
Conan: Adventures in an Age Undreamed Of · Conan 2d20
Robert E. Howard's Conan: Adventures in an Age Undreamed Of
Conan: Adventures in an Age Undreamed Of immerses you in the Hyborian Age, a harsh world of warring kingdoms, arid deserts, and treacherous ports. It’s sword and sorcery with a gritty edge. Magic is scarce and expensive. Heroes emerge through daring, cunning, and steel. Fans appreciate its fast pace and the freedom to engage in mercenary work, tomb raiding, or courtly intrigue, all within a single campaign.
A session feels like a pulp story shared by the fireside after a battle. Quick decisions, desperate risks, vibrant imagery, and meaningful consequences. It caters to newcomers seeking bold adventure and veterans who relish tactical action without lengthy rules discussions. Organise a one-shot raid or a full campaign, for adults only. You can book a professional Game Master for birthdays, team events, or a regular table, either online or in person.
How to play Robert E. Howard's Conan: Adventures in an Age Undreamed Of
Players roll two twenty-sided dice to determine if a task is successful. You aim to roll equal to or below a target number based on your character’s attributes and skills. Each die that succeeds counts as one success. If you exceed the difficulty, any extra successes become Momentum, which you can spend on bonus damage, useful details, or follow-ups. The Game Master uses a Doom pool to raise the stakes, trigger nasty surprises, or empower enemies when you push your luck.
Most fights are quick and brutal. Damage is calculated using six-sided dice. Parrying and armour are important. Sorcery is powerful but risky. For online play, dice rollers and voice chat work well. Expect 2 to 6 players for a 3 to 4 hour session. You bring a bold character idea, a few d20s and d6s, and a taste for risk. The Game Master provides pregens if needed, props, and clear stakes. One-shots focus on a heist or survival dash. Campaigns build renown, rivals, and scars. To match the tone, see GM playstyles.




Common questions
Do I need Conan lore or the rulebook to participate?
No rulebook or setting homework required. A professional Game Master explains the 2d20 basics in minutes and teaches as you play. You’ll receive a brief introduction to the Hyborian Age, the key nations, and the atmosphere of sword and sorcery. Pregenerated characters are available if you want to dive in quickly, or you can create one together before starting. If you’re a Conan fan, the GM can incorporate familiar names and lore. If not, you’ll be just fine.
How does this differ from playing D&D?
Conan uses Modiphius 2d20, not classes and levels like most D&D tables. You roll under target numbers with two d20s, build Momentum on good rolls, and spend it for extra moves and details. The GM uses a Doom pool to push back. Armour reduces harm. Heroes track Vigor and Resolve, with Wounds and Trauma as lasting effects. Magic is rare and risky. The feel is pulp action with quick, hard choices, not long spell lists and dungeon grids.
What types of characters can we play?
You can be a thief from Zamora, a Pictish scout, a mercenary, a pirate, a noble schemer, a desert nomad, a grim scholar, or a rare sorcerer. There are no strict classes. Lifepaths shape your homeland, caste, and skills, while talents make you unique. For one-shots, pre-generated sheets keep things quick. For campaigns, character creation can be a brief session zero or organised in advance with the GM.
How gritty is it, and is it suitable for teenagers?
The setting is gritty. Violence, horror, and moral ambiguity are prevalent. It’s designed for adults, not children. Your group can adjust how graphic scenes are and which topics remain off-limits. A professional Game Master establishes safety tools first, then aligns danger with your comfort levels and objectives. You can opt for swashbuckling high adventure, grim survival, or courtly intrigue. To explore tone options and how GMs approach it, see GM playstyles.
What group size and session length are most effective?
Conan works best with 2 to 6 players over a duration of 3 to 4 hours, with the ideal number being 3 to 5. This range helps maintain the flow of scenes and supports the Momentum economy. With just two players, you get a strong focus on each character, creating a lean and tense atmosphere. Six players can work if you prefer quicker rulings and larger set pieces. Our Game Masters schedule a short break and manage the pacing of fights, ensuring you spend more time making decisions and taking action rather than flipping through pages.
Can I play a sorcerer, and how does magic function?
Yes, but sorcery is uncommon and expensive. Player magic relies on rituals, pacts, and forbidden knowledge, rather than combat spells. The rules reflect risk through Corruption and mental strain. Spells may require time, materials, or grim bargains. Alchemy and relics provide alternative options. If no one wishes to play a full scholar, minor tricks or occult backgrounds still suit the tone. Your GM will explain the options and ensure the consequences are clear.
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