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General Discussion » Ideas for a homebrew adventure (strange artifacts) » 3/27/2018 7:28 pm

pauloralves
Replies: 16

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Great Josh, for some days I was unable to see this thread, but your ideas were very interesting. Now I have to have an "ultra-violet device" thing in this homebrew! (and a surprise fight my players gonna hate me for years to come). The process is still slow, but I am assembling the adventure following the great ideas that you all had given. All the best!

General Discussion » Ideas for a homebrew adventure (strange artifacts) » 3/22/2018 9:13 am

pauloralves
Replies: 16

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rhialto wrote:

Yes, there are "magic" green gems which power/fuel an item in the module. You should have them be in a lead-lined box of some sort if you want to foreshadow, otherwise there will be an attendant sickness if exposed to the green gems...which may or may not be related to the Green Death. 

I think I get what you are trying to say here, very interesting... sure to put it in some "safe box" or the like.

Warp Bikes?! Tell me more, intriguing concept.

General Discussion » Ideas for a homebrew adventure (strange artifacts) » 3/21/2018 4:18 pm

pauloralves
Replies: 16

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Great ideas! I'm sure to write them down. The mi-go box is a must now. Regarding the pieces of Slade's cup/mug, it actually make me had a idea. I intent to get most of the currently available print modules through the recent kickstarter, so if I can put some "foreshadowing" for them via objects and books or the like, it can seam/mix nicely to form a loose campaign. What would be appropriate to have for those modules? If I remember correctly, the "ghost ship" one has some plot involving a green rock of some kind.

General Discussion » Ideas for a homebrew adventure (strange artifacts) » 3/21/2018 2:55 pm

pauloralves
Replies: 16

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Thanks for the reply! I will make sure to look the link to mine some ideas, thanks. Regarding the second edition, yes I have it, and had read the magic itens section. Some of them is right at the alley, but I'm also looking artifacts of the non magic variety. As a example, one thing that I will probably use, is the headpiece of a old viking drakkar, one of the lost Erik the Red ships that arrived in Hyperborea in ancient times. The players probably would never know it, but the metal piece has a inscription in old Norse referring to some icelandic town in Old Earth. Things like that. I'm still not well versed in Hyperborean "history", so thought I could use some help.

General Discussion » Ideas for a homebrew adventure (strange artifacts) » 3/21/2018 12:13 pm

pauloralves
Replies: 16

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Hello Hyperboreas! I'm preparing my first adventure of AS&SH, and in need of some advice, tips and ideas.
The premisse revolves around a heist in a villa, owned by a hyperborean sage (sorcerer), and it should have a museum and a set of strange and ancient items that the sage collects and auctions them. I was thinking that it would be a great opportunity to reinforce the themes of the game, as well as a way to teach players about the history and weirdness of the setting. So, I'm looking for ideas of strange artifacts and itens that could convey that idea. They can contain curses and traps as well, obviously. One of the ideas that I created already was, considering that the sage is away, it could use a strange bulbous tube that contain a clone of himself to hop back at his home, to continue his arcane and eldritch studies when their other body is wasting time in the boring trip!
This is my first post on the foruns, so if I made some assumption wrongly, it was not by intent! All the best

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