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The Compendium
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The Compendium
Credits Contents
Authors
Vincent Darlage, Jason Durall, Eric K Rodriguez, Charles
Rice, Bryan Steele, Ian Sturrock, Todd Tjersland
Editor
Richard Ford
Cover Art
Chris Quilliams
Interior Artists
Storn C Cook, Kythera, Jon Netherland, Pascal Quidault,
Chris Quilliams, Chad Sergesketter, Kieran Yanner
Publications Manager
Ian Belcher
Production Director
Alexander Fennell
Proofreading
Ron Bedison
Playtesters
Mark Billanie, Daniel Haslam, Mark Howe, Al Maasberg,
Alan Moore, Daniel Rothman, Daniel Scothorne, Lane
Shutt, Mark Sizer & Michael J Young
Special Thanks
Ian Barstow, Thommy Wojciechowski & Fredrik Malmberg
Introduction 2
Solo & Duo PLay (S&P 7) 3
The White Hand
of Hyperborea (S&P 9) 7
Danger in the
Westermarck (S&P 10) 13
The Bandit (S&P 12) 19
Three Sides of
the Coin (S&P 13) 22
The Kordavan Way (S&P 16) 26
Plunderers of
the dEAD (S&P 17) 29
Encounters (S&P 19) 42
Darkarra: The Spirit
Eaters of Darfar (S&P 20) 49
Khemi (S&P 21) 55
The Children of Jullah 61
The God in the Bowl 70
License 96
Conan: The Compendium is © 2006 Conan Properties International LLC. CONAN ™, CONAN THE BARBARIAN ™
and related logos, names, characters and distinctive likenesses thereof are trademarks and copyrights of Conan Properties
International LLC unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorised User. Conan the
Roleplaying Game is released under version 1.0 of the Open Game License. Reproduction of non-Open Game Content
of this work by any means without the written permission of the pulisher is expressly forbidden. See page 96 for the
text of this license. With the exception of the character creation rules detailing the mechanics of assigning dice roll
results to abilities and the advancement of character levels, all game mechanics and statistics (including the
game mechanics of all feats, skills, classes, creatures, spells and the combat chapter) are declared open
content. Printed in China.
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Introduction
At long last, Conan: The Compendium has arrived,
a collection of the best Conan articles to appear in Signs
& Portents over the years. As well as previously published
articles, this book also contains two brand new scenarios for
use in your Conan games.
Next we have Darkarra: The Spirit Eaters of Darfar by Bryan
Steele. This article acts as a guideline to the spiritual culture
of the Darfari, new feats, character template and equipment.
With Khemi , from the pages of Signs & Portents 21 , Vincent
Darlage gives us a closer look at the notorious Stygian city
featured in Howard’s tale, The Hour of the Dragon .
Conan: The Compendium begins with Solo & Duo Play by Ian
Sturrock, which explains how to run games with only one or
two players and a Games Master.
Next are two brand new articles. The first is The Children of
Jullah by Eric K Rodriguez, an adventure that pits characters
against the dangers of the Black Kingdoms and the evil
that lurks there. Second is The God in the Bowl by Vincent
Darlage, an adventure based directly on the story of the same
title by Robert E Howard.
The White Hand of Hyperborea from Signs & Portents 9 gives
background information on this strange sect of wizard-
assassins. Writer Vincent Darlage has also included rules for
including the witchman prestige class in your games.
Next is an adventure by Eric K Rodriguez entitled Danger in
the Westermarck , which pits moderately experienced characters
against savage tribes in the Pictish Wilderness.
Hiding by the side of the road, awaiting the arrival of a rich,
plump merchant is the Bandit ; a brand new character class by
Todd Tjersland from the pages of Signs & Portents 12 .
Mercenaries, nobles and lowly thieves are regular characters
throughout Conan’s adventures and Three Sides of the Coin
introduces some new and relevant options for characters.
This article by Charles Rice presents new prestige classes and
codes of honour to reflect varying approaches to Hyborian
life.
Jason Durall introduces yet more codes of honour in The
Kordovan Way , and article from the pages of Signs & Portents
16 .
Plunderers of the Dead by Vincent Darlage introduces players
to Numalia. This adventure for 2 nd to 5 th level characters
involves a plot to raise undead from the freshly buried corpses
of a particular graveyard and is most certainly not for the
faint hearted.
Encounters , from Signs & Portents 19 , presents a
comprehensive list of opponents to spice up your
games when things are getting a little easy for the
characters. Todd Tjersland has included a
variety of tables to present specialised
encounters for every conceivable
type of location and terrain.
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Solo & Duo Play
The sword and sorcery genre in which the Conan
stories so firmly fall does not usually have quite such large
numbers of Player Characters as most fantasy roleplaying
games. Rather than associating with the usual ‘party’ of
perhaps four or five adventurers, Conan usually works alone,
or with the assistance of one other main character (along with
great armies of henchmen on occasion).
Characters
The Games Master and player or players should work very
carefully together when creating characters for solo or duo
play. It is recommended that characters be designed as a
group effort, rather than generated in the normal manner. If
all parties involved can reach a consensus as to each character’s
statistics, that is probably the ideal.
For Conan the Roleplaying Game groups of small size, with
only a Games Master and one or two players, it is probably
a good deal more rewarding to run games with only one or
two characters rather than having each player run several
characters, or using Non-Player Characters to make up the
numbers.
One important difference between play when there is a
balanced party, and when there are only one or two Player
Characters, is that the party of several adventurers will usually
be sufficiently versatile to cope with almost any situation in
which they find themselves. This is down to the better balance
of classes, and as a result, of skills, in the larger party.
There are two main ways to circumvent this in a ‘party’ of
only one or two characters.
The first is careful choice of classes and multiclassing. Conan
the Roleplaying Game is designed to be very forgiving of
multiclass characters, so combining combat-capable classes
with skills-heavy classes works quite well. It is not usually
necessary to have a scholar, even in a larger party; in a smaller
party of only one or two, it is perhaps more heroic not to
have a scholar, though a few Counterspells are useful so the
Dabbler feat might be a worthwhile investment.
The second way is the alternate skills system presented over
the next few pages. With this system, not only do most
characters advance in their specialist skills every level, but
all characters also advance in most other skills at least every
couple of levels.
If you do use the alternate skills system, you may also wish to
give solo characters more feats than usual, again with the aim
of ensuring they are well rounded. Rather than the usual feats
at 1 st level, 3 rd level and every three levels thereafter (6 th , 9 th ,
etc.) it is suggested that you allow feats at 1 st level, 3 rd level,
and every two levels thereafter (5 th , 7 th , etc.).
Note that Conan, like the other characters presented
in Chapter 10: Adventurers and Notables of the
Hyborian Age, has not been created using
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the system here. This allows him to be reasonably balanced
against Player Characters in most cases (other than his
truly heroic ability scores). However, if you are running a
solo campaign, you may wish to boost his skills and feats
somewhat according to the guidelines given here.
Half a What?
For easier generation and advancement of single-classed
characters without having to bother with adding up half
skill points, follow these steps:
Skills
This is done by simply allotting characters two ranks at 1 st
level, then half a rank per level thereafter, in each of a wide
variety of skills, including all their class skills and several
others. These half ranks are allotted before the character
spends the skill points each character class gains each level.
See the Skills by Class for Solo and Duo Play table, along
with the example below, for precisely how this works.
1. Work out how many skill points you gain at each
level beyond first.
2. Choose twice that many class skills to specialise in.
3. You have (your level +3) ranks in each of these
skills.
4. Note down all the skills which you did not choose
from the table on page 5, but which have either a ‘C’
or a ‘½’ in the appropriate column.
5. You have (your level +3)/2 ranks in each of these
skills, rounded down.
Note that under this system, the characters do not gain any
background skills for race. This system replaces the usual
background skills system.
Knowledge (geography), Knowledge (history), Knowledge
(local), Knowledge (nobility), Knowledge (religion), Listen,
Move Silently, Perform (any one), Profession (any one), Ride,
Search, Sense Motive, Sleight of Hand, Speak Language, Spot,
Survival, Swim, Tumble and Use Rope.
This system may seem complex at first, as it adds an extra
stage to the process of determining how many ranks in each
skill a character has. However it has several advantages for
gaming in the Conan genre and should prove easy enough
for experienced d20 players to grasp. If not, see the sidebar
‘Half a What?’ for a way to achieve the same effect with less
maths.
She decides that her sub-skills in Craft, Perform and Profession
will be as follows: Craft (swordsmith), Perform (song), and
Profession (sailor). She is the daughter of a swordsmith, and
has spent some time aboard the riverboats of her Vanaheim
home – which was also where she picked up some shipboard
work songs.
Skill Point Example:
Starting Character
Jackie decides to generate a character for a solo campaign.
She will be Mabb, a 1 st level barbarian. Her Intelligence is 13,
probably more than that of most barbarians, but she hopes at
some point to take some levels in the thief class and so wants
to ensure she will gain a reasonable selection of skills when
she does so.
At this point she spends her 16 skill points as follows: 2 each
on Craft (swordsmith), Spot, Jump, Intimidate, Profession
(sailor), Perform (drum), Ride, Move Silently, Listen and
Survival. Note that although Perform is a cross-class skill for
barbarians, Mabb has sufficiently high Intelligence that she
can simply spend her Int bonus skill points on Perform.
Her skill points at 1 st level are (4 + Int bonus) x 4, or 4 x 5 =
20.
So, after spending all her skill points, Mabb has the following
ranks in her skills:
However, before spending these skill points, she determines
her base skill points.
Appraise +2, Balance +2, Bluff +2, Climb +2, Concentration
+2, Craft (swordsmith) +4, Decipher Script +2, Disguise +2,
Escape Artist +2, Gather Information +2, Heal +2, Hide +2,
Intimidate +4, Jump +4, Knowledge (arcana) +2, Knowledge
(geography) +2, Knowledge (history) +2, Knowledge (local)
+2, Knowledge (nobility) +2, Knowledge (religion) +2, Listen
+4, Move Silently +4, Perform (sing) +2, Perform (drum) +2,
Profession (sailor) +4, Ride +4, Search +2, Sense Motive +2,
Sleight of Hand +2, Spot +4, Survival +4, Swim +2, Tumble
+2 and Use Rope +2.
As a barbarian, she gains 2 ranks in each of the following skills,
before spending any skill points:
Appraise, Balance, Bluff, Climb, Concentration, Craft
(herbalism or any one mundane), Decipher Script,
Disguise, Escape Artist, Gather Information, Heal,
Hide, Intimidate, Jump, Knowledge (arcana),
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