[CONAN] GM's Closet

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-- HYBORIAN AGE ATMOSPHERE --



When converting D&D adventures, or designing your own scenarios from scratch, pay attention to the atmosphere of the adventure. The sword & sorcery feel of a Conan game is a lot different than your standard western-culture based typical fantasy D&D game.

Be mindful of the descriptions of clothes on the NPCs, especially in urban settings. Different parts of the known world have different tastes in fashion. Use the Conan comics and movies as a guide (if you agree with that interpretation), or use your own vision of what Conan's world would look like based on Howard's descriptions. I think the Age of Conan MMO game has a fantastic look that screams, "THIS ISN'T D&D!" And, there are a ton of pics for that game on the net. Another favorite source that I use is Marvel's Savage Sword of Conan. Though black & white, the gritty feel of the Hyborian Age is present in every frame.

The next time you describe an NPC, consider making him barefoot and shirtless. Having him wearing billowy cotton breeches or maybe some sort of ancient Greek looking kilt with sandals.

Look at this drawing of a scene from The God in the Bowl....

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Conan wears a kilt, but not one that you would typically think of him wearing, and little else. Look at the men. They wear tunics and sandals. Even the soldiers have a different look than you normally see in typical fantasy.

In this scene from The Savage Sword of Conan....

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Conan wears a leather vest, bear-skin loin cloth, a studded belt, and heavy dock boots.

You don't see a lot of people in urban areas parading around wearing armor, except for the watch. Not every foe your PCs fight have to be wearing armor. Many will have no armor and be unarmed, except maybe for a dirk or knife or poinard. Consider using more non-lethal fist fights in your game. Not ever fight has to be to the death. Use the grappling rules!



Another thing that you don't normally see in typical D&D are whores and slaves. In many parts of the known world, slavery is practiced and is common place. And, in almost all parts of Conan's world, whores ply their trade! Make sure that your players see them, often, in your game.

You can have fun with this. Give a whore a power akin to the D&D Charm Person spell. Roll the NPC whore's Perform (Dance) skill against a player's Sense Motive skill. If successful, give the whore some power over the PC as if he were just hit with a lite Charm Person spell. That's a way to bring lust into the game, mechanically. Modify the Sense Motive roll based on the player's roleplaying of the character and the character's likeliness to be lustful for women.



Think about the names you use in the game. The names of places and the names of NPCs. If you are converting from a D&D module and you see a gnome named Eldak Littleknight, make that character human, of course, and name him something like Abam El-Dak, if in Shem. Or, Eldono Lilnono, if in Argos. You can keep the essence of the character, but meld that with the aspects of the human character race that you've chosen for him when transplanted into the Hyborian Age.

In my own campaign, I've taken Kendall Keep, from the AD&D adventure Return to Keep On The Borderlands, and changed it to the Ceras Outpost--a place similar to the vacant Shaipur Outpost shown in the 2011 Conan The Barbarian movie. I've kept, but reimagined, some of the characters, too. Instead of Laurl, I have Laurro. Instead of Charl, I have Grazzi Marchani. Instead of Sabine, the female gatekeeper, I have Savini Rahls, the male gatekeeper.

Tella, the young stablegirl is still Tella, the young stablegirl, because I thought the character interesting and memorable. Where she's a cute, breath of sunshine in the happy, rated G, D&D adventure, I've made her more dark--and what I think is even more interesting. She's definitely memorable.

Tella is just 14 (which is an adult in the Hyborian Age). She stands about 5'4", blousey tunic tucked into homespun overalls. Barefoot. A large, wide-strapped pouch bisects her torso. When the PCs first see her, she'll be sitting, cross-legged right in the center of the entrance to the open stable. Tella will be starring back at them, unblinking, fixated on newcomers.

There's a very nice dock knife in a leather scabbard tied to her waist with a bit of rope. The PCs probably won't notice the hand axe that has its own hoop on the back panel of the pouch, unless Tella takes it out. That, and the dock knife, are her two main working tools. She'll use one end of the axe like a hammer.

She's got sandy blonde hair, but it's not hard to see large area on the back right part of her head where the skin is scarred and the hair won't grow. You can't miss the spot, if you stand behind her. It's about the size of a fist. What happened to her? Did she get kicked in the head by a horse? Or...is that a burn wound?

Tella is friendly, almost to a fault. She's still a happy kid, though her build make her look more like a boy. She's very flat chested, small and skinny. She loves animals--all kinds. It's not unusual to find her squatting and carrying on a one-sided (is it?) conversation with a new horse or stray dog.

She's quick, too. Quite intelligent. She can actually read! But, sometimes, what she says is a bit disconcerting. She might start talking about how the cattle have crab legs and walk sideways in the noon-day sun. Or, when she's telling you about her prices, she might say, "It's a hammer a day to for a rub down and oat--half that for just barn hay, except on days when it rains blood." And, if you get to know her, what she says, in a gleeful high-pitched voice, can turn quite dark, like when she speaks of the soldiers who held her down and felt her on the inside with those long crotch fingers they have.

Yeah, it's dark. But, it's interesting, too. And, Tella is now an unforgettable character that the players will meet on their travels during the Hyborian Age.



One last comment on atmosphere: Remember that characters of the Commoner class are illiterate. Some Hyborian Age races may only have a spoken language. The PCs are literate, but the PCs aren't the norm. So scale back on worded signs. Use a lot more symbols. You may even develop some universal symbols (for a specific geographical area) that the players will come to know. Taverns may not have the word "Tavern" on their signs, rather it may just be an etched picture on wood. The One-Eyed Cat may have a board show...yes, a one-eyed cat.

There are very few maps known to exist, and those that are found are valuable/expensive but probably crude and not accurate. They're best used for direction but not distance. Again, there are very few words and more symbols used on the map, too. PCs may have to figure out what a symbol means in order to use the map correctly.

The written word is the domain of Scholars. Of course scrolls and letters and books exist. It's just that there is a small, elite class of people who can read and write--usually nobles, wealthy merchants, priests, and Scholar classed characters.

So, if your adventure hinges on the characters finding a letter that, after reading, presents a mystery, consider a different way to bring the mystery into the game, more fitting with the Hyborian Age. Or, if the PCs are given a right-of-passage document by a local lord, the actual document is more likely a symbol or mark because most guards cannot read.


If you put some thought into it, there is a lot of detail like that that you can use to make your game feel like a Conan tale. And, your players will eat it up.



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A Special Note on Converting NPCs: I do use a lot situations, encounters, characters, and maps from other games--especially from 3.5 D&D. But, I always heavily modify the material, and I always morph it into something that fits well into the Hyborian Age. I find that lower level D&D adventures are easier to convert because, with the higher level stuff, the adventures become more magical. I want to throw out all the fantasy stuff--no more gelatinous cubes and umber hulks. Trolls, goblins, bugbears, hobgoblins, and the like will often become humans--sometimes of different races, where all hobgoblins become human city guardsmen. Trolls become assuri mercenaries. Bugbears become Cimmerian barbarians, and the like. I also cut down on the number of encounters. Instead of a partying being attack by skeletons as a wandering monster along the road, then by an ankheg in a farmer's field, then by bandits, and finally by a group of three wyverns, I'll change this to just the bandits (humans, of course, even if they were originally goblins) and maybe one wyvern. The atmosphere of the Hyborian Age isn't encounter after encounter. It's a memorably encounter here, and a memorable encounter there, with more of a story linking the encounters together (Why are the bandits on the road? Does the wyvern lead to the necromancer at the climax of the story?)

When converting NPCs from d20 D&D adventures, I always make sure to completely re-roll their stats and build the NPCs new, from scratch, using the Conan RPG rules. I might keep the essence of the character as I describe earlier in this post, but the character stats are all fresh and new and appropriate for my game. I find that D&D stats tend to be more "heroic" than what is called for in the Hyborian Age. I roll most characters using the standard method of 4d6, drop lowest, arrange to taste. Sometimes, on very minor commoners, I'll just roll 3d6. And, I use an online roller so that I can roll multiple sets of stats at one time. I'll have that open in one window and my Word doc open in another, where I am recording my notes for the game session.

I roll instead of use the arrays because it often leads me to interesting characters. For example, take Tella, whom I told you above earlier in this post. Her original stats in the AD&D adventure are: STR 13, DEX 16, CON 15, INT 12, WIS 8, CHR 14.

Those are some pretty damn good rolls! I used the online roller to roll up a new set, and I got: STR 13, DEX 16, CON 10, INT 12, WIS 5, CHA 14.

I tried to mimic the strengths and weaknesses of the original character with the new rolls. The score of 5, I placed in WIS, since that was the weakest stat for the original character. But, this also led me on a creative route where I asked myself about the 5 WIS. That led to the description of the bow or burn to the back of her head and her moments drifting off into I-don't-know-land while she is talking.

Another original AD&D character, Sabine the gatekeeper, had these stats as printed in the adventure: STR 17, DEX 11, CON 18, INT 13, WIS 12, CHR 12. Wow, that's a damn strong character for the Hyborian Age. I used the roller, making the suggested rolls of 4d6, drop lowest, and now the new Hyborian Age character, Savini, has these stats: STR 14, DEX 10, CON 17, INT 13, WIS 12, CHR 12. Again, I tried to mimic the original character rolls as best I could using the new rolls.

When converting, you'll want to double check (and possibly re-roll, as I have) any character stats because often I find the simple NPCs will have better stats than the main player characters.
 
-- NPC TEMPLATE --



This is a template I use to quickly create NPCs for my game.

Name, Level, Race

DESCRIPTION:

LANGUAGES:

CODE:

SPEED:

HP:

PARRY AC 10
PARRY AC 10
DODGE AC 10

DR
FORT +0, REF +0, WILL +0

INIT +0
BAB +0
MELEE +0
FINESSE +0
RANGED +0

PROFICIENCY FEAT:
1st LEVEL FEAT:



STR 10 (+0):

DEX 10 (+0):

CON 10 (+0):

INT 10 (+0):

WIS 11 (+0): Spot, Listen

CHA 10 (+0):



ACTION!

OTHER POSSESSIONS:

SAVINGS:

ROLEPLAYING:

LOCATION:



I copy that into my Word doc in bold. In the first line, the name line, I'll write something like this:

Laurro, 2nd level Argossean Soldier, Tower Gate Guard of Ceras Outpost

I write it in 14 point, where most of the other text is in the default 10 pt., and I make it bold. I want it to be easy to find when I'm flipping through my GM's notebook during a game.







In the Description section, I write only what the players will see the first time that they encounter the character. This is meant to be some quick notes that I can scan and be able to fully paint a picture in the minds' eye of the players.

DESCRIPTION: 5’8”. Mid-20’s. Curly black hair cut very short, military style. Piercing blue eyes. Chubby cheeks. Muscular arms but a bit barrel chested.

Hunting Bow. No quiver.

Mail Hauberk over thick brown wool shirt (and white tunic under that). Leather bracer on left wrist. Leather breeches tucked into boots (leather boots reach to just under knee).







In the next section, I just fill in the important game stats. I also list important equipment next to the appropriate modifier, too, as you can see here--

LANGUAGES Argossean (literate), Shemite, +3

CODE: Civilized

SPEED 25

HP 15

PARRY AC 13
PARRY AC 16 Targe +3, Dam 1d4, Crit x2, AP --
DODGE AC 12

DR 6 Mail Hauberk
FORT +4, REF +0, WILL +3

INIT +1
BAB +2
MELEE +4 Arming Sword, Dam 1d8, Crit 19 x2, AP 2
FINESSE +3
RANGED +3 Hunting Bow, Dam 1d8, Crit x2, AP 1, Rng 50’
Point Blank Shot (+1 AT, +1 DMG to 30’)

PROFICIENCY FEAT: Two Weapon Combat
1st LEVEL FEAT: Toughness
1st LEVEL SOLDIER FEAT: Skill Focus (Spot +3)
2nd LEVEL SOLDIER FEAT: Point Blank Shot

Under languages, I know that this character has three open slots--where he can learn more languages, or I can assign him a language on the spot if I decide appropriate during a game.

Equipment and notes are made. Check out what I wrote next to his Ranged modifier above.

HP stands alone so that there is plenty of room around it to keep track of damage.







Next is the section where I record the character's stats and skills. You can record all skills, just the class skills, or just the improved skills, depending on how much work you want to do.

I lean to writing just the improved skills, as you see below. It's easy to figure any unimproved skill on the spot. The modifier is the governor stat modifier.

Regardless of class skill or non-class skill, I always list Spot and Listen, though, as those are important detection skills for any character. I always make them first on the WIS line to make them easy to find. I always list Search, too, first in the INT line.

If a Cross-Class skill is listed, then I put a "cc" next to the skill.

Below, we can see that the character has no improved STR skills. Balance is a cross-class skill that is boosted by 2 ranks as a Background skill and has received a +2 Racial modifier.


STR 15 (+2):

DEX 13 (+1): +5 Balance cc – background, racial, +5 Use Rope cc – background, racial

CON 12 (+1):

INT 10: +0 Search, +7 Craft (Fletcher) – racial, 5 skill, +2 Knowledge (Sa’Leen) – background, +2 Decipher Script – Hyborian Adaptability

WIS 11: +10 Spot - Hyborian Adaptability, Skill Focus, 5 skill, +0 Listen cc, +2 Survival (Hills) – background

CHA 10: +4 Gather Information cc – background, racial







ACTION! If trouble requires him to leave the top of the gate, he will drop the bow and grab his shield and sword (but leave the belt and scabbard). His helm is in his room.

OTHER POSSESSIONS: Wears a white cotton silk Argossean tunic (no collar) under armor. Non-Flexible silver necklet around his neck (50 sp). Small fur coin purse stuff into left boot (6 sp). Knife with smooth bone handle stuffed into right boot. Dam 1d4, Crit x2, AP --, Range 10’.

SAVINGS: He has no coin at home, but does have a heavy wilderness cloak. Owns an open-faced helm (Normal style with nose-piece), but rarely wears it.

ROLEPLAYING: Laurro is a freeman commoner. He’s a fletcher by trade, and his income is from that and as one of the few permanent guards at Ceras Outpost.

He charges the standard rate of 1.5 sp for 20 arrows. He can make 200 arrows in a week, but if paid double, he can increase that output to 400 arrows.

LOCATION: Laurro is presently on the day shift so will be on top of his tower during daylight. When he’s sleeping or resting, he’ll be found in his room. When he’s got an order for arrows, he’ll be in the gatehouse, but this will always be at night due to his shift on the tower. He loves to drink, and he can be found at the One-Eyed Cat before he retires.

Lastly, I'll make notes in specific sections to help me roleplay the character when it is time. Here, above, on the ACTION! line, I describe the tactics this gate guard will use if a fight breaks out.

OTHER POSSESSIONS I included in case the character is killed and searched or pickpocketed. I record here the items the character has but the PCs cannot see.

Not all NPCs will have all the same topics. I include SAVINGS here because the PCs might break into his dwelling in the outpost.

ROLEPLAYING is a section that I sometimes combine with DESCRIPTION. These are some quick notes on how to play the guy.

LOCATION doesn't always show up, either. I have it hear to remind me where the NPC might be located if not at the spot where he was originally encountered by the PCs.
 
-- CERAS OUTPOST --



A location in my game is Ceras Outpost. It's an abandon outpost in Argos near the Western Ocean and the border with Shem. The place was abandoned as a military outpost years ago. Today, some citizens have turned the outpost into a small, walled village.

I'm using the map for the keep from Keep On The Borderlands, but I've Conan-ized it, of course. Ceras Outpost will resemble the Shaipur Outpost in design and atmosphere (from the 2011 movie).

Shaipur Outpost Clip



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-- CERAS OUTPOST --




GONG: sounds at a distant approach from tower 12.

Watchtowers = 30’ high
Outer Baily (1-17) = 30’ high
Inner Bailey (18-27) = 60’ high

Material of the Walls: granite blocks, 20’ high and 1’ thick on average. Hardness 8, HP 90, Break DC 35. Climb DC 15. Murder holes and wall slits provide 9/10 cover to archers. Spikes and caltrops set at base of walls on the outside.



1. MAIN GATE

Fissure/moat is 60’ deep. Water fills the last 10’. There’s a layer of flammable oil floating on the water. If set alight, it will burn for an hour.

Drawbridge. 80 HP.
Iron Porcullis. Hardness 10, HP 60, Lift DC 25, Break DC 28.
Can trap between portcullis and door!
Double Doors.



2a. GATEHOUSE - Drawbridge Control

Laurro will shout out: Halt! Who goes there? Friend or Foe?

And, follow up with: What is your business here?

Name?

First one guard will disappear, and the draw bridge will lower. Then, he re-appears, when the other leaves to raise the portcullis.



ATOP THE TOWER

Open wooden barrel with a multitude of arrows.

Laurro, 2nd level Argossean Soldier, Tower Gate Guard of Ceras Outpost

SPOT +10 Hyborian Adaptability, Skill Focus, 5 skill
LISTEN cc +0

DESCRIPTION: 5’8”. Mid-20’s. Curly black hair cut very short, military style. Piercing blue eyes. Chubby cheeks. Muscular arms but a bit barrel chested.

Hunting Bow. No quiver.

Mail Hauberk over thick brown wool shirt (and white tunic under that). Leather bracer on left wrist. Leather breeches tucked into boots (leather boots reach to just under knee).

LANGUAGES Argossean (literate), Shemite, +3

CODE: Civilized

SPEED 25

HP 15

PARRY AC 13
PARRY AC 16 Targe +3, Dam 1d4, Crit x2, AP --
DODGE AC 12

DR 6 Mail Hauberk
FORT +4, REF +0, WILL +3

INIT +1
BAB +2
MELEE +4 Arming Sword, Dam 1d8, Crit 19 x2, AP 2
FINESSE +3
RANGED +3 Hunting Bow, Dam 1d8, Crit x2, AP 1, Rng 50’
Point Blank Shot (+1 AT, +1 DMG to 30’)

PROFICIENCY FEAT: Two Weapon Combat
1st LEVEL FEAT: Toughness
1st LEVEL SOLDIER FEAT: Skill Focus (Spot +3)
2nd LEVEL SOLDIER FEAT: Point Blank Shot



STR 15 (+2): +2 Climb, +2 Jump

DEX 13 (+1): +1 Ride, +5 Balance cc – background, racial, +5 Use Rope cc – background, racial

CON 12 (+1):

INT 10: +7 Craft (Fletcher) – racial, 5 skill, +0 Knowledge (Geography), +2 Knowledge (Sa’Leen) – background, +0 Knowledge (Rumors), +0 Knowledge (Warfare), +0 Search, +2 Decipher Script – Hyborian Adaptability

WIS 11: +2 Survival (Hills) – background

CHA 10: +0 Intimidate, +0 Perform, +4 Gather Information cc – background, racial



ACTION! If trouble requires him to leave the top of the gate, he will drop the bow and grab his shield and sword (but leave the belt and scabbard). His helm is in his room.

OTHER POSSESSIONS: Wears a white cotton silk Argossean tunic (no collar) under armor. Non-Flexible silver necklet around his neck (50 sp). Small fur coin purse stuff into left boot (6 sp). Knife with smooth bone handle stuffed into right boot. Dam 1d4, Crit x2, AP --, Range 10’.

SAVINGS: He has no coin at home, but does have a heavy wilderness cloak. Owns an open-faced helm (Normal style with nose-piece), but rarely wears it.

ROLEPLAYING: Laurro is a freeman commoner. He’s a fletcher by trade, and his income is from that and as one of the few permanent guards at Ceras Outpost.

He charges the standard rate of 1.5 sp for 20 arrows. He can make 200 arrows in a week, but if paid double, he can increase that output to 400 arrows.

LOCATION: Laurro is presently on the day shift so will be on top of his tower during daylight. When he’s sleeping or resting, he’ll be found in his room. When he’s got an order for arrows, he’ll be in the gatehouse, but this will always be at night due to his shift on the tower. He loves to drink, and he can be found at the One-Eyed Cat before he retires.
 
-- CERAS OUTPOST --



2b. GATEHOUSE - Portcullis Control

Tower Top: Both towers are only a few feet above the curtain wall. A single guard keeps watch atop each tower at all times, day or night, rain or shine. There is a square hole in the floor where barrels of oil and other things can be roped up to the battlement.

Top Floor: 15’ room. Door in ceiling to tower top. Door in wall with spiral staircase down to ground floor. This is a winch room and storage. Both towers contain enough arrows, bolts, and oil to withstand a sizeable assault on the keep. Also serves is a rest area for off-duty guardsmen. There is water, food, and a bunk. There is no window to this room, so a lantern can be used even during black outs.

Ground Floor: 15’ room. This room can be barred against attack. Spiral stairway to top floor. The room in 2a is where Laurro will make arrows. It has equipment. He buys arrowheads from the smith. The room in 2b is used for extra storage. Weapons confiscated at the gate or elsewhere will be stored there.



Grazzi Marchahni, 2nd level Argossean Soldier, Tower Gate Guard of Ceras Outpost

SPOT +7 Alertness, Hyborian Adaptability, 3 Skill
LISTEN +7 Alertness, Hyborian Adaptability, 3 Skill

DESCRIPTION: 6’2”. Normal build. Early 30’s. Short, dark brown hair. “V” shaped spot of hair above his chin, below his lip. Light brown eyes.

Crossbow. No quiver.

Wool cap. Brigadine Coat. Blousy cotton shirt under armor. Grey wool baggy trousers. Dock boots (flap over).

LANGUAGES Argossean (literate), Shemite, Zingaran (literate), Nemedian, +2

CODE: Civilized

SPEED 25

FATE 1
HP 16

PARRY AC 13
DODGE AC 13

DR 6 Brigadine Coat
FORT +3, REF +2, WILL +3

INIT +2
BAB +2
MELEE +4 Short Sword: Dam 1d8, Crit 19 x2, AP 1
Poinard: Dam 1d6, Crit 19 x2, AP 1, Rng 5’
Bill: Dam 2d8, Crit x3, AP 6
FINESSE +4
RANGED +4 Crossbow: Dam 2d6, Crit x2, AP 4, Rng 60’

PROFICIENCY FEAT: Two Weapon Combat
1st LEVEL FEAT: Alertness (+2 Listen and Spot)
1st LEVEL SOLDIER FEAT: Combat Expertise
2nd LEVEL SOLDIER FEAT: Improved Trip



STR 14 (+2): +2 Climb, +2 Jump

DEX 15 (+2): +2 Ride, +6 Balance cc – background, racial, +6 Use Rope cc – background, racial

CON 10:

INT 13 (+1): +7 Craft (Fletcher) – racial, 4 skill, +1 Knowledge (Geography), +3 Knowledge (Sa’Leen) – background, +1 Knowledge (Rumors), +1 Knowledge (Warfare), +1 Search

WIS 10: +2 Survival (Plains) cc – background

CHA 10: +5 Intimidate – 5 skill, +0 Perform, +4 Gather Information cc – background, racial



ACTION! If he comes off the tower, he will either strap on a belt quiver that holds 10 bolts, or he will leave the crossbow and grab his bill, depending on the situation.

OTHER POSSESSIONS: Silver chain with the symbol of Mitra hangs around his neck (60 sp). Small belt pouch at waist contains 3 sp.

SAVINGS: Grazzi is a saver, and in his room, are: 36 sp = 3 hammers, 2 tuppence, 5 pence. And 1 small ruby 30 sp. In a small pouch with drawstring, under mattress.

ROLEPLAYING: He’s from the merchant class but has never opened a business. He was a guide for caravans before the fall of Sa’Leen. Laurro taught him the craft of fletching, and Grazzi has now matched Laurro’s skill. Grazzi’s income comes from that craft and his role as one of the outpost’s permanent guards.

Grazzi used to be held by the taste of drink, and, despite his upbringing, was an immense under achiever. He has since beaten that demon and corrected his life. He tries, so far with no luck, to keep Laurro from falling into that same predicament.

He charges the standard rate of 1.5 sp for 20 arrows. He can make 200 arrows in a week, but if paid double, he can increase that output to 400 arrows.

LOCATION: Along with Laurro, Grazzi is on the day shift, guarding the top of the tower. This is where he will be found during the day. He spends a lot of time in his room, but will also take long walks around the outpost. Sometimes, he will walk outside the walls. He stays away from the tavern. When making arrows, he can be found in the tower room.
 
-- CERAS OUTPOST --



3. COURTYARD

Double Doors: Thick wood, iron banded. Barred window door set at face height, slides open. It is set in the right hand door facing the keep.

The window slides open. Gatekeeper Rahls will look them over, up and down, real good.

“This is a peacable place. No brawling in the streets. No stabbing our people in the tavern, even if they are drunk and have insulted ye. Understood?”

A moment’s pause as Rahls continues to size them up. “You’ll keep your weapons sheathed? You stir up any trouble, and I’ll make you wish you hadn’t.

OK. It’s two hammers entry tax. You got silver?”

Rahls will point out Destinations: Are ye travelers three? Comrades? Stables/warehouse, market, tavern, inn.


Gatekeeper Savini Rahls, 3rd level Argossean Soldier

SPOT cc +1
LISTEN cc +1

DESCRIPTION: 6’3”. Mid-40’s. Full, white hair, over ears. Brown eyes. High cheek bones. Lean build. Muscles like a swimmer.

Mail Hauberk. Poinard. Large pouch with strap across torso containing 12 sp Greatsword against the tower.

Brown, wool long sleeved tunic shows under armor. Brown wool breeches. Heavy leather ship boots with flap.

LANGUAGES Argossean (native, literate), Shemite (literate), Stygian (literate), Ophirean, +2

CODE: Civilized

SPEED 25

FATE 1
HP 31
XP 3000

PARRY AC 14
DODGE AC 11

DR 6 Mail Hauberk
FORT +6, REF +1, WILL +5

INIT +5
BAB +3
MELEE +5 Greatsword: Dam 1d10 + 1d8, Crit 19 x2, AP 4
FINESSE +3 Poinard: Dam 1d6, Crit 19 x2, AP 1, Rng 5’
RANGED +3

PROFICIENCY FEAT: Two Weapon Combat
1st LEVEL FEAT: Combat Expertise
1st LEVEL SOLDIER FEAT: Improved Feint
2nd LEVEL SOLDIER FEAT: Improved Initiative
3rd LEVEL SOLDIER FEAT: Persuasive

FORMATION COMBAT: Heavy Infantry



STR 14 (+2): +2 Climb, +2 Jump,

DEX 10: +0 Ride, +4 Balance cc – background, racial, +4 Use Rope cc – background, racial

CON 17 (+3):

INT 13 (+1): +1 Craft, +1 Knowledge (Geography), +3 Knowledge (Ceras Outpost) – background, +1 Knowledge (Rumors), +1 Knowledge (Warfare), +7 Search – 6 Skill,

WIS 12 (+1): +3 Survival (Plains) – background, +3 Profession (Sailor) – racial, +9 Sense Motive – 6 Skill, Hyborian Adaptability.

CHA 12 (+1): +3 Intimidate -- Persuasive, +1 Perform, +11 Bluff – 6 Skill, Hyborian Adaptability, Persuasive, +5 Gather Information cc – background, racial



OTHER POSSESSIONS: Key Ring, which includes the key to the warehouse. Also, the key to Savini’s gatehouse tower. The towers are simply barred from within.

SAVINGS: Small Locked chest on table. DC 20 Lock. 2980 sp = 196 royals, 600 hammers, 840 tuppence

ROLEPLAYING: In combat, he’s good at feinting with that huge greatsword. During is off-time, he likes to gamble. He makes his coin as the Gatekeeper, from skimming the passersby through the gate, and he owns and operates the warehouse.

His brother-in-law is Fenni, the Smith. Tella, the stablegirl, is his niece.

LOCATION: Savini is always on the day shift as he is the gatekeeper. When he’s sleeping or resting, he’ll be found in his room. He can sometimes be found at the One-Eyed Cat.
 
-- CERAS OUTPOST --



4. STABLES

Building: Outer walls are of stone. 20’ high. Battlement on roof. Wood wall on inside divides from Warehouse. Hayloft. 22 horse stalls. 7 are taken.

Cost: ½ sp = stall and manger hay only; 1 sp = stall, rub down, oats.

Equipment such as saddles, harness, and tackle can be entrusted to the stable girl. Otherwise, it can be stored in the warehouse.



Tella, the Stablegirl of Ceras Outpost, 1st level Argossean Thief

SPOT -3
LISTEN -3

DESCRIPTION: Hit in the head by a horse. Has missing hair on top back of head. Scarred skin where the hair will not grow. Age 14.

Brown cotton tunic, blousy, tucked into overalls. She is barefoot, but owns sandals. Large pouch with strap across her torso.

She’s Argossean friendly. A gossip. She’s the daughter of Fenni the smith, and she runs the stable for the family.

Mostly coherent, but will sometimes lapse into nonsense. It’s a hammer a day for a rubdown and oats, except on days when it rains blood. And, sometimes she’s dark, Like when the soldiers put their crotch fingers in her and felt her from the inside.

The hatchet she uses as a hammer, though the utility knife is her main work tool. The axe is concealed in a custom hoop on the underside of the pouch. Her dock knife is on her hip in a leather scabbard, tied with a piece of rope.

She’ll sit right at the opening of the stables, cross-legged, staring at the newcomers.



CODE: Civilized

SPEED 30

FATE 1
HP 13

PARRY AC 11
DODGE AC 13

FORT +0, REF +5, WILL +0

INIT +5
BAB +0
MELEE +1 Hatchet (F): Dam 1d6, Crit x3, AP 1, Range 10’
Utility Knife (F): Dam 1d4, Crit x2, AP --, Range 10’
FINESSE +3
RANGED +3

1st LEVEL FEAT: Animal Affinity

Weapon Familiarity: Not yet learned.
Sneak Attack Style: Knife
Abilities: Trap Disarming



STR 13 (+1): +1 Climb, +1 Jump

DEX 16 (+3): +7 Hide – 4 skill, +7 Move Silently – 4 skill, +7 Tumble – 4 skill, +11 Ride – 4 skill, Hyborian Adaptability, Animal Affinity, +5 Balance -- Background, +3 Escape Artist, +3 Open Lock, +3 Slight of Hand, +5 Use Rope -- Background

CON 10:

INT 12 (+1): +3 Decipher Script – 2 skill, +7 Knowledge (Ceras Keep) – 2 skill, Background, +5 Knowledge (Rumors) – 4 skill, +5 Search – 4 skill, +1 Appraise, +1 Craft (Herbalism), +1 Craft (mundane), +1 Forgery, +1 Knowledge (Arcana), +1 Knowledge (Nobility)

WIS 5 (-3): -1 Profession (Sailor) -- Background, -3 Sense Motive

CHA 14 (+2): +6 Diplomacy – 4 skill, +6 Gather Information – 2 skill, Background, +8 Handle Animal – 2 skill, Hyborian Adaptibility, Animal Affinity +2 Bluff, +2 Intimidate, +2 Perform







5. WAREHOUSE

The warehouse and stable share the same building, separated by a wooden wall. The large double doors leading into the warehouse is locked and barred with a large padlock. DC 20 to pick. Lock is on the outside.

Gatekeeper Savini has the key, and he’ll negotiate charges. He likes to get a pence per item stored (sack, saddlebag, crate, barrel, etc), so will usually ask for more, depending on the look of the people looking to store their goods.

Merchants will store items here while at the keep.
 
-- CERAS OUTPOST --



6. GATEKEEPER’S TOWER

Square stone tower rises 50’. The battlement roof has 2 ballistae facing south, but only the south-eastern one still works. The other was damaged during Milo’s attack but was left for show from a distance. The north part of the battlement features an old Light Catapult.

First Floor: 20’ room. There are three levels, connected by stone spiral stairway along the inside of the wall. Savini lives on the ground floor with his two young sons, Sabini and Tahrini. His quarters are simple but comfortable. The floor is divided into a living area, Savini’s room, and the boys’ room. His wife was killed during Milo’s attack. A painting of his dead wife hangs on a wall in the living room. Savini keeps his quarters locked. DC 20 Lock.

Second Floor: 20’ room. Access from wall, with steps inside down 10’. The second floor houses the guards who watch the gate. Laurro and Grazzi are currently on day watch. They switch every moon with Wort and Joop.

Third Floor: Access from atop the wall, steps lead 10’ up. The third floor is only 10’ high. It serves as the outer bailey’s armory. Door is usually kept unlocked. DC 20 Lock. There is a trap door to the roof.

2 Pollaxe
14 Pikes
2 Bills
2 Bardiche

2 Broadswords
3 Poinards
1 Cutlass
1 Scimitar
13 Short Swords
10 Arming Swords

12 Hunting Bows
300 Arrows, tied in bundles of 10.

2 Light Maces
1 Heavy Mace



Wort, 2nd Level Argossean Soldier

SPOT cc -1
LISTEN cc -1

DESCRIPTION: Age 25. Thin. 5’ 11”. His given name is Wortimer. He’s a Griko, like Yuri. A butcher from Sa’Leen. Now a soldier. Nefarious. Asshole buddies with Joop.

Bald head with 3-day growth. Cuts in his scalp from previous wounds. Off-white quilted jerkin covers shoulders, torso, and fans to cover upper thighs. He wears a brown wool tunic underneath with dark grey wool britches. Wears low, soft leather boots. Likes to go barefoot.
Wide weapon belt outside armor, for Arming sword and Poinard.

Does not carry any wealth normally.

LANGUAGES Argossean (native, literate), Shemite, +5

CODE: None

SPEED 25

HP 20
XP 2000

PARRY AC 13
DODGE AC 11

DR 3
Quilted Jerkin DR 3 Wort doesn’t wear a helm
FORT +4, REF +0, WILL -1

INIT +0
BAB +2
MELEE +4 Arming Sword (F): Dam 1d10, Crit 19/x2, AP 2
FINESSE +2 Poinard (F): Dam 1d6, Crit 19/x2, AP 1, Range 5’
RANGED +2 Crossbow: Dam 2d6, Crit x2, AP 4, Range 60’

PROFICIENCY FEAT: Two Weapon Combat
1st LEVEL FEAT: Combat Expertise
1st LEVEL SOLDIER FEAT: Improved Disarm
2nd LEVEL SOLDIER FEAT: Toughness



STR 14 (+2): +2 Climb, +2 Jump,

DEX 10: +0 Ride, +4 Balance cc – background, racial, +4 Use Rope cc – background, racial

CON 12 (+1):

INT 15 (+2): +2 Craft, +2 Knowledge (Geography), +4 Knowledge (Ceras Outpost) – background, +2 Knowledge (Rumors), +2 Knowledge (Warfare), +7 Search – 5 Skill

WIS 8 (-1): +6 Profession (Butcher) – 3 skill, background, racial

CHA 14 (+2): +2 Intimidate, +2 Perform, +9 Bluff – 5 skill, Hyborian Adaptability, +8 Gather Information cc – 2 hi skill, background, racial, +9 Diplomacy – 5 skill, Hyborian Adaptability



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.

ROLEPLAYING: In combat, he uses Improved Disarm and Feint, when needed.

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.

Wort fights two handed with Arming sword and Poinard.







Joop, 2nd Level Argossean Soldier

DESCRIPTION: Late 20’s. Short sandy brown hair, bowl cut. 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 a chain shirt over a slimly padded wool tunic (and a light cloth shirt under that). He also wears a leather bracer on his left arm.

He wears a silver necklace of Mitra (300 sp) that shows at the neck when the Chain Shirt isn’t worn. He carries exactly 5 sp on himself in a belt pouch.

LANGUAGES: Argossean (native), Shemite +4

CODE: None

SPEED: 30’

HP: 17

PARRY AC 12
DODGE AC 13

DR 5 Mail Shirt Joop does not wear a helm
FORT +4, REF +2, WILL +0

INIT +2
BAB +2
MELEE +3 Short Sword (F): Dam 1d8, Crit 19/x2, AP 1
FINESSE +4 Hatchet (F): Dam 1d6, Crit x3, AP 1, Range 15 Far Shot
RANGED +5 Weapon Focus Hunting Bow: Dam 1d8, Crit x2, AP 1, Range 75 Far Shot
He wears a back quiver with 20 arrows.



PROFICIENCY FEAT: Two Weapon Combat
1st LEVEL FEAT: Weapon Focus (Bow)
1st Level Soldier Bonus Feat: Point Blank Shot
2nd Level Soldier Bonus Feat: Far Shot



STR 12 (+1):

DEX 14 (+2): +4 Ride – 2 skill, +6 Balance cc – background, racial +6 Use Rope cc – background, racial

CON 12 (+1):

INT 12 (+1): +1 Search, +3 Knowledge (Ceras Keep) – background, +8 Sense Motive – 5 skill, Hyborian Adaptability, +8 Decipher Script – 5 skill, Hyborian Adaptaibility, +6 Appraise cc – 3 hi skill, racial

WIS 11 (+0): +0 Spot cc, +0 Listen cc, +2 Survival -- background

CHA 10 (+0): +6 Gather Information cc – background, racial



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). This is kept in his tower room.

ROLEPLAYING: Wort and Joop were looters after Raeze. Real name in Juniper. He worked for the hide merchant in Sa’Leen (Appraise). His next Feat will be Rapid Shot (then Ranged Finesse).
 
-- CERAS OUTPOST --



7. FAMILY HOMES

Low, wooden buildings. Plain but sturdy. 20’ long by 10’ wide by 15’ high. Work room in the front. Sleeping in the back.

In good weather, the doors stay open, allowing for breeze or children.

CHILDREN!

CATS! Especially around (7a) Tarlacci’s house.



7a. HOME of the FISHERMAN

Rosso Talacci, 3rd level Commoner, Fisherman

DESCRIPTION: His friends call him "Tal," as he is a tall, thin, lanky fellow. 6’ 3”. 120 lbs. He normally wears a wide-brimmed straw hat, a cloth headband, a white Argossean tunica that reaches to his knees and is belted at the waist, and leather sandals.

He is good natured, black headed (with short thinning hair), clean shaven, and sun weathered. He is in his elder years. He constantly smells of fish.

Tal will be outside his home, on a bench, with netting spread out around him. Three kids circle him, watching, and he seems to be talking with them. He stops speaking and looks up when the PCs first walk past his house.

A trident will be leaned up against the house, not far from his hands. He wears a dock knife on a belt around his waist. He also has a belt pouch with 11 hammers.

On the other side of Tal’s house is a wrack with fish drying in the sun. A cat is eyeing the fish.

As Tal is getting on in his years, he doesn't not move as fast as he did in his youth, but he still knows how to pull in a catch. He's one of the best fishermen in the area.

LANGUAGES: Argossean, Stygian, Shemite, Aquilonan, Kothic, Opherean, Bossonian,Zingaran
This character is illiterate.

CODE: Civilized
XP: 3,000

SPEED: 30

FATE: 1

HP: 12

PARRY AC 10
DODGE AC 10

DR --
FORT +3, REF +0, WILL +3

INIT +0
BAB +1
MELEE +0 Trident, Dam 1d10, Crit x3, AP 2, Rng 10
FINESSE +0 Argossean Dock Knife, Dam 1d4, Crit 19/x2, AP 1, Rng 10
RANGED +0

PROFICIENCY FEAT: Simple Weapon Proficiency (Argossean Dock Knife)
1st LEVEL FEAT: Self Sufficient
3rd LEVEL FEAT: Exotic Weapon Proficiency (Trident)



STR 9 (-1): +5 Swim – 6 skill

DEX 9 (-1): +3 Use Rope – background, racial, +7 Move Silently – 6 skill, Hyborian Adaptability, +3 Balance cc – background, racial

CON 14 (+2):

INT 16 (+3): +9 Search cc – 6 hi skill

WIS 15 (+2): +8 Spot – 6 skill, +2 Listen, +10 Profession (Fisherman) – 4 skill, background, racial, +12 Survival -- 6 skill, Hyborian Adaptability, Self Sufficient, +4 Heal cc – Self Sufficient, +4 Knowledge (Sa’Leen) cc – background,

CHA 12 (+1): +5 Gather Information – background, racial



ACTION! During the day, cats and children follow him around.

OTHER POSSESSIONS: Owns a 20’ one mast boat. Fishing Net. Fishing Kit.

He keeps this down at the Raez dock. If seen away from the outpost, he’ll have his thrown across one shoulder. His fishing kit is a large, leather satchel that is strapped across his torso. In one hand, he carries his fishing rod (the other would have the trident).

SAVINGS: Hidden on the beams above the bedroom is a small wood box, not locked. It holds 9 hammers and 33 pence.

ROLEPLAYING: Tal usually catches enough fish to keep himself in clothes and equipment and eat something other than fish some days of the week.

He has a grown daughter named Miep. Tal lives alone, as his wife died many years in the past. Talacci will not talk about that.

LOCATION: Rosso Talacci is a common sight near the ruined city of Raeze. You can find him plying his trade on the Riat River or down at the docks, most of the time. Other times, you can find him selling fish in the market, or if he has an especially good day, to the taverns and inns. The only time he is at his home is when he is either salting or smoking his catch, or when he is sleeping.

Tal fishes the few creeks and ponds in the area, spending most of his time wading in the quick current of the Riat River, spear-fishing with his trident.
 
-- LUCK --



Sometimes, you might want to dice for something that is just blind luck for success. Do those boots fit? Did the dagger fall to the left or right of the character? There are several ways to dice for things like this, and a GM may not want to dice it at all. He may look at the height, weight, and physical stats of a character and then just decide whether a new pair of boots will fit the character.

This is just another tool for the GM to have under his belt.

When you want to throw dice for Luck, pick a die. Throw it. The character is "lucky" if the result is the highest possible number shown on the die or more.

For example, you may decide to use a d6. If a "6" is rolled, then the character is lucky. If any other number is thrown, then the character isn't lucky for that circumstance.

Your choice of die to use should be influenced by how hard you think it is to be lucky at something. If a character is trying on boots from a character that is close to his size, then roll a d4. A result of "4" means that the boots fit. But, if the character is not at all close to the same size, then roll a different die. Roll a d12, with luck happening on a result of 12.



Sometimes, you may want to skew the dice based on how lucky a character tends to be. For this, I suggest that you use FATE points. Use them as a modifier on the roll.

d4
d6

d8

d10
d12

The default die would the the d8. Most people are lucky about 1 in 8 times.

A starting character with 3 FATE points is very lucky. He'll roll 8+ about half the time, using FATE as a modifier.
 
-- CERAS OUTPOST --



7b. HOME of the COBBLER

Reece will be inside his home.

Shoes, boots, sandals hang from ceiling strings inside the shop. Some outside, too.

Treasure: Armor stand with a chain shirt. Propped up against the wall behind it is a never-before-worn leather jerkin. Short sword, battleaxe, and a large shield. In the corner is a hunting spear, hunting bow, quiver with 18 arrows.



Ricci Reece, Cobbler
1st Level Argossean Soldier

DESCRIPTION: Mid 30’s. Almost 6’. 210 lbs. Clean shaven. Skin-short black hair. Well built, sturdy man. Quiet.

Wears well made leather work boots. Wool britches with shoulder straps. Billowy cotton shirt with sleeves rolled up and tied off with leather straps. Nice leather belt. A tool belt that holds a work knife and Argossean dagger. On his left hand, he wears a solid polished silver blessing band (50 sp). Around his neck, he wears a Medallion of Mitra (silver, 350 sp). Belt pouch with 11 hammers.

LANGUAGES: Argossean (native), Stygian, Shemite, Aquilonan, Pictish, Zingaran
This character is illiterate.

CODE: Civilized
SPEED: 30
XP: 0
HP: 15
FATE: 0
FORT +2, REF +1, WILL +2

PARRY AC 12
DODGE AC 11

DR --
INIT +1
BAB +1
Hyborian Weapon Familiarity

MELEE +3 Argossean Dagger (F) Dam 1d4, Crit 19/x2, AP 1, Range 10
FINESSE +2 Work Knife (F) Dam 1d4, Crit x2, AP --, Range 10’
RANGED +2

SOLDIER PROFICIENCY FEAT: Two-Weapon Combat
1st LEVEL FEAT: Skill Focus (Cobbling)
1st LEVEL SOLDIER BONUS FEAT: Brawl

STR 15 (+2):

DEX 12 (+1):
+5 Balance background, racial
+5 Use Rope background, racial

CON 14 (+2):

INT 12 (+1):
+1 Search
+8 Craft (Cobbling) 4 skill, Skill Focus
+3 Knowledge (Ceras Keep) background
+7 Appraise 4 skill, Hyborian Adaptability


WIS 9 (-1):
+1 Profession (Sailor) racial
+1 Survival (Mountains) background

CHA 10:
+6 Bluff 4 skill, Hyborian Adaptability
+4 Gather Information background racial

ROLEPLAYING: He’s a quiet man. Keeps to himself. Steady and level headed. Veteran of Milo’s horde, serving under Lord Agorsa. He stayed because of a woman. Pronounce his name “Richy Reese”. Most people refer to him by his last name, “Reece.”
 
-- CERAS OUTPOST --

Wife of Ricci Reece



Asgrim Reece
1st Level Argossean Commoner

LANGUAGES: Argossean (native). This character is illiterate.

BAB +0
HP 1
Code: Civilized
Fort +0, Ref -3, Wil +3
INIT: -3

Parry AC 10
Dodge AC 7

WEAPON PROFICIENCY: None. Never trained. -6 to off-hand attack rolls.
1st LEVEL FEAT: Investigator

Melee +0
Finesse -3
Ranged -3 if possible without the use of her right arm

STR 10
+4 Swim 4 skill

DEX 5 (-3)
+1 Balance background, racial
+1 Use Rope background, racial

CON 11

INT 10
+2 Search Investigator
+2 Knowledge (Sa’Leen) background

WIS 10
+0 Spot
+0 Listen
+4 Profession (Sailor) background, racial

CHA 13 (+1)
+9 Gather Information 2 skill, background, racial, Investigator

She is Ricci’s young wife. Not yet 20 years old. Widower. Her first husband died in the Siege of Sa’Leen (and he fought against Milo on the side of Lord Zym, but this is not widely known). She married Ricci less than a year ago. She has a son, Decius, by her first husband, Myron (a Fisherman). With Ricci, she now has a 10 month old daughter named Nadina.

Asgrim’s right arm (and, she is right handed) was crushed and burned during the fighting. The limb is useless. Ricci pulled her from the fire and saved her life and that of young Decius.

CHILDREN: Decius, Age 3, 1 HP. Nadina, Age 10 mos, 1 HP.

SECRET: Asgrim knew Agatha, Yuri’s sister, and knows of her fate.

ROLEPLAYING: She’s got a cute, girl-next-door face. She is thin, just over 100 lbs, and stands about 5’4”. She’s quiet and soft spoken. Long, brown hair and brown eyes. Sews her clothes so that there is no flapping sleeve on her right side. She’s not a gossip, but she’s good at learning secrets.
 
-- CERAS OUTPOST --



7d. HOME of the TAILOR

DESCRIPTION: Brinnicus is short and slight and a little chubby. He wears traditional Argossean clothing. One piece white tunica tied with a nice rope with colored stripes and uses an Argossean knot. Sandals and knee-pads. A long rope with a small pouch hangs around his neck—where he keeps chalk, measuring rope, and 4 hammers change. His tailor’s knife is in a scabbard on his waist. The knife is sharp enough to cut cloth.

He has black hair, cut short, and blue eyes. He stands about 5’5”, 210 lbs. Early 40’s. Close cropped beard just starting to show white. Wears a silver hoop earring in left ear (90 hammers), a memory of his days at sea (mandatory) when he was young.


ROLEPLAYING: Brinicus is an exceptional tailor. He buys cloth from passing merchants and caravans. He’ll buy from the PCs if presented with quality cloth. He’ll pay about a third to a half of its base value. Use an Appraise roll.

Brinicus originally lived in 7e but switched with Joca Lynna, the tanner, to give her more room. Brinicus is courting her.

Brinicus is cheerful and smarter than he looks. He’s in a happy place in his life, and he whistles while he works.


HIDDEN TREASURE: He has 19 hammers in a small pouch hidden in his box of threads. There is a crossbow next to his bed, and a baldric with a quiver holding 11 bolts. He also has a Quilted Jerkin.





Brinnicus
7th Level Argossean Commoner Tailor

LANGUAGES: Argossean (native). Shemitish. +8 more. This character is illiterate.

BAB +3
HP 20
Code: Civilized
Fort +3, Ref +6, Wil +6
INIT: +6

Parry AC 13
Dodge AC 17

DR 3 Quilted Jerkin

SIMPLE WEAPON PROFICIENCY: Knife
1st LEVEL FEAT: Point Blank Shot
3rd LEVEL FEAT: Martial Weapon (Crossbow)
5th BONUS FEAT: Skill Focus (Profession – Tailor)
6th LEVEL FEAT: Light Armor Proficiency

Melee +3 Knife (F) Dam 1D4, Crit x2, AP --, Range 10’, Point Blank Shot
Finesse +7
Ranged +7 Crossbow Dam 2d6, Crit x2, AP 4, Rng 60’, Point Blank Shot



STR 10
+4 Swim 4 skill

DEX 19 (+4)
+8 Balance background, racial
+8 Use Rope background, racial
+6 Ride cc 2 hi skill
+10 Tumble cc 6 hi skill

CON 12 (+1)

INT 15 (+2)
+2 Search cc
+4 Knowledge (Sa’Leen) cc background
+10 Appraise Hyborian Adaptability, 6 skill

WIS 13 (+1)
+1 Spot
+1 Listen
+14 Profession (Tailor) background, Skill Focus, 8 skill
+7 Profession (Sailor) racial, 4 skill

CHA 10
+10 Gather Information background, racial, 6 skill
+12 Diplomacy Hyborian Adaptability, 10 skill
 
-- CERAS OUTPOST --



7e. HOME of the TANNER

The home of Joca Lyna, the tanner. There is a sheet of leather tacked onto her front door.

DESCRIPTION: Smell. She stinks. Short neck. Thin, brown hair barely covering that short neck. Wide shoulders. Barrell chested. Small breasts. She has a hairy upper lip, like a boy who cannot yet grow a beard. She’s not attractive. 5’ and squat. Thick thighs. Early 30’s.

She chews cheroot constantly, and thus her teeth, lips, and gums are always blood red.

She wears no jewelry and carries no wealth of any kind. But, she does carry a utility knife, its pommel sticking out of her right boot. And she usually has a hatchet in her hand. She wears brown, homespun tunic and dark brown breeches with heavy leather dock boots. She also has a dark brown apron.

ROLEPLAYING: Her husband was killed during Milo’s attack. She learned the trade from him. Brinnicus is courting her. They’re looking to marry in the next few months.

She’s interested in learning more about her trade. Now, she is experimenting with scraping down hides for parchment to sell to the scribe and others. She sells her attempts for 2 hammers (the price will be 5 hammers when she has mastered making parchment).

She cures the hides in area 24.

TREASURE: Out of place, on the wall of her home, is a horse collar. Hidden inside are three pouches. One has 22 hammers. Another has 26 royals. The third holds a simple silver necklace and pendant piece worth 540 hammers—a gift from her deceased husband on their wedding day.

She also has a (new) leather jerkin and an (old) sling, with 22 bullets. She’s learning to use it.






Joca Lyna
4th Level Argossean Commoner Tanner


LANGUAGES: Argossean (native), Shemitish, +6. This character is illiterate.

BAB +2
HP 16
Code: Civilized
Fort +2, Ref +1, Wil +7
INIT: +1

Parry AC 13
Dodge AC 12

DR 4 Leather Jerkin

SIMPLE WEAPON PROFICIENCY: Knife
1st LEVEL FEAT: Light Armor Proficiency
3rd LEVEL FEAT: Simple Weapon (hatchet)

Melee +3 Knife (F) Dam 1D4, Crit x2, AP --, Range 10’
Finesse +2 Hatchet (F) Dam 1d6, Crit x2, AP --, Rng 10’
Ranged +2



STR 12 (+1)
+5 Swim 4 skill
+5 Climb 4 skill

DEX 11
+4 Balance background, racial
+4 Use Rope background, racial

CON 13 (+1)

INT 14 (+2)
+4 Search Hyborian Adaptability
+8 Knowledge (Sa’Leen) cc background, +4 hi skill

WIS 17 (+3)
+7 Spot, +4 skill
+7 Listen, +4 skill
+11 Profession (Tanner) background, +6 skill
+5 Profession (Sailor) racial
+10 Survival (Hills) Hyborian Adaptability, +5 skill

CHA 10
+4 Gather Information background
 
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