Showing posts with label Box Sets. Show all posts
Showing posts with label Box Sets. Show all posts

Thursday, October 17, 2013

Tuesday, October 15, 2013

The Free pdf Map Set From Dragon's Foot - The Dragon's Tower As Fodder For The Astonishing Swordsmen & Sorcerers of Hyperborea rpg




 You can download the Dragon's tower right over

Get Astonishing Swordsmen And Scorcerers right over
HERE

All right I'm jonesing for my box set of Astonishing Swordsmen & Sorcerers of Hyperborea to arrive!

 Meanwhile I've been putting myself into the mood for this game with plenty of Old School Metal and Robert Howard Conan as well as the rest of the Lovecraft's circle's work. 


For the last week or so I've been looting and pillaging the Dragon's foot site for old school science fantasy resources. One of the items I came across was a rather brilliant map pack called the Dragon's tower. 
According to the blurb on Dragon's foot:
"A large towering edifice. Is it new or used? Beware whoever may be living inside, for you can see far from the battlements. And the main tower looms over all…"  
This is a rather well put together 10 page set of maps that already has a great set of descriptions worked in. This might well be a fully functioning garrison or the lair of some serpent men sorcerers hatching dire do upon the land. This might also be the headquarters for a fully functioning cult of Set all you have to do is simply add monsters to stock.
This is a pretty nasty dungeon crawl just as it stands and would make for more then a few nights of play with any old school retroclone or D&D oriented group. Very well put together set of maps and plans. 

My other resource that I'm looking into is this resource from the Old 80's Marvel Conan. 

Sunday, October 6, 2013

Ordered ASTONISHING SWORDSMEN & SORCERERS of HYPERBOREA

The above photo worked  on my little Lovecraftian heart. 
 Go here and take a look
HERE
For some months I've been contemplating this game. 
I'm both a Robert Howard and Lovecraft fiend so this game appears right up my alley.
So I've been saving for some months to get this one and I'm all in for the print edition of this one. 

According to the introduction on their website : 
ASTONISHING SWORDSMEN & SORCERERS of HYPERBOREA™ is sword-and-sorcery role-playing at its pinnacle. Play an Amazon fighter, Atlantean magician, Esquimaux shaman, Hyperborean warlock, Ixian necromancer, Keltic barbarian, Kimmerian cataphract, Pictish thief, Viking berserker, or one of many other possibilities.


I love box sets and this one's content's sound really nice. 
Product Format: 8 x 10 x 2.5-inch boxed set that includes a 252-page, 7 x 8.5-inch, spiral-bound Players’ Manual; 236-page, 7 x 8.5-inch, spiral-bound Referee’s Manual; a 22 x 28-inch poster map of Hyperborea, 6 character sheets, and 6 polyhedral dice.


This one sounds hefty and the play by play that I've read puts this game squarely in my sights. I love retroclones and I came out to ask if this one was compatible with the retroclones currently on the market? The answer I got back was a solid yes. 
The other thing that convinced me that this one might be a solid investiment was the contents of the player's hand book. 



Here you go. 

  • Introduction (brief introduction to game)
  • Dice Conventions (how to use dice)
  • Character Creation (steps to creating a character)
  • Attributes (strength, dexterity, constitution, intelligence, wisdom, charisma)
  • Races (Common, Amazon, Atlantean, Esquimaux, Hyperborean, Ixian, Kelt, Kimmerian, Kimmeri-Kelt, Pict, Pict Half-Blood, Viking)
  • Physique (height, weight, age determination, etc.)
  • Classes (fighter, magician, cleric, thief)
  • Subclasses (Fighter) (barbarian, berserker, cataphract, paladin, ranger, warlock)
  • Subclasses (Magician) (illusionist, necromancer, pyromancer, witch)
  • Subclasses (Cleric) (druid, monk, priest, shaman)
  • Subclasses (Thief) (assassin, bard, legerdemainist, scout)
  • Alignment (Law / Civilization vs. Chaos / Barbarism; Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil, Neutrality)
  • Other Statistics (armour class, fighting ability, hit dice, hit points, movement, saving throw)
  • Background (secondary skills, languages)
  • Weapon Skills (favoured weapons, adding new weapon skills, weapon mastery, melee attack rate / missile rate of fire)
  • Money (gold, electrum, silver, copper; exchange rates; starting gold)
  • Equipment (armour, shields, melee weapons, missile weapons, general equipment, provisions, religious items, clothing, livestock, tack and harness, vehicles, services)
  • Spells (starting spells, acquiring spells, spell memorization, spell casting)
  • Spell Tables (seven disciplines of magic: magician, cleric, druid, illusionist, necromancer, pyromancer, witch)
  • Spells A–Z (over 400 spells)
  • Adventure (adventuring party, hirelings, henchmen, loyalty and morale, base of operations, adventure preparation, adventure actions and procedures, non-standard action resolution, etc.)
  • Time (10-second round, 10-minute turn)
  • Movement (dungeon movement, wilderness movement, transportation methods, getting lost, encumbrance, etc.)
  • The Encounter (encountering beasts, monsters, and men; reaction and evasion rules)
  • Combat (melee, missiles, magic, movement; attack roll, combat matrix, attack modifiers, combat steps, action resolution, morale)
  • Combat Actions (charge, flaming oil, holy oil / water, magic, melee, missiles, mounted combat, movement, turn undead, unarmed combat)
  • Advanced Combat (Optional) (22 advanced combat actions, critical hits)
  • Saving Throw (saving throws, spell resistance, item saving throws)
  • Damage (wounds, death and dying, healing, falling damage)
  • Special Damage (energy drain, lycanthropy, madness, poison)
  • Experience Points (gaining XP, gaining levels of experience)
  • Aerial Combat (rules for aerial melee, missile, spell casting, etc., covering a variety of flight methods)
  • Waterborne Expeditions (vessels, weather, wind, icebergs, whirlpools, getting lost at sea, and sea encounters; naval combat is discussed, including rules for catapults, ballistas, grappling, oar shearing, and ship repair; underwater combat)
  • Castles and Strongholds (castle and stronghold construction, costs, personnel, resources, and of course: the angry villager!)
  • Warfare and Siege (rules for handling mass combat using a calculator system that accounts for a variety of circumstances from troop types, to locations, to PC / NPC involvement, siege weaponry, troop movements, provisions, etc.)
  • Cooperative Gaming (closing advice for all participants of the game)

    I heard a metric ton of advice from friends saying that the players book was only 10.00 for the pdf but call me old fashioned but I want a solid dead tree edition of a book. Seriously, there have been winter's here where the power has gone down and lap tops, cell phones, tablets, etc are all useless.
    A flashlight, some glow in the dark dice, and a cup of tea then its game on.
    While I do think that the 'official game world' looks fantastic I've got my own campaign world looking right at me.

    Look for a unboxing photos to follow in two weeks! So looking forward for this one and don't think I've forgotten about Crypts and Things as well here. More on that later!

    I'd like to have gotten the adventures

And this one but money is a wee bit tight right at the moment. So reviews are going to have to wait a bit yet.