My First Time GMing Runequest! in RPG Imaginings A blog by klecser Posted June 23 · Report reply Sounds as though you had a good session and everyone enjoyed it. For some reason, I couldn't quote things, so had to cheat. 3 hours ago, klecser said: 1) What do you think about the Shadowcat situation above? Do Shadowcats "follow orders" like familiars? Whether they can or not, how would you have avoided an effective "no" under that situation? It depends on what the Player thinks the Shadowcat is, really. If it is a trained beast that can go off on its own on forays, then I'd say that a successful Beast Rune roll would be OK for it to do that. However, I'd limit what it could do to its INT in basic commands. If it is just a pet, then a critical Beast Rune roll would probably be needed. If it is a familiar, or awakened Shadow cat, then it is effectively an NPC and can be sent off on its own. As for the issue raised in the writeup, about becoming Sakkar-fodder, you could do it in several ways, if the Shadow cat encounters a Sakkar: Have the Sakkar eat the Shadow Cat without the PC knowing what had happened Have the Sakkar chase the Shadow Cat into a hole/up a tree, for the PC to have to go and find the Shadow Cat, hopefully when the Sakkar is not around Have the Sakkar chase the Shadow Cat as it runs back to the PC, followed by a Sakkar Have the Shadow Cat avoid being noticed by the Sakkar and return to tell the PC where the Sakkar is Have the Shadow Cat ambush the Sakkar, jumping on it and clawing it to death from surprise I would avoid 1 and 5, but any of 2-4 should be reasonable. 3 hours ago, klecser said: 2) Is an elemental's damage physical or magical damage? In other words, does Armor apply? I wasn't sure in the moment, so I made it physical, with the hope being that Yanioth would roll a 4, 5, or 6 on its damage to overcome armor. She rolled a five, and it was appropriately epic, but I'm wondering if I played it correctly. It just seems odd to me that you'd drop four rune points to control an elemental, roll a two for damage result when it engulfs, and have the elemental do no damage to a foe with armor. Seems a potentially huge waste of a large rune point investment. From RQ2 memory, as I haven't memorised RQG Elementals: Earth Elementals deal physical damage, so armour protects. Typically, they open up a pit and grab the opponent, smashing it as the pit closes. Fire Elementals deal magical damage, although it is physical fire it attacks General Hit Points. In RQ2 Armour didn't protect, but spells did (Shield/Protection) Water Elementals attack by drowning, so forcing their way into your mouth/nose and into your lungs, so armour wouldn't protect Air Elementals pick you up and toss you, so you receive physical falling damage, so armour protects (Maybe you have to make a Luck Roll, I can't remember) Darkness Elementals attacked with a claw in RQ2, so armour protected from that, they also dealt cold damage and armour didn;t protect from that, but their main attack is Fearshock. 3 hours ago, klecser said: 3) I wasn't sure how creatures with natural weapons "parry," so I just used their claw statistic. Correct? That's what I would do. 3 hours ago, klecser said: 4) Any skill not in any NPCs list happens at base value, correct? The biggest aide that was missing was a list of skill base values, and I will have that for the next session. There are several ways of handling this: The NPC hasn't got the skill listed, so hasn't got the skill, so uses the basic chance The NPC has a general skill (Fighter 50% or Scout 60%) and you just use that default value for non-listed and appropriate skills The NPC has a general skill (Fighter 50%, Scout 60%) and you just use the appropriate default value for non-listed skills I prefer approach 3, personally, so I could have an NPC with Wizard 60%, Fighter 50% and Hunter 70%.