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Savage sword of conan pdf download

Savage sword of conan pdf download

The Savage Sword Of Conan,Popular Posts

Savage tales of Conan the Barbarian no. ; The savage sword of Conan the Barbarian no. -- Vol. 2. The savage sword of Conan the Barbarian, no. -- Vol. 3. Pdf_module_version Ppi Rcs_key Republisher_date DOWNLOAD Savage Sword Of Conan written by Various and has been published by Dark Horse Books this book supported file pdf, txt, epub, kindle and other format this book has been release on The Savage Sword Of Conan [8x4erg9ox3n3]. A“Savage Worlds” setting Introduction 3 Player’s Section 4 The Age of High Adventure (Character Creation) Hyborian Races Name  · The Marvel Art Of Savage Sword Of Conan has positive feedback from reader, below are most helpfull awards for your consideration. The Marvel Art Of Savage Sword Of  · The Marvel Art Of Savage Sword Conan Barbarian Item Preview remove-circle Share or Embed This Item. Share to Twitter. the-marvel-art-of-savage-sword Identifier-ark ... read more




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Email This BlogThis! Share to Twitter Share to Facebook Share to Pinterest. No comments:. Social Profiles. Popular Tags Blog Archives Popular Posts. Yes, is The book written by you should read is Agent Birth Of The Hitman 1 Agent Birth of Hitman. You hear of a plot to overthrow the local ruler. You start a bar brawl. You finish a bar brawl. You tick off a local nobleman. A local nobleman takes a liking to you. Domestic animals seem to like you. Only some body with the Beastmaster Edge can make them stop. You tick off a local priest. A local priest takes a liking to you. Local children d6x2 start dogging your every step. Only by doing something really scary can you make them stop make them fail a d6 Guts check. You tick off a sorcerer. A sorcerer takes a liking to you.


You feel evil eyes upon you TRUE. In the gardens at its base prowl creatures of nightmare. Scrawled on it in blood is the following: Meet me tonight at the fountain to discuss an endeavour that will be mutually beneficial. A note is pinned to the door of your room at the inn. Scrawled on it is the following: Meet me tonight at the fountain to discuss an endeavour that will be mutually beneficial. It belongs to the wife of a local noble. A golden idol belonging to a fat merchant has gone missing; he offers a sizable reward for its safe return TRUE A golden idol belonging to a fat merchant has gone missing; he offers a sizable reward for its safe return FALSE — he had it stolen himself, and will plant it on the Wild Cards at his earliest opportunity, before calling in the city guards Oops! The reward for its return is gold lunas! A shipment of black lotus is arriving tonight FALSE.


You hear a rumour, a fat merchant has left the side gate to his compound open this evening, to allow entry to his favourite courtesan TRUE — the compound itself though is heavily guarded, and there are many traps. Their carts are piled high with the fruit of their labours. The farmers will have 1d12 bronze luna amongst them. Their wares, be it melons or wheat, are worth 1d4 gold lunas per farmer on the black market. Their children or wives? Who would dare traffic in such wares? A rich nobleman d6 1 Alone With guards Wealthy land-owner d6 1 Alone With guards Encampment d6 Soldiers Merchants 6 Bandits if merchants — d6 1d4 Merchant s Alone With Guards 1d20 Soldiers if more than 10, there will be one officer 1d12 Elite Soldiers e. The tower of a reclusive sorcerer You decide to spend the day at a crossroads trying to make a few luna as a mountebank.


Your game of choice? A tax collector with d4 guards spends the night in a rustic inn at a scenic crossroads. A face card means the local constabulary has been alerted what that means exactly depends on the circumstances of the encounter, e. if its urban or rural, is it a robbery, is it a kidnapping, etc. That is up to the GM and players. Each tour of duty is 30 days, for which the new recruit receives 2 gold lunas. On each day, shuffle and draw a card from your Action Deck. How big the combat is detetermined by two things: the discretion of the GM, and what rank the soldier is. It can range all the way from a minor skirmish 1d20 participants aside between Picts and settlers in the Westermarck all the way to the defense of a Stygian outpost on the Darfarian border or siege of a castle in the Aquilonian province of Poitain both using the Mass Battle rules from the SW rulebook.


Exploration The fourth, and final, way to randomly enjoy Hyboria is through exploration. Random Encounter Tables Each day the party spends outside a town or city, drawn a card from your action deck. Roll on the appropriate encounter card for that area If a Joker comes up, roll twice — the adventurer s run into two things at once. Yes, there are some areas on the map I also included not covered off. You figure it out. the Black Dragons Merchant s d6 Solo Traveling with small retinue Caravan Event: Ambush d6 On you! Drujistan d12 1 2 3 4 5 6 7 8 9 10 11 12 encounter Pilgrims d12 Pikemen d10 Hillmen Event: Ambush d6 On you!


Merchant s 1 Traveling solo d4 companions Camel caravan Hazard: Storm d6 Forces heroes to seek shelter for d4 hours 6 Causes deadly flash flooding Priest of Erlik Hazard: Badlands slows travel to a crawl; mounts have to be walked Event: A bedraggled group of women claiming to the former harem of a cruel lord. They beg your help! Giant Squid Your ship springs a leak; find a port with 1d4 days or sink. A pox breaks out on board the ship; get back to port for medical treatment within 1d6 days of lose half the crew. A ghost ship manned by d12 zombies and captained by an intelligent d6 Smarts zombie attacks you. Ruins Hazard: Quicksand Hazard: Swarm d10 Black Men Western Ocean and Black Coast only; re-roll elsewhere Strange monolith s d12 Cannibals d20 Pygmies d12 Pirates The Crawler Yothga Stranded d8 d4Fishermen who lost their boats.


There are Undead, but they should be the exception, not the norm. Black Men "What is best in life, conan? They also have the -from Conan the Barbarian Bloodthirsty Hindrance. Description Found on an distant island in the Western Ocean, these creatures stand head and shoulders taller than a man. Their skin is black and their hands end in taloned claws. They are wellformed and stronger than a man. They also know a type of magic Arcane Background Magic d8 which allows them to reduce a man to a little statue. This can only be done once per day, and is only reversible through the use of the Dispel Power.


The poison is Vigor-2, or become Incapacitated immediately, then dead within 1d6 minutes. Description The venom of the black Stygian scorpion is able to kill a man within minutes. It is a deep, lustrous, jet-black in colour, and its up to a foot long. Their mouth attack is separate i. the bryluka must choose which attack, limbs or mouth, it is using that turn. Description Vaguely human in form, the Bryluka is white, hairless, and lean. They have claws on their toes and fingers. Their faces are more animal than human: the eyes large and staring, the nose and 37 ears like those of a bat. Their mouths are filled with small, sharp fangs. They are partially intelligent — more than a beast, but less than a man, with supernatural powers that keep them alive for centuries. They live in beehive-like colonies, where they slumber for centuries, waiting to be awakened. They use primitive weapons for attack. Description An ape-like creature that lives in the Pictish forests.


It looks like a gnarled and misshapen man, covered with matted and foul black hair. Somewhat intelligent, the chaken can be commanded by those who know the language of animals. They are good trackers. Pict shamans often use these creatures as assassins in the night. Description A demon summoned by a wizard used mainly as a flying steed capable of carrying a person a great distance. They move very quickly while flying. The Children of Jhil look like great bat-like buzzards. They will continue to do Constriction damage each round thereafter, unless the hold is broken by making a successful Agility check at —2. Description Little is know of these ancient creatures of great evil, aside from the fact they slumber in vaults beneath Stygia, awakened by some diabolical call. A combination of man and snake, they can speak and have much knowledge of ancient lore.


It is said they have, from time to time at an unknown cost, taught the human followers of Set some of their secrets. They kill by constriction. Bite attack Str. Description The Crawler is a giant lizard-snake creature of disgusting aspect and ferocity. It lurks in the darkness and shadows of ruins and abandoned cities in the jungles of the south. It normally preys on lone travelers and helpless victims. Make an attack roll; anyone caught within it suffers Str DMG; on a Raise, they are also Shaken. It is scaled, and has a ridge of bony spikes down its back, ending in a spiked tail. It is huge Toughness 8 , and its sheer stupidity makes it tenacious and virtually impossible to kill. Description A constrictor that is also deadly venomous. This albino giant snake makes its home in the Pictish wilderness, living deep in the swamp. The Ghost Snake is a nocturnal creature. Infection Failed Vigor roll after a Shaken or Wound result results in an infection of some sort comes from the bite attack.


Description It is believed these creatures are the product of some sorcerous combination of human and a long-lost race of demon. They are humanoid in appearance, with dog-like jaws, gray corpse-like skin, unblinking eyes, and clawed hands. Though unaffected by daylight, they seem to prefer the dark of night. A raise mean it injects its poison Vigor —2, failure means Incapacitation, death within 1d4 days without treatment Description A giant snake whose eyes glow with a golden light. Their eyes have a hypnotic quality d8 Persuasion vs a opposed Spirit roll, or target is Paralyzed for d8 turns , which they use to lull their prey into submission. It is found in the forests on the eastern coast of the Vilayet Sea. Voiceless and normally lurking in the deepest woods, this cunning carnivore is often captured and trained for use as guards for wizards and the like.


From Beyond The Black River: The beast that glided toward the men on the stakes was longer and heavier than a common striped tiger, almost as bulky as a bear. It shoulders and forelegs were so massive and mightilymuscled as to give it a curiously top-heavy look, though its hindquarters were more powerful than that of a lion. It had room for no instincts except those of destruction. It was a freak of carnivorous development, evolution run amok in a horror of fangs and talons. In its natural form, it is white with eyes that glow with an unnatural fire. It can assume whatever shape it wishes, although it always retains an unwholesome aspect and those glowing eyes. It is by this that it can always be identified, giving its foes means to defeat it. There are rumours of a spell that can lock the ollam-onga into whatever shape it is currently in.


The beast can be slain by normal weapons. The ollam-onga is worshipped as a god in parts of Kush and Stygia. Description A creature of the glaciers, the remora lives in the highest and coldest parts of the mountains, but must slither down the slopes to feed. Long and worm-like, it lacks any bones in its body. The body is covered in white fur and the eyes are green, flashing orbs. The mouth is a sphincter lined with sharp teeth. It also has two unique powers: it can make a hypnotically musical sound that lures its victims in; and it can radiate an intense cold in a foot radius around itself strong enough to numb a man into unconciousness within a short time. They fight with primitive weapons stone-tipped spears, stone knives and stone axes , and show no mercy having the Fearless Edge. Description Gray man-like creatures of great strength and evil nature. Possessing of a rudimentary intelligence, they can be trained or controlled.


They come from the jungles far to the south where there are no men, and may be throwbacks to an ancient race. Anyone caught within it makes an Agility —2 check. Failure and you suffer d10 Acid Damage. Description feet long and more than 6-feet wide, this overgrown version of your common garden-variety slug spits an extremely potent acid up to 30 feet. Then the attack begins. Description A powerful guardian demon summoned by sorcerers from another dimension. Its summoner tells it to either guard a specific place or item, or hunt someone down. It will then do that to the exclusion of all other activity. The strangling demon has two forms. The first is a shapeless mist that swirls about a place, but does not attack. Those with the Danger Sense edge can tell the mist is evil. When it does attack, it gradually assumes its other form -- a tall, black humanoid creature with long arms and a demonic horned face.


Extremely difficult to get rid of, certain ancient writings suggest the only way to do so is through a combination of silver and fire. Obscure Power once per day. For every Wound the Beast takes, so does its master. Description Summoned by a shaman of the Pictish god, Jhebbal Sag, this creature normally lives in another dimension called the Misty Lands. Once in our world, it remains until it is either slain, is released by its summoner, or the shaman dies. It is a hideous creature: it glows in the dark with a shimmering, oily green light, a fire that gives off no heat. It always borrows some of the facial features of its master, but distorts them into a demonic caricature.


The body is scaled, but manlike, though the legs taper into something resembling those of an ostrich. The arms end in huge curved talons. It speaks any language almost perfectly, with a voice sounding almost a human. An excellent tracker and mimic, it is intimately connected with its master. If the Beast suffers, so does the Master; if the summoner bleeds, so too does the Beast. It was a huge formless beast, covered with slime. Sprouting from its body were a mass of tentacles it attacked with. Up to six could strike at a target at a given time. Extremely strong, it can lash out at great speed. But it does not move very quickly, only being able to crawl along slowly. Description More like a giant pterodactyl than the classic beast of European myth, it is bred and used as a flying steed by Zembabwans.


If they fail, they are drawn in. The plant then makes a Fighting roll. Success subtracts one from the WC or Extras Spirit temporarily. Each round, make a Spirit check to try and break free although once at zero, our intrepid heroes can basically put their heads between their knees and kiss their asses goodbye. And it hates all other living things, existing only to devour their souls. In appearance, it looks like a very lush, orchid-type vine, with a thick trunk and stems, and full, fleshy leaves. Its ever-present blossoms look like large, bloodred lips. Once this initial contact is made, the vines gently coil around that person, keeping them alive by unknown means, feeding off their life-force, causing the victim unbelievable pain and agony.


The way to free someone is to sever the root stem. The plant dies quickly, immediately releasing its prey. Locales, Groups, Items, Legends and Myths Acheron An ancient, evil empire of the northern kingdoms pre-dating the Hyborian Age by 3, years. Almost no evidence of it remains. According to the Chronicles of Nemedia, remnants of the race, degenerate beyond belief, were found in the hills of Nemedia. Acheron apparently ruled all of Nemedia, Aquilonia and beyond. Andarra A land mentioned only once, and then in connection with the dreamers of Xuthol.


It is quite possible it is only a myth. Its blackish juice causes death within seconds, and the poison works by both contact and ingestion. The fruit was given this name by the Kushites. Black Ring of Stygia, The Many Stygian sorcerers are loosely organized in a brotherhood known as the Black Ring, whose seat of power is Kheshatta, the City of Magicians. In ancient days, Pteion, located in eastern Stygia, not far from the Taian border, was the former seat of the black magicians, but it was abandoned when the desert encroached upon it. High-ranking members of the Black Ring are said to be able to kill with a touch, leaving a black handprint on the dead body. The master of the Black Ring is Thoth-Amon, Prince of Magicians and High Priest of Set.


Black Seers of Yimsha, The A group of necromancers that live on Mount Yimsha in the Himelian Mountain region of Ghulistan. Their magic is governed by the stars. Important actions such as assassinations had to wait until the Stars were in proper alignment. The Seers also required some personal item of the victim hair, fingernails, etc. The five most powerful Seers were members of the Black Circle. Four of these were called Lords of the Black Circle acolytes and one was the Master. The Master ruled the Lords of the Black Circle. It is rumoured the Lords themselves may have been demons from another realm. The Black Seers also had priests secretly placed in the temples of Tarim in Turan. The Black Seers were particularly skilled in hypnotism and mind control. The Lords and the Master could also perform transmutations. It is unclear what the goals of the Black Seers are, but it is safe to assume they are evil, and involve magical conquest and power.


Blinding Dust A magical dust obtained from Stygian tombs. When thrown on a victim it creates temporary blindness as Pitch Darkness in the SW rulebook for 1d10 hours. The victim is allowed a Spirit check to resist its effects. Books of Skelos These ancients books are one of the greatest sources of mystical lore. Undoubtedly, many other secrets could be learned from these volumes. However, using the books can exact a horrible toll see the Obsession and Madness Hindrances. Dance of the Changing Serpent A Pict magical ritual that traded the souls of a man and a giant snake. It was a horrible punishment inflicted on prisoners. The end results was the minds of the man and snake traded bodies. Epemitreus the Sage Epemitreus was an ancient sage of Aquilonia, dead 1, years by the time of the Hyborian Age.


His body was hidden in the black heart of Mount Golamira in a chamber decorated with a phoenix. Even after his death, he appeared from time to time to direct the course of Aquilonia 44 through times of great peril. These appearances came in the form of dreams where he gave advice to the king or priest of Mitra. Epemitreus was a hated enemy of the followers of Set. Only the highest priests of Mitra know the location of the tomb. Fire Dust A magical dust that produces a blinding flash of blue fire. It was a common trick of Stygian priests and was also called flame dust. When thrown in the air, it blazes in a flash of blue-white light.


Make a Vigor check or be blinded for 1d10 turns. Free Companies The general name for mercenaries in the Hyborian Age, although many were little more than outlaw bands. It was no more than an ordinary spider, but its venom is extremely potent. If the spider gets a raise on is fighting roll, its poison is injected. The victim then makes a Vigor roll at —2. Success and the target is Incapacitated; failure and the victim dies within 3d20 seconds. These globes were not manufactured, but summoned from elsewhere by a mystic diagram drawn on a surface like the ground. Golamira This mountain, the tomb of Epemitreus the Sage, is said to be in Aquilonia. The tomb is cut into the heart of the mountain and reached by a black stone stair, each step carved with an image of Set.


The entrance is sealed and its location held as a secret trust of the high priests of Mitra. Golden Elixir A golden wine-like drink that magically restores strength and vitality, even to one horribly wounded eliminates 1d4 Wounds. It was made by the dreamers of Xuthol. Grondar A pre-Cataclysmic land whose remnants can be found in present-day Zamora. It was apparently quite evil. Hand of Nergal A gemstone carved in the shape of a claw, that possessed the power of great evil. It is described in the Book of Skelos. It gives two things — great power and hideous death. Heart of Ahriman A magical gemstone that blazes with unholy fire.


Probably not of this world, but a piece of a fallen star. With the incantations in the Book of Skelos, it can restore life. It may have other unknown powers. Kozak Loosely-organized roving bands of bandits that roam the shores of the Vilayet Sea. They are led by a hetman, who rules via combination of respect, fear and intimidation. Thousands of years later, they would become the fierce Cossacks of the Russian steppes. Kutchemes An ancient ruin from the time of Acheron. Accounts place it southeast of Shem. One story has them inhabited by a giant slug. Lotus There are several types of this potent plant, each with different properties. Found in far Khitai. Golden The juice of this lotus immediately cures Madness removing the Madness Hindrance, if the Wild Card should so suffer. Gray This one comes from the Swamps of the Dead, somewhere beyond Khitai. Purple Found in the swamps of southern Stygia, the juice of this lotus depends on the amount induces slumber -1 Vigor roll or victim falls asleep for 1d4 hours or temporary paralysis -3 Vigor Roll of victim is paralyzed for 5d4 minutes.


Mirror of Thought A magical device that can be made by a sorcerer taken as a Power at Seasoned; cost: 5 Power Points, accompanied by a Smarts check , given he or she has the right materials sand, a forge, and silver. By concentrating on it, he can form an image of his thoughts on the glass. Pipes of Madness A set of magical pipes that induce hypnotic madness Spirit check at —1 in all listeners. They attack each other but not the piper, who is immune to the effects as if though they had the Berserk Edge. Lasts until the piper stops playing. For each use, make a Spirit check at —1. If it fails, the sorcerer gains the Madness Major Hindrance.


Shoki A plant whose leaves could be crushed to make ink. Tothra Like Andarra and Kuth, this land may only have existed in the dreams of the sleepers of Xuthol. Tree of Death A tree found in Khitai, from which staves could be cut that would deliver poisonous death to any victim touched -2 Vigor roll; failure means death in 2d6 minutes. Tulwar of Amir Kurum A magical weapon of great power, now lost in legend. Nothing is known of its powers, but it was obviously something of great power and importance, valued by swordsmen throughout Hyboria. Its godkings master the arcane mysteries of the Scarlet Circle, with its five elements: fire, bone, jade, blood and metal. The supreme master of the Scarlet Circle is Yah Chieng of purple-towered Paikang, whose demons and sorceries are feared by all in the East.


His greatest rival is Pra-Eun, the god-king of Kambuja. Well of Skelos A location in Hyboria, this place long had a reputation for evil and diabolic powers. Some accounts place it in the passages beneath the Scarlet Citadel of Khorshemish. It is not known what its powers or importance are, but it may be a natural site that leads to other dimensions. Here sorcerers come to converse with the demons and creatures of the Outer Void. White Hand of Hyperborea, The Hyperborea is ruled by the White Hand, a coven of sorcerers not unlike the Black Ring of Stygia or the Scarlet Circle of Khitai. The White Hand "Witchmen" are the priests and priestesses of Louhi as well as accomplished sorcerers. Their magic focuses around the cold of their land and control of the dead. Hyperborean sorcerers are highly prized in the northern wilds, but they are little respected in Hyborian lands. In addition to their sorcerous powers, the White Hand supports teams of assassins who travel for the Hand.


These assassins wear black robes, capes and cowls and a white, flat mask which is transparent only to the wearer, giving them the appearance of having no face at all. They use a wooden baton tipped with two egg-sized metal spheres with which they strike nerve centers to immobilize, torment or kill their victims. These assassins are said to be extremely swift and skilled. Once the city of the Dagonians, an empire from before the Hyborian Age. The Yuetshi were its slaves, until they finally rebelled and destroyed their masters. The Yuetshi regressed after that. Xuchotl A jade city on the edge of the southern desert below Stygia. The city is laid out in a giant oval and entirely enclosed by an unbroken wall. It was built by the Tlazitlans, an ancient race of people who migrated from Kosala to Lake Zuad and then to the site of Xuchotl.


Once a powerful people, they have long since degenerated and forgotten their heritage. The city is divided into quarters, three of which are known: the Tecuhltli, on the west; the Tolkemec, in the south; and the Xotalanc, to the east. Each is named for a tribal faction. By the Hyborian Age, these factions are in a state of continual warfare. Running north and south through the centre of the city is the Great Hall, a broad, covered street. Each faction has fortified itself into its corner, sealing most of the doors on each level. Raiding parties are sent out from time to time. Little else is known of once-majestic Xuchotl. Zarkheba This river of the south runs to the Western Ocean. The waters are deadly poisonous and filled with many venomous creatures. Somewhere in its upper reaches is an unnamed, ruined city of fabulous wealth.


Zuagir A numerous and aggressive Shemitic nomad tribe of the Eastern Desert. They raid the caravans moving from Hyborian lands to the south and east, and have even penetrated into Khauran. The known bands include Dniri, Duali, Kharoya, and Qirlata. Zugite A degraded cult that worshipped a long-dead sorcerer. It came from the ancient race that built Acheron, but had long since sunk back into savagery. The remains of this cult were located in the rugged hills of Nemedia. Each year is named, and, every eight years, the year names repeat. Years are named as follows: 1 Year of the Lion 2 Year of the Sun 3 Year of the Wolf 4 Year of the Spider 5 Year of the Serpent 6 Year of the Eagle 7 Year of the Dragon 8 Year of the Horse Three of the eight years have 13 lunar months; the other five years have 12 lunar months.


Each year begins on the first full moon after the summer solstice. Days within each month are numbered. For easier dating purposes, you could always use the A. designation meaning Aquilonian Age. For example, Conan was born in A. The Year of the Lion. Each hex on my campaign map equals 50 miles. To attempt a forced march x2 distance traveled make a Vigor roll for either the WC or mount. For each day spent traveling make a Survival roll or unskilled, if none of the characters have it. The Wild Cards try to steal a great jewel hidden in the mysterious Tower of the Elephant, home of Yara the Priest, a great and evil sorcerer. Text in gray is to be read to the players.


It is not long after your arrival in Arenjun you begin to hear the rumours. Tales of a tower guarded by sorcery and black magic within which lies a fabulous gem of inestimable wealth. You follow the rumors to the black heart of the City of Thieves, The Maul, a place where, for a few coins, the city watch will turn a blind eye to murder and worse. As dusk falls, you negotiate narrow streets littered with human refuse, and head for the open door of the Zyrotes, an inn known as a notorious meeting place for thieves, assassins and other scoundrels. As you enter, a smoky haze of grilled meat, incense, and sweat assails your senses. Zamoran thieves finger daggers, a giant, blonde Hyperborean leans on his broad sword, a Brythunian serving wench slaps an overly-bold Gunderman mercenary, and a Shemite counterfeiter slobbers drunkenly in his cup.


It is then the Wild Cards hear a voice above the din, a boastful voice, coming from over near the smoky fire place. A fat Kothian slaver is boasting loudly, slopping wine everywhere, and drawing angry glares from other patrons. Three hundred pieces of silver, a count of Ophir promised me for a sleek Brythunian of the better class. It took me weeks,pauses wandering border cities as a beggar, to find one knew the would suit. she Dinius hereamong to swillthe down what remains of his tankard of Iwine, wipe theAnd oiling is a pretty baggage! wine from his lips. He continues: He then blows a slobbery kiss in the air. I know lords in Shem who would trade the secret of the Elephant Tower for her. They can just buy him more wine, attempt to Intimidate him, use the Persuasion skill which would then be followed by a roll on the Reaction table, further modified by Charisma — a result of Hostile prompting a fight, one of Neutral ranging to Helpful gets the following information: The secret of the Elephant Tower?


Further queries around the common room using either Streetwise or Persuasion prompt further rolls on the Reaction table. The Elephant's Tower was built in a single night using magic. True Undead guardians stalk the gardens of the Tower. False Yara came to Zamora from Khitai, where he lived in a great jade palace with a hundred servants. Partly true Even the king of Zamora fears Yara's power. The king drinks heavily to dampen his fears. True The wizard has one known weakness: He can only die if he is slain with a silver dagger blessed by a priest of Ishtar. False Yara once killed a foreign prince by turning him into a spider, and then crushing the spider under his heel. True Automatic Hostile Reaction.


How the players actually get together is entirely up to them; maybe they recognize one another as kindred souls as they gather round the fat Kothian and hear his tale, then hatch their scheme over ale at the Zyrotes. The Tower, Outer Gardens Read the following when the players arrive at the tower. The shimmering shaft of the tower rises frostily in the stars. In the sunlight it shines so dazzlingly that few can bear its glare, and men say it is built of silver. It is round, a slim perfect cylinder, a hundred and fifty feet in height, and its rim glitters in the starlight with the great jewels crusting it.


The tower stands among the waving exotic trees of a garden raised high Read thethe following the players as they approach the outer wall: above generaltolevel of the city. Between the outer and inner walls is a ten foot path with thick bushes at the base of the inner wall. It is patrolled by one guard, but on this night, he has been slain. Make a Notice check to see if the Wild Cards find the body; make a second Notice check at —2 to see if they spot Taurus of Nemedia, the self-proclaimed Prince of Thieves who has also come to steal the gem this night. Either way, the two sides meet. Taurus is a fat man, but moves with a grace belying his girth. He does not immediately trust the players, but may accompany them on their quest.


Taurus also carries a potent magical weapon. Delivered using a bamboo blow-gun. Target makes a Vigor —4 roll or dies within 2d6 seconds. During the day, the Inner Gardens are also patrolled by d6 human guards. There are a total 24 guards in the Tower of the Elephant, so keep a running total if any are slain. Parry is reduced by —2 until the next action when performing the maneuver. According to the SW rules, that means a Climbing roll every 60 feet, for a total of 2. Great frosty jewels — diamonds, rubies, emeralds, sapphires, turquoises, moonstones — set thick as stars, dazzle your eyes. They shimmer with a million rainbow tints and lights, hypnotizing. Any attempt to pry the gems loose will be in vain; they are magically set.


But you can make a big deal of Strength checks, the tips of daggers breaking off, etc. Just basically have some fun with the WCs. Any adventurer not busy trying to strip the roof of its wealth will automatically notice the a plain, wooden trap-door with a brass-pullring in the north-west corner. For the others, a Notice roll is necessary. It opens easily, revealing a set of stone stairs that lead downward into darkness. A glittering chamber, the walls, ceiling and floor of which are crusted with great, white jewels, which are the only source of illumination. The floor is made of crystal. The only furniture is three or four silken couches, embroidered with gold and worked in strange serpentine designs.


There are also several silver-bound mahogany chests, some sealed with heavy golden locks; others lay open, their carven lids thrown back, revealing heaps of jewels in a careless riot of splendor. It seems devoid of life. If a character declares they look at the ceiling or one makes a Notice roll , they will see a black, eight-sided pattern, in the center of which four gems glitter with a red flame unlike the white blaze of the other jewels. A WC that makes a Knowledge General roll at —2, or a Knowledge Religion roll will be able to identify that as the symbol of Zath, the Zamoran spider-god of which Yara is a priest. A giant black spider, the size of a small pig, hurtles down from its hiding place in the shadows of the ceiling. It attacks, then hits the ground, and scuttles toward you with amazing speed! It will rush past them Fighting —2 , leaving behind a trail of webbing which the WCs can avoid with a simple Agility check.


But as soon as it hits the opposite wall, the creature will scuttle up ten feet, then launch itself through space for the far wall, once again leaving a trail of webbing now at Agility —1 to avoid. It plans to just keep avoiding the players given there are so many of them , fill the room with webbing which they will eventually become ensnared in , then devour them at its leisure. Every second trip across the room is on the floor, allowing Wild Cards without missile weapons a chance to strike; the opposing ones though will be through the air facilitating an attack as if though the character were on an Unstable Platform, incurring a —2 penalty.


Failure means a Shaken result; a second Failure equals a Wound; if it goes to the Knockout Table, the worst possible result is Incapacitated. One note: the treasure here, like that on the roof, is magically protected by Yara, and therefore, immovable. There is another exit, a door that opens to another downward staircase. The stairway is silver and illumined by an eerie light. The exit is opposite from where the players entered. You come presently to an ivory door, set with bloodstones. Thin wisps of smoke drift lazily from beneath the door, bearing a curious exotic odor.


The silver stair continues to wind down, vanishing in the dimness. It is extremely heavy, requiring a Cooperative Strength Roll against a value of 12 to get it to open. Once the door is opened, read the following: You are looking into a large chamber with a domed golden ceiling; the walls are of green jade, the floor of ivory, partly covered with thick rugs. Smoke and the exotic scent of incense float up from a brazier on a golden tripod, and behind it sits an idol on a sort of marble couch. The image has the body of a man, naked, and green in color; but the head is one of nightmare and madness.


Too large for the human body, it has no attributes of humanity. With wide flaring eyes, curling proboscis, on either side of which stand white tusks tipped with round golden balls. The eyes are closed, as if in sleep. This then, is the reason for the name, the Tower of the Elephant, for the head is much like that of the beasts said to live in the Black Kingdoms and in Vendhya. If it gets as far as a roll on the Fear table, a Panicked result means that character actually attacks the Thing from Yag. The trunk of the horror lifts, and quests about, the topaz eyes stare unseeingly. It is obvious the creature is blind. If they hestitate it will attempt to communicate to them, speaking in a strange, stammering voice that never changes key or timbre.


With jaws obviously never built or intended for human speech, the creature speaks. Have you come to torture me again, Yara? Will you never be done? Oh, Yagkosha, is there no end to the agony? Your eyes stray to the limbs stretched on the marble couch. And you know instantly the monster will never rise to attack you. The marks of the rack, and the searing brand of the flame have ruined them. Suddenly, your fear and revulsion is replaced by a great pity. A strange, aching sadness comes over you. that happen. Do everything in your power to make As you approach, the sensitive trunk comes out and gropes over your face and shoulders, as a blind man would. There is blood on your fingers.


Nay, do not answer; I know. But you would seem as strange to me, could I see you. There are many words besides this earth, and life takes many shapes. I am neither god nor demon, but flesh and blood like yourself, though the substance differ in part, and the form be cast in a different mold. I am very old. Long and long ago I came to this planet with others of my world, from the green planet Yag, which circles for ever in the outer fringe of this universe. We swept through space on mighty wings that drove us through the cosmos quicker than light, because we had warred with the kings of Yag and were defeated and outcast.


But we could never return, for on earth our wings withered from our shoulders. Here we abode apart from earthly life. We fought the strange and terrible forms of life which then walked the earth, so that we became feared and were not molested in the dim jungles of the East where we had our abode. We saw men grow from the ape and build the shining cities of Valusia, Kamelia, Commoria, and their sisters.



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The Sword Of Conan. Download The Sword Of Conan PDF/ePub or read online books in Mobi eBooks. Click Download or Read Online button to get The Sword Of Conan book now. This Savage tales of Conan the Barbarian no. ; The savage sword of Conan the Barbarian no. -- Vol. 2. The savage sword of Conan the Barbarian, no. -- Vol. 3. Pdf_module_version Ppi Rcs_key Republisher_date DOWNLOAD  · The Marvel Art Of Savage Sword Conan Barbarian Item Preview remove-circle Share or Embed This Item. Share to Twitter. the-marvel-art-of-savage-sword Identifier-ark The Savage Sword Of Conan [8x4erg9ox3n3]. A“Savage Worlds” setting Introduction 3 Player’s Section 4 The Age of High Adventure (Character Creation) Hyborian Races Name  · Savage Sword of Conan false By:Roy Thomas Published on by Dark Horse Comics. In the mids, following the colossal success of Conan the Barbarian, Roy Savage Sword Of Conan written by Various and has been published by Dark Horse Books this book supported file pdf, txt, epub, kindle and other format this book has been release on ... read more



Want more? Then get from the tower quickly; fear not, your way shall be made clear. Perpetually battling raiders and quelling revolts from a hundred pinpricking sources, the rulers of Turan pass their reign in unceasing watchfulness. This albino giant snake makes its home in the Pictish wilderness, living deep in the swamp. download 33 files.



Each tour of duty is 30 days, for which the new recruit receives 2 gold lunas. EMBED for wordpress. Turanian Turbaned men with hooked noses; veiled women with black hair. The arms end in huge curved talons. The victim then makes a Vigor roll at —2.

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