Jump to content

Pentallion

Member
  • Posts

    1,058
  • Joined

  • Last visited

  • Days Won

    19

Everything posted by Pentallion

  1. The Haragalans have been known to range pretty far, but most piracy remains within the East Isles itself. To an East Islander, piracy is like cattle raiding to a Sartarite.
  2. https://www.drivethrurpg.com/product/399681/Pirates-of-the-East-Isles-Vol-I?affiliate_id=374806 UPDATE: a review by El Runeblogger: https://elruneblog.blogspot.com/2022/06/review-of-pirates-of-east-isles-vol-1.html
  3. Just to clarify, I'm not sure where Runeblogger got the misconception that the Darklight is carrying 40 people. It does not come with a reservoir of extra characters to draw from as he seems to think in his review. Don't want potential buyers to get the wrong idea. Other than that, I loved his review. well balanced and fair as always.
  4. East Isles are very polarized. Stasis - gods. Movement - antigods. Illusion - antigods. Truth - gods. Orlanth is definitely seen as Bitador and thus an antigod. So I'm not so sure that Andins are trolls. Also, the GtG describes them as manifesting as rapacious spirits. This is confusing because the guide also describes them as island inhabitants and one as a very powerful fighter who was only bested in combat by Dech Oru, an Arandinni. The Arandinni are described as a type of Andin that are larger and stronger than humans. So again, not a spirit. Andins, therefore, seem quite problematical. Are they spirits or are they flesh and blood?
  5. I specifically started my thread by saying "I've noticed plenty of examples in the adventures released where if someone fails a passion roll, they lose 1D6 (or some appropriate amount based on the situation). " I'm not trying to call out specific adventures so I'm not giving examples, plenty can be found. I'm only saying it's probably not a good precedent to set to have passions reduced on failed rolls based upon the mathematics I explained above.
  6. I've noticed plenty of examples in the adventures released where if someone fails a passion roll, they lose 1D6 (or some appropriate amount based on the situation). However, to go up in a Passion requires a successful experience gain roll. This is mathematically problematical. Say I have 60% Loves Banana Pie. I'm on a diet. I'm trying to avoid Pie. Over the course of ten gaming sessions, I roll ten times on my Loves Banana Pie. On average, I succeed 6 times and fail 4 times. Six times I ate Banana Pie. I get six experience rolls. I will go up in Loves Banana Pie 40% of those rolls or 2.4 times. At 3.5 average increase per 1D6, I on average go up 8.4% in Loves Banana Pie. But what about the four rolls I failed? Stuck to my diet. Went down 4D6 for an average of 14%. Net LOSS of the passion of 5.6%. That means a starting passion at 60% is going to go down on average @0.56% each time you roll against that passion. And it will start steamrolling downhill once it passes the 50% barrier. Automatic passion loss for a failed passion roll is perhaps a bad idea? Perhaps have an Inverse Experience roll where they must roll higher than their passion for it to go down? If you're passionate about something, even if you stray now and then, you're unlikely to lose your passion for it. I'll always Love Banana Pie.
  7. the man who brought me my favorite game system of all time, gone. It's a sad day. However, it's safe to say Steve rolled 01 and critted his life. My condolences to his family.
  8. Don't forget the forked staff. She's particularly fond of that one.
  9. I'm reading around here too and I found a couple of interesting tidbits. "Livia Tarinda, Bloodheart High Priestess,...from Lunar Empire...has become the high priestess for Bloodheart, the name given to the goddess from her homeland....taught to Andins...Livia Tarinda also teaches otheres how to set up an altar and make the sacrifices to keep the Andins away. " That isn't Ignorance, that's Lunar. And the other thing? "Dech Oru sends Modu and Solumdar...sail around the East Isles...setting up altar's to Bloodheart where ever they go." But get this: In Revealed Mythologies it says the same thing almost verbatim with one tiny difference: "Dech Oru sends Modu and Solumdar...setting up altar's to the Red Sun everywhere they go. The Red Sun is definitively the Red Moon, the Red Goddess.
  10. Ahh, so Mokato sacrificed for all the East Isles. Thanks.
  11. Ok. I was leaning towards the latter anyways. But now I have two more questions: where does it say the Mokatoans took the curse to avoid the closing? And how can a curse that permanently land locks you "avoid" the closing? That's like cutting off my arm to avoid having my arm cut off. Haha, can't cut off my arm, I beat you to it. Think I am missing something important here.
  12. I'm just double checking cuz I want to write something for the JC. It has major ramifications so it needs to be correct. If the former, then Mokatoans would annually leave their island to avoid the curse. If the latter, then all Mokatoans are land bound. This probably means the curse is what ended the Eastern Sea Empire. The choice has significant ramifications.
  13. The GtG says "no one who has spent an entire year on Mokato can ever leave the island or (else)". Does that mean one solid span of a years length (example Earth 10, 1620 to Earth 9, 1621) or does that mean cumatively one year so if I spent half a year in 1620 followed by half a year in 1625, I'm now cursed?
  14. I'm going to do Pirates of the East Isles for Jonstown Compendiun and need someone who feels up to the task of drawing Pirate Town on Pregezora. Obviously, there will be ample opportunity for more work. PM me if interested.
  15. Or the Yelmalion Light Orchestra? Hey there Mr. Blue (sky)
  16. Pentallion

    Hard Earth

    It also refers to a Maran Gor saying. "Good Earth is hard to find, but...."
  17. Alright, signups! Signups for the Canon Cult! Get your Canon Cult signups right here? Please fill out in triplicate. This copy is for you. This copy is for the Quartermaster and this copy we keep in the Dwarf Administration Offices.
  18. Spirit combat is going to take a LOT longer that way.
  19. Is that the correct way of doing it? I though in an opposed roll, if both got the same level of success, the high roll won it?
  20. All I can say is when your Trickster wants to seduce Orgonvale don't say something flippant like "Yeah, right, if you 01 your charm......"
  21. Tying an opposed roll five times in a row...that's 1 in 100 each time, ten zeroes....10 billion to one!
×
×
  • Create New...