied around her waist with a piece of rope.

Tella is insatiably curious and is adept at eavesdropping. Her favorite spot is the hayloft. She may poke through the PC’s belongings, given the chance. Any secrets she finds may spread to unfriendly ears.

She charges ½ sp for a stall and manger hay, or 1 sp for a stall, rub down, and oats.

Equipment such as saddles, harness, and tackle can be entrusted to the stable girl. Otherwise, it can be stored in the warehouse.
 
Wort, 2nd Level Argossean Soldier

STR 14 (+2)
DEX 10
CON 12 (+1)
INT 15 (+2)
WIS 8 (-1)
CHA 14 (+2)

Languages 7 total: Argossean, Shemite

Hyborian Adaptability: Diplomacy, Bluff

Weapon Familiarity: Greatsword

FATE 1

HP: 20

Dodge AC: 11
Parry AC: 13

DR 3
Quilted Jerkin DR 3
Wort doesn’t wear a helm

BAB +2
Melee +4
Finesse +2
Ranged +2

Nish: +0

Fort: +4
Ref: +0
Will: +1

Background/Racial Skills: Gather Information, Profession (Fletcher), Balance, Use Rope.

Skills: 20 points. (3 to Craft (Fletcher), 5 to Diplomacy, 5 to Search, 5 to Bluff, 2 High INT to Gather Information)


Class Skills
STR Climb +2, Jump +2

DEX Ride +0

INT Craft (Fletcher) +9, Knowledge (geography) +2, Knowledge (Ceras Keep) +2, Knowledge (rumors) +2, Knowledge (warfare) +2, Search +7

CHA Intimidate +2, Perform +2, Diplomacy +9, Bluff +9

Cross-Class Skills
DEX Balance +4 (2 ranks), Use Rope +4 (2 ranks)

CHA Gather Information +8 (4 ranks)


First Level Soldier Proficiency Feat: Two Weapon Combat
First Level Feat: Combat Expertise
First Level Soldier Bonus Feat: Improved Disarm

Second Level Soldier Bonus Feat: Toughness

Weapons:
Crossbow: Dam 2d6, Crit x2, AP 4, Range 60’

Wort keeps a quiver of 10 bolts on the battlement when on duty, though he will usually only take one shot. If needed, he can slip the quiver across his chest.

Arming Sword (F): Dam 1d10, Crit 19/x2, AP 2

Poinard (F): Dam 1d6, Crit 19/x2, AP 1, Range 5’


Wort typically fights two-handed with these weapons.

Roleplaying Notes: In combat, he uses Improved Disarm and Feint, when needed. Although a Fletcher, he’s not a great shot.

His given name is Wortimer. His brother is Joop (Juniper). Wort is more affable than Joop, and therefore more liked. Wort taught the other two guards how to be a Fletcher.

Savings: 89 sp = 30 hammers, 36 pence, silver necklace of Mitra (50 sp). Kept in a string bag that is wrapped around one of his foot posts on his bed, out in the open.
 
Joop, 2nd Level Argossean Soldier

STR 12 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 12 (+1)
WIS 11
CHA 10

Age: 28

Nish: +2

BAB: +2
Melee: +3
Finesse: +4
Ranged: +5**

Fort: +4
Ref: +2
Will: +0

HP: 17

Parry AC: 12
Dodge AC: 13

DR 5
Mail Shirt DR 5
Joot does not wear a helm

Weapons:
Hunting Bow: Dam 1d8, Crit x2, AP 1, Range 75*

Hatchet (F): Dam 1d6, Crit x3, AP 1, Range 15*


*Adjusted for Far Shot
**Adjusted for Weapon Focus


He wears a back quiver with 20 arrows.

Short Sword (F): Dam 1d8, Crit 19/x2, AP 1



Other Equipment: Joot wears long, soft leather wading boots that reach up to his thighs, over his knees. The knees are reinforced with heavier cloth and leather. The boots are furred at the feet, and they tie with leather strap at the sides of his legs.

He wears padding under his chain shirt, and a wool tunic under that (and a light cloth shirt under that). He also wears a leather bracer on his left arm.

He wears a silver ring (300 sp) on his left hand, but no other jewelry. He carries exactly 5 sp on himself in a belt pouch.

Languages 6: Argossean, Shemite

Hyborian Adaptability: Sense Motive, Decipher Script

Weapon Familiarity: Bossonian Longbow

FATE 1

Background/Racial Skills: Gather Information, Profession (Fletcher), Balance, Use Rope

Skills Points: 15 (5 HI). 3 to Craft (Fletcher), 5 to Sense Motive, 5 to Decipher Script, 2 to Ride


Class Skills
STR Climb +1, Jump +1

DEX Ride +4 (2 ranks)

INT Craft (Fletcher) +8, Knowledge (geography) +1, Knowledge (Ceras Keep) +1, Knowledge (rumors) +1, Knowledge (warfare) +1, Search +1, Sense Motive +8, Decipher Script +8

CHA Intimidate +0, Perform +0

Cross-Class Skills
DEX Balance +6 (2 ranks), Use Rope +6 (2 ranks)

CHA Gather Information +4 (2 ranks)

First Level Soldier Proficiency Feat: Two Weapon Combat
First Level Feat: Weapon Focus (Bow)
First Level Soldier Bonus Feat: Point Blank Shot

Second Level Soldier Bonus Feat: Far Shot



Roleplaying Notes: Joop, and his younger brother, Wort, are from Sa’Leen. Their real names are Juniper and Wortimer. Joop is a bowyer, by profession, and the two brothers owned a shop before the devastation of Sa’Leen.

Joop is quiet, and because he says little, he is not as well liked as his brother.

Joop would love to get his hands on a Bossonian Longbow, strung for his pull. His next Feat will be Rapid Shot (then Ranged Finesse).

Savings: Small lock chest (DC 20) with 13 gp, 400 sp = 13 royals, 278 hammers, 26 tuppence, 36 pence, silver chain with symbol of Mitra (100 hammers)
 
-- COINS --


As you can see, from the money system I created for a province in Argos (up-thread), I like to put some details into my Conan games. Details like these make the Hyborian Age come alive, in my opinion.

If you are of a like mind, here are two nifty articles that may help you with your campaign.

Medieval Priced Items

Medieval Coins
 
-- GOODS AND GEAR --



You Conan RPG GMs out there, I want to draw your attention to a d20 3.5 book that, although not written for the Conan RPG, will still hold a wealth of information that you can use in your campaign.

The is the best equipment book I've ever read in my life for any game. GOODS AND GEAR: THE ULTIMATE ADVENTURER's GUIDE, which is part of the Player's Advantage Series published by Kenzer and Company. You can find it as a hardback, but there are also electronic versions in pdf and formatted for your iPhone, etc.

This book is phenomenal. And, it covers everything. It is written to be used in two ways: as an equipment guide for a game set in the Kingdoms of Kalamar, or as an independent work that can be adapted to another campaign world. Items are dual stated, with stats for a d20 3.5 based game or a HackMaster game.

Besides more arms, armor, and equipment than you'll ever need, this 273 page book includes lots of extras, like: Information on bartering, taxation, and inflation. Marketplace scams you can run on your players. The coinage system from Kalamar can be stolen and adapted for your game, giving you a lively coin system for different regions, or kingdoms, in your personal Hyborian Age.

There's rules on degree of craftsmanship that includes more than just Masterwork items. There's Soverign quality items, Inferior quality items, and Shoddy quality items. And, there's rules for the Craft skill should your craftsman PC just want to put out cheap, inexpensive junk instead of Standard quality items.

There's a big section on regional clothing that, for the most part, will fit well into your Hyborian Age. With this book, you will understand each and every particular part of a sword. Besides all the regular stuff that you see in most equipment guides, this book has interesting entries, like perfume, cosmetics, long distance travel costs, spices and seasonings, regional food types, musical instruments, gambling games that you can play in your game, and much, much more.

It's a fantastic book.

For a Conan game, you'll just have to skip over the items that are obviously too fantastical for a game set during the Hyborian Age. You'll skip the orc and elven items, for example. Most of the book is devoted to human items, and most are not so fantastical that they wouldn't fit into Conan's world.

I won't say that this book is 100% necessary to run a Conan campaign, but I will say that, as a GM, if you want more options and items than what you find in Tito's Trading Post, then this is where you will find it.

Note on weapon, armor, and equipment stats: You'll have to eyeball them and upgrade them for use in the Hyborian Age. For weapons, this usually means eyeballing an AP rating (by comparison to similar weapons in the Conan RPG) and increasing damage by a die code (1d6 becomes 1d8, 1d10 becomes 1d12, etc). You'll have to add Damage Resistance and increase the Arcane Spell Failure percentage. But, other than that, you can use these items as printed on the page.

This is a great resource for a Conan game.

1200x630bf.jpg
 
-- BECHARADUR --


According to Road of Kings (1st edition), there is a Shemite city-state near the border with Argos that was devastated by the a demon named Imhotep The Ravager. Though Becharadur sits on a deep water port--which are quite rare in Shem--the place has not been repopulated or rebuilt. The Shemites consider it a cursed location.

The original source for this is the old Marvel comic, #179.

In the 2011 movie, Conan The Barbarian, there is a scene just after Conan leaves Artus and the crew of the Hornet, alone, going after Khalar Zym. He passes a massive city ruin--not a soul spotted anywhere--then goes deeper into the Red Waste. The ruins are not mentioned at all in the movie's novelization.

This could be Becharadur.

At least it is in my campaign.
 
-- THE BARBARIC WARRIOR --


This is a superb supplemental book that is still available for sale. It will enhance your game. Neither version is very expensive. The book packs a lot of punch into 50 pages.

PDF Version

Dead Tree Version



WHAT'S INCLUDED?

FEATS! These are generally aimed at the Soldier and Nomad class but can be used by any class at the GM's discretion.

COMBAT MANEUVERS! These spice up Conan combat like the ones in the core rulebook.

WEAPONS! Bringing you things like brass knuckles, the katar, armor spikes, bola, pit claws, and several other new weapons.

EXPANDED UNARMED ATTACK! Instead of using the Unarmed Attack throw for any type of unarmed attack, these rules bring you punches and kicks, head butts, elbows, back-hand strikes, and the ability to knee your opponent.

PIECEMEAL ARMOR! This should have been in the main rulebook as it is so appropriate for the Hyborian Age. Conan is often depicted bare-chested, wearing only a loin cloth, boots, leather bracers, and a horned open faced helm. Under the main rulebook, that would get the barbarian a DR 1 armor rating, for the helm. Using these piecemeal rules, those braces also add to his defense. Not by much, but they do provide a little protection. Strap on an arm guard on a pair of shin guards, and increase your Damage Resistance!

PRESTIGE CLASSES! Some interesting choices, including: Deep Wilder, Divine Falconer (complete with Falcon stats), Hawkeye, Honor Duelist, Horse Lord, Kindred Archer, Mauler, Sea Devil, Warrior of Dreams, and Pit Fighter. Lots of extras like Reputaton modifiers, NPC examples, Notes on Dueling Societies, New Codes of Honor and the like.

BLACK LOTUS ADDICTION! Rules for adding this to your game.

PIT FIGHTS! You can simulate those pit fights from the 1982 Conan The Barbarian Movie, complete with gambling rules!



This book is not published by Mongoose but it is specifically written for Mongoose's d20 Conan The Barbarian Roleplaying Game. It is 100% compatible, using the OGL. You'll just have to figure out a little bit of code used in the language, here and there, which is written to be easy to figure out. For example, a "Feudal Kingdom" NPC is presented as a typical Pit Fighter. Obviously, this is mean to be a Hyborian. Another character has Racial traits from a "Serpent Theocracy". Obviously we're talking about a Stygian. A "Wildman Barbarian" is a Pict. It's the Allegiance to "Clan of the Wolf" that gives it away. A "Frigid Northman Barbarian" is a Vanir. A "Northern Hillman Barbarian" is a Cimmerian. You can also tell by the character's name. That last was "Eanbotha", an obvious Cimmerian name. The Vanir is named "Redgar". It's not rocket science.
 
-- DAYS OF THE WEEK IN ARGOS --



Code:
DAYS OF THE WEEK

Moonsday	Monday		Celebrates the Moon and the month
Twiceday	Tuesday	  Signifies the Second Day of the Work Week—a merchant measurement
Windsday	Wednesday	Celebrates the Wind, the ocean, and sailing.

Thriceday  Thursday	 Signifies that Three Work Days Remains in the Week.
Firesday	Friday		Celebrates the Discovery of Fire
Swordsday  Saturday	 Celebrates the Sword—a day of national pride and might

Sunsday	 Sunday		Celebrates the Sun and the year.  Also called Mitra’s Day.



Argosseans believe in hard work, and they work six days a week. Sunsday is their rest day--a day devoted to Mitra.
 
-- DAYS OF THE WEEK IN ARGOS --



Code:
DAYS OF THE WEEK

Moonsday	Monday		Celebrates the Moon and the month
Twiceday	Tuesday	  Signifies the Second Day of the Work Week—a merchant measurement
Windsday	Wednesday	Celebrates the Wind, the ocean, and sailing.

Thriceday  Thursday	 Signifies that Three Work Days Remains in the Week.
Firesday	Friday		Celebrates the Discovery of Fire
Swordsday  Saturday	 Celebrates the Sword—a day of national pride and might

Sunsday	 Sunday		Celebrates the Sun and the year.  Also called Mitra’s Day.



Argosseans believe in hard work, and they work six days a week. Sunsday is their rest day--a day devoted to Mitra.
 
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