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Showing content with the highest reputation on 04/26/2018 in all areas

  1. 2 points
    I've been looking over King of Sartar with an eye toward creating a new scenario or two for Dragon Pass (the AH version of the board game, originally White Bear & Red Moon). However, some questions arise when it comes to mercenaries from Prax (the Bison and Sable tribes are mentioned in particular). 1. How many counters would be available? I'm guessing that the typical Dragon Pass unit is rather small. The only reference I have found so far is that the typical Sun Dome Templar file is 64 men. Also I doubt that large numbers of Prax nomads would hire out as mercenaries and travel as far as Tarsh. My inclination is for 1D3 counters for each of the two tribes. 2. The mercenaries would be led by a khan, but certainly not the tribe's khan; I am thinking he would be subsumed within the units. 3. Would one or more herds (depending on the numbers involved) be included? I know that herds are not needed for support in Dragon Pass, but getting there and back might be problematical. I know there was a thread last year concerning PDFs for Wyrm's Footnotes. I would certainly be willing to purchase such, especially for the first five issues (which I have been searching for in vain since #6 first came out). These need to include the pieces for WB&RM and/or Nomad Gods from the earliest issues. I am not sure if they would be useful in my Dragon Pass boardgame research, but they would be interesting. I understand issue 4 had errata for Nomad Gods. None of the boardgame material was included in Wyrm's Footprints. Perhaps Chaosium will offer PDFs for sale in the fullness of time, just as issues of Jagdpanther can be purchased from Amarillo Design Bureau or Warehouse 23. Any help would be appreciated. Phil
  2. 2 points
    If you look at Voria's accoutrements, you will find innocent readiness for sex everywhere. Like her darker sister she is adorned by severed genitals, in her case of flowering plants. Where she has stepped, the bees and blossoms do it. Voria is all about the promise of fertility. Keep the trickstes chained and a good eye on the alynxes...
  3. 2 points
    The ratings are actually from HQ2, page 104. Exceptional abilities can be used as High or Very High resistances. (Note that Very High in HQ2 was +9, rather than +W) Legendary abilities are +1W (Which would be Very High in HQ:G terms) to Nearly Impossible resistances. Significant abilities would presumably cover Low to Moderate resistances.
  4. 1 point
    Hi Newt! Just wondering if you could give us an update on the state of the Companion? I wasn't in a position at the time of the KS to be involved at the higher level pledges... and so I was wondering its current status? No harm and no foul, just a curious mind who is about to prep a RoH adventure to play with friends Marcus
  5. 1 point

    Version 2.3.2


    A custom form-fillable adventurer sheet for Magic World. The sheet uses JavaScript to auto-calculate many fields dynamically, includes a built-in dice-roller (species-sensitive), changes base skill values based on species (the eight mentioned in the rules), automatically applies the correct category modifier for weapons skills, contains numerous tool-tips, lets you import a character sketch in JPEG, BMP or PNG format, and more! Feedback welcome.
  6. 1 point
    There's a unit in WBRM/Dragon Pass called the Earth Twins, part of the Sartar magical union. The image on the counter is: The first is from the original counter art so you can see it clearer. Where does your description come from?
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