Conan style Pathfinder adventure?


Conversions


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Hello guys,

I'm going to GM Pathfinder this weekend and my players asked me for a Conan-like adventure. You know, with distant/desolate places, barbarians, low tech, evil slavemasters, exploration, etc, but with more magic and D&D elements. I think the final result should possibly resemble an 80's cartoon, maybe Thundarr minus the futuristic bits or something taken out of a heavy metal album cover :P

Seriously though, I know enough about the Conan universe to get the feeling of what the RPG setting should be like but I'm not very familiar with this kind of story. I'm gathering similar material and inspiration before starting plotting. Does anybody know if there's any adventure published by Paizo or a Third party publisher that resembles this setting? I don't want to use the Conan universe, just similar story elements. I also accept ideas for quests, characters, tropes, anything.

Thank you!


I think you can get a great Conan feeling in the game by just saying that the only spelcasting class is the adept.
Classes that have spells Exchange them for spelless Archtypes or nothing at all.
Of cause you have to chance quite a lot of monsters and stuff and i recomendation you keep magic items relatively common.
This charges the game a lot and can be quite fun.
But this is just one part of the Conan feel you get and some May find it too costly.


I don't know of any specifically "Conan-feeling" adventures but if you want barbarians and exploration maybe the Kingmaker AP is your thing? The party is essentially carving out their own legend in an empty wilderness; they just have to fight some bad guys first.

Of course, you could just make it up too.


One thing that I highly suggest you do is ban full caster classes from being PC's. They make great villains and should be included in that role (though rarely, obviously) and I've found that for the most part, partial casters and full BAB classes are fairly well-balanced against one another.

Certain allowances need to be made when doing that, like understanding that healing, condition removal and spells like Restoration are less available to the party, but then, in such a setting, supernatural threats likely are less common as well.

Liberty's Edge

As far as I'm aware, we don't have a lot of published material on the Realm of the Mammoth Lords but that seems like the best place to start for inspiration in Pathfinder.


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According to Endzeitgeist, you can't go past these adventures for pulp heroic Conania:

Song of the Beast Gods

Citadel of the North Wind

and here are some

Supplemental Rules and Considerations

from the author too...


Plus here is a Map of Xoth and the

Northern Regions

Also, the first product from the same author is not PF, but is I think easily converted.

XP1: The Spider-God's Bride and Other Tales of Sword and Sorcery


The Xoth adventures are good. The same author (Wm. John Wheeler, xoth.net) converted three classic D&D modules to the Conan D20 RPG. They are available on his website (free, last I checked) and can be converted to Pathfinder with minimum effort. Dave Cook did three adventures for Basic D&D, that are widely considered good models for Swords and Sorcery adventures: X4: Master of the Desert Nomads, X5: Temple of Death, and X10: Red Arrow/Black Shield. It would be a bit more work to convert these, but it might pay off. I'm also fond of the Serpent's Skull adventure path, which contains many appropriate elements.

I assume you have read the original stories? If not, I suggest The Devil in Iron and The Jewels of Gwahlure; both can easily be converted into an RPG adventure.

The hallmarks of a Conanesque sword-and-sorcery game include:
1) Violence is normal.
2) Civilization is weak.
3) There is cosmic evil, but "good" is only found on a personal level.
4) Monsters are something to fear, not to chase for XP. Have your "Big Bads" only defeatable if the players can obtain some special item during the adventure (NOT something they can stockpile).
5) Incorporate an element of horror in the story.
6) Action, action action! Keep the pace moving.

Drop the players into the middle of things. In a normal game, if you want the players to explore a lost city in the middle of the desest, you give them a map to the city. In a swords and sorcery style game, they start stranded in the desert without food and water. But look, on the horizon! That looks like a city!

Encourage players to do dramatic things - again, bonus XP are one way.

I'd suggest giving players a 25-point build, but then tell them at the outset that "suggested weath by level" magic and money is just not going to happen. Encourage them to waste their money - maybe give then bonus XP for loosing their cash. Conan-esque heroes live for the day, not for long-range planning. You'll have to balance encounters carefully to allow for the lower level equipment.

You've already stated "with more magic and D&D elements", so I won't advocate cutting back on magic items or restricting classes or races. But you'll need to find ways to inspire fear and horror;

Unless, of course, what your players really want is a testosterone-soaked romp through piles of bodies as they defeat hapless opponents - I think you can figure out what to do in that case.


One strong element I've seen in Swords and Sorcery is that magic items used by the protagonists don't ever last very long. They almost always get used up, destroyed, stolen, etc. by the end of the story. So you can make sure that most of the magic the party gets is in the form of potions, scrolls, wands (with only a few charges left), and other similar forms that can't easily be stockpiled or carried from adventure to adventure.


pachristian wrote:
I'd suggest giving players a 25-point build, but then tell them at the outset that "suggested weath by level" magic and money is just not going to happen. Encourage them to waste their money - maybe give then bonus XP for loosing their cash. Conan-esque heroes live for the day, not for long-range planning. You'll have to balance encounters carefully to allow for the lower level equipment.

Something to consider, something done in the game that I sat in on several occasions but did not actually play (the one with no full casters as an option) was that, to compensate for the lesser amount of healing available, the GM simply maxed HD for the PC's, meaning that each character had the maximum hit points possible for their class. He also had armor provide DR - light armor granted DR 1/-, medium armor granted DR 2/- and heavy armor granted DR 3/-. One of the benefits of those changes in a game that features so many martials (and therefor less limited use-dependent characters) was that he could keep the action going and going...

He also made a concerted effort to make skills as useful and even as necessary as possible. When you can't fly/breathe water then climb and swim suddenly become quite important, but only if your GM makes allowances for them. With that understanding, definitely boost skills, at least for the 2 rank classes like Fighters. Every character gets a minimum of 4+INT skill ranks per level and INT penalties don't reduce that number.

So, in summary:

No full casters as PC's.
Max out hit points and add DR to armor in order to account for reduced healing options.
Boost minimum skill ranks to 4+INT.

Sounds like a campaign I'd love to be part of.


Wiggz wrote:


Something to consider, something done in the game that I sat in on several occasions but did not actually play (the one with no full casters as an option) was that, to compensate for the lesser amount of healing available, the GM simply maxed HD for the PC's, meaning that each character had the maximum hit points possible for their class. He also had armor provide DR - light armor granted DR 1/-, medium armor granted DR 2/- and heavy armor granted DR 3/-. One of the benefits of those changes in a game that features so many martials (and therefor less limited use-dependent characters) was that he could keep the action going and going...

He also made a concerted effort to make skills as useful and even as necessary as possible. When you can't fly/breathe water then climb and swim suddenly become quite important, but only if your GM makes allowances for them. With that understanding, definitely boost skills, at least for the 2 rank classes like Fighters. Every character gets a minimum of 4+INT skill ranks per level and INT penalties don't reduce that number.

So, in summary:

No full casters as PC's.
Max out hit points and add DR to armor in order to account for reduced healing options.
Boost minimum skill ranks to 4+INT.

Sounds like a campaign I'd love to be part of.

I like these suggestions. The armor suggestion allows you to brush off minor attacks; the additional skill points would help characters have the skills they'll need when there's not a lot of magic going around.


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There was a d20 game system Conan book. It got some of the races that populates conan world and diferent system for defense, being level dependent AC (dodge) and converting armor to damage resistance. Take it a look for locations citys and maps too.(And being d20, it will be easy to convert if needed at all.)

Liberty's Edge

Wiggz wrote:

One thing that I highly suggest you do is ban full caster classes from being PC's. They make great villains and should be included in that role (though rarely, obviously) and I've found that for the most part, partial casters and full BAB classes are fairly well-balanced against one another.

Certain allowances need to be made when doing that, like understanding that healing, condition removal and spells like Restoration are less available to the party, but then, in such a setting, supernatural threats likely are less common as well.

This. Though I'd argue that Restoration isn't too unavailable given Inquisitors and the like.

As another piece of advice, I'd scrap WBL for the most part and go with something like this, but probably replacing the Spell-Like Abilities with a scaling stat boost of some sort (maybe +2 to one stat at 5th, +2 to two stats, stacking with the bonus from 5th, at 9th, +2 to three stats, again stacking, at 13th, +2 to four stats, stacking once again, at 17th...that'd give +8, +6, +4, +2. Maybe cap it at +6...), and removing even the WBL suggested there for the most part.


Well, MissGrey did say she was going to have more "magic and D&D Elements". I have the Conan D20 game. It's a well done D20 variant.

One easy way to limit magic - without outright banning casters - is to change the time it takes to cast a spell. This is what TSR did with their Historical Reference D&D books (a great line of books). Multiply the casting time by 10 for all spells. Direct combat spells become almost useless, but buffs and information gathering spells remain relatively useful - IF the players plan and strategize well.

RPG Superstar 2012 Top 16

Barbarian characters should be illiterate, and have to spend a skill point to learn writing, possibly for each language they learn. Different languages for different nations should be normal, and a 'common' tongue...not be.

And yes, stay away from magic. That means monsters are far more dangerous then they are in PF. A +1 Magic sword should be a hellaciously rare find and a character's prize possession. Feats that punch DR should be extremely valuable. That Rhahadoum feat that lets you heal yourself 1/day would be near priceless to a fighter type.

Masterwork should be the norm for your adventurers gear, not magic. Any magic item they get should be legendary and famous, just like in mythology.

"Behold the Sword of the Kings of Valusia, forged three thousand years ago from a star fallen from the sky...One of the Arrows of INDRA!!!"

My favorite Conan story line (from the newer novels, tho)

==Aelryinth


Though designed for d20, there is Xoth, a very Conan-esque setting, subsystem of rules, and series of adventure modules for the magic weak worlds this belongs. Endzeitgeist gives an awesome review of the Xoth adventures. Being that's d20, it should be an easy enough conversion to Pathfinder.


Though the OP was looking specifically for stuff for PF, I can't let this pass without a plug for Barbarians of Lemuria, which does this kind of Sword and Sorcery quite well. I've only played one short game in it, but it fits the genre much better than even mutated PF can.

It's not D20, but a much simpler system. Flows quickly. Doesn't rely on gear.

The Exchange

Ok so I totally have the Conan soundtrack stuck in my head right now...

\m/


In the interest of Thread Necromancy ...

I too would like an adventure (or even a mini-campaign) with a Robert Howard's Conan feel, but I am not looking to go out and buy a new system.

I like your suggestions, but I need to look carefully at what can be done.

I am considering the first three books of the Serpent's Skull for a base, but ...

  • Change most of the opponents to human (the Vast majority of Conan's foes were other men).
  • Eliminate some of the competeing factions, and replace the remander with setting appropriate ones.
  • I'd like to pre-create characters for my PCs (to limit how much conversion would be needed), but I might not get buy-in from my players (two of which are women).

B.T.W., what is meant by "partial casters"?


bards and those who dont get high level spells plus check primeval thule setting VERY well done for you


Grab one of the classic Conan adventures from first edition and just convert it with new bestiary entries.

Conan Unchained!

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