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Post by jasonzavoda on Dec 12, 2012 10:04:51 GMT -6
We should have a list of these modules and a note whether they have been converted to ASSH yet. Looking over my Necromancer games adventures I find that quite a number of them would make good ASSH adventures. Gygax's Necropolis, Ancient Kingdom of Mesopotamia, several in their G series of adventures. Good for conversion or at list filled with ideas, I think almost anything from Call of Cthulhu or Age of Cthulhu would be a good fit.
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Post by Cthulhu Colin on Dec 14, 2012 17:56:40 GMT -6
When I run any pre-published adventure in my Hyperborea campaign, the first thing I do is consider where I would like to locate the adventure. For CoT, I chose Lizard Coast. One of the things about CoT that fit like a glove was the cultural aspects -- in Hyperborea, if you look at the languages, we are using the same language base as CoT, which was nice. The next thing I like to think about is the culture and history. I tied in the fall of Thracia to the Green Death, melding the histories as presented in CoT with the history of Hyperborea, but a lot of this is "behind the screen" stuff that the players get glimpses of as they continue to explore. I also look at monsters, stripping away high fantasy elements not included in AS&SH bestiary, and replacing where necessary. All in all, CoT worked nicely, and did not need a lot of adjustments, but the players did flee the dungeon before completely exploring it. They may yet return. CoT is one of those modules I've always wanted to buy, but have never found for reasonable money anywhere, and sadly it seems like they've never offered the original version in pdf for sale either. Colin
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Post by Deleted on Dec 29, 2012 17:18:20 GMT -6
I must put in my two cents and say that I have had a lot of fun running players through the new Dungeon Crawl Classics adventures using ASSH. They have the same flavor of Appendix N literature. Very entertaining dungeons with an otherworldly feel.
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Post by Ghul on Dec 29, 2012 18:35:06 GMT -6
I must put in my two cents and say that I have had a lot of fun running players through the new Dungeon Crawl Classics adventures using ASSH. They have the same flavor of Appendix N literature. Very entertaining dungeons with an otherworldly feel. Any specific DCC adventures, rhino?
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Post by Deleted on Dec 29, 2012 18:50:21 GMT -6
Doom of the Savage Kings is great, especially for Viking adventurers, but all of them have really excellent flavor, reminiscent of CAS, Howard and Moorcock.
The People of the Pit looks excellent, though I have yet to run it.
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Post by Ghul on Dec 29, 2012 19:03:26 GMT -6
Doom of the Savage Kings is great, especially for Viking adventurers, but all of them have really excellent flavor, reminiscent of CAS, Howard and Moorcock. The People of the Pit looks excellent, though I have yet to run it. I looked up Doom of the Savage Kings just now, and I see it is written by Harley Stroh. I'm sure it's excellent.
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Post by Cthulhu Colin on Dec 30, 2012 8:25:14 GMT -6
It is d**ned good, mate. So far nearly all of the DCC modules have been excellent.
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Post by Deleted on Feb 7, 2013 12:18:00 GMT -6
I am running an old Ravenloft adventure that I have made a lot of changes to. Original was written by Bill Slavicsek called "Night of the Walking Dead" with, you guessed it, zombies, zombies and more zombies. I can post my editted version here after I finish running the campaign. Love AS&SOH by the way Ghul!
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Post by blackadder23 on Feb 7, 2013 12:50:00 GMT -6
When a Star Falls strikes me as a good candidate, pretty much as is. An obsession with celestial phenomena and meteorite-worshipping cavedwellers seem tailor-made for Hyperborea. A GM might change the meteorite worshippers to apemen or cavemen and maybe have a dying monk gasp out the story to the players instead of using the memory web (although the memory web is certainly a suitably "weird" fantasy element). Of course a meteorite in Hyperborea might contain a nasty surprise... I'm definitely putting this on my "maybe" list for my upcoming campaign.
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Post by Ghul on Feb 7, 2013 12:54:20 GMT -6
I am running an old Ravenloft adventure that I have made a lot of changes to. Original was written by Bill Slavicsek called "Night of the Walking Dead" with, you guessed it, zombies, zombies and more zombies. I can post my editted version here after I finish running the campaign. Love AS&SOH by the way Ghul! You might want to check the Proboards agreement before you post any attachments that contain the copyright of Wizards of the Coast. I wouldn't want this forum to get in trouble . . . Much appreciated, but I think I'd hold back in posting that . . .
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Post by Deleted on Feb 7, 2013 14:47:14 GMT -6
From Geoffrey McKinney: Carcosa (tech-artifacts & a random robot generator, anyone?) Isle of the Unknown (adaptable encounter spots for AS&SH)
From James E Raggi: Tower of the Stargazer Death Frost Doom Monolith from Beyond Space & Time
From Zak S.'s Vornheim City Kit: Immortal Zoo of Ping Feng Library of Zorlac
With a touch more or less of the macabre, a pinch of lotus blossoms according to taste, and you have enough for several one-shot adventures or a seven-course campaign.
Bon appétit!
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Post by rabindranath72 on Feb 8, 2013 4:55:52 GMT -6
So, tomorrow I will GM my first AS&SH game, and I am so excited! I haven't been gaming for many months now; last game I ran was a short-lived AD&D 1e campaign. So I am looking forward to running this most excellent game.
The module I will be running (should be one long session) is "Last Breaths of Ashenport." It was written by Ari Marmell for 3e, and later converted to 4e. It can be found easily on the internet. What's cool about this module? It's a sort of "D&D meets Innsmouth." I won't reveal more to avoid spoilers, but it fits to a T the Hyperborea setting, and the AS&SH rules set (monsters in particular, which in the 3e version had to be modified to make them more similar to Lovecraftian critters.) After the game, I will try and collect all the conversion notes and will share them with you.
Wish me good luck!
Antonio
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Post by Ghul on Feb 8, 2013 6:30:30 GMT -6
Best of luck, Antonio! Have fun, and thanks for posting.
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Post by mabon5127 on Feb 8, 2013 6:49:02 GMT -6
So, tomorrow I will GM my first AS&SH game, and I am so excited! I haven't been gaming for many months now; last game I ran was a short-lived AD&D 1e campaign. So I am looking forward to running this most excellent game. The module I will be running (should be one long session) is "Last Breaths of Ashenport." It was written by Ari Marmell for 3e, and later converted to 4e. It can be found easily on the internet. What's cool about this module? It's a sort of "D&D meets Innsmouth." I won't reveal more to avoid spoilers, but it fits to a T the Hyperborea setting, and the AS&SH rules set (monsters in particular, which in the 3e version had to be modified to make them more similar to Lovecraftian critters.) After the game, I will try and collect all the conversion notes and will share them with you. Wish me good luck! Antonio Good luck Antonio! Knock 'em dead! No really! Morgan
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Post by rabindranath72 on Feb 8, 2013 9:30:40 GMT -6
Thanks guys! I will definitely let you know! My group is actually a mixed lot, I have two very experienced players which last year I converted to old-school gaming (they had played AD&D in the far past, but left it more than 10 years ago.) Jeff, I think one of them contacted you today for info about shipping the boxed set to the UK Two others are newbies which I introduced last year to RPGs; the poor guys started with the 4e Red Box, but couldn't understand much until I showed them the TRUE Red Box: they were hooked for life ;D ;D Finally there is my wife, which I introduced to RPGs when we got engaged 9 years ago, and who loves rules-light games; tomorrow she is playing a Witch, and she is really excited at the prospect! She usually plays magic-users in Classic D&D (the version I usually play with her) so having all those nifty character abilities makes her creative juices flowing! Thanks again Jeff for creating such a wonderful game!
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Post by Ghul on Feb 8, 2013 10:05:59 GMT -6
Thanks guys! I will definitely let you know! My group is actually a mixed lot, I have two very experienced players which last year I converted to old-school gaming (they had played AD&D in the far past, but left it more than 10 years ago.) Jeff, I think one of them contacted you today for info about shipping the boxed set to the UK Two others are newbies which I introduced last year to RPGs; the poor guys started with the 4e Red Box, but couldn't understand much until I showed them the TRUE Red Box: they were hooked for life ;D ;D Finally there is my wife, which I introduced to RPGs when we got engaged 9 years ago, and who loves rules-light games; tomorrow she is playing a Witch, and she is really excited at the prospect! She usually plays magic-users in Classic D&D (the version I usually play with her) so having all those nifty character abilities makes her creative juices flowing! Thanks again Jeff for creating such a wonderful game! That's excellent, Antonio, and I'm thrilled to hear your group is going to play. Please do keep us apprised on how things develop! Yes, your good fellow contacted me this morning and we exchanged a few messages. Nice guy. I hope your wife likes the witch class! I can imagine if my wife chose that one . . . "See, honey, you don't even have to role-play your character -- just be yourself!" Yes, she would slap me upside the head. It is probably the most complex class in the game, so she is in for a bit of a challenge, but it sounds like she is up to it. She'll probably need (or at least want) to have some extra time for her character in between adventures so she can do a bit of brewing . . . Lastly, thank you for the kind words, Antonio. Like I've told you before, I think highly of your opinions, so it means a lot to me. Cheers, Jeff T.
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Post by Falconer on Feb 9, 2013 10:49:02 GMT -6
Jeff, how would you feel about putting together a more comprehensive document on how to adapt ASE for ASSH? I hear a lot of people talking about them in the same breath.
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Post by Ghul on Feb 9, 2013 12:11:58 GMT -6
Jeff, how would you feel about putting together a more comprehensive document on how to adapt ASE for ASSH? I hear a lot of people talking about them in the same breath. Well, I would need to get the blessing of Patrick to do that. I would show how I've done it in my campaign, but be forewarned: I'm only using the dungeon, so the first half of the book, although full of great ideas, is largely replaced by elements specific to the Hyperborea campaign.
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Post by Deleted on Feb 10, 2013 20:40:39 GMT -6
Go for it, Jeff!
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Post by blackadder23 on Feb 11, 2013 8:31:54 GMT -6
Two others are newbies which I introduced last year to RPGs; the poor guys started with the 4e Red Box, but couldn't understand much until I showed them the TRUE Red Box: they were hooked for life ;D ;D It's a good thing you came along! Two more gamers set on the right path. ;D
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Post by Cthulhu Colin on Feb 11, 2013 12:48:37 GMT -6
It's a good thing you came along! Two more gamers set on the right path. ;D Hear hear! One of my mates asked me back along why I really didn't like 4e or feel it was my kind of game. I pointed out it was waayyy too minis focused for my taste (to the point where they were no longer an optional means of visualization, but the focus of gameplay), gameplay was far too slow to be exciting (to me, pacing and swift resolution have always been the cornerstones of exciting play), and the power level had been amped up beyond anything I liked (and even looking at the art, where everything was glowing/sparkling and full of boob windows, simply reinforced that is was not my bag). Colin
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Post by blackadder23 on Feb 11, 2013 14:49:51 GMT -6
Not long ago somebody told me about spending four hours on a single combat in 4th edition. I just laughed incredulously. In my younger days - and this is not hyperbole - I could put a party through an entire two or three level dungeon complete with tricks, traps, and NPC encounters in four hours. The idea of spending four hours on a single fight is intolerable to me. But I anticipate no such problems with AS&SH. I may use the very simple B/X combat round when I run the game (which is what I always use when I run AD&D), but I also may use the rules as written. They seem like they would be quick enough for my tastes.
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Post by mabon5127 on Feb 11, 2013 15:03:43 GMT -6
Not long ago somebody told me about spending four hours on a single combat in 4th edition. I just laughed incredulously. In my younger days - and this is not hyperbole - I could put a party through an entire two or three level dungeon complete with tricks, traps, and NPC encounters in four hours. The idea of spending four hours on a single fight is intolerable to me. But I anticipate no such problems with AS&SH. I may use the very simple B/X combat round when I run the game (which is what I always use when I run AD&D), but I also may use the rules as written. They seem like they would be quick enough for my tastes. It may have a lot to do with how your players are trained. They probably are ready to go when their turn comes up and don't weigh every decision as to its benefits. They treat it like combat! On the 4e system, I played in a con game and spent 2.5 hours in one combat with 2 grey oozes. The two in the group of six that knew what they were doing directed everyone else. I felt as though every action I took was predicated on triggering mine or someone else's special ability. I really felt the whole thing was choreographed. But that was my only exposure and really shouldn't judge the game on that. It just didn't feel like D&D to me. Morgan
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Post by blackadder23 on Feb 11, 2013 15:12:26 GMT -6
Just to clarify, I meant playing AD&D or B/X I could run an entire dungeon in four hours. I've never played or run 4e, but from what I've heard two hour plus combats are typical. Thanks but no thanks!
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Post by Falconer on Feb 11, 2013 15:21:20 GMT -6
I may use the very simple B/X combat round when I run the game (which is what I always use when I run AD&D) Me too... I think... I'm not sure I've ever thoroughly read the combat rules from any rulebook! But let's bring this thread back on track... Well, I would need to get the blessing of Patrick to do that. I would show how I've done it in my campaign, but be forewarned: I'm only using the dungeon, so the first half of the book, although full of great ideas, is largely replaced by elements specific to the Hyperborea campaign. Go for it, Jeff!
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Post by Ghul on Feb 12, 2013 8:39:47 GMT -6
Since Pat was so kind to OK this, I'll be happy to share my conversion notes . . . a little busy this morning, though. Thanks Pat W., and thanks Falconer!
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Post by Ghul on Feb 14, 2013 11:01:07 GMT -6
Ghul's ASE Conversion: - Setting is HYPERBOREA, not Land of One Thousand Towers.
- Anomalous Subsurface Environment placed in coastal mountain range near the Keltic city of Gal.
- The ASE is a local legend of bards who have unearthed certain texts and poems, but its exact location is lost to antiquity. Perhaps few wise men once had an idea (or even knew!) where it was locate, but then came the Green Death and the subsequent dark age.
- The ASE is the product of Atlantean super-science in an age before Hyperborea was excised from Old Earth.
- The Atlanteans were afforded the opportunity to conduct their sciences in the the depths of Mt. Rendon (the ASE), but soon the Hyperboreans took an interest, and so began some of the most potent (and dangerous) marriage of science and sorcery.
- p. 43 Moktar Lair -- replaced with Ape-Men (ses ASSH Vol. IV). The "Muddy Cup" tavern placed in Gal City.
- Replace all goblins with dwarfs (the AS&SH version, as noted in ASSH Vol. IV). The dwarfs (who may be ageless) have survived for millennia in the ASE. They were also brought in by the Atlanteans to aid in the creation of potent sorcery-sciences. Many Atlanteans back then did not approve of this development, as the dwarfs are viewed as despicable (which in fact they are).
- p. 56, room 16: The gates lead to various points of Hyperborea where the Atlanteans once travelled to. Suggested points include Khromarium, Yithorium, Atlantica, and perhaps a remote location where a Hyperborean city once thrived. Bear in mind, these teleportation locations should not accord with the new settlements of the barbaric races.
- p. 57, room 19: The God's Eye is an Eye of Xathoqqua. The religion of the Hyperboreans had begun to become popular with the resident Atlanteans.
- When the players inevitably activate the mountain (see p. 51-52), local Kelts and local ape-man tribes take interest, and it does not take long before learned men, sages, bards, poets, madmen, and the like declare it to be the lost Mt. Rendon.
- There is a rocket ship in the ASE. It is powered by both sorcery and science. It was in its launch sequence before the mountain was shut down millennia ago. If the sequence is resumed, its destination is Saturn. My players had two groups in the ASE. Once group is now on its way to Saturn.
I have some other stuff, and probably more notes, but the adventure continues and at least one or more of my players lurk here. So: If I think of anything else, I'll add it in. Cheers, Jeff T.
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Post by Falconer on Feb 15, 2013 11:52:40 GMT -6
Awesome! Thanks, Jeff! Cykranosh!
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Post by Ghul on Feb 15, 2013 13:21:39 GMT -6
Awesome! Thanks, Jeff! Cykranosh! Exactly so! And also I tied in the papers found in the Chief Research Assistant's Office (p. 63, room 65) -- the "Spectrum and Wavelength Analysis of Trapezehedron" -- has been worked in to the science that powers the rocket. All in all, it is just a blending of Patrick's wonderful ideas with Hyperborea. Really, you can individualize this to your own tastes, taking the sci-fi or "gonzo" elements as far or as minimized as you prefer.
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Post by blackadder23 on Feb 15, 2013 13:32:11 GMT -6
Minimized? Perish the thought! ;D
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