GURPS CONAN BEYOND THUNDER RIVER PDF

Interesting that there's a race against the clock element. Those Plot Words - second time you've mentioned them now - I'm guessing the whole Conan line used it? What are some examples and what do they do? An example is, say, you pass a reaction check for some soldiers and get a plot word. That plot word is worth a bonus on later rolls for help or to recruit soldiers, and it opens an option or two you might not have. Or conversely it can give a penalty and close off options.

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Interesting that there's a race against the clock element. Those Plot Words - second time you've mentioned them now - I'm guessing the whole Conan line used it? What are some examples and what do they do? An example is, say, you pass a reaction check for some soldiers and get a plot word. That plot word is worth a bonus on later rolls for help or to recruit soldiers, and it opens an option or two you might not have.

Or conversely it can give a penalty and close off options. Some do some of each. Seem like a clear-cut way to hand the players the ability to influence the story a bit better, which is good. I think I might have to actually get a copy of this sometime. Reminds me I will eventually have to port up some worldbuilding notes for my Hyborian Age campaign, someday. I think the last time I tried playing that was in or so It just dawned on me that this adventure was published the same year I was born.

The solo adventure is pretty epic. It's entries long, plus one area and eight combat maps, Conan's record sheet, two potential companions, various Aquilonian troops and civilians, six different Pict tribal warriors, and nine monsters natural-ish ones like giant snakes up to forest demons and man-apes.

There is a lot to do in the adventure. The over-arching goal is to deal with a Pict uprising - sparked at least in part by a shaman, Zogar Sog, who is taking revenge on some men who wronged him. To deal with that uprising you have to explore the wilderness, raid the Pict camp, defend the fort, and deal with headless bodies and occult threats. You can meet two different companions. You can inspire the troops - or annoy them enough to get into a duel. You can discover spies, or not.

Like Wyrmslayer, there are Plot Words. These provide bonuses or penalties - or open or restrict options - during the adventure. You start with three randomly-selected Plot Words - three rolls, with one of three words, one of two, and one of two more. Unlike Wyrmslayer, it also has an external clock. The game starts at 6 am on Thursday morning, and as you complete actions you are directed to roll a die to add hours to the clock.

As time rolls forward, your options narrow and new choices open up. You literally don't have time to do it all. There is a clock ticking and you're not quite sure when it'll run out at least the first playthrough. Overall the adventure is dense, with a lot of choices and colorful - but clear and fun - text to read. The options generally make sense.

There are a few niggling downsides - at least one entry is a dead end with rolls - fail the roll and die, succeed and realize you're going to die, go to the "fail and die" entry. In general, though, the options make sense and are useful, even if only for information. Like the other Conan adventures, and perhaps more than the others, sense rolls are critical. If you don't have sharp senses, you're going to miss a lot and suffer a lot. You need Stealth, too, ranged weaponry, outdoor skills, leadership, charisma, and some flat-out lucky rolls to get the best possible outcomes.

Lacking some or all and you'll find yourself in difficulty. To top it all off, there are character point awards at the end - and you can compare your score to Conan's score in the story. Notes One thing I liked about this adventure was the variety.

You can lose the Conajohara, just like Conan. You can save it. Often you can fight or run. And you can made a wide variety of decisions in most of the cases that come up. Adding in the time element so decisions really do have opportunity costs, and the Plot Words, and it has a lot of replay value. Plus, the first time I saw it was the first time I saw a character as epic as Conan at points. ST 19 and HT Brawling and Broadsword each with 32 points in them.

Multiple languages, and many skills - and those just the ones relevant to the adventure. Conan was awesome - good, skilled, smart, capable. And you can run him. That's critical - many games are set in the world of your hero, but generally they let you aspire to someday meet the hero. This came right out and said, "Here, Conan is awesome. You run him. Did I say 2nd edition? Yes, 2nd edition, not third. Maybe 1st - I ran it with first. Mail is weak against impaling, not crushing. The good old, bad old days.

If you have a first edition, first printing like I do, you'll want this errata sheet from SJG. These are pretty significant ones, too - they affect the story, Conan's potential encumbrance, a map error or two, and give Conan a skill he lacks but may need in the adventure. I don't have the PDF but they generally update with all of such issues when they update the product, so only 1st printing folks like me really need to be concerned.

This is an old adventure in an older system. It would probably be easier in 4e, if only because you're more likely to have better skills, better rolls outdoors if you take the right talents , and better Per - but it's still going to be a fun ride. ME May 12, at AM. Peter D May 12, at PM. ME May 12, at PM. Newer Post Older Post Home. Subscribe to: Post Comments Atom.

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GURPS Conan Beyond Thunder River - e23 - Steve Jackson Games

View Larger Image. Bookseller Inventory C Synopsis: "When the army of Aquilonia marched across Thunder River and into savage Pictland, the tribes of the Picts were driven away. To secure his rich new territory, King Numedides built Fort Tuscelan. This powerful outpost, Numedides thought, would keep the barbarian Picts from striking back.

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Conan Beyond Thunder River (GURPS)

Written by W. Armintrout Edited by J. David George , Beverly Hale , C. When the army of Aquilonia marched across Thunder River and into savage Pictland, the tribes of the Picts were driven away. To secure his rich new territory, King Numedides built Fort Tuscelan, a powerful outpost meant to keep the barbarian Picts from striking back. But Numedides' lone fort is not enough to stop the Pict raiders.

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Conan - Beyond Thunder River

Every item in our inventory has been inspected, very strictly graded, and bagged for its protection. Shrink Wrapped. Still in the original factory shrink wrap, with condition visible through shrink noted. For example, "SW NM " means shrink wrapped in near-mint condition. Near Mint. Like new with only the slightest wear, many times indistinguishable from a Mint item. Close to perfect, very collectible.

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