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  2. It's noted these are magic books and scrolls, so I think the difference there is based around some inbuilt power of the writing itself. Improving your skills through non-magical texts is already in the rules for Between Adventures (page 417 -- Research.)
  3. I know this is only intended as a sneak preview, but... What's then the significant difference between a book and a teacher? I note that reading the palace archives gives a flat 5% increase to *two* skills... Whereas a teacher would give only 1D6-1 to one skill.
  4. Irensavalism has many differences from the earlier forms, as it's a highly dualistic sect of Malkionism that believes Malkion to be a corrupt demiurge! The Rokari lack Men-of-All, as they've reverted to a pre-hrestoli form of Malkionism, mimicking many Brithini ways. I'd say that Safelster would probably be the stronghold of "Old Hrestoli" ways; with caste system, Men-of-All, and reincarnation. Even accounting for henotheist influences (which may not be far from Hrestol's form after all. His Men-of-All did serve his demigod half-brother along with priestesses. (And is supported by this old article) Certainly a foreigner could confuse a heavily enchanted cataphract for a Man-of-All in battle, although they likely would cast no sorcery themselves.
  5. BWP

    Books and Scrolls

    What does "a season to study" mean? During that season you're reading the book and doing nothing else? Are you allowed to take breaks mid-season, go away, do something, come back and resume the study? If a book requires multiple seasons do they have to be done consecutively? If you're allowed mid-study breaks, is there a limit on how long a break can be?
  6. Watch out, that kind of talk is liable to get you branded as a Riddler.
  7. Yesterday
  8. When I first read the Guide, I got the impression that Loskalm really was the only stronghold of Hrestolism left, and that (New Idealist?) Hrestolism was the only real surviving form. What is the difference between Loskalmi Hrestolism and Hrestolism in other areas? And Men-of-All exist in Rokarism too? Are they simply mounted warrior Talari there?
  9. awesome, would the same apply to non-books - carved pillars, processional paths, oral-traditions?
  10. I used the above skills, although personally I would add at least Swimming to the DEX Skills, and take Falconry, Gaming and Heraldry out of the APP skills. But be that as it may. I used KAP 5.2 for simplicity, and ignored Family Characteristic and Traits & Passions for now, focusing just on Statistics and Skills. Two miscellaneous points have gone to stat increases, while two have gone to +5 to two skills, leading to a total of 20 skill points added. And yes, I know the CON is low, but those points need to come from somewhere. (Although I could easily have taken the +5 First Aid and used that to get CON 13.) 1. DEX -centric: Awareness 15, Courtesy 10, Orate 10, Intrigue 10, +5 Horsemanship, +5 Sword, +5 Lance, +5 First Aid 2. SIZ & STR centric (i.e. our campaign's typical starting knight now): Awareness 15, Courtesy 10, Orate 10, Intrigue 10, +5 Horsemanship, +5 Sword, +5 Lance, +5 First Aid 3. APP centric: Awareness 15, Faerie Lore 10, Folk Lore 10, Hunting 10, +5 Horsemanship, +5 Sword, +5 Lance, +2 Courtesy, +2 Orate, +1 Intrigue The biggest thing to note is that thanks to the flat 15 and 10 in beginning skill assignments, those with high defaults (DEX & APP) tend to lose out, as their default becomes immaterial, and indeed discourages them from picking their own high default skills. It would be better to change it to +10 (max 15, excess points returned to the pool to be assigned to other skills) and +5 to three non-combat skills. This way, the high APP character could actually pick APP skills to further play to his strengths, rather than pick non-APP skills to maximise the benefit. Similarly with DEX character; especially a new weapon would become an easier pick for the DEX character compared to others, whereas now, anyone with half a brain will use the flat 15 to get their Axe or Mace from 0 to 15 for maximum benefit regardless of DEX, rather than get mere 5 points of benefit by going from Sword 10 to 15.
  11. (This is not my own creation, but my RQ conversion of a 5e creature I thought was interesting and filled a useful ecological / monster niche, the Grung. Artist credit: Shawn Wood) The Grung are a race of small, intelligent amphibians found in the depths of tropical rainforests. Their bright colors and “cute” appearance belie martial ferocity and an inherently savage nature. They survive in their very hostile environment by being extremely territorial and tenaciously aggressive to perceived threats, in particular other sapient races, verging on species-wide paranoia. Unfortunately, this means they are difficult to interact with as their solutions to any conflict run toward the genocidal. Grung society is based around small (<200 member) tribal clans, usually scattered across a handful of settlements. Tribes tend not to cooperate unless the threat is massive, and rarely fight each other. They are rigidly caste-based, and life roles are identified by skin color at birth: Green: Warriors, physical laborers, hunters. ~60% of the population or more. Blue: Skilled workers, craftsgrung, administrators. ~30% Red: scholars, shamans make up no more than 5% of the populace. Orange: elite warriors are about 10% of the fighting forces, or 5% of the overall population. In conflict, Orange Grung may command any other Grung but Gold. Gold: ruling caste. No more than one per tribe. Grung are widely feared for their potent toxic skin. Any predator in their biome recognizes this coloration as a warning that even a lone Grung is not worth trying to eat. The poison effect is immediate on contact with most living things, and is POT = Grung’s CON. A Grung cannot refrain from affecting a touched victim. If the poison is somehow washed from a Grung’s skin, it will regenerate to full potency within 24 hours. Their skin color reliably predicts the effects of this poison (all sustained effects last 25r unless noted): Green: (vs target CON) – simple damage poison, resist for half. Apply no more than 3 points to target’s hp per round, at the end of each round, until total damage applied. Blue: (vs target STR) – if success, that location is paralyzed and useless; special +1 adj location*, crit+2 adj location* (*ROLL for affected location; if non-adj location is rolled, then that extra paralysis is lost) Red: (vs target INT) – if success, target hallucinates; roll before each round, target must FAIL INTx5 roll to function in that round, otherwise considered Befuddled. Orange: Green effect andBlue effect, simultaneously. Gold: Green, Blue, and Red effects, simultaneously. Grung are immune to Grung toxins, regardless of caste. There are several ways Grung employ this toxin to useful effect: A Grung can touch attack a target. Dex x5% to hit, dodge or parry completely stops a touch attack. A successful touch on an armored location, the AP of that location resists vs Grung DEX to avoid skin-contact. Natural armor, magical protections do NOT protect against touch attacks.** A Grung can rub its weapon on its skin, giving that weapon the same effect IF it penetrates armor. This costs the wielder 3SR. The effect is volatile; it only lasts a single round whether it hits or not, and would need to be applied again in subsequent rounds. The most likely technique used by trained warrior Grung is the grapple. (Never used by noncombatants.) On a successful grapple attack, the Grung can “apply touch poison” in lieu of any application of damage. Due to their ‘sticky grip’, they are extremely capable in this method. A target trying to break the grapple must use some sort of available tool (and thus their effective STR to resist the grapple is halved) or if they don’t/can’t use a tool, the Grung gets an automatic ‘touch attack success’ (per above) on the limb used to push/scrape them off. (ie only the victim’s armor might protect them) Squirt: once per day, a Gold Grung can squirt its poison from its eyes, targeting one victim (Grung SIZ/2)m away. ** some might argue this is unfair, but protective magics must be somehow permeable to simple contact or a protected individual couldn’t hold anything or touch the floor or possibly breathe, depending on interpretation. Use your interpretation. Other notable features: Grung never wear armor, and employ the sorts of weapons one would see in a primitive culture - blowguns, darts, javelins, light spears, knives. They are well aware they're not built for slugging it out in melee...but knowing their inherent advantage they aren't afraid of it, either. They will definitely use the intimidation factor of their toxic skin to their advantage, when they can. Grung will almost never be encountered in groups of less than 6: 5 'workers' and at least one warrior always watching. War parties could be thirty or more. Golds often lead large or important attacks - the importance of Grung survival is as big a deal to them as it is to any Green. They just know they're an important piece on the board, but not irreplaceable. A Grung Red is likely to be Shaman or apprentice Shaman. They are likely to have their full POW in spirit magic, including at least Spirit shield 2 - the Grung hate/fear spirits and will never employ them themselves. Their village defenses will often be biased to protect heavily vs spirits. Oranges will have half their POW in spirit magic known, invariably combat magic, up to 3 point spells. Golds will have their full POW in spirit magic spells up to strength 6. Some may be worshippers of appropriate Forest/Jungle/Southern gods - Aldrya, Pamalt, etc and may have divine spells. Grung only move half human speed normally, but their sticky pads allow them to move on nearly any surface (including vertical or inverted) at full speed. In lieu of their move, a Grung may JUMP up to 6m in a round. Dex*4 to ‘stick’ the landing if it’s tricky. Trained Grung warriors will often open combat with this surprise jump into a grapple attack. Grung Orange/Gold have a “Chirr” sonic attack – once per 24 hours, they can ‘chirr’ piercingly loud. Non Grung within (Grung POW/2)m radius must resist Grung POW vs their CON or be befuddled for 1r. Grung are HIGHLY organized. Warriors will coordinate their attacks intelligently; they will use feints, bait, tricks, and even traps to direct victims into killing zones. They will seriously evaluate opponents, and wait for reinforcements in order to ensure overwhelming force. Golds/Oranges will cascade their ‘chirr’ attack to (hopefully) befuddle targets for sequential rounds. Oranges will lead small parties to flank/surprise targets. Noncombatant Grung will certainly try to flee any combat BUT there will always be a follow-up war party launched to investigate (read: implacably pursue and destroy) any threat. Once all Green/Blue/Red Grung are incapacitated, any Gold will always seek to escape, and Orange to protect that escape. All Grung will fight to the death to protect the Gold. Golds, if no other option is available, may surrender/negotiate. STATS: Green, Blue, or Red Orange or Gold STR 2d6 2d6+4 CON 2d6+2 2d6+4 SIZ 1d6+1 1d6+2 INT 3d6 3d6 POW 3d6 4d6 DEX 3d6+2 4d6+2 CHA 3d6 3d6 Random Common Grung: Blue, Red, Green (sorry, this is based on heavily modified RQ3; adjust to your rules flavor) Random Elite Grung: Orange or Gold GM's note: play the Grung as intelligent but paranoid sociopaths, interested in nothing but the safety/survival of the Grung collectively. They can be dealt with (delicately) but are sensitive to the slightest offense or possible threat. Utterly selfless in subordination to their tribe and the Grung generally, they're neither stupid nor reckless. Their sole moral compass is the safety of the Grung.
  12. In the case of Cirencester, the unburied bodies lying in the street is a bit of give away that the place was, in effect, abandoned. I know wood was used in some areas like Wroxter but even then 33 wooden structures dont make up a city of 15,000 that it was under Roman rule. Even the place was abandoned by the 670s
  13. Just an off-note to make life easier: you could use the form HeroQuest of the rules system. And when you are writing about heroquesting you can use the lowercase form. HeroQuest is a proper noun and heroquest is just a noun.
  14. Those were in the other thread, but I've edited them to fit with RQG.
  15. Ancestor Bundles DESCRIPTION: Ancestor Bundles are typical Shamanic Medicine Bundles. They contain many different components, maybe with runes or symbols as decoration, typically decorated with feathers, bones, cloth, and so on. All Ancestor Bundles contain at least one item sacred to the ancestor to be contacted, perhaps a piece of the ancestor's body or a picture of the ancestor or something owned by the ancestor during life. In more civilised areas, Ancestor Bundles may well take the form of icons or small shrines which would sit in the family shrine and allow the ancestor to be called. CULTS ASSOCIATED: Daka Fal, Shamanic cults ENEMY: Humakt, other Death Rune Cults HOSTILE: People who were hostile to the ancestor while alive KNOWLEDGE: Common, Shamanic. HISTORY: When Daka Fal taught people to contact those who had died and were part of their family, he also taught how to contact individual spirits more easily, so as to make it easier and less dangerous to contact these spirits. Thus were created the first Ancestor Bundles. PROCEDURE: Ancestor Bundles are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes an Ancestor Bundle using the techniques that his culture uses to create Medicine Bundles in general. So, Elven shamans will use plants and stones in the manufacture whereas Praxian shamans may use bones, feathers and cloth, Troll shamans may use bones, hair, cloth and polished stones and so on. However, all Ancestor Bundles have to contain some kind of link to the ancestor, so a troll Ancestor Bundle may contain a finger of the ancestor, a lock of hair, a piece of cloth worn by the ancestor and so on. The cost of creating an Ancestor Bundle depends on the ritual used but is typically 1-3 POW. POWERS Ancestor Bundles enable easy contact with the ancestor specified in the creation of the Bundle. One need not know one's exact genealogy in order to summon this ancestor when using an Ancestor Bundle, all one needs to know is that one is a descendant. A Summon Ancestor spell is still required to summon forth the spirit and there is no chance that the wrong spirit will be called. The ancestor tied to the Ancestor Bundle is typically well-disposed to the user of the Bundle, subtract the user's POW from any reaction rolls which need to be made. Summoning Spirits which are not one's ancestors using these bundles is a bad move and cause the user's POW to be added to reaction rolls. Also, the only spirit which may be summoned is the spirit linked to the Bundle. This may be used to trap a spirit who is not one's ancestor. VALUE: Ancestor Bundles are worth a great deal to the descendants of the Spirit in question. Depending on the relative power and prestige of the ancestor, an Ancestor Bundle may sell for anything from 500L to 20000L. They may also be sold to enemies of the Ancestor for around half the amount. NOTES: Some Ancestor Bundles are extremely sought after. Any Bundle that ties to a Mistress Race Troll is valuable to the trolls as many trolls are descended from these beings. In places such as Prax and the Rubble, Ancestor Bundles may allow powerful ancestors to be summoned in times of war, in which case Bundles tied to mighty warriors or magicians are especially sought after. Some families will summon ancestors of rival clans using these Bundles and will then bind or destroy those ancestors to weaken their enemies.
  16. God Bundles DESCRIPTION: God Bundles are typical Shamanic Medicine Bundles. They contain many different components, maybe with runes or symbols as decoration, typically decorated with feathers, bones, cloth, and so on. All God Bundles contain at least one item sacred to the spirit to be contacted, perhaps a piece of flint to contact Orlanth or a raven feather to contact Raven. CULTS ASSOCIATED: Shamanic cults, the cult of the spirit to be contacted ENEMY: Enemies of the spirit to be contacted HOSTILE: Members of the cult of the spirit to be contacted who do not like outsiders gaining access to their spirit KNOWLEDGE: Common, Shamanic. HISTORY: When the Horned Man told his children how to contact the Spirits, some came to him and asked why they could not contact the deities who walked the world. The Horned Man thought a while and went to each deity in turn asking if they would allow worship by his followers. Most of the deities were greedy and wanted more worship with only a few refusing. Dayzatar was one who refused, as was Ourania Queen of Heaven. Those deities who refused may not be contacted with a God Bundle. The Horned Man then made the first God Bundles and taught the secret of their use and manufacture to his children. PROCEDURE: God Bundles are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes a God Bundle using the techniques that his culture uses to create Medicine Bundles in general. So, elven shamans will use plants and stones in the manufacture whereas praxian shamans may use bones, feathers and cloth, troll shamans may use bones, hair, cloth and polished stones and so on. However, all God Bundles have to contain some kind of link to the Spirit to be contacted. So, a Sun Hawk God Bundle may contain one of Sun Hawk's feathers, a stone with Sun Hawk's Runes written on it, a picture of Sun Hawk or a Sun Kiss flower. The cost of creating a God Bundle depends on the ritual used but is typically 1-3 POW. POWERS God Bundles may be used by anyone having the knowledge to use one. All Shamans are taught how to use God Bundles as part of their training. Some GMs may want to play that God Bundles may only be used by shamans of the same or related culture to that of the creator, so only Praxian shamans may use God Bundles created by a Praxian shaman. A God Bundle allows a shaman to contact a spirit in order to worship the spirit and to gain benefits from that direct worship. The Shaman must still discorporate and find the spirit to be worshipped, then must persuade the spirit to allow the worship as per normal shaman rules, but the God Bundle allows this to occur. Most shamans cannot contact spirits for individual worship without a God Bundle of some kind. As shamans generally only know how to create God Bundles for the spirits they normally contact, finding a God Bundle of a new spirit is important as they can now attempt to contact the new spirit. Shamans typically have many God Bundles, one for each of the Spirits they worship. They are often jealous of these God Bundles as if they lose a particular bundle they will not be able to contact the Spirit and may no longer regain the use of the Spirit's Divine Magic nor may they sacrifice for more Divine Magic until the Bundle is restored or a new one created. VALUE: Typically, a God Bundle is worth a great deal to a shaman, especially if it is one he does not possess or for a spirit which he wishes to contact. God Bundles are typically sold for 4 points of Spirit Magic, or maybe up to 8 points for rare or important spirits.
  17. Spirit Weapons DESCRIPTION: Spirit Weapons are typically small versions of real weapons, maybe a painted shield or ceremonial spear. They are often decorated with tassels, feathers, stones or engravings, carvings or painting. They may well take the form of non-weapons, such as musical instruments or images of powerful people. CULTS ASSOCIATED: Daka Fal, Shamanic cults KNOWLEDGE: Common, Shamanic. HISTORY: The Horned Man gave his children many weapons in order to protect against Spirits. The secret of how to make them was passed down amongst the shamans until every shaman in the world knew. PROCEDURE: Spirit Weapons are made by shamans who know the ritual to make them. This ritual may be a Spirit Magic spell or a HeroQuest spell, depending on he individual GM's preferences. The Shaman makes a Spirit Weapon using the techniques that his culture uses to create Medicine Bundles in general. So, Elven shamans will use plants and stones in the manufacture whereas Praxian shamans may use bones, feathers and cloth, Troll shamans may use bones, hair, cloth and polished stones and so on. The cost of creating a Spirit Weapon depends on the ritual used and the powers gained, but is typically 1-3 POW. POWERS Spirit Weapons must be used correctly for their powers to work. Thus, drums must be played, rattles must be shaken, pipes blown, spears and shields wielded. They are, of course, designed to look silly while being used. While the user performs the activity he gains the benefits of the Spirit Weapon. If he stops then the abilities are lost until the activities start up again. A Shaman will use these weapons during his Discorporation ritual and can then use them while discorporate, as long as he continues to perform the required activity. Spirit Weapons have varying effects when used, depending on the powers of the individual items. Some sample weapons are listed below: Spear - Increases Spirit Combat Damage by a variable amount, e.g. 1D6 or 2D6 Shield - Allows you to reduce damage taklen in Spirit Combat by 1D3 Drums - Add 1D3 ro the effective POW to all friends in Spirit Combat within earshot Pipes - All unintelligent Spirits within earshot will try to move towards the player to listen to the music. Net - When thrown over a Discorporate Spirit in Spirit Combat, prevents the spirit from disengaging. The combat can only end with the spirit bound or the opponent reduced to 0 MPs and possessed or captured. Rattle - Doubles damage inflicted on Disease Spirits fought. Bull Roarer - Doubles the user's POW for the purposes of determining Spirit Combat results VALUE Spirit Weapons have variable powers and this determines their value. Weapons with minor effects may be worth 100L, those with major powers anything up to 1,000L. Weapons which affect groups or areas are worth more than those which affect individuals.
  18. Moon Swords DESCRIPTION: Ornate two-handed scimitars made from a red metal. Moonswords glow with a faint red sheen which waxes and wanes with the phases of the moon, when the Red Moon is dark the sword does not glow, when full it glows almost as brightly as a Light spell. CULTS ASSOCIATED: Yanafal Tarnils, Red Emperor, Red Goddess, Lunar Cults ENEMY: Orlanth, Storm Bull, Moon-hating cults HISTORY: There are many demigods serving the Red Goddess and the Red Emperor on the Red Moon. One of these is a master smith who makes magical weapons for the court. After several HeroQuests he came back with the knowledge required to make the Moon Swords. For the past 40 years or so he has been making Moon Swords at a rate of one per year. The process takes so long because the Smith must refine Moon Rock in order to create the Moon Metal used to make the Sword. Moon Swords are given as gifts by the Red Emperor to those he feels worthy. It is known that Jar-Eel carries two one-handed versions, the Red Emperor has a Moon Sword but never uses it, the High Priest of the Crimson Bat has a Moon Sword as does Jar-Eel, the head of the Bloodspillers cult, whose Moon Swords are one handed and she carries two of them. PROCEDURE: The only way to gain a Moon Sword is by sucking up to the Red Emperor to the extent that he will gift you with one. Generally, only Lunar Heroes or important religious of political figures may be given Moon Swords. As Moon Swords only work for their owner they may not be gained through conquest. POWERS Moon Swords share many of the properties of Scarlet Scimitars with which they have much in common. The Scimitar has the same AP as an iron scimitar and acts as a runic weapon. The owner may cast a Truesword on the sword once per day except when the Moon is Dark. This spell is provided by the sword itself. On days of the Full Moon, this spell lasts for 1 hour. On command, the Moon Sword will glow a bright red, illuminating an area of 50m diameter. A Moon Sword does special damage, depending on the Phase of the Moon. The scimitar does 1D8 + 1 on Dark Days, 2D8 + 1 on Crescent Moons, 3D8 + 1 on Half Moons and 4D8 + 1 on Full Moons. Once per week the owner of a Moon Sword may call forth a Lune from the Sword. On a Dark Moon, no Lune will come, on a Crescent Moon you can summon a Small Lune, a Medium Lune on a half Moon and a Large Lune on a Full Moon. This Lune will remain summoned for 1 minute on a Crescent Moon Day, 5 minutes on a Half Moon Day and 15 minutes on a Full Moon Day. The Lune must be commanded as usual with Command spells which the Sword does not supply. Once summoned, a lune may not be resummoned until the next Full Moon. Within the Glow Line or within a Glow Spot, the Moon Sword will function as if the Moon were Full. This makes them extremely powerful within the Empire proper. The Truesword spell affects the Sword fully, doubling the sword damage. This doubles with a Slash and is compatible with Gifts that cause damage to be doubled against certain foes. VALUE: A Moon Sword is priceless to its original owner. If he loses the Moon Sword, it is a matter of honour to regain it. In this case, the owner will generally pay up to 10,000L to regain the Sword but would be just as likely to try and take the Sword by force. As trophies, Moon Swords are worth around 1,000L. NOTES Two-Handed Scimitars Moon Swords, with the exception of those wielded by Jar-Eel, are 2 Handed scimitars. These are seldom used, even in Lunar areas, as most Lunars use the standard 1 Handed scimitar. Here are the statistics for a 2H Scimitar. Type Sword, 2H Name: Great Scimitar STR 11 DEX 13 Damage 2D6 + 2 HP 12 Cost 150L ENC 1.5 Length (Range) 1.4 SR 2 Basic 10 5-25% 400L 0-50% 800L 51-75% 1200L
  19. Thunder Arrows DESCRIPTION: Tin arrows with flint arrowheads. When activated, the arrowhead sparks as a Thunder Stone. CULTS ASSOCIATED: Orlanth ENEMY: Yelm, other Fire/Sky cults KNOWLEDGE: Cult Secret, Few HISTORY: When Orlanth killed Yelm during the God Time he picked up the objects that Yelm left behind with him as spoils of victory. Some of these objects were the golden arrows that Yelm had fired at him. Orlanth filled these with his own power and transformed them into Thunder Arrows. During the First Age, many followers of Orlanth HeroQuested and travelled back to his victory over Yelm. There they found the method to create Thunder Arrows. PROCEDURE: The Thunder Arrow variant of the "Orlanth Slays Yelm" HeroQuest is available from many Orlanth Great Temples. A determined Orlanthi Wind Lord should be able to locate the HeroQuest by travelling around the Temples. To create the Thunder Arrows, the Orlanthi must perform the "Orlanth Slays Yelm" HeroQuest and must take one or more of the arrows fired at him during the fight. If no arrows were fired at him, he may not create Thunder Arrows. He must then use the Create Thunder Arrow spell on each arrow to create a Thunder Arrow. A member of the Thunder Arrow Magic Weapons Subcult may use Thunder Arrows created by another member by sacrificing 1 POW per point of the Thunder Arrow. POWERS: A Thunder Arrow acts as a ThunderStone when fired at an enemy. For each point of the Thunder Arrow the Thunder Arrow does 1D6 MP and 1D6 General HP damage to the target. The damage is blocked as normal Thunder Stone. Once used, the Thunder Arrow is de-activated and must be re-activated using the Bless Thunder Arrow spell. VALUE: Thunder Arrows will sell for 100L per point in the Thunder Arrow. NOTES Thunder Arrows have several advantages over normal ThunderStone. They have a longer range and are easier to use, most Wind Lords being more proficient with a bow than with throwing rocks. Thunder Arrows are re-chargeable and may be reused. Thunder Arrows are also more expensive to create and may only be created at the culmination of a HeroQuest. They may only be re-charged and created by members of a small Magic Weapon Subcult of Orlanth which is only found in certain Great Temples. The following spells are available from a Thunder Arrow magic weapon subcult whose members only include those who have successfully performed the "Orlanth Slays Yelm" HeroQuest. Create Thunder Arrow (Stackable, 1 Use, Permanent, Ritual Enchant) This spell may only be cast at the culmination of the "Orlanth Slays Yelm" HeroQuest by the Orlanth of the HeroQuest. The caster must have collected arrows fired at him by Yelm during the Quest. He then casts the spell and attempts the Enchant roll. If the roll is successful, he loses 1 POW per point of spell and enchants the Thunder Arrow. In any case, he uses the spell and must re-sacrifice if he wants to create more in the future. The Thunder Arrow created will act as a Thunder Stone when fired as detailed above. Bless Thunder Arrow (3 point, Reusable, Permanent) This reactivates a Thunder Arrow, the caster must be able to touch the Thunder Arrow and it becomes energised with Orlanth's power.
  20. Wakboth's Teeth DESCRIPTION A mottled grey fang, in its raw state. A mottled grey weapon, normally a spear, sword or dagger, in its attuned state. CULTS ASSOCIATED: Cacodemon, Primal Chaos, FRIENDLY: Other Chaos Cults ENEMY: Storm Bull HOSTILE: Other Chaos Fighters KNOWLEDGE Cult Special, Uncommon HISTORY When Wakboth fought Storm Bull in Prax, he was crushed by the Block and his remains were mashed far into the ground. Much of his body was destroyed, but some remained relatively intact. Some of Wakboth's Teeth were broken into pieces which still retained some of their powers. A Cacodemon HeroQuestor, known only as Dag the Krjalk, quested towards the end of the First Age in order to uncover some of the secrets of his deity, Cacodemon. As Cacodemon was born from Wakboth's Death, he Quested to the Block and descended beneath it, finding Wakboth's Skull and returning with one of Wakboth's Teeth. He managed to evade the Uroxi and made the HeroQuest known to others. Since then, many creatures of Chaos have tried to find one of Wakboth's Teeth, but most have failed, sometimes killed by the Uroxi near the Block, sometimes by the Chaos beneath the Block and sometimes through attuning the Teeth. PROCEDURE There are two ways of gaining one of Wakboth's Teeth, through HeroQuest or by liberating one from its current owner. The HeroQuest is available through certain Temples of Cacodemon or through the Cult of Dag the Krjalk who may be contacted in the Footprint, Snake Pipe Hollow, the Marsh, the Tunnelled Hills and beneath the Block. It is extremely dangerous and will be detailed here in the future. It involves going to the Block, entering the Caves below, locating the remains of Wakboth's Head, finding a Tooth or fragment, controlling and binding the Tooth and returning to the normal world. Taking a Tooth of Wakboth from its current owner seems simpler, but when it is borne in mind that the current owner probably survived the above HeroQuest and has one of Wakboth's Teeth as a weapon, the task suddenly appears somewhat more difficult. To attune the Tooth, match POW vs a POW of 3D6 + 6, rolled each time the Tooth is attuned. The attuner loses 1D10 POW when he attempts to attune the Tooth, regardless of success. If the attuning is successful, the attuner gains the Chaos Feature "Appears Extremely Dangerous" and may use the powers of the Tooth. If the attuning fails, the attuner gains the Chaos Feature "Appears Harmless" and may not touch the Tooth, otherwise he suffers the effects of being damaged by the Tooth when a location touches the Tooth. POWERS Once attuned, the Tooth takes on the appearance of a weapon of the user's choice. If the Tooth is complete, it may take on the form of any size weapon. Otherwise, the Tooth may only take on the form of a weapon of the correct size (ENC). Incisors are ENC 10, Canines are ENC 6, Pre-Molars are ENC 15 and Molars are ENC 20. Fragments of the Teeth will retain the Powers but will be smaller. When a Tooth is wielded in battle, calculate damage normally, but if the Tooth penetrates armour it does a special type of damage. Match the wielder's MP vs the target's MP. If the roll fails, no damage is done. If the roll succeeds the location struck is turned into Chaos Slime (cf Plunder) and destroyed. If a limb or other non-vital location is destroyed, it may be restored through Divine Intervention or Regrow Limb.. If the location is vital, the target is dead and may only be restored through Divine Intervention- Resurrection will not work. Cure Chaos Wound will halve the time taken to regrow a limb and will halve the POW lost through Divine Intervention to restore a location. A Tooth of Wakboth can be used to parry normally, with Armour Points equal to its POW. It does not take damage from Runic or Magic weapons, but takes normal damage from Truestone weapons and double damage from Adamant weapons. VALUE As a generator of Chaos Slime, this is invaluable. As a Weapon, it is unequalled. To Chaos creatures it is priceless, to enemies it will be gained at any cost. For these reasons, it is impossible to put a price on Wakboth's Teeth.
  21. Duck Masks Description: Full-sized masks in the form of Duck faces, made of various materials and of various degrees of realism. Cults Associated: Ducks, Humakt Enemy: Delecti's Horde Knowledge: Common amongst ducks and Delecti's forces, uncommon elsewhere. History: When Delecti created the Upland Marsh he extended his protection to all the inhabitants of the area. These included Ducks who lived in harmony and safety within Delecti's Realm. All of Delecti's army were programmed not to attack Ducks unless they were specifically ordered to. This meant that the Ducks were safe from all the mindless zombies and skeletons of the army. When the Lismelder tribe became duck friends some tried to live in the Upland Marsh but were attacked by Delecti's patrols. A wise duck craftsman found the solution when he created the first Duck Masks. The secret has been handed down amongst the Ducks and those Lismelder tribes people living in the Upland Marsh. Procedure: Make a mask out of wood, metal, cloth or any other available material. Paint it to look like a Duck and put it on. Powers: A Duck Mask allows the wearer to pretend to be a Duck, allowing them free passage through the Upland Marsh. This works because zombies, skeletons and other undead do not recognise the difference between real ducks and people wearing Duck Masks. It is known that Vampires and Mummies do not attack people wearing Duck Masks, but nobody knows whether the masks work against them or whether they are just humouring the silly mortals. What is known is that people wearing Duck Masks who ambush Delecti's patrols often disappear. People wearing Duck Masks can pass the Humakti defences of any Duck Tower without a problem, unless they are Undead. Delecti uses this property to explore Duck Towers with hired flunkies. Although there exist elaborate masks which are very lifelike, the Ducks know that extremely primitive masks still work. Therefore, even simply carved wooden masks painted in a Duck face will protect the wearer from Delecti's Hordes. Value: A Duck Mask is typically worth 20L to travellers within the Upland Marsh. However, enterprising Ducks may be able to charge a lot more for a more realistic Mask .
  22. We pretty much do away with having to have a focus. It adds nothing to the game and can be a real pain. Most PCs will have a focus on a ring, armband, pair of shoes and so on, just in case they lose one or more of them. Brave ones will have them incorporated in different tattoos, hoping that they aren't all ripped off.
  23. Trollkin can eat anything, Eurmali can swallow anything. However, Swallow allows a Trollkin to swallow something gar bigger than normal. It just saves time and effort. Also, when a Trollkin swallows a prize bull, leaving nothing behind, everyone will be surprised and the Trollkin could just walk away. If the Trollkin had eaten the bull normally, it would be bloated and fat.
  24. Not happy with shading so redid it using my laptop today. Unfortunately the laptop and desktop screens have different color saturation, so unsure if this version is too dark.
  25. Personally, I wouldn't bother, and I am a ig fan of HeroQuest. Instead, I'd use those aspects of HeroQuest The Game that you think would work better for an actual HeroQuest and bring them into play in RQG. So, for example, if you think that Extended Contests would work well on a HeroQuest, just port them into RQG. It does, and it doesn't. You can still use the concepts of HeroQuest the Game on a HeroQuest. For example, in RQG, casting Bladesharp gives you a particular effect, as does casting Lie. However, on a HeroQuest, you could equally well just use Bladesharp or Lie as effects, in the same way that someone with Keywords with Breakouts of Bladesharp and Lie could. In other words, you have more of a Narrative session when on a HeroQuest. using Jumping to jump over a chasm that would normally be impossible is OK on a HeroQuest, no matter what the actual rules for the Jumping spell may be. For me, HeroQuest the Game has several things that make it really good: It is scalable, it is Narrative and rules are simply guidelines to help the story along. With the exception of scalability, the same things could be introduced in a RQG game quite easily.
  26. I'd like to see an official version of the Valkyrie. Ir would be interesting to see how it works in Glorantha.
  27. At least three would look mighty smart together. Suddenly the ghost of Eliade's 16-book Encyclopedia of Religion skittered across one of the back shelves and the shelf fell down. 100 is a good number!
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