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General Discussion » Weather generation app » 3/11/2020 11:53 am |
I'm curious is this project alive?
General Discussion » Hyperborea Treasure Generation Page » 11/24/2019 2:17 pm |
gizmomathboy wrote:
I think I found and fixed the problem(s) with treasure type B.
I think you fixed it indeed, I generated 30+ treasures and no more errors. Thanks, man! Can anyone buy you virtual coffee or sth?
General Discussion » Hyperborea Treasure Generation Page » 11/24/2019 4:21 am |
gizmomathboy wrote:
kane wrote:
image uploadNice app. Very time-saving. Is this normal behaviour though? I get a lot of these results.
Hmmm, I'll look into it.
Do you recall which treasure type this was?
It's table B. So far only there I found the problem.
General Discussion » Hyperborea Treasure Generation Page » 11/20/2019 4:15 pm |
image uploadNice app. Very time-saving. Is this normal behaviour though? I get a lot of these results.
Hyperborea » Where Does Helios Rise? Where Does He Set? » 8/02/2019 2:59 pm |
It's up to you I guess, please someone corrects me if I'm wrong but I can't remember seeing any info about that.
In my case the Hyperborea is tilting and shifting, causing Helios to rise and set without logical pattern, strengthening the weirdness of setting.
General Discussion » Weather in Hyperborea (°Celsius) » 8/02/2019 2:56 pm |
Weird. How about this one?
General Discussion » Weather in Hyperborea (°Celsius) » 8/02/2019 2:53 pm |
Would you kindly check under the link above if it works? [Copypaste into address bar]
General Discussion » pc or pregen generator » 7/16/2019 1:28 pm |
Great job! I added a little fix, though. It's now straight 3d6 as it should be ;)
!AhX2KmWKY-DKmbMrk8tmN6KFLWDcoA?e=8YCfLx
Campaign » Hyperborea - how we do it in Poland » 7/14/2019 3:57 pm |
Caidhan, male common (half-Pict half-Viking) Scout
Gagan See’k, female half-blood Pict fighte
Karaksos Katokas, male Ixian assassin
Korrvull, female common (half-Esquimaux), shaman of Yon’Deeh
[color=#000000]Fjarn 0-level men-at-arms
Zay - 0-level men-at-arms
Zenk, Zoon & Pen - hirelings, 0-level commoners
Party entered the mound just to discover the big bronze door engraved with black heptagrams, blocking way. Caidhan managed to open the door but released a trap doing so, releasing toxic fume he inhaled, got paralyzed and, a moment later, dead, as party shaman failed to help him. At least everybody thought Caidhan is good as dead. They left his body just outside the mound with two NPCs Zoon & Pen guarding the camp and took back to the mound to explore area behind the door. Soon they heard screams. Caidhan stood up, killed one of the NPCs with shortsword and started choking another one, charmed by some evil sorcery contained by the fumes he inhaled. "No one can enter!", he uttered while squeezing life out of Pen with bare hands. Karakstos managed to subdue him and Gagan turned his lights out with a single bash of her mace. He was tied down. In the meantime third NPC's sanity or loyalty (or both) crashed and he run away into the swamp, screaming.
Zay was left to guard the unconscious Caighan while the rest of the party descended into the mound just to release another trap on the stairs 20 yards behind the bronze door. Karakstos and Korrvull fell down, pierced by metal spears that struck from walls. Wounded were dragged away and party decided to leave the mound for now. They got back to Swampgate with two wounded and one insane and charmed. Aguta the Esquimaux told them either to burn him in wicker man to destroy the evil spirit who clouded his mind or to find a smoky lotus that s
Campaign » Hyperborea - how we do it in Poland » 6/19/2019 3:13 pm |
Caidhan, male common (half-Pict half-Viking) Scout
Gagan See’k, female half-blood Pict fighte
Karaksos Katokas, male Ixian assassin
Korrvull, female common (half-Esquimaux), shaman of Yon’Deeh
Fjarn 0-level men-at-arms
Zay - 0-level men-at-arms
Zenk, Zoon & Pen - hirelings, 0-level commoners
Season: Hare / Tempest, year 576
The party spent three days at the house of Macc Cathal, exploiting his hospitality a bit further. Taran Macc Cathal didn't even ask about his missing son, he obviously made peace with the situation. Only thing he told was "The damned moor takes away everything.", biting his pipe. When Korvull and Cornflower were able to walk, the party moved towards Swampgate, acknowledging their failure in Dagon's Mound.
With no encounters on the road, party reached Swampgate. They managed to extract some money from the council, however, the intel on worms of Ymir and head of one of the creatures were worth something and 83 gp per character was distributed among player characters and NPCs.
Next two days were spent on planning, collecting gossips, buying equipment and recruiting NPCs. Three poorly equipped commoners (Zenk, Zoon, Pen) and one ex-militia (Zay) joined the party.
Random gossip collected by the party:
* Hot Springs located somewhere in Tar Pits have magical healing properties, able to cure sickness and wounds, but they are, unfortunately, guarded by devils.
* Druids of Lugh'Nan'Duatha forbid entering the region of tar pits called Devil's Pits located in the southern portion of Lug Wasteland. They protect secrets they keep there.
* A sorcerer from Stonebrook is offering substantial sums of money for smoky lotus flowers that can be found in the Lug Wasteland.
* Mysterious culture that once thrived on the moors and around them left behind dozens
Rules Discussion » Forced march » 6/19/2019 7:29 am |
Awesome, how could I miss that? Thanks!
Rules Discussion » Forced march » 6/18/2019 3:07 pm |
Has anyone idea about how to handle forced march? It's a valid tactic when you need to move away from dangerous area as fast as possible, but honestly I don't know how to handle it well.
So far I had my players make test of CN and failure meant exhaustion and negative effects plus max hp loss. But I'm open to other ideas.
EDIT: Oh, and also party in forced march is easier to surprize (+1 in 6)
Hyperborea » A question about the setting as a whole » 6/11/2019 4:11 pm |
Spellbinder wrote:
The boldened part is the part that has disturbed me. I am first and foremost a Howard fan when it comes to sword & sorcery and expected this game to ooze that Howardian feeling but in the few sessions I have ran yet the setting just is not feeling like it to me. It seems much more weird fantasy than Howardian sword & sorcery. I am conflicted as to if I should keep pushing on with AS&SH or go back to Barbarians of Lemuria Mythic Edition or Beasts & Barbarians Steel Edition for Savage Worlds, which seem to be influenced more heavily by REH.
You may do as I did and make AS&SH more "Howardian". My version is a mixture "pagan Europe" with Conan tropes. The reason I loved the AS&SH so much is its capaciousness (I really hope I use the right word here). Now I'm running this my way, if I'm gonna go more Howard-style a year from now I just do it without losing a pinch of immersion. I decided to present derelict spaceship of ancient race or forgotten weaponry? I go for it and don't have to change the system, the setting. Maybe you are looking for precise instructions about the setting instead of just guidelines?
Rules Discussion » Magic Items » 6/11/2019 1:16 pm |
BlackKnight wrote:
How do you all feel when Modules have Set Items, Should I actually put all the items in an encounter? or just keep it with the ones that I want/need present...
I don't like pre-determined treasure unless it's essential to the storyline. Good idea is to put treasure and additional info what's the treasure class equivalent [[A, B etc.]] if one prefers to roll randomly. Makes everyone happy I guess.
Campaign » Hyperborea - how we do it in Poland » 6/11/2019 12:59 pm |
Caidhan, male common (half-Pict half-Viking) Scout
Gagan See’k, female half-blood Pict fighte
Karaksos Katokas, male Ixian assassin
Korrvull, female common (half-Esquimaux), shaman of Yon’Deeh
Fjarn & Bolg, two hirelings, 0-level men-at-arms
Does anyone knows if I could post here a map of Worm's Caverns from the official adventure here or is it copyright infringement?
017.009 - Swampgate
020.010 - Peat farmers
020.009 - Black Moss-Hag of Lug
020.008 - Dagon's Mound
Friend playing Xenokrates couldn't attend, so we've decided that he departed towards Swampgate, unwilling to explore the mound.
Party reached Dagon's Mound and discovered that shallow grave of Bolg has been opened. Scout Caidhan discovered that the grave has been probably dug from the inside, what stirred party a bit and lowered morale even more.
A[color=#000000]nother descent under the Dagon's Mound went more smoothly than first, and the dice were more favorable, resulting with fewer random encounters, which allowed deeper exploration.
Party discovered the severed head of one of the missing peat farmers, partly eaten by rats and placed upon a pedestal. A message from dirt worms to the creatures of the outside world.
When examining the battlefield, party discovered that creatures built a wall from mud and stones, blocking the passage. Heroes assumed that creatures must've built a wall to protect something important and spent a substantial amount of time tearing down the wall. After a while, when exploring tunnels beneath the wall, party discovered that the wall was meant to contain creatures living in the tunnels - giant crab spiders that attacked surprised party. The "run away!" command was issued smoothly and executed perfectly, miraculously nobody died... yet.
Campaign » Hyperborea - how we do it in Poland » 6/10/2019 2:49 am |
Caidhan, male common (half-Pict half-Viking) Scout
Gagan See’k, female half-blood Pict fighte
Xenokrates Rhaskos, male Kimmerian magician
Karaksos Katokas, male Ixian assassin
Korrvull, female common (half-Esquimaux), shaman of Yon’Deeh
Fjarn & Bolg, two hirelings, 0-level men-at-arms
The party entered the mound. Half of the party descended, the other half stayed up and started arguing about some unimportant issues and, obviously, it was a good moment to roll if random encounter occurred. Players rolled and, obviously, they were immediately attacked by giant fire beetles, attracted by noise while half of the party was still up outside the mound. Chaos, wounds and panic. Noobs entering their first lair. After defeating the beetles, further caution exploration took place.
After some walking around, the party followed a heard noise and discovered a group of worms of Ymir building a wall. The combat was brutal and since worms had nowhere to run, it lasted to the death. Gagan fell, heavily wounded but stable. Just as soon as last worm fell, the players rolled for random encounter and it was '1' again, noise attracted another group of worms of Ymir, who attacked with fury. Karaskos fell, gravely wounded, Bolg died outnumbered, but Shocking Grasp by Xenokrates delivered in the right moment caused the worms to fail their Morale check and they fled the battle. Party emerged from the mound, carrying two wounded and one dead while achieving nothing particular. Good start.
Bolg was buried near the mound of Dagon as there was no time to make a pyre. Luckily no other encounters occurred during the way through Black Moor. Party reached the peat farmers in 020.010 and thanks to hospitality of Macc Cathal and his wife, rested for four days.
In the meantime Korrvull and Caidhan tried to recruit s
Maps » Swampgate and surrounding lands » 6/09/2019 12:44 am |
It's a worldographer software, I can share the .wxx file if anyone would like to modify the map to his needs:
!AhX2KmWKY-DKmasSKVWNYKIsqxpINgMaps » Swampgate and surrounding lands » 6/08/2019 4:46 pm |
Thanks!
When I read this fragment: "Perhaps the most treacherous region of the Lug Wasteland is its expanse of bubbling tar pits, where dwell formless abominations that feed on the flesh of men. Abandoned shrines of Xathoqqua lie here, tangled, overgrown, and haunted by all accounts." - I already knew it's a great place for hexcrawling! Instant sparks of imagination and ideas popping in head.
Rules Discussion » Binding wounds » 6/08/2019 3:02 pm |
mabon5127 wrote:
The Shaman class has the Medicine Man ability and can heal 1d4 HP once per day per ally.
Whooaah, looks like we've mised some important words, our shaman will be happy. Correction: everyone will be happy.
[url= wrote:
BlackKnight[/url]] If you take damage and it brings you to -1 or more, you are not stable and start bleeding out -1 hit point each round.
Actually it says: "If reduced to a range of from -1 to -3 hp, the character is seriously injured, though relatively stable. At a total of from -4 to -9 hp, he is in critical condition and suffers convulsions and/or blood loss at a rate of 1 hp per round" so I understand that at -1 tp -3 hp you don't suffer the -1 hp/round?
Maps » Swampgate and surrounding lands » 6/08/2019 2:52 pm |
I posted it on MeWe before, but I'll drop it here as well. It's a map of Swampgate and surrounding lands, roughly 200x150 miles. Swampgate is in the middle (017.009) and Stonebrook near the eastern border of the map (030.015). There are parts of Trogos in the SW corner and river Vol in NW corner.
1 hex = 6 miles
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