The Dark Horse Conan Sourcebook

Bregales said:
Hey Raven, I loved the work you've been doing on this so I had copied the characters and notes on orders, etc and already pasted them into a Word doc offa this thread. If you want I can email it to you to look at.

Nice of you to offer but I like to retype drafts entire to try and catch any mistakes and give myself a chance to rewrite awful prose. It's why I write so slow....but I wouldn't do it any other way.

Others on the forum might like it though. You might want to link the file here if you know how. I don't kno myself unfortunately- it could make things easier if I could......

Yogah of Yag said:
Thanks for the mailings, Raven.
I love the info on squires--very useful! 8)

I do what I can......glad you enjoy it.

Note: If anyone is wondering what mailing Yogah is refering to I have a 'Blackwell Press' mailing list I send out my various gaming material creations including this Sourcebook, Raven's Rules, Conan and Cthulhu and Raven's Eratta. If you are interested just PM me with an e-mail address and I'll put you on the list.
 
LokiOne said:
Did someone say that they were going to do up the transforming Witch-woman that appeared in the first Conan movie No1?

What would 'she/it' be Classed as ??? Lycanthrope-Witch?

Errm well I hadn't planned on doing anything on the movies yet- I'm still catching up on the DH series and Raven's Rules v1.2. My take on the 'witch-woman' of the Conan the Barbarian movie would be that she was an outsider. After all she was only hurt by fire....
 
Edit: Now supplying earlier entries with introductory quotes.

Here's the last half of the entry on Aerie. Only Atali and her brothers to go until Volume One is done...
 
Lesser Undermage of Aerie

Hyborian Level 4 Scholar
Hit Dice: 4d6 [12 hit points]
Initiative: +1 [+1 Reflex]
Movement: 30 feet
Defense Value: Dodge 11; Parry 11
Damage Reduction: None
Base Attack/Grapple: +2/+2
Attack: Unarmed +2 melee finesse [1d3; x2 critical]
Special Qualities: Adaptability [Craft (alchemy), Craft (herbalism)] Knowledge Is Power; Scholar Background [acolyte]
Saves: Fort +3 (1); Ref +1; Will +4
Abilities: Str 10; Dex 11; Con 10; Int 13; Wis 12; Cha 11
Skills: Bluff +1 (4) Concentration +7; Craft [alchemy] +17 (2)(3)(4); Craft [herbalism] +17 (2)(3)(4); Craft [any two] +14 (4); Heal +10 (2); Knowledge [arcana] +8; Knowledge [nature] +8; Knowledge [nobility] +4; Sense Motive +3
Feats: Craftsman; Greater Fortitude; Ritual Sacrifice, Skill Focus [Craft (alchemy)]; Skill Focus [Craft (herbalism)]; Tortured Sacrifice

Magic Attack Bonus: +2 [+2 natural]
Base Power Points: 5
Maximum Power Points: 10
Sorcery Styles: None [see below]
Spells known: None [see below]
Corruption: 3
Insanity: Ennui [minor]

Reputation: Skilled [Aerie-4]
Code of Honour: None

Equipment:
Dungeon Undermage- Robe, Mask
City Undermage- Loincloth, spell crystal with somnolescence [see upcomign entries on New Spells and New Magical Items]

(1) Includes Greater Fortitude Feat
(2) Includes Synergy Bonus
(3) Includes Adaptability and the Skill Focus Feat.
(4) Includes Craftsman Feat
(5) Includes effects of Ennui

Those slaves with potential for learning sorcery are singled out from the slaves gathered for the wizard lords. Those with no potential are regulated to the training pits, the laboratories or the sacrificial chambers below Aerie. Those with prior knowledge of magic are killed on the spot as being too dangerous to keep. Bu those who have potential to learn are kept for the wizard lord’s use. There are a thousand minor needs for a Scholar in Aerie. Someone must toil amidst the great vats make the Yellow Lotus Mash needed to keep the slaves obedient. Someone must tend the sorcerous gardens to make the Yellow Lotus and other specimens grow. Someone must tend to the needs of the drugged slaves and treat their injuries. Someone must watch over the drugged slaves ready to cast them into enchanted slumber should they awaken from the effects of the Mash. Someone must perform the sacrifices needed to keep the sorcerous machines below Aerie powered. So thus the Undermages toil for their masters.

Undermages are not taught the arts of Sorcery. That would make them a potential threat to the wizard lords. Instead they are treated as non-magical Scholars gaining Feats and additional skill ranks in lieu of spells. Their Power Points do not go wasted though for they are trained to use spell crystals with them. Lesser Undermages rarely are given such devices unless they are watching over the slaves. Lesser Undermages are drilled in the alchemical processes, the preparation of herbal products and in the crafts needed to maintain Aerie’s many structures to an impressive level of skill. Although Lesser Undermages are forbidden to use their arts save in the direct service of their masters they often create substances for their own use or to sell to other slaves like Yellow Lotus Dust when their masters aren’t watching.

Lesser Undermages live in the shadow of the Greater Undermages and the wizard lords above them. The brooding aura of their masters and the power they possess have cowed the Undermages will and they often will not move to defend themselves from attack, instead relying on the guards assigned to them to defend them. If cornered and helpless they will cower and beg for their lives, hoping to delay their would be killer long enough for help to arrive. Those assigned spell crystals will use them to defend themselves but in truth most would rather hide and let the soldiers quell any disturbances.
 
Greater Undermages of Aerie

Hyborian Level 8 Scholar
Hit Dice 8d6 [32 hit points]
Initiative: +3 [+2 Reflex; +1 Dex]
Movement: 30 feet
Defense Value: Dodge 14; Parry 13
Damage Reduction: None
Base Attack/Grapple: +6/+7
Attack: Unarmed +7 melee finesse [1d3; x2 critical]
Full Attack: Unarmed +7/+2 melee finesse [1d3; x2 critical]
Special Qualities: Adaptability [Craft (alchemy); Craft (herbalism)]; Increased Maximum Power Points [triple]; Knowledge is Power; Scholar Background [acolyte]
Saves: Fort +5 (1); Ref +3; Will +10 (2)
Abilities: Str 11; Dex 12; Con 11; Int 15; Wis 13; Cha 12
Skills: Bluff +8 (6)(7); Concentration +11; Craft [alchemy] + 20 (3) (4) (5); Craft [herbalism] +20 (3) (4) (5); Craft [any two] + 15 (3); Heal +12 (2); Intimidate +8; (6)(7); Knowledge [arcana] +13; Knowledge [nature] +10; Knowledge [nobility] +8; Perform [ritual] +8; Sense Motive + 5
Feats: Bleed Dry; Craftsman; Persuasive; Ritual Sacrifice; Skill Focus [Craft (alchemy)]; Skill Focus [Craft (herbalism)]; Tortured Sacrifice; Total Sacrifice [See upcoming post on new Feats]

Magical Attack Bonus: +5 [+4 natural; +1 Cha]
Base Power Points: 7
Maximum Power Points: 21
Sorcery Styles: Hypnotism
Spells Known: Entrance, Hypnotic Suggestion
Corruption: 5
Insanity: Ennui [major]

Equipment: Robes; spell crystal with somnolescence, stillness and telekinesis

(1) Includes Greater Fortitude Feat
(2) Includes Iron Will Feat
(3) Includes Synergy Bonus
(4) Includes Adaptability and the Skill Focus Feat
(5) Includes Persuasive Feat
(6) Includes penalty for Ennui

Undermages that prove competent and loyal to the wizard lords are given stations higher than their brethren. Greater Undermages oversee the Lesser Undermages in their duties, assist their masters in their rituals, ceremonies and alchemical procedures such as the creation of gurnakhi and oversee areas such as the armory and slave processing areas. The have achieved the pinnacle of the society of Aerie’s slaves and answer only to the wizard lords themselves. Many of them aspire to even greater power and even though the wizard lords have forbidden to learn Sorcery of their own many have secretly delved into their master’s lore. Hypnotism is the most common style they learn, though some may even attempt the Summoning style in order to bargain with foul beings for power to escape Aerie.

Greater Undermages serve as the elite guards of Aerie. In the unlikely event that the City Soldiers cannot quell a disturbance the wizard lords dispatch them to eliminate it. Using the telekinesis spell from their spell crystals, Greater Undermages propel themselves into position out of reach of the rioters or invaders but in range of their spells. They then use the crystal’s somnulence spell upon their targets if the wizard lords desire prisoners or the stillness spell if they do not. The Aesir freed by Conan were swiftly destroyed by these tactics. If the Greater Undermages are unable to contain the situation then the wizard lords might bestir to deal with the trouble themselves.
 
New Feat

Total Sacrifice

Perquisites: Tortured Sacrifice; Base Magic Attack Bonus of +4 or higher; Base Attack of +4 or higher; ten ranks of Concentration; ten ranks of Craft [alchemy]; ten ranks of Knowledge [arcana]; Corruption 1+
Warning: The learning of this Feat gains the character an additional Corruption point and each use of the Feat provokes a Corruption check

The use of sacrifice to generate magic power is well known. Few however understand the principles behind it. Upon the sacrifice of a creature the lifeforce contained within the creature is released and may be tapped by a sorcerer for their own use. With practice and the learning of new techniques a sorcerer can make the collection of their victim’s life essence more efficient. This Feat represents the ultimate in such practices for not only does the sorcerer utilize every drop of lifeforce of their victim, they extract their soul entire and drain it dry. Though this provides more Power it is a process so foul that few but the most inhuman and debauched would use it.

The use of Total Sacrifice is a time consuming procedure. It takes one hour for each Hit Dice or character level the victim has for the extraction process. The procedure must be uninterrupted from beginning to end. If the process is halted the victim will die prematurely and their soul will escape without benefit to the sacrificing character. Should the procedure be completed the character will gain 1 Power Point for each hit point the victim has. Since this can be a massive amount of Power characters utilizing this Feat should have some way of storing or immediately using the Power generated.
 
New Herbal Preparation

Talameri

DC to Gather: 15
Location: Brythunia, Northern Nemedia and Turan, Southern Hyperborea
Craft [Herbalism] DC to manufacture: none/15

Description and Effects: A common flowering plant found in Hyboria’s northern climes Talameri is folk remedy used to cure hangovers and other overindulgence. Eating the leaves from a single plant will recover a character 1 point of Wisdom attribute damage by stimulating the heart. If the leaves are smoked and dried properly the effect is concentrated. Each leaf will restore 1d6 points of Wisdom attribute damage but the character consuming the dried leaf must make a Fortitude DC 12 save or suffer 1d3 points of temporary Constitution damage from cardiac overstimulation. If the dried leaves are taken prior to taking Wisdom attribute damage from a drug such as alcohol or Yellow Lotus Mash, the leaves give a +10 saving throw against the drug’s effect. The character must still make their saving throw against Constition damage upon ingesting them.

While imprisoned in Aerie Iasmini recognized these plants among the ornamental gardens of Lord Aishti'ana and used them to overcome the effects of the Yellow Lotus Mash. She later used the leaves to free Conan shortly after he was brought to Aerie. Deprived of the Leaf when Conan used her entire supply to wake Niord’s Aesir from the Mash inspired trance, Iasmini fell under the effects of the Yellow Lotus Mash again.

Price: 1 silver luna raw, 15 silver luna dried and processed
 
New Alchemical Product

Yellow Lotus Mash

Craft [Alchemy] DC to manufacture: 20 in solid form; 25 in powdered or gaseous form [incense]

A derivative of the Yellow Lotus, Yellow Lotus Mash is a mixture designed to deaden the will and render a subject completely susceptible to suggestion. Despite its name the Mash can be in solid, powdered or gaseous in the for of incense. For each dose of Yellow Lotus Mash a character is exposed to they must make a DC 20 Fortitude save or take 1d8 Wisdom damage. If a character’s Wisdom is reduced to zero in this manner then their willpower is eliminated and they become little more than living automations subject to the suggestions of anyone around them. They are completely unable to act themselves- they must be told to eat, sleep or even go to bathroom. In addition the affected character will automatically fail their save against any spell of the Hypnotism sorcery style. The character is completely unaware of their surrounding and what they are doing while in this state. They will even commit blatantly suicidal acts if commanded to. Victims are able to fight or commit complicated actions if commanded to but must be monitored constantly while doing so.

Each dose of Yellow Lotus Mash prevents a character from regaining lost Wisdom for twenty-four hours. At this point the character begins to recover Wisdom normally. Once Wisdom returns to one, they become aware of their surroundings as momentary flashes of confusing images. Once they reach a total of three the character may act normally but is usually disorientated and confused. They will be unable to remember events that occurred while they were under the effects of the drug and depending on how long they were under the drug’s effect they might lose days, months or even years of their life’s memories.

Most alchemists use Yellow Lotus to render an enemy or victim into a temporary compliant state for their own purposes. Only the wizard lords of Aerie use it on a long-term basis, administering the Mash to their slaves on a daily basis. Characters in such a regimen of treatment can make a new saving throw every time the drug is given to them. If they are successful the Mash has no effect for that day and then begin to recover their Wisdom and their freedom to act. The wizard lords are aware that strong individuals can overcome the Mash and assign their Undermages to monitor their slaves for signs that they are ‘awakening’. Slaves that begin to throw off the drug’s effect are rendered unconscious by a somnolescence spell or blunt trauma and redrugged. If an awakening character cannot be subdued they are killed instead.

Price: 250 silver luna per dose
 
New Drug

Yellow Lotus Dust
Type: Imbibed
Craft [alchemy] DC to manufacture: 15
Fortitude Save against addiction: DC 16
Price: 50 silver luna
Addiction Rating: Low

Description: Yellow Lotus Dust is a distillate created by the by-products of the process to create Yellow Lotus Mash. The impurities eliminated from the processed Yellow Lotus still possess a narcotic effect. Properly collected and powdered the alchemist can produce a low powered drug used by many people to stave off the effects of boredom or for simple recreation. Characters under the influence of Yellow Lotus Dust gain a mild euphoric feeling that takes the edge off boredom, but suffer 1d6 Wisdom damage due to impaired judgement. Manufacture and control of this drug gives the Lesser Undermages a great deal of power with the Dungeon Guards and other free willed slaves of Aerie.
 
New Magic Item

Spell Crystal

The wizard lords of Aerie are adverse to teaching their slaves the arts of Sorcery and thus creating possible rivals for their own powers. However the have little desire to overlook every detail of life in Aerie that may require the use of magic. So they created the spell crystals. Spell crystals appear to be flawlessly cut pieces of crystal glowing with a faint blue inner radiance. Inside each crystal is impressed one or more spells by its creator at the time of its creation. A person trained to use a spell crystal by its creator may utilize any spell they are aware of within the crystal. The person using the crystal need not have the perquisites to cast the spell but must provide the Power Points necessary for the spell. Spells are cast with the Magic Attack Bonus of the crystal’s creator at the time of the crystal’s creation. For example most crystals created by the wizard lords are cast with a Magic Attack Bonus of +10 or higher. Wise creators of such items often key the crystal to unable to be used against them if it contains offensive spells. As such no spell crystal of Aerie may be used against a wizard lord.

Cost in silver luna and experience for creating a spell crystal must be calculated using the chart on page 40 of The Scrolls of Skelos sourcebook published by Mongoose Publishing. For purposes of the chart spell crystals are use-activated and grant the use of a spell without knowing said spell. The cost for the two spell crystals mentioned in this work is below.

Spell crystal with somnolescence spell cast at the fourteenth level and a Magic Attack bonus of +10. Manufacturing cost: 56,000 silver luna, 5,600 XP

Spell crystal with somulance, telekensis and stillness cast at sixteenth level and Magic Attack Bonus of +12. Manufacturing cost: 230,000 silver luna, 23,000 XP.
 
New Spell

Somnolescence
Advanced Spell of the Hypnotism style of Sorcery
PP Cost: 1
Components: V, S
Casting Time: One standard action
Range: Evil Eye
Target: One creature
Duration: One minute per level of Scholar the caster possesses
Saving Throw: Will
Prerequisites: Entrance, Base Magic Attack Bonus of +3 or higher
Magic Attack Roll: Sets DC for target’s Will save

Somnolescence is a spell designed to place a creature into magical slumber. The target of the spell must make a Will saving throw or fall asleep for the spell’s duration. The affected creature may be awakened by another in a normal fashion but will not awaken on their own until the end of the spell’s effect. A creature that suffers any damage will also awaken immediately. This spell is usually used by sorcerers to render enemies helpless.
 
New Spell

Stillness
Advanced Spell of the Prestidigitation style of Sorcery
PP Cost: 4
Components: V, S
Casting Time: One standard action
Range: Close [Twenty five feet plus five feet for each level of Scholar the caster possesses]
Target: One living creature
Duration: Instantaneous
Saving Throw Fortitude, partial
Prerequisites: Telekinesis, Base Magic Attack of +6 or higher
Ranged Attack Roll: Against target’s Dodge Defense
Magic Attack Roll: Sets DC for target’s Fortitude saving throw

Stillness is a unique application of telekinetic power. The spell seeks to magically still all the biological processes in a living organism and thus instantly slay it. A line of magical force stretches from the caster’s hand to intended target. If the energy hits the target they must make their Fortitude saving throw or be killed. Even if the target makes their saving throw they suffer 4d6 hit points of damage from the sudden shock to their body the spell creates. Creatures slain by this spell drop without a mark of violence on their body.

If the target of this spell dies and the sorcerer casting it has the Ritual Sacrifice Feat, they gain Power Points as they had sacrificed the target of the spell.
 
New Spell

Wizard’s Fist
Advancced Spell of the Prestidigitation style of Sorcery
PP Cost: 2
Components: V, S
Casting Time: One standard action
Range: Close [Twenty-five feet plus five feet per level of Scholar the caster possesses]
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude, partial
Prerequisites: Telekinesis, Base Magic Attack of +4 or higher
Ranged Attack Roll: Against target’s Dodge Defense
Magic Attack Roll: Sets DC for target’s Fortitude save

A spell used by sorcerers to deal with insignificant threats and as a display of power, wizard’s fist is a common spell for many arrogant magicians. The caster blasts a wave of telekinetic force at their intended target. If the caster hits their target it is subject to the effects of a Bull’s Rush using the sorcerer’s Charisma opposed to the target’s Strength. The target must also make a Fortitude saving throw or be stunned for 2d4 rounds. A stunned creature may not act, nor may they use their Dodge or Parry defense. Attackers gain a +2 bonus on attack rolls against a stunned opponent.
 
New Monster

Ska’kree
Tiny Animal [Vermin]
Hit Dice: 1d8 [4 hit points]
Movement: 20 feet; Climb 20 feet
Initiative: +3 [+2 Reflex; +1 Dexterity]
Defense Value: 13 [+2 size; +1 Dexterity]
Damage Reduction: 4 [Chitin]
Base Attack/Grapple: +0/-4
Attack: Bite +1 melee finesse [1d3 damage + poison; x2 critical]
Special Attacks: Poison
Special Qualities: Vermin
Saves: Fort +2; Ref +3; Will +0
Abilities: Str 8; Dex 12; Con 10; Int 1; Wis 10; Cha 1
Skills: Climb +5; Hide +3; Spot +2; Survival +2
Feats: None
Environment: Subterranean
Organization: Swarm [2-20+]

Skills: Ska’kree gain a +4 racial bonus to Hide, Spot and Survival checks in subterranean environments. They may Take 10 on all Climb checks even if distracted or endangered.

Poison: Ska’kree produce a mild toxin used to paralyze or kill prey smaller prey than themselves. DC 9; Initial Damage 1 Dexterity; Secondary Damage: 1 Constitution

Vermin: As an insect Ska’kree have no true minds so thus are immune to all mind affecting spells. They may be summoned and commanded as per any animal by the appropriate Nature spells.

Ska’kree are small insectoid scavengers that inhabit cold, dark areas among the mountain crags, caves and ruins of the Hyborian world. They are timid creatures and normally subside on carrion, smaller insects and fungus. They rarely attack creatures larger then themselves unless said creature is already badly wounded. If attacked, they will flee if possible, biting only if cornered by an attacker. The abyss below Aerie is infested with these creatures which feed on the bodies of the wizard lords and the slaves who leap from Aerie during Days of Farewell.
 
Very well done Raven. I'm still not sure I like these comics, but you've converted a pastiche that in my mind doesn't really fit the hyborian age into an excellent adventure site just begging to become a campaign.

When my pirating and horde-riding days are over, I'll have a look at these darker secrets of Hyperborea.

Oh, and did you write stats for the spider-things down in the chasm
 
Well I'm convinces you're a genius, and my wife is getting jealous. :)

You spells are great, but your herbal workup is fantastic. Unless, Mongoose has mush for brains, they need you for their games. I kid you not.
 
Etepete said:
Oh, and did you write stats for the spider-things down in the chasm?

Those are the ska'kree listed above. Sorry if I didn't point it out better.

dunderm said:
You spells are great, but your herbal workup is fantastic. Unless, Mongoose has mush for brains, they need you for their games. I kid you not.

You'd have to talk to Mongoose Old Bear [Ian] about that. Don't think you'd have much lick with that,We've never really got along as I've been partially responsible for shutting down three topics here. Seems I have a temper.....you know how tempermental us creative types get. 8)

In any case my version of Atali and her brothers will be up in about a week hopefully.....
 
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