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Sorcery » Spell Recovery » 2/20/2018 1:19 pm

Chainsaw
Replies: 44

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Grimmshade wrote:

Sorcerers in Sword and Sorcery don't die because of spell failure or corruption, they die because Conan.

Hahahaha!

Convention and Game Day » Gary Con X (2018) » 2/19/2018 3:15 pm

Chainsaw
Replies: 259

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francisca wrote:

WHO ELSE IS STARTING TO GET FIRED UP?

Should be good!

Sorcery » Spell Recovery » 2/19/2018 1:13 pm

Chainsaw
Replies: 44

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Jimm.Iblis wrote:

I've found that permitting multiple castings of low-level spells doesn't break the game.

In my experience, there’s a long tradition of homebrew rules in old school games, so I would recommend doing what works for your group. Not like any of our personal games are bound by the rules of anyone else’s. 

Sorcery » Spell Recovery » 2/19/2018 12:21 pm

Chainsaw
Replies: 44

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Thrasaric wrote:

I did a post in my FB group with that and some of the other tips from this thread. I think the men at arms thing gets forgotten a lot and that is a mistake. Hell they should hire porters, torch bearers, and spearmen too.

Yes, definitely! My campaign groups almost always have a several armed hirelings and a torchbearer and oftentimes a porter. Some players have a gaming background that leads them to believe hirelings are either unfair or simply not permitted, but it has been easy enough to correct in my experience. People typically find it very liberating! 

Thrasaric wrote:

This thread turned out very useful in a different way than originally intended and for the better 

Cool!

Sorcery » Spell Recovery » 2/19/2018 9:52 am

Chainsaw
Replies: 44

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Thrasaric wrote:

My casters best get frugal with them spells!

Haha! Well, encourage them to employ men-at-arms too. Players of lower-level magicians in my campaigns have enjoyed placing their magicians safely away from the action and rolling attacks for their spearmen (or hurling flaming oil).

Sorcery » Spell Recovery » 2/19/2018 9:08 am

Chainsaw
Replies: 44

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Thrasaric wrote:

I am still curious as to the intention of the rules only once per day or if there is time can they sleep and restudy a second set of castings within a day.

Maybe Ghul can chime in himself as to what he intended, but beware, he often says that ambiguities are intentional and that referees should feel free to interpret as they see fit.

AS&SH, Vol. II, p. 137 wrote:

Once a spell is discharged, it is erased from the sorcerer’s memory and cannot be used until at least the next day (unless, of course, the spell is memorized twice).

I interpret the bold as referring to the traditional 24 hour period. I personally envision this limitation as reflecting magician’s mind being pushed to its physical and metaphysical max as he harnesses ancient, supernatural forces, such that he cannot repeat the whole process again (not just memorizing, but also casting) without spending time to let his mind recover (he’s not simply reloading a gun). He might go insane if he tried to bend the realities of time and space again so soon! To approach the challenge without being fully recovered invites disaster.

Television and Film » "The Ritual" on Netflix. » 2/19/2018 7:22 am

Chainsaw
Replies: 11

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Thrasaric wrote:

Watched it straight away last night. I loved it. The "God" will make its way into one of my games at some point.

Nice!

Sorcery » Spell Recovery » 2/18/2018 8:18 pm

Chainsaw
Replies: 44

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Jimm.Iblis wrote:

This is one thing about old school games that has always stuck in my craw. Worse if your one spell is interrupted. Basically makes the dedicated spell-user a useless tagalong if not a liability at the early levels.

In AS&SH, bear in mind, a level one Magician with a familiar and a 13 intelligence can memorize three spells. Plus, low-level Magicians, in my humble opinion, ought to be using excess gold (they’re not buying expensive armor) to employ hirelings (such as spearmen) to create a buffer rank in melee (to minimize chance of spell disruption) and more broadly to help them survive to more powerful levels. It’s a very common strategy in my games at least, to the point of being standard operating procedure. /shrug

Television and Film » "The Ritual" on Netflix. » 2/18/2018 2:49 pm

Chainsaw
Replies: 11

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Watched it last night - super fun little movie, definitely could be relocated into anyone’s Hyperborea campaign as an adventure.

Rules Discussion » Magician's Familiar » 2/18/2018 10:00 am

Chainsaw
Replies: 9

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Lemmakinen wrote:

Here in Cincinnati OH we will be starting AS&SH 2E this Thursday!

Exciting! And welcome aboard!

Lemmakinen wrote:

I was considering a magician, however the permanent 1hp/level penalty if the familiar is slain makes me think despite the benefits the ability is not worth it.  What do you all think of this penalty?  Worth the risk?  Any way for a magician to get the hit points back once lost?

I like this game rule. The familiar offers significant benefits (see/hear through it, add its 2-4 HP to the magician’s and memorize an extra spell at each level), so having an offsetting drawback makes perfect sense to me (if anything, merely losing 1HP per level if it dies seems cheap!). Plus, I think the potential hit point loss emphasizes the supernatural magician-familiar bond and discourages magicians from using familiars recklessly, as if they were nameless redshirt hirelings that could be replaced easily for a few gold pieces.

As for recovering the hit points, perhaps completing a challenging quest, like collecting various unusual components from across Hyperborea to be used in a special ritual, could be an option. I think the quest needs to be difficult and inconvenient enough that the far, far better option is not to let the familiar die. The hit point recovery absolutely cannot turn into simply paying a fee to a priest in town or buying some everpresent ingredients off the shelf from the local apothecary.

Lemmakinen wrote:

Why is a replacement spellbook so much more expensive than a starting spellbook?

I envision the starting spellbook as a function of the special training that a magician has undergone in order to become a magician - it’s part instructional tool and part gift after years of apprenticeship. The young apprentice slaves away for years serving the master. In return, the master uses his resources, which includes access to special materials and equipment, to train the apprentice in all t

Adventures » List adventures that would fit the Hyperborea setting » 2/18/2018 8:10 am

Chainsaw
Replies: 34

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Handy Haversack wrote:

under_score wrote:

It's not yet released to the public, but the final pdf draft of Operation Unfathomable just went out to backers this morning, and I think I found the perfect entry to Underborea.  It is full of strange new monsters, weird, alien, and ancient.  A nice mix of psychic sorcery and technology.  And the map is appropriately chaotic, with a dozen or so exits to other parts of the underworld, so you can just keep adding stuff onto it with ease.

I have run the original, shorter version several times using AS&SH and changing the location to the Zakath Desert and making Eyraen a crazed former lover of the Witch-Queen of Yithorium. Works great. Run that at three cons and in home games.

With the expanded version, the main work for Hyperborea would be to make the dwarves less human and regulated and figure out a way to make them monsters -- or you could just remove them entirely and probably not lose much.

Oh yeah, I totally agree with under_score and Handy. I played in Handy’s OU game at Gary Con a few years ago and, man, what a great time! A few setting-tweaks and it layers in very easily. Deadly as hell, though, so you know, make sure people know what they’re getting into! 

Swordsmen & Sorcerers » Looking for a Name » 2/02/2018 12:37 pm

Chainsaw
Replies: 17

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Ar'Pharazon wrote:

Chainsaw wrote:

Sure. I mean, look, if he wants Nature Boy, it’s your game - do what you will, lol!

If he wants Nature Boy, then you need to make him bust a Rick Flair "Wooooooo!" at least once a session.

http://i65.tinypic.com/2j4oy1y.jpg

True! We will permit Nature Boy on that condition!

Swordsmen & Sorcerers » Looking for a Name » 2/02/2018 7:31 am

Chainsaw
Replies: 17

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mabon5127 wrote:

Wow!! Lots of good choices here!  I will present all of these to the young man and let him make a choice.

Sure. I mean, look, if he wants Nature Boy or Furry Lord Protector of Nuts, Berries and Woodland Critters, it’s your game - do what you will, lol! 

Swordsmen & Sorcerers » Looking for a Name » 2/01/2018 1:14 pm

Chainsaw
Replies: 17

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The official druid description offers several sources of druidic power (see bold, below), so I think there’s significant latitude here for your son-in-law to choose whatever sounds cool to him based on how he sees his warlock (and without constraining future players of such a combination to the same title). For example, I think Ancestral Lord, Spirit Lord, Elemental Lord, Sun Lord, Moon Lord or even Lord of the Balance could all easily work depending on the situation.

Personally, I would probably shy away from a single, all-defining title for every case of a warlock-druid, especially anything that would suggest something like a “protector of the forest,” as that seems way too narrow and modern for AS&SH. For example, I remember reading Julius Caesar’s description of people he called druids in De Bello Gallico, the earliest known reference to druids in like 55 BC - they were burning people alive in wicker simulacra, not protecting the forests and its animals, lol! Anyway, just my two cents. YMMV. 

Druids are the spiritual and ofttimes temporal leaders of tribes and communities, both settled and nomadic, of typically Keltic ancestry. They are sorcerous priests who obtain their abilities from ancestral and animistic spirits; too, druids harness elemental powers that they employ to macabre effect in their rituals. Druids also draw strength from the sun, the moons, the stars, Saturn, and Saturn’s moons; some are said to derive their sorcerous gifts from Neutrality itself.

Convention and Game Day » Gary Con X (2018) » 2/01/2018 7:23 am

Chainsaw
Replies: 259

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mavfire wrote:

Chainsaw wrote:

Friday ~730PM: capitalbill, Josh, Welleran, Brian, Dex

Count me in for friday night if still available....is this fools grave?

Done!

Bestiary » Cave Crocs » 1/30/2018 8:49 pm

Chainsaw
Replies: 1

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I like it!

Convention and Game Day » Gary Con X (2018) » 1/28/2018 6:39 am

Chainsaw
Replies: 259

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Handy Haversack wrote:

Chainsaw, you got room for Ross in your Thu. night game?

Asking for a friend.

(Ross!)

If I run one Thurs night, he’s welcome to join, but I’m running one that afternoon for Joe Mac’s crew and then we’re grabbing dinner, so I can’t make any promises that I’ll be functional afterward. 

Convention and Game Day » Gary Con X (2018) » 1/27/2018 4:39 pm

Chainsaw
Replies: 259

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lige wrote:

Chainsaw I’m in for Saturday if it hasn’t filled up yet!

You and capitalbill, man! Just like old times! Who’s bringing the whiskey coffee and FourLoko?

Convention and Game Day » Gary Con X (2018) » 1/27/2018 12:21 pm

Chainsaw
Replies: 259

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Ar'Pharazon wrote:

Chainsaw wrote:

Weds ~730PM: capitalbill, Cloak n’ Dagger, Ancalagon, Iron Ranger, Druvas

Put myself and my buddy Todd on this list as well.

Done!

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