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David Scott

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David Scott last won the day on October 1

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About David Scott

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    Khan of Khans

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  • Location
    Acton, London, UK

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  • RPG Biography
    Played my first RPG in 1977, moved to RuneQuest very quickly. Ran the Convulsion Convention 1992 to 2002 with a large Chaosium presence. I have writing credits for HQ2 Glorantha Publications, the Guide to Glorantha, notably in the Wastelands chapter and am one of the co-authors of HeroQuest Glorantha. Have run a weekly RPG club since 1989. My favourite games are HeroQuest Glorantha, Traveller (MegaTraveller engine), Torg 1ed, Exalted 2ed, Pendragon, 3:16, DramaSystem and various campaigns using HeroQuest 2. I'm currently writing the Prax book, which is turning out to be bigger than I thought.
  • Current games
    Under the Raging Storm RQG - Prax Playtest
  • Location
    Acton, Greater London, UK.
  • Blurb
    I've played most, maybe all of the Chaosium era BRP based games, my favourites are: RuneQuest, Ringworld and Call of Cthulhu. Honourable mentions to Stormbringer, Elric and Future World. Dishonourable mentions to ElfQuest and SuperWorld...

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  1. David Scott

    Great Runequest Campaign

    While I'd be very excited about this, it would be huge. One of the fundamental differences between the two systems is the Pendragon is one adventure per year (KAP5.2 p116) and RuneQuest Glorantha is one per season (RQG p137). Given that opportunity for experience rolls in RQG is seasonal, most would want an adventure per season. Alternatively there could be more smaller adventures like in Pendaragon. A worst case scenario (pun intended) is a 1625 to 1655 (Moon Fall), 30 years with 6 seasons per year = 180 adventures. Plotting in children: 1625 start aged 21 1625-30 have first child 1636-1641 aged 36+. First child's initiation (Play as Inexperienced Adventurers aged 15-16) 1655 aged 51, child aged 30. This doesn't include playing other family members though. As longs it follows Argath as the as the key plot, shouldn't be a problem with divergence. This is completely doable
  2. 2720-2728 were Green Knight. GK2722 Saxons From the man himself: http://www.gspendragon.com/publicationhistory/publicationhistory.html
  3. There weren't any updates as far as I can see. The KAP1 had only an unboxed edition for Gencon and a complete boxed set. It's very straight forward, go and look at drivethru.
  4. Yes and no 🙂 These are based on exactly the same scans, but are being tidied where possible, bookmarked, missing pages added and where possible maps replaced with stitched ones. These will eventually replace those on drivethru. Most of these products are from a time of cut and paste and have no digital masters.
  5. David Scott

    best cults for Alchemists

    The RQG book isn't wrong with alchemy +10 and possible cult : Eiritha. According to the cult table, Eiritha Cultists are friendly with Chalana Arroy cultists, they can learn it from them. Alternatively trained by another Eiritha cultist with a higher skill level or researched up to 75%. Cult Skills: These are the special skills favored and taught by the cult at a reduced price. This doesn't preclude cultists having other skills, it's just not the most important thing to know in a nomadic beast rider cult. Overall I don't believe that all alchemy is cult linked, it's source is clearly Mostal, but lots of people will have the skills do some Alchemy. Looking the Bestiary, black elves, dwarves (quicksilver, lead), troll nurses, all know alchemy, so plenty of adventuring opportunity. As the description says it's used with specific materials, so I think things like this are common: Soothing Cow Balm for calming distressed calves made from the fruit of the chaparral nightshade that rarely blooms in the Purple Flowers Grassland of the Wastes. 2D6+6 POT if the Alchemy roll is made. POT vs CON of the calf to soothe it for POT hours.
  6. David Scott

    best cults for Alchemists

    RQG cults that teach alchemy: Chalana Arroy (page 290) & Lhankor Mhy (page 298) , GoG (tease) says Gorgorma and Mostal as well. Black Fang as a spirit cult in RQG does not specifically teach alchemy, although that doesn't preclude one of its 300 members teaching it. In RQ2 the cult had a requirement for prospective Rune Lords to be able to brew poison, although the cult didn't teach it. It's clear to me from Cults of Terror that Black Fang's associate cult status of Krasht is the source of the skill. RQ3 GoG says "Initiates are taught to brew poison", however I feel that is an attempt to correct the RQ2 Rune Lord requirements. I like that a tiny cult, doesn't have resources.
  7. David Scott

    RQG Pavis Campaign

    have a look at this thread, it covers more of what you ask about
  8. David Scott

    RQG Pavis Campaign

    Yes, Argrath can do normal magic, but he's also the Arkat of the Third Age. He can do magics brought back from HeroQuests. Remember that in the future he pulls down the Red Moon. He can't do that now, but he already has access to some dragon magics - like the Dragontooth warriors. The Zebra riders are the direct descendants of the Arrowsmith Dynasty that Pavis set to rule his city when he moved on. The Zebra tribe were the Royal Guard to the Arrowsmith kings of Pavis. The king being the tribal Khan of the Zebra tribe.
  9. David Scott

    RQG Pavis Campaign

    I think that’s the actually the case and Argrath made it his own. In theory both exist.
  10. David Scott

    Cult List

    69. Cult of the River Horse Borderlands
  11. David Scott

    RQG Pavis Campaign

    They are slaughtered as soon as the Most respected Elder declares the Armistice of Prax is broken. That's when Argrath arrives with Jaldon at the Paps. Some certainly escape, but the nomads what their best grazing back. YGMV Check out MOBs posts in these forums He becomes king. I expect that Pavis is happy with him and Argrath meets him and demonstrates his left hand skills proving his worthiness. He's likely got Arrowsmith ancestors. He's clearly got enough power to put the praxians back on the city council as was originally. YGMV I'd suggest Pavis GTA and Nomad Gods too: https://www.chaosium.com/pavis-gateway-to-adventure-pdf/ https://www.chaosium.com/nomad-gods-rule-booklet-pdf/
  12. David Scott

    RQG Pavis Campaign

    The White Bull Society is an inter-tribal spirit cult that enables Praxians to coordinate military and magical activities. Despite its reputation for xenophobia, the White Bull Brotherhood has close relations with the cults of Orlanth and Storm Bull. Even more remarkable, it is that the White Bull Brotherhood is lead not by a Praxian, but by a Sartarite exile! All members of the society have the taboo of never act against another member. The medicine bundle of the society acts to magnify magics against Praxian outsiders. Returning with the White Bull was Argrath's third miracle. It's likely he fathered the white bull with Eiritha. He then returned with his son to the Paring Stones on Orlanth's High Holy day. When a Praxian looks at it with his spirit eye, it looks like his tribes beast.
  13. David Scott

    RQG Pavis Campaign

    Although Argrath is styled King of Pavis, he's king of New Pavis. Out in the Rubble are all the existing squabbles. All of the existing power structures still exist out there. The forts, real city, garden and troll stronghold are still up against each other for control of resources. Add in to that, Ogre island, krasht, the new temples of orlanth and the old ones like Yelorna. The Praxians are also back in the rubble too, Argrath has them back on the City council, as was up to 1582. The Zebra tribe are no longer the Pavis Survivors, they are once again the Royal Guard.Trying to exert their dominance over what was once Paragua's grazing, they are stretching the existing power structures inherent name of Argrath. Although cult differences vanish around Argrath, they still exist out in the field, and the field is the big rubble. Everything is waking up in the rubble, as though the dragon rise has recharged the sleeping powers. Lunars who escaped the initial slaughter after the siege have gone to ground, hidden in what ever groups would take them (unknowingly). The Rubble is a microcosm of the Hero Wars. Once Argrath and Jaldon head for Dragon Pass, everyone is clearly doing what they think Argrath (and Jaldon) want, so you can effectively ignore them once they're gone (why haven't your group gone with him?).
  14. David Scott

    RQG Pavis Campaign

    He can do miracles. In my game he summons Dragonewts with his left hand, teleports, step directly into the spirit world and heroplane. These were things he did in my game reacting to the players. He never flew as that didn't look cool. He always shaped magic visibly in his right hand before using it. He wore little armour, no magic sword. @Jeff's description of his parts is pretty good, although I wouldn't limit the Ian McShane part to just to Wednesday, some of his other acting roles are all part of him too, notably Lovejoy, Al Swearengen, Judas Escariot, Heathcliffe to name but a few. My players expect Argrath to do cool things, none would cross him, they are too loyal. Anyway he'd turn them into ants, pillars of salt or something else unexpected on Strike Rank 0.
  15. David Scott

    RQG Pavis Campaign

    My players loved him, they all took him as a patron, a few were his brother from the same bison clan. They weren't scarred of him, he was family.
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