Jump to content

Kargzant

Member
  • Posts

    20
  • Joined

  • Last visited

Converted

  • RPG Biography
    Played D&D and Pathfinder with friends over the last decade. Got interested in Runequest and Glorantha after playing King of Dragon Pass and Six Ages. Duck apologist.
  • Current games
    Currently playing an RQG campaign with family members
  • Location
    Baton Rouge, Louisiana

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Kargzant's Achievements

Newbie

Newbie (1/4)

9

Reputation

  1. Reading the Cult Compendium I noticed that there's a Cacodemon Rune Spell called False Form that lets Ogre worshipers appear to be unremarkable humans. I don't think it erases their Chaotic taint, but it does mask their cult tattoo and make it a lot easier for them to pass as human for a season. Technically any worshiper of Cacodemon can use it, but it's definitely most useful for Ogres.
  2. Hey all. One of my players is creating a Shaman of Oakfed and I want one of the perks of their devotion being the ability to summon Oakfed himself. Does anyone know a template that I could use to make a spirit that is stronger than a salamander but weaker than a god? I would like the shaman to have to bargain with Oakfed rather than using Command Cult Spirit and make concessions to get him back to the spirit world through roleplaying. What would be a good offering to a spirit like Oakfed in exchange for service? I don't know if anyone has experience with Oakfed as a focus of worship, but I would appreciate some advice.
  3. Thank you for the info! I know that Runequest is a fantasy game, but I'd rather pull from Homer than Hollywood in this case. I'm going to be running a Borderlands campaign, so I have a few spoilers for a couple of the scenarios in here.
  4. I was wondering if anyone on this board knows about how a group of warriors holed up in a tower or keep would fight against a siege. I assume that bows and javelins are a given, but what about boiling oil or trapped moats? Is all of that stuff too Medieval? I only know so much about siege warfare and I'm wondering what would be appropriate for a relatively Classical world.
  5. I haven't been able to find a writeup for Zola Fel and I'm planning to write one because he's the main water deity of the area. I assume that a lot of the Spirit and Rune Magic that Engizi offers would be suitable for ZF as they're both regional river gods and there's always the Book of Red Magic to flesh things out. What I'm wondering is Zola Fel's relationship with other gods in the region. All I really know he's subservient to Pavis although he's worshiped as a standalone deity as well. Is there anything else I should know about associated and hostile cults?
  6. On a more logistical level, I found the Five Eyes Temple mission interesting but daunting to run. Does anyone have tips for how to have the players deal with 20+ Newtlings without it becoming a slog? I'm thinking of having them encounter friendly NPCs in the various tunnels and use Battle rolls for some combats, but I'd appreciate advice on how to make it shine as the climax of the campaign. I'd also like the PCs to be able to deal with some of the Newtlings non-violently if possible even if those aren't the leaders of the temple complex.
  7. There's some very good advice in this thread. I'm wondering if it would be worth it to let the players generate characters but stop at 1620 or 1621. It would lose the characters options to grow passions, but at the same time it would let them start off as new adventurers and let me use the Raus household as written. I will definitely have to spend time adjusting encounters still, but the RQG Bestiary should help with that with nonhuman encounters. That's very interesting. Do you know the name of this product? I've bought some Jonstown Compendium books before and I've found them helpful, so I'm more than willing to pick up something to smooth over the process. Edit: I found the Early Family History on Drivethru and it seems promising. I'll purchase it and look it over.
  8. I've been pretty good at keeping up with everyone's Rune Magic. I don't want to forbid any spells and I want to make sure that everyone has a use for their magic, but at the same time I should probably have contingency plans for some situations like Fly no-selling Condor Crags. It might be worth it to keep the Dream Dragon from the 5 Eyes Temple in reserve to help the condors. Would it make sense to have the settlement be a Pol Joni outpost that got a nod from Argrath? There would still be plenty of room for tensions with Nomads and Morocanth without involving the hated Lunars.
  9. Hey all. My gaming group and I ran through the starter set, and I thought about moving over to Prax to run the Borderlands campaign. I've had a few questions about modernizing it because of the system and story developments since RQ2. Most characters from Sartar of Prax are going to be going to react negatively towards Lunars. It would be interesting for the characters to work for a Lunar Duke, but I need a good reason for him to be given a corner of Prax to settle. Will I need to update the statistics for enemies? I figure that it won't matter too much at first since the starting mission has little combat and my PCs aren't particularly bloodthirsty. Still, I expect that the encounters might be too easy as written without some tweaking to more powerful RQG PCs. The module has advice to move towards Balazar and Griffin Mountain afterwards if the GM decides. Still, it's possible that my group would prefer to renew their contract with Duke Raus after the campaign, especially if one of them is his new guard captain. Are there any RQ3 books that I could buy to flesh out this corner of Prax? Does Shadows on the Borderlands have any connections with the Borderlands material? It has a significant price tag, so if there's a connection I want to make sure what my group plans at the end before I pick up a secondhand copy. I would appreciate any advice that people have on running Borderlands in the new system. I know a lot of people here have been playing and running RQ for years and have experience that I lack.
  10. I read on the Glorantha wiki that Arroin aided Kyger Litor once. I would assume this had something to do with healing, but I don't know any more about this and I would love to know more. Trolls for the most part dislike Lightbringers, but is there some room for peace or compromise between Kyger Litor worshipers and healers of Chalana Arroy? Or does the fact that Arroin has no magic make him a special case? And what did he do for the Troll Mother anyway?
  11. Hey, all. I'm planning to make a Chaotic Earth deity in my campaign and I want some information about cults that require human (or other sentient being) sacrifice. If I remember correctly, the rites of Hon-Eel produce maize if there's blood sacrifice, but I don't know any more than that. Does the victim need to be worthy in some way? Do they have sacrifices on every holy day of Hon-Eel? Why does this cult require human sacrifice in the first place? How do the communities rationalize this? Thanks in advance!
  12. You know, I can see a tough but non-influential Broo deciding that their gang-mates have no future and looking to be cleansed so they can survive. Broos as a whole are going to be the bad guys as long as they follow their gods, but the idea of a path to redemption for some disillusioned Broos is appealing to me.
  13. I got mine earlier this month. I'm getting a group together and I plan to use the pregens and starter rules to gauge their interest in a game.
×
×
  • Create New...