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(ENG) D&D - Hyperborea - Vol. 2 - Referee's Manual

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Published by caio.gracco00, 2023-06-13 09:51:01

(ENG) D&D - Hyperborea - Vol. 2 - Referee's Manual

(ENG) D&D - Hyperborea - Vol. 2 - Referee's Manual

300 HYPERBOREA STEP 3: DETERMINE BATTLE RESULTS Once the basic warfare rating has been determined, and all applicable modifiers have been calculated, each side in the battle must face off in a series of d% rolls. The following procedure determines the winner. 1. Each side rolls d% and adds the result to its modified warfare rating. The side with the higher total is victorious. 2. Subtract the losing side’s total from the winning side’s total. Using the difference, refer to Table 281 to determine casualties. 3. Determine battle length. A battle has its own phases that can play out over a day or two, or perhaps even a week or more. Each battle phase lasts 1d4+1 hours. The battle may continue, or each side temporarily may retreat, possibly to resume the next day. Fatigue should be considered if proper rest and recuperation are not taken betwixt battle phases. 4. Before the next phase of the battle commences, the basic warfare rating for each side must be recalculated (see Table 279). Next, each side must recalculate circumstantial modifiers (see Table 280). Table 281: Warfare Casualties Difference Casualties Winner Loser 0–20 20% 20% 21–40 20% 30% 41–60 20% 40% 61–80 10% 40% 81–100 10% 50% 101–120 10% 60% 121–140 10% 70% 141–160 10% 80% 161–180 5% 80% 181–200 5% 90% 201+ 5% 100% Casualties: Most casualties reflect actual deaths; the remainder are seriously wounded, captured, or otherwise incapacitated. To subtract casualties from an army with more than one troop type, simply distribute losses as evenly as possible; e.g., if an army of 300 heavy infantry, 200 cavalry, and 200 longbowmen suffers 10% casualties, simply eliminate 30 heavy infantry, 20 cavalry, and 20 longbowmen. Similarly reduced is any siege equipment. MORALE CHECK (Referee’s Option) If the difference on Table 281 was 101 or greater, the referee may call for the losing side to make a morale check. The leader’s reaction/loyalty adjustment applies to the roll. Table 282: Army Morale 2d6 Result Army Morale 3 or less Routed: force flees battle 4–5 Shaken: will not engage in another battle phase unless reinforcements arrive 6–8 Unsteady: −10 modified warfare rating 9–10 Valiant: willing to face perilous danger 11 or more Fearless: will fight to the end SIEGE EQUIPMENT Siege equipment typically is utilized when attacking or defending a fortification. Unlike in naval combat, siege equipment in Warfare and Siege (i.e., ballistæ, catapults, and the like) is handled in the abstract. Siege equipment impacts the modified warfare rating (Table 280). No other statistics are necessary in this regard, but accounting for equipment and ammunition costs is crucial; otherwise, the bonuses derived from siege equipment cannot be realized. Table 283: Siege Engine Costs Siege Engine Machine Cost Ammunition Cost per Battle Phase Ballista 150 gp 100 gp Battering Ram* 100 gp — Bore* 500 gp — Catapult, Light 250 gp 200 gp Catapult, Heavy 350 gp 300 gp Trebuchet 500 gp 400 gp * Bolsters modified warfare rating only if laying siege to a fortification. Each machine is listed with a capital cost and an ammunition cost per battle phase. The latter is another abstraction. As noted in Step 3: Determine Battle Result, each battle phase requires from two to five hours to resolve. During this time, a ballista will use 100 gp in ammunition, a light catapult will use 200 gp in ammunition, and so on.


301 Volume II: Referee’s Manual Siege Engine Descriptions: ‘ Ballista: Large crossbow mounted on a wheeled carriage; fires arrows of four- to five-foot length. ‘ Battering Ram: Long (10-foot minimum), heavy log with end shod in metal, exclusively used to attack a fortification. The log is supported by chains gripped by each person wielding the weapon. ‘ Bore: Long, heavy log supported by a cradle and housed within a vehicle. At the end is a corkscrew used to drill into fortification gates. ‘ Catapult: Large wooden framework with a “spoon” affixed with tension ropes. The spoon is loaded with shot that is fired when the tension ropes are released. ‘ Trebuchet: Large wooden frame that features a wooden bar with sling affixed to one end. Using seesaw momentum, the shot is fired at a high trajectory. ROLE OF THE PCs IN WARFARE AND SIEGE Often player characters become enmeshed in conflicts of warfare and siege. They might be soldiers (fighters, cataphracts, rangers, or scouts); clansmen of a barthe time at which the PC engages the enemy may not be straight away, as a single phase of battle can last from two to five hours. PCs have a chance to impact the outcome of a battle by other means. They may find a way to attack the leader of the enemy force, or perhaps eliminate a horrific dæmon that provides +10 to the enemy’s basic warfare rating. Scouts and rangers, for example, might be able to provide special intelligence, compelling the referee to grant the PC’s side a +5 or +10 circumstance bonus to its modified warfare rating. A PC might wield some potent magical weapon, item, or artefact that has a weighty impact on the ebb and flow of the battle. Such employments should be brought to the referee’s attention, who may, upon consideration, allow for a modified warfare rating bonus of from +5 to +20. Player characters never should be killed outright using the Warfare and Siege rules. Death should occur only as a result of melee combat. If a PC elects to join the front-line infantry, and his or her side is wiped out, the PC might be considered seriously injured or captured, or perhaps he or she has suffered some other ruinous fate as imagined by the referee. barian horde or berserker shock troops; or perhaps sorcerers who stand back from the fray, throwing lightning from the sky or weaving great illusions to bewilder and confuse the opposition. Countless such possibilities exist. Through campaign development, other player characters will rise to positions of leadership, enjoying pivotal roles in the outcome of a battle or war. PC involvement can be tricky. Often the referee will need to adjudicate with reason. Say, for example, your Anglo-Saxon fighter has mastery in the longbow, and he intends to stand with 500 fellow longbowmen, firing a volley of arrows at the enemy. If the PC’s side suffers 20% casualties, imposing a 20% chance that he has suffered injuries from enemy fire may be fair. Some players may wish to play their characters actively during such a battle, engaging in melee combat with specific or nonspecific enemies. This approach is fine, but melee results will not sway the outcome of a battle that involves hundreds or even thousands of warriors. Also, a


302 HYPERBOREA This printing of HYPERBOREA, also known as Astonishing Swordsmen & Sorcerers of Hyperborea, is done under version 1.0a of the Open Game License and the System Reference Document by permission from Wizards of the Coast, Inc. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all HYPERBOREA or Astonishing Swordsmen & Sorcerers of Hyperborea logos, identifying marks, and trade dress; all proper nouns, monster names, NPC names, geographic terms, capitalized terms, italicized terms, boldfaced terms, artwork, maps, symbols, depictions, and illustrations, except such elements that are derived from the System Reference Document. Designation of Open Content: Subject to the Product Identity designation above, all NPC, creature, and trap statistics are designated as Open Game Content (OGC), as well as spell names, monster names, weapon statistics, and other elements that are derived from the System Reference Document. No art or illustration is Open Content. Some of the portions of this book that are delineated OGC originate from the System Reference Document and are Copyright 2000 Wizards of the Coast, Inc. The remainder of the OGC portions of this book are hereby added to Open Game Content and, if so used, should bear the COPYRIGHT NOTICE “HYPERBOREA” “Astonishing Swordsmen & Sorcerers of Hyperborea,” Copyright 2022, North Wind Adventures, LLC; Author: Jeffrey Talanian” OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. “HYPERBOREA,” “Astonishing Swordsmen & Sorcerers of Hyperborea,” “AS&SH,” and all other North Wind Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries. © 2022 North Wind Adventures, LLC. APPENDIX E: OGL STATEMENT k k


303 Volume II: Referee’s Manual I INDEX #A (attack rate) 19 #E (number encountered) 18 Abbicca’s Mere 275 aboleth 20 abominable snow-man 21 AC (armour class) 18 accursed stump tree-man 132 aerial minion 21 air elemental 65 AL (alignment) 18 albino ape 22 alignment (AL) 18 Alus Mercury 243 Anlates Isles 243 ant, giant 22 ape, albino 22 ape, carnivorous 23 ape, mountain 23 ape-man 24 Apep 283 Apollo 279 Apollonalia 227 aqua-hydra 82 archæopteryx 24 armour, magical 157, 165 armour class (AC) 18 Artemis 279 asp 115 astronomical phenomenon 224 Atlantica 243 attack rate (#A) 19 aurochs 25 Aurorus 279 automaton 25 Azathoth 280 babi-ngepet 56 bactrian camel 35 ballista 294, 300 bandit 80 bandogg 29 banshee 30 Barrier Mountains 243 basilisk 30 bat 31 Bealltainn 228 bear 31 becalmed 287, 292 bee, giant 32 beetle, giant 32 behir 33 bird-man 33 black bear 31 black flies 289 Black Forest 243 Black Forest Inlet 243 Black Gulf 224 Black Gull Bay 243 black pudding 34 Black River Yleil 274 Black Waste 244 blink dog 34 Bloody River 275 blue whale 137 boar 35 boarding, grappling and 295 Boetzu 280 bog mummy 94 Bogrest 248 bombardier beetle 32 Boreas (deity) 280 boreas (North Wind) 224, 276 Brigand’s Bay 244 Broken Coast 244 bronze automaton 25 brown bear 31 brown jenkin 56 Calencia 244 calendar 226 camel 35 camel, leaper 84 campaign 11 Cape Calencia 244 carnivorous ape 23 cat 35 catapult 294, 300 cave bear 31 cave-man 35 celestial body 222 centaur 36 centipede (giant) 37 chimæra 39 chronology of Hyperborea 233 City in the Clouds 248 clay automaton 25 climate 234 cloaker 39 cockatrice 40 cœlurus 40 coins and ingots 152 cold, extreme 289 colour out of space 40 combat, mass 296 combat, naval 294 combat, underwater 295 conditions (precipitation) 286 crab 41 crab-man 42 Crab Archipelago 244 crocodile 43 crystal automaton 26 currency exchange rate 150 cycle 226 cyclops 43 D (damage) 19 dæmon 43 dæmonic familiar 56 Dagon Bay 245 damage (D) 19 damage, ship 295 damage reduction (DR) 18 day 226 daylight, hours of 228 Death Valley 245 deathvine 62 deep-water tendril 62 deer 62 deity 279 desert dæmon 57 dexterity (DX) 18 Diamond Desert 246 dire wolf 139 divisions, geographical and political 243 dog 63 dogfish shark 113 donkey 79 DR (damage reduction) 18 dragonfly, giant 63


304 HYPERBOREA draught horse 80 dromedary camel 35 Dunwich 248 dwarf 64 DX (dexterity) 18 eagle 64 earth elemental 66 eel, electric 65 elder thing 64 electric eel 65 elemental 65 enchantress dæmon 60 encounter at sea 293 environmental hazard 289 Erikssgard 270 Esquimaux Bay 246 evasion (at sea) 293 exchange rate, currency 150 expedition, waterborne 291 experience 14 experience points (XP) 14, 19 extreme cold 289 extreme heat 289 Eyries 246 FA (fighting ability) 19 falcon 67 fangfish 67 fauna 234 Fazzuum 264 ferret, giant 67 festival 226, 227 Fidib 260 Fields of Vol 246 fighting ability (FA) 19 fire beetle 32 fire elemental 66 fire giant 72 fire salamander 110 fish-man 68 fish-man hybrid 69 flaming pitch 294 flesh automaton 26 Floating Island of Paradoxon 248 flora 234 four-clawed monstrous crab 41 fox 69 frog, giant 69 frost giant 73 fungus 70 gaining levels of experience 15 Gal City 248 Gal Hills 248 gale 287, 292 Ganymede 223 gargoyle 70 gelatinous cube 71 gem 152 geographical divisions 243 ghast 71 ghost 72 ghoul 72 ghul 57 giant 72 giant ant 22 giant asp 116 giant bat 31 giant bee 32 giant beetle 32 giant black centipede 37 giant black widow 121 giant brown centipede 37 giant chameleon 85 giant crab 41 giant crab spider 121 giant crocodile 43 giant draco lizard 85 giant dragonfly 63 giant eagle 64 giant elk 62 giant ferret 67 giant frog 69 giant hyæna 81 giant komodo dragon 85 giant leech 84 giant octopus 99 giant ogre-faced spider 121 giant pink centipede 37 giant python 116 giant radioactive ant 22 giant rat 107 giant scorpion 111 giant slug 115 giant spitting cobra 117 giant squid 123 giant tick 126 giant toad 128 giant trapdoor spider 122 giant tuatara 86 giant water snake 117 giant weasel 136 giant wolf spider 122 giant wolverine 139 Gibbering Fields 250 gibbering mouther 74 glass snail 74 gloom-eater zombie 142 gnagana 58 gnoph-yikk 58 gorgon 75 grappling and boarding 295 Great Obelisk 276 Great Race 76 great white shark 113 greater dæmon 43 green slime 77 grey ooze 77 griffin 77 ground sloth 115 gull 78 hare 78 harpy 78 hawk 78 hazard (environmental) 289 HD (hit dice) 18 heat, extreme 289 heavy warhorse 80 Helios (deity) 280 Helios (sun) 222 hell hound 79 hill giant 73 hippogriff 79 history of Hyperborea 230 hit dice (HD) 18 horse 79 hours of daylight 228 human 80 hunting dog 63 hurricane 287, 292 hyæna 81 hyæna-man 81 hydra 82 Hyperborea, chronology of 233


305 Volume II: Referee’s Manual I Hyperborea, history of 230 Hyperborean Sea 250 Ice Lake 275 ice dæmon 58 ice mummy 95 ice salamander 110 ice toad 83 iceberg 292 intestine zombie 143 invisible stalker 83 iron automaton 28 Islands of the Ape-Men 250 Isle of Ghul 250 Isles of Maedsid 250 Isles of Thur 252 IX 252 jackalope 83 jewellery 156 Khalk-Xu 280 Khromarium, City-State of 254 killer whale 137 Kimmerian Steppe 252 Kitasion Archipelago 252 Kor, City-State of 246 Kraken 280 Kren-Fak 244 Krimmea 252 Krimmr 280 Kthulhu 281 Kyranos (Saturn) 223 lake 275 Lake Nova 276 lamia 59 language 239 Larchmere Yys 252 leaper camel 84 leech, giant 84 Lemurian Remnant 253 Leng Plateau 253 lesser dæmon 49 lich 84 light breeze 287, 292 light warhorse 80 lion 85 lion, mountain 94 Lizard Coast 253 lizard, giant 85 lizard-man 86 lost at sea 293 lotus species 236 lotus woman 87 Lug Wasteland 254 Lunaqqua 281 lycanthrope 88 magic item creation 220 magic items, miscellaneous 162, 194 magical armour 157, 165 magical armour, special 157, 165 magical melee weapons, other 159, 172 magical melee weapons, special 159, 172 magical missile weapons 160, 175 magical missile weapons, special 160, 175 magical potions 161, 181 magical rings 161, 184 magical rods, staves, and wands 162, 188 magical scrolls 161, 180 magical shields 158, 167 magical shields, special 158, 167 magical swords 158, 169 magical swords, special 158, 169 magical treasure 157 mammoth, woolly 139 man of ash and coal 90 man of Leng 91 man overboard 292 manticore 92 mass combat 296 melee weapon, magical 159, 172 mi-go 92 minotaur 93 Minotaurios 257 miscellaneous item, magical 162, 194 miscellaneous magic items 162, 194 missile weapon, magical 160, 175 ML (morale) 19 moderate breeze 287, 292 monsters by hit dice 145 monstrous crab 41 monstrous green centipede 37 month 226 moon 223 moon phase 227 morale (ML) 19 Mordezzan 281 Mount Forp 252 Mount Vhuurmithadon 268 Mount Ymir 271 mountain ape 23 mountain lion 94 movement (MV) 18 Mu Minor 258 mud pit 289 mule 79 mummy 94 musk ox 96 mustard mould 96 MV (movement) 18 naga 97 Narath and Tarath 258 narwhale 137 naval combat 294 New Amazonia 258 New Pictland 260 New Vinland 260 night-gaunt 97 nightmare 99 Nod’s Chain 275 North Wind (boreas) 224, 276 number encountered (#E) 18 oar shearing 295 ochre jelly 99 octopus, giant 99 Old Earth 222 Onja Cot 262 Oon 101 orc 101 Orcust, City-State of 266 other magical melee weapons 159, 172 otherworldy 20 otyugh 102 Ouranos 223 owl 103 owl bear 103 Pandoros 258 pegasus 104 pegomastax 104 phase spider 104 Phobos 223 phoong 105 Plain of Leng 262 planet 223


306 HYPERBOREA Plutonia 228 polar bear 32 political divisions 243 pony 79 Port Greely 256 Port Tinsaar 270 Port Zangerios 274 Poseidenos 223 potion, magical 161, 181 precipitation 286 Ptarmigan Rock 260 pterodactyl 106 purple worm 106 pyro-hydra 82 python 115 quicksand 289 R’leyh 278 race 239 Ragnarrheim 261 ramming 294 Rapids at the End of the World 276 rat 107 rat dæmon 58 rattlesnake 116 raven (bird) 107 Raven (deity) 281 red deer 63 Red Desert 262 reindeer 63 Rel 281 religion 279 remorhaz 107 repair, ship 295 rhinoceros, woolly 140 riding horse 80 ring, magical 161, 184 river 274 River Leng 275 River Maedbh 275 River Okeanos 250 River Omo 275 River Vhuurmis 275 River Vol 275 River Yys 275 rod, magical 162, 188 roper 108 rust monster 109 sabre-tooth tiger 127 salamander, giant 109 Saturn (Kyranos) 223 Saturnalia 228 Savage Boreal Coast 262 saving throw (SV) 19 scorpioid of Xin 110 scorpion, giant 111 scroll, magical 161, 180 scythe automaton 28 Scythium 264 sea serpent 111 season 226, 234 Sea-Wolf Island 261 Selene 223 settlement 242 shadow 112 shambling mound 112 Sharath 266 shark 113 shield, magical 158, 167 ship damage 295 ship repair 295 shoggoth 113 shrieker fungus 70 siege 296 siege equipment 300 size (SZ) 18 Skarag Coast 266 skeleton 114 sled dog 63 slithering slime 114 sloth, ground 115 slug, giant 115 snake 115 snake, giant 116 snake-man 118 snow-man, abominable 21 sorcery resistance 19 special magical armour 157, 165 special magical melee weapons 159, 172 special magical missile weapons 160, 175 special magical shields 158, 167 special magical swords 158, 169 special (monster ability) 19 spectre 120 spell book 181 sphinx 120 spider, giant 121 spider, phase 104 Spiral Mountain Array 268 spitting cobra 116 spore-man 122 squid, giant 123 squirrel 123 stag beetle 33 staff, magical 162, 188 steam vent 289 stirge 123 stone automaton 29 Stonebrook 256 storm 287, 292 Striped Gulf 268 strong breeze 287, 292 strong gale 287, 292 sublunary dæmon 56 succubus 60 sun 222 surprise (at sea) 293 SV (saving throw) 19 swamp gas 289 Swampgate 256 swine dæmon 56 swinish shade 124 sword, magical 158, 169 SZ (size) 18 tar pit 289 TC (treasure class) 19, 150 temperature 285 tentacular horror 125 Thaumagorga 282 Thaumagorga’s Teeth 268 thew waggon 125 Thorgunna’s Island 268 tick, giant 126 tiger 126 Tinsaar 270 Tlakk-Nakka 282 toad, giant 128 training 15 transmundane 128 transtellarial 129 treasure class (TC) 19, 150 treasure determination 150 tree-man 130


307 Volume II: Referee’s Manual tree-man crawler 131 Trog Inlet 270 troglodyte 132 Trogos 270 troll 134 Ullr 282 Ullr’s Island 271 undead animal 134 undead 20 Underborea 278 underwater combat 295 Valley of Mists 270 vampire 135 vessel, water 291 vhuurmis 136 Vikland 270 violet fungus 70 viper 116 visibility (at sea) 293 wand, magical 162, 188 war dog 63 warfare 296 water elemental 67 water vessel 291 waterborne expedition 291 weasel 136 weather 285 week 226 wererat 88 wereshark 88 werewolf 90 whale 137 whirlpool 293 wight 137 wild berserker 81 wild dog 63 wild horse 80 will-o’-wisp 138 wind at sea 292 wind force 287 winter wolf 138 witch dæmon 59 Wold Phellora 266 wolf 138 wolf, winter 138 Wolf ’s Head Island 264 wolverine 139 woolly mammoth 139 woolly rhinoceros 140 worm of Ymir 140 wraith 141 wyvern 141 Xambaala 272 Xathoqqua 282 Xenadon 271 Xin 271 XP (experience points) 14, 19 year 226 Yig 283 Yikkorth 283 Yithorium, City-State of 272 Ymir 283 Yoon’Deh 283 Ythaqqa 283 Ythaqqa Plateau 271 Yog 283 Yug 283 Yuggoth 224 Zakath Desert 272 Zangerios Islands 272 zombie 142 zuvembie 144 I


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