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Showing posts with label North Wind Adventures. Show all posts
Showing posts with label North Wind Adventures. Show all posts

Friday, January 30, 2015

North Wind Adventures To Launch A New Kickstarter Featuring Three New Hyperborea Adventure Modules


Well for the past couple of months I've been quietly watching the progression of the artwork, look, and redefinition of  the new adventures for the Astonishing Swordsmen and Sorcerers of Hyperborea Rpg system. The three modules will be having their own Kickstarter soon and their as follows: 

Beneath the Comet™, Forgotten Fane of the Coiled Goddess™, Ghost Ship of the Desert Dunes™
The new look of the series really captures the comic book and magazine sword and sorcery source material from the 70's and 80's. 

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The first title in the series is beneath the Comet and it looks pretty damn brilliant in my estimation. 
The plot is going to go something like this: 

For weeks the Comet has blazed in the sky above Hyperborea, inspiring widespread superstitious dread and fear of some star-borne contagion. Under the light of this harbinger from the Black Gulf, the PCs have come to Bogrest, following a magical treasure map that reveals great wealth buried in the Lonely Heath north of the village. Finding that treasure will be no simple matter, however, for Hyperborea is a weirder and deadlier place than ever beneath the Comet. 

Beneath the Comet is an adventure for from four to six characters of 6th through 9th level, for use with Astonishing Swordsmen & Sorcerers of Hyperborea™ and other traditional fantasy role-playing games.
The one that really interests me is this one, the 'lost world' theme really captures some of the Robert Howard Conan 'Red Nails' theme quite nicely. 
Love,love, the cover art on this one as well 

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I can easily see running this one at a convention or for a large group such as my buddy Peter's players. 

More than a month ago, your party found itself in Port Zangerios, where you heard of an Esquimaux thief selling a treasure map. Low on wealth but high in courage, you sought him out. The man turned out to be a fearful ex-slave who had “acquired” the map from his Ixian master. The map is incomplete but shews the Isle of the Serpent in far-off Lemuria, where rests a fabulous treasure called the Feathered Crown of Nanasa (or so thought the Ixian). Pooling your money to purchase the unfinished map, you bought passage on an Amazonian trade ship. After passing through tempests and torrential rains that shimmered with auroral light, you have come to the great city of Jhaman Ket. Now you must seek out the location of the Isle of the Serpent.

Forgotten Fane of the Coiled Goddess is an adventure for from four to eight characters of 5th through 7th level, for use with Astonishing Swordsmen & Sorcerers of Hyperborea™ and other traditional fantasy role-playing games.
The final adventure I've been following for months via the OD&D forums right over HERE  when it was first announced and keeping up with it on the new AS&SH forums HERE.
Many of the ideas in this one are straight out of the sword and sorcery adventures from the 30's and 40's, so my interests are peaked for this one. Not a bad premise for a module at all. 
Somewhere in the depths of Diamond Desert lie the skeletal remains ofYmir’s Serpent, a legendary Viking longship. In days of yore, Sigtrygg Forkbeard led his company upriver, piercing the desert’s hostile heart. There the Vikings unearthed a lost mine brimming with green diamonds, but the River Æolus desiccated as the Serpent prepared for launch, and the ship was swallowed by the dunes. Forkbeard and his company were never seen again, but tales of a shimmering Viking ghost ship gliding over the dunes persist to this day.

Ghost Ship of the Desert Dunes is an adventure for from four to six characters of 2nd through 4th level, for use with Astonishing Swordsmen & Sorcerers of Hyperborea™ and other traditional fantasy role-playing games.
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You can find out more about these modules on the new AS&SH website. Some damn fine resources are also their for the game as well. Right over HERE

Thursday, June 26, 2014

AFS Magazine Issue #5 Has Been Released! For Your Old School Campaigns


Grab it Right Over 


Well it looks like I've been asleep at the wheel on this one, on June 16th my birthday AFS Magazine was released. This is the print old school magazine that a number of old school authors and designers work on. This issue's focus is on the works of Michael Moorcock, perhaps one of my all time favorite authors. The issue's content reads like a love letter to that great fantasy author. 
According to the AFS website: 
AFS Magazine Issue #5 is released! - and available for purchase. It contains a full color cardstock cover, & a color map is 45 pages long and will be sent by parcel mail. Each copy costs $10.00 USA Domestic includes shipping, $12.00 Canada includes shipping, $15.75 International includes shipping. It includes old school gaming adventures, tables, a short fiction piece and articles with a nod to the writings of H.P. Lovecraft, Jack Vance, Robert E Howard, and Clark Ashton Smith.
*AFS 5 contains a special focus on the writings of Michael Moorcock*


AFS Magazine #5   - Table of Contents


Adventure - The Dogs of Muskovia written for the Chaosium Hawkmoon  RPG by  Shannon Appelcline

Weapon - Naladamar – also known as the Black Sword, Nightbringer, the Dead Sword, and the Vampire Blade
By Allan T. Grohe, Jr (grodog)

Adventure - Post Apoc Germania, 2512 A.D written for the Chaosium Hawkmoon RPG by Scott Moberly

Fiction – The House of the Sphinx by Lord Dunsany (1912)

Adventure – The Howling Caves of Sorrow by Tim ‘Turgenev’ Hartin, for any Classic D&D rule set levels 6-8

Interview – Ken St Andre talks with AFS about his time working on the Stormbringer RPG by Chaosium

Adventure – The Stories of the Ship of the Dead written for the Chaosium Stormbringer RPG by Shannon Appelcline


Article - Hyperborean Grimoires by the Scribe Lestrade

 
•    (Editor’s note: The cover art depicted is by Susan Seddon-Boulet and is copyright SSB c1987,  used by grateful permission of Eric Boulet .)
 This issue shall be mine! Looking so forward to getting my hands on this one. 

Monday, April 21, 2014

Available Now - HYPERBOREA ADVENTURE #3: Rats in the Walls (Signed and Numbered Gary Con VI Edition)

Available Right Over 

I've been waiting for this adventure to hit the air waves ever since Garycon broke. This looks like a nice sized urban adventure for a moderate sized beginning party. As a DM this sounds like a night of winning old school sword and sorcery to me. 


For 4-6 characters of 1st through 2nd level

AS&SH Background : 

In the City-State of Khromarium, a dockside tavern called the Silvery Eel is plagued by rats of a most unusual breed. These abominable rodents have ruined the tavern keeper’s business and his life. The man is desperate, and he offers a substantial reward for the elimination of his horrific problem.
 Even though this adventure takes its title from the HP Lovecraft short novella, this adventure seems to have much more in common with some of the works of Fritz Leiber.
The urban feel, the big city state background, the dockside tavern, and other elements all scream Leiber S&S to me. The fact is that's not a bad thing in my book. So I can't wait to get my hands on this one and take it for a test drive. I've got players lined up and can't wait!
 Not bad for ten dollars for a physical copy as well! Really looking forward to this adventure. 

Note: This adventure was originally presented in Knockspell Magazine. To celebrate the life of Gary Gygax, we printed 250 signed-and-numbered copies for Gary Con VI. A limited number remain. After they sell through, we will continue to sell a regular version. Please refrain from requesting a specific number.
Author: Jeffrey Talanian
Art: Ian Baggley
Editing: David Prata
Cartography: Andreas Claren
Rules: For use with Astonishing Swordsmen & Sorcerers of Hyperborea and other traditional fantasy role-playing games, including modern simulacra or “retro-clone” games.
Product Type: Adventure Module
Product Format: 12-page, 7 x 8.5-inch, black & white saddle-stitched booklet with heavy cardstock cover; map printed in booklet.
Product Code: NWA104
Product Price: $10.00

Sunday, March 23, 2014

Slicing Deeper Into the Free Random Sword & Sorcery Adventure Generator For Astonishing Swordsmen and Sorcerers of Hyperborea

Grab it Right Over
Here
Frequently when a DM is running other games players will want to know what they've got up their sleeve and sometimes they haven't got a thing! Or their still in the planning stages or they've only got fifteen to twenty five minutes before they're players are to arrive at their playing venue. What can you do to generate an OSR sword and sorcery adventure for your old school retroclone game?
Pray to Crom? Simply grab this free Random Sword and Sorcery Generator and get cracking! 
According to the Blurb : 
Random Sword & Sorcery Adventure Generator is a resource created by Ben Ball. This 8-page PDF document provides the referee with an easy means to generating quick, exciting adventure material in a sword-and-sorcery milieu such as HYPERBOREA.

Because of the set up of the generator, many possibilities exist for the DM to incorporate what's needed on the fly. I suggest doing so for adventures before play and not during. It's a well put together generator for a retroclone sword and sorcery style game.
Recently I've been using this generator in several of my AS&SH campaigns the results have been quite good for continuing the action for prolonged campaign play. The generator providing a prolonged story

line randomly which kept the sword and sorcery game buzzing smoothly.
 The deeper adventure details are something that the DM will have to work out but for broad strokes this generator works quite well to entrench players in the world of Hyperborea. 
The generator can also be used to work out interesting background for NPC's or hirelings who work with the party. Often I've used this tactic to work out 'payment' between PC's and the supposed cannon fodder they've used in AS&SH. 
This tactic gives an NPC a background similar  to a Howard or Lovecraftian character whose secrets are just waiting to plunge the PC's into the middle of a weird adventure. All in all this is one generator that I seem to always return to. 

Sunday, March 16, 2014

'Sneak Peak At Gary Con' On The Astonishing Swordsmen and Sorcerers Adventure - 'The Rats In The Walls'


If your one of those lucky folks going to Gary Con then you'll probably get this AS&SH adventure as part of a swag bag. The rest of us will have to wait a wee bit longer to order it.
According to the author, "
Here is a first glimpse of "Rats in the Walls" in print as its own AS&SH module for the first time! I have printed 250 copies of this adventure, each signed and numbered. The first 125 will be included in the Gary Con Gaming Convention platinum swag bags." 

Photo: Here are the first 125 signed and numbered modules, ready for shipping!
It looks like its done in the old school tradition of  other AS&SH adventures probably with the nice maps and crystal clear material. Based partially on the HP Lovecraft novella of the same name this adventure puts a sword and sorcery twist on the material with adventure centered around Hyperborea. Photo: Here are the front and back covers of Rats in the Walls.
 Can't wait for this one! My players are waiting for me to run this but its going to be a bit more time before I get my hands on it. I can't go to GaryCon because of work and family concerns at the moment.

The Rats In The Walls by HP Lovecraft 
If your curious about the original Rats In the Walls below is the radio audio drama from Black Mass. You can also download the original story right over HERE

Sunday, March 2, 2014

Slicing Deeper Into The Refree Manual For The Astonishing Swordsmen and Sorcerers of Hyperborea System

 Today we look into the AS&SH Refree's Manual From Astonishing Swordsmen box set. The Referee's Manual is actually the flavor book for the game and divides itself into a variety of sections including the Bestiary,Treasure,And The Hyperborea Gazetteer. 
 The bottom line here is that the referee's guide is the equivalent of a campaign overview,monster manual, and combination campaign book all in one. Basically this is the book that gives the captial 'H' in Hyperborea 
 If we start to take a look into the Bestiary - We get into not only the deadly fauna and flora of the game but the layout of the monsters as well with more advanced versions of Hyperborea's nastiness. This is a world that's been brought to the edge of extinction and is only now recovering. We get all of the familiar suspects but for Old School gamers there's actually a lack of dragons and certain usual suspects from say the AD&D Monster Manual or the Fiend Folio. 
 The layout of the monsters also includes all of the details that deal with the special treasures left laying around by the extinct peoples of Hyperborea. We get a sense of the high tech Atlantian and Hyperborean peoples but no real details and that is a good thing because it allows the DM to make the Hyperborea setting their own. 
 Curiously there are several AS&SH variation on the usual Lovecraftian and alien monsters of Lovecraft, Howard, and Clark Aston Smith but their suited to the setting on purpose. The writers/designers have done this on purpose to really get into the setting material more and create their own distinctive versions of these monsters. 
 The monster book slides into the treasures and while they are distinctive in an old school sort of way there's enough room for the DM to create their own varieties of these artifacts of yore quite easily and retro fit them into their own version of Hyperborea. 

 The Hypborea Gazeteer is really for me the heart and soul of this old school retro clone and gives a really well done guided tour of the realm of Hyperborea and beyond. This section of the game ties everything together in such a way that it allows the DM to move two or more elements of Hyperborea into a conscious whole of a complete version of their vision of Hyperborea. 
Note that throughout the whole of the referee's manual there are changes to the usual PC classes and these are also reflected in the 'thread of design' that runs through all of the various sections making this a more refined but less ham strung campaign world then say 'Middle Earth' or such other literary examples. All in all Hyperborea's Referee's  Manual gives the DM the tools to create their own version of Hyperborea without out the detailed claptrap of getting in their way for adventure design and more.