Thulsa presents: The Spider-God's Bride and Other Tales

Hervé said:
From Vincent's descriptions in the Shem sourcebook, Sabatea seemed to me an unlikely place to me for the adventure. The city is supposed to be the seat of the Black Ring in Shem, the coven of the Golden Peacock seem quite powerful too and the city is renowned for its torturers. I thought that leaves very little room for the daughters of Rahma activities. I bet the Black Ring Sorcerers and the Priests of the Golden Peacock wouldn't see their activities with a kind eye.

Good points. But confusingly, both Sabatea and Kheshatta are described as the "home" and "headquarters" of the Black Ring (see, for example, Return to the Road of Kings; the same claims also repeated in the Shem and Stygia sourcebooks). In my campaign, I have decided upon Kheshatta as the base of the Black Ring.

Since the Shemites are polytheistic, there would be a multitude of cults in each city-state. Even though one god would be patron god of the city and have the biggest temple, this leaves plenty of room for small cults that can operate without fear of persecution (that's not to say that there is not rivalry between the various cults of Shem).

Hervé said:
That's why I toyed with the idea of making of Yaatana a new unamed city state, located somewhere in the Shushan/Sabatea area. I know this is non canonical, but many of the Shemite city states mentioned in the sourcebook already come from pastiches. This option allows to leave the city more or less as it is shown in the adventure.

Yes, since Shem is supposed to be filled with lots of small and large city-states, this is not hard to justify. I don't know how "pure REH" you prefer your campaign, but I am never afraid to change (or at least bend) canon (or borrow from the pastiches) if I feel it would improve an adventure.

Hervé said:
Shushan would be another possible choice. I just love the sentence "where women dress in barbaric splendor". I bet bet Shusahnite women would make wonderful daughters of Rahma!

That is an evocative quote. And Shushan seems to be geographically a good fit for you (although you wrote "As my players are traveling eastward on the caravan road from Zamboula", I assume you mean they are traveling WESTward on the road from Zamboula, or eastward on the caravan road TO Zamboula... ? Otherwise it doesn't make much sense... as they would be heading into Turan?!)

- thulsa
 
That's why I toyed with the idea of making of Yaatana a new unamed city state, located somewhere in the Shushan/Sabatea area. I know this is non canonical, but many of the Shemite city states mentioned in the sourcebook already come from pastiches. This option allows to leave the city more or less as it is shown in the adventure.

Depends what you mean by "non-canonical". Its a canonical fact that there are loads of Shemite city states, only a few of which are ever mentioned. Dropping an extra one in is certainly not against canon: and I don't believe anyone would be so purist as to refuse to put anything into a game that Howard had not specifically mentioned.
 
kintire said:
That's why I toyed with the idea of making of Yaatana a new unamed city state, located somewhere in the Shushan/Sabatea area. I know this is non canonical, but many of the Shemite city states mentioned in the sourcebook already come from pastiches. This option allows to leave the city more or less as it is shown in the adventure.

Depends what you mean by "non-canonical". Its a canonical fact that there are loads of Shemite city states, only a few of which are ever mentioned. Dropping an extra one in is certainly not against canon: and I don't believe anyone would be so purist as to refuse to put anything into a game that Howard had not specifically mentioned.

You want to have fun ? Go to a Tolkien forum... :)

W.
 
Thulsa,
it would have been nice to have the maps included in the book. I know that trying to mimic MGP you probably took the "map??" policy (just kiding !) but for your future product (I hope on is planned) I'd like to have them in the same book.

Thx for your great adventures,
W.
 
warzen said:
it would have been nice to have the maps included in the book. I know that trying to mimic MGP you probably took the "map??" policy (just kiding !) but for your future product (I hope on is planned) I'd like to have them in the same book.

I know you were joking, but the "Mongoose Map Policy" is not something that anyone should try to imitate. My maps are not professionally drawn, but the same can unfortunately be said of Mongoose's. At least I have (lots of!) maps (compared to Trial of Blood, which had two! maps for a 200-page adventure), and they are all with a grid and a scale (unlike, say, Betrayer of Asgard and Tales of the Black Kingdoms), and the maps actually match the description given in the text (I'm looking at you, Tales of the Black Kingdoms!).

I'll probably put the maps into the main book for my next project (yes, I am planning one :-) ).

- thulsa
 
thulsa wrote:
I'll probably put the maps into the main book for my next project (yes, I am planning one :) ).

Now, that's good news! :P
Will it be something on the World of Xoth again? Or another Gygax classic that gets "conanized"?

By the way, how do the sales of XP1 go? The time you took on the book deserves some reward! Let us know how xoth.publishing made you a millionaire! :roll:

As for the lack of "professional" maps, I guess every Mongoose fan has learned to cope with that a long time ago! :wink: . Even your hand drawn maps are far superior to their ugly computer sketches. But I got faith in them. I know they can do it. One day they'll open a Paizo product and see for themselves and say "Wow, so this is what our maps are supposed to look like?" :shock:
 
Hervé said:
thulsa wrote:
I'll probably put the maps into the main book for my next project (yes, I am planning one :) ).

Now, that's good news! :P
Will it be something on the World of Xoth again? Or another Gygax classic that gets "conanized"?

It will be more original material (not a Gygax conversion), a sort of mini-campaign set in a specific part of the World of Xoth (but, of course, easily transportable to the Hyborian Age or other campaign worlds).

It's still several months away, though....

Hervé said:
By the way, how do the sales of XP1 go? The time you took on the book deserves some reward! Let us know how xoth.publishing made you a millionaire! :roll:

Now Hervé, I think you know that nobody in the RPG industry is a millionaire (perhaps with the exception of that guy who invented Magic the Gathering...). And sword and sorcery is a niche within a niche. I'm not doing this for the money, just for the satisfaction I get from this type of project, and sharing with others in the hobby. I could never make a living out of this, far from it, so I am sticking to my day job! :-)

That said, the book has sold above my expectations (then again, I set my expectations low). The split between the PDF and the print version is about even (somewhat surprising to me, as I originally planned it as PDF-only).

Hervé said:
As for the lack of "professional" maps, I guess every Mongoose fan has learned to cope with that a long time ago! :wink: . Even your hand drawn maps are far superior to their ugly computer sketches. But I got faith in them. I know they can do it. One day they'll open a Paizo product and see for themselves and say "Wow, so this is what our maps are supposed to look like?" :shock:

Well, one can always hope... actually, the maps in Ruins of Hyboria were good. So they can do it if they want to...

- thulsa
 
Meanwhile I've run the signature adventure of XP1, the Spider-God's Bride.

Impressions / Opinions:
* Some of my players complained about the module being too "hard sausage", which is German gamer jargon for a playing style of nitpicking lengthiness.
Pro Tip: completely drop the DMG rules excerpt forcing hourly Fort saves of increasing difficulty in hot climates. It's nonsense. With these rules, no desert dweller would survive past first level.

* After the first seven travel days or so, I stopped rolling for random encounters. The first RE was a monster scorpion, which the PCs killed (the fight was fun, btw), and a Dire Bat, which I just decreed they'd get rid off without rolling dice.
There's only one interesting random encounter in the module, namely the Nomad robbers, and it would have a rough 1% chance to trigger. So I simply triggered it "manually".

Caution, SPOILERS:

The Nomad assault was fun. They attacked during the day, circled the caravan on their horses and shot arrows from ~120' distance. The PC Nomad focussed her fire on the bandit leader, eventually wounding him so much that he broke off the attack and the bandits withdrew. Then our Barbarian and Nomad went after them and actually managed to capture that guy (which I hadn't expected).
Then the PCs demanded ransom, and our Thief pricked him with a needle and bluffed him into believing he was poisoned, and had to return with the ransom to get the antidote. There was roaring laughter at the gaming table when the players sent the bandit on his way with good tips like "Always hold up the right arm so the poison doesn't spread so fast." - "And avoid stress." - "And don't burden your right leg."
so he had to hop away on one leg.

Anyway, the adventure then proceeded quite smoothly, until the final night, i.e. the attack of the assassins. First they put the Thief to sleep with a poisoned crossbow bolt, he was out for the remainder of the fight. Everyone rushed to the rear of the garden to help the Thief, meanwhile the other assassins tried to break into the front door, but failed their Open Lock checks miserably (rolled out fair and square).
The players suspected that it was a distraction and returned to the front door and caught the assassins in the act. Another fight ensued, which sent the Nomad into the land of slumber, but finally the Soldier and Barbarian managed to kill the last of them.
(in hindsight, I should have given the Assassins bigger weapons; those lousy daggers couldn't get past the armour and rarely rolled well enough to Finesse.)

The main problem here plot-wise was that the players did not sound the alarm. They were all patrolling in the garden at the time of the attack, and even if they had had access to the gong, they wouldn't have thought of using it as an alarm. So I had to resort to using their charging yell (which they specifically declared) as trigger for Sefu to take Yetara and Daimya to "safety".
They did not buy the Temptress's story and quickly knocked her out before Sefu could react. Then they cut the cocoon open and that spawn came out (which I scaled up to 65HP and DR4), but the Barb was lucky and scored a crit with her off-hand attack, rolled 30 for damage, and the beast failed its MDS. (It was pretty late so I was happy to be able to cut the combat short at this point.)

After that, they woke up the Temptress again and made her talk, but then made short work of her and killed her instead of bargaining for ransom. Sefu did not intervene because after seeing that monster, he had lost interest in that bitch.

Now they are in that house but don't realize they might seize it for themselves. They have bashed the door to the library and are looking for valuables to sell (unfortunately nobody has the lore to find out what is worth how much).

By the way, concerning the Conan conversion guide:
Most of the converted encounters (at least of this adventure) are considerably weaker than the original ones. I don't quite see why. I had to scale _up_ the original encounters and the players still had an easy time (their monstrous scorpion had 30 or 40HP instead of 6). Had I used the converted encounters as written, my players would have gotten totally bored. I don't quite understand why they are so much weaker.

But anyway, the adventure as a whole was good and we had a lot of fun, definitely above average as published modules go.
 
Clovenhoof said:
Meanwhile I've run the signature adventure of XP1, the Spider-God's Bride.

...

But anyway, the adventure as a whole was good and we had a lot of fun, definitely above average as published modules go.

Glad you liked it! Note that there is much potential here if you want to involve the PCs further with the cult of the spider-god; in my own campaign, the whole thing climaxed about 10 levels and 2-3 years (real-time!) later, when the PCs assaulted the cult's temple in the City of the Spider-God to save the life of the player character who had killed the abducted Bride. The sorcerous curse was lifted, and many priests were slaughtered, but the PCs wisely decided to run for the hills when the spider-god itself appeared...

Clovenhoof said:
By the way, concerning the Conan conversion guide:
Most of the converted encounters (at least of this adventure) are considerably weaker than the original ones. I don't quite see why. I had to scale _up_ the original encounters and the players still had an easy time (their monstrous scorpion had 30 or 40HP instead of 6). Had I used the converted encounters as written, my players would have gotten totally bored. I don't quite understand why they are so much weaker.

The Conan RPG encounters are not intended to be weaker than their D&D counterparts. My own group playtested the modules with the given levels using the Conan RPG rules. But very low-level (1st and 2nd level) adventures are always difficult to scale properly, since the characters are so weak (we used to joke that in 2nd Edition AD&D, a normal house cat could easily kill a 1st-level wizard...).

Anyway, I agree completely that most of the "monstrous" vermin in the D20 System are very weak; I usually use the stats for the large or huge versions but keep the size as small or medium.

- thulsa
 
Yesterday we took up the thread, but the party was not interested in taking revenge on the cult or claiming the mansion for their own. On the contrary, at first they said they wanted to flee from the city as fast as possible. That would have spoiled the planned adventure as I had prepared the Jewel of Khalim Bey for that evening. So I reminded them that they had just travelled almost 40 days _from_ the city of the spider temple, and the assassins wouldn't be missed for just as long, and even then it would take another six weeks for more cultists to arrive and investigate. So all in all they could expect to be left alone for almost three months.

Then they pilfered the library and tried to sell the stuff, but since none of them had any suitable skill (like Appraise or a relevant Knowledge skill) they only got a fraction of the real value and were happy with it.

I can't say anything about the Jewel Adventure, because at that point, the evening rather derailed because they wanted to gamble with their money in arena fights. I may have a thing or two to say about that in a different thread, would be off-topic here. We won't get to play again in the next couple of weeks, but I'll post here if we pick up the thread again.
 
Hi All

I've been looking around regarding this book and it seems to be highly praised. Is this written to be used with Mongooses Conan or is it D20 based and being converted to be used with Conan (which i know is mostly D20, but with a twist)?

Thanks
 
The book itself is written for D&D 3.5 (including a section on rules modifications, especially magic nerfs), but you get a free conversion booklet for the Conan RPG with it.
 
I'm hoping to run the Vault of Yigarthhotep at GenCon this year, but probably set in the old Judges Guild Wilderlands setting (inspired by Howard among others) than Howard's world itself.
 
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