Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 10/24/2020 in Posts

  1. @Nick Brooke was recently awarded the Greg Stafford Memorial Award for Gloranthan Fandom for 2020 for his passionate advocacy of the Jonstown Compendium. We're happy to formalise that advocacy with this appointment and pleased to have him on board to work directly with our growing band of independent writers and artists at DriveThruRPG.
    18 points
  2. Sodium (ta-metal, tan-metal) Sodium is an exceptionally rare metal, generally agreed to be made from the bones of gods of Sky Water or Firey Water, which are most notably Tanian and his few descendants. As such, godbone sodium has never been recorded. It is generally agreed that it is also possible, like how bronze can be created by combining tin and copper, to create sodium via combining aluminum or quicksilver with gold. The precise process remains unknown to the world at large. The most salient reason for this, as the philosopher Humphrys da Velan notes in his "de Re Foedi", is
    10 points
  3. The Children of Fear, our epic new multi-part campaign for Call of Cthulhu is now out in PDF!* In September 1923, an urgent and mysterious telegram plunges the investigators into an epic journey across China, Central Asia, Northern India, and Tibet. Often following in the footsteps of the famous Chinese Buddhist monk and explorer Hiuen-Tsiang (immortalized in the fantastical Chinese saga Journey to the West), they must visit looted temples, lost lakes, dusty museums, charnel grounds, venerable monasteries, and hidden secret valleys if they are to succeed in their quest to prevent the
    10 points
  4. Allan is a highly experienced and award-winning content creator with a deep and dedicated love of the Call of Cthulhu RPG. We are pleased to have him on board to work directly with our growing band of independent writers and artists at DriveThruRPG.
    10 points
  5. Just received our advance copies of the MALLEUS MONSTRORUM slipcase set by courier from the printer (the rest are coming by ship). This is the definitive Call of Cthulhu monster guide, and a work of art! You can currently get the Malleus Monstrorum as a massive PDF download (2 vols, 480 pages!) from Chaosium and DriveThruRPG. And if you buy it direct from Chaosium now, you get the full price of the PDF off the physical slipcase when it arrives... which will be soon!
    9 points
  6. Correct, in Sartar, each tribe has a Major temple to Orlanth. The cities with Great Temples are Boldhome, Jonstown, Swenstown, Wilmskirk, Alone and Alda-Chur (currently suppressed). There are also several sacred hills with Great Temples - Hill of Orlanth Victorious and Orlanth's Hill - also serve as great temples. Sacred Top is part of the great temple associated with Boldhome and the Sartar dynasty.
    9 points
  7. Jeff posted over on the RQ FB page, and I thought it would be useful to cross-post here since he is a fascinating character, and there are some great tidbits within. More notes people might enjoy. This time, Sir Ethilrist. Ethilrist is sometimes thought to be an incarnation of Hrestol. He encountered Hrestol himself in the middle of Hrestol's own quest, ravaged Hell, and Ethrilrist gained great loot and his herd of 2600 Black Horse demons. And yet. Ethilrist's followers worship Hrestol as a god and Ethilrist as demigod. And somehow gain Rune magic from Hrestol (!). An
    7 points
  8. 7 points
  9. Hey everyone, Check out my addition to the Miskatonic Repository! "Test Subjects" is a 21-page 1920s sandbox scenario that invites investigators to explore the Boston underground...and more. With original art from Kari Fears. The scenario is suitable as an introductory foray into the Mythos, but can also be used by experienced groups. What do you get? -Keeper advice and options, including how it might run differently as an introduction to a campaign or as a one-shot -Ready-to-print player-friendly handouts (including a handout designed to be customized to
    6 points
  10. As @Oracle noted, I do all my maps with MS Powerpoint. Both Nochet and Whitewall were done with that tool, but I also use for 'battle mats', regional maps, etc. They are all hand-drawn. I take advantage of free-form shapes, editing the points as needed, and use various techniques for outlines and fill to get layers, etc. Here's an example for a future project in a slightly different style than the cities - but entirely done through ppt.
    6 points
  11. I imagine I mentioned it in some interview or comment... My hope is to get Sanctus and Mirabilis finished and published around the same time, as they're sister volumes. There will be a chapter in the Core Rulebook covering magic and miracles as well, by way of a preview of the expanded treatment those topics will receive in the two books.
    6 points
  12. Guide p.94 & 183: "Although the trolls do not speak of why they swarm, a persistent rumor terrifies all non-trolls: the Great Mother of Dagori Inkarth is pregnant and hungry." Guide p.747: "Uzko pay obeisance to the Uzuz Eldest Kin of the Castle of Lead. The largest of the Eldest Kin is visibly pregnant." Guide p.748: "In the Castle of Lead are Uzuz children. Dehori and other shadows roll out of the Castle of Lead. Men, Plant Men, and Stone Men tremble in fear." Guide p.749: "Uz come out of their mountains and eat Men, Plant Men, Stone Men, and Water Men."
    5 points
  13. Yes, the "what your investigator knows" handouts flowed from our play test (Lynne running, with me and some friends playing) - rather than have the keeper have to give long winded descriptions (as well as everything else they have to say), the notion of simple handouts to convey the details came up in our game. I think these strike a good balance, allowing player to consume the info as they see fit, while the Keeper can focus on the plot and narrating the scenes etc.
    5 points
  14. This brings up another point I forgot to mention. You can also essentially choose the nature of the origin of the key locations as part of this. I know that's vague, but I don't want to spoil anything. Dr. Hardy has given us something like four potential Mythos explanations, making an unprecedented level of Keeper choice to suit the desires of different groups. And, as you say, non-Mythos is an option too! What that does is allow this game to be set into virtually any campaign, because there are options that allow one to fit it in to whatever your particular threat-vision or group aesthetic is
    5 points
  15. I finally got my hands on the new french RQG, just 1 hour before the 'stay at home' order. It seems I will have more than enough time to study it.
    4 points
  16. Aieee! Glorantha is a World Without Zinc!
    4 points
  17. I’m a Roll20 Pro subscriber and Character Sheet developer already, so when I’ve got free time from January I’ll be working on Roll20 stuff to pass the time.
    4 points
  18. Yes, I believe so. And the Uzuz are far more powerful than the dark trolls, and presumably unleashing the hordes of Hell (or at least parts of it).
    4 points
  19. This is an interesting thread – we are still finding our way with HeroQuests. After returning to Glorantha after a 35+ year break, we have had three HeroQuests in our short game so far. As we come to complete the Six Seasons in Sartar campaign, two of the Heroquests were initiations – one for adulthood, the other for their cult. The third was an ‘other world’ quest to improve the fortunes of the clan. Six Seasons in Sartar has an excellent initiation into adulthood Heroquest – it is detailed and was a great start to the campaign – worth checking out. The second was their initiation into t
    4 points
  20. I wrote a myth about Babeester Gor last week. 👈😊 Using the translation gadget on the right margin and doing some corrections here and there, here you have it:
    4 points
  21. Reading these suggestions, I wonder whether a Lie spell could have been used to break the Closing...
    4 points
  22. From my Casino Town Rumors (WIP): Here's some more from that WIP: 19. The House of Hemrehana – the masarin trader Hemrehana is from distant Garguna and resides in Nochet, but maintains this establishment in Casino Town. It is overseen by one of her most trusted slaves, a blue-skinned Malubadou alchemist from the fragrant city of Polostan. The House of Hemrehana offers Fonritian scents, unguents and salves (and, some say, exotic poisons). GM Notes: Hemrehana's perfume business in Casino Town is actually a cover for her scheme to corner the supply of ambergris. In Nochet, the p
    4 points
  23. Initial reflections on early text reading: 1) No work in Call of Cthulhu, to my knowledge, has devoted such thoughtful consideration to a common section as the "Involving the Investigators" section in this campaign. Great care has been taken to suggest potential character motivations for beginning the campaign and to designing investigators that are suited to the types of goals for the travel posed. I think this is solid modelling for considerations for any campaign start. 2) The "Experiential Learning" section suggests some of the most developed additions to the game for in situ lea
    4 points
  24. THE CHILDREN OF FEAR - Now also available at DriveThruRPG! In the MASSIVE download pack you get: —The Children of Fear (418 pages) —Investigator Pack (45 pages) —Investigator Handouts and Map Pack (44 pages) —Keeper Map Pack (17 pages) —Keeper Reference Pack (35 pages) This player-led campaign allows the investigators to determine the journey they take. In addition, the plot is designed to be flexible, allowing for different scales or types of Cthulhu Mythos involvement—all the way from the Outer Gods themselves down to a more low-key, occult-focused series of adventures.
    4 points
  25. What Governor race has the two opposing foes signing in on a single ad... here it is... Utah! ..
    4 points
  26. Elsewhere, I've seen it argued persuasively that Uleria may be the primary deity for healing of emotional & mental issues, relationship-counselling, etc...
    4 points
  27. This month's issue of Monster of the Month is now available — Happy Halloween! Content Warning: This supplement contains themes of grisly horror and violence. Gamemasters are encouraged to confer with their players before bringing this material to their group's game. The Troupe of Terror presents a gang of six man-eating ogres with which the gamemaster can terrorize their players. Woken to Illumination by the magical performances of the Puppeteer Troupe, they represent the worst evils enabled by that mystical consciousness. Now, these ogres roam Dragon Pass in the guise of minstrels
    3 points
  28. The Adventures book from the GM screen pack has the following rules, from the writeup for Old Grave (p45): It makes sense to me.
    3 points
  29. When you have Giants doing 12d6 on a normal hit (average 42 hp, a guaranteed MW for most people) and 16d6 on a critical (average 56 hit points, RIP), the players still dread getting criticalled against. The old 24d6 is pretty much impossible to survive, and due to the Giant usually either missing (losing the opposed roll) or criticaled (smash), it meant that either the PKs survived unscathed, or one or more of them were turned into pink mist. A berserker should not be able to regularly one-shot a knight in plate armor to death. If they critical and get very lucky with the damage dice, may
    3 points
  30. Although Humakt has no associate cults (severing and all that), in the Orlanth pantheon, he is Orlanth's sword. At any Orlanth temple that includes a shrine to Humakt, I would allow a Humakti to attempt to regain rune points on Orlanth's Seasonal and High holy days as part of Orlanth's ceremonies. It's a great opportunity for roleplaying, I would have a special part of the ceremony where Orlanth's regalia is acknowledged. For example Babeester Gor isn't an associate cult of Orlanth, but is his axe. The Arming of Orlanth (in KoS & Heortling Mythology) names these things. These are mythologi
    3 points
  31. Jam today or Jam tomorrow? I recommend Jam today.
    3 points
  32. That's what we use, generally. We often play that enchanted equipment resizes to fit the wearer. That is always the case for rings, in my games.
    3 points
  33. Ethilrist with Darksword
    3 points
  34. Hi folks. I wrote another one-shot adventure in a pamphlet format. A few minutes of reading, several hours of fun — print, fold, and play. This time there are three pamphlets: one with a complete adventure, one with four pre-made investigators, and one with high-quality handouts. This is the link to the product on the Miskatonic Repository: https://www.drivethrurpg.com/product/333950/The-Cabin-in-the-Woods-Pamphlet-Adventure
    3 points
  35. One of the prophesies of the hero wars is that a great Uz caravan will travel between Halikiv and Guhan in Ralios all the to way to Dagori Inkarth in Dragon Pass. It looks like a big deal but the goal of the expedition seems vague. What will be the implication of this Uz reunion in the Dragon Pass region in the hero wars? Is it known if they are successful? It provides great opportunities in a campaign if the players plan Uz or humans as part of the Argan Argar Chain.
    3 points
  36. You really don't need more than "Guard 65%" for skills. He has a 65% chance of doing Guard stuff, then take that at half chance or -20 or whatever if he needs to do non-guard stuff (which he wont anyways)
    3 points
  37. In M-SPACE 1.2, I’m extending the skill pyramids from Mythras Companion to create simple NPCs at different levels. Along with preset levels for characteristics it works quite well for improvised NPCs. And quick PC generation as well.
    3 points
  38. If you are allowing the Lie spell to do things that are way overpowered, the abuse is on you as a GM for indulging the Trickster too much. A Lie does not make a person hallucinate, or make it react against its own nature (except for undermining suspicion). There are bound to be other (more costly) spells able to do that. "You feel like" is at best a suggestion. It does not create any sensation, but a listener may still indulge an urge to scratch that sensation. "X feels like raping all of you" is a possible Lie, working on everybody but X. Whether X may feel any urge to engage in non
    3 points
  39. https://eightarmsandthemask.blogspot.com/2019/12/the-axe-and-sealed-jar-babeester-gor.html?m=1 There are four short Babeester Gor myths in this blogpost of mine, written to provide an alternate perspective on the cult and goddess. They are not entirely canon-compliant (the biggest variation is in having distilled liquor in Glorantha), but hopefully the worldview they present is helpful for providing the internal perspective of an initiate.
    3 points
  40. And then he had to go and show her his stick! http://etyries.albionsoft.com/etyries.com/folktale/loststick.html
    3 points
  41. Thought people planning to run The Children of Fear would find this resource useful. https://monovisions.com/vintage-peking-china-in-1920s-historic/
    3 points
  42. https://blasphemoustomes.com/2020/10/27/the-whisperer-in-darkness-part-1/ We’re back and we’re heading up into the hills of Vermont. A folklorist friend told us that the nice creatures that live there might make us some surprising offers. There’s a risk that we could undergo a repellent mental change, but it seems unlikely anyone will notice that. The whole thing sounds like it should be a mind-expanding experience that’s out of this world! The Whisperer in Darkness part 1 This is the first instalment of a multi-episode delve into Lovecraft’s classic weird tale, “The Whisperer in
    3 points
  43. The biggest issue that 1 adventure (not session) per season has caused for me is that time passes very fast. If you start a campaign in 1625 and you want your players to be involved in the high level stuff going on as far as the Lunars, Kallyr, Argrath, etc. then you don't end up with time to develop much in the way of other storylines. I've gotten around that by having the whole Lunar to Argrath transition occur over a much longer period, but having more adventures per season might also be in our future.
    3 points
  44. Behold! I give you: The Energy Vampire!
    3 points
  45. I really like that you have several options regarding the mythos background, and that you can play it without direct mythos involvement. I don't know how much that actually changes the story and what's happening, I just read the introduction part, but is still a great idea.
    3 points
  46. I use Inkscape, Gimp and my personal fav Krita for all my art work. All open source. Each takes a bit of learning but over the years I've built up a personal library of public domain texture and assets. Here are some details of the maps I created for Remembering Caroman:
    3 points
  47. If, as a GM, I think that they need to make a roll, then I ask them to make a roll. They don't need to instigate it every time. So, yes, if they were about to walk into an ambush, I would ask them to make a Scan roll. For a tripwire or pit trap, I would use Scan. For a poisoned needle on a chest, I would use Search. Full skill, unless the opponents were well-hidden. I can't see any reason as to why I would penalise them unless there were other circumstances, for example darkness, mist or smoke.
    3 points
  48. Or it could be that they were chosen early to a form of Shamanhood, Odayla, or other esoteric calling. It does not have to be a negative. The star can just be unusual instead of wrong. That said anything that drives a person to Eurmal is pushing the boundaries. Though I do use it for cases like the village idiot, where someone who is kin still needs a place in the clan. #notalltricksters
    3 points
  49. If you use Lie and say "this statement is a lie", Mostali will have a meltdown. Or so I've heard.
    3 points
×
×
  • Create New...