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Showing content with the highest reputation on 04/06/2018 in all areas

  1. 4 points
    The long-awaited return of this Glorathan Fanzine, featuring 48 pages of Myths, Interviews, Articles, and Scenarios (systemless, HeroQuest and for RuneQuest 2). Available from me at the d101 Games web store Note physical copies of Hearts in Glorantha 1-6 Collected, Gloranthan Adventures 1 & 2 are now back in stock at the D101 Games web store. Also, Drivethrurpg.com where you can pick up both print/pdf bundles and pdf only. Hearts in Glorantha at Drivethrurpg.com
  2. 1 point
    New at Chaosium.com - THE ELEVEN LIGHTS in full color hardback! The Eleven Lights is a Gloranthan campaign set in Dragon Pass, taking the PCs as members of the Red Cow clan from the Occupation in 1618 through to the Liberation from the Lunar Empire in 1625. It features 20 complete adventures and many more outlines, and is a companion to The Coming Storm (also available from Chaosium). This product is for HeroQuest Glorantha, but can be easily adapted to RuneQuest as well. Available from our USA, UK and Australian warehouses.
  3. 1 point
    In danger of being overly Platonic here, but I would suggest that the spirit is not imbued by the crafter, but rather due to whatever is the runic influence most significant to the brick's creation. It might be the Earth that gives rise to the clay, the Darkness that hid the clay from ready sight, the Water that allows the clay to be transformed, the Fire/Sun that bakes it, the Air/Storm that dries it, or the Moon that bids the construction rise into the sky etc, etc. Spirits are not of human creation, but rather define human relationships with that which the spirit 'inhabits'. Then again, YGWV!
  4. 1 point
    That link only leads to any user's own file page, and then complains that the folders don't exist. You would need to make the content of that folder public, but if there are copyrighted sources rather than collections of quotes, that would cause legal problems. But then my Spanish is non-existent, and my Latin isn't what it used to be any more, either, so any activity other than skimming the text inferring the meaning from similar languages would be impossible to me.
  5. 1 point
    The initial material that Ian compiled in the Book of the Red Cow is still available: http://glorantha.temppeli.org/resources/misc/Book of the Red Cow.pdf It's set slightly farther back in 1605, but has characters from the prior generation that you could draw on for ideas.
  6. 1 point
    While I'm not committing to anything until I see the final version of the RQG rules, I am at this point planning a whole bevy of house rules for combat. I'd be surprised if there's any group of "experienced" RQ players (regardless of which edition, or editions, they have that experience with) who won't be doing something similar. The printed rules form a nice baseline. They're not the last word on the subject, and every GM will adapt and modify to suit his (and his group's) tastes. Now, if you regularly play at organised tournaments (or otherwise move between different gaming groups), you probably need to keep a very good grasp of what the "core" rules are vs. whatever your preferred house rules are ... but otherwise, it's your game, do whatever works for you!
  7. 1 point
    My 2-inch RQ2 box is in tatters (I still have the individual pieces though!) and my copy of Borderlands isn't much better. Many of my other Chaosium boxes show varying levels of stress. I used to think it was just the Chaosium boxes but on reflection many of my other boxed RPGs show similar deterioration (most of the 1-inch Avalon Hill RQ3 boxes are still in pretty good nick though). So either (a) game boxes are not really built for the abuse that gamers hurl at them; or (b) I'm a bad person who can't look after his games properly. Hmm. Oh, and yes: my copies of Big Rubble and Ringworld have the same reversed wyrm.
  8. 1 point
    On the human scale, the Gloranthan cosmos seems to work much as our Bronze Age/early Iron Age ancestors believed their world worked. They knew the rule of thumb rules for building structures that wouldn't fall down (and some Mesopotamian law codes had pretty dire penalties for a builder whose work fell down and injured or killed someone) but also knew it was necessary to make sacrifices and bury figurines of the gods to supplement the purely physical construction. So a Gloranthan human will use both sets of 'rules', the 'physical' and the 'magical', though even in Third Age Glorantha the distinction between the two is blurred, because everything has a spirit - even a mud brick. Sun Dome domes are innately magical because the congregation inside can see the Sun through the solid dome. And the domes aren't indestructible, as the many ruined domes at Mirin's Cross demonstrate. In our world corbelled domes go back to the Bronze Age, with the Treasury of Atreus perhaps the best known. The Persians also inherited dome building from Mesopotamia, and they invented the squinch, though they didn't build impressive domes until the late Iron Age. The interior of the Treasury of Atreus:
  9. 1 point
    'magic and handwavin' is how Gloranthan buildings don't fall down. In our world domes, arches, cantilevers etc all work because of gravity and physics which are Gold Learner heresies in Glorantha. Just how does gravity work when the world is a floating cube in an infinite sea with a great big dome over head, the Moon sits within the atmosphere and the sun does actually go around the world? While it's great to try and get a handle on what's likely to be anachronistic the truth is that Glorantha is an alien world and not Earth's past, it is bound by its own of, and often contradictory, rules based on magic and myth, not physics.
  10. 1 point
    We are trying to revive Wyrm's Footnotes, the Chaosium house magazine, so some of the cut material will make it's way out via that route instead. If time permits I can probably look at some of my notes from playtest campaigns and see if anything is of good enough quality to 'liberate'. It's a balance between getting that into a good form and working on new stuff. But I hear you.
  11. 1 point
    You're referring to the typical abilities provided by rune affinities, e.g. the Orlanthi ones on p.123, right? Thanks for the reminder about this. There's so much good info in S:KoH.
  12. 1 point
    For those of you interested in Heroquest across the world, there's an interview with Robin Mitra on the German language edition of Heroquest, which is supported by an additional book of 18 settings/ adventures and superb covers by French artist Eric Vanel. Original German interview at: https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=https%3A%2F%2Fwww.teilzeithelden.de%2F2018%2F02%2F22%2Finterview-robin-mitra-und-das-deutsche-heroquest%2F&edit-text=&act=url ; rough and ready Google translate into English at: https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=https%3A%2F%2Fwww.teilzeithelden.de%2F2018%2F02%2F22%2Finterview-robin-mitra-und-das-deutsche-heroquest%2F&edit-text=&act=url
  13. 1 point
    First Patrol: Fourth Entry [Recorded in Old Wyrmish] I sat down on the chair that tripped me to catch my breathe and idly watched as Chingua delivered a final mercy to all the final foes and the others set about stripping and piling their gear. Except Bera who moved to watch over the stairs coming up. Farangar had made his way up the outside of the tower and was creeping down the stairs giving us quite the start. In the room the armored tusk rider had come from was a locked chest and just as I was getting up to head over and open it, there was a crack from the stairway to the ground floor and then a splash. We all rushed over and saw that Farangar had taken a few steps down the stairs and stepped into a false step pit to some dark place below. His splashing was confirmed when he let us know it was dark and he was treading water and that there were some sharp rocks that he narrowly missed. Bera ran to the roof to pull up the rope we used to climb the tower, while Farangar swam to the west and luckily pulled himself up on a slimey ledge. After catching a whiff of the smell coming up from the hole in the stairs, I joked that it was just Farangar's luck to find the tusk rider's toilet and we all quietly laughed about it. Before Bera had gotten back Farangar said he heard something moving in the dark. Later he said that he couldn't see anything so he just turtled up behind his massive shield and tried to fend the sources of noise off with his sword. We could hear weapons whacking against shield and the rustle of his armor as he scooted back against a wall. Bera came back and we lowered a lantern tied to the rope and wedged my grapple into the stones to secure it. Chingua was the first to climb down, who let the rest of us know there were six skeletons down there. Chingua started the rope swinging and with a wild whoop launched himself toward the largest mass of the skeletons to bring his spear down on them, unfortunately the light wasn't good enough for him to see the slimy floor and his feet gained no purchase and he landed on his back and cried out in surprise, frustration, and a tiny bit of pain. Worst of all he couldn't carry out his planned attack. We could hear three blows raining against Farangar's shield, thwack-thwack-pause-clang. Another couple thwacks echoed up with Chingua's grunts letting us know he was parrying blows as well. I helped Bera onto the rope and he slid down the chute and after surveying the scene, he started swinging at a different angle than Chingua had. A particular yell echoed up that we associated with Farangar's shield bash but instead of the boom of the shield hitting bones we hear Farangar yelp as his feet slip around on the slimy stones but it sounds like he manages to stay on his feet. Bera launches himself off of the rope and lands in a slime free part of the ledge. I slide down the rope. Chingua is on his back fending off four skeletons but he realizes he's not getting anywhere by parrying so he trusts in his armor and stamina while he tries to get back to his feet, but his feet find no purchase and a skeleton jabs him slightly in the gut. While Farangar is still recovering after his failed bash, he has exposed his left arm to attack and a skeleton mechanically beating against his shield slips at just the right time and greatly wounds Farangar's arm, forcing him prone and to let go his shield. Another skeleton brought it's sword down at Farangar but the tenacious warrior deflected it with his blade in spite of his pain. Farangar sets his heel against a raised stone and pushes himself away from the skeletons, the slimy coating of the ledge helping him disengage. A skeleton marks a significant hit against Chingua's left thigh but he stalwartly refuses to waste his strength in defending himself. Bera brings his sword down on skeleton's arm and as his sword snaps the bones in half the whole skeleton clatters to a pile of bones and blows away as dust. Bera yells out, "You barely have to wound these things to dispatch them, so stop farting around!" Chingua took a couple of blows that bounced off his armor but slipped again on the slime trying to get up. Farangar regained his footing and moved back in to engage a couple of the skeletons fighting Chingua. Chingua takes a minor wound to his left arm. Bera swept his sword cleaved through two of the skeletons, turning both to clattering dust. Chingua finally got his feet under him and drove his spear into the chest of one of the skeletons and Chingua's frustration found some satisfaction as the skeleton powdered mid-air. Unfortunately all of Chingua's struggles have left him fatigued. Bera cleaves the skull of another skeleton and Chingua finishes the last one off. I leap from the swinging rope and miss my mark landing in the foul stagnant waters, cursing my timing. Farangar treats his own arm and manages to mitigate the most grievous harm and regain use of it. Aba starts to climb down but as none of us are certain there is a way out of here on foot we ask him to stay up top in case we need him to fetch more ropes from Farangar's horse. Farangar, Chingua, and myself spend magic on healing Chingua's many minor injuries. While Chingua rests the rest of us look around the chamber. My knowledge of lost places quickly tips me off that one of the tombstones is odd and I ask the group, "One of these tombstones doesn't belong, guess which one?" Quickly we are all looking at this tombstone that is constructed in parts rather than a whole stone. I cast Find Magic and see a glow of something embedded in the tombstone. "Let's crack it open," I say. The others though are worried about revenants popping out of the air and want to know our escape path before we do it. I searched and easily found a mechanism to open a granite slab at the top of some short stairs but when I opened it, there was just a dark room beyond so I immediately closed it again. "Well there is the way out, but it's dark and likely another fight will be had there. Let's get the treasure we can here before we press on." The others reluctantly agree and I use my crowbar to pry apart the pieces of the tombstone and find an old box and after checking for traps I open it. Inside and after examination is a tarnished silver dagger with a Darkness matrix and a jawbone filled with teeth that have been replace entirely with tarnished silver pins driven into the bone and set with semi-precious minerals. A search of the dusty piles of skeleton remains turns up just much corroded weapons and a few tatters of cloth and hair. Pleased with my find in the tombstone I was leading Chingua to the stairs and pivoting granite slab, when it occurred to me that we had made quite a lot of noise in the fight and even searching this place. A sudden chill enveloped me and I decided to show Chingua how to operate the mechanism and withdrew to the bottom of the stairs behind everyone else, all of whom had more armor and skill in a fight than I. Chingua opened the slab and peered into the darkness tossing one then another torch in but seeing little. Carefully he peeked in and narrowly parried a two handed club with nails pounded in it, accompanied by a gravelly growl that sounds very much like a tusk rider. A broadsword completely missed him. I try but fail to cast Bladesharp on Farangar, who was behind Chingua. Chingua moved into the room to allow Farangar to step up in his place. In the far corner was a bloody human, recently tortured to death. The tusk rider holding the large club was dressed in bloody leather apron, like what a butcher, armorer, or torturer would wear. Chingua thrust his spear fiercely at the torturer, aiming for his unarmored right arm biting deeply and stunning him though he didn't lose his grip on the club. Bera tries to cast protection on himself, failing. A devious tusk rider behind Chingua tries to stab him in the back but it bounces off his armor. Farangar thrusts his sword at devious, who failed to parry, and impales him in his right arm but mostly sticking in armor. I cast a Bladesharp on Bera. Bera failed to cast Protection on Farangar. I cast Bladesharp on myself. Bera cast Protection on himself. Devious tried to brawn Farangar's sword away from him but Farangar just smirked at him. The torturer tried to disengage with Chingua trying refuse to let him, but Chingua's fatigue was too much. Farangar tried to pull his sword free of devious' arm, but without better leverage it was too thoroughly ensared. Devious was blocking the way up the stairs that the torturer went.
  14. 1 point
    I'm biased towards BRP as being the natural place for Moorcockian adventure, but hypothetically, what would be the focus of a 13th Age Stormbringer adaptation? Would you make the gods of Law/Chaos/Balance/Elements the Icons? What would the classes be?
  15. 1 point
    Precious snowflakes can suck it. They'll always find something to be offended about. The dude above/right is wearing FAR less, and hell most of the background men we're practically getting upskirt sausage shots. (shrug) It's a good cover.
  16. 1 point
    The Bonus/Penalty Dice is a great idea if you don’t want fiddly modifiers, although Mythras’s modifiers (optional simple variant) works just as easy with +/- 20% and 40%. So all my BRP games now use one of these ways of calculating modifiers, however the Bonus/Penalty Dice feels the more pulpy of the two. Depends on what flavour I want to run. For RQ I would go with +/- 20% & 40% modifiers, although I think if magic used the Bonus/Penalty Dice that would be a nice touch, I agree it would make it feel a bit more handwavey and magical. In fact I am sort of doing this with my Pulp Cthulhu game. I use +/- 20% & 40% modifiers for natural modifiers, yet use the Bonus/Penalty Dice if PCs are performing actions that benefit from their Pulp Stunts. It makes the pulpiness shine, it feels quite good in this context. Pushing is another great mechanic, but as stated above, settings that use a Hero/Fate Pt mechanic may make it a bit redundant A good idea from CoC 7E that I have ported to my typical BRP game is the skill levels. Having that extra level of success (Hard Success = half skill %) is very handy. It was already present to some degree in various spot rules, but having it pertain to all rolls has been a useful way of determining who has the better success in opposed rolls. Great for Dodge as well, it prevents Dodge being a super skill Not a huge fan of recording core characteristics as a %, and I never updated that part of CoC 7E. Yeah I know it’s there for derived skills, but it looks inconsistent with all the usual stat blocks, and it just looks weird when you write down the STR, CON, SIZ for large beasts etc
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