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  2. That goes without saying. Really? That's like taking the least meaty of your bulls, mating it with the most dry of your milk cows and expecting a treasure level calf. If Gloranthan breeding programs went like that, Uzko mothers would mate with trollkin (other than Neep). Family estates... this means that zzaburi families have tenant families providing produce directly to their households and not to some organized order that allocates supplies to the various zzaburi households? Acting as clerks etc. sounds the most reasonable, except that administrative duty is part of the talar definition. But then, the dropouts may become library assistants, performing the necessary crafts. Or become healers, assistant lawspeakers or astrologers, reading out precedents etc. Again, that's what I expect talars do in a Malkioni society. As apostates? Your average Orlanthi exile usually remains a worshiper of Orlanth, and may find acceptance sufficiently far away from home in the company of other Orlanthi. As an Aeolian exile, you might leave Esvular for Nochet or vice versa, but a failing Zzabur caste person remains a failing zzabur caste person. One way around being a non-asset would be magic which needs a group effort, where not every participant has to be a master of the technique. In such a set-up, these folk could be productive magical assistants. For instance, participating in enchantments.
  3. Originally (in the PDF I read), it both said they were enchanted and that spells had a % chance of not affecting them or being successfully cast by them. I guess this was edited properly and they no longer have the countermagic effect.
  4. I'm honestly not sure... What reasoning could I give to allow one and not the other? You normally can parry with the same weapon you attacked with...
  5. BEVARA THE MEDIC (Combat Medic) Bevara is well-loved by the Orlanthi, many of whom prefer her even to Chalana Arroy. Her epithets are “Stretcher” and “Stitcher.” CULT PERSONALITY SKILLS: Brave, Enduring CULT SKILLS: Craft (Chirgury) Craft (Chirgury) (Manipulation Skill) Using this skill, the healer can repair internal organs and reattach severed limbs. Chirgury must be started within a few minutes of the wounds' infliction and takes approximately 1 hour. CULT BATTLE MAGIC: Shimmer. Bevara worshippers treat Shimmer as a specialty spell as well as Heal. HARMONY RUNE MAGIC SHIELD, CONCEAL CARRY PATIENT (Rune Magic, Self, 1 pt.) While under the influence of this spell, a healer can carry one person with no penalties to her movement rate or skills. She does, however, have to use one arm to carry the patient. LEAVE NO TRACKS (Rune Magic, Self, Stackable, 1 pts.) While under the influence of this spell, the caster leaves no footprints at all and cannot be tracked. (NOTE: Certain magical tracking may overcome this spell) STUNNING SCREAM (Rune Magic, Range = 5m, Duration = Special, Stackable, 1 pt). On a successful Resistance roll, the target of this spell is stunned and suffers a penalty to all skills equal to the amount by which the Resistance roll is successful. Each round, the penalty is mitigated by 5% until it’s gone. Each pt adds 1 target or +25% to the caster's resistance roll. UNFALTERING DEFENSE (Rune Magic, Self, 3 pts). While under the influence of this spell, the caster may Parry or Dodge all incoming attacks with her full skill and suffers no penalties for facing multiple attackers. LIFE RUNE SPELLS HEAL HEORTLING DEER (Rune Magic, Touch, Instant, 3 pts) Heortling Deer are rare, magical, and sacred to the Heortlings. This spell heals all damage and all lost stat points to a single targeted Heortling Deer. HEAL SELF (Rune Magic, Self, Instant, 3 pts) This spell cures all damage to the caster, regardless of hit location. This spell can restore a lost limb if applied no more than 10 rounds after the wound was inflicted. After 10 rounds, only a Regrow Limb spell can restore the lost limb. Poisons and diseases are purged from the system, blindness and madness are cured, temporary stat point damage is healed, but permanently lost stat points are not restored. BEVARA’S SECRET (LIFE RUNE MAGIC) INSTANT HEALING (Rune Magic, Self, 3 pts) This spell must be stacked with any other instant healing magic (Heal Self, Heal Wound, Cure Injury, Remove Pain, battle magic Heal spells, etc). The casting of this spell and the accompanying healing spell takes only a single strike rank regardless of the magic points used or the caster's DEX.
  6. My local store has a lone copy of the RQ2 reprint but says the new version is sold out from any warehouse they can buy from.
  7. Just wondering about people's experiences with tournaments. Has anyone put together any house rules for tournaments? I've looked over the tourney rules in the GPC, and they give a good baseline to work with, but I was looking for something more organized, or at least a decent summary sheet that goes over all the events (Bohort, Joust, Tourney, Feasts...) that take place throughout.
  8. Most cities would have sewers for rainwater, but no cloacas. Liquid human waste is likely to be collected in earthware, and "solid" waste is likely to be collected in buckets. There are various uses for this among dyers and tanners, and for making clay plyable (both as bricks and for pottery). Use as fertilizer might be left to animal waste. If you are thinking of the Vienna sewer in "The Third Man", that's in all likelihood a combined rainwater and waste water sewer, possibly even fed by some spring water. The water quality there may be little worse than the open rivers in industrialized or heavily populated parts of the world in the seventies or eighties. (I have an old handbook for engineers designing waste water treatment plans which has a formula for the self-cleansing power of a river before it reaches the next settlement...) Rainwater sewers needn't be underground - open or covered trenches in the roads for major water removal, possibly into cisterns if the city is located atop a rise (like e.g. Clearwine, Jonstown, Swenstown) rather than in a valley (Boldhome). Tunnels that lead external waterways below the city to feed the wells are possible if there are springs available near the city. There is one below Jerusalem. Hattusa appears to have had one, too. In Nochet, water from the Lyksos River is diverted into the city, supporting about three quarters of the population. The northeastern district appears to be situated on a slight rise that culminates in Orlanth's Hill (at least that's what I would infer from the Darkness Era map of Nochet which shows the era when Choralinthor Bay had been reduced to a fraction of its size, leaving the main deepwater approach to the city (Delver Vale) completely dry). The sewers of that part of Nochet actually are feeding the cisterns there, so they are anything like a cloaca (or so one would hope). It is not just possible but likely that road sewerage is treated transported separately from roof runoff, as it is practically impossible to keep beasts of burden or free-running husbandry from defecating on the streets, and clearing the streets of these droppings cannot be done during times of high traffic. Polluting waters with cloaca sewage probably is highly disrespectful to the entities of that body of water. There may be places that have regular shipping canals underground, if situated near rivers. Barges may be poled, or pulled along ropes or series of rings set into the tunnel walls. Loading and unloading such barges would happen in cellar grottos. Given the presence of sea trolls in the Choralinthor area, grates or locks before these entrances/exits are likely. A troll nightwatch herding a pack of sea trolls might even be hired to ensure that noone approaches this without paying off these guards. Water spirits can be used as an alarm system by the priesthood of the resident water entities. But then, wetway smugglers are likely to be cultists in good standing. Wherever you have canals leading into the city, smugglers may use the underside of their vessels to carry contraband in waterproof vessels past any inspections. Floating small containers down aqueducts feeding into the city is another possible way for the smugglers, but this requires control over the grates protecting these aqueducts from blockage. Dry tunnels beneath a city or fortress are different. Some species like trolls (or rather their trollkin and possibly specialized insect breeds whose maggots can dissolve certain types of rock for sustenance - we're talking darkness creatures, after all) or krarshtkids are known to leave undocumented tunnel systems. (The wise Krarshti assassin band will buy trollkin slaves to do their tunneling and reserve krarshtkids for deeper (possibly underwater) tunnels, or long distance approaches.) The city of Rome had underground quarries for the volcanic tuff that forms much of the base for that city of the seven hills. These, and the catacombs that served as underground cemetaries, make up another possible source for insufficiently overseen passages. Other cities (like e.g. Lüneburg) are situated atop salt deposits that may be mined from under the city, with occasional cases of collapsing tunnels and collapsing houses above. Some cities are built atop the remains of previous incarnations of those cities that may have been lost e.g. to dragonfire. In such cases, underground passages may have survived, and may have been integrated into trollkin or krarshtkid warrens. Dwarf tunnels beneath human cities are possible -- in case of Boldhome, a few are guaranteed. Their entrances may have been collapsed, however. Fairly irreversible to human sappers, but probably a lot less irreversible for rock dwarves. "Open" dwarf tunnels are bound to be trapped with a plethora of devices that can be deactivated temporarily only by providing the correct passage tokens and/or spells. All "dry" tunnel systems aren't, unless they have sewers themselves. Wading through ankle-deep mud may be common.
  9. Even as a real-life munchkin myself, I find giving both skills the same increases to be a pretty big stretch. I also believe there was an oversight in the rules when it comes to dual wielding... It makes no sense to have a rule specify that the left-handed weapon starts at 5% and then later have a rule state that it is always at a minimum of half the right-handed skill. As a GM I'm not even sure I would allow 2 attacks + normal parry (which is not what is written in the rules, it's just what Jason said in the Core Rules Question thread) - the downside is just too small...
  10. Grognardism isn’t all bad. Many of your fellow posters here are Runequest, Stormbringer, Pendragon and Cthulhu die-hards who kept the faith when not much was happening officially. They can not only help you with rules but give you good advice on how to create interesting monsters and NPCs, and how to write and run a good scenario. The cross-pollination of games is a good thing, too. There’s no reason your latest Mythos beastie shouldn’t be a Bronze Age Gloranthan holdout or that cult leader shouldn’t have cribbed a spell or two from Magic World.
  11. Yes, that's problematic. But it also explains the expansionist nature of Alkoth. Ever since the treacherous Darjinni conspired with the Oslir to flood the Alkothi's original farmlands, they've had to conquer lands in Vanch and Darjin to secure enough fields to support their population. Someday the foul Marshland Curse will be lifted, but until then Shargash the Red's war abilities let them devour the territory around them, securing land where Shargash's true power, his agricultural magic, can hold sway. All hail Shargash!
  12. Today
  13. I absolutely love this perspective (it integrates the Fire element nicely, and adds complexity and, as you said, exotic and endemic differences). However, Alkoth is surrounded by marshlands, if I recall correctly - and the slash-and-burn agriculture aspect seems also covered by deities like Veskarthan (who may not be Lodril exactly, but at least is identified with a version of him).
  14. I think it helps to understand Shargash as the personification of fire in a slash and burn agricultural land. First comes Shargash the red, who burns away unwanted plants, purifying and fertilizing the land. The comes Shargash the Black. The land is blackened and covered in ash. It appears dead, but the secret of Shargash is that now is the time for planting. Drill holes in the Earth and plant your seed. Finally Shargash the Green springs to life, feeding his people. Shargash the Red is also handy in war, and certainly that's an honored and important role for him. But it's an extension of his primary role as the fire that purifies the land and claims it for the Alkothi. Shargash the Red burns away the weeds and scrub! Shargash the Red prepares the way for life and renewal! Shargash the Red is terrifying to outsiders, and that's as it should be. For they are the weeds and the Alkothi are the true crops that yield for the good of the Universe. All hail Shargash!
  15. Hi @pachristian Thanks for the reply and sharing your experience about your order. Was your order refunded?
  16. www.darkcitygames.com Free scenarios to download. There are also some free ones at www.flyingbuffalo.com written for Tunnels and Trolls. Don’t forget all the freebies and pay what you wants at Drive Thru RPG and RPG Now. Also, the discussion boards at www.goblinoidgames.com are loaded with page after page of excellent maps to fire your imagination.
  17. Armorcast.com has the Lance & Laser models. Until a few weeks ago they had fine baboons, dragonnewts, Walktipus, and so on. However, they’ve updated their web sites and some of the models - including all of the dragonnewts are gone. What’s even worse is that I had an account and a standing order (which included dragonnewts), and when they updated the website, my account and order vanished.
  18. How would you handle Blade Venom? Not sure what to replace it with since it can quickly turn the tide of battle.
  19. Thought everyone would like to know that Rick seems to like the idea. He sent me this email. So I guess we need to figure out how to coordinate our work so we do not over lap each other. Hello Kevin, Thank you for sending the NPC samples. I have cc'd David Scott on this reply, as he is one of our IT gurus. I'd like Chaosium to be the keeper of these stats, and have them on one of our websites. You are welcome to prepare more converted stats, and provide them to us. We will be providing these for free to the public once they are all done and we know how to store/distribute them. You and anyone else assisting with these conversions will be credited for your efforts. How does that sound? Regards, Rick Meints
  20. Do you need full fledged adventures with stats, fleshed out ideas without stats, or just story hooks? THere are a lot of genric ideas and non-BRP adventueres out there that could be adapted but less BRP specific stuff.
  21. Another broadsword. Two attacks at full chance.
  22. I don't understand. Why is anyone (everyone) worried about RANGE? This is GLORANTHA, dammit! If you don't want the triceratops to trample you... you don't cast from FARTHER, you use magic to fly a meter higher than its horns can reach, right over its back.
  23. That's if you put all your eggs in your offhand weapon, what would your main be?
  24. While the bronze chainmail may not be written up, it shouldn't be tougher than plate. Also, there are stats given for the dwarven full helm... the RQG has the bronze version as being only 6 pts. The dwarven equivalent is somehow 12 pts... which would be stronger than even enchanted iron! Maybe, just maybe, that "secrets of iron craft" skill is super-awesome!
  25. g33k

    RQ vs D&D

    OK, quick overview... From the beginning, "Runequest" has had a notion of the "Runes" as being fundamental magico-mythic "building blocks" of the reality of the world of Glorantha, but has been VERY light on mechanical implementation. The new edition of the game implements Rune mechanics in a very evocative way. It's a real step up, and finally lets the game live up to its name. (There are some mechanical similarities between "Runes" and "Passions" in that each can "Augment" actions that are relevant to the associated Rune or Passion. Runes additionally have ties to your Cult/Deity, to Rune Magic, to some personality traits, etc.). You begin play with Runes based on your character's culture of origin, the choices of the player, etc. You begin play with Passions based on the lifepath-style character generation. If your Grandmother was noted as a noble and faithful warrior of the King, you may begin with an "Honor" passion (i.e. to behave honorably); the idea is, you were raised on tales of her noble & honorable behavior, it was held up as the ideal to which all could aspire but YOU actually hew to those creeds: they are part of you. If your Father fell defending Whitewall and was utterly destroyed when even his soul was eaten by the Crimson Bat... you likely have the passion of "Fear Crimson Bat." Passions and Runes are rated on a 1-100 scale, like skills are. In order to activate them and get benefit, you d100 under the score -- "Hate Lunars?" Then on a roll of 1-75, in this next fight against them you fight "passionately" (with extra elan/flair/skill). If you're interested, the Quickstart is available as a free PDF: https://www.chaosium.com/runequest-quickstart-1/ (n.b. that page has spoilerific content for the GM only. If you hope to PLAY the included scenario, then maybe don't scroll down that page)
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