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David Scott

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Everything posted by David Scott

  1. Most of the Praxians went round (south-western side), Argrath, Storm Bulls, Morokanth shaman, slightly bonkers player group, etc, went through. To avoid the whole Dead place issue, it was done as HeroQuest - Waha and the White Princess. Hardship in the Great Darkness across a place sacred to Storm Bull, a prelude to I fought we won. Heavy snow falls, the party splinters in the gusts - Argrath was in one of the other groups... Epic battle with Thed on the way allowing one of the singular Sable Storm Bull to be struck down and resurrect with Earthpower (this is where the Gods War figures are handy - sadly SB is in the second wave with Wakboth). They sought the Winter Ruins as a place of refuge in the long night. Then had to entreat with the White Princess and the other Darkness spirits there for refuge and help (there was a bit of Frozen I as well). The shaman in the group joined the Shadow people society (home of Praxian darkness spirits) as a result. Most of the places that Argrath visited on the map was solely for the purpose of gaining allies. Argrath has shaman powers, the White Bull spirit is his fetch. With the White Princess onboard, he could make it snow. There was little thought of evading the Lunars. They were Lunarised Sable Riders! Once they'd joined with the White Bull, they felt much better. Moonbroth was where their home clan was. They led the other Praxians to Moonbroth (that being said, most did not take part in Moonbroth II).
  2. Here's the map of Argrath's route I used in my playtests for 1624. My players added in a lot of the detail, like going to Pimpers Block, Henders Ruins, & Winter Ruins because they saw it as making sense. They were playing Sables from the pro-Lunar phratry (not headed by Inire). Firstly take note of the scale, hex is 5 miles/8 km. Travel times are not huge in this region. The story here may differ from what you play out but here are my basics: Fire Season Argrath leaves the Hill of Orlanth Victorious with his entourage. At Jaldon's Rest, his group enters the hill on Godsday/Death week into the Goddesses' Dream HeroQuest, returning Eiritha/Ernalda's holy day on Clayday/Fertlity week Then on to Pimpers Block Henders ruins Days Rest The Block (picks up Storm Bulls) (SB Holy day Stasis week/waterday) Tourney Altar (picks up the Swordbrothers) (Orlanth Rex High Holy Day) Earth Season The tribes start to converge Argrath holds court The Paps. Fertility Week/Clayday Eiritha/Ernalda High HolyDay. Dark Season The Paps. Waha's High Holy Day, Jaldon (Waha) is pulled from the earth by Earth Witch (Part of Waha and the Goddess heroquest) (Freezeday, Fertility week) Most Respected Elder declares Armistice of Prax broken, Inire the Red declared outlaw. The group moves out from the Paps. Storm Season Winter ruins (ally Darkness spirits) Moonbroth II second battle, just after SB High Holy Day Then onto the Pavis Road at Obscure Plinth (for some Dragon stuff) Paring Stone (Orlanth High Holy Day) Then Pavis and the siege of Pavis. Sacred Time
  3. This is one of the main reasons not to pin stuff down exactly. As @Nick Brooke said The answer is clearly yes. It also stops the players from meta-gaming. The only people who will actually know what's going on are those involved. Players looking in can make their own wild theories. They don't have to be correct. Many a time have I changed a plot to what the players have made up rather than use what I thought should of been going on.
  4. Always worth looking here: https://wellofdaliath.chaosium.com/?s=+"Upland+Marsh" https://wellofdaliath.chaosium.com/?s="Forang+Farosh" Although there may not be direct info, it may point you on to a source that you might of missed, Like the Sartar Companion. (It's far from complete, but it's a start)
  5. Yes I'd make sure I carefully read the scenario and note where HeroQuest abstractions clash with RQG (skills, characteristics, abilities needed, etc) Major NPCs need attention, I use my RQG NPC cheat sheet. RQ NPC cheat sheet.pdf As you would in RQG and roleplaying Yes The relevant items you'd already noted when you read through. I also put this up, Hero Wars scenarios will follow at some point: https://wellofdaliath.chaosium.com/home/catalogue/publishers/issaries/issaries-heroquest-1-products-2003-20xx/heroquest-1-archive/
  6. Pendragon Pass was a great version of the game: https://www.pensee.com/dunham/pdp.html
  7. I've just been reading the combat section of RQ3 and there's nothing that say it's a measure of time, it does say that Strike Ranks are an abstraction: Players Book page 45
  8. From 1997 I'm happy to put up revised articles or revised sections of articles.
  9. No need to fix, just apply MGF.
  10. As an aside, run non-conflict games of investigation, subterfuge, urban politics and skulduggery. Humakti then have to develop their other skills and the game moves away from a procedural combat focus to any other kind of game. I'm fortunate though, no one ever wants to be a humakti. Have a look at some of the adventures in Pavis GTA for HeroQuest (easily converted).
  11. Snakepipe Hollow: https://www.chaosium.com/snake-pipe-hollow-pdf/
  12. Super for roleplaying though and MGF. Clearly the source of ritual scarification, better still as need to sacrifice points of your characteristics for greater levels. I'd say not healable by magic as you don't want to mess with your cool scars. Not as powerful as you make out as it's then 1d6-1 magic points, with an average of 2.5 (3.5-1). It's the higher levels that are better - level two is much better, you'd get a better average with 2D6-2 (5). Because you need to contact Greater Entities to get higher levels, these are basically HeroQuest powers.
  13. Grab a copy of Griffin Mountain page 24, the Great Hunt is detailed in there: https://www.chaosium.com/griffin-mountain-pdf-1/
  14. If you mean mounted, then that's 10km (page 102, Herders’ path in bad weather or travel through wilderness). Corflu is in Prax, so I take that you mean North, given 1 hex is 8km: Horngate is the nearest fixed shrine. Nearly all others are part of the tribes, medicine bundles (portable) that function as a shrine or even small temple, in the care of a Storm Khan. Sanctified sites can also be found, they are rarely despoiled and so are holy ground: Just have the group meet a Storm Khan and follower group, these are normally mixed as Storm Bull is an intertribal cult. Have them out on the hunt for a chaos creature that they can use as the centre of the holy day ritual. Get them to bring it to their sanctified spot for one of them to kill in hand to hand combat, better still get the SB adventurer to do it. Usual ritual rules - naked, unarmed with a giant horned helmet, they have to gore it to death... My players really enjoyed this (the creature was broo, but if a Storm Khan then get something more dangerous. Don't forget it's okay for the SB cultist to die (just have a heal body handy) - this is what happened to SB to get to the Underworld before the final battle.
  15. Entirety of the tribes. I'd say it constantly varies season by season. Maybe from 1%/99% to 75%/25%, depending on circumstances, year, season, event. Like the 8th time the entire Sable tribe (45k) went to the Paps in 1452 when their High Priestess became the Most Respect Elder (The first time in 84 there were only 700 of them). see above. Being nomads they move around all the time with maybe a hex or so variation per season from their established paths (some wander more).
  16. That's to demonstrate that 99% could move into the wastes for at least 2 years.
  17. Not ultra hostile - just hostile in Fire season . The Wastes are chaparral. Some areas really are desert, like the Copper Sands. No those are your numbers. I'd say it constantly varies. Maybe from 1%/99% to 75%/25%, depending on circumstances. Easily.
  18. You've fallen for the greatest piece of Praxian propaganda. Yes Vulture Country is desolate and bad, but beyond is the promised land. The Palace grazings call. Only those who were led by a victorious swagger-around, lording it over all the other Tribes leader, like Inire the Red. Not everyone thinks the Lunar way is the right way for all Praxian Sables. Politics exists everywhere, the tribal khans have to work to keep there power positions. Don't forget the Sables are a matriarchal tribe, who is supporting Inire amongst the priestesses? Especially when he wasn't' supporting the Most Respected Elder at the Paps and no spirits of retribution appeared to keep him in check.
  19. (https://basicroleplaying.org/topic/7595-pavis-county-prax-and-the-zola-fel-1622-1627/?do=findComment&comment=106133) This was before the RQG of 1625. When players create their praxian clans, they marked the seasonal rune on the AAA prax and Waste map (magic rune for Sacred time). That was the annual migration map for the clan. They then decided how often they would visit the Paps (roughly 2-50 years) and figured out where they were in that cycle. I alway advised that at least one season was in Prax as that was where all the Lunar action was. However now, most have changed their patterns back to what they were before the lunars. Many High Llamas and Bison are taking advantage of visiting their ancestral lands with the rise of Argrath (and his High Llama mates). The bottom line is that if you are playing Praxians in a Praxian clan, your migration route should fit with the type of game you're playing.The paragraph after the one you quoted said: Nearly all the clans headed over the river into the wastes. Those that stayed, like some the sable phratries relied on other magics to help them. Only the oasis folk and the Most Respected Elder's clan would be in the paps, perhaps with another guest clan. it's likely that the Paps Khan and Storm Khan were out fighting chaos. Story hook. Some clans that left late attempted the dangerous route Through Vultures Country. Story hook. A few Pol-Joni clans also went into the Wastes. Story hook.
  20. Lots of different questions and comments here. So separately Firstly just based on the overall number of clans, there is going to be a larger proportion of cans outside of Prax than inside. Then add in: The Pol-Joni pushing the Bison, High Llamas and Sable out of their ancestral grazings. The 1572 debacle at Pavis, further restricting the tribes. The Lunar invasion and defeat of the Bison and Impalas. Of the other tribes, only the Morokanth have their ancestral grazing in Prax, the Baboons and Agimori also have ancestral lands there. They've got to go somewhere - East over the Zola Fel. These are only two clans, so personally I see great variation in what actually happens. Ranging from "I have never in my life seen the rich pastures of the Paps" to "Our clan is the spirit Rock clan, we visit the Paps every season to support our most respect clan member Egajia, chewer of flesh. And everything in-between. These are great colour for games and a great basis to start from. https://wellofdaliath.chaosium.com/home/catalogue/publishers/issaries/heroquest-voices/
  21. We have two misspellings of Succubi in Lords of Terror and one in KoS. We have dozens of correct spellings in the GtG, Griffin Mountain, Dorastor, Shadows on the Borderlands, WF15, etc. I'd always go with the Guide.
  22. So a Wind Lord of Orlanth might look like this: AnimalsBargaining - Combat - Excellent 90%CustomsLeadershipMagic - Excellent 90%PlantsWealth Spirit Magic points good 9 points Rune points Excellent 7 Helper spirits / allied spirits Excellent 1 Magic Items very good 0 Hit Points Good 15 Armour very good 6pts
  23. Firstly - they aren't friendly - they are pro-Lunar. They are actively embracing the Lunar pantheon and the benefits that brings. Then exactly as Nick says. The two phratries in Prax are the pro-Lunar ones. The ancestral lands of the sables is in Prax, occupying that is status for many sables. There's another conservative phratry led by Roneer the Hue. His clan are secretly based at the Paps up on the hills behind. The neutrals are out in the Wastes. The others in the Wastes, along with all the impala and Bison (who lost at Moonbroth I). Personally I'm not going to do a detailed numbers game on this as I don't think it's needed and you can put clans, septs, phratries and tribes where you like for your game. As for ancestral grazings in Prax, after Moonbroth I, the Pol-joni took advantage of the disarray and completely overran the Bison and High Llama ancestral grazings, where before they were grudgingly tolerated and continually harassed before the Lunars. The Sables took back control of the whole of their grazing, regaining the part occupied by the Pol-Joni. The Morokanth are still occupying their's (but many of the clans are in the Wastes). The Impalas' is in the Wastes.
  24. First council, likely some EWF. The HPS likely went over top of the map and not down through Trash. TBH it's not something I really thought about.
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