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HYPERBOREA 3E » Ixians » 4/19/2024 2:22 pm

Carnby
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Thinking more, I've come to like the idea that while most Ixians look like someone you can meet in real life, there are Ixian sorcerers who are actually grey, but in a monochrome kind of way. Thinking about the "grey dust of corroded planets" found in Sharath, I think people who spend enough time messing with the weird energies and radiations at the edge of the world might find their colour draining away until they look like they're out of a black and white movie. I imagine this is a weird effect that will even affect their clothes and other wearables, or at least as long as they're worn. Laboratories in Sharath end up looking like a scene from the '31 Frankenstein.

Swordsmen & Sorcerers » Levels Higher than 12 » 12/25/2023 4:46 pm

Carnby
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It's something I pondered a bit as I look at TSR settings I'd like to run, while Hyperborea has easily become my preferred ruleset. Do I tone stuff down to Hyperborea scale, or expand out? It's easy enough to port over the basics for levels 13+ from 1e, there's just a few points of AS&SH rules that you'll have to judge on, for instance FA is capped to 12 (3e RM pg. 19) and saves cap out at HD 17. Should those advance further, or do you leave them as-is? If you do leave them, does giving spell-casters more spells per day/spell levels tilt the balance too much in favour of casters? What about thief abilities? Should those end up capping out at 10:12, should you advance up the dice chain (to borrow a DCC-ism), or just allow for thieves that are so good at what they do it's basically supernatural? I think once you make your decisions about those, you're pretty much good to go.

Bestiary » MMM - Mini-Monster Manual » 12/23/2023 4:42 am

Carnby
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digitalelf wrote:

Was curious if anyone here has converted any of the genies, particularly the Djinni and/or Efreeti?

I know I can just use them out of the Rules Cyclopedia or the 1e/2e Monster Manuals pretty much as is, but it would be cool to see what others may have done.

Not sure if it's quite what you're looking for, but seeing as I have adventures that use them and I needed to convert them over anyways, here are fairly direct, quick and dirty conversions from the MM:

Djinni: #E 1|AL CG|SZ L|MV 30 (fly 90)|DX 14|AC 4|HD 7+3|#A 1/1 (pummel)|D 2d8|SV 13|ML 12|XP 1480|TC Nil| Special:
Beneficent Host: Once per day can cast Create Food and Water, Hallucinatory Terrain, Major Creation, Invisibility, and Alter Self (CA 12).
Whirlwind: A djinni can create a whirlwind and send it up to 50 feet away. Creatures caught in the whirlwind are buffeted by powerful winds and whatever debris has been picked up, taking 2d6 damage and having to make a transformation save or be blown off their feet and knocked 1d10 feet away in a random direction.
Lord of Air: If attacked by creatures of the air, enemies suffer -1 "to Hit" and -1 damage. Further, a djinni subject to air based spells recieves a +2 to its saves.
Noble Djinni: 1% of djinni encountered are nobility, and are in most respects treated as an efreeti. Noble djinn's pummel attack deals 3d8 damage, while their whirlwind deals 3d6 and transformation saves are made at -2. XP 2350.

Efreeti: #E 1|AL N (LE)|SZ L|MV 30 (fly 90)|DX 12|AC 2|HD 10|#A 1/1 (pummel)|D 3d8|SV 12|ML 12|XP 1900|TC Nil| Special:
Born of Fire: Once per day can cast Wall of Fire, Hallucinatory Terrain, Enlargement (self only), Invisibility, and Alter Self (CA 10).
Master of Flame: At will can cast Pro

HYPERBOREA 3E » Ixians » 11/04/2023 1:50 pm

Carnby
Replies: 15

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It is worth noting that both Scythium and IX are right at the edge of the world. Who knows what weird energies and radiations they get there and the effects they have on the human body, especially over thousands of years.

General Discussion » Megadungeon Idea: Lost Sea-Hold of the Hyperborean Captains » 9/26/2023 3:22 pm

Carnby
Replies: 29

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Just seeing the bolded "Lotus Bear" before actually reading the post, I thought it was going to be a monster, some kinda undead bear with lotuses growing from it, scattering pollen wherever it goes. Maybe if they don't deal with the necromancer and he decides on revenge.

HYPERBOREA 3E » Energy/ level drain in 3E » 9/23/2023 3:41 pm

Carnby
Replies: 10

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Yeah, I think simplifying level drain into an ability drain just makes it easier. I know that my preferred house rule for your standard level drain is taking a hit die in permanent health drain (so a fighter will lose 1d10 hp, ect.), which is still less brutal than level drain as-is but is also fairly simple to handle while still being bad.

Hyperborea » Daemon princes » 9/17/2023 6:54 pm

Carnby
Replies: 2

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Going back to 1e AD&D, the MM entry for type VI demons notes that "[e]ach type VI demon has its own name. (Balor is a type VI demon of the largest size.) Six are known to exist." which tracks with the entry in the Hype3e Referee's Manual for both type VI greater daemons and Thaumagorga. The DMG appendix E then lists out the following names under the entry for type VI demons: Alzoll, Balor, Errtu, Ndulu, Ter-soth, and Wendonai.

Of course, I have a fondness for the classic named fiends, Orcus and Anthraxus and the like, though choosing six and Hyperborea-izing them could be tricky and some of the big ones feel like they'd fit in elsewhere (Demogorgon feels like something to do with Xathoqqua to me, and Juiblex might be an appendage of Yog) so probably not saving oneself too much time going that route. Still, raiding an ancient Hyperborean temple to Orcus, general of Thaumagorga sounds pretty good. Could even keep the first option as like, Thaumagorga's praetorian guard or whatever, in case this fractious set of princes steps out of line.

Adventures » DCC adventures in Hyperborea » 9/17/2023 5:09 pm

Carnby
Replies: 5

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Ah, so it was a funnel but for hirelings. Thanks, I think I'll definitely use Sailors. I've done a bit of adapting Neon Knights, though the very premise makes that one pretty simple.

Adventures » DCC adventures in Hyperborea » 9/17/2023 2:02 pm

Carnby
Replies: 5

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How's running it go? I'd heard that the funnel adventures could be a little rough even for higher level characters just due to their inherent lethality, was that an issue?

Adventures » DCC adventures in Hyperborea » 9/15/2023 8:57 pm

Carnby
Replies: 5

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So, there is (or was, might be over now) a Humble Bundle containing a bunch of DCC adventures and I was thinking, despite the bit of difficulty in converting them over due to different base assumptions at the core of each game, that there's several that'd work well in Hyperborea. The 3e-based adventures should convert over decently well with minimal mechanical changes (but probably requiring a bit of Hyperborea-izing) while the DCC RPG ones are a bit more finicky to translate over but could probably be dropped in with few changes and fit the setting.

Anybody done a DCC adventure in Hyperborea? Anything you found particularly difficult or simple to convert over? Any adventure that stands out as working great?

Bestiary » Oni in Hyperborea » 9/12/2023 9:22 pm

Carnby
Replies: 8

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That'd be a particularly naturalistic approach, though entirely reasonable depending on your approach to the setting.

Bestiary » Oni in Hyperborea » 9/10/2023 8:09 pm

Carnby
Replies: 8

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That's a pretty reasonable quick way to do it. If you want, there's always 1e's Oriental Adventures, OA has stats for a few types of oni. Of course, there's always the classic Ogre Magi, and I've done a quick conversion (should be ok to post this, it was always in the SRD):

OGRE MAGI (Blue Oni) (MM + Greyhawk)

Ogre Magi: #E 1d6|AL LE|SZ L|MV 30|DX 8|AC 4|HD 5+2|#A 1/1 (melee)|D 1d12+3|SV 14|ML 8|XP 540|TC G (magic only), R, S|Special:
Regenerate: 1hp per round while alive.
Spells: Can cast fly (self only, 12 turns), invisibility (self only), darkness. Once per day can cast charm person, sleep, and cone of cold (CA 8)
Alter Self: Can change form to any humanoid from 4' to 12', and into gaseous form (as the potion)

General Discussion » Megadungeon Idea: Lost Sea-Hold of the Hyperborean Captains » 8/31/2023 4:35 pm

Carnby
Replies: 29

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Excellent. I'm interested in the Helios cult, they seem like a good way to have a little bit of variety in a very sea-dog heavy adventure site.

I do love me a hook horror.

Hyperborea » Is Common English? » 8/30/2023 5:06 pm

Carnby
Replies: 7

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I wouldn't say so, but time travel tends to be weird to the language processing of the traveler so that might not matter.

At least the medieval knights could likely converse in Latin and possibly, depending of exact time of origin, Old Norse (Anglo-Saxon) or Frankish (though it appears it didn't survive as a language in Hyperborea).

General Discussion » Megadungeon Idea: Lost Sea-Hold of the Hyperborean Captains » 8/25/2023 2:42 pm

Carnby
Replies: 29

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White Pine Island sounds good. Probably a sign of something funky down below, albino plants as I understand it generally only survive if they can get some way of stealing nutrients from other plants, so a large stand of albino pines is probably not growing totally naturally.

General Discussion » Megadungeon Idea: Lost Sea-Hold of the Hyperborean Captains » 8/22/2023 9:24 pm

Carnby
Replies: 29

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That seems pretty complete to me. Good selection of factions and hazards unique to the area.

Sorcery » Silence and magic horns » 6/27/2023 1:33 pm

Carnby
Replies: 3

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Sounds entirely reasonable to me.

Announcements » Free Ready Reference Sheets! New Hyperborea Map Kickstarter! » 5/25/2023 9:02 pm

Carnby
Replies: 6

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Should I mention typos here? I noticed that in the Master XP Chart that purloiner is mentioned twice (once in Group 5 and once in Group 6) and paladin missed (and should be the Group 5, I believe). Otherwise, it's fantastic, I'm thinking I should encourage my players to get a copy themselves.

General Discussion » Anyone looking at "Swords of Cthulhu!" for stuff to put in their game? » 3/22/2023 4:07 pm

Carnby
Replies: 3

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I picked it up recently. It's not quite 1e, being designed for Adventures Dark and Deep, but it's all compatible anyways. I'd probably recommend using the standard Hyperborea stats for monsters when there's overlap, but that still leaves some fun creatures (I was glad to see stats for the winged things from The Festival). It was written as an adaptation to a D&D style so there's some stuff in there that might need some slight reflavouring for a pure Hyperborea game, like elven translations of the Necronomicon becoming Keltic or something. Some fun spells in there that'll fit right in too. I'm not quite sure how necessary the new classes are for Hyperborea, and same with the madness and skills rules, but if you're looking for a way to expand your game it's a very solid choice.

HYPERBOREA 3E » HYPERBOREA 3E Typos » 3/19/2023 5:32 pm

Carnby
Replies: 20

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I noticed while looking at my books that there are a few places where they still use the old item saving throw classification system. In the player's manual, disintegrate on pg. 193 still mentions a Class 5 saving throw. In the Referee's Manual the lesser daemons class viii and ix on pg. 52 mentions Class 2 and Class 5 respectively, while the section on flaming pitch on pg. 294 mentions a Class 10 save.

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