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Rules Discussion » Armour 'Proficiency' » 4/21/2025 12:20 pm

BlackKnight
Replies: 2

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I agree with Carnby. I'd allow them to wear the armor as it would be part of their disguise. However, if it came down to Combat, like him, I'd also say that there would be several negatives. I'd give them the AC of Full plate, but I'd dock -2 AC for it being unacustomed to it, No Dexterity bonuses, also If any Dexterity based saving throws are needed they should be at -2, also because of it, I'd say that Attacks are also at -2 because of them being unable to move as they are accustomed too...

Rules Discussion » Systems compatible with AS&SH » 3/23/2025 5:10 pm

BlackKnight
Replies: 4

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Tikon2000 wrote:

How about converting stuff from the Buck Rogers XXV game? I heard that was basically 2e rules wise.

You answered your own question for the most part. 2E should be relatively easy to convert. But would be a lengthy process as you'd probably have to convert the whole system over.

HYPERBOREA 3E » Mastery and similar weapons » 3/17/2025 2:23 pm

BlackKnight
Replies: 4

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Mastery is all about usage. Lance and Spear may "look" similar, but they are used in fighting in totally different ways. As are Short Spear to Long Spear. 
Lances are typically used from a beast of burden (Horse or other). where a Short spear is used in melee combat and has a very active fighting style (Turning, thrusting, and even swinging), Long spears are primarily thrusting-only weapons used in circumstances where you have a "Shield Wall" (one or more characters standing in front of the long spearman, where the spearman can attack through their position to attack targets on the other side of them).

Even when you get into Swords, a lot of them are Similar, but their fighting style is specialized, and is what the master has learned...

Hyperborea » Advice on the Black Gulf » 2/23/2025 6:37 pm

BlackKnight
Replies: 8

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I'd say that the only way across was the Skyship, and for encounters, could be anything from Night Gaunts to other flight capable evil creatures that could have a place in the forever darkness of the gulf. I like the idea of the shipwrecks at the edge of the Gulf, Could inhabit it with undead... 
 

Rules Discussion » Systems compatible with AS&SH » 2/02/2025 10:55 pm

BlackKnight
Replies: 4

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Really any of the OSR/OD&D Genre can be cannibalized. Adventures Dark and Deep, Old School Essentials, Castles and Crusades, Etc. AD&D 1st and 2nd editions convert over easily, and If you put some work into it, even later versions of AD&D (later than 2nd Ed) can be used, you just have to figure out how to convert.
 

Swordsmen & Sorcerers » Runegraver rune magic » 1/07/2025 5:09 pm

BlackKnight
Replies: 23

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Vetus Miles wrote:

digitalelf wrote:

The AD&D 2nd Edition Green Cover, "Vikings Campaign Sourcebook" has a whole section on Rune Magic that is near 100% compatible with Hyperborea right out of the gate.
It can be purchased as a PDF on drivethrurpg and dmsguild for $9.99.

Yes, I still own that and have mined some of its material for runes. It’s a great sourcebook.

Same, I use my green books in Hyperborea as references to specific cultures all the time...
 

Swordsmen & Sorcerers » Paladin » 12/29/2024 10:42 pm

BlackKnight
Replies: 7

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Lawful Good,!= Lawful Stupid is the rule I always follow. I think it's up to the Palidin player, and how the Necromancer acts and casts his spells...
 

Swordsmen & Sorcerers » Runegraver rune magic » 12/12/2024 10:57 am

BlackKnight
Replies: 23

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As others have pointed out, the Rungraver Creates the runes as a Ritual outside of combat. Then When he calls on his runes, he activates them as needed. His Runes/Day casting ability is how much energy he expends activating a Rune and how much his body can exert within a given amount of time without resting. That's the way I treat all spellcasters. Spells, whether from a God, A Book, or some other Token/Fetish, require the Energy of the caster to cast them. I break it down by spell levels, and I allow Book casters to have all their spells memorized, and pick and choose which spell is cast at the moment as it's the energy they put into the spell that is the casting, not the memorization, At least in my view. Thus if a 5th-level Wizard wanted to cast 3 extra 1st-level spells instead of his 3rd-level spell, I'd allow it. Just as if he wanted to sacrifice 3 firsts to get an additional 3rd, that would be ok also.

Swordsmen & Sorcerers » Runegraver rune magic » 11/27/2024 10:42 am

BlackKnight
Replies: 23

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Vetus Miles wrote:

What are some runes you guys have added?
Looking for ideas to implement.

Here are a couple:

Rune of Ill Fortune: A rune that makes the target suffer a -1 to rolls for 10 minutes/CA of the Runcaster.
Rune of Long Striding: Grants +2 Climb/Jump/Swim checks and +5' movement speed for 10 minutes/CA of the Runecaster.
Rune of Flight: Doubles the range increment of a Weapon/Missile, ex a dagger is 5/10/15 becomes 10/20/30, or an arrow from a Comp long bow is 80/160/240 would now be 160/340/480.

From there you get the picture. Noting that Rune Casting is an art that incorporates Multiple runes and it's about how they are drawn, and the Flourishing around the rune(s) themselves.

For The Ley Lines stuff, there is a bunch of stuff out on the Kobold Press site for Mitgarrd, and it looks like it could easily be converted in for Ley Lines...

Swordsmen & Sorcerers » Runegraver rune magic » 11/26/2024 10:51 am

BlackKnight
Replies: 23

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It's probably not canon, and I doubt Jeff will flesh out anymore, but maybe the next revision? I've started digging through other games and incorporating some rune magic from other RPG sources (For example, Mystic Secrets_ The Lore of Word and Rune - Monte Cook has some great ideas on Rituals and runic magic). I also use some Historical references for Runes, like "Futhark: A Handbook of Rune Magic," which I have on PDF, and others. Then there is the possibility of combining runes to get a secondary output. 
I'd start there and Expand as you like. Just remember, It's your game, the rules are just suggestions...
For example, I've started looking into Leylines and adding some of them across the maps of Hyperborea. Locations where magic is heightened, and the possibilities of Portals to other places and times, I use this as a method to pull historical races into Hyperborea, not unlike the Cannon Winds of Hyperborea pulling peoples into the world.

Rules Discussion » D&D 5E to Hyperborea for Caverns of Thracia? » 8/26/2024 11:34 am

BlackKnight
Replies: 7

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ALCAVDON wrote:

There are online "converters" from 5e to OD&D back and forth. It might be worth a try.

Do you have a link? or will a google search pull one up? I've never seen any, but would be very interested...

Rules Discussion » Casting in melee? » 7/24/2024 11:49 am

BlackKnight
Replies: 10

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Vetus Miles wrote:

Here’s a warlock question. If a warlock gets up in level to have 2 attacks. Can one be the casting of a spell and the other a melee attack?

I’m going to guess no one would allow the casting of 2 spells. I wouldn’t.

Multiple melee attacks, yes. Two spells No. Spells require time and it takes a full round to cast a single one (some even take more than one), multiple melee attacks in a round are representative of Physical prowess, and thus the extra attacks in a round as you level and gain skill and speed...

Rules Discussion » D&D 5E to Hyperborea for Caverns of Thracia? » 7/16/2024 8:28 pm

BlackKnight
Replies: 7

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I've seen the original, 3.5 edition, and the 5E versions kicking around. If you can't get a hold of the original, then the 3.5 would be the next easiest, 5E is a Dumpster fire...

Bestiary » Common name of mountain apes (ogres) in Hyperborea » 4/12/2024 12:50 pm

BlackKnight
Replies: 1

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I could see that happening. The commoners could have many alternate names for monsters/creatures/animals that add to the color of encounters.

Convention and Game Day » TotalCon 2024 Next Week! » 2/12/2024 1:22 pm

BlackKnight
Replies: 0

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Hi Guys, Totalcon is just around the corner, I Hope to see some of you there!

Bob

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