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Rules Discussion » Clarification: Shaman, Medicine Man » 2/18/2019 10:23 pm

DMPrata
Replies: 8

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In my personal, non-canonical opinion, upon initial treatment the shaman would realize that the symptoms are of no disease he’s seen before.

Campaign » Starting a New Campaign: Chapter 1 - Rites of Passage » 1/09/2019 6:34 pm

DMPrata
Replies: 5

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Moved to the Campaign sub-forum. Happy gaming, Brule!

Rules Discussion » Weapon range based on WC » 1/03/2019 7:25 pm

DMPrata
Replies: 5

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Welcome to the forum, Bleapus! I can tell you that the intent of that weapon reach rule is that those are the maximum distances at which an attacker can strike (e.g., a combatant wielding a long spear can strike anyone within 10 feet). That said, the referee is free to adjudicate situations where a high-WC weapon is wielded in tight quarters. In “The Black Moss-Hag of Lug”, for instance, we recommended a –2 hindered attack penalty.

Swordsmen & Sorcerers » Human racial mods? » 12/20/2018 8:19 pm

DMPrata
Replies: 29

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Caveman wrote:

I kind of agree, should not huntsman and Cryomancer be better for an snow dwelling person?

Well, for one, this is Hyperborea—everyone’s a snow-dwelling person! Also, though, cryomancers are Lawful (or Neutral), and the Kthulhu-worshipping Esquimaux tend toward Chaos.

General Discussion » Ship maps » 12/18/2018 9:41 am

DMPrata
Replies: 4

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Revengeancer wrote:

The coaster is a 10-man ship. I’m trying to figure out how to describe it.

The Sea Ghost from U1 The Sinister Secret of Saltmarsh would fit the bill.
 

General Discussion » Ship maps » 12/17/2018 8:50 pm

DMPrata
Replies: 4

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By sheer coincidence, the forthcoming adventure module Rats in the Walls and Other Perils will feature deck plans for a galley called Berg Breaker.

Swordsmen & Sorcerers » Human racial mods? » 12/17/2018 8:48 pm

DMPrata
Replies: 29

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Totally, completely, unequivocally unofficial, but I’ve toyed with favoured classes for each race. They’re not perfect, but I feel pretty good about the overall symmetry:

common: fighter, magician, cleric, thief
Amazon: paladin, cryomancer
Atlantean: illusionist, legerdemainist
Esquimaux: monk, bard
Hyperborean: warlock, witch
Ixian: necromancer, priest
Kelt: ranger, druid
Kimmerian: cataphract, pyromancer
Kimmeri-Kelt: barbarian, scout
Pict: shaman, assassin
Half-Blood Pict: huntsman, purloiner
Viking: berserker, runegraver

Note that there’s no mechanical advantage to a favoured class. I just use them when building random tables to weight the odds toward these combinations.

Hyperborea » Fashion/Clothing in Hyperboria? » 12/07/2018 10:27 pm

DMPrata
Replies: 29

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This might just be my personal distaste for cold weather bleeding through into the game. I always play up that aspect of the setting when I run AS&SH™ at conventions, to differentiate Hyperborea from countless vanilla RPG worlds with generic, quasi-European weather models. (“No, guys, it’s really, really cold here!”) That said, some aspects of the game (like the berserker’s thick skin) are a nod to the scantily clad heroes we’re used to seeing in swords-and-sorcery art.

General Discussion » Is there any way we can get a PDF index of the current 2e book. » 12/07/2018 10:17 pm

DMPrata
Replies: 10

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Welcome to the forums, trelayne_jefferson! Only Jeff can answer questions about future plans. As the editor of Second Edition, I can tell you we were up against a page limit for that massive tome, beyond which it could not physically be printed. (Random encounter tables also didn’t make the cut.) We felt we could sacrifice an index because A) the tables of contents are well detailed, and B) we used extensive cross-references throughout the book to point the reader to specific pages for related information. Now certainly you aren’t alone in your desire to have an index, so maybe we should have sacrificed something different, but that was our reasoning.

Hyperborea » Fashion/Clothing in Hyperboria? » 12/05/2018 7:40 pm

DMPrata
Replies: 29

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Iron Ranger wrote:

I don't know about Appendix A,  I use the #'s from 1E RefMan pg.190 :

SUMMER:  Summer occurs from  Deluge  (Elk, Year 5) to  Drought  (Eagle, Year 8). Temperatures peak during this time, with highs of 80oF on the coastal mainland. The interior is always cooler, and in the Spiral Mountain Array temperatures rarely rise above 50oF. Hyperborean summers are mostly humid, though trending drier by  late summer (hence the designation of Drought). Storms brew on the Hyperborean Sea to assail the coast, and with glacial melting the rivers flow more strongly. 

Did you guys change all this climate stuff?

No, not substantially. We just codified it a bit with a weather-generation system. Note that the temperatures you cited from VOL. VI are highs, not averages. In the summer years, the warmest it ever gets is ~80°F along the coast and ~50°F in the Spiral Mountain Array. The average daily temperature will be cooler than those highs.
 

Hyperborea » Fashion/Clothing in Hyperboria? » 12/04/2018 6:55 pm

DMPrata
Replies: 29

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Iron Ranger wrote:

The way I read it, while some years look quite cold in Hyperborea, plenty of areas remain very warm from Elk to Eagle. Nobody is wearing Furs on the 80+ degree coastal mainland or in the 50+ degree Spiral Array. These years are humid and daylight lasts 20-23.5 hours a day! so not much nightly cool down. We're talking thongs and maybe some light coats in the highest hills.

Anybody running a game in this season? My guys just stepped into Bat and they've had to don the hide of Winter Wolf to survive.

Your Hyperborea can be whatever you like, of course. If you’re using APPENDIX A, then the intent was that the Coastal Mainland averages around 50°F in the summer years, and the Interior Mainland around 25°F.

Swordsmen & Sorcerers » Kimmeri-Kelt monk? » 11/30/2018 9:00 pm

DMPrata
Replies: 2

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A monk of Yoon’Deh would tie into your Keltic “henge guard” idea. On the Kimmerian side, a Kthulhu monk from Krimmea makes a cameo appearance in The Anthropophagi of Xambaala, as an example of another way to go.

Hyperborea » The Keltic God Nodens? » 11/30/2018 8:54 pm

DMPrata
Replies: 8

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I wonder if Nodens could be one of the transmundane….

(tiptoes away)

Convention and Game Day » Totalcon 2019 » 11/29/2018 7:24 pm

DMPrata
Replies: 27

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Iron Ranger wrote:

Make sure you bring it to NorthTexas David!

Unlikely, but maybe I can send it with Jeff. (I hope to get him to play it first....)

Convention and Game Day » Totalcon 2019 » 11/28/2018 7:06 pm

DMPrata
Replies: 27

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Chainsaw wrote:

DMPrata wrote:

I’ll be running a new 1st-level adventure, “The Late Trapper’s Lament”.

Something you wrote for AS&SH, DMPrata?

Yessir… It still has that “new adventure” smell and everything.

Convention and Game Day » Totalcon 2019 » 11/27/2018 7:16 pm

DMPrata
Replies: 27

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I’ll be running a new 1st-level adventure, “The Late Trapper’s Lament”.

Rules Discussion » Ghouls and Damage Reducing Armor » 11/22/2018 10:49 am

DMPrata
Replies: 30

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Blackadder23 wrote:

There are a lot of touch attacks that only have a special effect - they don't do any actual damage. For example, a poison or white hand of death spell. How would that be handled, given a target with DR? Would the effect always just ignore the DR? (That would likely be my personal inclination, but it's something to think about.)

Damage reduction applies only versus melee and missile attacks, not against most sorcery, so it wouldn’t protect from a poison or white hand of death spell.

Rules Discussion » Ghouls and Damage Reducing Armor » 11/21/2018 6:28 pm

DMPrata
Replies: 30

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This issue came up recently when I ran The Beasts of Kraggoth Manor™ at http://carnagecon.com/. (Avoiding spoilers, let’s just say that the weapons of certain monsters in that adventure have additional “bonus features”.) Korr the Slayer’s scale armour reduced the monster’s attack damage to 0, so I ruled that he was not subject to the weapon’s additional effects and did not need to save. For precedent, consider that a garrotte’s damage must overcome the victim’s DR to trigger its special effects (see AS&SH VOL. I, pp. 117–118: EQUIPAGE, melee weapons).

Rules Discussion » Fighting Withdrawal » 11/12/2018 2:31 pm

DMPrata
Replies: 13

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SavageGM wrote:

Is the “if his opponent chooses to keep pace” a free movement for the opponent that happens at the same time as the backpedal?

Yes. Sorry we didn’t make it clearer.

Fighting Withdrawal (Backpedalling): A melee combatant can backpedal at ½ movement and continue to fight and defend, or backpedal at full movement and simply defend. Enemies may pursue a withdrawer, even if they have already attacked. Withdrawing potentially allows a combatant to lure an enemy. If, however, a combatant attempts to run away or flee from a hostile situation, he suffers a −2 AC penalty, and each adjacent enemy gains a free and immediate attack (see p. 242: COMBAT, attack modifiers). If chase is given, movement rates should be compared.

Rules Discussion » Fighting Withdrawal » 11/08/2018 8:24 pm

DMPrata
Replies: 13

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Iron Ranger wrote:

DMPrata wrote:

He can run 80 feet (×2 MV), accepting a –2 AC penalty and granting his opponent a free parting attack.

free parting attack OR keep pace
free parting attack AND keep pace(1/2 pace)???

Well, if the fleeing defender is moving at ×2 MV, then (barring a radical difference in MV) the attacker likewise would need to take ×2 MV to keep pace. The parting attack is “free”, so I suppose the attacker could do both, but that would be his action for the round.

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