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Dissolv

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Posts posted by Dissolv

  1. Man versus nature is a huge opportunity adventure here.  Periods of low food, or discovering that water in a certain area is impure in some way (naturally or magically), dealing with harsh weather -- storms and especially dark season should be major challenges that stretch the players to overcome them.  Will they turn to robbing farmers of their sheep to survive if they cannot pass survival rolls and hunting attempts?   Will they venture into unknown territory, possibly ghost or troll haunted, in search of game they badly need to survive?  What will they find there?  Can they repair their armor (leather working), make new arrows (woodworking, fletching), and what will they do for metal if their tools break or are lost trying to flee some creature?

    There are incredible opportunities here to stretch the game system and use what Runequest does best.  What if they fail a plant lore roll and ingest some mild poison?  Is one of them dedicated enough to try to create a shrine to their deity, and will the others supply that person with food and shelter (do all the work) while they are on their religious quest? 

    Is there a friendly NPC who is nonetheless forced by duty to hunt them down?  What happens if they encounter another outlaw band unexpectedly?  There are so many plot opportunities here that it makes me want to run a campaign built around the concept! 

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  2. I definitely experienced hit parry tedium back in the day -- early RQ3 time period, and either low-magic (non-Gloranthan obviously) worlds or else the typical high-initiate but not quite Rune Priest where you can't expect Rune Magic to be used to break things open. 

    Luckily, RQ:G has the huge boost to Rune magic that seemed to break this up naturally.  If an opponent was too tough -- Lightning his arse.   Similarly, some spirit magic goes a very long way towards hammering down mooks.  Bladesharp is the king of this.  Most players can get a combat character up to 90% or so very quickly.  Bladesharp then lets you subtract from his parry, as well as add the damage needed to get through common armor.   Sometimes players can even be 90% skill on roll up (another big change in RQ:G).  Every percent you knock off your opponent's parry, is a vastly greater chance you do real damage to him. 

    I also keep armor rare.  Helms are typically 4 points.  Body armor varies greatly, but a common Orlanthi call up should not have more than 4 point body armor, and 3 point limb armor.  That's the BEST non-thane, non-notable personage.  A high percentage should show up like Saxons, with 2 points of leather.  Pentians should definately be armor deficient as well, and even Lunar soliders will commonly have little armor on the arms and legs, and not great shakes on the body or head necessarily either.  Obviously some units are vastly better equipped than this, but this comes at the cost of fatigue.  Since my players are mainly Orlanthi, they can just out climb and out swim and out jog a group of such foot knights.  Full bronze plate armor is freaking heavy!  I kept armor so rare that my players didn't get more than 3 points for the first game full game year.  This really, really, really made combat tense.  And you knew when you went up against someone with Heavy Scale that you were in a for a time of it.   And when the players managed to get their preferred level of armor -- that was a happy day for them and a big turning point in the campaign. 

    The combat "main character" in my Eleven Lights campaign liked to use the "Hercules gambit".  He managed to get a 1d6 natural strength bonus, which he would augment by preference with the Strength spell.  That's +2d6, and a hefty bonus to hit as well.   If the opponent wasn't going down, he (or his allied spirit) would cast Fireblade, and he would just beat the thing down with 5d6 of magical damage.  This was murder against his common Telmori foes, and generally worked on everything short of Bigclub the Giant. 

    He was counseled by the Two Pine Humakit that he might do better switching to Bladesharp + Strength, after he had gotten his skill over 100%, in order to maximize the amount of parry he can remove from his foe.  But the threat of high armor enemies ultimately kept him with that combination throughout the entire campaign.  Not bad for a sword and board type!  Normally I see Storm Bull types with two handed Axes try this, or Humakti with two handed swords.   But frankly any player that has a means to muster a LOT of damage with melee has a means to win.  Parrying weapons break, and criticals and even specials become deadly even through a parry.  So you can out-skill the parry, or you can overpower it.  True heroes are doing both.

     

    When I ran a low-magic Runequest campaign in Questworld (the original boxed set Questworld), I developed the "Advanced Runequest Combat" rules, which beside some tweaks (lower SR as your skill increases, etc.) it featured a series of special combat maneuvers that could be learned from various fighting societies or master trainers.  There was a strict cap on these based on intelligence, with the most astute warriors being able to learn three.  These were specifically there to break up the hit parry tedium, and the system was very popular with my players. 

    Currently, I don't think RQ:G as written needs that, although there would no reason not to have secret special combat techniques anyway, if it sounds fun.  The main thing is to stop attempting to melee things all the time, every time.  Even Romans threw javelins before every battle -- and multiples of them.  Conan struck from the shadows when he could, and the Greek heroes used every artifact and wiles they had for an advantage.  If the players don't used three dimensional combat and just draw broadsword and charge, that's no problem.  The NPC's should be using lots of missile and spell combat, getting allies, sneaking up on the witless players, befriending and betraying them, wearing them down with elementals (and trollkin), all kinds of things other then the last desperate melee.   After all, it's their skin, and just having a parry between it and death is pretty much the last desperate cast of the dice.

  3. 1.  Each Heroquest requires special preparation and ceremony to enter voluntarily.  Someone has to know the way, items, animals, and persons of symbolic importance must be gathered, and a ritual must be learned. 

    This plays out a lot like the investigation for a Call of Cthuluthu adventure in my Glorantha, although campaign long call backs (and foreshadowing to this moment) are very important.  That troll you befriended last Dark Season?  Now is the time to call in that favor so he can teach you the secret path of darkness.  You rescued the daughter of the Clan Chieftain?  Now is the time to use that influence that you gained to orate the Chief into committing the clan magics during Sacred time to help you breach the barriers.  This can be quite long for new Heroquesters, with many MacGuffins to track down, secrets to learn, and wise elders to persuade. 

    It helps have the players see this done from the Initiate point of view, as they help out a Rune Priest try to get things together for his heroquest.  This is kind of an important education for the players.  The Priest acts as a quest giver for the current adventure, the players get to see him actively organize the needed elements for a Heroquest, which they can mimic later, and they may even learn their tribe's sacred magic this way too.  When they become Rune level, the roles reverse, and now they are the ones trying to get the elements all together, or even enhance or modify the ritual. 

     

    2.  YES!  A couple of ways this can happen.  The players may wind up in a spot, being captured by enemies.  Rather than ransom, they can play out the part as enemies in a Heroquest not of their liking!  The players may also blunder into the other side from a place where the barrier is weak.  Magical places, particularly at times of great holy significance might trigger this in a number of ways (the thief can't resist touching the statue, the earth opens up and swallows the players, strange winged beings scoop the players up, the forest takes unexpected twists and turns, the storm blows the players off course, and so on).   The players may not even realize that they have left the mundane world -- indeed in Glorantha not a whole lot is mundane in the first place.  Are you in Beast Valley, in a land you have never seen before, or you have crossed over to somewhere entirely different?  How can you tell, unless you were an experienced quester?

    Finally, I run a lot of "this world" Heroquests.  Epic adventures to unknown lands are a staple, and if the players journeyed across the Wastes to visit Kralorela, I would run that as an epic mini-campaign, and also treat it as a Heroquest.  Sometimes players get chased or maneuvered into these types of things, like the Issaries who has to return the hyena skin.  Or heck, the Lunars might capture them and sentence them to the Risklands in Dorastor.   At the end the players would likely gain something like free stats or Rune points or such as the result of their trials and heroism, very similar to an Otherworld Heroquest.

     

    3.  As stated above, even a party of Rune levels can't do it on their own.  There will need quite a lot of preparation and support from NPCs, his clan, and maybe even his whole tribe.  In the Eleven Lights campaign, the final epic Heroquest was set up by the players finally bringing peace to the North, and earning enough reputation, doing enough favors, and knowing the right people, that they were able to access the resources of two tribes. 

    As the Hero Wars carry on, and the players grow in power, it should be more common for non-Lunars to Heroquest, and the many requirements may already be met and not require 4-5 play sessions to get ready for them.  However I would never cheapen them too much, unless your players are rolling around with demi-gods, and even then the Heroquest ought to be thing that is most likely to kill them dead, or deal them permanent wounds.

    Besides the artifacts, and rituals, and such, the way I play it is that it takes a certain amount of raw magical power to pierce the barriers.   Normally this is what the clan(s) are doing, just providing a large amount of magic points to power the ceremony.  At specific times and places though, it should take less power to punch through than it would sitting comfortably in your Tula at Sacred time.  There should always be these secret places in the world, that the players might find, or be taught about, where they might go beyond what the clan can do, and forge their own way.  But this should be exceptionally dangerous, and these secret places should be just that....secret.   Typically these are providence of wise men, fools, or the Elder Races.  You may need to contact the dead and persuade them.  Or you might even go on a Heroquest......just to learn how to do the Heroquest that you are really yearning to do. 

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  4. 56 minutes ago, Bill the barbarian said:

    I must be the last person on the planet that figures to be heroes you have to be heroic, not stack the dice

    You are not the last.   I have consistently seen in my campaigns over the......decades.......that the players who stat focus will inevitably falter during actual game play.  Those who focus on role play typically wind up with stronger characters in the long run, even, maybe even especially, when their characters are fairly meh to start with. 

    Two explanations:  Those with weaker characters I see explore the rules, and the world more aggressively, while those with stronger starting characters tend to sit pat.   More importantly, the world intrinsically rewards heroic, even sometimes downright sacrificial actions.   At least my Glorantha.

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  5. Giants traditionally have antipathy to the Gods in most, if not all mythologies.  My Glorantha follow that trend.   In this case Bears are tiny creatures, like mice.  So why would a Giant ever worship the Bear god in the first place?  This makes no sense.    Better to be big and powerful.  Ho Ho Hrrrrm.

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  6. Inexperienced players -- 4-6.

    RQ Vets -- around 12

     

    Tick hunting isn't a problem that I can see.  The main thing is that use of a skill does not generate a check unless under some type of duress.  So maybe you wind up with a check in sing, dance, and orate, but you also failed those skills publicly, likely repeatedly.  Those actions have consequences in later role play. 

    However I do allow much more skill increase from baseline in many situations.  For example a player has rock bottom riding skill, but winds up with a horse and is asked to ride around all season doing some horse related thing.  By the rules this should not earn a check mark, so it does not.  However I typically just give the character up to 25% riding skill for generic familiarity, assuming that significant off screen time is spent doing some activity with the horse. 

    Up to a certain point (25-30% or so) it just seems utterly illogical that a season of riding around with the Pol Joni tribe taught the PC nothing more than he knew when he didn't even have a mount.  I believe that connecting those logical dots, particularly for non-role played time, is an important part of the GM's job.  There is a real chance that the players don't grub so hard for checkmarks if they can take actions to gain skills in other ways.  If you only give your players a hammer, then every box on that sheet will look like a nail.

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  7. I didn't know him, but he was the RQ person that I (eventually learned) was the game mechanics master.  It took me a long while to realize that he and Louise were a husband wife duo (I was pretty young for RQ2 era stuff and a lot sailed by me).  After learning more about RPGs in general I admired his work more and more.  He contributed something badly needed to the world, then and now -- organized fun. 

     

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  8. 7 hours ago, Godlearner said:

    Magic points were mostly available in games I been after a session or two. Everyone had at least one POW spirit or a magic point matrix.

    This was a major difference in Gloranthas then -- or probably more accurately the scope and theme of my campaign, which was very much aimed at local flavor and built to support new players.  My crop of PCs were the greenest of the green, literally farmers and other people on the outs of the clan power structure who had grown tired of the situation(s), and determined to step up and make a go of changing the world, even if they were woefully unprepared to do so.  

    Because the players were also completely new to RQ or Glorantha, they did things a lot differently than my old school group of players ever did.   So not only did none of them start with any sort of stored power, they also didn't prioritize gaining any.  Even when I explained the concept they sort of looked at me like they wanted to ask "but how does that help defend the central grazing lands against the Emerald Sword cattle raiders?"

     

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  9. For the Heal 6 versus Heal Wound thing, my players were not fans.  Healing 6 took up a ton of space against the limit, and would have been over half of several characters starting maximum.  They stuck with Heal 2, mainly for after combat recovery, but also sometimes during combat, such as after a missile exchange.

    When they absolutely had to heal someone who was clobbered by a critical hit, giant, or other gloranthan life menace, Heal Body was the go-to.  The Yelmalian worshiping Praxian pulled off many an in-combat save with this spell, and used it even more than Sunbright, which was his favorite.   Heal Wound was used sometimes, but it costs both Rune points and magic points.  My players were not swimming in stored power, and they had to start from scratch with the Rune points, so I believed they looked upon it as a wasteful emergency heal. 

    In any event, their preferred take on the subject was to try real hard not to need a heal at all.  The campaign saw extensive use of "three dimensional" combat, with stealth, ambush, extended ranged combat, and solving situations with social skills whenever possible.  They definitely got the hint that this wasn't a game you beat down with "levels".  I saw more tactical approaches to combat situations and the approaches only got more creative as they got used to the game system.  As such it became more common to need either no healing at all......or things went really, really wrong and Heal Body was the most economical method to restore a fighter quickly.   But the group was not really into stand up, heroic combat as their first option.  They were a lot more Fafhrd and the Grey Mouser than Sir Gawain, and that worked. 

    I'm curious to see how they might handle a higher power campaign a bit deeper into the Hero Wars, but I suspect they would do more of the same. 

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  10. A full year of campaign, and spirit spells remained fundamental.   The best combat PC was an Orlanthi, and he used Fireblade (matrix on an iron weapon taken from a Lunar officer) plus Strength every single encounter that he had a chance to prep for.  And some he didn't. 

    A big part of this was that I didn't let the PC's conveniently rest to regain full Rune points just because they had spent them.  The world had a flow to it, and the players generally could tell when they weren't out of the woods just yet.  They tended to conserve Rune points in favor of spirit magic whenever and where ever possible.  Rune point exhaustion was a strategy used by many NPC's, and the PC's picked up on it very quickly.  Save the good stuff for when it is time to shine.

    The non-combat PC's tended to use Rune points to Dismiss down enemy Rune Spells like Shield or Truesword, and the Lhankhor Mhy player famously saved three different PC's from spirits with a very timely Spirit Block. 

     

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  11. On another level, a bastard sword is pretty pointless. 

    Spears are superior weapons for most purposes.  Longer reach, better penetration, cheaper, much less metal used, etc.   I don't mind a broadsword being a fine weapon in any fantasy game, especially if it doesn't dominate the spear.  Runequest is great that way!   However no matter your main hand of choice (and a battle axe is underrated here!), a good shield is a must.  Arrows and Javelins are a thing, as is weapon breakage.  My campaign's main fighters generally needed a new shield after every significant adventure.

    However if your concern is fighting non-human opponents, then the two handed weapons start to make a lot of sense.  Two handed spears are already good.  Two handed axes are just a take-no-prisoners option if you need to power through troll armor, Dragonsnail shell, or even an expected 4 points of Protection.   Two Handed swords are also extremely good, and definitely a strongly rated option, although a Humakt follower who needs that much damage is going after serious game indeed.    So much so that the 1d10+1 that we used to use for the Katana and two handed Longsword might not be enough to push you over that threshold to make it worth it.  This more than anything else explains why it wouldn't exist.    For (regular) humans a magically boosted Broadsword more than suffices.  Against serious non-human game you need the full two handed weapon for weight and killing power. 

    1d8+1(x2 Truesword) +4 (Bladesharp) + 1d6 (Damage bonus, often boosted with Strength) is 18.5 average damage.

    1d10+1(x2 Truesword) +4 (Bladesharp) + 1d6 (Damage bonus, often boosted with Strength) is 20.5 average damage.

    2d8(x2 Truesword) +4 (Bladsharp) + 1d6 (Damage bonus, often boosted with Strength) is 25.5 average damage, and remains the gold standard for big game swords-ing.  Accept no substitute! 

    Frankly the main reason to do the sword and a half is more as a fun thing to do for the player.  I have had many, many players with 1d10+1 swords and it is in no way overbalancing or such.  My original group generally preferred Storm Bull's with Great Axes, until they realized how easy it was to buff up a Berserk Storm Bull with a Bastard Sword (from previous editions).  It could get silly fast, if everyone would lend the Storm Bull follower their god's power in the form of Rune magic, but that was 100% how the myth goes, so I thought (and still think) it was excellent play.

     

  12. I figure there should be quite a few Rune Priests per Rune Lord.   The 18 CHA requirement alone is extremely rough, especially for those people with a low value to start.  The skills are also a very serious hurdle, and involve potentially a LOT of fighting -- and therefore chances of dying. 

    Also, unlike Rune Priests, I can see them being a lot more free to roam.  So even if a Rune Lord does rise up in your location, they might feel religiously compelled to quest, join a hero band, fight the Lunars, that sort of thing, so seem more likely not to be necessarily be at home base all the time.  I expect a Priest to be at the temple for Holy days, so a chunk of them are going to be present locally (if you have a temple/shrine) all the time to hold the ceremonies. 

    So in this edition of Runequest, I have made about 5 Priests per Lord my rule of thumb. 

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  13. By chance, we just wrapped our year long campaign of the Eleven Lights.   The campaign definitely is not on rails and is more of a set of problems for the players to interact with.   As such it looks to potentially vary very dramatically towards the end.   Here is the write up I gave to my larger gaming group.

     

     

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    Over Covid I ran a Runequest campaign, which is a Role Playing Game.  It was the first time in years, and although Zoom is pretty awful for this sort of thing, we did manage to play through to a fairly epic conclusion.  Here is how the campaign went.
     
    The players were rather weak, young, unconnected members of extremely rural highland clans in the Northern part of Sartar.  Sartar had recently been conquered by the Lunar Empire, and many of the characters had entire generations wiped out by the Lunars. 
     
    To start it was very, very, very low level.  The main concern was cows, and how to defend them.  Also standing within the clan, and the clan's incessant feuding with the neighbors was a big theme.  Eventually the players got sick of being the low carls on the totem pole and headed off to Pavis, where they made friends and discovered just how tough the world outside of occupied Sartar really is.  They hardened up, and headed back home to try to stop the cycle of feuding.  This went back and forth for several game years, with the group slowly resolving the many problems that beset the northern clans of Sartar.
     
    One thing led to another, and they wound up involved in the rebellion against the Lunars.  Ultimately the Lunars were able to kill the main gods of the Sartarites Orlanth (their version of Zeus) and (by accident) Ernalda (their version of Hera), which meant no magic, no childbirth, no spring.  Just endless winter.  The players battled Telmori werewolves, hostile clans, roving and disturbingly organized bands of ghouls from the Woods of Dead, Lunar agents, priests, and military units, and the elements themselves.  Without Orlanth not only was everyone always out of breath, but nothing could blow the winter away, so the temperature just kept dropping.  Eventually no one could even cut firewood because the axes would shatter.   It was the end of the world.  It was the Great Darkness.  Ultimately even the most stubborn clan chieftain realized that they were all going to die.
     
    To try to free Orlanth from the Underworld, the players led the elite warriors of the Emerald Sword clan (who mainly worshiped the God of Death and War, and thus still had magic) down south to participate in the epic battle of Auroch Hills.
     
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    This is where I was to unleash my secret plan. I have actually been painting all the units that participated in this battle.  Most of them I have already posted to you guys.  The Orlanthi were going to be played by my Celts and Dacians, and we were going to use TTS!  Sadly, with the limitations of Zoom, it was not to be.  The spectacle of the armies arrayed for battle, the final Lunar desperation move to call upon a Chaos Horror, and thus finally demonstrate what they would do, and who they are to all of Dragon Pass....all were handled via the halting electrons of a Zoom call.  Bah!
     
    Still, it was epic.  One player used a borrowed anti-chaos sword to stand in front of the Godzilla sized Chaos horror and hope that it did not squish him dead. This saved King Broyan from certain doom.  Another recovered his connection to Orlanth and hit the horror with a massive lightning blast.  Still another used archery to fell an enemy priest, and then the General of the Beryl Phalanx, preventing them from using their anti-barbarian magic in time.   These deeds, and many others, were performed directly in front of all the great heroes of the day, on both sides.   But in classic Lucasfilm tradition, that wasn't the end.  Back home they found that they had freed Ernalda, but not Orlanth.  Most of the players' families were wiped out -- making this a second time for two of them.  Once on roll up, and then again during play after marrying, having kids, etc.   Everyone added to their Hate Lunars passion, which was by now sky high. 
     
    They could not free Orlanth directly, but they could undertake a risky Heroquest.  The research had been game years in the offing, and the players had helped portions of it for Minyarth Purple, sage and overall planner of the Rebellion.  Due to their long service and great deeds at the Battle of Auroch Hills, they were sent on a quest to find three dead stars in the Underworld, from there travel to the Sky Dome, find the Resurrection Thrones, and increase the number of stars in the constellation "Orlanth's Ring" from eight, to eleven.  This would allow a back door connection to Orlanth's magic (because the constellation dipped into the underworld for half of the time and Orlanth, being dead, was in the Underworld), and hopefully bolster Orlanth himself for his inevitable escape attempt. 
     
    Well this was even more epic.  In the underworld they were guided by their former clan champion, who had been cut down by the Lunars in an ill fated duel.  The Praxian failed to recognize his prized steed in death, and they were all brought before the court of the dead to be judged for their deeds -- and deliberately insulted the court of the dead in order to be tossed into the maw of doom.  This wasn't as disastrous as it might have been, as the player Orlanthi was now in full connection with his god, them both being in the underworld.  In fact, as the only living follower of Orlanth in the Underworld, he was the receptacle of ALL of Orlanth's power, limited mainly by his mortal ability to receive it.  In game terms this meant unlimited Rune points, which pretty much gave him the powers of ever Greek hero at once. 
     
    Lunar Heroquesters tried to stop them, but an invisible (Dark Walk), invulnerable (Shield 10), unstoppable (infinite Heal body), invincible (Earth Shield), death dealing (Lightning 10 every round in addition to melee attacks) enraged Orlanthi was our first time putting HERO, into heroquest.  After several heroic escapades, they managed to find, and the party scholar correctly identified three friendly dead stars.  They then invoked the magic of the tear in the sky, which was not just a rip type of tear, but also a sadness type of tear.  Every member of their clans back home had to shed a tear for them at this moment or the ritual would not work.  Thankfully, they were heroes bright and true and hadn't generated any hatreds against themselves.  The ritual worked and they were transported to the Sky Dome (meaning literally the sky.)
     
    After a variety of near mishaps with the luminous and orderly beings of the Sky Dome, they were forced to book passage on a troll vessel, a slave ship where the rowers were forced to work until they died.  Then they were brought back as zombies and worked even more.  This was the only ship stealthy enough to dare the sea of the stars in defiance of the order of the heavens.  However a number of Sinbad in space style adventures happened, and ultimately the players rose in a slave uprising, where they managed to best the piratical Troll captain and his crew.  This was good, because the price of admission was half the party as rowers.  They didn't realize that this had meant literally forever. 
     
    Coming to the land of the Pole Star, they managed to correctly perform both the song, and the dance necessary to gain entrance to the Resurrection Thrones.  There the Pole Star himself stood in judgement.  Somehow all the peoples of the world stood in attendance, as the Pole Star was visible to all.  Those people opposed to the return of the dead stars came forward.  A trial by combat was the only way forward with the players versus the champions of those opposing the return of the dead stars.  However one of the gods was Baroshi, the famous child god of Snakepipe Hollow, who was born, and then had to go fight Chaos the next day.  The people opposing his return were the Scorpionmen, who were attacked by members of their own team for being chaotic.  The players quickly seized on this advantage, and working as a team managed to triumph over the disorganized opposition, another of whom turned out to be an Ogre.
     
    With this, the players were hurdled back to earth, where they landed as human meteors.  Dazed but unharmed they rose to see the constellation of Orlanth's Ring climbing through the sky with Eleven Lights.  They spent many seasons just trying to keep their people alive when the Rebels unleashed/caused/were part of the Dragon Rise.  This is the event where a new, or unknown true Dragon ate the entire assembled Lunar military, all the priests, sorcerers, and nobility.  This prevented the glowline from being extended over Sartar and broke the regional Lunar forces in all ways.  Even the tax collectors were eaten.
     
    But even this was not the end.  A general rebellion started in Sartar.  When people found out that they could join the Eleven Lights and regain their Orlanth powers, the clan grew massively in importance.  Starving Sartarites sacked the Lunar food reserves, and the players personally took over Dangerford (a small matter, as the local clan was friendly to them), and also fought the second battle of Jonstown, which was a major military undertaking. After Jonstown was scoured of Lunar turncoats and sympathizers, the players unleashed the first of their new found strategic powers.  They brought peace to the North.  The ritual was long, but one of the stars chosen by the players had the power of peace bringing, and was chosen by the party Lhankor Mhy priest for just this purpose.  In a magically bound ceremony, the clans swore oaths of friendship and unity, and not even the most ruthless of the chieftains could go back on his word.  Thus peace was finally cemented, and the Northern clans united.
     
    And then the great Lunar General, Fazzur Wideread attacked Dangerford.  This strategic location was where he had undone Starbrow's Rebellion.  Like always, the Moon waxes and wanes.  They lose ground, only to come on strong with a new wave after each defeat.  This time the players were ready.  Using a local ceremony they initiated a series of duels to stall the Lunar army while Kallyr Starbrow could come with the main Sartar army, but also for them to use the power of another of the new planet's powers, the one chosen for war.  An assassination attempt on Fazzur (from his own jealous Uncle and King of Tarsh), prevented the Lunars from sending their best champions.  So instead the best combat PC fought....an ordinary militia man.  Unable to drag out the contest, he slew him on the spot.  Requesting a do-over with a better Lunar fighter wasn't against the rules, so they tried again.  This time he managed to stall a few rounds, but as he was now a mighty Rune Lord, and personally inducted into that status by Orlanth himself in the Underworld, this didn't last long either.  Finally a Lunar Sorcerer used the power of Chaos to possess a third militia man with horrible powers from beyond the void.  The Orlanthi PC slew this thing as well, but all the chaotic features revolved around attacking him after death in spirit combat.  It had over 60 POW.  Facing certain destruction of his soul, he was luckily saved by the intervention of the demi-god of the place.  Apparently continuing to attack after you have died is considered cheating in a Humakti duel.  
     
    Finally the armies had arrived and the Lunar cavalry had clashed with, and defeated the Sartar light screening forces.  The main infantry body was moving up, and were in great position to pin the Orlanth line, so that the triumphant cavalry could flank it unopposed.  As this cavalry included the cataphracted fanatics of Char Un, a Lunar victory seemed certain.  And that's when the players unleashed their second strategic power.  Orlanth's Ring sparkled several times, and soon meteors were screaming in at the Lunar line.  These were not rocks, but holy Sky fire that burnt through anything and could not be put out, even in water.  The celestial strike was of biblical proportions, and wiped out over half of the assembled Tarshite Infantry, who died by unquenchable flame.  The remaining Lunar army broke, and Sartar was finally free. 

     

     

    For your specific question, I actually did an epilogue Zoom meeting where I told the players what had happened to the various local factions as a result of their actions. 

    Jomes was seen as a potential enemy, but also respected by the players (who had a number of rough encounters with Telmori over the course of the campaign), and they never really zeroed in on him as an active, hostile foe.  As such, he managed to narrowly escape being at the Dragonrise, then narrowly escape being at Boldhome, and then slipped away to Tarsh with some of his followers without any interference. 

    The Woods of the Dead lost Gloomwillow, but the ghouls were ultimately unpruned, unchecked, and a growing and serious regional menace for years to come.  The Humakti of the Two Pine clan were leaned on heavily towards the later half of the campaign, and there was simply no one left to check the ghouls.

    The Telmori suffered massively.  First the Telmori war killed their leadership.  Then the Great Winter culled their numbers.  Despite this, many NPC's wish to prioritize them as the primary enemy of the clans.  The players, despite being Telmori fighters themselves, repeatedly politicked against further punitive actions.  Between their efforts, and the influence of Kallyr and the rebels, the Telmori escaped the campaign, free to build back up their numbers and for new leaders to emerge. 

    The Moon Winds were driven out.  The Lhankhor Mhy priest player tried the typical modern player gambit of "your side is wrong, join our side instead" to the local Lunar Priestess, looking to convert the whole group at a stroke.  Of course this did not work -- Rune level is a serious commitment that transcends simple oratory.  The players were ultimately in a much more merciful mood until they returned home and realized that their families had not all survived the Great Winter while they were out putting the world to right.  Several players have characters that lost their families multiple times to the Lunars. 

    For the Heroquest, I had the players roll up secondary characters.  Two of them ultimately stayed in the Sky Dome (one of them became the lover and first mate to the Captain of the Darkening of the Skies.  He made a cameo appearance during the Dragonrise at Kallyr's side.   One of them, a hunter from Tarsh, became the Head Priest of the Eleven Lights, and was summarily tasked with every time consuming duty involving the new cult.  The last was not seen again in the campaign (yet.  We may pick the story back up one day.)

    The main efforts of the players were to forge an alliance between Red Cow (and thus all Cinsina tribe), and Two Pine (and thus the Culbrea).  It was extremely rough sledding, but they eventually pulled it off.  The required a Heroquest, the deliberate choosing of a star that might have peace forging magics, the removal of both clan chieftains, the political trumping of the "behind the throne" powers in an extended political contest, and the crisis of the Windstop.    But hey, it IS possible to keep clans from feuding.  It just isn't easy.  😉

    Kallyr remains the primary potential ruler of Sartar.  Argrath however has more directly assisted the players.  The players understood that there were sides to take, but seemed to think that it was above their pay grade, and never really acted, took any oaths, etc.  King Broyan's death took them by surprise, so perhaps they were looking to him to be their King Arthur.   

     

     
     
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  14. Raibanth Line. 

    Figures are Fireforge Games Byzantines. I used one box of spearmen and one box of Auxiliaries.  There are left over figures, including 5 slingers that will become Thunder Delta Slingers, and 10 extra melee that I assembled as swordsmen.  Still looking into which unit this might be, but I am thinking Bagnot foot.

    This produced one large unit (single rank spearmen, double rank archers), and two regular units -- one rank of each.

     

    20210606_220219.jpg

    20210606_220211.jpg

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  15. I have been running a campaign via Zoom for over a year now (how the time flies!).    It is very old school, with oral descriptions only.  Anything we need share I put into a shared Google drive, which is also where the character sheets live. 

    It is not optimal, and everything goes way slower than in person, but after a period of adaptation, it has produced some very dramatic moments.  🙂

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  16. I posted a bit about this topic here:

     

    I definitely try to stage mass battles by doing smaller battles first, and with the PC's in non-leadership positions.  This sort of sets ground rules and expectations.  Bonus points if they see their leaders fail, and learn a lesson for when they are Rune level and in charge later on.

    Just three weeks ago I ran the Battle of Iceland. I do not use the rules in the Main Rule book, and originally intended this to be a miniatures session using TTS!   Sadly despite the fact that I have painted both sides for his, including personalities and giant Chaos horror, due to the constraints of Zoom it was run in old school, oral narrative fashion.   However that method still works, was extremely epic, and took a very lengthy Zoom session to resolve.  Here is how I did it:

    1) I set the tone well in advance.  The players have been gaming weekly since May 2020, and have been involved in quite a few cattle raids, clan vs. clan skirmishes, a Yelmalian phalanx vs. Troll mobs throw down in Pavis, and knew the basic gist of mass combat.   The conflict between King Broyan and the Lunars in Hendrikiland had been the subject of news and rumors for months.  When the Windstop hit, the players were given impossible options, and rose to the occasion.  Specifically they were asked to choose between their kin, their clan, and the cause.  The PC's scrambled to find a way to save everyone....but....we'll get there later.

    2) The Battle itself had the players in mid-level leadership positions. They weren't top tier heroes just yet, but were well respected and certainly better than the rank and file.  They acted as Captains of men, but still were being directed to carry out battlefield tasks by superiors.  They were effectively throwing the weight of around 100 Thanes, nearly half of whom were Humakt Initiates, and therefore had magic.  Because of their unit's great relative power, they received a place of honor (read: Danger). 

    3) The battle itself was a series of narrative events, player decisions, and sharp combat.  Their first task was to defeat the Beryl Phalanx, who could not be allowed to use their anti-"Ram people" magic.  The best combat PC led the charge, covered by the PC archer, and backed by the sole Rune level PC, the Grey Sage.  In a tough combat where most of the clan(s) magic was spent, the Beryl phalanx was crushed before they could form ranks, the archer PC managed to down the best enemy Priest with a couple of critical arrows, and the combat PC was able to heroically slay the Beryl Phalanx commander in hand to hand combat twice (thanks to the Grey Sage Dismissing every protective spell cast by or upon the commander).  After that there were a series of battlefield tasks to deal with -- cut off the Lasdag Lions who were moving to flank the army, protect the (civilian) sleepers from Lunars intent on killing them, save Hendrikiland militia who were neck deep in angry Lunars, meet up with Broyan, that sort of thing.  In between breathless rushing from task to task I would give them a snippet of the events in the battle.  The lightning used against Broyan, spotting their clan's former Chieftain who had been driven out by the Lunars, the arrival of the sky people, that sort of thing, but generally fairly quickly.

    4) The climatic finale was the Chaos beast (which I made a thing that grew stronger and larger as it absorbed the bodies of the dead as it mucked around the battlefield.)  Finally the Grey Sage stood forth and used a temple treasure -- an enchantment of Impede Chaos of tremendous magnitude.  Then he did his level best not to die while being attacked by 20d6 damage attacks with Lhankhor Mhy knows other effects.   When the combat PC realized that he had magic again he dumped 13 points into Lightning and seriously wounded it.  Eventually the mercenary Sun Domers showed up and everyone held their breath.  The group had taken serious losses and were out of magic.  The NPC thanes had dragged the combat PC off the field to save him, and no PC had any Rune or Magic points left to do much more than the exhausted thanes might do against the massed pikes and Lightwalls, which would be to run in and die.  However the bargain had been "no Chaos", and to everyone's relief and amazement, the Sun Domers hurled pikes first at the chaos horror, and eventually ended it.

     

    If you notice this resembles a Heroquest in that it is a narrative encounter with a series of stations each with different tasks to fulfill.  In many ways I find that "real world" Heroquests are the best ones, as you shouldn't need to always travel to another plane to be the Hero.  You can be heroic right here in the Middle World, and while the rewards may not be quite so great as a Heroquest proper, the landscape is more understandable, and the rewards are real all the same. 

    A major difference is that the players had quite a lot of followers to manage, which in the game session were broken up into elite warriors (Humakti generally), good warriors (the highly skilled and well geared but magic-less Orlanthi), special skill NPCs, which were mainly hunters and ranger types, but also included a support group of Priests.  At different points in the night all of those sub-units had to be managed, even if just loosely in the abstract.

     

  17. It is often called "Heroic scale", and is 32mm or even 36mm scale.  A great example of this was how GW Imperial Guard (ordinary humans) eventually became taller than their iconic Space Marines (who are supposed to be 7-8' tall).  This led to the release of "true scale" Primaris Marines. 

    Historical miniatures are generally better in this regard, and while there has been a bit of scale creep, I still have true 28mm miniatures mixed in the many photos that I've posted in this very thread.  The Buffalo Riders being a very strict true 28mm group.  It works well enough with the other figures, although they are clearly bigger if you look. 

    The larger figures actually work very well for heroes, monsters, and leaders.

  18. He looked like he had a lot of the component work done last year.   I'm not sure where he is in the process but I will certainly be picking up a copy. 

    Right now you can modify Frostgrave into "Pavisgrave", and I have run Simon's "To The Strongest!" for Glorantha based battles (including one in the middle of a RPG session), so to me the figures are more important than the rules.   Rules I can replace, or make up.  Figures for Glorantha can be highly specific.

  19. Those are extremely good (but pricey) figures for forest guardian types.  Way too large for standard Aldryami though.    I was looking at the old Mirilton wood elves for those.  They might mix well, honestly, with the size of the huge Sylvaneth looking more like trees against the diminutive mirlton elves.

    My own painting has stalled temporarily due to RL, but the quest continues.

     

    WE001-A502.jpg

     

    https://mirliton.it/wood-elves/wood-elf-archers-we001

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  20. Risklands is awesome in its concept, I had great fun with that one....for a short time.

    Borderlands is possibly the best introductory campaign pack ever published for any game.  For new players there just isn't a contest.  Work up to Risklands, and use it as an outlet for Rune levels who insist on annoying the Lunars.

  21. 10 hours ago, Godlearner said:

    If we stick to the basic tenet of shaman / priest /sorcerer donating 50 - 90% of their time and money then we should not be seeing these characters adventuring, except in unusual circumstance

    If by adventuring, you mean "doing my own thing for my own fortune and glory", then yes.  But a hallmark of a lot of Glorantha adventures has been that your characters are propelled by clan, cult, and kin into sort of "adventures of duty". 

    In many ways this is where the world shines -- the players are often embroiled in feuds, wars, and troubles not of their own making.  There is a world outside the mad lust for bigger numbers on the character sheet, and the players frequently feel motivated by things other than gold and experience points.  

    In the Hero Wars time frame those shamans, priests, and sorcerers are the leaders of their social groups, and the most likely the last best hope for those groups to survive the storm.  In this sort of world, all manner of adventures may be had, just trying to keep the NPCs that your players have come to know and love (or hate) alive. 

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  22. On 3/7/2021 at 3:47 AM, resurrected duck said:

    Is there a cheatsheet somewhere for quick RQG character creation?

    My crew is all new to Glorantha, so the backstory really helped.   Who are these Lunar guys you are talking about?  /rolls dice.  Oh no, they used Godzilla to eat Grandma?  I have a passion of hating them?  /direction achieved.

    It did slow things down a lot, but not really.  We might have wound up with a lot of those questions the first meeting anyway, just to ground the characters into the world.  Actually that's the biggest advantage of the process -- these aren't generic fighters or thieves, or what have you.  They have families, communities, and passions from prior life experience. 

    What really sucked was the second stat calculation via Zoom.  I may write a simple program to let us do that without my voice going hoarse from so much repetition.  In person that was never a problem. just a chore to crank through.  Also part of the charm.

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