Module conversion for Conan

The King

Cosmic Mongoose
Hi all,

Many of you are surely disappointed that there are few adventures for Conan (and nothing scheduled until the 2nd edition release).
So this thread is made to help each other and give ideas to create adventure from existing modules which you already run or which you think might run easily in a Conan game.

I already pointed out the recent Expeditio to Castle Ravenloft and the classic Freeport trilogy, but I am sure there are many more adventures that can be played with Conan.

As an example, I think many of the "I series" would be especially appropriate because of the relative low magic setting and few weird creatures encountered (or easily substituted with human opponents); I think in particular in:
- I1 - Dwellers of Forbidden City
- I3-I5 Desert of Desolation trilogy (a bit high in magic but could probably be fitted in a campaign)
- I6 + I10 - Ravenloft
- I9 - Day of Al'Akbar (excellent for a Shemite city in the desert)
- I11 - Needles
 
I1 - Dwellers of Forbidden City

I used to own this back in the 1st ed. days; I picked up a copy a little while back on eBay.

With a little work it would fit in nicely; An isolated valley somewhere in the Black Kingdoms, a ruined city, Set worshipping snake-men (Yuan-Ti), prehistoric creatures, giant insects, etc.
 
I10 is available as a free download at http://www.wizards.com/default.asp?x=dnd/dnd/downloads
as is a lot of other stuff that might be worth converting to CONAN.
 
Well,anything with a map could be useful... :)

More seriously, I think there's a lot of potential use for the cultural stuff in Maztica [pseudo-Aztec], Al Qadim ['Arabian Nights'] and The Horde [pseudo-Mongol] if you adjust the magic level appropriately. And pretty much any adventure can be plundered for plots/locations.

My main point was, there's some :D FREE STUFF :D in a d20ish format.
 
I have the old TSR Conan & Red Sonja modules for AD&D (three in total), as well as three of the modules for TSR's old Conan RPG which have some good stuff in them.

The products are:

CB1 - Conan Unchained (AD&D)
CB2 - Conan Against Darkness (AD&D)
RS1 - Red Sonja Unconquered (AD&D)
CN1 - Conan the Buccaneer (Conan RPG)
CN2 - Conan the Mercenary (Conan RPG)
CN3 - Conan Triumphant (Conan RPG)

The CN3 module is particularly useful. It has excellent maps, as well as geomorphic building squares and district maps to generate generic city and town layouts. :)

Any of these IMO would make good scenarios for Conan (for obvious reasons) and would require little modification.
 
Gary Gygax's Necropolis would be a good one for a campaign set in Stygia or it's surroundings. and it's one I'm currently gearing up to take my players through.

A1-A4 the slaver's series from TSR another good one.
tons of stuff in Dungeon magazine is ripe for converting.
 
A while back I remember reading a thread about a d20 supplement that had to do with ancient Mesopotamia, or something along those lines, that someone had suggested would be a good fit for Conan. Can't remember what it was though. :shock:

Anyone remember? I had thought about getting a copy of what ever it was and would like a reference or publisher if anyone knows. :)

Thanks.
 
Thulsa wrote Mesopotamia (d20 setting). On his site you can find conversion rules.

Moreover I recently ordered Tombs of Ra which is essentially a campaign setting from Fast Forward Entertainment. Here is a review http://www.rpg.net/reviews/archive/9/9717.phtml

I don't have received it yet, but it seems well suited for short Conan adventures.
 
I am currently running my group through Bad Axe game's Slavelords of Cydonia. It takes supprisingly little conversion to get it up and running. To make it fit I decided the Sli'ess are an ancient offshoot of snake-men (obvious answer) and then instead of setting it on Mars I set it in a giant underground cavern, journey to the center of the earth style (they have dinosaurs!).

It was something of a "bait and switch" since the players started the game in Hyboria and then get shunted to "snake-man hell" as they describe it. But they still get to be badass warriors so its working out.
 
Bjorn the Barbarian said:
A while back I remember reading a thread about a d20 supplement that had to do with ancient Mesopotamia, or something along those lines, that someone had suggested would be a good fit for Conan. (..)

Anyone remember? I had thought about getting a copy of what ever it was and would like a reference or publisher if anyone knows. :)

Ancient Kingdoms: Mesopotamia was published by Necromancer Games (through White Wolf/Swords and Sorcery Studios) in 2004.

It's available in PDF here (among other places):

http://www.rpgshop.com/product_info.php?products_id=35412

Or get it in print from Amazon.

You can find the conversion notes here:

http://hyboria.xoth.net/adventures/mesopotamia_conversion_notes.htm

- thulsa
 
argo said:
I am currently running my group through Bad Axe game's Slavelords of Cydonia. It takes supprisingly little conversion to get it up and running.
I read a review on enworld and it says there is a lot of work for the GM to run it smoothly. Is it really the case?
 
The King said:
argo said:
I am currently running my group through Bad Axe game's Slavelords of Cydonia. It takes supprisingly little conversion to get it up and running.
I read a review on enworld and it says there is a lot of work for the GM to run it smoothly. Is it really the case?
Yes and no. The "module" is big, designed to take players from 1-20 if you play it all. As such it doesn't have so much full adventures as it does the outline for adventures and plenty of intertwined plot hooks. For example, maps of adventure sites are few and "boxed-text" is almost non-existant. But the book does give you the NPC's, the power factions, the actions they will attempt and how they are likely to respond to the success or failure of events.

For my GM'ing style this works out prety well. "Plot" stuff is my weakest area, this gives me the outline of a script and lets me fill in the details to fit my group. I probably spend as much prep-time designing encounters (NPC/monster stats, timeline of events, location maps etc) as I would if I were doing a homebrew game but that's just number-crunching and I'm prety good at that.

For Conan conversion this is actually a plus. It makes it easier to drop the "Plasma War Golem" from an adventure and instead insert a "Bound Demon" to keep the flavor I want.

So, to answer you question I'd say that this is less of a "just add water" module and more of a "do it yourself instruction kit" module. For me, I'm happy with my purchase.

Later.
 
Bjorn the Barbarian said:
I have the old TSR Conan & Red Sonja modules for AD&D (three in total), as well as three of the modules for TSR's old Conan RPG which have some good stuff in them.

The products are:

CB1 - Conan Unchained (AD&D)
CB2 - Conan Against Darkness (AD&D)
RS1 - Red Sonja Unconquered (AD&D)
CN1 - Conan the Buccaneer (Conan RPG)
CN2 - Conan the Mercenary (Conan RPG)
CN3 - Conan Triumphant (Conan RPG)

The CN3 module is particularly useful. It has excellent maps, as well as geomorphic building squares and district maps to generate generic city and town layouts. :)

Any of these IMO would make good scenarios for Conan (for obvious reasons) and would require little modification.
I like the CN series but the CB1 is crap. There is only (random) encounter with no connection.
 
BTW I received yesterday the Tombs of Ra sourcebook (from Fast Foward Entertainment). It has nothing to do with Ra or Egypt (excepted for the inspiration). It is in fact a series of tombs (more than 40 in total) with rules to create them, some new monsters and a new prestige class (tomb finder).
In all it could very well be fitted in a Conan campaign.
 
The King Wrote
I like the CN series but the CB1 is crap. There is only (random) encounter with no connection.

I can't agree with you on this matter. I think CB1 is on the contrary one of the best TSR hyborian modules. It has a very "conanesque" plot and allows players to have a glimpse on some of the major factions of eastern Hyboria.
The PCs start as mercenaries for the Turanian army, then go Kozaki, join the Vilayet Red Brotherhood and end with a showdown with an evil sorceror.
Of course, like many old TSR adventures, the module needs some reworking and fleshing out but the basics are there. I used a revamped version as my campaign starter and it worked perfectly. I never used any random encounters during play (from what I remember there is only one random encounter table in the module-during the PCs stay with the Kozaki-and I didn't use it randomly but picked up encounters as I needed them to keep the adventure going). There's also few monsters in the module and all of them fit rather well in the hyborian world. Actually, most of them were taken from Conan stories, pastiche or not (the demon swarm that eradicates the Turanian army, the manotaur or even Bor'aq Sharaq that comes from the pages of Savage Qword of Conan...).
There is no dungeon crawling or abundance of magic items. This helps also to keep the hyborian flavor.

On the other hand CB2 is rather dull, being a succession of combat encounters and monster bashing. Only the encounter with Akivasha may be worth saving.
I found almost no interest in RS1. The plot is very linear and the encounters rather uninteresting.
CN1 focuses on the exploration of a ruined city on a lost island, but there's nothing much to salvage in it. The plot is rather awkward and the city description pretty unintersting.
CN2 is centered on the resurrection of an ancient demon and an hidden Jebbel Sag cult. There's some good ideas but it needs A LOT of reworking to make a good adventure.
CN3 is certainly the most reusable of the CN series with its description of the city of Ianthe, but here also, there's a lot work to do for the GM.
 
I thought the CB1 was the one with Akivasha and Thoth-Amon and its silly random encounter with major NPCs of the saga.
It's only a code confusion but this module is still crap.

The other you mention is indeed very good (but thought it was the CB2).

However CN3 is IMO the best TSR ever did for Conan. With some works, this adventure can make for a great campaign.
 
Spoiler alert!------

---------


I’m currently using the adventure Gangs of Freeport in our game, it requires minimal work on the GM part, just change the location and NPC’s

it can be very easily placed in any zingarian, argosean or even turanian port
the adventure is written with a 5-7th level party in mind,
in my opinion this is one of the better adventures to adapt to Hyborea, not much problem with nonhuman or fantastic encounters, the main opponents are gang members and thieves, corrupt guards soldiers, a noble and an alchemist with a couple of apprentices making drugs that help him control the gangs, this can be easily made in to a scholar hypnotist with a new lotus drug everything is there for a good Hyborean adventure



Introduction
“‘E wuz a pirate, sure ‘nuff ‘e wuz. ‘E wuz a liar,
an’ a cheat, an’ a scoundrel, an’ ‘e’d put a cutlass
in yer belly soon as look ye in the eye. But gods
bless ‘im, ‘e wuz never no thief.”
—“Black-Eyed” Pete Winfrey, First Mate of the
Feeding Frenzy, waxing eloquent about his
former commander and best friend, the late
Captain Jacko Ronson.
Freeport. Many who speak of it kindly call it “the
city of adventure.” Those who prefer accuracy
to poetry instead use phrases like “pirate haven”
and “nest of vipers.” Corsairs ply the nearby
waters, and though they prey on merchant
shipping and drive prices up, they are viewed
with some measure of grudging respect by many
of the city’s citizens. Anyone who can eke a
living on the unforgiving waves has proved some
measure of worthiness.
Not so the criminals who infest the city’s streets
and alleys, much like rats (and just as welcome).
The gangs of Freeport are objects of fear, but
also of derision. They are pests, petty criminals,
violent thugs unworthy of a second thought—until
they’re holding a knife to your throat, of course.
Freeport has seen gangs rise and fall, criminals
come and go. They are a fact of life, nothing
more.
Yet this was not always so. For a time, the
thieves of Freeport were a scourge the likes of
which the worst pirates could only envy. They
were dangerous. They were organized. They
were smart. For years, a powerful thieves guild
thrived in the city of adventure, growing ever
richer as the honest citizens—well, honester
citizens—suffered.
It was a century gone by that the Sea Lord
Marquetta engaged the guild in the so-called
Back Alley War, breaking their back and
scattering them to the four winds… or the gibbet.
The gangs that plague Freeport today are a pale
shadow of the guild that was. Men and women of
great vision and limited morality have attempted
to rebuild the guild, to unite the gangs into a new
great power. All have failed. Today’s gangs are
too violent, too petty, and too intolerant of one
another to ever come together under a single
leader. Even were they to do so, the Sea Lord’s
Guard is not the corrupt and useless institution it
once was, but a true police force that would come
crashing down like a tsunami upon any such
nascent organization. No, any attempt to forge
the gangs into a force to match the guild of old is
doomed to failure.
That’s the funny thing about Freeport, though.
The city’s come a long way, and “doomed” just
isn’t what it used to be.




Adventure Synopsis
Gangs of Freeport sets the player characters
square in the middle of the rising crime wave.
What seems initially to be a simple opportunity
for profit swiftly transforms into a struggle to save
Freeport from the consequences of Tillinghast’s
efforts. Should the PCs fail, the city of adventure
may well descend into a sewer of rampant crime
the likes of which it has never before seen.
As the adventure begins, the PCs have been
recruited for a simple task: escort a shipment
of foreign silks and textiles from the docs to
a merchant’s warehouse, clear across the
Warehouse District. On the way, they come under
a surprisingly well organized and orchestrated
assault by gangmembers intent on stealing
the shipment. Although the opponents are not
impossibly tough, their tactics make them a threat
to be reckoned with.
Having witnessed the battle, a criminal by the
name of Cristophe Cirgall, one of Bloody Jack’s
lieutenants, approaches the party. He explains to
the PCs that he has discovered outside influence
in the gang, and was nearly murdered for failing
to partake of the new narcotic. Obviously,
he cannot go to the Guard, so he offers to
compensate the characters if they will assist.
During their investigations, the PCs likely visit
a Cutthroat hideout, the Broken Mug tavern,
and a capsized ship currently serving a sinister
purpose. By combining the clues they should
obtain in those locations (assuming they survive
the threats that wait them there), the PCs can
begin pointing fingers, and evidence, at those
responsible.
Of course, they’re not through there.
Commissioner Williams still cannot trust his own
Guard, so it remains to the PCs to follow through.
Only once they have confronted the so-called
“serpent priests” in the Eastern Quarter, and
captured Tillinghast himself before he escapes
his hidden camp, will they truly have broken the
back of the nascent guild,
 
I am seriously considering using the old TSR Lankhmar modules for part of my next Conan campaign. Low number of supernatural beasties and low magic setting, seems ready made for Conan adventures! :twisted:
 
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