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6/08/2016 1:15 am  #1


Days of High Adventure

The Campaign began with Sul Tan (Hyperborian Berserker) and Dianna (Amazonian Paladin) meeting with a eunuch slave in a tavern in Khromarium. The slave is looking for someone to find his master, a noble man who is part of the merchants guild. The party after demanding money upfront sets off north in search of the noble man. About a day from swampgate they stumble across a dying man who in his final moments of life tells the party that he was part of a group of guards escorting the nobleman to swampgate but were ambushed by a band of gnolls who took the nobleman into the west.

  The party, following into the tracks of the gnolls reach a stone door set into a hillside. They enter and find that the door leads into a large series of chambers and tunnels clearly not made by the hands of man. They slay tribe of gnolls and finally find the nobleman while he is having a conversion with Mi-Go. After a very tense converstion with the nobleman in the presence of this monster they head back to Khromarium with the nobleman.

 The party then seeks to spend gold and find people to train them further. After this Sul Tan heads to the the wharf district to seek fighting pits to test his strength against worthy foes... 

 

6/08/2016 10:04 am  #2


Re: Days of High Adventure

Hi, sounds like a fun starting campaign.


"The party then seeks to spend gold and find people to train them further."

This is from 'Jeff's gameblog'. Could be fun.

Basic Carousing Rules: Spend d6 x 100gp to earn that many XP.  The save versus Poison or roll on the Carousing Mishaps table below.  If you roll more money than you have on hand you now owe the difference to some sort of criminal unless another PC can cover your expenses. 

Carousing Mishaps (d20)

1) Make a fool of yourself in public. Gain no XP. Roll Charisma check or gain reputation in this town as a drunken lout.

2) Involved in random brawl. Roll Strength check or start adventure d3 hit points short.

3) Minor misunderstanding with local authorities. Roll Charisma check. Success indicates a fine of 2d6 x 25gp. Failure or (inability to pay fine) indicates d6 days in the pokey.

4) Romantic entanglement. Roll Wisdom check to avoid nuptials. Otherwise 1-3 scorned lover, 4-6 angered parents.

5) Gambling losses. Roll the dice as if you caroused again to see how much you lose. (No additional XP for the second carousing roll.)

6) Gain local reputation as the life of a party. Unless a Charisma check is failed, all future carousing in this burg costs double due to barflies and other parasites.

7) Insult local person of rank. A successful Charisma check indicates the personage is amenable to some sort of apology and reparations.

8) You couldn’t really see the rash in the candlelight. Roll Constitution check to avoid venereal disease.

9) New tattoo. 1-3 it’s actually pretty cool 4 it’s lame 5 it could have been badass, but something is goofed up or misspelled 6 it says something insulting, crude or stupid in an unknown language.

10) Beaten and robbed. Lose all your personal effects and reduced to half hit points.

11) Gambling binge. Lose all your gold, gems, jewelry. Roll Wisdom check for each magic item in your possession. Failure indicates it’s gone.

12) Hangover from hell. First day of adventuring is at -2 to-hit and saves. Casters must roll Int check with each spell to avoid mishap.

13) Target of lewd advances turns out to be a witch. Save versus polymorph or you’re literally a swine.

14) One of us! One of us! You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. Did you really make out with an emu of was that just the drugs? Roll Int check to remember the signs and passes.

15) Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued merchant’s scheme. 1-4 it’s bogus 5 it’s bogus and Johnny Law thinks you’re in on it 6 actual money making opportunity returns d% profits in 3d4 months.

16) Wake up stark naked in a random local temple. 1-3 the clerics are majorly pissed off 4-6 they smile and thank you for stopping by.

17) Major misunderstanding with local authorities. Imprisoned until fines and bribes totaling d6 x 1,000gp paid. All weapons, armor, and magic items confiscated.

18) Despite your best efforts, you fall head over heels for your latest dalliance. 75% chance your beloved is already married.

19) When in a drunken stupor you asked your god(s) to get you out of some stupid mess. Turns out they heard you! Now as repayment for saving your sorry ass, you’re under the effects of a quest spell.

20) The roof! The roof! The roof is on fire! Accidentally start a conflagration. Roll d6 twice. 1-2 burn down your favorite inn 3-4 some other den of ill repute is reduced to ash 5-6 a big chunk of town goes up in smoke. 1-2 no one knows it was you 3-4 your fellow carousers know you did it 5 someone else knows, perhaps a blackmailer 6 everybody knows.

Last edited by Scalydemon (6/08/2016 10:05 am)


I filled my palace with deadly traps so trap admirers will come and visit me

AFS magazine - pulp literature meets old school gaming http://hallsoftizunthane.blogspot.com/
 

6/08/2016 10:42 am  #3


Re: Days of High Adventure

Welcome aboard, thewisewizard, and thanks for sharing your campaign. Sounds fun! I like the fighting pits. Also, I have used the carousing rules that Scaly shared to great success. Highly recommended!


Blackadder23: Insanely long villain soliloquy, then "Your action?"
BORGO'S PLAYER: I shoot him in the face
 

6/08/2016 1:05 pm  #4


Re: Days of High Adventure

And Colin Chapman posted a more specifically Hyperborean version:

http://www.hyperborea.tv/uploads/4/4/6/6/44662451/drunken_debauchery.pdf

I want to know more about this nobleman-mi-go conversation!

 

6/08/2016 2:44 pm  #5


Re: Days of High Adventure

Very nice!  Welcome aboard!


“How can I wear the harness of toil
And sweat at the daily round,
While in my soul forever
The drums of Pictdom sound?” 
 

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