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Adventures » Werewolf variant in Desert Dunes Adventure » 2/16/2024 12:49 pm

Tikon2000
Replies: 10

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2nd encounter was more exciting I think. I had the PCs explore the dungeon under the Fane. And run into a Winter Wolf guarding the young girl prisoner in the prison. I modified it by having other survivors from the shipwreck in there with her. But they were all turned by the werewolf. So they could try and get a surprise attack on the players if they "freed" them. The Winter Wolf could have wiped out their hired merc spearmen, but instead of holding off past their spear range, I had him charge in to breathe as much frost breath as possible. They managed to block him off long enough to dispatch him. 

Adventures » Werewolf variant in Desert Dunes Adventure » 1/11/2024 11:22 am

Tikon2000
Replies: 10

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I'm thinking of tying it to the amphora. Using the radiation energy from it to accelerate the transformation. As for control, I'll just let them be rampaging monsters. 

Adventures » Werewolf variant in Desert Dunes Adventure » 1/10/2024 10:05 pm

Tikon2000
Replies: 10

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But you know what? Screw it, I'm filling the dungeon with more werewolves.
The module did say the main werewolf kidnapped a bunch of people from a shipwreck right?  

Adventures » Werewolf variant in Desert Dunes Adventure » 1/07/2024 4:28 pm

Tikon2000
Replies: 10

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Yeah, I was all set for an epic fight. And my cleric cast command "sleep" on him. I didn't allow a coup the grace. But it helped them win the fight more easily. 
As the spell is worded. Any Int below 13 automatically loses the saving throw.

I did manage to infect the werewolf's brother. Who got bit while trying to force belladonna into him to cure him. They grappled him too and fed him belladonna as well. The brother survived.

Adventures » Werewolf variant in Desert Dunes Adventure » 12/30/2023 10:21 pm

Tikon2000
Replies: 10

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I think I'll keep the bite to transfer the curse. For dramatic purposes

Adventures » Werewolf variant in Desert Dunes Adventure » 12/29/2023 12:04 pm

Tikon2000
Replies: 10

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I was thinking that the werewolf uses the amphora's energy to instantly transform a victim into another werewolf, under his control.

Adventures » Werewolf variant in Desert Dunes Adventure » 12/29/2023 1:56 am

Tikon2000
Replies: 10

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I am currently running Desert Dunes. We're at the section were they deal with the mad werewolf. I was thinking of modifying the encounter by having the Werewolf be affected by the Amphora's radiation. 
That change will be that it's curse being instantaneously activated by a flash of green energy from the werewolf. At least twice before his power runs out. 
First to make the encounter more challenging. As my players are long time seasoned players.
Second is to foreshadow how the radiation is dangerous. And to introduce further implications for the green diamonds (and orange from Northland). From the radiation zombies to future creatures mutated by them.
And the temporary nature of that power.

What do you think? A good idea?

Rules Discussion » Warlords of Hyperborea: Strongholds & Followers » 12/17/2023 4:24 pm

Tikon2000
Replies: 42

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That is a cool idea. I think I'll use Lost Valley of Krishnar in the Wastes. A fertile magic fruit that keeps the valley lush. However, I wanted a place nearer to Khromarium, to set up the player's Stronghold. But that might be cool as well. Near the Witch Queen in Yithorium.

Rules Discussion » Warlords of Hyperborea: Strongholds & Followers » 11/02/2023 1:01 pm

Tikon2000
Replies: 42

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I was thinking if they were smart they'd fly back to their patron's ship. Put the skyboat on its deck. And only use it when attacked or they get back to land. 
But yeah, the fuel source is intended to be the main concern I guess. Make the players worry about resources. I mentioned maybe using Tomb Robbers of the Crystal Frontier. Where crystalline meteorites dot the desert setting. But I also just got Scourge of the Northland. An OSE adventure.  Which also happens to have mines full of magic crystals. That sounds like a great hook to give my players.

Rules Discussion » Warlords of Hyperborea: Strongholds & Followers » 10/11/2023 1:28 pm

Tikon2000
Replies: 42

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Yeah of course I would have to be prepared for my players to just keep it. I would.
Though as I said, it would be cool to pull out a skyboat armada when the Pulp Reich invades.

Actually, it would be cool if the PCs rescued the only ones able to make magic items. The Dwarves of Underborea. Seeing as the bad guys would mistreat them as subhuman degenerates. That would be interesting.

Rules Discussion » Warlords of Hyperborea: Strongholds & Followers » 9/01/2023 2:39 pm

Tikon2000
Replies: 42

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Ah okay, but valuable to the Sage's guild nonetheless?

Rules Discussion » Warlords of Hyperborea: Strongholds & Followers » 8/31/2023 10:58 am

Tikon2000
Replies: 42

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Almost forgot, the Amazonian Sky Skiff from Dessert Dunes is another resource to play with.
Now ordinarily I assume the PCs just take it. And find a way to deal with the fuel source problems somehow.
I thought that their acquiring it would start a bidding war among the factions of Khromarium. The city wants to use it for defense. The Amazons who think it rightly belongs to them, The sage's Guild that wants to study it. The plans for making one are in the Desert Dunes adventure correct?

Rules Discussion » Warlords of Hyperborea: Strongholds & Followers » 8/31/2023 10:15 am

Tikon2000
Replies: 42

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I have been working on my campaign. I started with the Blak Hag of Lug adventure in the 2nd Edition main book.
From that, I sidetracked into helping that sad troglodyte in the caves recruit the PCs to retake his tribe. Then role played the trek to Khromarium to meet my patron NPCs. Trogo & Blix, a hyperborean and Atlantean team of Magicians who hire people to recover magical artifacts for the city to use. I used the Hollenwagon as an encounter, from the Merry Mushman's Folklore Bestiary OSE book.
For the Patrons, I headquartered them in the One-Legged Shield. Which confused the players until they saw it. Thinking it was a weird name for a tavern. It's actually a Flying Saucer with one central landing gear/stair entrance down. That's been stuck there since the original crew all died while visiting right as the Green Death happened. (Yes I am leaning heavily into the weird in weird fantasy )
From there I am thinking of using the Ghost Ship of the Desert Dunes adventure. As well as the Charnell Crypt of the Sightless Serpent, and later the Forgotten Fane of the Coiled Goddess.
Other adventures I hope to utilize are Tomb Robbers of the Crystal Frontier. Great as an add-on to the Dessert Dunes adventure. As it deals with more crystal finding.
Along with DCCs The Corpse that Love Built. And Hungarian D20s Lost Valley of Krishnar. That high-level adventure I think would be perfect for where the PCs can set up their stronghold if they start one. As it has an interesting resource they can utilize. Being a divine tree that bears fruits of fertility. Something that the dwindling Hyperborean and Atlantean families would pay through the nose for... or try and take for themselves. And maybe it will be a good base for the PCs when I introduce the Nazi invaders.

I guess the advice I am asking for is the placement of all these locations. The Crystal Frontier should be close to the Desert Dunes of course. I'm wondering where to place the Lost Valley. Somewhere close to Khromarium?

Hyperborea » Is Common English? » 8/31/2023 8:18 am

Tikon2000
Replies: 7

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I thought the Franks were added as a new group in 3rd edition?

Also, I ask because it's kind of a given that in all fantasy lands everyone speaks in British actor accent

Hyperborea » Is Common English? » 8/29/2023 10:35 pm

Tikon2000
Replies: 7

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Asking for time travel purposes. If say medieval English knights showed up in the setting, or WWII Americans (and Germans).

Rules Discussion » Warlords of Hyperborea: Strongholds & Followers » 12/03/2022 10:26 pm

Tikon2000
Replies: 42

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Thanks Was wondering about ideas and game rules to entice settlers over to PC's strongholds.
Since their patrons are also interested in siphoning off all the slum dwellers in old town to new locations.
Like a resource? Lumber, silver, green diamonds? 

Rules Discussion » Warlords of Hyperborea: Strongholds & Followers » 12/01/2022 11:23 am

Tikon2000
Replies: 42

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Castle building is my major end goal for my game. Since their patrons in Khromarium want another bastion of civilization in the wasteland. Another stronghold to shield against attacking barbarian hordes.
That and I want to use mass combat rules for a major invasion into the setting.
Nazis escaping their defeat on old Earth using eldritch gates, to conquer Hyperboria instead.
(Jeffrey Talanian did say you could have an alien invasion in your setting if you wanted)
Given the pulpy weird science/fantasy inspiration of ASSH, as well as Call of Cthulhu.
Perfect excuse to pit my player's fantasy forces, versus weird-science walking tanks from the dieselpunk era.

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