Jump to content

10baseT

Member
  • Posts

    294
  • Joined

  • Last visited

Everything posted by 10baseT

  1. Good feedback, i'll go this route, thanks.
  2. Good feedback, i'll go this route, thanks.
  3. One of the things i did with maces and mauls (any hard crushing weapon really) is i gave them a sort of, well think of it as armor piercing but it's not piercing, an AP of say like 1 or 2, against rigid armor. For example, a mace/maul/war hammer against plate would count the plate as 4 armor points instead of 6. (i did this in my head so my players didnt have any bookkeeping. It seemed to work well.
  4. What kind of people are in God Forgot and what color are they? Reading the Guide, I can't tell if they're Brithini or Ingareen (and i may have that wrong). Then, in Prince of Sartar (Chap 3, 29 - City of Wonders) the Mind of the Talar, Carvak Zirian, is blue. I didnt know they were blue, are they all blue, Horali, Dronal, etc. I saw his Law rune on his hat, which I notice is tall, like a proper Zzabur, right? For some reason, i always thought there would be a symbol of an eye (eye that pierces the veils), but i couldnt find much on that.
  5. In my campaign, i do have a few hazia growers on the Heortland coastal plain (higher, on terraced cliffs of the plateau wall) growing and setting up a healthy trade with Casino Town (there's more to it i'm not saying 'cause my players read here). My players did stumble by the farms and were unaware, but they probably wouldnt have known what it was if they even saw it. However, i dont quite know or figured out yet, what the position is of the leader of Salt Point/Beauchief (Esvulari). If he gets his taxes, that helps the war chest in fighting the scorpionmen on the plateau... so maybe good with it, i dunno.
  6. 10baseT

    The Sea Cave

    Hi Folks, was there ever a decision on these? ('cause i'd still buy them OSR or redone).
  7. That's what jps said above too. This could be pretty scary if the party sleeps in the Headman's hut (Fethal). Since this is where the lamiae children are. I think in this case, Fethal wouldn't want anyone sleeping in his hut. Although it could be pretty funny if during the night, the lamiae kids get hankering for a midnight snack lol.
  8. Thank god and please don't ever change!
  9. A-effing-men brother!!! And i'll take a few more pigs on the altar too, dammit! (jeez louise people, i hope you don't try and play any Delta Green)
  10. **** SPOILERS BELOW****** (My players please don't read, yes that's you John, Ted, Norm) * Where are the Storage Tunnels mentioned on page 23? They're not on the village map - Gaumata's Vision. Since the rocks were used to build the huts and other things, i'm guessing nearby. Maybe to the left or right of the Yelmalio shrine, in the cliff? (This is also where the lamiae are hidden). I re-purposed this scenario for RQG. It's on the coastal plain between the Vulari Peninsula and the plateau cliffs, on lower terraced cliffs. Before investigating here, i had the players investigate a Pelaskite village in the Great Brackmarsh... which lead to the Sea Caves (also re-purposed for RQG)
  11. Picked it up and I really like what i'm reading (not surprised though). I have Mythic Britain, Logres and this just adds more quality and detail. I always look forward to more from The Design Mechanism.
  12. Given the situation in 1625 in the Mirrorsea/Heortland area, do you think God Forget would have any designs to take advantage of the turmoil in the area and seize more land? Like maybe colonize the Vulari Peninsula for farming or take some Right Arm islands? I think many troops in Heortland are fighting the scorpionmen horde's incursion and with the City of Wonders sunk, there's probably less authority in the bay. And would the Horali from God Forgot, cataphracts or infantry, would they know spirit magic? Or is it more of, their zzabur would put enchantments on their weapons and armor?
  13. Lol i was thinking the same, kicking it around in the head actually. More of a rolling combat round... well no round, but rolling/continuing once it starts i mean. The SRs continue and no round reset. (Again, just another thought that went thru my mind as i lay awake at 3am.)
  14. You're right... i havent thought about it too deeply. It was just something i kicked around in my head. I like the SR mechanics, the round just seems a bit long... i guess i was thinking too much on GURPS which i like they way they do missile fire (but then again, i'm playing RQ and not GURPS and i'm very happy with RQ).
  15. Kind of like defensive fighting... i like the sound of that.
  16. I always thought about doing this since the combat rounds seem a bit too long for what one can do. My thought was to make the combat round 2 seconds long and keep all other mechanics the same, ie 12 SR in a round. For Movement i was going to make one's Movement equate to meters. A human has an 8 move so can move 8 meters in a combat round, x3 if they run. Now i'm not complaining mind you. I'm happy and play rules as written, but i have been kicking it around.
  17. I use it to enhance the mood... convey the setting. Then i also use it sometimes to affect tactics. For example, pea soup fog rolls in and visibility is 5-10 feet. What the PCs don't know is, trolls are waiting to ambush and they're using darksense. Or it's raining/snowing real hard where visibility is reduced and climbing on the rocks is treacherous, and that's when javelins come raining down from the baboons on the rocks, they then move out of site. Do the PCs climb the slippery rocks? It's also been constantly raining and you've had your bow out, or it got drenched when you forded the flooded river... when you go to use it, the bow string is worthless. What do you do? It's not always like that, but i do use it so the PCs take weather into account... or maybe to just keep them on their toes. (it's been fun believe it or not... PCs fear the fog lol)
  18. Thank you both... and I did mean both of what you've shown, the narrow coastal areas in yellow and also the coastal area between Salt Point and the Vulari Peninsula. You both mentioned Cental CA areas, thank you, that really helps (and yes, minus the car dump lol). It helped me determine any potential fertile land for a small farm... (so you could do more than fish and salt pan).
  19. What would you say the coastal plain between the plateau and Choralinthor Bay is like terrain wise? Like Baja California with scrub, rock and some dunes, like Scotland's Balmoral/Aberdeen area, or more like Florida with grasses and mangroves? I'm trying to determine, if one were to settle there, what would they do. Maybe farm but not if the soil isn't fertile so maybe they herd sheep? I dont know. (I have Pelaskite fisherman in the marsh area but i'm thinking more of the coastal strip besides fisherman, if any). (i was inspired by the Tradetalk and TotRM sea articles/issues).
  20. I think i'll do that as well. I need to look at the old RQ2 Cults of Terror for Vivamort, but yeah, think i'll do the same.
  21. Good evening folks, just came back from a fun session of Runequest. I have a few rule questions for the collective: *The Sleep spell, does it affect vampires, or zombies for that matter? (Checking the Bestiary, we couldn't find evidence either way) *Attack skills over 100%, does Attacker they keep their critical and special percentages based on their skill that's over 100%? Example, if i have attack at 150%, even though i go down to 100% attack, then minus 50% from my opponents parry, does does my critical stay at 8% and special at 30%, which are based on my 150%? (The page 202 example, 2nd bullet point upper left, points to yes that your critical and special would be based on the 150%. But the sentence "the chance of a special or critical success continues to increase or decrease, based on the final modified chance of success", seems to contradict. *Shadow Cat base rip attack damage, is it really 3d6? On page 159 of the Bestiary, a Shadow Cat does base rip damage of 3d6 (+damage bonus). A Shadow Cat has an average SIZ of 3-4. A Sabre Tooth Tiger has a base rip damage of 2d8 (+damage bonus). Something isn't jiving i think. The base rip for a Shadow Cat is too high. (I understand it has an average damage bonus of -d4, but still, that base seems too high for a Shadow Cat rip).
  22. If in hand to hand combat or melee and an attacker was shooting a firearm, i would allow the opponent to use Fight Back. To me, the rules dont fit in this case so i would adjust accordingly. Remember, the rules are just a guideline. If you're unsure what to do because a rule seems to run contrary to common sense, run it by the players and see if you all concur what you are doing/changing makes sense, if so, then do it.
  23. i'll have to check out that podcast, thanks. I read 'The Good Earth' by Pearl S. Buck and it was great insight into Chinese village life/culture, etc., circa WW1. Just good info overall.
  24. Awesome, thanks Joerg (My Heortland lore has gone up 4% at least).
  25. I was reading thru my copy of Tradetalk 12 which is a special on Heortland. In there there's an article on 'The Esvulari: Children of St Aeol' by Mark Galeotti and Greg Stafford with a nod to Joerg. One of the many items that piqued my interest were the sigils they used for Worlath (Orlanth), St Ehilm (i think that's Yelmalio), etc. They are basically Orlanth's rune, Yelmalio's rune, etc, in a triangle. The cover picture for the article shows the Fire/Sky rune in a triangle. Then in the article body it mentions Orlanth's rune in a triangle... these appear to be the saints runes they use. Does anyone know if this is how it is now? (Great article by the way.) Then do the Esvulari have tribes or do they mainly or more so associate with cities? I think the Bandori are an Esvualri tribe, right? Oh, and was there a Heroquest book that focused on the Esvulari? At the end of the article in mentions a forthcoming HQ book that reflects Esvulari views. (i couldnt find one). (And thank you to all that have helped enlighten me in this area of Glorantha. My RQG campaign will be centered here and i have just about all i need because of you, thank you, Gil)
×
×
  • Create New...