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Runeblogger

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Everything posted by Runeblogger

  1. I was expecting some kind of clever puzzle out of the Mostali rooms, but was disappointed. Where did you got the images from? They look very good.
  2. Buckwheats offered some ideas for houserules in this other thread about the sorcerers in The Smoking Ruins:
  3. From the Xeotam Dialogues: and I also think precasting is a great idea. Sorcerers could enchant talismans by sacrificing POW to hold precast spells the same way they can inscribe spells. These precast spells could go off at SR-DEX, but once you have cast them, you need to precast them again into the item to recharge it. More powerful sorcerers could have familiar-like talismans that also cost POW to create, but which could "know" new techniques and even runes for them, so they can cast a larger variety of spells. I guess they could also sacrifice POW into items to create items that provide sympathetic bonus to some spells. And the same way mastering the Fire rune can provide a huge bonus to INT, having the Movement rune inscribed in an item could allow the sorcerer to halve the time it takes to cast any spell.
  4. Well, not in the current campaign I'm playing though. My current GM has houseruled that you can only cast one single spell on every injury... 😰
  5. But I guess five successful castings of Heal-2 would work as well in this case, wouldn't it?
  6. Man, what a cliffhanger! 😄 I'm looking forward to reading what the adventurers encountered in that complex. (So I can then perhaps use it my own campaign, of course!)
  7. I'm amazed no one has mentioned yet the wonderful array of Gloranthan songs, jokes, and stories that were submitted to the contest and that you can listen to here: https://windwords.fm/ I had a lot of fun listening to your 8th podcast and hearing to the judges and your merry laughter! 😄👍 Kudos to all contestants, the submissions are excellent! I love the cover of Now that's what I call illumination and its unsettling effect. Leika's Eulogy for Kallyr gave e goose bumps, and I thought Red Moon Burning would win! Well done everyone!!! 👏👏👏👏👏
  8. Wrestlepig briefly developed Babeester Gor's first myth into a playable heroquest format here.
  9. Art by Loïc Muzy of the goddesses Maran Gor and Babeester Gor: 😍
  10. I can totally see Praxians having a crude symbol system like that, maybe even particular to every clan.
  11. Thanks for this! So, if I'm not wrong, both occupations have received 60 points more, bringing the Fisher's 150 skill points to 210, and the Hunters 140 to 200. But what about the poor Healers? Do they still get only 140?
  12. I'd love to see pictures of the new art included. 😀
  13. Thanks everyone for your replies to my questions. 🙂👍 For the record, I have read the part about heroquests in Six Seasons in Sartar, I have read Secrets of HeroQuesting, as well as S:KoH and HeroQuest Glorantha. I also have played through the Colymar campaign with HeroQuest and have played successful initiation heroquests, the Lawstaff heroquest, etc. (I'll probably also buy In a merry Green Vale, thanks to @Scorus). Here I'm trying to see how to adapt the dying part to a RuneQuest game. OK, so the overwhelming general consensus seems to be you can escape death when killed during an Other-World heroquest (perhaps by succeeding or failing a Devotion roll, as DFW suggested) but then you personally lose more (perhaps POW, % in runes, etc.) on top of the failure effects of a failed quest (big curses for you and the community, the Darkness entering the world, etc.). OTOH, you certainly die in a This-World heroquest when you face a wyvern playing the part of Aroka and it criticals your head with its bite, CHOMP! Bye. I know some part of a This-World heroquest can be arranged so they are less dangerous, but they can't be controlled 100%, as they happen out in the open world, not in your sanctified site. The less arranged they are, the bigger the rewards. Not even holy day heroquests in your temple grounds can ever be 100% safe. Now, what happens with heroquests where you go to the Other World phisically, such as the Arrowmound or Asrelia's Plenty in the quest of Eringulf Vanak Spear? For example, let's say you are a troll who flies up, up, up to the Upper World and are killed up there. How can you be ejected from the quest when killed if you travelled there phisically? I guess there's no escaping death in that case. And another question: are the hero's companion treated differently as far as death in a heroquest is concerned? I mean, are they "safer" because they are not embodying the main god?
  14. I wrote a myth about Babeester Gor last week. 👈😊 Using the translation gadget on the right margin and doing some corrections here and there, here you have it:
  15. Thank you! For personal heroquests it still seems less dangerous to me, but I like the idea of increasing the curse if she manages to escape death. What about the heroquester who enters the Other World phisically? 😦
  16. Thank you lordabdul and FDW for your insights/ideas. 🙂 Is there any source where this concept of being ejected is explicitly stated? I like the idea, but doesn't that then make Other World heroquests more survivable than This World heroquests? For example, a heroquester in a This World heroquest of Orlanth slays Aroka fights a wyvern at the climax of the quest. She is killed by the wyvern. So she is definitely dead. However, a heroquester reenacting the same myth in the Other World faces Aroka, she is killed by Aroka, but the quester makes her roll and is only ejected from the Other World, badlyinjured, but then is healed. Shouldn't the Other World heroquests be way more dangerous? 🤔 And what happens when the heroquester enters the Other World phisically? Such as in the quest of Eringulf and the Vanak Spear, or during the Law Staff heroquest on top of the Arrowmound (I think that one is in the Sartar Companion)? 🤔
  17. In what cases would you say that you don't die if you get killed during a heroquest? I guess that you definitely die if you are killed during a This-World-HeroQuest. So let's talk about the Other World HeroQuests (Hero Plane heroquests): For example, in the HeroQuest Glorantha rulebook you can read the nice example heroquest "The Quest of Eringulf Vanak Spear" about the hero Eringulf travelling to Asrelia's Dark Plenty (the domain of Asrelia in the Underworld) aided by his six allies (these six allies are Orlanth's six winds, but I guess they can also be used so that more PCs can accompany the main hero in the heroquest, each of them identified as or embodying one of those six winds). During one of the encounters, his six allies die (well, the text says specifically "removed" and later on "lost"). But after the heroquest finishes, they seem to be alive again, as Eringulf rewards them for their aid during the quest. Why are they still alive? OTOH, you don't die if you are killed in a myth of the Golden Age, since Death hadn't been found yet. You could heal yourself even if dismembered. But let's face it, very few heroquests are set before the late Golden Age, specially for Orlanthi cults. Any other ideas as to why/how you could not die after being killed in a heroquest? If you are playing HeroQuest it is easy to not die, since the results of the contest are open to interpretation. But that is seldom the case if you are using the RuneQuest rules.
  18. 1) In my case, it depends on the situation. For example, if the PCs are not expecting any traps, I won't necessarily tell them to roll any perception tests unless they specify they are carefully paying attention, or if the trap is particularly nasty, then I would let them roll passively. I remember once a PC was chasing a sorcerer along the corridors of a dungeon, since she wasn't paying attention to the floor, she fell onto a trap, with no perception roll allowed. You could also determine what kind of success the creator of the trap rolled when setting the trap and using that result as the resut the PCs need to beat in order to spot the trap. In some situations, the players will complain if you don't let them roll perception (or if you don't roll it for them behind the screen), as they will consider their characters will always be wary of ambushes while on the road, for example. "We don't need to specify that to you every time!", is what my players would tell me in such a case. 😝 2) Yes, Scan for long-distance perception, like the ambush example, and Search for close distance perception. 3) I'd say at least -20%.
  19. I had barely started playing RQ, when an old-hand told me the following anecdote: The party were part of an army laying siege to a castle. Suddenly, a small dragon flew down to their rearguard, ready to wreak havoc. The Eurmali promptly cast a Lie spell at it and shouted towards the dragon: "You look exactly like a ballista bolt". The dragon suddenly became rigid and stiff, with its limbs and wings all stretched up from head to toe. They then mounted the strechted bolt-looking dragon onto their biggest ballista... and shot him to the castle walls. DANG...!!!
  20. How do the pirates maintain worship to Orlanth, Humakt and other gods? Do they carry small shrines on their ships? Have they stablished temples on the Three Steps Islands? Do they plunder and desecrate any temples on the coasts they raid? Are the ship spirits they worship like wyters? I'm interested because I'm playing a pirate in RQ. In a Pamaltelan campaign, but even so. 😋
  21. He could feel motivated to go in search of places were ducks were murdered during the Duck Hunt in order to liberate duck ghosts and wraiths that the Hunt may have created, so that their souls can finally let go and travel to their afterlife. It could be dramatic if he found out that some of the human members of the party were somehow involved in the Duck Hunt.
  22. I used to do this when I played RQ3, partly also to play down the lethality of the system. I called it "anti-critical points". 😝 Instead of checking used skills, everyone got a number of checks at the end of an adventure. You could spend them on skill increases or save 5 of them for downgrading an enemy's critical success attack roll. Sometimes I also awarded an "anti-critical point" on the spot when a player did something that everyone considered extraordinary, be it a specially good roleplay, idea, or whatever.
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