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David Scott

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Everything posted by David Scott

  1. It's actually both and another reason - Mythomagical. The actual movement works like most nomadic cultures - A camp is setup and over time the herd move further and further away from it until it's too far to return. Then the camp breaks up, overtakes the herd and sets up again (likely has the mid herd with it). The main movement group is clan sized with septs meeting up during the years journey and rarely in the third age tribes. The main seasonal camps are those with related holy days to Waha and Eiritha. Built into this yearly cycle is a cycle of visiting the Paps and perhaps other Holy places. This can be be a 5-10 year cycle depending on the clan's history. There is also the option of moving these seasonal camps slowly over the years. When the lines pass close to oases, this is when conflicts arise for resources. The 80 or so ephemeral oases in the Wastes are normal discovered in situ and are too fragile to support a herd watering, they aren't reliable as the last at most a year, usually less. I model this in my games by pulling out a hex outline map of Prax and the Wastes and getting the players to mark on it the five seasonal runes and the god rune for sacred time. These are the movement lines for the year. This is based on the 5 mile / 8km hex map in the Guide and AAA. It has the ancestral grazing of most tribes marked. Most groups like to mark a route to these every few years, it's not needed every year. Purple is the Pol joni march. High places that are accessible are in black. Brown is nothing to eat. The yellow is most luscious grazing the Wastes (middle of the Krjalki Bog). Orange circle is the Sacred Ground of the Paps. There are very few wild herds, most are sent directly by Eirtha and as such as considered sacred. They may last a few years before succumbing to predators.
  2. Just to be clear here, Argrath is the White Bull. The White Bull society worships Argrath. Read through RQG, every reference is to Argrath White Bull, not Argrath's White Bull. Members have a special rune that marks them as members (you can see it here http://www.princeofsartar.com/comic/72-both/). The White Bull spirit is Argrath's Fetch/HeroQuest Soul/Other. You join as you believe in him. The White Bull brokes no inter-tribal rivalry, get along or you'll likely die. The major benefit of membership is that you are part of a madman's adventure to the end of the world. I don't think you get any magic other than spirit magic of the shamans who are members, and the chance of seeing the world differently than you thought (illumination, but this is not an overt action. I'm sure Argrath understands the problems of forcing it).
  3. The giveaway for me is that there is a rune spell in the RQG Bestiary Gata: Provides Gnome to Gargoyle So they are a form of transformed Earth Elemental (stone) or just Stone Elementals. There's likely a myth as to why they can fly (not so well though).
  4. The extra sheets are rather boring and just contain magic info, nothing else. However laying it out large give players a superficial understanding of their magic powers. In this case many who play Sorala cast Solace of the Logical Mind for 20-40 mins, but then loose out on Passion augments. This turns out to be a good trade off...
  5. This for one of our con scenarios, Stealing the Eye.
  6. This is not my experience of running con scenarios with new players. I actually use the pregens in place of the provided adventurers in one of our con scenarios. Out of the choice of characters, Vishi Dun is popular, new players often go for "assistant shaman (spirit magician) on giant llama with baboon sidekick". I show them the pictures and have large standees of them. Yanioth and Vostor are essential for the scenario, so aren't included, but the others in order of popularity: Harmast - "Trader and farmer. When talk fails he can fight. Rides a zebra" Vishi Dun - "Spirit magician on giant llama with baboon sidekick" Vasana - "Armoured warrior woman who rides a bison" Sorala - "Sorcerous scholarly woman in search of new lore" Nathem - "Stealthy hunter who can turn into a bear. Has a hunting cat. Most just want to play and have fun, so providing more than a character sheet is too much info. I provide an extra page with the magic and its %s clearly visible. @Jason Durall the joy of Cousin Monkey is: He mostly refuses to fight, Vishi must often force him to help and he's not that good at it. This is one of my favourite roleplaying parts.
  7. David Scott

    Moon Rock

    There doesn't appear to be any actual description of moon rock, only it's glow: Gods of Glorantha (AH 1985) says Personally I'd have it as variable as terrestrial rock and base it on its surface source as mapped in the in the Guide (Appendix I). These are just descriptive, however I've added some special effects if the rock has been collected by adventurers during a heroquest or you want cool Lunar artefacts. All add 1D6% to Moon rune in addition to other effects Os Mountain flakes (if from the Cave of the Unfailing Oracle +10% Fate rune, Jakaleel likely had one of these when she killed Belintar) https://en.wikipedia.org/wiki/Mica#/media/File:Mica_(6911818878).jpg Ruby Sea pebbles (Speak to Red Fish rune spell 1pt) https://en.wikipedia.org/wiki/Carnelian_(color)#/media/File:Carnelian_sard_(mineral_specimen).jpg Petrified wood from the Tendarshan Forest (+1d6% Devotion (Orogeria) or Draw Beast 1D6 points) https://upload.wikimedia.org/wikipedia/commons/4/48/Broken_part_of_a_petrified_tree_at_tiruvakkarai_village.jpg Moon stone from the Fields of conflict (+1d6% Devotion (Yanafal Tarnils) or +1d6% Death rune) https://upload.wikimedia.org/wikipedia/commons/8/87/Quarz_-_Heliotrop_(Blutjaspis).JPG
  8. Basically they are pure animists and so their magical leaders are shaman. However their leader is the demigod Ironhoof, so he is a role model and worshipped as such - a culture hero. Look at the Glorantha Sourcebook, page 11: He will likely provide some rune magic (a couple) and maybe some associated from his mother and father (one each). Some may follow Orlanth. The Book of Heortling Mythology page 44 (https://www.chaosium.com/the-book-of-heortling-mythology-pdf/) also tell us of Ironhoof stalking the Lady of the Wild (their child is Harrjeen who is chief of the Centaurs). She is likely worshipped at the Wild Temple too. The centaur Adventurer is my game joined Daka Fal as one of the "mostly nonexistent" members.
  9. There are three at least three official licences infinity-engine.com rapier miniatures Mad Knight
  10. I’ve always used 15mm for RQ and now RQG. But I’ve never painted them. I’ve also started using standees. Mainly as I can cut and paste them from the pdfs and print them out. I’ve got a load of tusk riders printed and ready to go. For demos I’ve been using 50mm standees! Monster coliseum for RQ3 had a handy range stick in 15 & 28mm scales. pros: good for positioning Adventurers relatively in situations, good scene setters for new players. cons: can lead to slavish rules lawyering.
  11. The Core Rules on page 137 actually say: It’s a suggestion not a rule. There’s no error in the GM Screen Pack. The only consequence is that experience ticks won’t be resolved until downtime. My players don’t have a problem with this as it simulates lack of downtime, too busy to process what’s occurred. Income is dealt with in sacred time. Continuous adventuring will eventually lead to a dissonance between the Adventurers and their community. This is likely to have a long term negative effect.
  12. What's the reference for this. Personally I believe that such small numbers are involved, that if it happens no one knows other than the person involved. Members of SB & ZZ are unlikely to even consider the practice as those doing this are by definition mad. It's not like they are going to meet up in a bar and discuss this. This is like one of those undercover police film plots where the infiltrator has to become one of the baddies to ultimately destroy them, but is morally tainted by doing it. So illumination helps? only in that the infiltrator doesn't suffer any consequences from their actions. They still know what they did, so they are not going to talk. With Thantatar they are unlikely to make it past lay member due to the acts needed to become an initiate (I don't believe Thanatar is wide spread). Given Chaos is part of the Great compromise, I don't think so. Where chaos is reduced more appears, where chaos increases, more of its enemies appear. This swinging back and forth waxes and wanes with the cycles of Glorantha. I think the biggest is the return of the Devil every 600 years. The hero wars is the waxing of chaos.
  13. With hindsight "prize" is the wrong word, it's boon as described in Hero with a 1000 Faces. If you haven't read it, it's the ultimate guide to Gloranthan HeroQuesting, along with The Masks of God (Glorantha.com): https://www.amazon.co.uk/Thousand-Faces-Collected-Joseph-Campbell/dp/1577315936/ref=la_B000AQ33DK_1_1?s=books&ie=UTF8&qid=1550656713&sr=1-1 https://www.amazon.co.uk/Primitive-Mythology-Masks-God-Book-ebook/dp/B07CPBL4XR/ref=la_B000AQ33DK_1_7?s=books&ie=UTF8&qid=1550656986&sr=1-7
  14. But you will, they will in the Gamesmaster book. There will be other stuff in the book, otherwise they'd call it the HeroQuest book. You might not want to buy it, but you can't speak for everyone's preference. I was replying to @Sumath's question to the direction of the rules, not the content's of the final book: The rules in Mongoose aren't that specific either and you could equate the heroic abilities section with the shamanic Abilities, however I suspect the "prizes" will be much more scenario specific as per HQG and RQ2 adventures like the rainbow mounds.
  15. There are plenty of Heroquests available, they aren't for RQG but they certainly give a feel on how they work and they are "recent" in Gloranthan development terms. Most of these are written by Jeff, so it's unlikely that future developments will veer far from this kind of format. As for specific rules, it's unlikely that RQG will see a "super runequest" favoured by many in the past. If you are fortunate you might have one of the key documents in Fragment 1645, published in Tales of the Reaching Moon #7. Descent into the Underworld - The culmination of the Colymar campaign, the heroes are to find an Orlanthi hero and free him from his sorcerous imprisonment in a Hell of the Red Goddess.Sartar - Kingdom of Heroes (2012) Red Moon Rising - The heroes are selected to be involuntary participants in a Lunar heroquest. The heroes are to take the role of the Rebel Gods (as seen by the Lunars) during a ceremony. Pavis - Gateway to Adventure (2012) The Hero and the Grove - The heroes hero quest to a sacred grove to reestablish the magic between its occupant and their clan. Sartar Companion (2012). The Law Staff Quest - Orlanthi heroquest whereby the Justice of Orlanth may be clearly discerned. (2012). Return of the Goddess - The heroes enter the Underworld, enter the House of the Dead and return to their community with a goddess. HeroQuest Glorantha (2015) The Stealing Of The Giant’s Cows - a well-known Orlanthi ‘cattle raiding’ heroquest. Performing this quest successfully leads to the clan’s cattle calving the red cows. The Eleven Lights by @Ian Cooper (2017) The Three New Stars - epic Heroquest to return Orlanth from the underworld. The Eleven Lights by @Ian Cooper (2017) Looking at these, heroquests either return a power or relationship to a community or an individual (as usual). The nearest to individual powers look to be the Shamanic Abilities of RQG, community powers go to a wyter (or similar). Relationships would be to powerful beings or sponsorship. There's likely to be other stuff allowing Adventurers function on the otherside and return easier, but for now the above are easily useable.
  16. Heat Metal is still part of Lodril's cult spirit magic in RQG and will appear in GoG. It's got a better scale, so you don't need ridiculous levels to melt bronze. Still variable with 1point being too hot to hold and 1D6 damage per round. At level 5 Bronze, copper, gold, and silver become workable at 6 they melt. Takes a minute to become red hot. So level 4 would have bronze red hot, but not soft and 4D6 damage per round of contact. Remember it's the shaman who controls the spell extension and it's one spell per level (I'm sure the shaman has better spells to keep up permanently, like countermagic, protection glamour or vigour ). If they aren't around, you would have to use dispel magic on it or be really careful putting it down or inside any normal building. At night it would glow.
  17. As a GM I would say this is not in keeping with the spirit of the game. however if you want to let you players waste their resources with an overly costly and complex item: Cost of enchanting an elemental binding: 3 POW plus another point of POW for a target condition (release the elemental) 2 Rune points for Control spirit so it returns to the binding or it's one use. Fire Elementals attack by engulfing (RGB page 181) so The the elemental is medium or large it would at least engulf target and attacker or Firearrow (which I'd allow on a thrown spear) as it consumes it for only 2mps and 3D6 damage. Okay doesn't impale, but it's way cheaper. Overall, as this is on a spear, ranges are short, what ever they release has a chance to affect them unless they have the right control spell. Much better to stand back and send the spirit to the target.
  18. While completely true (I forgot), there are no distractions with a single adventure 🙂
  19. There is a free introductory scenario on Glorantha.com: Return to Apple Lane https://www.glorantha.com/docs/return-to-apple-lane/ or https://www.glorantha.com/docs/return-to-apple-lane/apple-lane/
  20. What have you purchased, rather than straight off recommending you buy something.
  21. I did think of suggesting that with Wrath and the Hawthorn Bough (Death and Fertility respectively), but thought that kind of rune bonus too powerful. I don't think we've seen an example of this in the rules yet. Perhaps @Jeff might comment on this kind of object bonus.
  22. The hands are not magic items, they need returning. The Hawthorn Bough could have a permanent 2pt mobile sanctify when in the Underworld only. 4pt spirit block matrix 16mp storage to power the spirit block 16mps
  23. Wrath has the permanent Rune spell Release Undead active on it: normally 2 rune points. when hit points reach 0 spirit released, special, location destroyed, crit, auto release. (see tales19). Geas: Never ignore the call for aid against undead. I'd give it a bladesharp 4 matrix as well Unwieldable by any but a humakti. Other than that it's a two-handed enchanted iron sword. Needs attuning.
  24. They work, they are chaos magics. As David said with heads: With the magic stealing magics, the RuneQuest Glorantha Bestiary says: These are still magics so can still be stolen. All can be used under MGF: RuneQuest Glorantha page 6 : Maximum Game Fun As for need dragon consciousness etc, these chaos worshippers may not need any of this, they are by definition mad.
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