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About This Game

The quest to bring The Stygian Stone to the edges of Hyperborea and toss it into the nether-regions of The Black Gulf. In the meantime, Xill Vuntos rat problem has been solved, but the heroes find themselves underneath a lotus den searching for a missing teen. They have lost one member due to a fall from a great height, and another due to a falling out. A third they lost due to an unusually powerful iron automation. And a fourth is missing in action.

Game System

Hyperborea 3e

Detailed Description

We are going to play the all of the published modules for Astonishing Swordsmen and Sorcerers of Hyperborea as long as the game keeps running. I will also fill in any gaps for XP with AD&D, B/X, OSE, S&W, or any other OSR modules I have on hand.

Featured modules:

  • The Black Moss-Hag of Lug
  • Rats in the Walls
  • The Lamia’s Heart
  • The Brazen Bull
  • The Late Trapper's Lament
  • The Anthropophagi of Xambaala
  • Ghost Ship of the Desert Dunes
  • Charnel Crypt of the Sightless Serpent
  • The Mystery at Port Greely
  • The Beasts of Kraggoth Manor
  • Taken From Dunwich
  • Forgotten Fane of the Coiled Goddess
  • The Lost Treasure of Atlantis
  • The Sea-Wolf's Daughter
  • Beneath the Comet

Houserules.

  • Maximum hit points at first and 2nd level. After that roll hit points with "Advantage"
  • When firing into melee and rolling 1-3 on the die, as usual, instead of another attack roll to hit an ally, roll a d6, a 1-2in6 hits an ally if the opponent is medium or smaller, or a 1in 6 if the opponent is large.
  • New characters start at a “500 XP” mark lower than the lowest XP character. i.e. the lowest character as of now has 1680 XP, so new characters would start with 1500 XP.
  1. What's new in this game
  2. Zalven and Dathan wind their way through the tight tunnel. Invisible Zalven is up ahead with the druid's torch lighting the way. The tunnels opens into a wide room, which becomes more obvious how big when Dathan steps out. Bones, rags, and bits of fur cover the floor of this warm, lumpy cave with five-foot ceiling. Both men have to duck to make their way through. Another two small passages lead out. One about twenty feet to the left of the opening they stand in. Another about fifteen feet to the right. Amongst the debris on the floor, more skittering centipedes can be seen. They all start to crawl towards Dathan.
  3. Iodás will stab centipedes, and be glad Wu wasn’t here to make pancakes out of them.
  4. Dathan will stow his scimitar and light a torch
  5. Are you bringing a torch or other light source? Also, Dathan and Dianora would also be able to enter the crevices.
  6. Zalven Tainos - Illusionist of the Second Order, Adherent of the Gleaming Eye HP: 10/10 | AC: 8 | SV: 16 | Class AbilitiesAlchemy Can identify potions by taste alone. Greater abilities at levels 7 and 11. Coloured Globe Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr. Extraordinary +8% chance to perform extraordinary feats of dexterity (already included). Perceive Illusion +2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower. Read Magic Decipher magical inscriptions or symbols. Scroll Use Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list. Scroll Writing Scribe known spells onto scrolls (cost: 500+100/spell level gp). Sorcery Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training. Vizard Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level. | GearMoney: 4 gp Weapons: Silver dagger, quarterstaff, sling, bullets ×20 Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book | SorcerySpell Castings: 3 Level 1 Level 1: Colour Spray, Decipher Languages, Mirror Image | "Well now, this place is full of surprises. I just wish they were more of the pleasant variety. I may just use that ring, just in case..." Zalven focuses on the ring of invisibility to activate its power, then slides his way back into the crack in the wall Attributes & Stats Attributes & Stats Strength (ST) 10 Att. Mod (Melee): +0 Dmg Adj: +0 Test of ST: 2:6 Ex Feat of ST: 4% Dexterity (DX) 16 Att. Mod (missile): +1 Defence Adj: +1 Test of DX: 3:6 Ex Feat of DX: 24% Constitution (CN) 13 HP Adj: +1 Poison/Rad. Adj: 0 Trauma Survival: 80% Test of CN: 3:6 Ex Feat of CN: 8% Intelligence (IN) 17 Languages: +2 Bonus Spells: Lv. 3 Learn New Spell: 85% Wisdom (WS) 12 Willpower Adj: 0 Bonus Spells: N/A Learn New Spell: N/A Charisma (CH) 12 Reaction/Loyalty Adj: 0 Max. Henchmen: 4 Undead Turning Adj: 0
  7. | HP 33/33 AC 1 (0 vs. Evil) DR 2 | Saves 15 (vs. all +2) | Speed 30' | React/Loyal +2 | AbilitiesHealing Hands 6/6 Cure Disease 0/1 (2/7 days to recharge) Immune to natural diseases and fear Sense Evil | CombatFighting Ability +3 Thorn, +1 Broadsword +3 @3/2 1d8+4 (d10+4) Footman's Mace +0 @1/1 1d8+2 (d10+2) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 "Nicely done." The paladin helped crunch the insects under boot. "Well that crack seems a might but safer now, eh?" she said, urging the illusionist back into breach.
  8. As Dathan readies his scimitar, Iodás is able to ensorcel the entire swarm, causing them to slide and tumble to the floor in unconsciousness. End of Encounter You can easily dispatch them now. Zalven going back in?
  9. Dathan half-pict Druid 2, ac 5, hp: 18 Dathan has his scimitar ready for combat
  10. Iodas prepares to cast sleep on them, because he's got his helmet back.
  11. Zalven takes a breath and wedges his way into the crack when he hears a scuttling coming further down the crevice. He quickly reverses course popping back out into the cave with 6 small black centipedes soon following. ------------------------------------------------------ Begin Encounter --------------------------------------------------------- Declare actions. 6 centipedes are chasing Zalven.
  12. | HP 33/33 AC 1 (0 vs. Evil) DR 2 | Saves 15 (vs. all +2) | Speed 30' | React/Loyal +2 | AbilitiesHealing Hands 6/6 Cure Disease 0/1 (2/7 days to recharge) Immune to natural diseases and fear Sense Evil | CombatFighting Ability +3 Thorn, +1 Broadsword +3 @3/2 1d8+4 (d10+4) Footman's Mace +0 @1/1 1d8+2 (d10+2) 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 "We ran into them before," Luciana explained to Dianara as the group walked. "The one went manic and nearly took his fingers off upon my blade instead of yielding. I kill only when necessary, but mercy is reserved for those worthy its blessing." In the new cavern, Luci nodded, "A fair idea. It is a miracle something hasn't slithered from here behind us. It is high time to clear this area before checking more behind the statue." Back to Dianara, while Zalven scampered in the crack, the paladin offered, "We know little. As Iodás said, a blood cult stealing people from above. We are here to find a missing Ixian child. Long black hair. I wager we'll find those answers passed the guardian. But tell me, what did you experience?"
  13. Zalven Tainos - Illusionist of the Second Order, Adherent of the Gleaming Eye HP: 10/10 | AC: 8 | SV: 16 | Class AbilitiesAlchemy Can identify potions by taste alone. Greater abilities at levels 7 and 11. Coloured Globe Once per day per level, evoke a 6-in glowing globe (10-ft radius of light); Lasts 6 turns/1 hr. Extraordinary +8% chance to perform extraordinary feats of dexterity (already included). Perceive Illusion +2 bonus to saving throws versus illusions and phantasms, or level difference if opposing illusion is 3+ levels lower. Read Magic Decipher magical inscriptions or symbols. Scroll Use Decipher & invoke non-ecclesiastical scrolls of spells on the Illusionist spell list. Scroll Writing Scribe known spells onto scrolls (cost: 500+100/spell level gp). Sorcery Cast illusionist spells and keep a spell book containing your spells (see: Sorcery). Spells may be learnt outside of level training. Vizard Use a simple illusion to alter all facial features for up to 1 turn (10 minutes). Takes one round (10 seconds) to take effect. Usable once per day from 1st to 6th level, twice per day from 7th to 12th level. | GearMoney: 4 gp Weapons: Silver dagger, quarterstaff, sling, bullets ×20 Other: backpack, bandages, winter blanket, chalk (piece), ink and quill, hooded lantern, silver mirror, lamp oil ×2, parchment ×3, soft leather pouch, iron rations (1 week), silk rope (50-ft.), small sack, tinderbox, wineskin (full), writing stick, spell book | SorcerySpell Castings: 3 Level 1 Level 1: Colour Spray, Decipher Languages, Mirror Image | Zalven gulps, knowing how many hazards the group have encountered thus far. He checks out the crack in the wall, looking for any further information he can glean. If it appears relatively safe, he will nod back to the others, then try to squeeze through carefully and cautiously. Attributes & Stats Attributes & Stats Strength (ST) 10 Att. Mod (Melee): +0 Dmg Adj: +0 Test of ST: 2:6 Ex Feat of ST: 4% Dexterity (DX) 16 Att. Mod (missile): +1 Defence Adj: +1 Test of DX: 3:6 Ex Feat of DX: 24% Constitution (CN) 13 HP Adj: +1 Poison/Rad. Adj: 0 Trauma Survival: 80% Test of CN: 3:6 Ex Feat of CN: 8% Intelligence (IN) 17 Languages: +2 Bonus Spells: Lv. 3 Learn New Spell: 85% Wisdom (WS) 12 Willpower Adj: 0 Bonus Spells: N/A Learn New Spell: N/A Charisma (CH) 12 Reaction/Loyalty Adj: 0 Max. Henchmen: 4 Undead Turning Adj: 0
  14. Zalven is not a leader, by nature. Curious, but not kick-down-the-door style.
  15. “Zalven, this is your shot. Sneak in there, see if it leads anyplace. ” Iodás will take the light and shine it into the cracked wall.
  16. You file through the rightward tunnel which opens up into a wider cavern. Human and animal bones lie strewn about the floor of this cave. There is a crack in the western wall that seems large enough for an unarmoured or lightly armoured person to squeeze through sideways. To the south, there is rubble strewn about. It appears to be a collapsed section of the cavern that might once have been a larger cave.
  17. Iodas gets behind the heavily-armored Luciana, and makes sure the person behind him is carrying a light. “Take the right tunnel, then the right tunnel again. I want to first confirm it’s a loop.”
  18. “Home to an evil cult. There’s a pit, and a deadly animated statue.” Iodás advances, and shifts his halberd into two hands.
  19. Dianora cackles with glee at the fleeing men. "See ya next time boys, hehehe!" As Venutios begins nonchalantly leaving she moves towards him belligerently and snatches a piece of cooking meat from above the fire. She munches on it as she watches him go, looking quite satisfied with herself. Once down the hole, Dianora looks around curiously. "What do we know about this place anyway?"
  20. Naitol looks at Iodás and Luciana, looks at the still healing wounds; then looks at Zenobios then without a word, bolts to the edge of the room and takes a wide route around you all as he makes his exit. Venutios gulps and nods then tries to nonchalantly make his exit but once outside you hear the clopping of feet making a hasty retreat. Once back down the hole, you find yourself again in the initial room at the bottom of the ladder. The leftward route you are familiar with, the rightward is still a mystery.
  21. Zalven does have a decent chance of success with extraordinary feats of dexterity, so having bonuses around stealth certainly would not go amiss.
  22. “If by ‘friend’ you mean ‘addict who sells other addicts to the blood cult’, then yeah, we get along great. Makes you wonder, what do they -do- with all this blood? Are they storing it in barrels?” Iodás advances, and shifts his halberd into two hands.
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