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Murf

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    Been playing RQ off and on since the 70s
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    Rune quest
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    Kentucky USA

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  1. As of right now there is only one "Official" Dragon cult in the 3rd age; "The Sun Dragon" which was written up in the Cult Compendium. It is pretty bare on content. The "Company of the Dragon" by Andrew Logan Montgomery has a good Dragon cult It is part of his Six Seasons in Sartar campagne. It doesn't interfere with your character's regular cult affiliation but can only be used sparingly. Richard S had some good ideas for draconized Orlanth, the Sun Dragon and a draconic Humakt cults from the 2nd age on his BRP blog site. You can find them here; Also Paul Baker in his "Whitestone Ruins" module had an interesting cult for Orlanth Storm Dragon which i think may have been influenced by the 2nd age MRQ book "Magic of Glorantha" for a EFW cult Covenant of the Storm Dragon. MRQ is verboten around here but they had some good ideas. His mechanics are interesting but it was written pretty much to be a thumbnail mainly for the GM to play the bad guys. My GM and I liked it enough to flesh it out a bit I have been using it for my character for some time. It is still a little rough around the edges but good enough for our purposes. Hope this helps.
  2. Murf

    Fate of Delecti

    Does any one have any ideas on how to defeat or destroy the Big Bad D? I would imagine a HQ to find his vulnerability would be in order. Perhaps a variation on Jar Eel's dismembering Pharaoh while he was weakened during the Masters of Luck and Death Tournament. A couple of ploy seeds depending on his (it;s) diplomatic stance: Argrath is allied- The PC are a part of a delegation to ally D, As their journey progresses they begin to get clues THEY are to be a special sacrifice to to seal the alliance rather than sacrificing a whole regiment, What do they do? Post battle of the Queens. Phandros sends an emissary to the Marsh with an offer he can't refuse. PC can be for Sartar or Fazzur and are charged with finding out what the offer is and stopping the deal. Gen Fazzur needs allies in his war against his treacherous nephew. While the undead Lord of the Marsh is an unsavory choice needs must. Duck Point has been under continuous Lunar occupation even after Dragonrise. The newly arrived Argrathand the Sartar Free Army meets the Lunar army in the North, the Sartar City Militia is given the mission the besiege and taking Duck Point. The lunar garrison is being supplied through the Marsh with Delecti's tact approval. Argrath's enemy- Argrath wants the unpredictable Delicti destroyed and the Marsh drained before he moves against Tarsh. this will secure his rear and open up river traffic all the way to Skyfall Lake and allow him to keep his army supplied by river in Tarsh. The Lismelder tribe and the Ducks have been attacking the rods that maintain the edge of the Marsh. They have even managed to slay several Dancers of Darkness in the process. Delecti has been massing a undead army to push back the boarder and teach these children a lesson. The PCs are tasked with stopping the human/ducks from rocking the boat and/or assisting in defeating the undead army. Argrath has marched north into Tarsh in support of Gen Fazzure against Phandros. The Emperor has given Delicti what ever he wants to attack Agrath in the rear, Already several clans along the Marsh's edge have been attacked over run. With his forces tied up in Tarsh there is little Argrath can do to help. The PCs must rally everyone they to hold off the undead menace.
  3. Murf

    Fate of Delecti

    So does this mean that Delecti stays neutral? Strategically speaking I could not risk getting my army decisively engaged in Tarsh much less points further north and risk Delecti going of Night King on my rear area and storming a lightly defended Boldhome. On the other hand it would make and interesting campaign.
  4. So what happens to everybody's favorite undead menace? Does Argrath take some time out to eliminate this threat to his flank and later his rear? Also are there any stats for the Mr Cold and Clammy and his bevy of blood sucking bimbos.?
  5. Nice, Several members of our group have embraced the Draconic Way and will certainly get some use out of this product.
  6. A further questions about Dragon Cults: Would there be Rune levels along with standard benifits such as Allied Sprites, increased chance for POW gain by priests, common rune spells (particularly spell teaching.) and devin intervention?
  7. One off gifts sounds interesting. Ian Thompson's new book "Pavis: City that Time Forgot" had some Draconic gifts that people inherited from witnessing The Dragonewts Dream. We were thinking about making that the basis for a cult or more accuratly a school of thought for the Inner Dragon Cult. It would be less about transfoming into a Dragon and more about harnessing your inner power. There is also RQM's 2nd age EFW Dragon cults but that just doesn't feel quite right for the 3rd age.
  8. One of our players is intrested in learning Dragon magic So after DragonRise Draconic magic is begining to reemerge. Are there any newly reawakened Dragon cults players can join? In Joel Kumpulainen's enjoyable "Night In the Medows" from Jonsstown press he gave the players the chance to join the "Cult of the Inner Dragon." except that sacrificing a point of POW gave you the ablity to learn Auld Wrymish beyond 25%. However he gave few details. In "White Stone Ruins" by Paul Baker He gives us the "Cult of the Storm Dragon" with some interesting ideas. Does anyone else have any cults or ideas on how develop one? Are their any Dragon cults in RQG cannon?
  9. Thanks for the reply, I like all the points but specially Korolstead becoming a pawn in the political battle Argrath and the FHQ's courtship. Both sides wanting it to show up the other but neither side can risk getting into a war over it. Argrath wants to have a lodgment in Grazzer's territory and securing the passage way over the mountains. FHQ wants to prevent that and secure her flank along with the possiblity of opening a direct trade route to Sartar and a shorter fiver route to the Holy Country. Circumstans could even work out that the Korolites become a nutrial buffer state (If one side can't have it then neither side should.) Kind like the Cassablanca of Dragon Pass. Meanwhile the Empire wants to stir trouble between both to thwart Argrath from becoming KoD. Cementing the alliance with his marriage to the FHQ will give Argrath a real opertunity to invade Tarsh. I can see the the title of the book; "King of Korolstade: or how a new tribe held the fate of Dragon Pass in it hands. Interesting possiblities.
  10. It mentions reestablishing the Koroltes Tribe and reviving the city as possible plot hooks. Anybody have some thougths on the the political ramifications with regards to the Grazzers or Argrath? We did the official Smoling Ruins adventure but did not retrive the mirrior thanks to some ill-timed bad rolls. Plus our campaing is deciding on settling down and establihing ourselves as land owners. Would not mind some "Game of Thones" type of political intregue adventures?
  11. Any details on how Argrath's Muse Roost Campaing went? Our group did the "White Horse Quest" Where Sir Ethralist sacrificed his hwite horses to gain the demonic Black Horses and have had a bad attitude with him ever since. I know it is not cannon but YGMV and has become a defining part of our party. So we would LOVE to join in the looting and pillaging.
  12. Doesn't mean it is not wrong. I have enjoyed Glorontha since the 70s. (yeah I ma that old) Sorcury was one of th emost intresting think in RQ3. It was not well done and often over powered but intersting. I had hoped RQG would adress that but they went way over board. It's unplayable as writen so why even bother with it? This is a place for voicing ideas right? Or am I in the wrong place?
  13. You can twist it any way you want. You can fabricate what ever Gloronthianesq rational you can think of, the bottom line is RQG has commitied the ultimate sin and made sorcery unfun. And fun is the whole point of this exercise. There seems to have been an obsessive desire to make EVERY SINGLE aspect of sorcery infearior to...pretty much everything. I am not sure why but well, there is is. And unless the authors want RQG to go the way of RQ2, RQ3, RQM, etc etc they need to be focused on make the game as fun to as wide an audience as possible. Making Sorcery as lame as humanly possible ain't the way to do it. I'm just saying.
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