Conan d20 1e - Pirate Isles.pdf
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CONTENTS
Pirate Isles
Contents
Credits
Introduction
Pirates of Hyboria
Scurvy Dogs
Foreign Shores
Pirate Feats
Ships of the Sea
Seas of Steel
Riders of the Waves
Beasts of the Seas
Powers of the Sea
The Call of the Sea
Ship’s Charters
Pirate Coves
License
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3
4
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112
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125
128
Pirate Isles 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 128 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
1
CREDITS
Author
Shannon Kalvar
Credits
Playtesters
Morgan Nash, Chiara Mac Call, Hayden Nash,
Adam Taylor, Ian Over, Simon English, Rafael Dei
Svaldi, Guilherme Dei Svaldi, Gustavo Emmel,
Leonel Caldela, André Mendes Rotta, Harvey
Barker, Wesley R. Gassaway, Betty Gassaway, Danny
Gordon, Raven Gordon, Michael Dunmire, Vincent
Darlage, Bob Probst, Chris Bradley, Craig Pekar,
Jason Durall, Mark ‘Neo’ Howe, Mark Billanie,
Mark Sizer, Michael J Young, Alan Moore, Jamie
Godfrey, Daniel Scothorne, Daniel Haslam, Christy
Ward, Jason Ward, Jason Hohler, Kevin French,
William Dvorak, Jack Cox, Brent Strickland,
Melissa Strickland, Adam Crossingham, Alex
Aplin, Paul Evans, David Little, Nick Lowson,
Dougal McLachan, Mark Steedman, Sam Vail,
Alan Marson, Robert Hall, Trevor Kerslake,
André Chabot, Antonio Eleuteri, Emilia Eleuteri,
Francesco Cascone, Claudio Mormile, Angelo
Mormile, Paul O’Neal, Patrick O’Neal, Chuy
Hernandez, Butch Mercado, D’Angelo Ramos,
Jay Hafner, Eric D. Schurger, Geissler G. Golding,
Brian Fulford, Richard D. Cserep, Jason Waltrip,
James Williams, Scott Bradley.
Additional Text
Vincent Darlage
Editor and Line
Development
Richard Neale
Cover Art
Chris Quilliams
Interior Artists
Jesus Barony, Chris Quilliams, Phil Renne,
Chad Sergesketter, Ursula Vernon & Alejandro
Villen
Studio Manager
Ian Barstow
Production Director
Alexander Fennell
Special Thanks
Theodore Bergquist & Fredrik Malmberg at
Conan Properties.
Proofreading
Ashley Tarmin
Support
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.
2
Introduction
Welcome to the Pirate Isles
The desert wind
whips up from the coast of
Hyrkania, sending waves of spray arcing over the shielded
bulwark to break on the side of your face. Beside you another
of the Red Brotherhood laughs with pleasure at the salty sting,
gripping his tulwar firmly as your sleek galley closes with the
limping merchantman. Soon the waves will run crimson once
more as another cargo of booty passes into cut-throat hands.
Know, o reader, that poised within the covers of this tome lie
various texts describing all manner of brutal and sadistic sea
dogs. From the silk-pantalooned Red Brotherhood to the
dusky menace of the corsairs of the Black Kingdoms, from
the swashbuckling rovers of the Barachan Isles to the ruthless
privateers of Zingara.
All these assorted brigands and more besides await you amongst
the Pirate Isles, the latest explosive source book for
Conan the
Roleplaying Game.
Seeking the freedom that only the sea can
bring, these renegades prey on the weak and helpless, piling their
decks high with bloodstained gold and hapless captives destined
for the slave blocks of a dozen lands.
Whether you see them as brutal killers or dashing freebooters,
many of Conan’s greatest adventures were aboard pirate vessels
or with a motley crew at his back. Now you too can stalk the
western coast, ready to pillage goods intended for the Road
of Kings, or row into royal Aghrapur itself to raid imperial
merchantmen.
Hoist the sail, dog brothers, for the treasures of Hyboria are
waiting to be plucked!
includes new feats for pirate characters, a system for leveraging
leadership and reputation to rule a pirate ship. This chapter
finishes with a description of the myths and legends surrounding
pirate life, providing a system to quickly generate similar stories
for your own use.
Foreign Shores addresses the building of suitable settlements for
pillaging. It opens with a discussion of various coastal targets
then moves on to outline what kind of loot they might contain.
After having found the loot, characters will need to dispose of
it using the rules contained for fencing. The last two sections
provide rules for seeding in islands and for various complications
that could occur during sea travel.
Pirate Feats looks into the details of building a character, their
ship and the complexities of pirate feats, while Ships of the Sea
provides a simple system for building sea-worthy ships of the
Hyborian Age.
In Seas of Steel we present a contested system for closing with
the target, including rules for withering arrow fire, boarding and
conquering a ship, mutinies and the looting of a ship’s cargo.
Riders and Beasts of the Sea outlines various named personalities
as well as creatures, necromantic threats and various demons
summoned to dominate the deep places of the world.
The will to summon these creatures is the focus of Powers of
the Sea. Outlining a variety of new spells, some of which fall
into the sorcery styles presented in the main rulebook, for two
new sorcery styles: Sea Witchery and Weather Witching. The
chapter closes with a short discussion on the herbs, alchemical
preparations and magical items to be found at sea.
The book draws towards a close with the Call of the Sea,
providing Games Masters with various adventure seeds for both
short jouneys and entire campaigns of bloody piracy.
Welcome to the wild world of the pirates of the Hyborian
Age. Rogues and murderers, revolutionaries and
fugitives, regardless of their background and motives,
each has a gift that no other Hyborian can claim:
they are free.
Introduction
Pirate Isles contains rules for integrating sea-faring adventures
into your Hyborian chronicle. Although pirates and their kin
certainly receive the most focus, characters of all persuasions can
find something of value within.
Pirates of Hyboria details the cultures and lifestyles of various
pirate bands. This chapter focuses on the four known pirate
fraternities, their secret ways and their illicit activities. It
What will you
find within?
3
pirates of hyboria
Pirates of Hyboria
Astride the Crimson Waves
‘And I am Bêlit’, she cried, as one might say ‘I am queen.’
‘Look at me, Conan!’ She threw her arms wide. ‘I am Bêlit, queen of the
black coast. Oh, tiger of the North, you are as cold as the snowy mountains
that bred you. Take me and crush me with your fierce love! Go with me to the
ends of the earth and the ends of the sea. I am a queen by fire and steel and slaughter
– be thou my king!
His eyes swept the bloodstained ranks, seeking expressions of wrath or jealousy. He
saw none. The fury was gone from the ebon faces. He realised that to these men
Bêlit was more than a woman: a goddess whose will was unquestioned. He glanced at
the Argus, wallowing in the crimson sea-wash, heeling far over, her decks awash, held
up by grappling irons. He glanced at the blue-fringed shore, at the far green hazes of
the ocean, at the vibrant figure which stood before him; and his barbaric soul stirred
within him. To quest these shining blue realms with that white-skinned young tiger
cat – to love, laugh, wander and pillage –
‘I’ll sail with you,’ he grunted, shaking the red drops from his blade.
Pirates
of
Hyboria
deals with
the most fundamental,
burning question posed
by pirate adventures.
‘Now what?’ Once the
characters board a ship,
what do they do? How
do pirates live, work
and gather the plunder
of nations into their
bloody hands? What
rules do they follow in
their life of slaughter?
Where do they come
from and where are they
going?
This chapter addresses
these questions in four sections. To Trail in the Wake
of Blood, The Pirates’ Life, Royalty of the Sea and The
Stuff of Legends. The first deals with the how characters
become involved with the pirate life. The second explains
that life in detail, going into the hazards and rewards of
the freest occupation. The third discusses the problems
stemming from attempting to actually rule over wild
pirates. The fourth, and last, section provides information
about the stories that pirates tell themselves.
gaze to the watery depths in their search for forgotten
powers and ancient lore.
In a handful of countries serving on the sea is just another
fact of life. Among the Argosseans, the men of the Black
Kingdoms, the slaves of Turan and the Zingaran a man is
not a man until he spends at least some of their life with
water under his feet. Argossean and Zingaran men may
undertake this passage in merchant fleets or among the
black-hearted pirates. The men of the Black Kingdoms
take to their ships only when the promise of plunder and
carnage calls them forth. Similarly, the slaves of Turan
regard their own Red Brotherhood as their only hope to
freedom; the staid simplicity of legitimate trade cannot
compete with the opportunity to take up arms against
those who would hold their kin in chains.
Many other countries including Khitai, Vendhya,
Kambuja, Kosala, Iranistan, Zembabwei, Kush, Stygia and
Shem have long traditions of naval service. These countries
all have access to the sea, and use it as yet another means of
transportation, trade and the acquisition of luxuries from
far away lands. Even countries like Iranistan, a vast desert,
Pirates come from all walks of life. Soldiers and sailors,
tinkers and farmers all take up the bloody path. Some
cultures actively encourage it; others force it on
any man with a spine and freedom in his blood.
Many a lawless fighter or a member of a broken
mercenary army finds his way onto the waves
as well. Even some sorcerers turn their
To Trail in the
Wake of Blood
4
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