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Pentallion

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Everything posted by Pentallion

  1. Eurmal's Bell of Discordia Description: A small brass bell. If examined closely it can be found to have a small crack in it. Cults: Trickster Knowledge: Cult Secret, Few History: One day Eurmal had an insight. Things had been extremely boring lately and the world just seemed a duller place. It occurred to Eurmal that if things got too dull, people would become bland and bored with life. If that happened, people would be less likely to stand against Chaos and Creation might be undone. After all, Eurmal mused, what good is Life if it isn't very interesting? He therefore vowed to protect Creation from Chaos by making Life more interesting. And thus, the rune Discord was born. Eurmal then went forth and found a bell that produced a perfect note, as all bells did back then. He cracked the bell and replaced it amongst its brethren. That day at Yelm's court the bell produced the first Discordant Note. No one understood what this meant at the time. Eurmal stoked a discussion amongst the members of Yelm's Court, taking the side of one theory and then another until everyone was arguing and discord was firmly sown. Content that the world had just become a much more interesting place, Eurmal then sat back and enjoyed his new creation. The bell became imbued with the rune of discord and whenever sounded, Harmony would be banished. Procedure: Find a bell that produces a near perfect note. The finer the bell and more perfect the note it produces the better. Go on the Heroquest "Eurmals Discordant Note" Crack the bell, then sneak it into Yelm's Court. Sow discord into the Court. Powers: The ringing of the bell will cause all within hearing to become stubborn, or contrary. To refuse to listen to any other perspective than their own. They will misunderstand each other and bicker among themselves. The more perfect the bells note before the quest, the more powerful the effect afterwards. Long running blood feuds have been started by a well crafted Bell of Discordia. Value: Invaluable to any group seeking to sow discord or disrupt an event. The Lunar Empire pays a 5000 L bounty for the capture of anyone caught using a Bell of Discordia.
  2. Eurmal's Ink Pot Description: A nondescript pot of ink used to dip ones quill in. Cults: Trickster Knowledge: Cult Secret History: One day Eurmal snuck into Lhankor Mhy's study while the sage was off getting his Universal Quill blessed by the Goddess of Truth. He then "dipped his quill" (ie urinated) in all of the sages ink pots. When the sage returned with his holy Quill he was dumbfounded to learn that it printed only gibberish. He quickly divined the truth, however, and cursing the trickster for his prank, tossed out the ruined ink pots. Eurmal, however, snuck out and collected the trash and spread the ink pots throughout the world. Procedure: Be unlucky enough to use one of Eurmal's Ink Pots Powers: Within a few hours of being used, the words written upon any document scribed with the ink of one of Eurmal's Ink Pots will change. The change will be such as to cause the most disorder possible. Trade agreements will become offensive to the parties involved, peace treaties will become declarations of war, love letters filled with hurtful words, etc. Value: Only of value to someone who has a vested interest in starting a war or ending a relationship, etc.
  3. I have a player, his character used spear and shield, broadsword and shield, spear and broadsword, spear and dagger. And he did all of this with either hand so he had LH spear skill and RH spear skill. I figure whatever, I don't care, it's his character and his record keeping, not mine.
  4. Tru dat. My group took off one day because one of the guys saw the list of potential characters and seized upon playing a duck. In all the years since, we've had a duck in nearly every campaign. The last time, the same guy says "I want to play a duck." I said, "you always play a duck." He says, "But they're so fun." I say, "You've played every kind of duck imaginable. What could you possibly play now?" He nearly whispers, "Necro duck." That stops me in my tracks. No. Not a necro duck. Just no. That's just wrong. I sigh and hang my head. How can you say no to a necro duck? How? "yeah, alright, you got a duck."
  5. I hope the new RQ does this the way RQ 3 did. In RQ 3 your bonuses don't add in to figuring your 75% limit. So if your agility bonus was +10%, you could train to 75% and with your bonus you were at 85%.
  6. I thought there was no such thing as broo on broo mating. There being only males and they only mate with anything else that's not a broo.
  7. The Gem of Life Theft Description: A palm sized emerald that detects as magical. Cults: Friendly: Lanbril Enemy: Death cults Knowledge: Cult Secret, Few History: Lanbril was mortal, but many times he proved he was the equal of the gods. One of the ways he did so was by extending his life so that, while mortal, he never died. Hence, he became the only "mortal" god. How he accomplished that feat was by stealing more life. He used a gem that stole the vitality of a younger mortal while giving them his infirmaries and old age. In this way, he continuously extends his life and becomes the Immortal Mortal. One must steal what the gods deny. Procedure: Become a Master Thief and go on the Heroquest Lanbril Steals a Life. Knowledge of this heroquest is extremely rare and very few Master Thieves have ever heard of it. Obtain a Gem of Life Theft on the heroquest. It can be used only once, but need not be used by the Thief who acquired it on the heroquest. Powers: When placed upon the chest of a victim the gem trades the victims youth for the gem owners old age. In game terms, the Gem owner becomes the age of the victim, gains the victims CON rating if it is higher than his/her own and regains any other stats lost due to aging. The victim endures the reverse process. Then the Gem of Life Theft turns to dust. Value: How much would you pay to live another lifetime?
  8. Trickster's Splitter Trap (aka Eurmal's very unfunny joke) Description: An enchantment, generally only found along certain walls in Trickster's Vault, but occasionally recreated by the rare few who have escaped Trickster's Vault Cults:Trickster Enemy: Everyone else. Knowledge: Cult Secret, Few History: Trickster is said to have hidden a wondrous treasure inside a maze known as Trickster's Vault. No one has ever penetrated the Vault and very few have even survived the attempt. A handful of those few told of a terrible enchantment called Trickster's Splitter Trap. An even smaller handful of people over the centuries have figured out how to recreate this horrible enchantment. Procedure: Discover the secret of making a Splitter Trap, either from someone else who knows or by going inside Trickster's Vault and coming back out alive. Bind a ghost to an object, usually a doorway or wall you don't want someone to pass through.. Combine a Guided Teleport spell to the binding. Powers: When someone sets off the trap, the ghost attacks the person, pulling their soul from their body right before their body gets teleported to another part of the Trickster's Vault (or where ever the owner of the trap prepares the Guided Teleport). This leaves the victim as a spirit while his body wanders mindlessly somewhere else, falls into boiling lava, sits with Mrs. Nesbit at a tea party or whatever horrible fate the Guided Teleport has prepared for them. Should the victim defeat the ghost, he must power struggle the enchantment or else become bound to itt and forced to attack the next person who steps through the trap. The victims own permanent POW is used to recharge the guided teleport spell. Should the victim lose to the ghost, the victims soul is sent to the Spirit Plane and the attacking ghost is now free to seek out its own body or possess the victims body should it be able to locate it. The enchantment then must be refilled to work again. To those unaware of the victims condition, their body would appear to be a zombie and their spirit a malicious ghost. Value: People have been known to pay quite handsomely to have someone destroy a Splitter Trap. Being taught the secret of making one would cost at the least 100,000 silver, if not much more. Being the Trickster who pulls this one on his buddies, priceless.
  9. I would think the "mounted" units aren't actually mounted, they're Runners with a high movement rate is all.
  10. There were 8 days originally, but Trickster ate one of them. Now it's known as a crappy day. Crappy days can happen at any time.
  11. Fish Oil Balm Description: An amber gel. Cults: Friendly: Zola Fel, Associated: Draconic Knowledge: Automatic, Common History: The Newtling Geheshna was the first to become a Dragonewt slave. In order to survive for long periods away from his home waters, Zola Fel granted him the secret of making fish oil balm. Procedure: Fish Oil Balm is made from collecting the fat from fish and simmering it for a week. Powers: when applied to the skin, it prevents moisture loss and allows an amphibian to avoid the deleterious affects of being out of water for an additional week. A typical jar of Fish Oil Balm will coat 10 Newtlings. Newtlings typically carry several jars on their person when in the service of dragonewts. Value: 50 L to a newtling or other amphibious creature.
  12. Spirit Honker Description: A gazoo made from the bill of a duck Cults: Daka Fal Knowledge: Cult secret, Few History: Durulz shamans have been making Spirit Honkers for as long as anyone can remember. The irascible little fellows keep their secrets to themselves. Procedure: Be a Durulz. Become a shaman of Daka Fal. Summon an ancestor who was a shaman. Get their permission to use their bill to create a Spirit Honker. Craft a Spirit Honker as you were taught by an elder Durulz or ancestor spirit. Blow the Honker loudly when engaging in spirit combat. Powers: The Spirit Honker will add the ancestor spirits POW to the shaman's for the purpose of attack in spirit combat. The Honker must be blown loudly prior to engaging in combat. Value: Only valuable to the Durulz shaman who created it as only he has permission to use it. He might pay upwards of 25 cattle worth of goods for it. He'd rather send spirits after you until you agreed to give it back. Worthless to anyone else except as a novelty.
  13. One for each hit location. Animals have different hit locations and so age differently than humans. Thus we remark how old Sparky is in Dog years.
  14. Dubble's Head Tapper (aka Dubble Tap) Description: An ordinary looking iron scimitar Cults:Yanafil Tarnils, Humakt Knowledge: Automatic, Famous, One of a Kind History: Dubble was a Rune Lord of Yanafil Tarnils who dedicated his life to killing zombies. Upon his death, his spirit imbued his sword with a portion of his zombie fighting technique so that others could use it to carry on the fight. Procedure: Swing Dubble Tap at a zombie's head. If the wielder spends a point of permanent POW to attune himself with the sword and vows never to flee undead he can unlock Dubble Taps additional powers. Powers: If Dubble Tap should strike the head of a zombie it automatically does Slashing damage. If attuned to the wielder, Dubble Tap automatically strikes at the head of all zombies. If attuned to a follower of Humakt or Yanafil Tarnils, the scimitar does slashing damage to the head of any undead. It still only automatically strikes the heads of zombies. Value: Inestimable to a vampire hunter, a place overrun by zombies or a Humakti or Yanafil Tarnils. 20000 silver to anyone else.
  15. Cherry's Quick Quiver Description: A quiver with capacity of 20 arrows, made of fine material and adorned with several crystals. Cults: Aldryami Knowledge: Cult Secret, One of a Kind History: Cherry was an aldryami archer of exceptional skill. He once came upon a magical puffball that was of great value to the shaman Blueface of Balazar. In return for giving it to him, Cherry had a quiver made that would allow the elf to fire whatever arrow he needed at a moments notice. Cherry's fate is unknown, but the quiver has passed through the hands of many owners and was last known to have been seen in Dragon Pass. Procedure: Sacrifice one point of permanent power in order to attune to the quiver. After that, simply think what spell you want cast upon an arrow that you draw from the quiver. Powers: the Quick Quiver can cast any one of the following spells upon an arrow you draw from it, at your command: Speedart, Multimissile 4, Firearrow, Light, Glue 4 Dispel Magic 4, or Silence. The magic points are drawn from the six power crystals built into the quiver. Each Crystal is 10 power. The quiver automatically casts the spells for the archer as he draws the arrow. The means of constructing this quiver is known only to Blueface the shaman. Value: 90000 Silvers, more to an Aldryami
  16. Name Dwarven Battle Suit Description Large iron exoskeleton, humanoid in shape. Cults Mostal Knowledge Cult Secret, Few History During the Great Darkness troll incursions into dwarven strongholds were fairly commonplace. Dwarven defenses being what they were, such incursions rarely met with much success. On occasion, the dwarves would launch a counter attack. The True Mostali realized that without their defense grid to protect them, an iron dwarf was at a disadvantage in melee vs the much larger Uz. They therefore invented the Dwarven Battle Suit. The secret of constructing one of these suits was known only to the True Mostali. No new suits have been built since the Great Darkness. Over the ages, they have become exceedingly rare. Procedure A suit can only be worn by someone roughly the size of a dwarf. To do so, they must first know how to command iron. If they do, the suit will squat down and allow the wearer to climb up through a sphincter door in the rear abdomen area. Once inside, they can control the Battle Suit as if it were their own body. Powers The Dwarven Battle Suit possesses the AP of enchanted iron and a size of 2d6+18 which is used to determine the wearers new damage bonus. It also confers upon the wearer a 50% increase in strength while wearing it. Furthermore, while the Battle Suit has the normal humanoid hit locations, only hits that penetrate the suits armor in the abdomen or chest will strike the wearer. Loss of the suits limbs will cause no physical harm to the wearer, but loss of the suits head will render the wearer unable to see his surroundings. There is no known means to repair a Dwarven Battle Suit so once one of its hit locations is reduced to zero AP it is destroyed. A simple lever inside the suit allows for emergency evacuation. Rumors exist that there was an even larger version which was entered through a head orifice and could fire large missiles from a device in the rear known as the Backwards Unloading Trebuchet Trajectile. However, it is unknown if these ever truly existed or were the drunken imaginings of a Trickster named Spath. Value Such a rare item is nearly priceless to anyone able to use it. However, Mostali will generally send a small army to reclaim it and would rather convert the current owner into waste matter than pay for the item.
  17. In RQ 3 they were. In RQ 2 one could only create battle magic matrixes. I guess the OP would have to clarify which edition we are to draw from because I don't think anyone knows if the new RQ will allow Rune matrixes like in RQ 3 or not, as in RQ 2. I sincerely hope the former as plenty of fun items can be made.
  18. Name The Adventurer's Staff Description a nondescript brown staff made of hardy wood. Cults Chalana Arroy, Orlanth Knowledge Automatic, Famous History Zed the Explorer was rewarded with the first Adventurer's Staff in the Dawn Age by a Chalana Arroy temple for saving the life of one of their priestesses. Procedure Do something - or swear an oath to - above and beyond for a Chalana Arroy temple and be rewarded with an Adventurer's Staff. Powers Each staff varies, but a standard staff carries matrixes for one Resurrection, two Regrow Limb and three Heal Body. The staff can only be recharged at a Chalana Arroy temple, but need not be the same temple that created it. The staff must be returned upon demand and will not function for anyone who refuses to return it. Value 1000 silver pieces per point of Rune magic the staff possesses. 300 silver pieces per point to recharge it.
  19. The newly released Combat Cards do a great job in addressing this issue and are a fantastic idea. Lawrence: Sorry if I came across as harsh towards Mythras. I love the game and support it fully. As I said, I would happily GM either system. I was simply pointing out the things that MY group prefers and why. I keep trying to push Mythras rules on them and they keep rejecting them for the reasons I stated. As I said, people should try both systems and see what they like best. And carnage is not what I'm after. STRESS from the threat of carnage is what I and my group feel luck points take away from the game. They're a masochistic sort and actually LIKE having characters that are easily squished, go figure. But I also enjoy not having to roll up new characters and that isn't a problem with Mythras, which allows for greater story telling. So I guess what I was trying to say to the OP is that with RQ2/3 it's easier to kill off characters. With Mythras it is harder. So a GM has to be more careful with RQ2/3 if he wants to avoid that. But the trade off is that there is less tension in the games with Mythras and if you play with a bunch of adrenaline junkies like I do, they'll find it less appealing. Both are very good games so it really comes down to which style you prefer.
  20. Name Zed's Ded Box Description A coffin that's chill to the touch Cults Associated: Darkness cults, Chalana Arroy Knowledge Common History Zed was a Dawn Age explorer who led many forays into unknown regions after the Great Darkness had ended. During his many travels, he wandered far from any Chalana Arroy temples. This required him to bring along a Chalana Arroy to heal him and his travelling companions. One day, however, the Chalana Arroy was killed in an avalanche. Zed knew that by the time they returned to the nearest temple she would be too far decomposed for resurrection. So he built the first of the famous Zed's Ded Boxes to keep her body intact until he could get her resurrected. Procedure Bind a large shade into a coffin. Put recently deceased into coffin. Powers The body of the person placed in the coffin is kept chilled and thus does not suffer the effects of decomposition. The body will need to be thawed, however, before it can be resurrected. Zed's Ded Box is also good for storing meats and other perishables for long journeys, though it is suggested that it be cleaned thoroughly before such use. Value Varies, but usually less than 4000 Silvers for the cost of binding a Large Shade. Geo's is known to make smaller boxes to hold their ales.
  21. MJ, you make good points as well for why SR should not count upward. This issue for me becomes more sticky. I agree with Styopa that larger creatures should have a faster SR, but I agree with you that SR has to count downward so as to keep time linked for the purposes of multiple actions. Perhaps the answer would be to start with slightly higher SR's to begin with to make room for lower SRs for larger creatures. I mean, it's silly to scale too much for larger creatures. Really, you've already got troll sized SR's, after which you'd only need elephant sized SR and Giant sized SR. But perfection is the enemy of good enough so I'm not that concerned if the game stays as is.
  22. As far as system changes, besides the aforementioned that Classic is rooted in Glorantha, there are some very profound changes in the philosophical approach made in RQ6. RQ 6/Mhythras nerfs combat to make it less deadly. They do this in a number of ways. First off, they add Luck Points which can be used to change a die roll. They also remove total hit points so that players are less likely to die. They have lowered damage rolls by weakening the strength bonuses and sometimes even the weapon damage is slightly lower. They also add in special effects that make it more likely for an opponent to surrender rather than fight to the death. Magic is also greatly nerfed so as to be less dangerous. The result, while making player character deaths less likely to happen, also makes it impossible to simulate some of the heroic actions that take place on Glorantha, such as the slaying of the Crimson Bat. Also, combat in Mythras takes much longer, however many feel that it is more cinematic because of its special effects. For GMs who have known mostly RQ6, this is how they love it. For RQ 6 GM's trying out RQ 2 for the first time, they tend to wipe out much of their party while learning the ropes in what is a much more deadly system. Then they make the mistake of trying to put luck points into it which will not work for a system not designed from the ground up for luck points like Mythras is. In fact, one of the only complaints about RQ 2 in the old days was how easy it was for your character to die. This is what led to Mythras making the game less deadly. Many people, however, prefer RQ 2 for this very reason. My group of players, for instance, have tried Mythras in several instances, playing in Glorantha, playing Classic Fantasy, playing Luther Arkwright. They have to a man - and woman - stated that they absolutely despise luck points and are always very vocally happy when I finally relent and convert our campaigns back to RQ 3. They'd rather have total hit points, no luck points and be far easier to kill than have no sense of ever being in any real danger. I think that says volumes and am very happy with the direction that the next edition of RQ is heading. Oh, and another thing my group of gamers and many you'll find on these boards also dislike about Mythras is that you don't check off the skills you use for improvement. In Mythras, you get to roll to go up in 3 skills of your choice, regardless of how much or how little you did or whether you even used those skills. None of my players like that system at all and I'm one of the more strict GM's on what skills my players get to check. Also, in Mythras you get to roll to improve after every session, in Classic RQ, you only get to roll to improve after a game week has transpired. In my campaigns, my players would get to roll to go up much more often in Mythras than in RQ yet they still preferred the latter system, stating that it made their successful rolls feel more important. I can only speak for my group of players and myself. I think both systems have their pros and cons and would happily GM either one, but I prefer to GM RQ 2/3. Others on these boards may prefer Mythras and that is fine. Try both systems and see which one is right for you. I'd guess that for new GMs Mythras is the easiest not to screw up as it is very hard to kill off characters and I know for a fact that new GMs have a hard time with that in RQ 2 until they get more games under their belts and start to figure out what is needed to keep their players characters alive.
  23. They mostly reside in Colorado and Washington state......
  24. Please explain more MOB. I knew that the Sun Domers of Prax first came to the region from Teshnos, seeking the Red Sword of Talot, but I'd never heard anything about them becoming draconized. Is that what changed them and turned them into the people's they are today? And how are they being currently draconized?
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