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The Black Stones
of Kovag-Re
A Scenario for
The Roleplaying Game
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The Black Stones of
Kovag-Re
Credits
Contents
Author
Morgan Nash
Introduction 2
A Cold Morning in Arenjun 4
Development & Editing
Ted Chang
Oleska the Stout 5
Investigations in the City
of Thieves
A Perilous Pursuit 7
5
Studio Manager
Ian Barstow
Production Director
Alexander Fennell
The Challenge of Iovinicus 8
The Path Through the Peaks 9
Art
John Thompson, Chris Quilliams, Alejandro
Villen
Treachery in the Mountains 10
The Blooded Stones 11
Playtesters
Mark “neo” Howe, Mark Sizer, Daniel
Scothorne, Mark Billanie, Michael J Young,
Jamie Godffrey, Alan Moore, Daniel Haslam,
Vincent Darlage, Bob Probst, Allen Myers,
Chris Bradley, Craig Pekar, John Clark
Epilogue 11
Appendix 1 12
Appendix 2 13
License 15
The Black Stones of Kovag-Re is © 2004 Conan Properties International LLC. CONAN®, CONAN THE BARBARIAN®
and related logos, character, names, and distinctive likenesses thereof are trademarks of Conan Properties International LLC
unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized 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 15 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.
Continuing support for Conan The Roleplaying Game can be found at
www.conan.com, www.mongoosepublishing.com and in the pages of
Signs and Portents magazine.
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Introduction
of such characters can be very low and that a difference of
a couple of points here and there means more at this early
stage of a character’s career than at any other time. Thus,
statistics will be given for all Non-Player Characters but it is
anticipated that the Games Master may need to adjust these
to suit his group’s particular abilities. The major Non-Player
Characters will be written up in detail in the appendix.
‘Father, tell me again of the Cult of the Blooded Stones.’ The
young boy looked up at his aged parent, eyes illed with both
eagerness and no small amount of fear. Across the table the
old man set his wine-cup down slowly and looked across at his
son. He said nothing for a moment and then spoke in a voice
resonant with doom-laden meaning, yet with a twinkle in his
eye common to all seasoned raconteurs.
Since it is better, perhaps, to give the hard-working Games
Master too much information than too little, sections of
descriptive prose and roleplaying notes for major Non-
Player Characters have been included. The Games Master
is at liberty to make use of them. Naturally, anything and
everything that is in this adventure can be changed or
discarded.
‘Byrus, my boy, the stories of that thankfully destroyed band are
not for the ears of small children. Why, it is but a handful of
winters since you were a mewling babe-in-arms.’ He shook his
head ponderously. ‘I could not tell you such a tale – it would rob
you of sleep for days and your mother would chase me from the
house with a skillet for illing your head with night-terrors.’
But, for now, let us have a look at what is in store for our
bold rogues...
‘Father!’ the boy pouted. ‘I have seen nine winters. I am nearly
a man!’ The old man smiled slightly and nodded his head in
agreement.
The Adventure in
Summary
‘Come then, let us draw closer to the ire. To talk of the Cult of
the Blooded Stones chills my old bones. But we should thank
the civilised gods that cold bones are all that remain of those
blasphemous priests. Kovag-Re was their god and few deities
have ever matched his need for sacriice. It is said that at the
height of his power, more than six centuries ago now, a constant
train of slave caravans rolled into the hills above Arenjun
carrying unfortunate souls whose only fate was to feed the near-
limitless hunger of Kovag-Re.
It is dawn and the adventurers are sleeping off a night
of heavy carousing on the loor of one of Arenjun’s less
salubrious wine shops when they are awoken and taken,
forcibly if necessary, before the city’s governor, one Oleksa
the Stout. A corpulent individual, Oleksa had married
the youthful Juliana only the day before and was about to
consummate the marriage when he was struck from behind
and rendered unconscious by an unknown assailant. When
he awoke only an hour ago, the window of his apartment
stood open and Juliana was gone.
Few tales remain of those times and the ceremonies of the Cult
have been, perhaps fortunately, forgotten. But stories remain of
the sacriicial temple – an ancient and dismal cavern beneath
the cold rock where many entered but none left; where the Black
Stones of Kovag-Re robbed the shrieking victims of their lives
and where, perhaps still, the temple waits for the sacriices to
begin anew...’
He tells them that it is obvious that she has been kidnapped
by some brigand or other who will no doubt wish to ransom
her back to him or to use her to put pressure on him in
some fashion. He will pay them well if they return her to
him and wipe out the bandits. He does not wish to simply
raise the alarm and set the guards to the task as it would be
catastrophic for his reputation and continued successful rule
if word got out to the thieves that the governor was unable
to protect his most precious possession.
The Black Stones of Kovag-Re is set in ancient Zamora,
home of thieves, treachery and, occasionally, some small
measure of heroism. Many young men and women have
started their careers in this land and many of those have
ended them shortly thereafter. However, this adventure
has been written in such a way as to make it relatively
simple to transplant it to almost any other location in
Hyboria – suggestions on renaming some of the Non-
Player Characters and place names will be given in an
appendix at the back.
Assuming that the adventurers accept the commission, they
have a number of options open to them. If they investigate
the governor’s apartment for clues they may discover that a
few of Juliana’s belongings have gone missing, some of them
not particularly valuable, suggesting that she had time to
gather some things. This may further suggest that she left
willingly. Asking subtle questions of the servants will reveal
that Juliana was a far-from-willing bride. Questioning the
guards on this sort of thing is a less wise course – they are
loyal to Oleksa and will reveal nothing of use but may report
on the adventurers’ activities to the governor.
It is also written for a low-level party of
adventurers from 1st to 3rd level.
Experienced Games Masters will
know that the life expectancy
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If Oleksa himself is confronted with any of this information,
he will deny that she left willingly and will inform the
adventurers that she has very likely been taken by a band
of clever outlaws who have lately been raiding caravans and
pilgrims travelling through the Pass of the Goat and have,
thus far, evaded capture. Astute observers will see Oleksa
twitch over this and they may guess that he knows more
than he is telling.
adventurers. They can always dispose of him in another
fashion, of course, but he is a dangerous man and will not
hesitate to draw his sword if threatened seriously. The
villagers know that the bandits have made their camp up in
the hills and can give suitable directions on how to approach
the place by little-known paths. Following this route, the
adventurers will avoid the traps set by Bogdan but may
encounter similar problems with local beasts.
The truth is that Juliana has run away from Oleksa, who
she was forced to marry. Her true love, a young man from
Arenjun’s soldiery, called Bogdan, helped her to escape with
some loyal men at his command. Bogdan and his men
were too honest for the corrupt bureaucracy of Arenjun and
led the city two months previously, turning to banditry to
survive. They have raided a couple of caravans belonging
to Oleksa in the meantime (it is a lie that they have robbed
pilgrims). Juliana told Oleksa that she would never give
herself to him and would be reunited with her lover and
Oleksa is certain that this is what has happened. Naturally,
he will not tell the adventurers this; in fact, he has no
intention of letting anyone who knows about this abduction
live, let alone pay them a reward.
The adventure will come back onto the same route at this
point. Having survived Bogdan’s traps or negotiated a
successful outcome in the village, the adventurers will ind
themselves travelling through the peaks along an old path
that leads up along the spine of the mountains into desolate
and broken land away from the Pass of the Goat. At some
point they will spot something at the foot of a dangerous
slope below the path. An agile climber can ind his way
down to ind some wooden timbers, an old and rusted iron
cage containing many bones and a couple of other skeletons,
each wrapped in fragments of black and red robes. This is
all that remains of a slave caravan that tumbled from the
path on the way to the temple of Kovag-Re; a scholar or
historian may be able to identify some of the items in the
wreckage.
The adventurers should attempt to track the ‘kidnappers’.
Asking questions of the palace guard and the watchmen, it
will be relatively simple to discover that a lone rider, carrying
a woman, raced out of one of the gates last night. The road
from that gate does indeed lead up into the mountains and
towards the lofty Pass of the Goat.
When the adventurers reach the bandit lair, they again have
a number of options: negotiation, scouting, all-out attack,
etc. Their own agenda will also come into play at this point
– do they want to return Juliana for the reward? Allow her
and her lover to escape? Kidnap her and ransom her for
even more money? In an ideal world they will, perhaps,
recognise that the bandits are not bad men and will at least
talk to them.
A skilled tracker would be useful at this point. The
adventure diverges here, dependant upon the characters’
success at tracking. If the party have a capable scout, he
may be able to ind the trail of a single horseman leaving
the road some miles outside of Arenjun and heading up into
the hills. If the tracks are followed, the adventurer will have
to cross dangerous terrain, encountering some of the local
wildlife and a couple of surprises that Bogdan has left for
any who follow him.
Regardless of the decisions of the players, some short time
into the proceedings, Oleksa and his guard (who have been
following the players) will arrive to deal with the problem
in a terminal fashion. Oleksa has no intention of paying
for the return of his wife and will be aiming to kill the
adventurers after they have taken the bandits out and are
weakened.
If the adventurers are unable to follow Bogdan’s tracks,
they will need to travel on up the road and look for further
clues. They will come to a small village at the entrance of
the Pass of the Goat where they may ask questions. The
locals will be more-than-usually nervous around strangers
and will suggest, at best, that they may be able to assist
the adventurers but that they are somewhat troubled by
problems of their own. It is at this point that Iovinicus, the
village’s newly acquired bully, swaggers out of a nearby hut
and begins to make trouble. He will demand to know what
the adventurers are doing in his village and will, eventually,
challenge one of them to a wrestling match.
In all likelihood the adventurers and bandits will join forces.
The battle will go against them, however, as the campsite
is surrounded by archers. Fortunately, nearby, there are
some cave entrances that the bandits know lead into tunnels
that will be very defensible. Bogdan, Juliana and any
surviving men will retreat to the nearby caves and the
adventurers would be wise to join them. The ensuing
combat should be entertaining as the adventurers
and surviving bandits get pushed down deeper into
the caves.
Eventually, the players will arrive in
the ancient temple to the forgotten
Should a brave adventurer defeat Iovinicus in this brawl
he will slink away, allowing the villagers to assist the
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god, Kovag-Re. This is a dark chamber with a circle of
black monoliths and a thick carpet of ine white dust – the
powdered remains of the sacriice victims. The monoliths
are magical and feed upon blood. When blood is spilled on
one of them, all will animate and attempt to destroy anyone
within the caves. Naturally, a wounded bandit will stumble
into one if a player is not stupid enough to do so.
The watch are hardly professionals, being thugs and part-
time thieves themselves for the most part. However, they
have been instructed not to be overly vicious in their dealings
with the adventurers. Each is armed with a bill and a short
sword and is wearing a mail shirt. If necessary they will
attack with the butts of their bills using them like staffs.
Only if the ight becomes truly dangerous, will they use their
weapons in earnest.
This should ensure a suitably vigorous inale in which
the adventurers should try to escape from the caves alive.
Juliana will, of course, fall into danger if the adventurers
are heroic sorts who would appreciate a chance to rescue
her. A typically Conanesque result would be for all of the
soldiers and bandits to be stabbed, shot or crushed while
Juliana and Bogdan escape and Oleksa is killed in a bloody
and appropriate manner. Naturally, the players may well
inluence things otherwise!
Watchman of Arenjun
Medium Humanoid (1st level Zamorian soldier)
Hit Dice: 1d10+1 (6 hp)
Initiative: +4 (+2 Dex, +2 Ref)
Speed: 25 ft.
DV (Dodge vs. Ranged): 12 (+2 Dex)
(Dodge vs. Melee): 12 (+2 Dex)
(Parry vs. Melee): 11 (+1 Str)
DR: 7 (brigandine coat 6, steel cap +1)
Attack: Bill +2 melee (2d8+1, Crit. 20 x3, AP 7); or
Short sword +3 melee inesse (1d8+1, Crit. 19-20 x2,
AP 1); or Unarmed strike +3 melee inesse (1d6+1, Crit.
20 x2, AP 0)
Space/Reach: 5 ft. (1)/5 ft. (1)
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 12, Dex 14, Con 12, Int 10, Wis 10, Cha
10
Skills: Intimidate +4, Listen +2, Search +4, Spot +2
Feats: Alertness, Brawl
A Cold Morning in
Arenjun
Read or paraphrase:
By the gods, what a night! True, you had little enough coin
left after your most recent exploits but a man cannot take his
wealth with him and who knows what tomorrow might bring?
Better then to spend the last of it in ine style in a wine-shop
and what iner place exists in Arenjun, the renowned City of
Thieves, than Malvolio’s tavern? There had been good food,
lusty dancers, wagering, brawling and many, many lagons
until each of you had stumbled into a corner to sleep or just
sank to the ground where you stood.
Watch Sergeant of Arenjun
Medium Humanoid (2nd level Zamorian soldier)
Hit Dice: 2d10+4 (15 hp)
Initiative: +4 (+2 Dex, +2 Ref)
Speed: 25 ft.
DV (Dodge vs. Ranged): 13 (+1 level, +2 Dex)
(Dodge vs. Melee): 13 (+1 level, +2 Dex)
(Parry vs. Melee): 12 (+1 level, +1 Str)
DR: 7 (brigandine coat 6, steel cap +1)
Attack: Bill +3 melee (2d8+1, Crit. 20 x3, AP 7); or
Short sword +4 melee inesse (1d8+1, Crit. 19-20 x2,
AP 1); or Unarmed strike +4 melee inesse (1d6+1, Crit.
20 x2, AP 0)
Space/Reach: 5 ft. (1)/5 ft. (1)
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 12, Dex 14, Con 14, Int 11, Wis 10, Cha
12
Skills: Intimidate +6, Listen +2, Search +5, Spot +2
Feats: Alertness, Brawl, Quick Draw
Sadly, the cold light of dawn brings with it more than just
a pounding in your skull. A soaking from a bucket of cold
water brings you to your senses, eyes struggling open to see the
unwelcome sight of a watch sergeant leaning easily on a bill.
‘Get up, scum! You’ve got an appointment with the Governor!’
the sergeant sneers.
The adventurers have been picked for a singular honour;
Oleksa the Stout, Governor of Arenjun, has selected them
to assist with the location and recovery of his wife. The
adventurers have little choice in, at least, being taken to
hear what he has to say. If they are wise, they will not
pick a ight against a watch patrol in their current
tender state but there is no guarantee that a hot-
blooded barbarian or argumentative pirate
might not take offence at the manner
in which they are summoned.
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