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  2. Some clarification. On Roll20 community sheet creators are basically locked out of using compendiums. The Roll20 sheet displays all the result of the the attack and the range of damage possible based on the roll result Success/Special.Critical and the hit location with one button click.
  3. Now that's a beautifully Mostali way of looking at things. Or, perhaps, a distortion of Mostali philosophy through a human-centric viewpoint (which fits neatly with that being the origin of sorcery). Mostali heroquest to reforge the world engine (the One True Tool). That's the end-goal of Mostali sorcery. Try teaching that to a human student that's only half paying attention, spending the rest of the time daydreaming about being a conqueror, and you could get something like 'you can heroquest to reforge these so-called gods into tools you can use to further your own power'. I also like the insinuation that Orlanth is just an air conditioner that's got way above its station...
  4. My current idea is that diseases would manifest as minor forms of Malia (thinking of the Gods War "miniature" here) crawling off, possibly attempting to merge with other such little Malias. As they merge, they might acquire Chaos Features. Entering the Dead Place is a bit of a challenge, agreed. The Good Shepherd is said to know the secrets of navigating the place, but with a base camp on the outcrops of the Dead Place, people secured on ropes should have no serious trouble to leave again. For a scenario of mine (actually a sidequest for the scenario) I have pondered expeditions into the Dead Place to collect dust from there, to be used in enbalming, to make certain that the separation of body and spirit(s) remains intact. It should also suppress putrefaction (assuming that that is caused by living Darkness). The Wild Hunter (Gagarth) can be summoned in the Winter Ruins, IIRC, possibly stripping him of his Wild Hunt for a while. There is also a holy place of Inora inside (hence the name) which may lead to if not regular then not that unusual pilgrimages by those seeking her continued support. Hard to do for a shaman leading a Spirit Cult or Spirit Society, though.
  5. A middle way is possible, I suppose: viruses/bacteria/parasites and disease spirits are not identical, but it is hard to get rid of something in the first category if you are under attack by its associated disease spirit. Then ditching the disease spirit in the Dead Place would enable “normal medicine” — Arroin? — to take over, improving your chances without being an insta-cure.
  6. Here we move into grey area. Chalana Arroy can fight spirits, but will likely have a moral dilemma when in the Dead Place, they are no longer spirits or diseases, The dust or mud may kill them first. If you reach a point where you need to take a possessed person into the dead place, that's a whole adventure in itself.
  7. There is already player character template for humans. You just need to copy that and edit it for new characters. Beaty (and flaw if not implemented) is that Foundry will automate lot of things that Roll20 does not. In example that picture Makarios scored critical hit. You can automatically press "max Special damage" to get damage numbers, you get automatically experience marking corresponding skills. Target can just add that damage to whatever hit location was rolled, and vtt will reduce all armor (not from crit, but normal) from it, etc. Another neat feature of it is that when you create example some monster template. It has current stats and how they are calculated -> when you drag and drop it to scene/map, Foundry automaticvally reroll those and you now have automatically small variety in monsters. I tested both Roll20 and Foundry and decide to do my "starter set" campaign in Foundry (In Forge actually, but it is just cloud service for Foundry) as it is more complete even in its current state. Roll20 is just basically character sheet.
  8. Or — to take the sorcerer’s view? — all tools have their limitations. Your problem isn’t much like a nail, but unfortunately the god/magic/tool you have hold of is very much a hammer; watch where you put your thumb. Experimental heroquests as attempts to reforge the tools.
  9. So basically the Dead Place has a great potential to be a cure to all diseases, with Chalana Arroy fighters able to beat the manifest diseases to death? There ought to be some side effect to the bearers, I suppose, but shifting this to something a Heal or Heal Wound might repair outside of the Dead Place still would count as a win.
  10. I love this question. Is it asking something like — please, do not mistake me for a theologian — whether Gloranthan reality is “catholic” (for some or all gods, a priestly class is required to interact with them) or “protestant” (with the right techniques, anyone can interact with any god — whether or not that is wise, whether or not the god welcomes the interaction)? Malkioni might be a special case, taking neither the protestant nor the catholic line. According to them: the Invisible God is unreachable no matter who you are; anyone can contact the other so-called gods … but they are not really gods, as there can be only one. Presumably, stroppy shamans — and I like to think they all have attitude — think that self-proclaimed gods are just spirits with pretensions and could be contacted. As for worship, surely there is a lost Godlearner document detailing experiments to track the energy flow in worship — does it ever flow through the priest, and if it does, must it?
  11. This is the way I see all interactions with gods in Glorantha happening (whether someone is a true believer or not). Providing magic to their followers is pretty much the only way they can still influence the world of Time, so they're going to use it to drive forward their agenda. All gods have an 'ask'. Some people are just so blinkered that they cannot fathom that their god's ask might be something that's not in their individual best interest... Though I do like my worldbuilding a little on the Lovecraftian side...
  12. But forewarned is forearmed — or in Orlanth’s case … well, you can make the punning adjustment, yourself — and the theist schmuck on the Clapham omnibus meets the gods “blind” (or at least “blinkered”)?
  13. Does that bode well for Cults of Glorantha: The Lunar Way? (I realize someone commented on those other titles in this thread, and that's fine. I just wondered if the news overlapped.)
  14. To shamans, most gods will be "villains". They want something from the shaman (their soul!) which the shaman doesn't usually want to give up. So if your shaman encounters them, the gods will be devious and dangerous, perhaps offering Faustian bargains.
  15. Doh, Dead Place blindness - apologies!
  16. Thx @Scotty, although I did mention the dead place in the original post, but generally agree with your follow up answers. The players clan were involved in sending them into the dead place… loosely following the beer with teeth Lifethief scenario but adjusted to fit my own campaign arc. So the PCs were forewarned of dead place dangers, they are well prepared…and entering in storm season, so dust less of an issue, mud a definite issue, and the alkaline effects were warned and they are prepared … but nothing stops all that damage, and one is still wearing his dwarven plate armour….
  17. Gloranthan reality is defined by mythology, not by hard logic or physics. RQG, Magic and Mythology, page 8 You didn't mention the Dead Place in your initial post. In the Dead place, spirits become physical, so a broo acting as a spirit vortex would pop out a physical disease, or it's giant disease spirit would physically appear and bud off more smaller diseases, or any disease spirits hovering as a cloud would just precipitate out. I'd give them a SIZ & STR equal to their POW. In this environment I'm not sure they'd attack, and most would would likely wander off. Adventurers won't catch diseases. Yes. Although bear in mind the fine alkaline dust which hangs in the air, damaging lungs and burning skin. (RQG 124). Adventurers in my game would only travel there when raining as the dust was an hourly attack (POT = half max daily temperature) and daily vs metal armour. Travelling across alkali flats in the rain is miserable and your feet still need protecting. See Prax Temperature and Precipitation, RQG 122. Getting down into it is the biggest problem as the steep stream gullies are prone to flash flooding Yes, they'd appear physically and be released. They could be chased down, physically captured and forcibly taken out, then rebound outside of the Dead Place. Alternatively find the Father of Independants and sacrifice for Dead Place Ferry (RBM 40).
  18. I would add that, even if a gm allows shamanic contact with a god it would only be if there was strong runic alignments….or if the god wanted something from the shaman….beware Gods with an ask!
  19. I would submit that most gods communicate through their priestly hierarchy exclusively unless the faith has a shamanic component... Some Hunter gods have a shamanic branch of the faith, for example. But the whole point of having a priesthood is to make the powers the god offers exclusive to it and not available to just anybody with a fetch. However, there is an oblique path shamans can use to access some theistic powers, that of summoning specific ancestors and receiving Rune spells through them.
  20. That looks quite impressive and gives me hope that the Foundry implementation might amount to something. I did take a look at it but was put off by having to build a character sheet from lots of different components. I imagine it is far more flexible but, for my group, I can't see the benefit when Roll20 has a character sheet ready to go.
  21. Wait until Chaosium releases an RQ book at Chaosium Con in Melbourne in June... then there will be some Mistress Race Trolling 😁 I can dream...
  22. Are there any gods who only communicate through priests and rune lords, whom a shaman cannot contact and worship?
  23. A sneak peek at Horror on the Orient Express the Board Game – your journey begins April 2nd All set to begin your journey on the Orient Express? Here's a sneak peek at what you can expect from your journey! The classic Call of Cthulhu TTRPG campaign is coming to the board gaming world by the authors of Nemesis, Frostpunk, and Destinies! Get your ticket April 2nd only on Kickstarter! https://www.kickstarter.com/projects/chaosium/horror-on-the-orient-express-the-board-game
  24. Good news! Alone Against the Static and Call of Cthulhu: Arkham have finally made it to Australia and are available to order!
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