Set off the northern coast of the continent of Hyperborea, just beyond the shattered ice-shoals of the Gulf of Jhrom, lies the mist-shrouded island known to local fishermen as Skerry-of-the-Lost. Situated less than thirty miles from the marble spires and iron gates of Kammorium—the mighty capital of the Kimmerians—this rocky outcrop holds the entrance to the enigmatic Quasqueton Complex.
In this adaptation of the classic module B1: In Search of the Unknown for the Hyperborea RPG, the module’s mythos is woven directly into the weird-fantasy, pulp-sword-and-sorcery fabric of Cthulhu-mythos-infused Hyperborea.
Campaign Setting & Local Lore
The Historical Anchor: Decades ago, during the reign of the Iron Kings, two notorious figures made their mark upon Kammorium: Rogahn the Fearless, a bloodthirsty Kimmerian barbarian turned mercenary captain, and Zelligar the Unknown, a secretive Hyperborean sorcerer versed in the forbidden arts of Xuthltan.
The Flight from Kammorium: After a failed coup against the ruling council of Kammorium, the pair fled into the northern mist with their accumulated treasure and host of thralls. They excavated a labyrinthine fortress beneath an isolated offshore island, naming it Quasqueton.
The Doom of the Masters: Years later, Rogahn and Zelligar gathered a cohort of mercenaries and sailed far to the north toward the frozen wastes of the Black Mountains to wage war against an invading horde of Voormis or Pikemen. Neither returned.
The Current Hook: Rumors in the taverns of Kammorium suggest that the magical wards protecting the island complex have begun to decay. Scavengers speak of strange light flickering on the island at night, and local warlords in Kammorium are paying handsomely for maps or artifacts recovered from the site.
Key Hyperborean Adaptations & Mechanics
1. Environmental Hazards & Logistics
Crossing the Gulf: Reaching the island requires hiring a boat from the docks of Kammorium. The waters are treacherous, infested with predatory sea-snakes and prone to sudden Arctic squalls.
Hyperborean Horror & Corruption: The lower levels of the complex, where Zelligar conducted his alchemical experiments, are tainted by Vraakian or alien lingering forces. Spells cast near his private laboratories trigger potential Vril corruption or madness checks.
2. Replacing Monsters & Factions
To fit Hyperborea’s pulp-swords-and-sorcery atmosphere, standard fantasy encounters from the original module are adapted:
| Original B1 Encounter | Hyperborea RPG Replacement | Description & Lore |
| Orcs / Goblins | Voormis / Degenerate Kimmerians | Savage, dhole-worshipping proto-humans or feral thralls left behind after the masters vanished. |
| Troglodytes | Kaggen (Ant-Men) or Sub-Men | Reclusive cave-dwellers who crawled up from subterranean abysses through breached lower walls. |
| Kobolds | Skraelings or Mutated Thralls | Pitiful, alchemically altered descendants of Zelligar’s servants who linger in the upper guardrooms. |
| Skeleton / Zombie | Ghoulish Undead / Bog-mummies | Animated by Zelligar's necro-mancy or infected by strange fungi growing in the damp vaults. |
| Gelatinous Cube | Protoplasmic Amoeba / Formless Spawn | A remnant of Tsathoggua's black slime left in the lower disposal pits. |
Dungeon Overview & Features
Upper Level: The Fortress Vaults
Originally designed as the living quarters, guard posts, and grand halls for Rogahn’s warband.
The Great Trophy Hall: Flanked by cracked granite pillars, displaying taxidermied heads of Hyperborean beasts—white apes, mammoth tusks, and the skull of a Wendigo.
The Arena & Training Quarters: Pits where Rogahn forced captured Pikemen and Sub-Men to fight for the amusement of his lieutenants.
The Pools of Transformation: In the original module, several mystery pools exist with varying magical effects. In Hyperborea, these are alchemical vats infused with Vril energy or Mi-Go fluids that can grant temporary strength, mutate the drinker, or cause instantaneous calcification.
Lower Level: The Forbidden Laboratories
Zelligar’s domain—darker, wetter, and deeply infused with cosmic dread.
The Necromantic Laboratory: Filled with strange brass apparatuses, glass retorts, and scroll cases written in the dead Hyperborean or Tsath-language.
The Museum of Aberrations: Preserved specimens of alien flora, Star-Spawn fragments, and weird relics recovered by Rogahn from ancient ruins across the continent.
The Hidden Treasure Vaults: Trapped with lethal gas, scythed blades, and complex lock mechanisms that require a thief's expertise or precise riddle-solving based on Kammorite history.
Sample Adventure Hooks (Kammorium)
The Merchant’s Ledger: An unscrupulous Kamorian merchant in the lower markets sells a partial map of the island's upper level, claiming it belonged to a thrall who escaped Quasqueton twenty years ago.
The Sorcerer's Heirloom: A practitioner of the black arts in Kammorium hires the party to retrieve Zelligar's personal grimoire, promising them all the gold they can carry if they return the book untouched.
The Escaped Thrall: A half-drowned survivor washes ashore near Kammorium's harbor walls, babbling about "the slumbering horror beneath the pools" before dying of a mysterious alchemical wasting disease.
Here is a d100 random encounter table tailored for the wilderness crossing across the Gulf of Jhrom and the treacherous halls of the Quasqueton Complex on Skerry-of-the-Lost.
Encounters are broken down into 1–25: Island Approach & Wilderness, 26–65: Upper Level (Rogahn’s Garrison & Halls), and 66–100: Lower Level (Zelligar’s Laboratories & Abyss).
Hyperborean Encounter Table: Skerry-of-the-Lost & Quasqueton Complex
| d100 | Encounter Description | Details & Hyperborean Flavor |
| 01–05 | Ghostly Longship | A phantom vessel of Kimmerian raiders glides through the northern mist, silently rowing across the icy waters of the Gulf of Jhrom. |
| 06–10 | Giant Sea-Snake | A 30-foot crimson serpent surfaces near the party's boat, hunting for warmth amidst the frigid Arctic squalls. |
| 11–15 | Stranded Fishermen | 1d4 half-frozen fishermen from Kammorium whose skiff crashed on the island’s jagged shoals; one is infected with a strange, glowing spore. |
| 16–20 | White Ape Pack | 1d3 albino White Apes lair near the island's sea-caves, aggressively territorial and scavenging on washed-up debris. |
| 21–25 | Pikemen Patrol | 2d4 displaced Pikemen mercenaries camping in the cliffside ruins, seeking refuge after fleeing a failed raid near Kammorium. |
| 26–30 | Degenerate Kimmerian Thralls | 2d4 feral descendants of Rogahn’s former guard force, armed with rusted broadswords and bone spears, patrolling the upper guard posts. |
| 31–35 | Feral Skraelings | 1d6 small, scaly Sub-Men hiding in the ceiling ventilation shafts, dropping down with poisoned flints to ambush stragglers. |
| 36–40 | Wandering Bog-Mummy | A preserved warrior from the nearby bogs, animated by lingering necromantic energy, dragging an ancient Kammorite iron axe. |
| 41–45 | Rival Kammorite Scavengers | A rival party (1 Fighter, 1 Thief, 1 Sorcerer, 2 Mercenaries) from the taverns of Kammorium searching for Rogahn’s legendary war-chest. |
| 46–50 | Mutated Pit-Hounds | 1d4 skeletal, hairless hounds bred by Rogahn's lieutenants, possessing blind tremorsense and acidic saliva. |
| 51–55 | Giant Cave Spiders | 1d3 bloated, translucent arachnids nesting in the rafters of the Great Trophy Hall, dropping paralyzing webs onto prey. |
| 56–60 | Escaped Gladiatorial Sub-Man | A massive, scarred Sub-Man gladiator who survived in the arena pits, wielding a broken trident and distrustful of all surface-dwellers. |
| 61–65 | Echoes of the Past (Haunting) | Spectral visions of Rogahn and his generals arguing over a map to the Black Mountains, causing a Sanity/Horror Check for onlookers. |
| 66–70 | Formless Spawn (Black Slime) | A dark, protoplasmic sludge oozing from a cracked drainage grate, seeking organic matter to dissolve and assimilate. |
| 71–75 | Vraakian Alchemical Homunculus | A twitching, flying construct made of glass and preserved organs, acting as a remaining sentry for Zelligar’s inner sanctum. |
| 76–80 | Mi-Go Fungi Collector | A single alien Mi-Go extracting brain-tissue or rare minerals from the lower flooded chambers, accompanied by 1d3 brain cylinders. |
| 81–85 | Cultists of Tsathoggua | 1d4 robed fanatics from the under-slums of Kammorium conducting an unholy ritual over one of Zelligar’s alchemical pools. |
| 86–90 | Kaggen (Ant-Men) Tunnelers | 1d6 insectoid Kaggen emerging from a breach in the lower dungeon walls, searching for metal equipment to digest. |
| 91–95 | Vril-Infused Gas Leak | An environmental hazard: a pressurized pipe ruptures, filling the corridor with glowing violet gas that causes violent mutations or hallucinations. |
| 96–99 | Star-Spawn Fragment | A horrifying, amorphous mass of tentacles and eyes trapped inside a cracking stasis cylinder in Zelligar's Museum of Aberrations. |
| 100 | The Shade of Zelligar | A lingering, semi-corporeal manifestation of Zelligar the Unknown himself, demanding to know who dares disturb his forbidden research. |
In the original B1: In Search of the Unknown, the strange pools in the lower levels present a high-risk, high-reward gamble for curious adventurers. In the Hyperborea RPG setting, these pools are the residue of Zelligar’s alchemical experiments—unstable mixtures of primordial slime, Vril energy, extraterrestrial fluids, and black magic left behind in brass-lined stone basins.
When a character imbibes or fully submerses themselves in one of the Pools of Transformation, roll a d10 to determine the effect.
The Pools of Transformation (d10 Table)
| d10 | Alchemical/Magical Effect | Hyperborea RPG Mechanical Effect |
| 1 | Vril Calcification | The liquid turns to liquid granite upon contact with skin. The character takes $2\text{d}6$ bludgeoning damage and must make a Saving Throw vs. Transformation or have their limbs permanently petrified ($-2$ Dexterity, movement halved until cured by Remove Curse or advanced alchemy). |
| 2 | Ichor of the Formless | The liquid is infused with black sludge of Tsathoggua. The character’s skin turns jet-black and glossy, gaining Damage Reduction 2 vs. Crushing/Bludgeoning attacks, but they suffer a -2 penalty to Charisma and must pass a Test of Wisdom or gain 1 point of Madness/Corruption. |
| 3 | Mi-Go Regenerative Fluid | A glowing green, viscous oil. Instantly restores $2\text{d}8+2$ Hit Points and cures all natural diseases/poisons. However, the character sprouts vestigial, insectoid antennae (gaining +1 to Surprised checks, but taking $-1$ Charisma around non-mutants). |
| 4 | Elixir of Hyperborean Might | A bubbling golden elixir once used by Rogahn’s champions. Grants a +2 bonus to Strength and $+1$ to Attack/Damage rolls for $1\text{d}4$ hours. When the effect wears off, the character suffers 1 level of Fatigue until they rest for 8 hours. |
| 5 | Void-Warped Mutation | The fluid boils with violet light. The character must make a Saving Throw vs. Transformation: • Success: The character gains Infravision (60 ft.) permanently. • Failure: The character mutates grotesquely (roll on the Hyperborea Mutation Table; e.g., extra eye, scaly hide, or stunted limb). |
| 6 | Mercurial Vapor / Gas Burst | Upon disturbance, the pool releases a cloud of sweet-smelling toxicity. Everyone within 10 feet must make a Saving Throw vs. Poison or drop unconscious for $2\text{d}4$ turns, experiencing vivid, cosmic hallucinations of the outer gods. |
| 7 | Aura of Phantasmal Dread | The cold, pale-blue water imbues the drinker with a fragment of Zelligar’s eerie presence. For 24 hours, the character can cast Cause Fear once per day, but dogs, horses, and wild animals will attack or flee from them on sight. |
| 8 | Alchemical Transmutation (Item) | The liquid does not affect flesh, but any metal or wooden item submerged in the pool for 1 full turn is permanently altered. Roll $1\text{d}6$: • 1–3: Item becomes brittle and breaks on its next natural 1 attack or defense roll. • 4–6: Weapon/Armor gains a $+1$ enhancement bonus (non-magical, masterwork/alchemical alloy). |
| 9 | Sorcerer’s Clarity | A clear, tasteless liquid that smells of ozone. Magicians, Clerics, and Warlocks instantly regain 1 expended spell slot of their highest spell level. Non-spellcasters gain $+2$ on all Saving Throws vs. Spells for the next 12 hours. |
| 10 | Primordial Dissolution | A swirling, iridescent acid used by Zelligar to dispose of failed thralls. The character takes $3\text{d}6$ Acid damage immediately (Saving Throw vs. Death for half damage). Non-magical clothes, leather, and gear submerged in the pool are completely destroyed. |
Referee Rules & Running the Pools
Single Use per Pool: Once a character drinks from or submerges in a pool, the magical potency of that specific basin is exhausted for $24$ hours (or permanently, at the referee's discretion).
Identification: A character with the Alchemy skill or a Sorcerer using Detect Magic can discern whether a pool is likely harmful (Acid/Calcification) or beneficial (Elixir/Regeneration) with a successful skill check, though exact mechanical outcomes remain unpredictable.
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