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General Discussion » Cool spots for an adventure in Hyperborea? » Yesterday 3:44 pm

There are too many to choose just one. http://cdn.boardhost.com/emoticons/love.png

Maps » Dagon's Barrow (Chainsaw-inspired Mega-dungeon design thread) » Yesterday 2:06 pm

Chainsaw
Replies: 14

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Druvas wrote:

Yep, fighting pits. I envision several factions and they each have a fighting pit for training their gladiators for the larger central pit, where factions battle each other for glory or blood or whatever.

Ok, that's what I thought.

Druvas wrote:

I don't know why but I've never used the snaking passage design in my maps before. I'll have to integrate that design element at some point.

I think some people don't like them because they view them as a pointless mapping challenge vestige of the early days, but I view them as a great way to force the party to think about resource management and wandering monster risk. Is it worth it to travel this long, winding, snaking passage to its end? Do we have enough torches, do we have enough hit points? Maybe there's something good at the end, maybe not. Plus, I think they also make the place feel gigantic and confusing.

Druvas wrote:

Looking back at your map, I am reminded quite a bit of the Castle Greyhawk maps posted on Grodog's page. You've definitely got the "Old School" map layout perfected, my friend.

Thanks man, that's nice of you to say. I'm enjoying watching your dungeon develop! It's fun to see how people's personalities and styles manifest through a big big map.

Literary Inspirations » William Hope Hodgson » Yesterday 1:17 pm

francisca
Replies: 6

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Just picked up the Kindle version of The House on the Borderlands for free from amazon, and the Hodgson 33 story megapack for $0.99, also in Kindle version.

Maps » Dagon's Barrow (Chainsaw-inspired Mega-dungeon design thread) » Yesterday 12:21 pm

Druvas
Replies: 14

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Chainsaw wrote:

Druvas wrote:

More baby steps. Is this thing too repetitive? Thoughts?

The only thing that stands out to me is the two ovular areas, but I think these are arena fighting pits, right? So that's not a coincidence. As Ar'Pharazon says, players are unlikely to notice anything without seeing the map as a whole and by then, it won't matter much.

One other thing that I noticed is that you don't have a ton of looping, winding and side-by-side passages, which may be intentional given your vision of this level, I don't know. I found that I grew to like them because it's basically like saying, "If you want to see what's at the end, you have to suffer the wandering monster checks and resource management of traveling this great distance." So, I'd sometimes snake a passage back and forth on itself several times before terminating at either another junction or a room or something. Plus, if the passage switches back and forth a few times, I could create that same effort in a compact area. Anyway...

Yep, fighting pits. I envision several factions and they each have a fighting pit for training their gladiators for the larger central pit, where factions battle each other for glory or blood or whatever.

I don't know why but I've never used the snaking passage design in my maps before. I'll have to integrate that design element at some point. Looking back at your map, I am reminded quite a bit of the Castle Greyhawk maps posted on Grodog's page. You've definitely got the "Old School" map layout perfected, my friend.

This particular level is a planned design (save for the caves in the North-West)

Maps » Dagon's Barrow (Chainsaw-inspired Mega-dungeon design thread) » Yesterday 12:16 pm

Druvas
Replies: 14

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Ar'Pharazon wrote:

Considering we have the advantage of seeing the entire level in full, sure, there's some repetition and symmetry in the design. It's as if there was some planning in the layout of the thing! http://cdn.boardhost.com/emoticons/cute.png


When your players explore it, they probably won't pick up on those aspects for quite awhile, assuming they even explore the entire level. So, I wouldn't worry about it. I think the design is great. 

Heh, yeah, definitely going with a planned design layout, more or less.

And thanks!

Convention and Game Day » Origins Game Fair 2017 » Yesterday 10:32 am

mabon5127
Replies: 3

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Ghul wrote:

Great stuff, Morgan! You do such a fantastic job representing, and I always hear great comments about your sessions. 

My only regret is not having 2nd edition to show off for the summer conventions!

Convention and Game Day » Origins Game Fair 2017 » Yesterday 10:28 am

Ghul
Replies: 3

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Great stuff, Morgan! You do such a fantastic job representing, and I always hear great comments about your sessions. 

General Discussion » Hyperborean Encounter Tables! » Yesterday 8:23 am

Blackadder23
Replies: 23

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What time is it now? Daily encounter time! Today your players are crossing the sinister glaciated Barrier Mountains, a bad life choice if I ever heard one. For the sake of clarity, we'll say they aren't near any of the region's volcanoes. What fearsome things will they encounter?

Hunting party of 14 half-blood Pictish bowmen, led by Ch’aak. They haven’t bagged anything.
Hunting party of 16 half-blood Pictish bowmen, led by Gooch and accompanied by Taan, a 7th level shaman. Perhaps because of thus propitiating the spirits, these hunters have bagged a giant weasel!
2 wolverines
Hunting party of 11 half-blood Pictish bowmen, led by X’atgu. They haven’t bagged anything yet (should have brought a shaman, guys).
Poison gas – but only in a volcano, so no encounter!
1 wolverine
Thin ice (over a 40-foot hole!)
Geyser – only in a volcano, so no encounter!
1 giant ferret (I hear they taste like chicken)
1 brown bear
3 mountain lions
1 brown bear
1 giant wolverine

Not nearly as bad as it could have been, given the alien presences said to lurk in the Barrier Mountains. Maybe next time...

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