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David Scott

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Posts posted by David Scott

  1. 2 hours ago, Joerg said:

    My current idea is that diseases would manifest as minor forms of Malia (thinking of the Gods War "miniature" here) crawling off, possibly attempting to merge with other such little Malias. As they merge, they might acquire Chaos Features

    I have always assumed that the minor diseases are Darkness Rune based, the major diseases are Death Rune based and only the plague is Chaos Rune based. While my assumptions aren't borne out by RQG anymore (major & minor are Chaos and Darkness based). Plague is only Chaos. While major & minor diseases can be caused by Chaos, they have no taint. Whereas plague is definitely chaotic.

    I also assume that any spirit in the Dead Place dies within a week as they've nothing to sustain them. Their bodies are the dust and their magic points are very slowly regenerating the place (there are now a few hardy plants).

    • Like 1
  2. 6 minutes ago, Joerg said:

    So basically the Dead Place has a great potential to be a cure to all diseases, with Chalana Arroy fighters able to beat the manifest diseases to death?

    Here we move into grey area. Chalana Arroy can fight spirits, but will likely have a moral dilemma when in the Dead Place, they are no longer spirits or diseases, 

    6 minutes ago, Joerg said:

    There ought to be some side effect to the bearers, I suppose, but shifting this to something a Heal or Heal Wound might repair outside of the Dead Place still would count as a win.

    The dust or mud may kill them first. If you reach a point where you need to take a possessed person into the dead place, that's a whole adventure in itself.

    • Like 2
  3. 3 hours ago, Geoff R Evil said:

    That’s a very Dragon Pass centric view of the world. Post Argrath kicking out the lunar from Pavis. The Pavic ring now has a problem on its hands, despite many Praxians heading off to Dragon Pass, many are left behind with access to Pavis itself now.

    Most don’t hang around long, cities are alien to them, but they certainly will like the look of all that lush Pavis County land…and in my campaign do, as some tribes start to raid in that area, disrupting harvests, and creating an existential crisis for Pavis as the food supply to a largely increased population is tapering off fast. Armour and weaponry is a central concern in this, as is the need for a fighting force capable of dealing with Praxian raiders. In my campaign the Pol Joni come to Pavis’s attention, Historic friends of the now rather small zebra rider tribe, that need to be bolstered and reformed fast. 

    The situation goes back to how it was pre-1572 - there are now Praxians back on the city council as it was at the time of the city founding. With that, no raiding Pavis county. There are elders alive who can remember when this was the case. Remember New Pavis was only founded in 1550, The failed Praxian revolt was 1572 and Dorosar died in 1579 (see Pavis GTA for the history). New Pavis was founded by Dorosar and the Sables, fisherfolk, Yelmalions and the dwarfs.

  4. 3 hours ago, Super Thunder Bros. said:

    any advice for adding some clan dynamics to the settlement?

    Most of the relevant advice is in the two boxes: Welcome home (PP 141) and Growing Up in the Hope (PP 153). For some clan dynamics, I'd first have a look at it's location on the map (number nine), for me that doesn't really give a good feel for it, but look at the most up to date map here, in the top left hand corner south of the city of Bagnot (click to enlarge the map - it's big).

    I'd then grab one of the clans that Jeff has outlined, like the Varmandi, Ernaldori, or Hiording, and reskin it (or do a mash-up) with the people from the setting. It's got a minor temple of Ernalda, and shrines to the Seven mothers and Orlanth. Make sure you've Anjara and Vila on the ring! (I would personally include Grandpa Uz too) Anla fills the chief position and you're off. The main dynamics are Lunar/Orlanthi/independent. Remember - Because the Hope was founded by a follower of the Red Goddess and an Ernaldan priestess, there is little religious conflict here. That doesn't mean that a cultural dynamic doesn't exist. They are between the major settlements of Bagnot and Shakers Temple, so that will have some effect.

    • Helpful 1
  5. 5 hours ago, Joerg said:

    Except this is Ragnaglar. Thed is the female goat-legged goat-headed humanoid with the sliced-open womb:

    oops! Thanks Joerg, it's been a while since I played - so I got my set out and photographed the correct figure (replaced above)

  6. 20 hours ago, Tatterdemalion Fox said:

    Via Joerg said

    No discernible goat features.

    My favourite Thed representation for dropping on the table during broo heroquest fights is:


    image.thumb.jpeg.b3d40ab7067a9a09ce4582ad696e57bc.jpeg

     

    Not only is it huge, but weird too... (note the snake mouth tale)

    • Like 4
  7. The group found last night's dinner at the Fenner's Roadhouse (oh you've a picture of this place), a much more agreeable affair than at Squatter's Lake Motel. For a start the host, Reg served a fine ginger ale! His wife Mar, was much rattier than usual, but he explained that their waitress Lucy, had just receive the terrible news that her boyfriend Charlie, had unexpectedly died of a heart attack. And they were both having to cover her work as she was so upset. Dr. Smyth a colleague of her late boyfriend (professor Charles Leiter), went out back to the office console her (WHAT you've a map of this place too!). Dr. Smyth was able to secure her a visit to the morgue, arranged by her husband Dr. Chester Armwright who works at the hospital), as Miss Stone wished to say goodbye to her dear Charlie.

    My players are impressed that they found the roadhouse on the map, and that I had a picture of it and an interior map.

    Question, at the bottom of the Forward on page 9, these's a background image. Is this the Pickering Psychopathic Hospital?

    • Like 1
  8. 13 hours ago, svensson said:

    a] Mounts of all sorts are a lot cheaper if you're breeding them and not paying with cash. One would suppose that Pol Joni Eiritha-women can keep the costs manageable and increase breeding of war-zebra sized mounts to a reasonable level. War zebras are not common and are rarely for sale to outsiders, but I would guess the PJs have a sustainable population.

    While that is almost certainly true, the table costs give us some guidelines of relative value in the long term. I would suggest that they don't have a sustainable population of zebra (just as other tribes don't maintain other beast types other than their own) and that's the main issue.

    13 hours ago, svensson said:

    b] When you guys are generating a Praxian brave, what skill-level of mount do you give them, 'cavalry or 'war'?

    I ask all this because I'm thinking of putting together a Pol Joni Elmal cultist via my cult writeup.

    Depends on occupation, most will just have riding beasts. The Pol-joni have light and heavy cavalry (RQG 72-73), so cavalry beasts. War beasts are likely to be limited to Rune Lords due to time and training constraints - so Wind Khans (Orlanth Adventurous), Storm khans (Storm Bull), Death Khans (Humakt), Khans (Waha) and Light khans (Yelmalio). However adventurers are different, and I'd allow players to upgrade their mounts by paying the difference (cavalry -> war) or swapping out their family heirloom (inherit parents horse) or Random boon (RQG 40).

    • Like 1
  9. Given that:

    Quote

    The Pol-Joni offer an alternative way of life to the young men of the tribes, and there are contingents of High Llama, Bison, Impala, and Sable Riders within the Cattle People.

    RQG, Pol-Joni, page 122

    There are bound to be a few continents of minor tribes including zebra folk, so yes there are Pol-joni that ride zebras (just not a lot of them). Likewise raiding parties may pick up a few like all other herds. It's also worth noting that riding zebras cost sightly more than a sered (5L), so horses are cheaper.

    • Like 1
  10. 26 minutes ago, MagikarpHunter said:

    Looking at the divine genealogy of the Lords of Terror in the Mythology book, I find it curious that Thed is the only Chaos god on the diagram without a parent. Where do we suppose Thed's parentage comes from? I'd be inclined to say some kind of Earth deity, or maybe an animal deity. Perhaps some sort of tie to Ernalda or Eiritha? I'm not sold on the idea though, and I wondered if she may be some sort of more distant relative of the gods like how Lanbril is described as a "near-human". 

    I like to think that Thed was the mother of Uryarda who escaped the chaos changing effects that altered Thed and her other children, the broos. Uryarda's children are likely Mirapora and Sidar / caroni (or is a mask of them). So Early Thed was likely a daughter of Ernalda or Eiritha (I'm more inclined to say Ernalda), and maybe a daughter of Storm Bull. Thed has now lost all of those connections, just being a chaos spirit, so most people wouldn't think of it.

    • Like 2
  11. 26 minutes ago, Aelex said:

    The footnote says something about them all turning into wolves without wanting to. Is it referring to the general werewolf problem or does it actualy imply they go all wulf unintentionally in the lead up to the battle? 

    So sad. Their duality kind of made them somehow loveable.

    This should help clarify:

    Quote

    Wolfbrothers

    Known also as the Telmori, they are Gloranthan werewolves, and are commonly found with their wolf companions. Wolfbrothers are tainted by Chaos. Each Wildday, which happens to be the night of the Full Moon in Dragon Pass, each Telmori must change to their beast form and roam the countryside. Many Telmori possess Rune magic that allows them to assume wolf form on other occasions.

    RQ Bestiary, Wolfbrothers, page 84

    • Thanks 1
  12. 7 hours ago, Aelex said:

    Sorry for the noob question, but is there a collection of "Canon Demons" somehow somewhere?

    Yes. See the RQ Bestiary. In addition to standard demons, it has nyctalopes, Hollri, and the Crimson Bat. This is with the caveat that The term “demon” encompasses a wide array of Underworld spirits. 

    • Like 2
  13. We were at Pickering Psychopathic Hospital last night, visiting Cecil Hunter. Dr Ronayne was very helpful in answering the groups questions, while Jacob (our MU Janitor) took some time to visit his old friend and groundskeeper Eric Sykes. Much hilarity ensued when they recalled their youthful mishap with a plank. (It was fantastic to have all the information at my fingertips and a plan of the hospital.)

    Now I just need an Arkham Deck...

    • Like 6
  14. 5 hours ago, EricW said:

    If illumination teaches that law and chaos are interchangeable

    No. It teaches that Chaos is, in itself, neither evil nor inimical. It makes a person free from automatic fear of Chaos and the obsession to destroy it. (from Cults of Terror and The Lunar Way).

    One of the special abilities that some illuminates have, is that with a successful illumination skill roll they will not register with Sense Chaos.

    • Like 5
  15. 6 hours ago, Rodney Dangerduck said:

    If the sword does double damage against a wooden shield, it would also do double damage against a tree.

    is there a famous cult of Humakti lumberjacks?  NO.  Therefore the sword does not do extra damage vs  shields or swords...

     

  16. On 2/17/2024 at 3:05 PM, Darius West said:

    We are also told that the "Greatest Khan" in Prax at any time is imbued with a portion of Waha's power.

    This is effectively Call Founder (RBM 21 and LB 147) where the emergency is so great an avatar or (as @Nick Brooke says) a khan heroforms Waha. This is mainly so he can appear on the board in the Hero Wars or other earlier event:

    image.png.12f45204bb9ac64dae2008d88501e3d7.png  Waha has no combat factor, a very high magic factor, a good move and disrupts chaos units automatically. (Disrupted units may not move nor attack)

    • Helpful 1
  17. As movement points are based on the slowest member of the group. For heavily armed and armoured adventurers on foot we had a -1 penalty. We always assumed that no one wore a full helmet. As most groups moved at 8 (mules and guards), it was never an issue, as most were lightly armed and armoured. 

    • Thanks 1
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