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Pentallion last won the day on October 25 2017

Pentallion had the most liked content!

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About Pentallion

  • Rank
    Follower of Vadel

Profile Information

  • Location
    Wherever Tricksters can be found.


  • RPG Biography
    Playing Runequest since the early 80's.
  • Current games
    Patiently waiting for the new RQ
  • Blurb
    Blurble blurb. Sorry, my Boatspeech isn't that good.
  1. Dorastor: Land of Doom

    If you start your players off dealing with Dorastor, well.....let's just say my players have gamed in Glorantha for many years real time. And if I say the name Dorastor, they all reply "F Dorastor!" One player had his duck get those two words tattooed on his arm. So maybe if you want players to get to like playing in Glorantha somewhere else to start would be better?
  2. Are we there?

    I once wrote a little comic. The family is packing up from camping and heading home. They pass a McBurgers and the kids in the back seat wake up sleepily "Are we there yet?" "Not yet." the parents say. Next frame they're driving past a ChickinRUs and the kids in the back seat wake up sleepily "Are we there yet?" "Not yet." the parents say. Next frame they drive past a Cow Queen Restaurant and the kids in the back seat wake up sleepily "Are we there yet?" "Not yet." the parents say. Last frame shows the car entering town. The sign says "Welcome to Generica. Population: Everybody" And there's a McBurgers, a ChickinRUs and a Cow Queen and everybody in the car is cheering "We're HOME!" This reminded me of that.
  3. Some thoughts after a first read

    It has a lot of great stuff. It's D&D guys. Of course it's all about those set combat pieces and character classes. D&D is the antithesis of Runequest. In Runequest you try to avoid combat when possible. There are no character classes and you can become whatever you want. A warrior with great stealth skills is a thing in Runequest. In D&D, not so much. Let's face it guys, D&D is stupid, Runequest is smart. But 13G is really good and has a load of great stuff. So much so that I'd try playing it. I'd rather steal everything I can for Runequest however. Those trickster spells.....O...M...G.
  4. Why 13G? (review)

    That was a really excellent review and it made me go out and buy 13th Age and 13G. I don't buy into GNS Theory, though. I think WOTC's study hit the mark far better. You need a group of players from all spectrums to get the most out of the game. I've found that to be true with my group. There's the hack and slasher who just wants to maximise his damage. There's the Character Actor who wants to have long conversations with every NPC. The strategist and the tactical player. And the creative ones. And that one who just likes to win. And everybody wants all of it in some doses.
  5. Mallia before joining the Unholy Trio

    I've read somewhere official but I can't remember where that Mallia had her diseases from the get go, but was not evil, just feared and misunderstood and thus lonely. Subere understood her, however, and put her to use guarding the great secret that was death. But she was later tricked or seduced into failing her duty. I wish I remembered better. There's more with Vivamort and trickster etc. I cant remember the details anymore.
  6. Foxes and Elurae

    The Eolians would disagree, seeing as one of their five elemental spirits they worship is Fiery Fox. (Along with Slippery Otter, Raven, Reindeer and Owl)
  7. Perpetual Spirit Magic

    And I'd say OK. The GM always has the final say.
  8. Perpetual Spirit Magic

    First off, if the magic spirits spell is detecting magic or detecting enemies or whatever, and it's condition is "cast the spell whenever etc. etc." then one can pretty much "wave one's hand" and say the magic spirits nature is to detect whatever and all it is doing is giving YOU that ability. It's that easy to explain how the magic spirit could prejudge. But you take this too far and it devolves into silliness. You can take some of the greatest novels and when you start applying such stringent detail to it and you're left with, well, the sword in the stone is magic, don't you see, so it knew Arthur was the one. Orrrr, you come back to the point that whoever put the sword into the stone put a condition on it and that's how magic works. That's as far and deep into the mechanics as you need to go. Those ARE the rules. As written. It's not going too far, nor making shamans all powerful, to say a magic spirit or even a spell spirit innately knows and can do what it's spell does, what it is doing is letting YOU in on the magic. Now, as for the OP's question, no it's not permanent per se, but it virtually is for all intents and purposes and can fulfill the conditions of his needs.
  9. Perpetual Spirit Magic

    A condition can be only initiates of Storm Bull can use this item or only I and my descendants can use this item. How does a magic spirit know THOSE things? It's fantasy, don't over analyze it.
  10. Perpetual Spirit Magic

    Spirit magic lasts 25 rds in RQ3. Not sure in RQ2
  11. Perpetual Spirit Magic

    Not many Enchanters here huh? Helm of enemy detection. 1 POW for binding enchantment. Magic spirit with detect enemy. 2 pts POW to bind into enchantment because magic spirits have Int and Power. Then condition - everyone forget conditions? - for 1 POW that magic spirit casts detect enemy whenever someone has ill intent upon wearer. Total cost 4 POW. +4 broadsword. Same deal but condition is magic spirit casts bladesharp 4 whenever sword is drawn from scabbard.
  12. So....

    As Jim Harbaugh famously lip synched. "I want cake! I want cake right now!"
  13. Casualty rate in Gloranthan battles?

    Don't forget the Earth Shakers have a WMD. That large crack in the earth that swallows entire regiments. Some might classify Harrek, Jar-Eel and Androgeus as WMD's
  14. Gloranthan Battles & Warfare

    No, my personal experience says that is incorrect Jeorg, sorry to disagree with you. Take the last time I ran the Battle of Iceland, for example. The PCs weren't the leaders of the battle, but they had the potential to affect the battlefield. In the end, they only affected their area of the battle. Nothing changed in how the narrative of the battle was given. Note that Orlanth is Dead was a HeroQuest scenario and we were playing Runequest using WarHamster rules for large combats. So the narrative qualities of the battle were built in, but the RuneQuest simulationist qualities were what affected the PCs directly. They got to experience the fear and exhiliration of being heroes caught up in a major battle nonetheless. In the initial phase they held their ground just long enough for reinforcements to arrive, then fell back to regain fatigue points. But then the people came out of the woods and the heroes realized the Lunar flanking maneuver through the forest. So I take it back because this was their biggest affect upon the battle. They lit the woods afire and destroyed those lunar units. But while this was happening, the lunars were pushing through down the main road. The PC's returned their attention to the front lines. The Basmoli Berserker went full Basmol and leaped over the Hoplite line and began attacking them from the rear out of a move from Vikings on the History channel. This was my favorite part. Right then the Lasadon Lions arrived and he had to go toe to toe with Carmanian lion folk. The other PCs, desperate to save their friend, pulled out all the stops to get through the hoplites and fight by his side. Meanwhile, all the chaos stuff began happening, all the flying creatures attacked. the Sun Domers switched sides. Ethilrists troops vs King Broyans men. While the PCs find themselves in a little pocket of resistance that's pushed a bulge into the Lunar lines and is in danger of being surrounded. And in the end, they were surrounded and all hope looked lost. And right then, the trolls rose up out of the ground and saved the day. So what did the heroes actually feel like they did? First and foremost, they survived. That's the very mythical core of the I Fought, We Won battle that Iceland represents. Secondly, they bought time for their side to finally win the day. Without them, those troops coming down that main road would have overrun Broyan and the rest of the Orlanthi.
  15. Gloranthan Battles & Warfare

    What's cool about major battles - and WBRM captured it in their combat system - is the importance of what modern combat theory calls combined arms. Combined arms nowadays refers to the integration of the air force, infantry, tanks and artillery in combat. In Glorantha, it's the integration of shamanism, infantry, divine and sorcerous (and even chaotic magic) in combat. Grasping the secret of combined arms is what set Argrath apart. The Orlanthi always focused on Divine magic. Just look at King of Dragon Pass and you see how their combat focused on divine magic. But the Lunar's had conquered and subsumed so many cultures that they had learned to integrate spirits, sorcery, divine and chaos into their military tool box. Argrath transformed the Orlanthi so that they could do the same. And it works not only on a grand board game scale, but in the game Runequest as well. Have a unit of 200 shamans release 200 spirits to possess 200 enemy infantry who then turn and attack their compatriots and you're going to not only disrupt their formation but cause a lot of damage. Now charge into that unit while it's under spiritual attack and 200 sorcerers are casting multispelled venoms and even an outnumbered Orlanthi force can wipe out a much larger, heavily armed Lunar force. Except, of course, that the Lunars have their own shamans and their own sorcerers and Humakt knows what chaos magic they'll summon.