Conan D20 1e - Conan and the Reavers of the Vilayet.pdf

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And THe
Reavers of the Vilayet
Credits Contents
Author
Gareth Hanrahan
Introduction 2
Editor
Nick Robinson
The Stinging Sands 5
The Bloody OCean 10
Cover Artist
Nathan Furman
The Isle of the mists 16
Interior Artist
Nathan Furman
War For the Isle 23
Cartography
Phil Renne
the horror reborn 27
NEW Monsters
30
Publications Manager
Ian Belcher
License
32
Production Director
Alexander Fennell
Proofreading
Ron Bedison
PlaytEsting
Mark Howe, Lane Shutt, Lucas Mackay, Brian Bertrand.
Special Thanks
Fredrik Malmberg & Thommy Wojciechowski at Conan
Properties. Also, Vincent Darlage & Eric Rodriguez.
Conan and the Reavers of the Vilayet is © 2006 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 and
the Reavers of the Vilayet 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
32 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.
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Introduction
The tongue was Nemedian, but the voice was not human.
There was a terrifying resonance about it, like a bell
tolling at midnight.
becoming nothing more than a demonic
spirit of hate.
One of the bloodlines sired by the horror
has survived down through the years. For
centuries, the bloodline endured among
the primitive folk of the Yuetshi in the
south, but when the Hyrkanians came
sweeping in from the east, one of their
nobles became entranced by the atavistic
beauty of one of the fisherwomen, and
took her as his concubine. Thus, the
inhuman bloodline passed into the
Hykanian nobility as the Azar family.
‘There was no life in the Abyss, save that which was incorporated
in me,’ it tolled, ‘Nor was there light, nor motion, nor any sound.
Only the urge behind and beyond life guided and impelled me on my
upward journey, blind, insensate, inexorable. Though ages of ages,
and the changeless strata of darkness I climbed.’
Ensorcelled by that belling resonance, Conan crouched forgetful
of all else, until its hypnotic power caused a strange replacement
of faculties and perception, and sound created the illusion of sight.
Transported beyond his age and his own individuality, he was seeing
the transmutation of the being men called Khosatral Khel which
crawled up from Night and the Abyss ages ago to clothe itself in
the substance of the material universe.
- Robert E. Howard , The Devil in Iron
The three brothers Fuat, Gazi and Vahit
are the current heirs to the bloodline. All
three have a little magic in their blood, a
legacy of their divine heritage. Fuat, the
elder brother, is the lord of a province
in Turan. Gazi quarrelled with his kin,
and was exiled many years ago; his brothers presume him
dead. The last brother, Vahit, was more scholarly than his
elder siblings. Through long years of research in dusty scrolls,
and through questioning and torturing the wisewomen and
sages of the Yuetshi tribes, Vahit learned the nature of their
bloodline.
The inland sea of the Vilayet is controlled by the
navy of the mighty Hyrkanian navy. Armies march from the
cities of Agrapur and Khawarizm to pacify the surrounding
lands. Only the ragged kozak buccaneers and freebooters
dare defy the might of Turan and Hyrkania, and those bands
of wanderers and thieves are little more than an irritatant.
King Yezdigerd can confidently call himself the master of the
Vilayet in addition to his thousand other noble titles.
The ancient inhuman sire of the bloodline slumbers on one
of the lost islands of the Vilayet sea, the Isle of the Mists.
Surely, reasoned Vahit, one of the bloodline could tap the
power of the demon and become something close to a god.
His brother Fuat discovered Vahit’s research, and attempted
to steal it. The race for the isle is on…
Preparing TO
Play
This scenario is heavily influenced by the stories The Devil
in Iron and Shadows in the Moonlight, both of which deal
with ancient horrors haunting islands in the Vilayet sea. Like
those tales, Reavers of the Vilayet brings the characters face to
face with a demon from the ancient world on a lost island.
Where it differs, though, is that their fate is bound to that of
the three brothers. In addition to using their own skills with
the blade and their own cunning, the players will have to play
the brothers off against each other, to ensure that none of the
three is able to fully grasp the power of the horror.
It was not always so. In ages past, entities from the Outer
Darkness beyond the world filtered down from the sky and
up from the abyss, ruling and ravaging the primitive folk who
dwelt on the shores of the sea. Mercifully, those horrors are
gone now. Some were slain, like Khosatral Khel on the isle of
Xapur. Others, like the strange divinity that made the Island
of Iron Statues, returned to the hellish and unfathomable
otherworlds from whence they came. Now, it is well known
that even the most inhuman horrors share some of the same
lusts and desires as mortal men, and that strange gods mated
with the daughters of the tribes; that children were born
who were part human, and part other.
One such entity was a nameless horror that dwelt on
the fabled Isle of the Mists. The horror ruled for
uncounted years, then the stars changed and it
slept once more. Its power did not ebb
away, but it lost the ability to attune
itself to the matter of this world,
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A copy of Conan the Roleplaying Game , a notepad, pencils and
a full set of dice (at least one of each of the following: d20,
d12, d10, d8, d6 and d4) will be needed to play Reavers of the
Vilayet . Players and Games Masters may also find a copy of
Conan: Road of Kings or The Pirate Isles and a few miniatures
of use, but these are not essential.
they will either face overwhelming odds or be able to pick
foes off in small groups, depending on how they handle the
interactions between the three brothers.
The scenario begins with the characters encountering Vahit
and Zuleyeh in a sandstorm in the deserts west of the
Vilayet sea. It is assumed that the characters are travellers
and wanderers – perhaps they were escorting a trade caravan
that was destroyed by kozak thieves. If your characters are
not the sort to be found wandering in the wilderness of the
east, then they could be contacted and hired by Vahit in any
of the civilised cities of the Dreaming West. Vahit has need
of both bodyguards and scholars to help him investigate his
heritage.
Reavers of the Vilayet combines situations and encounters that
will require a mix of skills to survive and overcome. Players
will find that a party of adventurers from a wide variety of
character classes of particular use. Games Masters should
read, and become familiar with the entire adventure before
attempting to run it to fully understand how each encounter
fits with those which surround it.
One Bride for
Three Brothers
Vahit is travelling with a beautiful slave-girl called Zuleyeh.
He believes that he stole the girl out of his brother’s seraglio,
and that by some incredibly good stroke of luck, her old folk
tales contained the missing pieces of the puzzle, allowing him
to find the trail that leads to the Isle of the Mists. In truth,
Zuleyeh is not human at all – she is a psychic projection of
the horror that waits on the Isle of the Mists. Zuleyeh was
awoken by Vahit’s early researches; the ancestor horror wants
to be found, for it can use any of its descendants to reattune
itself to the material world. While Zuleyeh pretends to be an
ordinary mortal woman, she is nothing more than dust and
light, arranged and directed by an ancient and alien mind.
Eidolons of Zuleyeh are accompanying each of the three
brothers, whispering to them and guiding them towards the
Isle.
Vahit
Medium Human Turanian Noble 3/Scholar 3 ; HD:
3d8+3d6 (24 hp); Init: +4; Spd: 30 ft.; Dodge DV: 12;
Parry DV: 12; DR: 0; Atk: Scimitar +5 melee; Full Atk:
Scimitar +5 melee; Dmg: Scimitar 1d8, 19–20/x2, AP 2;
Space/Reach: 5 ft. (1)/5 ft. (1); SA: Sorcery; SQ: Hyrkanian
qualities,
Rank Hath Its Priviledges, Special Regional Feature,
Independent Sorcerer; SV: Fort +2, Ref +4, Will +6; Str 10,
Dex 11, Con 11, Int 15, Wis 10, Cha 14
Skills & Feats: Bluff +10, Concentration +6, Decipher Script
+8, Diplomacy +10, Intimidate +13, Knowledge (arcane)+6,
Knowledge (history) +6, Knowledge (religion) +6, Ride +7,
Search +8, Spot +6; Mounted Combat, Lightning Reflexes,
Persuasive
Possessions: Scimitar, Scrollcase with ancient scroll
Power Points: 5
Magic Attack: +4
Spells: Lesser Ill-Fortune, Ill-Fortune, Warding, Incantation of
Amlaric’s Witchman
While Zuleyeh may be more dreams and dust than flesh and
blood, she appears perfectly real even to the touch. However,
as much of her solidity is mere illusion, brought on by the
psychic pressure of the horror, she can only appear to a limited
number of people at once, and having physical contact with
more than one or two is extremely difficult. The players
should not immediately suspect Zuleyeh’s inhuman nature –
she initially appears to be nothing more than a slave girl with
some mystic ability, who defers in all things to her lover Vahit
– but as the scenario continues and the interaction between
the three brothers, each of whom has their own version of the
girl, then it should not take the players long to realise what
is going on.
INVOLVING the
Characters
Reavers of the Vilayet is designed for a group of four 7th to 8th
level characters. If you have more players, you will need increase
the number and strength of the opponents to compensate;
fewer players or lower levels means a proportional reduction
in the challenge. Regardless of the characters’ levels, though,
Zuleyeh
Medium Outsider
Hit Dice: 4d8 (18 hp)
Initiative: +7
Speed: 30 ft.
DV: 17 (Base +3, Dex +3, Dodge +1)
DR: 0
Base Attack/Grapple: +4/+2
Attack: Dagger +2 melee (1d4-2)
Full Attack: Dagger +2 melee (1d4-2)
Space/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: None.
Special Qualities: See Below.
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 6, Dex 16, Con 10, Int 12, Wis 14,
Cha 18
Skills: Bluff +13, Climb +5, Diplomacy +13,
Disguise +11, Escape Artist +10, Listen
+9, Move Silently +10, Spot +9.
Feats: Dodge, Persuasive
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The Nature of
Zuleyeh
The woman is not a creature of flesh and blood, but is in
essence a dream spawned by the unconscious mind of the
horror that sleeps on the Isle of the Mists. Without mortal
flesh to serve as a frame and a conduit to the material world,
the horror can only dream – but its alien mind creates dreams
with a measure of ‘realness’ to them. Physically, Zuleyeh
is made up of scraps of meats, a few fish bones, dust and
insect husks, all comprising no more than a pound or two
of matter.
before Vahit discovered the existence of the Isle of the Mists
and so attracted the attention of the sleeping Elder (she is the
attention of the sleeping Elder!), but because Vahit believes
her to be a slave captured from the border tribes west of
Turan, then she acts and has some of the memories of a slave-
girl from the western deserts. Her overriding motivation,
though, is to get one of the brothers, any one, to the Isle
of the Mists. She cannot fully understand this compulsion,
but it is as irresistible as the desire of the salmon to swim
upriver.
In game terms, Zuleyeh’s strange nature has the following
effects:
All those who look at her see the illusion of the dream, of
course – she appears to be a beautiful woman of Hyrkanian
blood. The illusion and her demeanour are unconsciously
shaped by whichever one of the three brothers she is attuned
to. When she is accompanying Vahit, for example, she is
much more independent and somewhat more modest than
the wanton slave-girl of Fuat’s dreams, or the assassin and spy
that she is when serving the middle brother, Gazi.
She takes no damage from most attacks – they simply
pass right through her. Magical attacks or massive
physical damage (being thrown into a bonfire, crushed
in a landslide) destroy her, but she reforms 4d6 hours
later near one of the three brothers.
She has a Strength score of only 6, but can use her
Wisdom score as Strength if she is willing to sacrifice
the integrity of the illusion – anyone looking at her
sees that her bones are just garbage caught up in a
whirlwind and that her flesh is illusory.
Her mind, too, is a strange mix of memories of the horror
and what the brothers believe her to be. Zuleyeh never existed
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