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Showing content with the highest reputation on 05/03/2019 in all areas

  1. 6 points
    I know I'm resurrecting a 2 year old thread here, but I do want to know if there are stats coming for some of the Big Names in the Hero Wars (past, present, and possible future). We do have stats for Queen Leika and her entourage, and they're not particularly impressive - but, they're just mundane queens - not full-blown heroes! (for those who haven't seen, they've got good attributes - but only occasionally does someone have anything over 18 (humans), and only rarely a 21. Skills tend to be 80+, but highest weapon skill was only 130% (and that's with a "magic" weapon... meaning, our newly formed characters aren't that far off from these people who would be veterans). In RQ1/2 versions, I was seeing stats in the numerous hundreds for weapon skills. So, given we're heading into the Hero Wars, what would be appropriate skill levels? And magic? Why is Harrek almost unbeatable? Just how awesome is Jar-eel? What makes Argrath amazing? And, of course, how can they pull off what they did? Ambitious adventurers need to know!!!
  2. 3 points
    KALAVAN (Lodril Hastus, the Spear God, the Cult of the Invisible Spear) Vestkarthen first came to earth inside the Spear of Aether, thrown down to destroy a chaos thing. The Spear broke and the hot fury of Vestkarthen went into the Earth. Kalavan (or Lodril Hastus as he is known in the North) is the First Spear, the war god of the common people. While he is worshiped openly in Caladraland and Esrolia, Kalavan’s cult is suppressed in Peloria, Dara Happa and Teshnos, where the ruling class fears his might. There, his worship is kept alive by the Cult of the Invisible Spear, who honor him in secret in the fields and barns where the overlords never go, disguising their martial drills as “traditional peasant dances.” Worshipers of Kalavan have heard rumors that a great hero of the Invisible Spear has begun gathering followers in the wild lands near Dorastor. Though who they will fight for in the Hero Wars remains a mystery. Rune Lords of Kalavan are called Fire Spears. Candidates must have a POW of 15+, a Mythology (Vestkarthen) skill of 50%+, 90%+ in 1h or 2h Spear, and 90%in four other skills chosen from Battle, Scan, Orate, Sergeant, Cunning, Secretive, Disciplined, Pike and Shield, Lunge, Phalanx Tactics, Volcanic Thrust, Dance, Exotic Weapon (Shoot Lava), Thrown Weapon, or any Cult Rune. CULT PERSONALITY SKILL: Sergeant, Cunning, Secretive, Disciplined CULT SKILLS: Pike and Shield, Lunge, Phalanx Tactics, Volcanic Thrust, Dance, Exotic Weapon (Shoot Lava). Lunge (Attack Skill): A special attack that allows the user to move up to Lunge/20 meters forward in a straight line and attack once in the same melee SR. Requires Lunge, Balance, and a primary Melee Weapon Attack using either a 1h or 2h Spear, 1h dagger, 1h sword, rapier, or a similar impaling weapon. Attack is resolved at the lowest of the three skills and cannot be interrupted by held actions. On a successful hit, the number of hexes moved is added to the damage. Many dueling schools teach this fairly common technique, especially in Peloria (where it’s taught with the scimitar) and in Heortland and Safelster (where the rapier is favored). The cult of Vinga claims Vinga invented this technique and teaches it with spears. Pike and Shield (Attack Skill): Allows the use of a 2h Spear (Long Spear or Pike only. Halberd and Naginata are too unwieldy) while wielding a shield. Attack is limited to the Pike and Shield skill or the Spear skill, whichever is lower. This skill is taught by the Yelmalio cult and several Lunar phalanx gods. Volcanic Thrust (Agility Skill): This unusual technique is derived from the religious dances of the god Lodril (called Vestkarthen in Dragon Pass and the Holy Country). The attacker attacks from a prone position, usually after a fall, thrusting upward with his spear. This attack negates any offensive penalties from being prone and applies a Skill/20 bonus to damage. If the attacker can stand, he will be standing (as a free action) at the end of the attack. Attack is limited by the attacker’s Volcanic Thrust, Dance, and Spear skills. If the attacker is standing at the start of his SR, he can dive to the ground, move up to 1m, Volcanic Thrust, and return to his feet. In this case, the attacker’s Dance skill/5 is added to his attack skill. Note: Pikes, Naginatas and Halberds are too unwieldy to use effectively with this technique. Taught by the cults of Lodril, Vestkarthan, and the Volcano Twins cult of Caladra & Aurelion. CULT SPIRIT MAGIC: Strength, Bladesharp DEATH RUNE MAGIC DEFEAT HORSE NOMAD (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. Pentians or similar foes (Char-Un or Grazelanders for example). DEFEND AGAINST INVADER (Rune Magic, Touch, Stackable 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. invaders who wage war on the croplands of peaceful farmers. NOTE: This spell only works when the Spear is fighting on his home territory. DESTROY OPPRESSOR (Rune Magic, Touch, Stackable, 1 pt). Each pt of the spell gives the target a +10% to hit and +2 to damage and +10% to resistance checks vs. oppressive noblemen or their deputies who abuse their farmers. PIERCING SPEAR (Rune Magic, Touch, 2 pts). This spell doubles the crit and impale chance of the target weapon. REACHING SPEAR (Rune Magic, Touch, Stackable, 1 pt). Each point of this spell allows the wielder of the affected weapon to make melee attacks 1 additional hex away with no penalties. FIRE RUNE MAGIC SHIELD FIRESPEAR (Rune Magic, Touch, Stackable, 1 pt.) Replaces Spear damage with 3d6 Fire damage. Each additional pt adds +1d6 Fire damage. SHOOT LAVA (Rune Magic, Touch/Ranged, 3 pts) This spell allows the user’s spear to shoot lava at anyone in range. Shooting Lava is Missile Weapon Attack with an SR of S/MR. Damage done is 1d6 per MP expended, and each MP spent after the first adds one SR to the firing time. Preparing another blast costs 5 SR. Armor protects normally. Shoot Lava is an Exotic Ranged Weapon Skill and can be trained normally. Lava can crit but it doesn't impale and receives no benefit from Damage Bonus. EXAMPLE: Blackkettle has a Dex SR of 1. If he casts Shoot Lava in SR 1, he can ready to fire +5SR, then fire a blast of 6d6 (5 Extra MP and +1 Dex SR) in SR 12. The next round, he decides to shoot a 12d6 blast in SR 12 (11 Extra MP + 1 Dex SR). The round after that, he fires a 4d6 blast in SR 4 and a 3d6 blast in SR 12. He must roll his Shoot Lava skill to hit each time. DISORDER RUNE MAGIC MORALE UPRISING (Rune Magic, Ritual, Range = 10m x Ceremony Skill per point, Instant, Stackable, 1 pt.) This spell must be cast from a hearth, Lodril shrine or temple, or specially prepared bonfire in the caster’s home territory. It informs all Vestkarthen/Lodril worshipers within range, regardless of subcult, to arm themselves and rally to a specific point as quickly as possible. It may only be cast in times of emergency and anyone using it frivolously will be attacked by Spirits of Reprisal. Multiple Spears can pool their uses of Uprising to extend the radius, but in this case, only a single rally point can be designated. KALAVAN’S SECRET (FIRE RUNE MAGIC) FIREFORM (Rune Magic, Self, 3 pts) The caster and his gear are covered in flames. All the caster’s weapons, including natural weapons, do 3d6 damage as if Firebladed. Any missile weapons thrown or fired are automatically Firearrowed. The caster is immune to fire damage for the duration of the spell and anyone attacking the caster with a natural weapon takes 3d6 damage to the appropriate location. Fireform is also known as Human Torch (by Lodrili) or Walking Volcano (in Caladraland).
  3. 3 points
    Spell Matrices are one thing, but special ingredients are the purview of Alchemists. I promote the promulgation of secret recipes for folk items, from Herbal Remedies, to Flying Staffs. I allowed Alchemy as a skill for , healers, shamans and cunningfolk in my old campaign and often had them offer elixirs and medicine pouches for particular purposes. Certain Cults or Cultures knew of certain magics in the world. So a Windberry Wood Staff is a secret know the Storm folk, Kolating Hermits and such. Introducing regional and specialized magic and enchantments to the world can add a lot to play. Want a Colymar Cider to have a special batch with magical powers? Sure, tie in Tarndisi for plant blessing magic and she'll be apples. It is said the folk in Alone use special stone fragments in the best of their houses, said to be fragments of Hard Earth itself... very resistant to both Giant Kicking and Chaos attacks. The Aldryami of the Redwoods have a magical resin they coat their weapons with to make them especially effective at penetrating magical defenses... said to be made with natural plant resins mixed with a powdered Spell Strengthening Crystal... Have a bit of fun with things too. An Eurmal invisibility potion made with Skunk Musk... you're invisible for the duration but stink for a week after it wears off.
  4. 3 points
  5. 2 points
    Because Glorantha is a world where myths are real and it is important to reinforce the myths, sometimes in This World, sometimes in the Other World, in order to keep Chaos at bay (as well as other things). Consider Christmas. Every year, millions of people reenact/retell the same story. We put lights on trees to keep the Darkness at bay. We celebrate a rebirth within the world. We see gifts brought to honor the birth. We call for the Sun to return and fight back winter and the ice. Most years that is enough. But some years the omens are bad. Some years, more is necessary. Some years, you must cross over and enter the myth. The omens say the Hell Mother is coming this year to devour the lights, to eat the newborn/reborn one. You must be there to drive her off, or to ensure that the three wise women arrive with the gifts and blessings, etc. And if you fail, your community is in for a very, very bad year. This is more than just going to Jonstown to the market, or going to Snakepipe Hollow to kill some Chaos and maybe return with a treasure. This is interacting with the myths that define you, your community, your relationships with the gods, and reinforce your belief in how the world does or ought to work. The HQG core book has one: the quest to restore Orane, the Earth Goddess, who fled from the world in the midst of your holy day rituals when enemies attacked. It's a quest into the Underworld to convince the goddess to return and bring life/fertility/harmony back to your community (for without her, the fabric of your community is unraveling). The Eleven Lights has another which is to go into the Underworld, find three dead stars, then bring them all the way to the Crown of Heaven to resurrect/relight them. The heroquest in SKoH is the rescue of a soul trapped in another goddess' Hell. Most of the Underworld quests have common elements: descent into Hell via some path; crossing Hell through a world of nightmare and trials to reach the place where the dead soul/spirit is; rescuing/recovering the soul/spirit; then returning. This is very much along the lines of Joseph Campbell's basic mythic outline in a Hero With a Thousand Faces. The Eleven Lights also has the myth to Gain the Red Cows. In this one, the heroes cross over to the Otherworld and follow the mythic path to reach the Giant's Stead, outwit the Giant, and Steal the Cows to bring back to your clan. Pavis Gateway to Adventure has the myth of the Emperor Naming the Gods. The heroes are thrust into this somewhat against their will as among the foes who will be named. If they fail, they are effectively thrust into a Lunar Hell and the powers of their gods are diminished. If they succeed, their gods are strengthened. There are varied places where other myths are described, though not necessarily in scenario form: the Slaying of the Sun by the Storm God; the End of the Green Age (aka Innocence); the Coming of Death; the Birth and the Banishment of Drought; the Survival of Light through the Great Darkness; etc.
  6. 2 points
    My understanding is that a HeroQuest is more than just an adventure, but rather a repeatable interaction with a myth. Suppose I told you the story of Excalibur, and that I knew the secret to the myth that would allow me to HeroQuest into it. The secret (maybe some sort of ritual) allows interaction with the myth, like you going into it. You would then be a character in the story, and by the end you may be able to change the reality that is built upon the myth, or bring some sort of magical ability back out with you. It's not just an adventure because it's already "happened" and is repeatable and changeable. I remember reading on some source book about the god learners trying to convince two goddesses to switch places in order to prove that the gods were all interchangeable. They had to heroquest into these myths many times, and each time taking actions to eventually convince them that they were the same person or something. Maybe think of it like getting sucked into a re-run of a TV show episode, and being able to change the story in subtle ways each time.
  7. 2 points
    Funnily enough, I've been looking into thatching as a roofing material lately. Thatch is quite hard to get burning, it's describe as being like 'a closed book'. Of course once it gets going is a different matter but it won't burn like a haystack. Thatch is quite light compared to other available roofing materials of the era so it can have lighter joists and battens. Pavis roofing is liable to be reeds which is unlikely to burn. Not because there is no straw available but simply because there's a lot of reeds nearby.
  8. 2 points
    In Australia bushfires are common. They are faster than a horse, hotter than the sun and often cause tornadoes and firestorms. The only method of survival is many individuals working the fire front and ready to flee at any time or simple avoidance. When the fire-monster comes usually you flee.
  9. 2 points
    You might find my old animation helpful: https://www.glorantha.com/site-apps/phases/moon.html It does depend where you are. The thread is here https://basicroleplaying.org/topic/5571-phases-of-the-red-moon/?tab=comments#comment-82751
  10. 2 points
    Hit locations are for accountants. If you ever dreamed of tracking the armor, hitpoints and damage to leg #3 of scorpion man #5, then hit locations is the mechanics for you! And you get to learn new hit location tables all the time! And I can't even remember anymore whether it also was needed to track damage to pieces of armor! The hit location rolls furthermore get kind of odd when you attack from non-standard directions and/or against differently-sized monsters or mounted opponents too. You might even make a case for different hit location tables for different weapons. Personally, I prefer the Stormbringer style mechanic mentioned previously, with armor as a damage reduction roll and that's it. (Those who love details could make up a minigame for putting together pieces of armor to derive the armor die.) Another suitable abstraction is Pendragon, where sufficient damage means you get a 'major wound', which can lead to complications. All of this might mean I'm just getting old, but I prefer to view it from a different perspective.
  11. 2 points
    As others have suggested, you CAN do bag-o-HP hit-points, and that works; fixed hit-location is likely to work worse. You might consider non-randomizing the hit locations? Always the same order, arm-leg-chest-arm-leg-abdomen-arm-leg-head-REPEAT... Honestly, that seems MORE complex; but it's non-random... I, in contrast, will argue for trying the system as-written, even for the reluctant in your group... On their own sheets, at the table, I think they will find the "man rune" icon (with the minimalist per-location statblocks) to be pretty intuitive and not at all onerous. HP's per location are low enough that ANY hit is a risk (there's very little dragged-out attrition). As a player, I make the ENTIRE roll at one time, as follows: I rack the dice in-order, in my hand; d% - d20 - Damage. Then my "roll" is a sort of sideways spray, where I am releasing them in-sequence so the order is preserved. I read the resulting roll as a sentence: "24! That's a hit to the 11... Abdomen for... 6 HPs of damage.". Defender may roll Dodge or Parry, interrupting my announcement at the start. Get them to try it. They may like it! RQ combat runs naturally to storytelling drama... Allen gets his R arm hit BIG, it's at -1, and so he drops his sword, backing and shield-blocking desperately; Barry has his leg hit similarly, and falls; Charlie's head gets hit -- even thru the helm! -- and has only one HP left there: any further hit will knock him out, or even kill him! etc...
  12. 2 points
    Beware the "Yes, but magic..." solution to life's great obstacles. Magic is another form of technology that allows improved control over the environment, but never total solutions. Just as magic-augmented warfare still relies on frontline grunts, civil works will still rely on laborers, engineers, and technicians. That said, I'd definitely want some Fire rune allies on my bucket squads for control and Water/Air rune allies for suppression. I don't believe I've ever encountered an urban fire scenario in any fantasy game I've ever played (or a flood, for that matter), and it sounds like a great opportunity for both heroism and dastardly deeds. We're all familiar with the competitive firefighting crews of early 19th century New York, right? https://www.smithsonianmag.com/smithsonian-institution/early-19-century-firefighters-fought-fires-each-other-180960391/ As for structures made of stone being impervious to fire, think again. There's plenty of superstructure that's flammable (roofs, rafters, interior walls and paneling, doors/shutters, flooring, etc.), not to mention all the stuff of everyday living inside. Whether or not a city is prone to fire has a lot to do with what you do inside of it, not just what it's made of. !i!
  13. 2 points
    I really, really hope we continue to see HeroQuest sourcebooks set in Glorantha. I was excited about the return of RuneQuest, as it was the game system that introduced me to Glorantha, but the more I interface with the new RuneQuest the more I yearn for the rich mythological and cultural detail of HeroQuest. I debated between HeroQuest and RuneQuest for my new campaign and we ultimately decided on RuneQuest, but I can’t tell you how often I wish I had pushed harder for HeroQuest. Even so, we’re playing 11 Lights and almost all my prep and research time is spent with HeroQuest materials. Sartar: Kingdom of Heroes is better than anything ever published for any edition of RuneQuest, imo. The only place where the new RuneQuest material surpasses the HeroQuest sources is in the art and production budget. I would love to see the HeroQuest books with the art budgets of the new RuneQuest line. Still, I prefer the setting as described in HeroQuest and we can apply the updated visuals to the world from the RuneQuest materials. Thanks again for all the lovely work put into HeroQuest Glorantha. I look forward to any additional books you’re able to produce, even if we have to wait a long time in between.
  14. 2 points
    My favorite change in RQ over the years was converting Argrath from a name to a title ("Liberator"). In other words, your character could be Argrath, if you really want to be. I run my game that way. One of my Ironclad rules is: No NPC is more powerful than player characters can become. So I make sure I have paths of development that will allow a PC to become as powerful as Harrek, or Jar-Eel. It takes time (many game sessions, good choices, and a bit of luck). My games are not about "powerful NPC's doing things cool things that you can never do".
  15. 2 points
    I find this a very interesting question in the development of storytelling in Glorantha. It has a crossover too into Pendragon for me where it's very possible to kill major characters - in my campaign a PC killed king Lot in a chance encounter very early on in the game, before he married Morgause, so Gwain was never born! I have no issue in my games of the heroes altering the story. It happens all the time. I actually hope that it's my group that tear down the Red Moon. A lot of it for me is that is group are on their way to doing epic thing and making the history. Fortunately the future history of Glorantha is only broad brushstrokes so it would be easy for me to let them do it. If you'd like to see a supplement that lets the players act in this way, I can recommend the Return-of-the-Scarlet-Empress for Exalted. It contains broad strokes of the metaplot and how to act in it with your group. My groups heroes are on their way to doing this. They are gradually doing more and more epic things. They've been to the Moon and planted the EWF banner there, they are starting up dragon magics, uncovering epic powers (they actually caused the Dragonrise). So it's about expectations. None of my group would likely take on Harrek or Argrath or even Jar-eel at the moment. But they would say, oooh that's a cool bearskin where can I get one, that's cool teeth magic i'd like to learn that, Jar-eel well lets see if there's an easier way to take her out rather than fighting her. I encourage my players to heroform gods - when fighting epic bros - they become Storm Bull, the broo becomes Ragnaglar, they're 160' tall and smash scenery. They've learned that pulling adversaries into your otherworld gives you a mythic advantage. I love running epic games, but this is my preference. Your group may vary and so may your storytelling style.
  16. 2 points
    Why? Unless the campaign hangs on the fact that Argrath becomes King of Dragon Pass, it shouldn;t end the camapign. It might send the campaign in a different direction, but shouldn't end it. GMs always do a lot of work makking any published campaign fit the gaming campaign, so extra work is fine. Characters who kill major NPCs are not necessary reckless. There might be a good reason to kill Garrath Sharpsword, or Kallyr Starbrow. If they go out to kill them because it will destabilise the campaign, then that might be reckless, but just alters the campaign. If major NPCs are killed, the GM can cope in many ways: Some other NPC steps in and fills the dead NPC's boots The dead NPC's actions are completed in slightly different ways, perhaps by a number of NPCs PCs take over and do some of the things expected to be done by the dead NPC The things the dead NPC was supposed to do just don't happen Something else None of these are right or wrong, they just allow the GM to continue the campaign. Two PCs in our current campaign defeated Harrek in a Contest of Death, bevoming Masters of Death instead of Harrek. One of them even faced harrek in single combat, he lost, but not by much. I think that PCs who are in a lomng-running campaign can become Heroes in the same mould as the likes of Harrek and Jar-Eel. Lesser Heroes such as Argrath or Kallyr Starbrow are fair game.
  17. 1 point
    I've taken this from a thread discussing whether RQG has priority over HQG to this forum, since it is of more relevance here and applies to all the current systems for playing in Glorantha. Yes and no. Yes, there are ways to make any kind of adventure into a heroquest. And no, there are things that are at best quite hard to translate into a heroquest. There are quests that serve to give the questers a personal exposure to the deeds of their deity in order to acquire their magic and an understanding of the deity's role in the world. The magics gained on such quests can be means for problem solving, to be applied to the specific task that is at hand. On the other hand, this works only for problems with sufficient build-up time. There are quests where you enter the Godtime and interact with the myths directly, taking the role of your deity or a role that fits your position in life without being dedicated to that deity. Entering the Godtime and acting there requires identification with some actor or at least observer in that myth. (The type of quest mentioned before works both in a This World quest in ritual re-enactment and in actual crossing over to the Godtime, which entails ritual re-enactment, too.) Mostly, you will do like your role has done, and re-inforce the existing myth. Quite often, that will aid your cause by setting something right that has gone wrong, often through enemy action. But then there will be moments where myths provide a choice, different versions to choose from, and your choice may affect the outcome, and how your actions in Godtime reflect to what happens to your community (or the community you have been recruited to serve). And there will be moments where the myths originally didn't have such choices, but you introduce one, and deviate from well-known paths. That may result in you getting new and surprising powers out of that, and that's already a great achievement. That may result in creating a new path through Godtime that others may traverse, reinforcing that branch of the story. And that may ultimately change mythic reality for all of Glorantha if you go deep enough, reinforce that new path enough, and find the way to make others accept that path. That's creative heroquesting and can be about the rise of a new way of magic, like the Red Goddess did and like Argrath is about to begin, and it can be vile God Learning, destroying the way the world works.
  18. 1 point
    Here's a write-up for Vestkarthen as he appeared in my home brew Sartarite campaign. So he's not exactly Lodril or Caladril... but he's not NOT them either. VESTKARTHEN (The Volcano God, Ruler of the Low Fires, Smith God) Vestkarthen is the god of volcanoes, spears, smiths, farmers and fire. He is a great god and has many other names and aspects. Locally, he is acknowledged as the father of Quinvin, the god of the Quinvin Mountains. In Peloria to the north, he is called Lodril and worshiped by the Dara Happan peasantry as the God of Men and has dominion over farmers and craftsmen. In the Shadow Plateau to the south, Trolls recognize him as the slave of Argan Argar who forges his weapons and provides fire magic. And in the far south, in Caladraland, he is Caladril, father of the Volcano Twins, Caladra and Aurelion, and the great god of the Vent, who makes the ground fertile and demands human sacrifice to spare his hot fury from the surrounding lands. In the Holy Country, he is recognized as one of the husbands of Ernalda and one of the prime movers of the world. Following is a vastly simplified version of his cult as it is worshiped in Dragon Pass and the Holy Country outside Caladraland. In Caladraland and Dara Happa, Vestkarthen/Lodril/Caladril is a Great God and has as many aspects and subcults as Orlanth. Vestkarthan is associated with the runes of Fire and Disorder. MEMBERSHIP REQUIREMENTS: Varies by region. In Dara Happa, must be male. In other areas, no restrictions. CULT PERSONALITY SKILLS: Energetic, Lustful CULT SKILLS: Craft Fire, Craft (Metal), Craft Armor, Craft Weapon, Farm CULT BATTLE MAGIC: Ignite, Extinguish, Vigor, Heal, Disrupt, Fireblade, Firearrow. Vestkarthen’s specialty spell is Vigor. CULT RUNE METALS: All especially: Iron, Gold, and Copper. Obsidian is also widely used. Obsidian is sharp black glass magically hardened to metallic strength. Cutting weapons made from obsidian are considered magical like runemetals and are +1 to damage. Armor made from Obsidian counts double against fire or heat or light based damage that allows armor and still counts as armor against fire attacks that do not normally allow armor. COMMON RUNE MAGIC: All FIRE RUNE MAGIC COMMAND FIRE ELEMENTAL, DISMISS FIRE ELEMENTAL, SHIELD, SUMMON FIRE ELEMENTAL DECREASE FIRE (Rune Magic, Ranged, Stackable, 1 pt.) Each point decreases a fire by 1 hex or reduces its damage by 1d6. If successfully cast on a Salamander, the Salamander’s damage and volume are both reduced by 1d6. This spell also reduces the damage of Fireblade, Firespear and similar spells by 1d6 per point. EARTHWARM (Rune Magic, Ranged, Duration = 12 hours, Stackable, 1 pt.) Cause an area of soil 25m in radius to increase in temperature by 5 degrees centigrade. Each extra point adds +25m to the radius or +5 degrees C. HEAT METAL (Rune Magic, Touch, Stackable, 1 pt.) Heats one metal item. 1 pt heats normal bronze enough to make it warm to the touch. Two points make it soft enough to work and makes weapons and armor unusable. Touching or wearing an item affected by 2 pts of heat metal does 1d3 damage per round to the appropriate location (no resistance roll, magical armor only applies). 3 pts melts the item. Touching a melted item does 2d6 pts of damage to the appropriate location for a single round. Rune metal is twice as difficult to heat as normal bronze. If the object is inhabited by a spirit, the caster must overcome the spirit’s POW. If there is more than one spirit bound into the object, the MP of each additional spirit acts as an aid to the object’s resistance (using normal aid rules). Each enchantment on the weapon also adds +5% to the resistance. If a weapon has no bound spirits but is enchanted, the total number of enchantments act as the weapon’s POW. NOTE: Touching a weapon or armor in combat requires an Unarmed Attack check vs. (Defense-10) as part of the casting. IGNORE HEAT (Rune Magic, Touch, 1 pt) Allows the target to ignore the debilitating effects of extreme (non-magical, non-volcanic) heat (up to about 50 C). INCREASE FIRE (Rune Magic, Ranged, Stackable, 1 pt.) Each point of Increase Fire enlarges a fire by 1 hex or intensifies it by 1d6 damage. It may be cast on a Salamander to increase its volume. It can also be used to increase a Salamander’s fire damage by 1d6 per point, but in this case the Salamander itself also takes 1d6 damage each round per point of the spell. DISORDER RUNE MAGIC CHARISMA ARDOR (Rune Magic, Touch, 1 pt.) Umm… you know… makes you hot. And ready. And stuff. Lasts for 15 minutes. Can be extended. Also known as Hunka Burning Love or Daddy’s Little Spear. Works equally well on female targets, though does not work on an unwilling target. Very popular spell. If extended more than three hours, contact your healer. Yeah, moving on. SHIRK (Rune Magic, Self, 1 pt.) Makes the caster immune to Detect Husband, Detect Peasant and similar spells. Additionally, if the caster is subject to the continuous effect of a Command spell such as Command Husband, Command Lowfire, or Command Peasant, Shirk allows the caster to ignore the required task for its duration. This spell counteracts any short term Command spell and may be cast while under the influence of such a spell without restriction. SUMMON VESTKARTHEN (Rune Magic, Ritual, Summon, Stackable, 1 pt.) This spell must be cast on an active volcano. For each point of the spell cast, the volcano has a 1% chance of erupting. Multiple casters can pool their Summon spells to have a higher chance of eruption SURGE OF STRENGTH (Rune Magic, Self, 2 pt.) Doubles the caster’s Strength for the duration of the spell. Does not stack with other Strength enhancing spells like Bear's Strength or Strength of Basmol. TIRELESS EFFORT (Rune Magic, Touch, Stackable, Duration = Special, 2 pts.) Allows the willing target to work without rest to complete a single given task such as forging a weapon, plowing a field, or building a house. Once the task is completed, the subject will collapse into a deep sleep, and will not be able to work or fight until they have rested for the same amount of time they worked.
  19. 1 point
    I am loving BRP central, myself This Page is honestly some of the best experiences in the cyber realms I have had since pre-net days of Stadtel BBSs run on the fabled atari 1040st-—Sherman, set the way back machine to the 80s. The Rrrock, and oh damn can't remember the name of the BBS (citadel?) but it was the best ever and the SYSOP was King of the Popes (Hey Bald Dwarf, are you out there? C'com Dimitrius, I know your here). The conversations were long, short, airy, eriudite, hilarious... and now a massage from the swedish prime minister... slap itty slap itty slap... heated and often helpful. Especially if help was asked for! And best of all from around the world (often on the SYSOPs and his slow friend's dime). Hell there was a thread about super-string theory was easily as long as the Pavis and the three billion questions thread found in the Glorantha Forum! Anyway should a praise thread be needed why doesn't some one do so and begin this anew there... You can quote me on that. Oh hell I think I will do that anyway...
  20. 1 point
    Slightly out of order. Sequence is: Full Moon - Wildday Full Half - Godsday Crescent Going - Freezeday Dying - Waterday Black Moon - Clayday Crescent Coming - Windsday Empty Half - Fireday
  21. 1 point
    This has to do with Gloranthan cosmology and the concept of Godtime. While Glorantha kept evolving and devolving throughout its mythical ages (Green Age, Golden Age, Storm Age, Lesser Darkness, Greater Darkness, those "Gloranthan pasts" have never gone away (except for the bits which were rent apart retroactively in the Greater Darkness - while you may visit Genert's Garden with a plethora of his allies, you won't be able to recognize many of those which had been eliminated by the Chaos horde. But in Godtime, the Golden Age keeps going on. Umath is born in an undying moment, and in another one he is fragmented into too many pieces by Shargash/Jagrekriand, and it is possible to visit these in reverse order (especially for Lunar questers knowing the technique of Chronoportation). Heroquesters visit these events to experience their deity in them if theist (divine rune magic is the magic of being your deity), taking that feat back to the mundane world as an ability for themselves or to be shared with their (divine) cult, or the cult worshipping them as heroes. There is also the possibility to cross the paths of other heroquesters, and to exchange powers with them throuh a heroquest challenge. This does include obscure witnesses on some station of the myth your quest is following, too, if you can make a sufficiently reasonable identification. In the end, it is about getting magical effects - either directly affecting the mundane world you return to, or affecting your own ability to wield magic in the mundane world and in Godtime. Think of "Dream Journey to the Unknown Kadath", which has both the conventional, bookish way to enter the Dreamlands, and being suddenly dropped inside a dream. That's like visiting the caves near to the Maggot beneath Snake Pipe Hollow, or sailing beyond the Inner World. There are realities (or perhaps rather irrealities) in the Cthulhu mythos which are much like Godtime, and then there are simply distant worlds, and there are the Dreamlands. You can visit those, or chase villains on power trips there, and if you visit Yuggoth, you're likely to return with Mi-Go technology. Wielding the Ultraviolet or a sword taking on abilities of the Unbreakable Sword isn't that different. In Dreamlands interactions with other Dreamers, you can alter the experience and knowledge of these, and of course your own. You might destroy them in a meaningful way. The Eleven Lights (the campaign companion to the setting description in The Coming Storm) has the Red Cow heroquest, a clan secret which is regularly repeated in order to retain the distinctive magic of the red cows for the clan herd. It also has the Eleven Lights quest which takes you on a grand tour of the Outer Worlds of Glorantha, a different form of the Hero Planes. Get these books... Sartar: Kingdom of Heroes has heroquests, too, but the two mentioned above are possibly more typical. Another good introduction to heroquesting is playing King of Dragon Pass, the computer game for mobile phones and tablets by A Sharp, or its successor (and, in a way, prequel) Six Ages: Ride Like the Storm (?). Read the reports on the Lightbringers' Quest in the Glorantha Sourcebook. It tells the journey of Orlanth and his Lightbringer Companions into the Underworld, to restart the universe. And then read the story how Harmast Barefoot brought back Arkat (and later Talor) by following this quest, with changes to the quest due to incomplete information and different choices in the Godtime. In a way, yes, a heroquest is a very dangerous adventure where you go to weird places. What you do in those magical/mythical places will affect the magical reality of the mundane world you started from - much like time travel does in softer SF or the Cthulhu Mythos. Having the hero chalenge is a bit a mechanical way of asserting that (and how) the journey into the realm of the myths has changed the protagonists. But note that this quest isn't among those I suggested above. IMO this quest is rather specific and not that typical. There are a few heroquests in the Sartar Rising scenario series for Hero Wars/first edition HeroQuest. And 13th Age Glorantha has a bunch of other fun concepts on heroquesting, like the concept of a living dungeon, but that's a third rule system you would have to break out. In a purely scenario-design aspect, that is correct. Basically, if your adventure is about very mundane activities, there is a good likelihood that it does not turn out to be a heroquest. On the other hand, much of the mundane reality of Glorantha has its definition in Godtime, and it is possible that a perfectly ordinary cattle raid (or counter raid) suddenly turns into a Godtime myth that has a very similar story. Or possibly a bunch of very similar stories, leaving you the choice to choose one. And no, only very few of these stories have official write-ups. The ones we have a good format for their descriptions are from the King of Dragon Pass computer game. A few of these are reprinted in Sartar: Kingdom of Heroes, IIRC. The complete collection should be in the Stafford library Vol.11: Book of Heortling Mythology. The myths of Glorantha are more than background fluff. You can ritually enter them, and play them out as you know them, and learn how to be like your god, and to use the magics of your god. You can more physically enter them hoping to solve a problem you have, identify certain stations of the myth and protagonists therein with your foes, summon them into this myth and deal with them having the advantage of the mythical structure of the world behind you. However, you're hardly the only one to do so, and you may be drawn into this as one of the bystanders or opponents, making stations that sound like easy pushovers suddenly deeply challenging, and what you might have perceived as being in your advantage might turn out to be working against you - possibly on a different issue - as your opponents frame the mythical context. It is possible to invoke a mythic parallel for a situation at any time in an adventure. Your player characters or the patron of the adventure may do so, and so may the opponents. This can elevate an ordinary conflict into a major magical change in the world. The challenged opponents may turn down the transfer into the realms of myth, or they may steer you into a very different version of this myth, or a different myth altogether. Reading the Glorantha sourcebook should give you a good basic idea of how the various Gloranthan deities are interconnected, and how they turn up in each others' myths. Over time, you will discover other possible connections, and testing these out - whether as a thought experiment or as an actual scenario - is pretty much like a heroquest for you as a player or GM (in addition to being one for your character or party). Entering the Cthulhu Mythos, leaving ordinary sanity behind, is quite similar, but there the big goal is to return to a world unchanged by great magics. In Glorantha, everybody has left ordinary sanity behind and is quite willing, sometimes even eager, to accept such changes to their world, without ever jumping over the fence that Call of Cthulhu ultimately provides for the characters who have delved too deeply into the Cthulhu mythos, forcibly retiring them to a sanatorium or an evil cult. I think this exchange does make a good thread for the Glorantha forum, which is why I will start a thread there.
  22. 1 point
    I play a more spirit-oriented game with the animist spirits crowding the real world, so I get what you mean.
  23. 1 point
    If you were to drop Hit Locations you would need to up the total HP of your PC and NPC. One advantage of hit locations is the cap on damage and that you can survive multiple woulds.
  24. 1 point
    It doesn't line up perfectly when you're a bit OCD like me and get annoyed by very small details You can see it in your picture where the vertical stem of the "E" shows up twice, and the baselines are not totally lined up (in your case it's definitely caused by the damage on your cardboard base, but even in my picture you see a bit of the same issue). Oh, did I turn the Masks one around? Haha, I didn't realize it I'll check when I'm back home, but yeah, good idea, I'll turn the Runequest one around too then!
  25. 1 point
    Binding hands or confining arms in the stocks will stop people casting lesser magic. However, this is very dangerous. Medieval records refer to a man and woman being confined in the stocks for the crime of 'being masterless' (having no one to vouch for them) and they were constrained for three days. The man lost both feet and the woman lost her left hand.
  26. 1 point
    The paper wrap on the GM screen pack wasn't meant to be there for all eternity. The wrap was added to make the GM Screen Pack a more sellable item if bought all by itself.
  27. 1 point
    Some notable first impressions of the new RUNEQUEST Slipcase set from TV writer/producer Robert Hewitt Wolfe, RPG and video game writer Mark Morrison, Newt Newport of D101 games, and others...https://www.chaosium.com/blogunnatural-selections-22-impressions-of-the-new-runequest-slipcase-set "Final first impression 10/10. Will play. Great presentation, tons of content, a wonderful relaunch of a terrific game."—TV writer/producer Robert Hewitt Wolfe. "RuneQuest: Roleplaying in Glorantha subverts many of the tropes of both the fantasy and RPG genres. It makes you care about the world on a profoundly personal level. It makes you invest in your character's story so heavily that you don't want to risk their death. It evokes a sense of vulnerability that is reminiscent of Game of Thrones… It's absolutely one of the games you need to try."—Brian Holland, Good Games. "The new edition is so beautiful. The Chaosium team have brought Glorantha to life in living colour, beyond everything. I can't get over the vibrancy of the world... It's the best possible time to get interested in RuneQuest."—RPG and video game writer Mark Morrison (interviewed in the Good Games article above). "Cheaper than its constituent parts, easier to assimilate, faster to run... this is the best-researched setting that fantasy roleplaying has ever seen, topped by a robust system that meshes integrally with the fluff."—Antonios S. review, RPGnet. "Newcomer friendly, with all the Glorantha you need being hard-baked into the rules. In my opinion it’s the best out of the box representation of Glorantha ever."—D101 Games, publishers of the fanzine Hearts in Glorantha.
  28. 1 point
    I occasionally miss the days of HQ1's Three Worlds model, simply because of the weird amusement factor it brought. Like how The Stream was an essence, so that meant some ducks had become... wizards? (And how Joseph Greenface, as a shaman who was 'Priest of the River God', was an animist who led theistic worship of an essence.)
  29. 1 point
    No. At least, not usually.
  30. 1 point
  31. 1 point
    Firstly, the descriptions between the cults given (as in, "likely to be pleasant") isn't about cults per se, but about the adherents of those cults. Your Initiate May Vary 😛 Also, to some extent, it describes how the gods themselves would interact with each other... although the Orlanth/Humakt doesn't help this description, nor do most of the Orlanthi pantheon to Eurmal (mistrust, caution, etc - but still an important Lightbringer) Secondly, "Associated" means being able to get Rune spells, and to act in others' mythologies... so it goes way beyond the ability to cross initiate. In this sense, because Humakt was an important part of the Orlanthi mythology, cross-initiation should work. However, against that is the idea that Humaktis are supposed to cut off all outside ties, and thus, no association.
  32. 1 point
    I am loving BRP central, myself This Page is honestly some of the best experiences in the cyber realms I have had since pre-net days of Stadtel BBSs run on the fabled atari 1040st-—Sherman, set the way back machine to the 80s. The Rrrock, and oh damn can't remember the name of the BBS (citadel?) but it was the best ever and the SYSOP was King of the Popes (Hey Bald Dwarf, are you out there? C'com Dimitrius, I know your here). The conversations were long, short, airy, eriudite, hilarious... and now a massage from the swedish prime minister... slap itty slap itty slap... heated and often helpful. Especially if help was asked for! And best of all from around the world (often on the SYSOPs and his slow friend's dime). Hell there was a thread about super-string theory was easily as long as the Pavis and the three billion questions thread found in the Glorantha Forum! Anyway should a praise thread be needed why doesn't some one do so and begin this anew there... You can quote me on that. Oh hell I think I will do that anyway... Done, a new thread has been created and it's meant to praise BRP central, head to the tavern, you can ask anyone here for directions. Cheers
  33. 1 point
    It's to some extent a question of emphasis. A game where armor and hit point values for each part of your body is an important thing you regularly to engage with, where magic is concretely specified and used by spending points, where the reach and weight of different weapons changes when it's your turn to act, and so on directs your attention to different things and encourages a more down-to-earth mechanistic way of engaging with the game world as you play. It's not an either/or proposition, but they tend towards different proportions of focus. More "mugging a baboon for its greaves," as Laws likes to say. That's not a value judgement. Horses for courses, strokes for folks, etc. Catch me in the right mood and I'll relish a crunchy grind-out combat. However if someone generally prefers the Jungian showdown in Red Moon Rising or the extended courtship challenge in the The Colymar Campaign over detailed resource management and tactical skirmishes, adapting content that emphasizes the latter sort of play more so than the former, while possible, is not preferable. I am happy for RQ to get such great support and for Chaosium to be healthy and successful. The economics are what they are. I may nonetheless sigh now and again as things I was looking forward to for years are realized in forms less well suited to my preferences than I had been expecting, even as I appreciate the lovely production RQ fans' money makes possible.
  34. 1 point
    This is something I wrote up a while ago for some character background in a non-Glorantha game, but it seems to me like it would fit in well in Glorantha with maybe a couple of changes to small details: Once there was a fire who burned in a grate. When he was damped down to a little spark and he slept, he dreamed hungry dreams of the wood and thatch he saw through the bars of his grate. He dreamed of the wildfires that were his ancestors. "Just set me loose for a moment," he sighed in his sleep. "And I will feed my hunger. I will be an inferno." One day the grate was left open and the little spark was free! He leaped from the hearth to the table, from the table to the chair, from the chair to the curtain. He reached out with fingers of flame to climb to the roof. But a woman spoke and made him pause there. "You should let your hunger be satisfied," she told him. "With what you have already burned." "Why should I? My hunger is powerful and I would fill it." "If you do not temper it, it will control you." "Why should I care?" "Because people will fear you. They will tear down everything around you that could feed you. They will bring water and sand to quench and smother you. Your flame will be extinguished. You will be cold and dead. You know this to be true." The fire flickered with doubt. "If this is as you say, why should I not blaze hot and hungry in the short time I have left?" "You have a choice. If you temper your flame and walk with me, you will be more than a blaze that burns once and goes out. You will be many fires. You will be fire that brings warmth, fire that brings light, fire that gives comfort. You will be fire that cleanses, fire that consumes, fire that kills. When it is needed, little spark, I promise you will run free and hot and wild across the open plain. You will roar and your smoke and flames will reach up to the sky. Just choose." The fire chose. When the woman walked away from the house, flames danced in her eyes.
  35. 1 point
    Pretend. While duck Eurmali can learn sorcery, they only pretend to be wizards.
  36. 1 point
    In Pendragon, ratings above 20 get added to your die roll. If your total is over 20, you score a critical success. (Normally, you score a critical by rolling your rating exactly). HQ breaks ratings down into 20pt brackets, called Masteries. When a rating hits 21, you have reached the first Mastery level, notated as 1M, with the 'M" representing 20. a total of 25 would be written as 5M, while 47 would be 7M2 ( i.e. 7+(20 * 2)). Your TN is the number before the M, but your result gets bumped up one grade (Fumble -> Fail, Fail -> Success, Success -> Critical) for every M you have over your opposition. BRP games vary a bit from one implementation to the next, but speaking broadly your special or critical success thresholds are based on a fraction of your skill percentage, your chances of attaining them rise even when you hit the maximum overall success chance. Percentages over 100 can also soak up penalties, help with splitting for multiple actions, penalize your opponents in opposed rolls, etc. - depending on the specific game. All three approaches work reasonably well. The Pendragon and BRP approaches start to fray when you approach double the base range, though as a practical matter that isn't really a problem in any actual game I've heard of. (I think Lancelot has a ~30 in his Lance skill in Pendragon. Highest any character I played ever got was a 24.) The HQ approach , while perhaps harder to grasp at first and having a little oddness right at the breakpoints, has the benefit of continuing to gracefully and meaningfully scale up and up. While the spreadsheet I linked to doesn't encompass Mastery, the odds and result distributions for 17M3 vs 15M3 would be exactly the same as 17 vs 15.
  37. 1 point
    Don't discount the fire fighting ability of Earth cults. A large Earth Elemental would be a great tool for creating fire breaks, dumping earth on burning structures, etc. In addition to Extinguish, my version of Argan Argan also has some magic for suppressing fire. SWALLOW FIRE (Rune Magic, Ranged, Stackable, Instant, 1 pt) Allows the caster to inhale and swallow up to 1 cubic meter of fire or 1 size rating of Fire Elemental without taking any damage. 1 pt is enough to snuff out a Fireblade or a single point of Firespear or swallow a Small Fire Elemental. Fire Elementals resist with a POW vs. POW roll. Each additional point allows twice the amount of nonmagical fire to be swallowed (2 cbm, 4 cbm 8 cbm etc), swallows a size category higher of Elemental or adds +25% to the resistance roll.
  38. 1 point
    Cities propagate fires well in the upper stories. The larger houses, especially the square ones with the light shaft in the middle, are basically furnaces waiting to be lit. Cooking fires may be a lot less common than you might expect. There is a great likelihood that much of the cooking will be done in the streets or open courtyards, with fast food providing the most warm meals. In Orlanthi cities, I don't think there is a difference between the militia and the fire fighters, except the choice of the champions.
  39. 1 point
    Probably only the very large, advanced cities like Boldhome, Nochet, Pavis, and most Lunar cities would have a permanent, organized fire department. In areas where sorcery is practiced, like the empire, I bet that there's probably a few minor ones kept on call with water or rain spells. Cities like Pavis or Nochet which are by large bodies of water probably employ water email, and in Boldhome they may use rain or storm magic.
  40. 1 point
    In pretty much every Gloranthan human culture in the greater Dragon Pass area, punishment for crimes is one of the following - pay a fine, be exiled, be enslaved, or be killed. Of course, if you can't pay the fine but your crime is insufficient to be killed or exiled, then you might become an indentured worker. People might be held in a safe place until they either pay their fine or are killed - but the idea of imprisoning folk to "serve their time" as a punishment is likely unknown.
  41. 1 point
    My non-canon speculation: From all this I'd expect Raibanth to be socially stratified to the Nth degree (everyone, down to the street-sweepers, knows how many generations separate them from the Sun or an Emperor), with a fair bit of pointless fighting over 'giving the wall' (in the 16th century in England, bravos would try to intimidate their lessers into stepping out of their way - 'out of the sunlight' in the case of Raibanth - and stab people who didn't make way. A cruel, inward-looking place, with its tensions intensified because of the obvious presence in the sky of a more dominant philosophy. The Lunar Way is viewed privately as a dangerous innovation by the City Fathers, but they can't oppose it outright. Every generation, more and more people are lost to it. Yuthuppa is a very organized place. People know their places, but it's much less unidirectional as in Raibanth. Castes are organized by work rather than by descent per se. The Yuthuppan census is a yearly thing. The ruling class are distracted intellectuals and engineers, not haughty Yelmites. There are a lot of students from elsewhere in the Empire, generally behaving either studiously or badly as the case may be. While Raibanth probably has street lighting by night, Yuthuppa forbids it - it interferes with star gazing. The greater social cohesion (compared to clan cohesion in Raibanth) helps to allay the night-time danger of burglary and theft.
  42. 1 point
    Ironically, Orwell did seem to be paying attention.
  43. 1 point
    Perhaps the Compromise should be seen as a geas sworn by the Gods? They can obviously break it, but, for reasons we do not know, they strongly prefer not to.
  44. 1 point
    Prior to this section you've quoted is the paragraph on p 211 :- Missile Weapons Missile weapons are weapons that leave the grasp or possession of the user to reach their target, usually traveling through the air. There are two types of missile weapons: thrown and projectile: thrown weapons are typically melee weapons that are balanced for throwing. Thus, the javelin is a one-handed spear that can also be thrown. This category includes throwing axes, darts, throwing daggers, javelins, and rocks. . Projectile weapons are weapons that project a missile at a target. This category includes bows, crossbows, slings, atlatl, and staff slings. (my emphasis) The paragraphs relating to Thrown Weapon Damage Bonus says "If an adventurer using a thrown weapon has a damage bonus due to STR and SIZ, their thrown weapon gains only 1/2 the normal effect of the damage bonus. " Thus, yes, the 1/2 DB should apply.
  45. 1 point
    Ha! I was thinking "wait a second, I remember having this problem before, but where?", and yes, it must have been for the Masks slipcase. For that one I just gave up after a day, took a deep breath, closed my eyes, and threw it away. I just received my RQG slipcase and I'll do the same here -- it's just not worth the trouble. I'm keeping the little cardboard tray though. That one's handy.
  46. 1 point
    The Nocturnal media forums are safe and will be available soon on a separate Pendragon resource site. For technical reasons it wasn't possible to migrate them here (or anywhere else). However I was able to archive the content. Nocturnal Media switched off their forums recently, but only once the content was saved. Please use this forum as Pendragon's new home. Many familiar members are here already including our KAP line editor @sirlarkins.
  47. 1 point
    I think the mistake is assuming that Gloranthans have a better solution to the problem of captives than ancient world humans had. Your basic choices are: Ransom them. Works great for important people and potentially very lucrative. Also it means people are more likely to not kill you or your kin if they are captured. Downside: they might return with armed companions after being ransomed (the Julius Caesar problem). You are stuck with them until the ransom is paid. Put them to work. A source of labor and skilled labor. Downside: they are dangerous and can rebel. Kill them: Solves the problem of having dangerous captives. Downside: often angers the gods, probably results in their kin doing the same thing to you. Also means you forgo lucrative ransom or labor.
  48. 1 point
    We've got that covered. In the scenario booklet that comes with the GM Pack, we've got statted up figures that include a tribal king, the high priestess of an Earth Temple, a chieftain or two, their bodyguards, some Issaries priests, etc. Very similar to what was done in Griffin Mountain. And in the second wave of releases, we are doing a big book of statted-up encounters. Need a dark troll war party? Here it is. Need a Grazelander war band? Here it is. And so on.
  49. 1 point
    Two problems with that: first, those stats are for D&D, and none of them approach what I would call Hero- or Superhero-level power, surprising since they were written by Dave Hargrave and would be beaten senseless in an Arduin Grimoire-power game. Jar-Eel at level 12? Really?
  50. 1 point
    If the players are foolish enough to attack such powerful characters then they should bear the consequences of their actions. They will either die heroically facing terrible odds; or they will triumph, defeat a great adversary, and make a lasting mark on the world of Glorantha. Why would you deny them either opportunity?
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