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hkokko

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Posts posted by hkokko

  1. 25 minutes ago, soltakss said:

    I forgot about Anaxial's Annex, do you have a link?

    Hmm. It seems to have disappeared. You can find almost all if not all creatures from it in a few posts on notesfrompavis.wordpress.com and search for anaxial annex with stndard web search tools. Original seems to have gone to the other world

  2. Down On Your Luck in Monster Island - Law, Order and Hapless Explorers

     

    I have been working for awhile with some side projects related to my campaign in Monster Island. As a result of those I also created a few Encounters that might be useful in Monster Island or possibly even other places play.

     

    Monster Island is a wonderful place for hex crawl type activities and this is what the party has been doing the last few sessions using several new things I have been working on. Extended conflicts have been used from M-Space and they are actually rather wonderful way of setting heists, chases etc up. More on that later. I have been using Johnn Fourr's Campaign Logger to build up a personal private campaign log. It is truly good way of tracking your campaign with minimal effort and the latest addition of random generators that you can either keep private or use what they provide or contribute as open source have been extremely useful. More on that also later.
    In my campaign Monster Island is of course an alternate form of Loral - perhaps a touch more accessible than in the official lore but still plenty tough and modified to fit my Fonrit.  Fonritans of course want to exploit the riches of the island. M'Simba M'Samba the Green Walker is around but not seen...   Some wish to see him, others definitely do not.  Beware what you wish for you might get it, and it might not be what you thought it was.
    Governor's Guard is a small of group of toughest mercenaries so far seen. White Death is a larger group of mercenaries brought in to keep law and order. Stingers is militia volunteers.
    • Governor's Guard
    • White Death Mercenary
    • White Death Mercenary - A Strong One
    • Stingers - Colonists Militia at Monster Island
    The following parties might be encountered
    • Governors Guard with White Death Patrol
    • White Death Patrol
    • Stingers Grimsand Militia Patrol
    • Umathelan Barbarian Thugs in Monster Island
    • Afadjanni Corsair Thugs in Monster Island
    • Maslo Agimori Thugs In Monster Island
    • Mixed Group of Thugs in Monster Island
    • Afadjann Explorer Party in Monster Island
    • Umathelan Explorers in Monster Island
    • Haragalan Explorers in Monster Island
    • Serpent People Sorceror Party with Primitive Guard
    • Serpent People Sorceror Party with Undead

    You will likely find more useful encounters with the Encounter Generator. 

     

    https://notesfrompavis.wordpress.com/2017/09/24/down-on-your-luck-in-monster-island-law-order-and-hapless-explorers/

    • Thanks 1
  3. Glancing thru the GenCon Preview set. Glancing again. Fervently looking. Where the chaos are my eyeglasses....

    There ain't no monsters innit... Whimpering: Can it be true...

    Sure somebody might have mentioned that they will not be there.... 

    In the morning I will have to get my eyeglasses and check every page where they are hidden, now too late and too tired...

  4. What are the animals, colors, smells, sounds,tastes, visuals associated with each of the Runes. I am looking at how to enhance the description of the spells while they are being launched and was thinking of using the before mentioned to make the spells feel different depending from which runic association they are thrown. 

     

    Found an old old link from Glorantha.com stating the elemental rune colors. Are there any other tidbits on the above. 

  5. On 8/4/2017 at 9:06 PM, soltakss said:

    Rich, deep mytholody, detailed cultures and a fun place to game, for the last 35 years, for me.

    Wow, soltakks, it has been a long ride, there are still many grognards here, 36.5 years for me. Do you still have players from your original group - I have three of them and a fourth who joined a bit later.

     

    one of the reasons I like Glorantha is the tribe we have formed over the years.

    • Like 4
  6. Narrow Spaces and Fighting in Mythras

    Inspired by discussion on the forums about oversized weapons I added the rule mentioned in Matt E:'s Old Bones adventure Secrets of the Blood Rock to my weapon charts for Mythras. The rule that was mentioned coming up during the editing of Blood Rock adventure handles the fact that some weapon fighting styles are unwieldy in narrow spaces. This mostly has come up in indoor / city scenarios and would come up more often in classic dungeon crawls.

    The rule is in 2.5-3 meter wide corridor.  Characters may walk two abreast in most places. Large swung weapons are at a disadvantage: Except for thrusting weapons like spears, each step of Reach above Medium penalizes Combat Style by one grade. Interpretation is that above Medium reach - you need wider than 3 meter per character to fight unhindered. All weapons that have only Impale special effect are thrusting weapons. Weapon that has more special effects mentioned than Impale - can use Impale as a special effect with no penalty - character is basically using the weapon as a thrusting weapon. If character wants to use for example Bleed - it requires to use the fighting style of slashing etc and that comes with penalty.

    This is even more true if there is space less than 1.5 meter. Then each step of Reach above Short penalizes Combat Style by one grade.

    For some this may be too crunchy for others an elegant addition to counter the illogicality of using great axes or mauls in narrow spaces with equal skill than shortswords and broadswords.

    This has been incorporated into the weapon tables so you do not have to remember the rule - you just pick it up with your weapon and mark it to your character sheet.

    and close combat situational modifiers

    These rules are not in the Rules as Written but can be an elegant addition - consider them optional.

    https://notesfrompavis.wordpress.com/2017/07/25/narrow-spaces-and-fighting-in-mythras/

     

    • Like 2
  7. On 7/22/2017 at 9:04 PM, Matt_E said:

    From the Old Bones adventure Secrets of Blood Rock:

    This natural shaft is irregular, but generally about 2.5 meters in diameter. Characters may walk two abreast in most places. Large swung weapons are at a disadvantage: Except for thrusting weapons like spears, each step of Reach above Medium penalizes Combat Style by one grade.

    This elegant mechanic was suggested by Loz himself, during editing.

    Couple of questions then: 

    1. Would one consider that

    2.5m is "generic" fighting space for both the walkers (stepping back and forth, ducking etc) so 2.5 meter is "narrow" space from "large swung weapons" perspective.  It would be my interpretation because 1.25meter would be very narrow for example from great sword perspective but could fit other weapons...

    2.  what would be considered non thrusting weapons here. At first I thought that anything which is not a spear. Clear cut would be all mauls, clubs, axes, basically all weapons that do not impale. If one does impale (but does other special effects as well) there are some that clearly need more space (greatsword, 2 handed use of any sword or similar). But what about Katana, longsword 1 handed, no dachi, yari, tepoztopilli...)

  8. This was a great video - thnks. It explains really well whynthere would be diffence in combat styles. It brings the question - how should we handle oversized weapons (2h, polearm...) in narrow places. Reach handles the distance well but how about width - wide swings required by polearms, 2h axea, mauls, tree trunks) - perhaps requires wider area for single wielder giving possibly more opponents for him or making it so that only one person (the one wielding wide). Perhaps also induces penalty for attack if too narrow corridor etc...

    • Like 1
  9. This has worked really well in my campaign. Players have husbanded that one spell for the really important occasion for months of game time - do we really want to use this now as we do not know when we can get it back... they were lost at island of Loral. Created lots of good decision making and drama....

    • Like 1
  10. 37 minutes ago, Richard S. said:

    I asked about this before, and no, none of the core rulebooks for HW/HQ1 are available as pdfs (at least legally), and Chaosium has not shown interest in making them available for purchase.

    Then I need to go back digging. I have all of them (all) but this one eludes my search.

  11. Gloranthan Cult One Pager Pantheon Summaries

    Gloranthan Cult One Pagers are an attempt to gather together in a single page (well sometimes two pages) format the main cult information. Currently there are more than 150 cults described.

    Now there are summaries of all the cults associated with pantheon. The summaries are by topic. These are meant to be short hand for some key information about all pantheon's cults in a single file to be easily distributed to your players if you so like.

    • Pantheon Cult Catalogue
    • Pantheon Cult Relationships
    • Pantheon Cult Spell Catalogue
    • Pantheon Cult Personality Traits

    These are stored in the pantheon directories together with Cult One Pagers.

    https://notesfrompavis.wordpress.com/2017/06/11/gloranthan-cult-one-pager-pantheon-summaries/

    • Like 1
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