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soltakss

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Everything posted by soltakss

  1. Adventurers gain equipment in the same way that people did in our history. If you defeat someone else with better equipment then you take it and sell what you don't need. Knights did this a lot and also kept the ransom. Personally, I don't mind this at all.
  2. There is one RQ Scenario in the Chaos Library Forum, Stealing the Eye, from 2018. There are over 20 Call of Cthulhu Scenarios in the same Forum.
  3. To be honest, I would like as much support for RQ in the Cult of Chaos as there is for Call of Cthulhu, or perhaps even half as much would be great.
  4. Excuse me, what? Never heard of this. I haven't heard of the Cult Library either. Perhaps it is a poorly-advertised benefit of belonging to the Cult of Chaos. To be honest, except for seeing these locked Forums, I haven't seen any benefit of belonging to the Cult of Chaos from a RQ point of view.
  5. soltakss

    Pavis!

    In our last Glorantha Campaign, the River Voices investigated the Gorp Spring on the Zola Fel. They worked out that the Gorps were coming from deep underground and wanted to find out where. One of the PCs had a magical eye that could see through things, so she used that, with some other magic, and scored a critical roll, so she saw the Eye of Wakboth glaring at her and weeping, the tears becoming Gorp and rising through the cracks in the ground. She managed to roll a stupidly low POW roll and didn't go insane, receiving a Heroic Power of See Into the Void as a reward. They didn't like the idea of Gorp squeezing through gaps in the rocks and stones, as they reasoned that the Gorp as Gorp are acidic and would make the gaps wider and wider until the Eye of Wakboth could be revealed to the world, something they weren't too keen on. So, they decided to travel down to it. They had a Lead Barge that could magically travel through even the tiniest places, as long as it was floating on water, so they used their River Voices powers to raise a flood and send it through the cracks. There followed a terrifying descent through the cracks in the earth to Wakboth's Pool, where the Eye floated in a pool of its own tears. I can't remember how they defeated Wakboth's Eye, but they managed to blind it and return to the surface. Of course, this was a HeroQuest.
  6. Thanks, @g33k, the Wikipedia entry makes it sound awesome. Pity I'll never play it. I just don't have the knowledge, the coordination or the patience to play Video Games.
  7. Elephants can carry howdahs on their back, with archers. They can also wear plate armour on their legs and head. They can also wield a club in battle as well as attack with their tusks and stomp you. When they drink distilled spirits, they tend to get very drunk and go berserk in battle. Elephants are clearly better.
  8. No, for me a brontosaurus can breed with a brontosaurus, a tyrannosaurus with a tyrannosaurus, a pterodactyl with a pterodactyl. I don't think of "Dinosaurs" as one big species. Each type is its own kind. What I meant was that a stegosaurus that is created by a Dragonewt mutating because of an out of control Lust Trait can mate with a stegosaurus descended from Maran Gor or a stegosaurus hatched from a bad dragon's egg. A stegosaurus cannot breed with a tyrannosaurus and produce offspring, as they are different species.
  9. To be honest, species Maximum is a mess in the RQG Rules. It keeps both the RQ2 and RQ3 Formula and the RQ3 Rolled Characteristic x 1.5. it needs rewriting or carefully looking at, rather than kneejerk rulings. i would use RQ2 Species Maximum for every Characteristic, but have physical ones that are increased past Original Stat x 1.5 being twice as difficult to increase, or increase half as quickly.
  10. If the HeroQuest is in Hell, then HeroQuestors will probably encounter mortal, non-Vampiric Vivamorti, as Vampires cannot travel to Hell and cannot cross the Styx. If outside Hell, it is possible to meet mortal or Vampiric HeroQuestors, depending on the circumstances. Very few HeroQuestors get to meet Vivamort himself, unless they are on a GodQuest inside God Time. Then, it would depend on what place/time they encounter Vivamort. An Eurmali trying to become a Hero by redoing the theft of Death will meet Vivamort as a Darkness Spirit.
  11. In my Glorantha, the Old Nests or Loyal Nests are those who have come to an uneasy relationship with Vivamort. He doesn't prey on them and they don't bother him. So, they aren't actually Lay Members of Vivamort, as Delecti's Vampires don't feed on them. However, there may well be Durulz Lay Members of Vivamort who carry Adventurers across the Upland Marsh, to sacrifice them to the Vampires.
  12. In my Glorantha, I normally have the following. Vivamort is the God of Vampires, he is the First Vampire, created to heal a wound from the Devil and cursed by the same action. he was involved in causing Death to enter the world, as he was tricked into letting Eurmal steal it. He creates vampires and his worshippers create vampires. Gark the Calm is a god of Zombies, not the only one. However, his is a cult of silent contemplation, or it can be. Anyone dying in a Gark the Calm temple comes back as a Zombie, this is automatic for Gark worshippers and not always automatic for non-worshippers. some worshippers of Gark the Calm sit around meditating in circles, where they deny themselves food and drink, sometimes sealing themselves in, so they run out of air, when they die they immediately awaken as zombies and continue their eternal meditation. Gark's zombies are normally harmless, unless disturbed or commanded by someone who has a Command/Control Zombie spell. In my Glorantha, Gark has a Command Zombie Horde spell that causes the mass of Zombies to obey simple commands.
  13. What is Hellblade? Bear in mind that I don't play video/computer games, so probably don't know any new titles.
  14. Start small and work up. Start with a clan, a family, a village, a street corner in a city. Meet someone who the PCs don't know. Have something happen. Follow the scenario. Meet someone else. Go somewhere else. Meet an Elf, or a dwarf, or a Troll. have them behave not like D&D Elves, Dwarves or Trolls. Don't go too deep into their background, as most Players won't care or might find it too much. Subtly introduce differences and more of the Lore and Background over time. Introduce different cults, maybe one at a time, or have a cameo where members of several cults have an interaction. maybe some Yelmalians and Orlanthi get into a Riddling Contest, or a Humakti challenges a Yanafal Tarnils cultists. Explain what is happening if the Players are confused. Many thanks! 😀 It hasn't been updated for a while, simply because I ran out of things to put on it. My wife wants me to get paid for doing RPG stuff, which is why I've concentrated on supplements. Maybe I'll put some supplementary stuff that gets missed out of Jonstown Compendium material on my website.
  15. It depends where you are. I wouldn't expect to see a Darkness Elemental unless I was in a place full of shadows, but if I went into a deep cave then I could find them. The shade Table in Dragon Pass is a well-known haunt of Darkness Elementals and they are known to sniff around it. Water Elementals frolic in the water, as lakes, rivers and seas are actually the physical forms of deities. For me, you are unlikely to see Elementals and are unlikely to have them as random encounters, unless you are somewhere that has them. So, I wouldn't have a 50% chance of seeing one, unless I went looking for one.
  16. On Page 126 of the RQG Rulebook, it says "2. Movement of Non-Engaged Characters Any adventurer or monster actively taking part in melee combat, whether attacking or defending, is engaged in melee combat. All characters and monsters not directly engaged in melee combat may move up to their total movement rate (MOV). Those moving no more than half of their usual movement allowance may also participate in melee or perform other feats such as throwing a spell. Every 3 meters of movement adds 1 to the mover’s strike rank.". Unengaged Adventurers just move their full Movement rate, even if it is above 12. However, Engaged Adventurers are restricted, so someone moving 36m adds +12 to their SR, so that does restrict someone to Move 12. However, what I would do is to say that someone could move their entire Movement Rate in a Melee Round, splitting the extra Movement among the strike Ranks. So, someone with Move 18 should be able to move 18x3=54m in a round, so 4.5m per SR, while engaged. A human has Move 8, but a human with Mobility cast has Move 16, so moves 16x3m=48 in a round, or 4m per SR. Now, that appears a bit odd, as a normal human can move at 3m per SR but a human moving twice as fast can move 4m per SR, why not have them move 6m per SR? You could do, and that would be fine, their movement just finishes a bit earlier than someone moving for the whole round.
  17. I do like a thread about HeroQuests. I also like Gloranthan LARPs. Hopefully, this will be a great thread. Lunars can do "normal" HeroQuests, whereby they emulate the deeds of their deities and perform reenactment HeroQuests. They can also perform a kind of GodQuest, where they become a Lunar Hero and then Deity. This is slightly different to how other cultures do it, as the Lunars seem to have a successful formula. They can also do a form of Inner HeroQuest, I think, where they awaken themselves. The Imperial Lunar Handbooks mention Sevening, where they split their souls into Seven pieces, which is like Illuminatoin with knobs on. They emulate the Path of the Red Goddess, the Seven Mothers' HeroQuest, the Hero Paths of each of their Ascended Deities, for example Etyries, Hon-eel, Hwarin Dalthippa, Yara Aranis and so on. They might also have secret ways to reach into the Myths of other Deities and prove that their Deities are Aspects or Avatars of them. Hon Eel performed a HeroQuest where she waited with the Watchers to greet Yelm when he first rose at the Dawn, his light touched her and made her pregnant, so that she had a Hero Child, to prove that she defeated the Reverend Mother of Horses in a contest. She studied the inner knowledge of the Solar Cults to prepare for this. Similarly, she studied the inner knowledge of the Earth Cults to gain access to the innermost mysteries of the Earth Deities and appeared in the Tarsh Sacred Time Ceremonies. Yes and Yes, I think. Where they absorb other Deities into their Way, they find ways of doing Heroquests from the new Deity's myths but in a Lunar Way. There was a concept of some Lunar Cults being Healed versions of other cults, so Irripi Ontor is Lhankor Mhy Healed, Yanafal Tarnils is Humakt Healed and so on. I am not sure how much of that still applies, but they can certainly use some of the original deity's HeroQuests. The Red Emperor certainly performed some Reenactment HeroQuests. For example, he played the part of Basko when Sheng Seleris's relatives tried to perform the Tests to become Emperor, so the Red Emperor turns up dressed in fish scales and just kills them all. That means that he did the Basko HeroQuest, but instead of soiling himself in fear and not being noticed by Yelm, he slew the challengers, as he WAS the Emperor. The Seven Mothers' Quest is a good one, or at least part of it. There is a booklet about the Red Goddess, if you can find it, but I can't remember its name. It has a writeup of some of the Red Goddess's HeroQuest, in particular what Yanafal Tarnils did to help her escape from the Underworld. That kind of thing might be useful. Unfortunately, I don't have any Lunar HeroQuests available. Yes, the Kalikos HeroQuest might be a good one to do. You can adapt it to work against Cold or Darkness.
  18. It should be in the Underworld. I prefer it being in both. You can get to the Basement from the normal Surface World, but each step brings you closer to the Underworld. You can also enter the basement from the Underworld, but each step brings you closer to the Mundane World.
  19. I have covered Islam in a couple of Merrie England books for various RPG Systems and have had no issues. Obviously, Chaosium is far bigger than me or Alephtar Games, so would be higher profile. But, if you cover the religion sensitively and are perfectly clear that this does not relate to real world Islam, then things might be OK.
  20. It is unlikely that Elementals are found moving about in the normal plane, unless they are in a special place. Darkness Elementals might be found in Shadows Dance or around a Castle of Lead. Water Elementals might be found in the seas, lakes or rivers. Earth Elementals might be found in the earth, but I think they can be found deeper, near the Deep Earth. Fire Elementals might be found in great forest fires, or on burning plains. Air/Storm Elementals might be found during a storm, or when the wind is high, or around holy mountains such as Kero Fin. Lunar Elementals might be found at the Crater, on the Red Moon or within the Glow Line. Blue Moon Elementals might be found skulking around the Blue Moon Plateau. In the Spirit World, yes, sure, loads of Elementals there. Elementals can be found in the Spirit World near a place associated with that Element, so around Holy Spots or Temples. Yes, a Shaman can bind an Elemental using the Spirit Plane, all they need to do is travel there and find an Elemental, using the normal rules.
  21. My Glorantha has Always Varied. Most cults don't like Shamans because Shamans take worshippers away from Temples and Priests. A Shaman can always make a personal connection to a deity and organise a Spirit Cult based on the Shaman. Priests don't like that, but shamans and their followers do. So, I would allow a Shaman to access almost any cult via shamanic worship, as described in the Spirit Cult section of the RQG Rules. They don't get access to all the spells, though, which is the disadvantage of worshipping a deity via a Spirit Cult.
  22. It's a good scenario, in fact I played it last week and enjoyed it. It is very good that you want to GM RQ, welcome to the club.
  23. If you want it slightly less aggressive, do something like the following: Have plenty of Healing, either spells of potions Remind people that Heal wound is a Common Magic spell and is widely available to PCs Have Chalana Arroy Temples offer Resurrection on Credit, if needed, with no Credit Limit, it also allows PCs to go on adventures specifically to pay off their debt to the Healers Have massive damage to a vital location not mean instant death, but just means the PC is unconscious until healed, maybe except for a head cut off in a single blow Have 0 General Hit Points mean unconscious and bleeding for CON melee rounds, with healing possible up to that time Allow multiple lots of healing on a location, without having to wait for rounds Allow the RQ3 "Being Heroic" rule, so a PC can roll CONx1% to act when they should be knocked unconscious or functionally incapacitated However, I have found that the best way to avoid losing PCs in combat is to downplay combat and play up other areas of the game. In my last RQ Glorantha game, the PCs maybe had a combat every 4 or 5 sessions.
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