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David Scott

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Everything posted by David Scott

  1. The Telmori have only access to a single common spell Rune spell which is sanctify. They don't have access to Extension (Bestiary page 86).
  2. I'd go to the original source - Greg's arm: https://v1.escapistmagazine.com/articles/view/tabletop/columns/days-of-high-adventure/6709-Greg-Stafford-Mythmaker.3 sadly not a clear picture
  3. Considering the Basmoli only have access to five Rune spells and their shaman an extra one, I don't see it as an issue. Adventurers are likely to get at least a point of POW a year, so by the age of 30-35 will be able to transform completely. Depending on how you want to model POW gains for NPC (point every 2, 3, or 5 years etc), most elders can transform completely. This means that their death scene will be them turning into a wolf and their spirit leaving their body as such. Practically, it's the transform limb and head spells that are the most useful. Transform limb will let you escape if swift or need to swim or fly. Transform head is useful if you are a water creature and need to dive.
  4. I'm slowly reading through the rules and had missed that line. I was going on what the Major Wound section says on page 120: The inconsistency of the wording allows for different interpretations: character vs target. not reached that section yet 🙂
  5. Thanks. Not spotted that. I will now ignore it as it will extend combat. Players often cast spirit magic in the same round in my games. Page 314 in my edition, for those searching for this. Can we keep the thread on topic please, contributors have veered into special damage results.
  6. I'm assuming you are referring to the Guide page 742 and KoS 2ed page 28 where the Empire summoned the Moon Wind to defend against Argrath's attack on the Moon. I'd like to think its souls of dead Danfive Xaroni or Danfive himself finally able to express his true nature in a suicidal manifestation. However it's likely against the compromise, but this is a world bending event. See Pavis GTA page 398 or HQG page 191. Danfive Xaron Note that the upcoming RQG version of the cult's runes are Moon, Harmony, and Death and has no connection to the wind rune.
  7. Yes, page195 says the adventurer can't attack physically and magically. Bladesharp isn't an "attack" spell. So Bladesharp 4 with a DEX SR of 2 would go off on SR 6 and then a readied sword attack of 5 SRs on SR11 You couldn't do a Disruption (1) on SR3 and then attack. If neither were attack spells then yes.
  8. The rules are straightforward in my mind when regarding major wounds, they describe only the characters receiving them and a couple times where monsters explicitly receive them. The killing monsters section on page 282 makes me believe that monsters don't usually suffer major wounds being "strange and alien beings", and "Some monsters (when reduced to unconsciousness or zero hit points) may appear to be dead, only to rise again moments or hours later to inflict a grisly revenge on their attackers." This is also how it looks in the movies - people just keep shooting bits off it (the monster), but it just keeps coming until the last moment where it falls over (hopefully dead).
  9. The Temple of the Wooden Sword was part of Greg's own campaign.The 11 Lights says: The campaign set around 1613 was originally documented in a series of fanzines called Dragon's Past (10 issues) and Son of Sartar (4 issues) between 1979 and 1980. They were included in the APA zine The Wild Hunt. Parts of the campaign were further documented in a feature in Wyrms Foonotes called Dragons Past: issue 9: The Great Raid on the Temple of the Wooden Sword issue 11: The Founding of the Wooden Sword: & The Temple of the Wooden Sword & Londra of Londros, a member of the group. issue12 continued the story withe Skirmish at Wind Temple. issue 14 finished with the Crown Test of Leika Balista Wyrm's footprints collected all of these together issue 15 has Assault on the Isle of the Dead, where the Wooden Sword suffers its first defeat. https://www.chaosium.com/wyrms-footnotes-pdf/ Tales of the Reaching Moon was a fanzine run by David in the UK. Later contributors and members included MOB, with Rick doing the layout for later editions. It was distributed widely, as far as Japan, Australia, North America and of course Europe, Tales republished many parts of Dragons Past and the Wooden Sword, issue 5 being the main one.
  10. GtG page 186: 7.5 miles = 12100 metres Kero Fin is about 30 hexes from the view point in the picture (AAA). 30 x 5 miles is 150 miles.
  11. No, I'm just saying that they would need researching and transcribing maybe. As I said it's just colour and the skills remain the same under the systems. We don't have a sorcery book yet, but I would add research / learning modifiers to cross-cultural spells. That's not including the fact that if written, you might not know the language. In Pavis:GtA page 371, I made the secrets of stone grimoire out of mica to be projected. Then it's dwarven ideograms to understand. To get the spell you need not only the equipment, but the language too.
  12. Starting with the definition of Theism is something you are, Spirit Magic is something you have and Sorcery is something you know, there's clearly different ways of knowing. Just looking at magicial practices amongst a single historical group can show different ways of knowing: Viking magical practices can be broadly split into three types - Seidr (divinatory and manipulatory singing practice), Galdr (spells and words usually sung) and Runes (inscribed spells and divination). Just applying those to Glorantha would give us three different approaches to sorcery. These three practices produce different results, are technically different ways of knowing. Knowing one doesn't grant you understanding of the other or the ability to do it, although there were likely people who knew two of the practices. In my mind this is straightforward model for sorcery - lots of different ways of producing magical effects, many appear similar, but the techniques differ. A tiny percentage of sorcerous polymaths at the pinnacle of their career could combine some of these techniques to produce synergistic effects. Fortunately God Learners of this magnitude were rare and ultimately "retired", their students not fully able to comprehend the ramifications of these techniques caused mayhem. In RQG & HQG this is just background colour, it's the same % roll or Keyword.
  13. Sorcery is something you know - a defined set of actions results in known magical effect. Learning what action produces an effect while on a HeroQuest seems pretty straightforward to me. Sorcerers understand the complex interaction of runes and their devolved forms (Srvuali, Burtae, etc), By applying a technique to one of these forms and seeing what the result is allows the sorcerer to learn a new spell (action / result). Many would have to be done on a HeroQuest as these forms may not exist within the Compromise. It would seem to me that the purpose of sorcerous heroquesting is to do just that - act directly on the gods and bring back that knowledge. See the Xeotam Dialogues in the Glorantha Sourcebook page 74 or here: https://www.glorantha.com/glorantha/the-xeotam-dialogues/
  14. Yes, but just be aware it's been superseded by the map base from the Guide. The map is a little off, but still usable in your Glorantha. Here it is overlaid with Darya's map from the GM Screen Pack (based on Colin Driver's master maps based on Greg's originals):
  15. The major reference to Old Wind is the chapter in the Sartar Companion pages 74 to 79. It has a complete description, occupants and their practices and history. https://www.chaosium.com/sartar-companion-pdf/ The Guide is the main reference to Old Wind on page 186. Neither mention windmills. Old Wind has changed from the version of William Church. That version is the only mention of windmills in Glorantha. There's a thread here on it: https://basicroleplaying.org/topic/7439-glorantha-technology-and-glorantha-material-technology/page/4/
  16. It stops rune magic affecting a person or object protected by the spell. The only Humakti magic it will affect is Sever Spirit and turn Undead. Needs Intensity vs POW to overcome.
  17. I find the locked forums annoying as I keep having to login, so I rarely do.
  18. Yes Yes. The 2019 Scenario competition has two RQG scenarios that are debuting at Gen Con. https://www.chaosium.com/bloggen-con-preview-2-new-convention-scenarios-debuting-at-gen-con/ Remembering Caroman When a farmer complains that the tenant farm he was just given is haunted by a frightful spirit, the adventurers must resolve his plight. Whether they banish the spirit or take up its plea, the ancestors are watching how the clan treats their progenitors.RuneQuest: Roleplaying in Glorantha. Author: Paul O'Sullivan. The Fainting Spirit Vasana and her band come across a clan stronghold where the adults wildly fluctuate in emotions and the clan spirit seem to be sick or going insane. Only the heroes are capable of going on a heroquest to resolve the issue.RuneQuest: Roleplaying in Glorantha. Author: Jean-Christophe Cubertafon. Both of these will be available to the CoC. However, I'd like to see some short scenarios contributed by CoC members. Stealing the Eye is an ideal 1 hour intro scenario to showcase RQG and I'd like a few more of that length to demo at conventions to new players to RPGs. That is those that have never played an RPG.
  19. Historically within Glorantha & RuneQuest, Will has been something that the Gods don’t have and the denizens of Glorantha do. No rune has ever been needed to define this. As an individual nears godhead, they have less and less free will and have to act in accordance with their role in the cosmos. The Great Compromise was the final line in the sand defining that. HeroQuest rulesets from Sandy Petersen, Steve Marsh and Steve Maurer to name but a few, all used will to power actions on HeroQuests. If you search the web, you can find the info on these. This however is not be the current mechanical thinking as POW can be used without introducing a value for will.
  20. Wayne’s books has updated an old post about this edition, nice pics and info https://waynesbooks.games/2016/02/07/stormbringer-1st-edition-box-sets/
  21. It really depends on what angle you are viewing this from, however the following for me pretty much sums it up for me. 1. They are all dead, and that's it. Their magic and artefacts destroyed by the gods. 2. They are mostly dead, some survived for a while but were sought out by victims turned hunters (in a similar vein to Simon Wiesenthal).Rumours persisted for years of survivors, some were true others dead ends and red herrings. Their magic and artefacts are rarely found and always attract disasters, riots and backlash when they appear. 3. Some survived: magical stasis, alternate godplanes, short worlds, pods wrapped in chaos fields. You find these at the end of a horrific adventure, awaken it and all die horribly (the thing, alien, quatermass, the mummy, etc) you unleash an old enemy back into the world. I expect this as part of the hero wars. 4. Some are the Gods... Reality was changed and unlike Lokamayadon succeeded. Some maybe petty local gods (heroes) but I'd throw in the Red Goddess, Lhankor Mhy and a few other from around the world, clearly one of them was a god learner... There are loads of other angles on this.
  22. Or buy them directly from Chaosium: https://www.chaosium.com/heroquest-and-glorantha-vault/
  23. Chaosium will be on stand 1-484 come and say hello. We have leatherette RuneQuest slipcase sets, and some empty Guide slipcases. 7th Sea Rules, booty boxes and some supplements DAGON for beginning readers. All of the new Call of Cthulhu products Along with RQ themed badges and bottle openers! No, seminars are linked to sponsorship, we aren't sponsors. Spaces in the Cthulhu Masters on Friday even though you can't be there... This could have been yours...
  24. The first example is actually an Auto success roll (HQ2 page 21), the narrator is doing a pretend opposed roll. I never fail my boring except on a fumble (I've removed the difficulty). My character is alway boring. The second is an opposed roll vs space cowboy. The third, I've added in the opposed roll of Galaxina resisting Alan's godly love moves as you were correct in suggesting is missing.
  25. Remember the Vostor Vasana Dynamic, it's a good way to demonstrate opposed rolls. Vasana has Hate Lunar Empire at 90%, Vostor normally opposes with Honour at 70% (a few have used Moon at 80% - The Empire is not the Red Moon, the Empire is a corruption of her ideals by the Emperor. He only has Loyalty Emperor 60% and not forced to roll). Usually it ends up with tie. So Vasana is suspicious of his behaviour, until proven otherwise. On few occasions Vasana has failed and vostor succeeded, so they are good mates. and of course the opposite. Vasana waits to be betrayed so she can kill him. However I usually force her to roll again after a successful mission or when vostor saves the day and Vostor usually get a bonus. On one occasion Vasana has left Vostor to die...
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