Conan RPG - Catacombs of Hyboria.pdf
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Catacombs of Hyboria
Catacombs of Hyboria
Contents
Contents
Credits
Introduction
What Lies Beneath
The Dragons Graveyard
Ankhenu
CianHogh
1
2
3
6
34
42
52
Edau Yoyha
Snow Devil Hollows
Sythic Caverns
Tai Paun Li
The Well
Yhastur Den Leona
index
59
68
76
85
94
103
109
Catacombs of Hyboria
is © 2009 Conan Properties International LLC. CONAN, CONAN THE BARBARIAN, HYBORIA
and related logos, names, characters, and distinctive likenesses thereof, are trademarks or registered trademarks of Conan
Properties International LLC unless otherwise noted. All rights reserved. Mongoose Publishing Ltd Authorised User.
Catacombs of Hyboria
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 publisher is expressly forbidden. 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. First printing 2009.
Printed in the USA.
1
Credits
Credits
Author
Bryan Steele
Editor
Charlotte Law
Layout
Will Chapman
Cover Art
Chris Quilliams
Interior Artists
Lonny Chant, Robin EM, Furman, Regis Moulun & Chad Sergesketter
Creator of
Conan an
Conan an
d Hyboria
d Hyboria
Robert E. Howard
2
Author
Editor
Layout
Cover Art
Interior Artists
Creator of
Introduction
Introduction
The wilds of the world of
Conan
have been the source of
nearly limitless Hyborian Age adventure, pitting savages
and barbarians against soldiers and nobles in a variety of
locations. Stories tell of swords and sorcery throughout
the lands; through deserts, jungles and savannahs alike.
We know about all of the fantastic action that occurs on
the Hyborian world…but what about beneath it?
Catacombs of Hyboria
is a sourcebook for the creation
and exploitation of subterranean terrain and landscapes
in
Conan the Roleplaying Game: Second Edition
. This
book allows Games Masters to add new and interesting
facets to their own gaming worlds or adventures,
revealing new rules for subterranean terrain. What was
once a simple recess in a hillside can now be turned into
a deep series of caves and mysterious tunnels, if a Games
Master wants to add a little something extra to their
world. This book is a guide to creating and adventuring
in subterranean settings throughout the Hyborian Age,
with a collection of several interesting sites designed that
Games Masters can add to their own game campaigns to
give some more
depth
to the world of
Conan
.
Just like our world today, the earth of the Hyborian Age
has miles of caverns, caves, mines and other tunnels
scattered throughout the world’s crust. Some are cut by
the hands and tools of men, others by the claws of beasts
or perhaps just the touch of time and nature itself. These
subterranean locations are no less exciting as those found
above ground; many of them are so much more exotic,
strange and
dangerous
. If someone falls in a forest they
might twist their ankle – fall in a cavern they may never
be found again.
How to Use This Book
Catacombs of Hyboria
is written to not only serve as
a collection of pre-built subterranean adventure sites; it
is also a complete guide and rules system for randomly
creating new caves, caverns and similar features. The
book includes random tables, found in the fi rst chapter,
for Games Masters to use to create new locations
underground. It identifi es what sorts of hazards and
terrain elements exist in subterranean locations and has
an assortment of rules associated with these elements.
With the fi rst chapter of this book,
Conan
game players
and Games Masters can design their own underground
sites and have proper rules for all of their various
encounter points.
The sourcebook then separates into individual smaller
chapters that describe specifi c underground locations,
their unique and interesting backgrounds, features and
potential inhabitants. Games Masters can use these
locations as a source for side-scenarios and plots or simply
as noteworthy locations for their own campaigns.
The fi rst location is known only by one title
– the Dragon’s Graveyard. Located
deep in the southern Black
Kingdoms, this rift has within
it the entrance to a huge cavern
3
Introduction
complex that is home to a distinct and strange lifeform
that the locals have only one word for…
draconne
. It
would be completely avoided by all sentient life due to
their savagery, if it were not for the massive chamber full
of clear blue sapphires that many feel are worth risking
dozens of slaves to acquire.
an interesting underground locale in the thick forests of
Khitai. Called Tai Paun Li (Nine Flooded Tunnels), the
ground gives way to nine deep mines that were once used
to cut amber from the deep sediment around 1,000 year
old tree roots. Each of these mines ended their production
when they dug just a little too deep and found the rushing
waters of the earth; waters that continue to churn wildly
through parts of these treasure-rich tunnels.
Next covered in this book is a mysterious subterranean
complex discovered in the sandy wastes of Stygia. Named
Ankhenu by the creature in the enigmatic tomb at its
heart, this underground structure is a perfectly designed
pyramid similar to any other found in the deserts – except
it was built upside down and under the sands for the use
of an eternally damned thing of darkness!
Tucked away in the wilds of dark Zamora there is a
gaping cave, protected by sinister creatures bred
singularly to keep the unworthy away, that leads down
into the dark black heart of the Skarpash mountains.
As some ancient texts and local wives’ tales claim,
this cave leads to the resting place of a long forgotten
goddess – the Queen of Nightmares.
North of the Ymir Pass in Cimmeria, the next chapter is
devoted to a sprawl of natural caves burrowing beneath
a range of mountains. The area is collectively known as
Cianhogh and is the source of many local legends and
rites of passage. Exactly why a barren stretch of rocky
caverns and pitfalls receives so much attention from the
clans is the real question...
The book ends with a truly massive complex of
natural caverns in the grassy plains of Shem; a place
collectively called Yhastur den Leona. Known for
its connection to the lions of Shem and their holy
representative in the Shemite pantheon, these caves are
frequently explored by the religious, the adventurous
and anyone trying to fi nd – and possible kill – the
mythic ‘ivory lion of Shem’.
The book then moves on to a large cavernous expanse
that exists under the clay layer of Vendhya’s caste-
worked fi elds of indigo plants and bowyer-grade
ash. Called the Edau Voyha, this spiritually charged
location is considered a holy place for one of the more
controversial Vendhyan faiths and home to a unique
breed of monkey. What else might be found amongst the
inky blue stones?
Man-made terrain but
no dungeons?
no dungeons?
This book covers several subterranean locations
that were originally cut from the earth by sentient
tools or hands, making them very similar to the
sort of underground structures found in civilised
areas but we chose not to add any true dungeons
to
Catacombs of Hyboria
. Dungeons are too
much like common constructions to be included
here; this book is focussed upon older or more
specifi cally subterranean locations and those that
exist solely on their own.
The next chapter pulls the focus away from the monitored
and protected locations to a cold and unforgiving stretch
of ice and snow called the Snow Devil Hollows. Found
under the frozen fi elds of the Snow Devil Glacier in
Asgard, this ice and stone maze of tunnels has claimed
the lives of so many… but why?
In the northern tundra, somewhere between Hyperborea
and Hyrkania is the city of Scythia; a speck of civilisation
in a savage and unforgiving land. Just south of that
renowned location is a natural cavern complex that
has been used by the like of smugglers, slavers and
cultists to hide their activities from prying eyes. No
matter the caverns’ inhabitants however, it always
comes to a total and mysterious end. This
chapter reveals exactly why this
strange place has claimed so
many lives.
This does not mean that an ancient or abandoned
dungeon could not be found in the wilderness or
would not be able to support some of the rules and
terrain elements delivered in this sourcebook. It
is simply more likely to fi nd them in true caverns,
caves and underground tunnels.
The book’s next chapter
is dedicated to
4
Man-made terrain but
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