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David Scott

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Everything posted by David Scott

  1. In practice however Moonfire isn't that bad, it's actually hard to use and the targets can run away or hide. Warning, the intricacies of casting Lunar sorcery lie ahead... One of my players has a Lunar Sorcerer of the Shadow Path (a school he invented). His adventurer has an INT of 18 and 24mps (he can only use 23 or goes unconscious). He had 3 spells in memory so a Free INT of 15. He uses Moon and his summon technique. The costs are 4mps and he can manipulate up to strength 15 for another 14mps, so 18 in total. That gives him 3D6 damage over a 20m radius. This is where the problems set in - he is inside the radius as the base range is 10m. So adding range of 30m, intensity 3 reduces the Strength to 12, still 3D6 damage and 20m radius, 4+11+3 = 18mps. His DEX SR was 3 so casting time is 1 round + SR3 + 18 SRs = 2 Rounds at goes off at SR9 next round. So that's the basics for a Half Moon Phase with everything "normal". Casting it in combat is pointless due to the time to cast, area effect and friendly fire issues. Casting it on a cave full of broo was very useful. It's a temporal spell not Instant so the target has to be in the area for 5 minutes to receive the damage. The cave of Broos couldn't escape - so it was fish in a barrel - the moonfire got in through gap in the boulders. Otherwise the targets will scatter. Overall this works great on trapped or static targets, like elf forests and fortifications (but not those in sealed rooms or underground). Now the Moon phases Full Moon Day: only costs 9pts, goes off quicker (limited by available Free INT) Crescent Moon Days: Limited to 24mps - his max. 6 + 15 + 2 = 23 mps, Intensity 11, range 20m = 23mps only 2D6 and 10m radius (Limited by mps) Dying/Black Moon Days: Limited to 24mps - his max. 8 + 12 + 2, Intensity 7, range 20m = 22mps only 1D6 and 10m radius He has a chart on his character sheet... Sorcerers with Enhance INT will be much more powerful on Full Moon days, but my player doesn't have that (yet). Given the character above he can't quite get to 4D6 damage as the range needed to be outside the area of effect needs too much range. If he had a base INT of 16 or one less spell it would work.
  2. I'd try again it's not like @Helliwell to not reply (he's one of my players). Or summon his minion @Stormwalker to do his bidding... His figures look great, we have them in our game, but I'm biased. I love the Strike Rank Tracker, I wish I'd had one years ago. It's the single thing that makes combat easy for me. https://www.infinity-engine.com/index.php?id_product=122&controller=product Although I've never used the Rune Biscuits (I was so disappointed when handed one at a con), we've realised they'd be really handy. One day I hope to try them. https://www.infinity-engine.com/index.php?id_product=124&controller=product The ivory coloured ones look best and less like biscuits: https://www.infinity-engine.com/index.php?id_product=128&controller=product&search_query=augment+&results=2
  3. One of my players had Burble with Waterfolk 1W
  4. Generally speaking, my Heroquest rewards have followed Joseph Campbell's model of individual vs community. You can have a +big number sword and keep it yourself or give the power to your community so everyone gets a +much smaller sword ability. Likewise you can be super farmer or everyone in your village gets better crops than average. I've normally tailored the boon to the quest, however if the adventurers leave the path anything is possible. In one heroquest the entire group were yelmalians (sun county had just come out) and at a certain point when the maguffin flew off to the horizon, one player said "I turn myself into a spear and fly after it" They all made their Light rune rolls and off they went. At the end they paid a point of POW and got become spear as an HeroQuest ability. The currency of HeroQuests was POW and Will, no magic points POW was the magic point equivalent and Will was permanent POW on the Heroplane. No magic points for the reasons others have mentioned. I used superworld powers as the model for Heroquest abilities. Pretty much the same for Heroquest Glorantha. Now we've shamanic abilities to use as the model of HeroQuest boons.
  5. The conversion rules are quite clear, as are hide and move quietly, one augmenting the other for sneaking. I'm not sure the maths is right here. If you succeed in your augment you get a bonus to your skill. Surely it's not a straight multiplication (.75 x .75)
  6. Conversion wise, if you're going to do it, most of it is very straight forward. The 4 troll zombies need little if any work (Bestiary p129), likewise the jack-o-bear (Bestiary p101), Gorp (Bestiary p99), 3 trollkin (Bestiary p77) and Gargoyle (Bestiary p119). The dark troll (Bestiary page 75) initiate of Kyger Litor needs some rune points and some runes. The Bestiary says "All trolls have the Darkness Rune of at least 60%" and Kyger Litor's magic is on page 80. Absorption and Blinding seem appropriate, the others take too long and three rune points.
  7. Thanks, I'd forgotten about this. In my head it's just part of the Griffin Gate scenarios.
  8. Personally I'd not make them roll. As long as they have the skill above basic, I'd use the automatic success rule - as herding cows in this situation doesn't fulfil the yes component of the rules (page 141) IMHO. If none have herder as occupation, I'd just make them take longer. For me, this is clearly a story over procedure moment. I've just run Cattle Raid from the GM Screen Pack. At the end I said "eventually you herd the cows back to the village". The players wanted to get to the next scene not play a cow herding game (unless your players are different 🙂) - no one needs Herd at 90% to become a Rune Level... One of the difficulties a RuneQuest GM has is knowing when not to roll the dice to move the story on. Especially when everyone has a sheet in front of them covered in percentages and percentile dice in hand.
  9. I'm not familiar with this. What's the reference? Who wrote it? If you do a website and it's a Chaosium scenario , you will need to adhere to this: https://www.chaosium.com/fan-material-policy/.
  10. Me too! I have a reference card to help me sort out other stats:
  11. It's Clearwine Village just outside the fort on the map. Page 28 "Clearwine Fort: The main settlement of the Colymar tribe and the village of the Ernaldoring clan". He likely casts Axis Mundi - This summoning ritual creates a holy sanctuary 10 meters in radius, use his Man Rune % to resolve the ritual. Exploring the Ruins page 34 has guidelines for loot. No one is very good at this, it just takes longer. Although Vishi Dunn has 50% if you use him.
  12. RQ GM Screen Pack page 15 The best are in KoS 2ed pages 187 (Sartar's Westfaring) & 217 (Leika). Heortling Mythology page 94 - Good King Oskul's Crown Test was killing Bad King Urgrain.
  13. Magic doesn't equal culture. For example the influence of the main storm mountains means that Storm worship will always arise within their influence, even if overcome by a sorcerous culture. I'd have a look at the Guide's population figures, the west is hardly a little part of the World.
  14. in practice players have added between 30 & 60%. I didn't allow it if it was a 0% skill as it's entirely a magical effect. Yes if you succeed in the knowledge roll, then at the end of the spell you rub the check out.
  15. You can boost the Knowledge skill with ritual, but you could increase her chance of casting Logician. Likewise you can't use meditation Demo games last for an hour or two so this is actually a common situation. See page 94 or the updated version in the GM Screen Pack. She's a LM scribe so only three sorcery spells, but has all common Rune spells, plus Analyze Magic, Clairvoyance, and Knowledge.
  16. Not in my experience. Sorala (one of the pregens) has it and I use them when running demo games. Sorala has a 55% chance of casting the spell and as she doesn't have the summon technique it costs double magic points. She has 17 Free Int (3 spells in memory) and 23 Magic Points. Players always bumped their skill to 100% so that they couldn't fail (although 96-00 is always a fail). So the costing for an unknown knowledge skill to 100% is 2mps (spell cost) + Strength 10 (9mps x2) = 18mps = 20mps already. She can increase the duration to 20 mins (+2 mps) if she wants. In this case all her mps for the adventure are gone. Admittedly if she knew the technique, it would only cost 11mps, still nearly half her total gone. What actually happens is that the player normally uses it to boost their cult lore at 35% for particular part of the adventure. Most add about 5 strength levels to get it over 75% so it cost only 12 mps to cast for 5 mins. The real barrier is the no Passion part. Most don't use it as Passions are an instant bonus in stressful rolls and loosing them for 5 mins is often not worth it. Your is very costly even if you know the technique. Shiphandling is a 0% skill, so 2 + 9mps (Strength 10) is the basic magic point cost. I'd not get on a ship with a 5 minute expert, so extending it for the journey is a must. A day is (level 9) is another 8mps and you'd need a high Free Int to accommodate the spell, at least 19... The biggest limitation is that it's an Active spell, so any time extension means you can do little.
  17. While helpful, I always add a page & book reference to help with finding the write-ups. You should consider adding this PDF to the main file section of the site where it will get more exposure. https://basicroleplaying.org/files/ and https://basicroleplaying.org/files/category/52-mongoose-runequest/
  18. The original distribution forbade it. These are small images for the purpose of illustration.
  19. surely Vasana's got to be thinking "Thank Orlanth he's not in our party, he makes my skin crawl with his godless magic".
  20. Greg drew sketched two maps of the City of Wonders (maybe more?) I received them in the early 90s. Both were very different, but both were hex based in their shape. One just a single hexagon, the other six hexagons surrounding central hex. They were part of his Epic system playtest where you got to visit the city of Wonders with Tarkalor. The seven hex map is more complicated. 13 horizontal streets and 13 +/-2 vertical avenues. Many streets are named Hell, Bison, Deer, Horse, Lion, Potters, Sherman, Rory's, Ken, Hal's, also an East and West Boulevard in the centre and Engine wall the most southerly. Avenues are named Gold, Dave, Ray, Tom, Charlie. One of the avenues is street of Wonders with Theatre of Drama, Little Zoo, with a market and fish market at either end. Four diagonal boulevards, converge on the hexagonal towered court (open space) in the centre which has a hexagonal building in the centre. The boulevards are Corn, Skull, Fleet and Sea (magic aqueduct). Other features are The Castle, university, Justice Hill, High appartments, underground temple, sea temple, earth temple, garden, rich market, navy market, guano beach, docks and warehouses, tricksters theatre, bill's bar, garrison. 7 spires is just off the coast. This very clearly a map that has been used and annotated for adventures. The single hex map is made up of slightly more water than land. City blocks are made up of poor, fair and best part of town. Labelled areas are the Sea Bazaar, Sailors Market, Fish Market, Temple to the sea, Warehouses, Imperial Fleet yards, docks and warehouses (walled), separate warehouse district. The water section has undersea triolini structures and an underwater drill field. Rising up from the Triolini area is Seven Spires alongside which the Royal Barge is anchored. The two sea hex corners are water towers which appear to allow sea creatures to use the towers as lookouts as they are filled with water. This to me is clearly the second map. redrawn to be more sensible. I would imagine that any modern version of this would look a bit different, but is more likely to follow the second outline. All of this is moot as Harrek destroyed the City of Wonders, its ruins for ever sealed.
  21. There are "normal" scorpions (creatures of Darkness) in Glorantha as well as bagogi. The references to eggs are all though Gloranthan publications, such as the new RQ bestiary. The Ritual of Rebirth says: I'd say they mature depending on need (they are chaotic) when there are many of them, it's slow maybe full year, when more are needed as short as a season. 13th Age Glorantha has a full adventure against Gagix, Scorpion Queen. A great resource for scorpion men ideas and tactics. Jan Popsil did the art: https://www.deviantart.com/merlkir/art/13thAG-Scorpion-Queen-523531737 https://www.chaosium.com/13th-age-glorantha-pdf/
  22. The new GoG says The Glorantha Sourcebook says:
  23. To give you an idea of the level of detail of Greg's maps here's a well known section: If you were lucky enough visit Chaosium, Greg had the full map of Dragon Pass stuck on the wall (does anyone else have photos?). He used tracing paper to make overlays for clan and tribe boundaries or rivers and streams. But the level of detail is quite crude and if you want more, just make it up yourself. Even the map in the GM Screen pack for defending Apple Lane doesn't show the outlying farms.
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