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9/15/2020 5:04 pm  #1

Echoes from Fomalhaut #03

Well, in my campaign the party is stopping over at an island for repairs to their recently shark bitten ship.

It's the tiny island if you follow the finger of the Skarag coast "north" and just to the "west" of New Pictland. Just before the River Okeanos starts.

So I was scanning through the Fomalhauts and I'll be damned if Tridentfish Island isn't about damn perfect.

I think just a little smudging to better fit things is all that I need.

I mean...I can ignore the competing party stuff (I have a week to ponder that) but the rest will work nicely.

s***, there is even a worm creature that could be a nifty stand in for the ashen worm mythology of hyperborea.

Even better #04 has descriptions for the futuristic weapons found.

I recommend Gabor's stuff. Very high quality and a rich place to find ideas to plunder.

What? Me worry?

9/16/2020 3:09 pm  #2

Re: Echoes from Fomalhaut #03

Yes, I highly recommend his work, too. Great ideas, Gizmo!

HYPERBOREA- A Role-Playing Game of Swords, Sorcery, and Weird Science-Fantasy

9/16/2020 7:38 pm  #3

Re: Echoes from Fomalhaut #03

I own a great deal of Gabor's stuff. His brand of fantasy is a good fit for Hyperborea. 


9/21/2020 11:34 am  #4

Re: Echoes from Fomalhaut #03

An act of bloggery was committed.

I'm not sure where to put it but it's related to this thread so here it gets put.

Making a hexmap, customizing it to my needs, and then taking some excellent old school zine content and modifying that to meet my campaign's need.

What? Me worry?
     Thread Starter

9/22/2020 5:30 am  #5

Re: Echoes from Fomalhaut #03

Just so you know Giz, but when I download image it is dull, shaded; difficult to see map. I can fix this with my Photoshop 10 and make it white as seen in your site, but not sure that it just me or other are affect also?


9/22/2020 7:11 am  #6

Re: Echoes from Fomalhaut #03

Of the hexmap or tridentfish island stuff?

There is some...weirdness.

I think partly some conversion to png from svg artifacts. Maybe the background grid is causing some problems.

I'll turn off the grid and upload that shortly.

What? Me worry?
     Thread Starter

9/23/2020 3:58 am  #7

Re: Echoes from Fomalhaut #03

Oki doki.


6/08/2021 3:17 pm  #8

Re: Echoes from Fomalhaut #03

So...there was a thread about Atlanteans and weird tech/science over at:

So, here's some weird stuff I through in for some devices found in the worm's lair.

Borrowed/stole from "The Lost Room" for a few and Agents of SHIELD for another.

Machine 1

  stops time for 10 seconds
  when time resumes make a save +4 vs... ???
  failure brings on nausea

Machine 2

  when activated causes all creatures withing a 10 meter radius to have telepathy and can communicate/read the others' thoughts.

  There is a chance a beam of blue light shoots skyward.
    This is a signal to People of the Worm
    It broadcasts the thoughts and analysis of things withing a 100m radius
    There is a chance this gains the interest of the People of the Worm

Machine 3
  projects a beam, 4 feet wide, 30 feet long, and cylindrical in shape.

  Makes anything in the beam transparent.

Machine 4
  sublimates metals within a 15 foot radius. The kind of metal determined
  by a setting
    The cloud of metallic gas acts like an ingestive III poison
      * takes effect in d4 rounds
      * 30% chance of detection
      * +1 to save
      * 6d6hp of damage, if saved 3d6

  it can also apply metals to all surfaces in the same radius.
    Whatever metal that is in contact with the "top" of the device.

Machine 5
  need to roll under 17% on initial investigation/use or effect
  is random. People of the Worm can correct this

  All within 30 feet radius are affected if random. Otherwise a beam 4 feet wide and 30 feet long, cylindrical in shape.

  Roll 2d12 add Number of Languages modifier, Willpower adjustment,
    and Reaction Adjustment to the roll

  * Mind Blast
    * 2-4: Coma - can not be awakened 2d6 days
    * 5-7: Sleep - 4d5 turns can not be awakened
    * 8-11: Stun - 2d4 turns in Stunned condition
    * 12-15: Confuse - 1d4 turns in same state as Confusion spell
    * 16-18: Enrage - attack anyone for 2d8 rounds, foes preferred until they are no more
    * 19-21: Panic - 2d4 rounds react as if under a Fear spell
    * 22-24: Feeblemind - combined Intelligence, Wisdom, and Charisma of d10-1. Cannot attack or defend. Lasts d4 days

  * Visions (Acid Trip)
    * 1:20 chance to induce madness
  * Soporific
    * like Russet lotus
  * Rage
    * 1:8 chance per round to go into berserker rage
      * just like Berserk Rage

Broken Machine 1
  * 1d12 chance it explodes doing 2d12 damage to all within 15 feet
    radius, save for half

What? Me worry?
     Thread Starter

6/08/2021 3:36 pm  #9

Re: Echoes from Fomalhaut #03

I think all I need to "convert" to Hyperborea was to figure out XP for the various things that didn't line up close enough.

Living Statues: 800xp (just called them 1/3 of a stone automaton)
Mummies: 240xp (close enough to an ice mummy I think)
Guaranshawár: 1280xp

My rough calculations. I would be interested in any modifications folks might have.
    300 base xp
    200 8 attacks
    100 immune to mind attacks
     40 ac 0
     40 hypnosis
    200 laser beam
    200 parlyze
    200 telekinesis

What? Me worry?
     Thread Starter

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