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Convention and Game Day » Gary Con X (2018) » 12/09/2017 1:34 pm

WSmith
Replies: 287

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Hey, everyone. I will be running two AS&SH on the grid games this year. Here's what I have, pending scheduling: 

Thursday, 8am: Thieves of Fortress Badabaskor

You and your band of adventurers explore this cliffside stronghold in a good old fashion dungeon crawling flashback to the 1978 Judges Guild module. We will be using the AS&SH rules. Pregens will be provided.

Saturday, 8am: Cairn of the Warlord / Hand of the Deeps

The fledgling party has been blackmailed into undertaking an assassination mission. But when they arrive in the mark’s farming village, otherworldly vines seem to creep across the town. Their mission might not be the challenge they expected. This is a short, introductory 1st level adventure. Pre-gens will he provided.

Rules Discussion » Ascending AC » 3/21/2017 8:36 am

WSmith
Replies: 44

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chrisj wrote:

I use ascending AC in my campaign and find it much faster. d20 + Fighting Ability (or hit dice for monsters) + attribute bonus + magic bonus >= AC is a hit. Much easier for me to DM and for new players to learn. To compute ascending AC, I subtract descending AC from 20.

This is what I use. My group is almost exclusively 3e era friendly and on newer players. While I prefer to allure and nostalgia of descending AC, it's a minor concession for me to use Ascending AC to get them to try a game like this.  

Convention and Game Day » Gary Con IX (2017) » 3/21/2017 8:27 am

WSmith
Replies: 187

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Chainsaw wrote:

Spellcasters, in their spellbooks, automatically receive Detect Magic, roll randomly for two more Level 1 spells and then pick two more Level 1 spells. Your spellbook should then have a total of five spells. Per the rules, you can memorize one per day (maybe two if your intelligence is high enough). Also, you will start with three scrolls: two for spells selected from your Level 1 spellbook and one for a spell selected from the Level 2 spell list. This means every spellcaster starts with a minimum of four castable spells (probably five).

I am in a frenzy to get my spell casters ready. See you all there.  

Convention and Game Day » Gary Con IX (2017) » 11/01/2016 9:50 am

WSmith
Replies: 187

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Chainsaw wrote:

Great! Four hours Bill?

Yes. Each is four hours. I am also running a four hour DCC game on Saturday starting at 8am. I like to start early becasue I am more awake and can hear better.  
 

Convention and Game Day » Gary Con IX (2017) » 11/01/2016 9:40 am

WSmith
Replies: 187

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My AS&SH events have been approved. 

Thursday, 8am
Citadel of Fire: Tower Assault
Several of your fellow villagers have been kidnapped and taken into the dungeons below the sinister tower which has been ruled by generations of evil sorcerers. In this first part of a two part scenario, you and some of the stronger, more experienced guardians of your hommlet must infiltrate the tower swarming with the evil wizard’s more powerful minions and apprentices. You must cause enough of a distraction to give the less powerful militia a better chance of survival when they charge the tunnels below to rescue their kin from death or worse. Actions in this this session will impact the second session. Pre-generated characters from 4th-6th level will be provided. Based on Judges Guild #63.

Friday, 8am
Citadel of Fire: Dungeon Infiltration
Several of your fellow villagers have been kidnapped and taken into the dungeons below the sinister tower which has been ruled by generations of evil sorcerers. In this second part of a two part scenario, you and other inexperienced village militia, must infiltrate the dungeon levels of the Citadel to rescue family and friends. Hopefully, your battle-worn allies succeeded in softening the wizard’s more powerful adversaries in the tower above. Actions from the first session will impact this session. Pre-generated 1st level characters will be provided. Based on Judges Guild #63.

Hyperborea » Next Stop: Khromarium » 2/11/2015 1:49 pm

WSmith
Replies: 16

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Handy Haversack wrote:

FWIW, Khromarium in my mind has no "authorities" in the traditional feudal sense but a LOT of interwoven power structures that can function much the same and are also easy to piss off!

The session went great with this little bit of information and the Judges Guild CISO PDF. They are getting the vibe that there is no city watch, and that the merchants pay for their own security. I told them there is a wall guard payed for by all the guilds and merchant associations, but otherwise, it is kind of lawless. Most areas are claimed by different Thieves Guilds, of which, they have found themselves caught in between two different ones. 
 

Hyperborea » Next Stop: Khromarium » 1/28/2015 11:43 pm

WSmith
Replies: 16

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Excellnet. Thanks for the tips. 

Hyperborea » Next Stop: Khromarium » 1/28/2015 11:08 pm

WSmith
Replies: 16

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HOLY MiGo! Thanks, Chainsaw. That some impressive stuff. 

Hyperborea » Player Knowledge of Hyperborea » 1/28/2015 11:02 pm

WSmith
Replies: 11

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During their travels across the Black Wastes, my group encounterd a caravan that was lead by this sage/mystic/hippie guy. After much discussion and relaxation, he gave them a book which was the entire Gazateer chapter. This way, the players can reference it at anytime. 

A little backstory. Most of the characters were from Greyhawk (in an AD&D game) and were hurled through space and time to Hyperborea after a most unfortunate incident at a crazy wizard's inherited estate near Dyvers. OOC, I was transitioning the game from 1st ed. to AS&SoH. This gave me not only a way to give them a place to safely rest while wandering the dangerous wasteland (and they needed the rest), but I was also able to give them a swath of setting info in one fell swoop. It just happened to work out.  

Hyperborea » Next Stop: Khromarium » 1/28/2015 10:39 pm

WSmith
Replies: 16

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So, the group I run for have sailed for weeks from their stronghold on the Boreal Coast all the way to Khromarium. After many dangerous sea encounters, they closed out the last sesssion safely sailing into the crowed harbor of the coastal metropolis.  

I'm not sure where to go from here. I am considering borrowing stuff from from Judges Guild "City State of the Invincible Overlord" for the city encounters. I have the Vornheim PDF but I haven't looked at that in a while. Does anyone have any other suggestions for filling in their trip to the city?

FWIW, this party is your quinessential "Murderhobos" rabble.  I forsee a problem with the authorites rather quickly. 

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