Brass Jester
Mongoose
This is a system I've developed to handle what goes on 'in-between' adventures. It was originally designed for solo play. Basically, start at Location 1 and follow the instructions, then roll D6 and move to the next location. Continue until End is reached.
This is supposed to represent whats gone on between the adventures, thus each character cycles throught the chart once. Characters can go through as a group or separately, as desired.
On to the chart. Be warned, it is rather long!
CONAN RPG ‘OFF-TIME’ SYSTEM ã Brass Jester 2005
Start at Location #1 and follow the instructions. Then roll d6 and go to the indicated Location. Repeat until Location #15 (End) is reached, at which point the next adventure starts. See GM’s notes at the end.
1. Start. Pay upkeep: 2sp x (Level)2 else –1 Rep
1-2 (2) Buy/Sell one item
3-4 (3) Heal
5-6 (4) Sell one item
2. Buy or sell one item or group of related items (e.g.: a sword or 20 arrows etc.) Only one item may be traded unless directed back to this location.
1 (5) Train
2 (2) Buy/Sell one item
3-4 (3) Heal
5-6 (6) Carouse
3. Heal or Profession. Either Heal 3 + Con. Mod. + Level and make Profession Check to gain money or Heal 6 + Con.mod + Level
1 (3) Heal
2-3 (6) Carouse
4 (2) Buy/Sell one item
5 (4) Sell one item
6 (7) Event
4. Sell any one item. May sell any one item or group of related items (e.g.: a sword or 20 arrows etc.) Only one item may be traded unless directed back to this location.
1 (4) Sell one item
2-3 (6) Carouse
4 (7) Event
5-6 (3) Heal
5. Train. Practice skills and weapons. Pay 5sp x (Level)2. Roll d20 + current Level, gain x.p according to DC beaten: -
DC 5 50 xp
DC 10 100 xp
DC 15 150 xp
DC 20 200 xp
DC 25 250 xp 250 xp is the maximum that can be gained in any one visit to this location.
1-2 (6) Carouse
3 (5) Train
4 (7) Event
5-6 (3) Options
6. Carouse. Out on the town, spending money in true Conan style. Pay d6 x 10 sp to join in, else lose 1d6 Rep. Then make Gather Information check at +1 per 10 sp spent (in addition to any normal modifiers.)
DC 5 Rumour
DC 10 News of event [see Events table]
DC 15 Rumour of adventure [Use the Brass Jester Adventure Creation System]
DC 20 Patron is seeking adventurers [See Location #13]
DC 25 Gain map/item
1-2 (5) Train
3 (7) Event
4-5 (9) Options
6 (8) Aftermath
7. Event. Roll on Event Table. Some may have long-term or far reaching effects.
Event Table [see appendix]
1-2 (9) Options
3 (6) Carouse
4 (11) Heal
5-6 (10) Buy/Sell any items
8. Aftermath. The morning after the night before. Roll d6; on a ‘6’ something has happened to you:-
Roll d6 again:
1 Bad hangover
2 Wake up in the streets with most of your clothes and possessions missing, including money
3 50% of your remaining money has gone
4 Wake up in bed with someone. You have gained an NPC lover (create NPC.)
5 Vague memories of a glorious brawl. Take 1d6 damage
6 Wake up in prison/ chained in a slave train etc.
1-2 (13) Patron
3 (12) Event
4-6 (9) Options
9. Options. Take any listed Action, practice Profession, start creating something, get a scroll read, fight a duel etc.
1 (12) Event
2 (9) Options
3-4 (10) Buy/Sell any items
5 (14) Recruit
6 (15) End
10. Buy or sell any item or group of related items.
1-2 (14) Recruit
3-4 (9) Options
5 (11) Event
6 (15) End
11. Heal or Profession. Either Heal 3 + Con. Mod. + Level and make Profession Check to gain money or Heal 6 + Con.mod + Level
1 (11) Heal
2-4 (9) Options
5 (10) Buy/Sell any items
6 (14) Recuit
12. Event. Roll on Event Table. Some may have long-term or far reaching effects
1 (9) Options
2 (13) Patron
3 (10) Buy/Sell any items
4-6 (15) End
13. Patron. A patron offers employment or a quest etc.
Is it accepted 1-3 No 4-6 Yes [This is if you can’t make up your mind]
Patron Table
1 Merchant
2 Thief
3 Sorcerer
4 Scholar
etc…
[Note: I have some specific Patrons made up as leads into adventures, also this can define where the PC’s are. For example, Vortis Orrando, a merchant in Khorshemish, is seeking to hire guards to escort a cargo down into Argos. He will give them a letter of introduction to a friend at Messantia who is seeking a crew for an expedition to the South. Thus, the PC’s start in Khorshemish.]
Make Diplomacy Check, +2 Synergy if patron rolled as a Carouse check, to see if Patron accepts you.
1-2 (10) Buy/Sell any items
3-4 (14) Recruit
5-6 (15) End
14. Recruit. May hire or purchase NPC bearers, guards, horses, slaves etc.
1-2 (10) Buy/Sell items
3-6 (15) End
15. End Last night on the town. Spend 5sp x (Level)2. Gain +1 Rep per 10 sp spent.
Notes:
1. The chart is not time or location specific, other than that a Patron can give some indication of the starting location.
2. The Healing is deliberately limited. It is possible that a character may start the next adventure not fully healed and has to heal ‘en-route.’
3. The limits on the Buy/Sell locations are intended to reflect that a) there isn’t always a market for the item and b) to avoid the well-known players statement “well, we’ll replace everything we used and pay for it by selling everything we don’t need.” Now, you have to make a choice between that much-needed rope or replacing the dagger that fell down the pit.
4. Options is very versatile; it allows any action. For example, the long example under Craft (Herbalism) in the rulebook could be tied into the Options location, with the herbalist making a Craft roll each visit to the location. Also, scholars starting research, sorcererers crafting items etc.
5. Patrons: a Diplomacy check is needed to see if the PC impresses the patron enough to get the job. DC’s can be set based on the perceived difficulty:
e.g: Guard my house for a month DC10
Escort a caravan DC12
Hunt down my enemy and retrieve my stolen goods DC15
* Note, the way the chart is set up, once a patron is found then there is a limited time to purchase supplies etc. before the End is reached. This is because the patron is not usually inclined to wait around for the PC’s to go out carousing again (or whatever)
EVENT TABLE [D6/D6]
11 Meet new PC
12 Meet NPC
13 Find purse 2d6 sp
14 Find purse 1d6 lunas
15 Break weapon (roll randomly)
21 Lose 2d6 sp
22 Encounter guards
23 Relative dies
24 Inherit something
25 Get involved in brawl
26 Accused of ………… by ……………
31 NPC friend dies
32 War declared [where?]
33 New tax to be paid
34 Find weapon
35 Find something
36 Dependant NPC in danger
41 Catch disease
42 Attacked by mistake
43 Mistaken identity
44 Natural disaster
45 Unnatural happening
46 Robbed! Lose half of possessions [divide into two piles and dice to see which one went]
51 House/ dwelling destroyed
52 Bandit raids on borders
53 Meet long-lost sibling [create new NPC]
54 Armour damaged/rusty, -1 DR
55 Gain a pet
56 Rescue important person [who?]
61 Local noble dies
62 Prince/ess born
63 Prince/ess dies/ killed
64 Mercenaries in town
65 Horse/ mount dies
66 Omen/ Foreshadowing
This is supposed to represent whats gone on between the adventures, thus each character cycles throught the chart once. Characters can go through as a group or separately, as desired.
On to the chart. Be warned, it is rather long!
CONAN RPG ‘OFF-TIME’ SYSTEM ã Brass Jester 2005
Start at Location #1 and follow the instructions. Then roll d6 and go to the indicated Location. Repeat until Location #15 (End) is reached, at which point the next adventure starts. See GM’s notes at the end.
1. Start. Pay upkeep: 2sp x (Level)2 else –1 Rep
1-2 (2) Buy/Sell one item
3-4 (3) Heal
5-6 (4) Sell one item
2. Buy or sell one item or group of related items (e.g.: a sword or 20 arrows etc.) Only one item may be traded unless directed back to this location.
1 (5) Train
2 (2) Buy/Sell one item
3-4 (3) Heal
5-6 (6) Carouse
3. Heal or Profession. Either Heal 3 + Con. Mod. + Level and make Profession Check to gain money or Heal 6 + Con.mod + Level
1 (3) Heal
2-3 (6) Carouse
4 (2) Buy/Sell one item
5 (4) Sell one item
6 (7) Event
4. Sell any one item. May sell any one item or group of related items (e.g.: a sword or 20 arrows etc.) Only one item may be traded unless directed back to this location.
1 (4) Sell one item
2-3 (6) Carouse
4 (7) Event
5-6 (3) Heal
5. Train. Practice skills and weapons. Pay 5sp x (Level)2. Roll d20 + current Level, gain x.p according to DC beaten: -
DC 5 50 xp
DC 10 100 xp
DC 15 150 xp
DC 20 200 xp
DC 25 250 xp 250 xp is the maximum that can be gained in any one visit to this location.
1-2 (6) Carouse
3 (5) Train
4 (7) Event
5-6 (3) Options
6. Carouse. Out on the town, spending money in true Conan style. Pay d6 x 10 sp to join in, else lose 1d6 Rep. Then make Gather Information check at +1 per 10 sp spent (in addition to any normal modifiers.)
DC 5 Rumour
DC 10 News of event [see Events table]
DC 15 Rumour of adventure [Use the Brass Jester Adventure Creation System]
DC 20 Patron is seeking adventurers [See Location #13]
DC 25 Gain map/item
1-2 (5) Train
3 (7) Event
4-5 (9) Options
6 (8) Aftermath
7. Event. Roll on Event Table. Some may have long-term or far reaching effects.
Event Table [see appendix]
1-2 (9) Options
3 (6) Carouse
4 (11) Heal
5-6 (10) Buy/Sell any items
8. Aftermath. The morning after the night before. Roll d6; on a ‘6’ something has happened to you:-
Roll d6 again:
1 Bad hangover
2 Wake up in the streets with most of your clothes and possessions missing, including money
3 50% of your remaining money has gone
4 Wake up in bed with someone. You have gained an NPC lover (create NPC.)
5 Vague memories of a glorious brawl. Take 1d6 damage
6 Wake up in prison/ chained in a slave train etc.
1-2 (13) Patron
3 (12) Event
4-6 (9) Options
9. Options. Take any listed Action, practice Profession, start creating something, get a scroll read, fight a duel etc.
1 (12) Event
2 (9) Options
3-4 (10) Buy/Sell any items
5 (14) Recruit
6 (15) End
10. Buy or sell any item or group of related items.
1-2 (14) Recruit
3-4 (9) Options
5 (11) Event
6 (15) End
11. Heal or Profession. Either Heal 3 + Con. Mod. + Level and make Profession Check to gain money or Heal 6 + Con.mod + Level
1 (11) Heal
2-4 (9) Options
5 (10) Buy/Sell any items
6 (14) Recuit
12. Event. Roll on Event Table. Some may have long-term or far reaching effects
1 (9) Options
2 (13) Patron
3 (10) Buy/Sell any items
4-6 (15) End
13. Patron. A patron offers employment or a quest etc.
Is it accepted 1-3 No 4-6 Yes [This is if you can’t make up your mind]
Patron Table
1 Merchant
2 Thief
3 Sorcerer
4 Scholar
etc…
[Note: I have some specific Patrons made up as leads into adventures, also this can define where the PC’s are. For example, Vortis Orrando, a merchant in Khorshemish, is seeking to hire guards to escort a cargo down into Argos. He will give them a letter of introduction to a friend at Messantia who is seeking a crew for an expedition to the South. Thus, the PC’s start in Khorshemish.]
Make Diplomacy Check, +2 Synergy if patron rolled as a Carouse check, to see if Patron accepts you.
1-2 (10) Buy/Sell any items
3-4 (14) Recruit
5-6 (15) End
14. Recruit. May hire or purchase NPC bearers, guards, horses, slaves etc.
1-2 (10) Buy/Sell items
3-6 (15) End
15. End Last night on the town. Spend 5sp x (Level)2. Gain +1 Rep per 10 sp spent.
Notes:
1. The chart is not time or location specific, other than that a Patron can give some indication of the starting location.
2. The Healing is deliberately limited. It is possible that a character may start the next adventure not fully healed and has to heal ‘en-route.’
3. The limits on the Buy/Sell locations are intended to reflect that a) there isn’t always a market for the item and b) to avoid the well-known players statement “well, we’ll replace everything we used and pay for it by selling everything we don’t need.” Now, you have to make a choice between that much-needed rope or replacing the dagger that fell down the pit.
4. Options is very versatile; it allows any action. For example, the long example under Craft (Herbalism) in the rulebook could be tied into the Options location, with the herbalist making a Craft roll each visit to the location. Also, scholars starting research, sorcererers crafting items etc.
5. Patrons: a Diplomacy check is needed to see if the PC impresses the patron enough to get the job. DC’s can be set based on the perceived difficulty:
e.g: Guard my house for a month DC10
Escort a caravan DC12
Hunt down my enemy and retrieve my stolen goods DC15
* Note, the way the chart is set up, once a patron is found then there is a limited time to purchase supplies etc. before the End is reached. This is because the patron is not usually inclined to wait around for the PC’s to go out carousing again (or whatever)
EVENT TABLE [D6/D6]
11 Meet new PC
12 Meet NPC
13 Find purse 2d6 sp
14 Find purse 1d6 lunas
15 Break weapon (roll randomly)
21 Lose 2d6 sp
22 Encounter guards
23 Relative dies
24 Inherit something
25 Get involved in brawl
26 Accused of ………… by ……………
31 NPC friend dies
32 War declared [where?]
33 New tax to be paid
34 Find weapon
35 Find something
36 Dependant NPC in danger
41 Catch disease
42 Attacked by mistake
43 Mistaken identity
44 Natural disaster
45 Unnatural happening
46 Robbed! Lose half of possessions [divide into two piles and dice to see which one went]
51 House/ dwelling destroyed
52 Bandit raids on borders
53 Meet long-lost sibling [create new NPC]
54 Armour damaged/rusty, -1 DR
55 Gain a pet
56 Rescue important person [who?]
61 Local noble dies
62 Prince/ess born
63 Prince/ess dies/ killed
64 Mercenaries in town
65 Horse/ mount dies
66 Omen/ Foreshadowing