Wednesday, October 14, 2026

OSR Classic Module Commentary - Deeper Integration of B1 In Search of The Unknown By Mike Carr Into the Hyperborea Rpg - Rival Adventuring party & The Pig Faced Orcs Gryth-Kin (Boar-Swine Mutant Thralls)


This post picks right up from
OSR Classic Module Commentary - Deeper Integration of B1 In Search of The Unknown By Mike Carr Into the Hyperborea Rpg - D100 Random Sword & Sorcery magical and Arcane treasures Table

 

The party is known in the low taverns of Kammorium as The Black Scythes. Led by a disgraced Kimmerite officer, this ruthless band crossed the Gulf of Jhrom a day ahead of the PCs. Having already lost two hirelings to the traps on Level 1, they are currently looting Level 2, tense, paranoid, and willing to murder any competition to secure Zelligar’s riches.



Party Strategy & Dynamics

  • Tactical Setup: The Black Scythes don't fight fair. If they hear the party coming, Varek and Gundar form a shield wall in a narrow corridor, while Malthus uses readied spells from behind cover and Sola slipped into the shadows for a backstab.

  • Negotiation / Parley: Varek is open to a tense truce if the PCs look exceptionally tough, offering to split Level 2 down the middle. However, he intends to betray the party at the first sign of weakness (e.g., right after a difficult fight with the Formless Spawn or Zelligar’s Shade).

1. Captain Varek Iron-Jaw

Disgraced Kimmerite Mercenary Captain

A towering, scarred Kimmerian in blackened splint mail, carrying a notched two-handed broadsword and a cruel iron morningstar. He is pragmatic, ruthless, and driven by gold to pay off debts in Kammorium.

Varek Iron-Jaw
Class: 4th-Level Fighter
AL: Neutral Evil
FA: +4
HD: 4d8+8 (hp 29)
MV: 30 ft. (Splint Mail)
DX: 12
AC: 3 [16] (Splint Mail, Heavy Shield)
#A: 1 (Broadsword or Morningstar)
D: 1d8+2 (Broadsword) or 1d8+2 (Morningstar)
SV: Death 12, Transformation 13, Device 14, Avoidance 15, Spells 16
Morale: 9
Equipment: Splint mail, heavy iron shield, broadsword, morningstar,
 pouch with 45 gp and 12 pp, key to their longboat moored at Skerry-of-the-Lost.

2. Malthus the Ash-Eye

Hyperborean Warlock & Scholar of the Unspoken

An emaciated, pale Hyperborean warlock with milky white eyes, dressed in tattered leather robes trimmed with white ape fur. He seeks Zelligar’s grimoires and spell-formulae at any cost.

Malthus the Ash-Eye
Class: 3rd-Level Magician (Warlock)
AL: Chaotic Evil
FA: +1
HD: 3d4+3 (hp 11)
MV: 40 ft.
DX: 14
AC: 8 [11] (Ring of Protection +1)
#A: 1 (Dagger or Spell)
D: 1d4 (Bone Dagger) or Spell Effect
SV: Death 13, Transformation 14, Device 15, Avoidance 16, Spells 15
Morale: 7
Special: Spellcasting
Equipment: Bone dagger, Ring of Protection +1, 
spellbook (contains readied spells + Read Magic, Ventriloquism), spell component pouch, 2 vials of Vraakian antitoxin.

Prepared Spells:
• 1st Level: Magic Missile (2d4+2), Shield (+4 AC), Sleep
• 2nd Level: Mirror Image (1d4+1 images)

3. Sola the Shadow-Blade

Thief of the Kammorite Under-Slums

A slender, swift Kimmerite thief wearing dark fitted leather and a black silk cowl. She is silent, untrustworthy, and watches the party's flanks from the dungeon rafters or behind doorframes.

Sola the Shadow-Blade
Class: 3rd-Level Thief
AL: Neutral Evil
FA: +2
HD: 3d6 (hp 13)
MV: 40 ft.
DX: 16 (+2 DX Bonus to AC & Ranged Attacks)
AC: 5 [14] (Studded Leather, Dexterity)
#A: 1 (Shortsword, Dagger, or Shortbow)
D: 1d6+1 (Shortsword) or 1d6 (Shortbow)
SV: Death 13, Transformation 14, Device 15, Avoidance 13, Spells 16
Morale: 6
Special: Backstab (2x damage, +4 to attack from surprise/behind), 
Thief Skills: Pick Locks 35%, Find/Remove Traps 30%, Move Silently 
35%, Hide in Shadows 25%.
Equipment: Studded leather armor, shortsword, 2 throwing daggers, 
shortbow with 12 arrows
 (3 tipped with Wyvern-weed poison: Save vs Poison or take +1d6 damage), 
thief tools, pouch with 18 sp and 3 bloodstones (worth 50 gp each).

4. Gundar the Unbroken

Kimmerite Berserker / Heavy Vanguard

A muscle-bound Kimmerian brute armed with a massive iron battleaxe. He speaks little, obeys Varek without question, and enters a battle-frenzy when blood is spilled.

Gundar the Unbroken
Class: 3rd-Level Barbarian / Fighter
AL: Chaotic Neutral
FA: +3
HD: 3d10+6 (hp 24)
MV: 30 ft. (Chainmail)
DX: 11
AC: 5 [14] (Chainmail)
#A: 1 (Battleaxe or Handaxe)
D: 1d8+3 (Battleaxe) or 1d6+3 (Handaxe)
SV: Death 11, Transformation 12, Device 13, Avoidance 14, Spells 15
Morale: 10
Special: Battle Rage (+2 to hit and damage for 3 rounds once per day,
 but $-2$ penalty to AC).
Equipment: Chainmail shirt, double-bitted battleaxe, 2 handaxes,
 horn of dried meat, belt pouch with 30 gp.

5. Retainers: Kammorite Sell-swords (2)

Hardened Mercenary Meat-Shields

Two weary, bruised mercenaries hired off the docks of Kammorium to carry torches, haul loot, and absorb traps. They are demoralized after seeing their comrades killed on Level 1 and are prone to surrendering or fleeing if Varek falls.

Kammorite Sell-swords (2)
Class: 1st-Level Fighter / Retainer
AL: Neutral
FA: +1
HD: 1d8+1 (hp 6 each)
MV: 30 ft.
DX: 10
AC: 6 [13] (Ring Mail, Small Shield)
#A: 1 (Spear or Shortsword)
D: 1d6 (Spear) or 1d6 (Shortsword)
SV: Death 14, Transformation 15, Device 16, Avoidance 17, Spells 17
Morale: 5
Equipment: Ring mail, small shield, spear, shortsword, torch, 10 ft. pole, 
iron spike

 In classic early-edition modules like B1: In Search of the Unknown, porcine-featured orcs were the iconic dungeon-dwellers. In this Hyperborea RPG adaptation, the "Pig-Faced Orc" is re-imagined not as standard fantasy monsters, but as a degenerate, inbred strain of Gryth-Kin (Boar-Swine Mutant Thralls)—the horrific descendants of Zelligar’s early flesh-warping experiments crossed with feral Kimmerite stock.

The Pig-Faced Swine-Kin Horde

Driven down into the lower subterranean cracks of Skerry-of-the-Lost, these grotesque humanoids possess flat snouts, yellowed tusks jutting from underbites, bristles along their spines, and red, bead-like eyes that glare through the dark. They speak a guttural dialect of Low Kimmerian mixed with swine grunts, worshipping the "Lord of the Mire" (a misinterpreted aspect of Tsathoggua).

Swine-Kin Monster Stat Blocks

1. Swine-Kin Runt / Skirmisher

The rank-and-file grunts of the horde—scrawny, vicious, and perpetually starving.

Swine-Kin Skirmisher
Class: None (Humanoid Monster)
AL: Chaotic Evil
FA: +1
HD: 1d8 (hp 5)
MV: 30 ft.
DX: 11
AC: 6 [13] (boar hides, bone scrap-armor)
#A: 1 (spear or bite)
D: 1d6 (flint spear) or 1d4 (tusk gore)
SV: Death 14, Transformation 15, Device 16, Avoidance 17, Spells 17
Morale: 7 (8 in presence of a Hog-Lord)
Special: Scent (60 ft.), Ferocity
XP: 15
  • Ferocity: If reduced to 0 HP, a Swine-Kin Skirmisher can immediately make one final melee attack before dying.

  • Keen Scent: Cannot be surprised by invisible or stealthy foes within 60 feet if downwind.

2. Swine-Kin Hog-Lord (Garrison Chieftain)

Massive, 400-pound brutes with thick, calloused hide and heavy iron rings pierced through their snouts and ears.

Swine-Kin Hog-Lord
Class: 3rd-Level Fighter (Monster)
AL: Chaotic Evil
FA: +3
HD: 3d8+3 (hp 21)
MV: 30 ft.
DX: 9
AC: 4 [15] (thick hide, iron band armor)
#A: 1 (Cleaver or Gore)
D: 1d8+2 (notched iron cleaver) or 1d6+2 (tusk goring)
SV: Death 12, Transformation 13, Device 14, Avoidance 15, Spells 16
Morale: 9
Special: Scent (60 ft.), Charge Attack, Inspiring Grunt
XP: 65
  • Charge Attack: If the Hog-Lord moves at least 20 feet in a straight line before attacking, his tusk gore deals double damage ($2\text{d}6+4$) and forces the target to make a Saving Throw vs. Avoidance or be knocked prone.

  • Inspiring Grunt: While the Hog-Lord lives, all nearby Swine-Kin gain $+1$ to Morale and Saving Throws vs. Fear.

3. Swine-Kin Mire-Shaman

Deformed, hunchbacked sorcerers who brew foul concoctions out of stagnant pool water and mold, channeling primitive Tsathogguan magic.

Swine-Kin Mire-Shaman
Class: 2nd-Level Shaman / Magician
AL: Chaotic Evil
FA: +1
HD: 2d8 (hp 9)
MV: 30 ft.
DX: 12
AC: 7 [12] (rotting robes, bone charms)
#A: 1 (Staff or Spell)
D: 1d6 (gnarled oak staff) or Spell Effect
SV: Death 13, Transformation 14, Device 15, Avoidance 16, Spells 15
Morale: 8
Special: Spellcasting, Scent
XP: 35

Prepared Spells:
• 1st Level: Cause Light Wounds (1d8+1 damage on touch), 
Darkness (15-ft. radius)

Swine-Kin Tactics & Encounters

  • Filth & Sickness: Swine-Kin weapons are filthy, coated in mud and waste. Anyone taking damage from a spear or cleaver must pass a Saving Throw vs. Poison or contract Swine-Fever ($-1$ Strength and Constitution per day until cured).

  • Sound-Based Swarming: When threatened, the grunts emit high-pitched, piercing squeals that ring through the corridors of Quasqueton. If a fight lasts longer than 3 rounds, roll $1\text{d}6$: on a 5 or 6, $1\text{d}4+1$ additional skirmishers arrive from adjacent passages.

  • Trophy Rooms: Their lairs in Level 1 are littered with chewed bones, rusted Kammorite iron, and filth-filled wall wallows. They hold an absolute terror of Formless Spawn and will flee toward the surface if one is unleashed.

OSR Commentary Diving Deeper Into Using Neulow Games Supplements with The Amazing Adventures role playing game By Jason Vey




 Combining NUELOW Games supplements with Troll Lord Games' Amazing Adventures (whether running the SIEGE Engine or the 5E variant) provides a unique framework for running pulp-adventure, weird fiction, retro-sci-fi, and horror campaigns. This blog post picks up from 

OSR Commentary - Using Neulow Games Supplements with The Amazing Adventures role playing game By Jason Vey




Because NUELOW Games specializes in public domain comic book/pulp sourcebooks, vintage public domain art, and d20-era/OGL rule tweaks—and Amazing Adventures is built specifically to handle multi-genre pulp and super-science—the two lines complement each other well.

1. Bridging the Systems & Rules Mechanics

NUELOW supplements frequently use early d20 System, OGL, or system-neutral formats, whereas Amazing Adventures uses either the SIEGE Engine (compatible with Castles & Crusades) or 5th Edition.

Integrating Attribute Checks & Saves (SIEGE Engine)

  • Target Numbers & SIEGE Checks: NUELOW supplements often feature fixed d20 Skill DCs (e.g., DC 15 Search, DC 20 Disable Device). Convert these directly into SIEGE Engine Attribute Checks:

    • Prime Attribute: Base Target Number = 12 + Challenge Level (CL).

    • Non-Prime Attribute: Base Target Number = 18 + Challenge Level (CL).

    • Calculate the CL directly from the d20 DC: $\text{CL} = \text{DC} - 15$.

Converting Character Classes & Archetypes

  • Pulp Archetypes: NUELOW’s character profiles (e.g., retro superheroes, hardboiled detectives, vigilantes) translate easily into Amazing Adventures classes:

    • Pugilist / Raider: Great for NUELOW’s brawling heroes or street-level vigilantes.

    • Mentalist: Maps directly to psychic heroes, brain-mind powers, and occult investigators.

    • Gadgeteer / Socialite: Ideal for pulp inventors, billionaire crime-fighters, or femme fatales.

  • Fate Points Integration: Spend Amazing Adventures Fate Points to activate NUELOW’s dramatic comic-book stunts, auto-saves against doom, or narrative plot twists.

2. Best NUELOW Content for Amazing Adventures Genres

Weird War & Alternate History

  • The Synergy: Amazing Adventures excels at gunfights, occult intrigue, and super-science. NUELOW offers detailed historical and public domain war comic adaptations.

  • Implementation: Use NUELOW’s military sourcebooks to outline unit rosters, period gear, and historic event timelines. Run combat encounters using the Amazing Adventures auto-fire, burst, and suppression mechanics.

Cosmic Horror & Weird Fiction

  • The Synergy: Integrating Lovecraftian horrors or Hodgson-style apocalyptic environments into Amazing Adventures.

  • Implementation: Use NUELOW’s creature concepts or comic-based entity stats as monsters in SIEGE Engine terms. Combine NUELOW's horror themes with Amazing Adventures' Sanity / Madness and Psychic / Mentalist rules to model horror hazards.

Public Domain Heroes & Super-Syndicates

  • The Synergy: NUELOW has adapted scores of Golden Age and public domain heroes, villains, and syndicates.

  • Implementation: Convert NUELOW character concepts into Amazing Adventures NPC stat blocks:

    • Use Gadgeteer powers or Super Science items for gear-based heroes.

    • Use Mentalist powers for psychic abilities.

    • Treat comic-book super-villain organizations as major campaign factions using the SIEGE Engine's challenge rating framework.

3. Practical Conversion Cheat-Sheet

NUELOW / d20 ConceptAmazing Adventures (SIEGE Engine) Equivalent
d20 Skill Check (DC X)SIEGE Check: $d20 + \text{Attribute Mod} + \text{Level}$ vs. $12/18 + \text{CL}$
Feats / Special TraitsClass Abilities, Background Benefits, or Fate Point Stunts
d20 Defense / ACArmor Class (Base 10 + Dex + Armor)
Reputation / Action PointsFate Points (replenished per level or key milestone)
Sanity / Morale LossWisdom / Charisma SIEGE Check vs. Terror Hazard CL

4. GM Workflow for Running a NUELOW Campaign

  1. Setting the Stage: Use NUELOW's retro-art panels, adventure seeds, and historic background text for world-building and player handouts.

  2. Stat Block Conversion: For monsters or NPCs, keep NUELOW’s hit points and narrative flavor, but assign SIEGE Prime Attributes (e.g., Physical or Mental) and compute a Challenge Level (CL) based on character/monster level.

  3. Pacing Combat: Use Amazing Adventures' fast-paced SIEGE resolution to handle the tactical action, pulpy brawl combat, and automatic weapon fire, preserving NUELOW’s comic-book storytelling tone.

Using NUELOW Games’ Golden Age Super Heroes line with Troll Lord Games’ Amazing Adventures (SIEGE Engine) provides a streamlined way to run classic 1930s–1940s comic book heroism.

NUELOW’s Golden Age titles—such as Complete Golden Age Oddballs (featuring obscure heroes like Fireman, Major Victory, Yankee Girl, or Stardust), Madden’s Boys, Wildfire, and The Original Peacemaker—combine curated public-domain comic reprints with d20/OGL mechanical adaptations.

Amazing Adventures was designed explicitly for pulp, weird science, and street-level to mid-tier superheroics. Translating NUELOW’s Golden Age superhero content into the SIEGE Engine framework allows you to run campaigns with authentic WWII-era pulp flavor.

1. Adapting Superhero Archetypes & Classes

NUELOW’s Golden Age characters usually fit into distinct superhero archetypes that map directly into Amazing Adventures classes:

Golden Age Hero Type (NUELOW)Amazing Adventures ClassSIEGE Engine Primary AttributeCore Mechanics & Powers
Mystery Men / Vigilantes (e.g., The Eye, Daredevil)Gumshoe or HooliganStrength or DexterityHigh martial arts skills, streetwise stealth, stealth/brawling feats
Patriotic Soldiers (e.g., Major Victory, Yankee Girl)Raider or PugilistStrength or ConstitutionSuper-strength, high Hit Dice, high melee output
Super-Science Inventions (e.g., Volton, Dynamic Boy)GadgeteerIntelligenceUses Amazing Adventures super-science/gadget creation rules to model power suits or energy weapons
Mystic / Cosmic Entities (e.g., Wildfire, Stardust, Fantomah)Mentalist or SorcererWisdom or CharismaUses the Amazing Adventures psionics/magic system re-skinned as cosmic or elemental powers

2. Converting NUELOW d20 Stats to SIEGE Engine

NUELOW supplements use OGL/d20 stat blocks. To convert these for Amazing Adventures:

Target Numbers & Attribute Checks

  • NUELOW d20 Skill DCs convert straight into SIEGE Engine Challenge Levels (CL):

    $$\text{Challenge Level (CL)} = \text{d20 DC} - 15$$
  • Primary Attribute SIEGE Check: Target Class = $12 + \text{CL}$

  • Secondary Attribute SIEGE Check: Target Class = $18 + \text{CL}$

Converting Superpowers

Rather than tracking granular d20 spell-like abilities, use the Fate Point & Power System in Amazing Adventures:

  • Inherent Powers (Flight, Super-Strength): Treat as class abilities or spend 1 Fate Point to gain temporary structural feats (e.g., lifting tanks, surviving explosions).

  • Gadgets & Gimmicks: Use the Amazing Adventures Gadgeteering framework, treating NUELOW’s magic rings, ray guns, or armored suits as spell-effect devices powered by charges or battery limits.

  • Vulnerability & Weaknesses: Golden Age heroes often had quirky vulnerabilities (e.g., losing powers if bound by wood/rope or running out of sunlight). Award characters an extra Fate Point whenever their specific character flaw actively complicates the plot.

3. Campaign Themes & GM Setup

1. WWII Axis Super-Villainy & Axis Occultism

NUELOW’s Golden Age titles frequently feature Axis spies, mad scientists, and bizarre occult threats.

  • Integration: Use NUELOW’s public-domain villains as main threat factions. Run squad-scale battles using Amazing Adventures' fast-paced combat and burst/automatic fire rules.

2. Weird Science & Cosmic Horror Overlays

Golden Age comics were notorious for jumping from street-level muggings to surreal, alien cosmic landscapes (e.g., Stardust the Super-Wizard).

  • Integration: Use Amazing Adventures' optional Sanity and Madness rules alongside Lovecraftian elements when heroes encounter cosmic threats or extraterrestrial super-science.

3. Comic Book Narrative Pacing

Golden Age comic stories were fast, episodic, and punchy.

  • Over-the-Top Heroics: Grant players 3–5 Fate Points per session to encourage dramatic comic-book maneuvers (e.g., throwing cars, leaping across rooftops, catching falling bombs).

4. Quick Conversion Example: Wildfire (Carol Vance)

  • NUELOW Concept: Blessed by the Lord of Fire, capable of manipulating and projecting flame.

  • Amazing Adventures Adaption:

    • Class: Mentalist (Pyrokinesis build) / Sorcerer re-skinned.

    • Prime Attributes: Charisma, Dexterity, Constitution.

    • Core Powers: Flame Blast (range attack, $d6/d8$ elemental damage), Fire Shield (+2 AC vs. physical, immunity to fire), Flight (bursts of fiery propulsion).

    • SIEGE Check Hook: Dexterity SIEGE Check ($12 + \text{CL}$) to manipulate environmental fire (e.g., melting steel doors or extinguishing blazes).