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  1. 7 points
    Secrets of Dorastor is out and can be found at https://www.drivethrurpg.com/product/318512/Secrets-of-Dorastor?affiliate_id=66807. A snip at $25.00 for 259 pages, it comes out as a Bargain on the Brooke Scale. There is a Table of Contents at http://www.soltakss.com/JC/StormSpearia-SecretsOfDorastor-TOC.pdf. From Nick's Scenarios: "Complexity: medium to high – a massive collection of material compiled from many years spent running RuneQuest games in Dorastor, including many self-consciously gross old-school elements – tips sadistic gamemasters can use to upset munchkin players, rules for “hyper-critical” hits, and a boyish enthusiasm for violated orifices, succubi and acid damage. The author writes with oblivious relish about this disturbing material." Secrets of Dorastor is a campaign pack set in the fabled land of Dorastor, in Greg Stafford's Glorantha. Inside you will find: A gazetteer of over one hundred places, with a map of Dorastor and nearby areas and maps of key places in Dorastor Descriptions of forty personalities, both of Dorastor and the surrounding Borderlands 25 types of Monster, of animal, vegetable and mineral types Write-ups of 9 Organizations RuneQuest write-ups of 8 Cults, including adapting the cult of Humakt to Dorastor New abilities for Illuminates and a description of Illumination and its various Schools 15 Magic Items Encounter Tables of all the important areas of Dorastor Sample Campaign and Scenario Hooks Extended RuneQuest rules for High Level Adventurers Tips for playing High Level Adventurers and NPCs Based on the write-up of our Dorastor Campaign, with a great deal of extra material, this covers the land and people of Dorastor and its Borderlands. WARNING: Dorastor is the most horrible part of Glorantha, a cursed land full of terrors. Secrets of Dorastor deals with extreme horror, with topics including violence, cannibalism, seduction, forced matings, ritual sacrifice and the liberal use of acid. Please do not purchase this if these themes might cause offense.
  2. 6 points
    All of Chaosium's Call of Cthulhu back catalogue remains under consideration for redevelopment. But, I'm not just about doing greatest hits and nothing else. Thus, we put out Masks, OE as redevelopments, but also new campaigns like Two-Headed Serpent, A Cold Fire Within, Shadows Over Stillwater. Were possible, I try to combine the old and new, see the new Mansions of Madness. Older campaigns, such as Shadows of Y-S and Beyond the Mountains, are certainly on the to do list, as are brand new campaigns for Gaslight and so on. In fact, we have Lynne's campaign - The Children of Fear - in final editorial at the moment. There's some great older books we will revisit and there's plenty of new material to come as well.
  3. 4 points
    Secrets of Dorastor is out and can be found at https://www.drivethrurpg.com/product/318512/Secrets-of-Dorastor?affiliate_id=66807. A snip at $25.00 for 259 pages, it comes out as a Bargain on the Brooke Scale. There is a Table of Contents at http://www.soltakss.com/JC/StormSpearia-SecretsOfDorastor-TOC.pdf. From Nick's Scenarios: "Complexity: medium to high – a massive collection of material compiled from many years spent running RuneQuest games in Dorastor, including many self-consciously gross old-school elements – tips sadistic gamemasters can use to upset munchkin players, rules for “hyper-critical” hits, and a boyish enthusiasm for violated orifices, succubi and acid damage. The author writes with oblivious relish about this disturbing material." Secrets of Dorastor is a campaign pack set in the fabled land of Dorastor, in Greg Stafford's Glorantha. Inside you will find: A gazetteer of over one hundred places, with a map of Dorastor and nearby areas and maps of key places in Dorastor Descriptions of forty personalities, both of Dorastor and the surrounding Borderlands 25 types of Monster, of animal, vegetable and mineral types Write-ups of 9 Organizations RuneQuest write-ups of 8 Cults, including adapting the cult of Humakt to Dorastor New abilities for Illuminates and a description of Illumination and its various Schools 15 Magic Items Encounter Tables of all the important areas of Dorastor Sample Campaign and Scenario Hooks Extended RuneQuest rules for High Level Adventurers Tips for playing High Level Adventurers and NPCs Based on the write-up of our Dorastor Campaign, with a great deal of extra material, this covers the land and people of Dorastor and its Borderlands. WARNING: Dorastor is the most horrible part of Glorantha, a cursed land full of terrors. Secrets of Dorastor deals with extreme horror, with topics including violence, cannibalism, seduction, forced matings, ritual sacrifice and the liberal use of acid. Please do not purchase this if these themes might cause offense.
  4. 4 points
    What I'd love to see are shorter campaigns. Something we can run in say 6-12 sessions, or 20-40 hours instead of 90+. For a lot of groups, I suspect this may be more achievable then some of the awesome-looking but difficult-to-actually-run mega-campaigns.
  5. 4 points
    Okay, this idea doesn't really help toward the goal of building a stead as a "women's adventure," but walk with me for a moment. Sen/Chihiro of Spirited Away naively falls into her role of mediator to a dysfunctional household of spirits, but her role as an outsider is vital to the mission's success. Meanwhile, Raus is hiring swordslingers in the typical fashion of old-styled Western movies. And elsewhere in Glorantha, we hear the lament of "What is my shaman character supposed to do?" Far-flung communities throughout Dragon Pass and Prax are reeling in the wake and turmoil of the Dragonrise and the Windstop. Things are just beginning to get back to "normal," but the spirit world is in disarray. What if your character band was a group of spiritual troubleshooters? Healers and ghost-talkers who get recruited to travel from stead to stead, re-negotiating pacts with the local land spirits, bringing home the spirits of the dead lost in battles leagues away, re-teaching the old ways and forging new traditions among broken communities. The adventures would feature challenge, mystery, danger, but not necessarily violent hostility. Sort of a middle ground between This Woman's Work and The Magnificent Seven, like Ghost Whisperer meets Ghostbusters, or even Call of Cthulhu with a gentle smile. Okay, that last one is a weird image. But where are these adventures? !i!
  6. 4 points
    If you want a family chart that revolves around non-combat, you look at what might have happened in any given year. Oh, this year there was a big battle nearby and big battles fuck mightily with nature. So, grandpa worked extra hard in the field, using what help he was given by the priestess to make sure his crop came in so people didn't starve. Grandma was there after the battle, clearing the field, coaxing life back into the earth where the fighters tried to end it with their stomping boots. And when designing and running games, you put emphasis on things other than physical combat. Our last 3 sessions, the trickiest part was trying to placate a pissed off chieftain while delivering gifts from the queen. Our characters made nice with the chieftain's daughter, told stories to the children, did not rise to the bait when baited. WAY more nerve-wrecking than the monsters we fought after. Because, monsters can kill you, sure, but a blood feud when the Lunars are desperate to jump in and put everyone down? Terrifying.
  7. 4 points
    Nobody else saw fit to mention the Zorak Zoran Moomintroll?
  8. 3 points
    I finally got around to reading it. To put this in perspective, I'd been informed that SSoS had a useful "summary method" of running RQG NPCs rather than have to use full stat blocks for all of them - and that alone was the main reason I purchased it. Ironically I'd say that was actually the weakest part. Oh don't get me wrong, those rules are there, and they're useful... but they're not (IMHO) substantially time saving over a full stat block anyway. If you were looking for something that, for example, meant you didn't have to track location hit points for Random Broo #3, you won't find that here. But you should absolutely buy it anyway. I can think of no higher praise for the campaign within than to note this: I wish I hadn't started my existing RQG game, so that I could instead have my players experience this campaign instead. And one way or the other I will find a way to make that happen - whether by having them make alternate PCs, or by adapting the scenarios somehow to serve the existing PCs (who are from varied backgrounds and will be in their mid 20s by the time of the events, so this isn't necessarily straightforward). This is a tour de force, and the standard by which all other RQG supplements should be judged. Kudos to the authors, and to anyone who has yet to check this out, do yourself a favour and grab a copy for yourself, you won't regret it.
  9. 3 points
    Just remember it was painted really gaudily in real life. It wasn't tan - all we are seeing are the raw stones and dyed tiles. Residences were all like that gate, but painted. Pinks and greens, yellows and reds, marked with images of divinities and covered with rush sun-covers and brilliant textiles. Think of real-life places in the Mediterranean and reconstructions of painting schemes on actual art from this era. Below: Burano by Venice; Yazd, in the deepest deserts of Iran; a video in Second Century Jewish Babylonian Aramaic (JBA) with distinctly Babylonian art motifs (yes, there was a Jewish Palestinian Aramaic and it was a deeply distinct culture and language). Also watch the video because it's really cool.
  10. 3 points
    I can see some Healers of Arroin deploying sorcery as a mechanistic-deterministic, strictly non-divine, non-numinous process, as an extension of their skill-based practise.
  11. 3 points
    The problem with big campaigns is getting them played. I suspect that they just sit on the shelves of most buyers, or get started with good intentions but peter out and ultimately get abandoned. I’d like to see something that I don’t think we’ve seen before: a scenario book where the individual scenarios work as stand-alone or can be strung together into a campaign with a provided framework. Not just a bunch of scenarios that the Keeper has to tenuously link into a campaign, but explicitly having an over-arching theme and progression. Also, created in such a way that it would be possible to drop a scenario or two without breaking the campaign. This would, of course need considerable planning and co-operation on the part of the writers, but hopefully they would see it as a new challenge worth rising to. You can, of course, argue that creating the campaign plot is the Keeper’s job, but not everyone has the time or ability to do that well. My own tactic is to have a list of scenarios I fancy running and when one is finished pick another off the list as suits. This occasionally leads to, “Damn, if only I’d introduced that NPC back then they would have a far better hook and motivation for getting involved in this scenario.” Now, if that NPC hook was given explicitly as an option in a preceding scenario it’d add to the campaign experience. That’s one example of how it could help the busy/creatively challenged Keeper. Another is players becoming aware of a recurring, shady NPC who seems to be operating behind the scenes. I admit this hasn’t been well thought through, I’m kinda dropping it here as the idea pops into my head, but I think it might better suit the way many of us run our campaigns. Anyway, that’s the moon-on-a-stick I’d like
  12. 3 points
    One of the things I feel is missing from the Family History character-generation (and Gloranthan History in general) is any major Ernaldan & other Temple stuff. Far too much of "meaningful" history & historical events is defined by the battles. (edit: to be brutally frank, it's very much "old white male / wargamer" history) Where is the thing where one of your parents earned a really heavy-duty Bless Pregnancy, and your PC is a 110-point character? Where's the Ritual Gone Wrong (or right) that has given you a weird Runic effect? Where's the spat the Yinkini priest had with the Uleria priestess, and now Shadowcats Hate Your Family? Where's the <invented crisis> of <pick a year> where a major Ogre/Scorpionman raid overran an Earth Temple at the height of the High Holy Days, blighting the land for a year or more? etc etc etc.
  13. 3 points
    My Neighbor Totoro and Spirited Away leap to my mind -- stories about "fixing the house," though in distinctly different ways. Totoro is straight-up home repair and establishing a relationship with the resident spirit population. Spirited Away is repairing the social structure of the spirit population of an established stead. I'm also thinking of the old RQ2 classic, Borderlands. Duke Raus is trying to build a homestead in the Zola Fel grantlands, so he hires a group of mercenary troubleshooters. The scenarios are typical external threats. But what if the action were turned inward, as you say, and the adventure involved incorporating the indigenous superstructure and environment instead of expelling it? Thinking out loud more than spitballing solutions. !i!
  14. 2 points
    Does anyone in the UK have a spare copy of OpenQuest Deluxe? The one with the grey cover with a pale warrior and dragon on it? My daughter is getting into RPGs, along with her friends. They wanted to play OQ because I’d worked on it and i’d love them to have the version with my art in. If you do have one going and the price isn’t silly please let me know, it would make my daughter so happy.
  15. 2 points
    I started this thread because I didn't want to Necro-post my month old "Women in Glorantha Thread". So, it's occurred to me that Women in Glorantha have a lot of lee way in some respects in what they do. And the more I think on it, the more I think about creating a Glorantha supplement, website, blog (?) (maybe just a google document) called "The Hearth" - Adventures for Women, (for RuneQuest & HeroQuest), specifically, focusing on creating active scenario ideas and fiction for female characters (and all that encompass that in Glorantha). Its been making me realize that so much of Glorantha is 'external' (though that is slowly changing and there have been amazing supplement :Valley of Plenty & Six Seasons in Sartar spring to mind, immediately, but The Red Deer Saga ( all of these and much more on the Jonstown Compendium)- it got me thinking, as how much of Glorantha says Men do this , Women do that, but then never explain how the women are active participants much in society, because the activites of their goddess seem mostly passive : She is not dead, She sleeps- springing to mind. So if people want to contribute ideas or threads of one. I'd like that. I am going to use my self-made Clan as the focal point. Mostly because they're literally knew (created in 1625, by a coalition of women from various groups). So I realized I can use them to tell a mythic history that binds them together in their clan making, in a way that many clans struggle to do. Their actual clan making dance is started by a not- adult female. It got my mind turning about how a collection of women who aren't a clan yet- might go about collecting and pressing their mythical history in the God time, and giving it voice. Their Wyter is the White Lioness (Alynx), and her pride-sisters form a sort of women's fyrd. There are Vingans but these two groups work together, as their story says that Vinga found the lion-cub in the Great Darkness and brought her to Ernalda, and the two became hunting partners. How this story effects others which effect and grow the clan, making women both the nucleus and active in their clan's life in and politics in a way we've not often seen before. Admitedly I also looking to the tribe to help me cut the wheat from the Chaff, because I think my clan idea has too many ideas. And I think , while I am over on the Clan Hearth over on Facebook, sometimes things don't get cross posted ot brought up here so I thought I'd throw this out there. So I do invite you all to join me in my endeavor. Below is the half-created ramblings of a creative mind (but hopefuly with time this will get more organized) and with your help it'll get some unique perspectives. https://drive.google.com/drive/folders/1H65IhL4-LmhF7zHLHR9L8eMQrCS_c7_H?usp=sharing
  16. 2 points
    Whether Nochet or Raibanth or Pavis, this seems like it could get the ol' noggin goin' for those looking for visual inspiration for Glorantha.
  17. 2 points
    The blank page was because MS Word in its wisdom decided I wanted an "Section Break (Next Even Page)" instead of a "Section Break (Next Page)," for no particularly good reason. No great harm in a digital-only project, but worth nailing. The map upgrade was because the way I used to manage it was getting irritating, and I decided it was worth moving the whole thing into one file at my end, despite a slight speed-bump while setting it up. All behind-the-scenes crap, but I like the new version much better. Behold!
  18. 2 points
    Umm. I told you almost exactly this a couple of weeks ago as use for NPCs in a game. Sheesh, dude! Sleep on the couch tonight!!!
  19. 2 points
    Your point is very well taken and I agree. I do want to pitch to everyone in the audience that you do not have to think of any campaign as a self-contained entity. Many campaigns have sandbox-y, "interim" scenarios that can be easily lifted and put into other campaigns. Granted, this does take a little bit of work and not all scenarios are good candidates. I actually think a big part of the work is simply accepting a different perspective and having the courage to make the change. The key thing for all of us to remember: these are our games. We define how to use the products. Not everyone has the time or desire to "cut and paste" scenarios, of course, and it is overall less work to run from self-contained. An example: Anyone in the audience who has Masks, check out The Derbyshire Horror as a candidate for a "cut-and-paste" campaign mentality. It is well-suited, in my opinion, for four reasons: 1) The characters and situations are compelling and do not need any prior setup. The situation is easily connected into or out. 2) There is the prospect of gaining an ally from the scenario, further strengthening it's connection to the latter parts of a campaign. 3) Mam Tor is a locale located nearby that can be made into anything you want it to be. It became a key location for me. It became the holding place of a three-volume Necronomicon, each volume possessed by a different Spirit. It also contained the "prophecy" that is a huge continual source of dread and anxiety for my play group. Tee hee hee. 4) I don't think it's very difficult to shift the location from England to New England or another locale.
  20. 2 points
    I think this is a very useful/important point in Gloranthan communities. It's not just about cattle raiding and getting the crops to grow - you've got to make investment in the spiritual community around. My old Imther campaign incorporated some of these ideas. This was before wyters were much of a thing, but my view of communities (whether village or city) was that there were both seasonal spirits (a spirit "leader" if you will for each season) as well as the communal deities. Generally these seasonal spirits were well established, and only occasionally did a village seek out a different seasonal spirit. But the ebb and flow of the Spirit World meant that specific village leaders (the Keeper of Dire Secrets and the Seeker) were responsible for watching for unusual signs from the Spirit World manifested in the real world, and for interpreting what those meant. E.g. Drinker of Nectar, a wasp spirit, might challenge the current Fireseason spirit and suddenly there'd be large wasp nests in the apple orchard. The Seeker would need to regularly walk the tula to watch for such. If he/she missed such signs, the village might be plagued by nasty wasps until they either propitiated or exorcised the Drinker of Nectar. In my HQG game, the workings of a Lunar witch resulted in fire demons escaping from the Cinder Pits and imprisoning the Ash Creek Lady - the spirit of the local creek. This allowed the Lunar witch to summon a vough into Orlmarth clan lands with the intent of forming a swamp hostile to the Orlmarth. The duck shaman Joseph Greenbeak called upon the heroes to aid him in destroying this threat. It included the heroes discorporating into the Spirit World, passing through the Silverwoods at the border, negotiating with the Assembly of Small Spirits, getting words of advice from the wise spirit Daa the Silverfish, passing through the domain of the Heavy Earth spirit (in which one hero discovered/awoke her inner Bear spirit and wrestled Heavy Earth into submission), and then reaching the emergent swamp. They had to fight off the vough while destroying the spirit vortex that allowed the vough and the witch to interact. That still did not resolve the issue of the imprisoned creek spirit - that was a subsequent adventure to rescue her from the fire demons.
  21. 2 points
    I agree. Shorter campaigns that take several months of play are preferable to the year-long campaigns. We have Masks and Orient Express (and hopefully the other lengthy classic campaigns mentioned above at some point), so new Call of Cthulhu campaigns should be written with this shorter time frame in mind. A campaign that takes three months is much more likely to be played to the last act than one that requires a huge investment of time.
  22. 2 points
    This is a really good point. Diversify, diversify, diversify. All of the existing shorter campaigns are for specific settings or Pulp (Shadows, Cold Fire). I'm certain that the team knows this and is working on it. I am very eager to see The Children of Fear.
  23. 2 points
  24. 2 points
    That hasn't been my experience with HQ. I've found that I see MUCH more cinematic action in my HQ games than I ever did in my RQ games of yore. Here are some examples: Confronted by a giant, rampaging mantis, one party member fired a rapid string of arrows to pin one of the creature's deadly arms to its body. A particularly burly party member took advantage of the mantis's discomfiture to climb up its back and twist its head off its neck. The mantis rampaged around headless for a while sending the party scampering for cover and giving its slayer the ride of their life! Surprised by the arrival of a group of mounted enemies led by a Lunar witch, an Orlanthi Adventurous initiate called on his Storm Rune for winds to carry him in a mighty, somersaulting leap over the witch's head to land behind her mount, which he promptly smacked across the rump with the flat of his sword. The witch's horse bolted, carrying her out of combat, trampling a couple of her footmen in the process. While traveling through enemy territory, an Orlanthi initiate PC called on his Storm Rune to intensify a cold mist into a freezing drizzle that sent the enemy guards back to the comfort of their picket fires, allowing the party to pass undetected. During a siege, an Ernaldan Priestess PC opened the ground beneath a Lunar sorcerer and buried them alive outside the walls. In the same siege, a PC seized a siege ladder, shook he warriors off it, and then used it as a lever to dislodge two more ladders. The PCs in my HQ campaign have fought ZZ Trolls, killed enough giants to earn one of them the epithet of "Giantslayer," destroyed ice demons, defeated the degraded husk of a Star Captain, fought their way into and out of Whitewall, gone toe-to-toe with "Ghost and the Shadow" style Sakkars, and on, and on, and on. I find that storytelling games like HQ and QW support wild, over-the-top action far better than more granular and procedural games which tend to focus the eye on the minutia of chained tasks rather than the overall action of the encounter. YMMV, of course. No game is perfect for everyone. The important thing is that you enjoy the game you're playing. I only spoke up because I've seen this "RQ is better for high-flying action and HQ is better for slice-of-life stories" meme a lot and I think it's dead wrong. In fact, I'd reverse it to say that RQ, with its close attention to procedural tasks, is better for representing the day-to-day struggles of your average carl and HQ is better for representing the exploits of heroes. I've stacked the pitchforks over there for your convenience. The torches are just behind them. You'll have to come up with your own tar and feathers.
  25. 2 points
    Because we can read.
  26. 2 points
    Sadly, @Jason D as the line editor of RuneQuest already has a huge to-do-list and only has occasional time for this thread: MELEE WEAPON STRIKE RANK page 57: 3+2+2=7 and 3+2+3=8 MISSILE WEAPON STRIKE RANK Vasana's Saga Vasana’s DEX is 11, giving her a DEX strike rank of 3, If she uses a Composite Bow with a rate of S/MR: Page 211: If prepared (arrow in place for first attack), can attack on strike rank 3 and 11. (1st attack on DEXSR 3, then +5 preparing arrow second + DEXSR 3 so attacks on 11. A third attack is not possible.) If unprepared, can attack on strike rank 8 only, a second attack is not possible. (+5 preparing arrow + DEXSR 3 first attack on 8. A second attack is not possible.) SPELL STRIKE RANK page 254: Vasana's Saga Vasana’s DEX is 11, giving her a DEX strike rank of 3, If she casts prepared Disruption (1), she attacks on strike rank 3. 3+(1-1) = 3. If she casts prepared Disruption (1) boosted with 15 magic points, she attacks on strike rank 6 of the next round. 3+(1-1) +15 = 18-12 strike ranks = 6 (see below). If she casts Bladesharp 4, she casts on strike rank 6. 3+(4-1) = 6. LIMITS ON STRIKE RANK Page 194: SIZ and DEX Strike Rank Modifiers table and the Strike Rank Modifiers table are both found on page 193 and on the GMs screen. If you wish to discuss this, please open a new thread, I'm happy to add up a few numbers if you have examples.
  27. 2 points
    I like The Dreaming Stone, but on release there were some who didn't like it for various reasons. Is there a consensus to see it redeveloped and republished?
  28. 2 points
    I think we're missing the picture with the above (edited by me). The Priests and Priestess are not some separate thing. They are yes leading the worship and sacrifice and heroquests before the battle but then they are leading the fight when it happens. or the Ploughing. or the harvest. There is no separation of church and state. Your Clan Cheiftan leads you in worship and in battle and in harvest and .... or (s)he and their earth priestess partner do.
  29. 2 points
    Exactly. It makes me thinking about how much emphasis is placed on the combat and how it would nessacerily be those combatants who'd win the day. It'd be the Priestess and the Priestesss making sacrifces, and praying to the Gods. It would be the people who remained in the steading, making those small daily sacrifices : "May my husband come home whole," "May the blessed air carry the cries of our new child to him when he needs the most strength." "May Yinkin's loyalty and steadiness in hunting stregnthen my resolve to hunt" Those big battles, are just that big battles. Sure they define things, but I feel like those people going about their lives and the clergy interacting with their gods may have been forgotten. So I guess the question is how do you build Family Charts that do not revolve around battles. (Or even happen in Sartar)
  30. 2 points
    Of course, it isn't all about violated orifices, succubi and acid damage. It has poison as well. I deliberately did not include the Sisters of Pain, an order of Krarsht courtesan assassins, who use a combination of courtesan techniques and sweat acid to slay their targets.
  31. 2 points
    I love this discussion. I've been spending a long time thinking about how I want more RPG's to be about inward growth rather than outward domination. It's one of the reasons I've made the switch from DnD to Runequest. I feel like there's more room for that kind of storytelling in Runequest. I really think Heartquintessence's idea is moving strongly in the right direction.
  32. 2 points
    That looks great! I might bump the size of the title up a bit, though.
  33. 2 points
    If I (cheekily) point out that I can't be the only person starting a campaign in 1625, and that as time goes on in the real world, so will in all those campaigns. Kallyr's quest will become a moot point for an increasing number of people! Thanks, Stephen.
  34. 2 points
    We could do with more scenarios like this, good fillers for an evening. I like the pictures. Great to show to players. I like the idea that Annilla assassins can have up to double their CHA in spirit magic, makes them more mysterious and deadly, not just normal NPCs. Dire Peril is an interesting idea as well, although most of my players are already scared of combat . As for errors, negligible IMO. 15 pages of entertainment for $0.99, what's to complain about.
  35. 1 point
    "Fear will keep the rebels in line. Fear of this Reaching Moon Temple"? The Lunar Empire Strikes Back?
  36. 1 point
    You are talking to a cartoon dust cloud, complete with footprints vanishing into the distance!
  37. 1 point
    Good idea! I will look into it. DriveThru’s setup process for print is terrible, so I need to check my files for compatibility issues. If everything looks ok, I would be happy to release it in print.
  38. 1 point
    Yes, but the INTx5 is situational and maybe changed by the GM. Down could be x4, x3, x2, x1 or even no roll: page 366 It's a GM call.
  39. 1 point
    Personally, I don't think we need new edition, instead we need more big campaigns like Masks (old and new). Please bring new editions of Mountains, Innsmouth and Tatters )))
  40. 1 point
    In a myth-driven world like Glorantha, the notion that "military action" is primarily decisive is -- on the face of it -- absurd. The myth and the magic are MUCH stronger forces ... As witness the small heroband who destroyed most of the Lunar priesthood, nobles, governors, AND MILITARY throughout Dragon Pass. Where did Belintar go, again? Soldiers beat his army and executed him? I'd simply like to see such examples (on a smaller scale, suitable for one hero just making a name for themselves!) represented in the history and the "Family History" tables. (and my example blight wasn't "a mere Ogre" but a major Chaos incursion of Ogres (plural) and Scorpionmen, and -- most particularly -- it wasn't primarily a military action! They disrupted the High Holy Day at a main Earth Temple; not only preventing the Blessing but incurring a Curse!) Jab... the Footprint... plenty of Sartar&nearby sites could cause such things!
  41. 1 point
    I have yet to deep dive into it but I have the exact same impressions. Man it looks good! As a side note, I am really impressed by what is published under the Jonstown Compendium banner from a quantity and quality standpoint. But SSoS may have set the bar.
  42. 1 point
    This presumes Argath actually cares if these people live or die; he strikes me as someone who throws you away the second you're no longer useful. To be fair to Argath, most of the time, he is in total crisis mode and doesn't have a lot of free time to raise people from the dead. (And we don't have an objective, clear-cut record to indicate if he did or didn't try to resurrect fallen companions. Maybe he did)
  43. 1 point
    Even in the "standard" scenarios, there's no lack of Female action heroes. Kallyr, Leika, Nameless, Jar-Eel. And many of the scenarios involve doing stuff to aid the Clan or aid the Ernaldan temple. IMHO (and, I'm a guy), based on what we have run, which I believe is pretty "typical", there's actually a lack of male action heroes and adventures focused on more "male" cults, like Orlanth and Storm Bull. Asborn keeps dying 🙂, Hastur is a scholar, etc... It's been well over a year game time and my Vinga worshipper has yet to find a studly male warrior type worthy of her affections. 🙂 That said, good luck in your endeavor and please post occasional updates! Looking forward to some good ideas from a different perspective.
  44. 1 point
    I think Sorcery's versatility might be an asset. In principle, one should be able to mass-heal a hospital full of wounded with Sorcery...
  45. 1 point
    Blasphemy. It wouldn't have been mentioned in the canon without clear intent of a deeper meaning. You relativists sicken me. !i!
  46. 1 point
    That party looks like they had a rather bad argument - that guy with the scrolls looks a little abashed, probably from being berated by the Duck! Oh, yes, I like it!
  47. 1 point
    I love that there is a duck on there
  48. 1 point
    Here are some of mine: Ducks were created by Delecti, he did it to either protect or punish his followers. He made them ridiculous to humans as a joke. Grotarons were the servants of Vadrus, like butlers and cooks, maids and grooms. They were treated very badly, and once, when they complained about only having one pair of hands, Vadrus ripped their heads off and replaced them with a spare arm. The Maidstone Mountains are not really mountains but the ruins of the Castle of Vadrus - "Made of Stone". Lord Pavis created a new universe inside the Big Rubble - it was a mini universe and so far, follows the same trajectory as Glorantha, at an accelerated rate - Green Age, Golden Age, Storm Age, Darkness, Greater Darkness, Time. The Puzzle Canal is the Oceans in this mini-world, with each region in the maze corresponding to a zone in the Ocean (and the Seaslaver being similar to the Homeward Ocean) The "canals" are currents in the Oceans, and if they were properly understood would tell you about the doom currents in the "real" oceans. The "islands" correspond to the continents. Jaldon Toothmaker is Waha! He just uses a different name to get around the fact that the person legally known as "Waha!" was banned from raiding Dragon Pass by Varajiia Nopor. Good Shepherd is Eiritha's true love, Storm Bull and his cult plans to bring back the conditions of Genert's Garden. The only people in the Lunar Empire that qualify as Examiners in the Red Moon cult are actually descendants of the Red Emperor. There are thousands of them, but if you are not a descendant, then tough luck. The Lunar clan names all have a similar meaning "Eel", "Il", mean something like "descendant of the Red Emperor". There are no gods. They were all destroyed by Time. What gloranthans see as gods are just memories and some sort of collective subconcious.
  49. 1 point
    Just quoting what I'm told. Wet gods only know each other from the office?
  50. 1 point
    Thanks guys - plenty of possibilities here to investigate.
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