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Yinkin

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Everything posted by Yinkin

  1. To be honest I just use the same critical/special rules for all weapons. I find it not worth the bother. Impaling weapons just have the added effect of getting stuck because that adds an actual visual dramatic effect which makes for more interesting combats.
  2. I think it is also of note that he begins at Old Wind. What was the blessing that he asked for? Maybe the Wind's blessing to make his entourage fly Stormwise around Sartar...
  3. I've gone back to the RQ2 way of casting spirit magic where you have a 95% chance to cast a spell on a non resisting target, and POW vs POW when the target resists the spell. And like many others I do not bother to roll outside of combat.
  4. Do note that the original post is from 2012.
  5. In 1613 the Stafford House Campaign tells us I cannot find who these bold souls were. Is it recounted anywhere? The references I can find are: Camille Laurin is not mentioned elsewhere in the Stafford House Campaign, unless it is under a different name. The spelling of the characters names sometimes varied. Alexander Yellowbelly is mentioned a few times but give no further clues as to my question above. There are two mentions of characters owning sky bulls: "...riders of the Sky Bulls, such as Rilar and Toneria." (SHC page 28) "Toneria, a Colymar Orlanthi who claimed to own a Sky Bull which she left home" (SHC page 42) Rilar is named on page 28 as "RILAR BULLFLYER, among the King's Bodyguard". Toneria is only mentioned twice, as noted. These last two probably took part in the quest, but are probably not quest leaders as they are not mentioned elsewhere. Is there a recount of the quest of 1613 somewhere else? I know of the writeup of the quest in TotRM18 but I am thinking specifically of who went on the quest to find Temertain.
  6. The age given for his entry on page cannot be correct. In the section on previous chieftains it notes that he was chieftain of the Red Cow between 1578 and 1602, which is the longest lasting chief of all. And it also says that he was born in 1552 which means that in 1618 he is 64.
  7. I wonder how folks have handled combat in heroquests? I do like the way Jeff describes heroquests as like a dreamquest where things should follow myth and dream logic. But in my mind that does not go very well with how RQ combat is played out. What are your thoughts and experiences?
  8. I'd imagine Hyalor as an ancestor hero cult of the clan. A subcult of Orlanth or Eiritha (For example), giving Command Horse. I think Hyalor is way too small to be anything like a full cult in his own right.
  9. To continue the list the Malani tribe has a long tradition of Humakti kings. And there are definitely peace clans that have Ernaldan ruling queens. As I understand it when you become king of a clan or tribe you initiate into the clan/tribe making mysteries of Orlanth Rex. So you need to follow a friendly or at least neutral cult but you do not need to be Orlanth/Vinga specifically. Even though that is the most common.
  10. Thank you! I will give that a looksie.
  11. Yes I know where the stats are. What I am asking for is how they would use sorcery according to RQG. In fact, any example of an experienced sorcerer would be useful.
  12. Hello everyone! I wonder if there has been a vampire or dancer in darkness sorcerer statted up for RQG? I have an idea involving one but I am a little confused as to how a sorcerer without POW would work...
  13. I love this and it makes so much gloranthan sense to me. I have just one question: Does this mean that a telmori Humakti (for example) is NOT therefore a wolf brother and does not change on Wild days, as they are not initiated into Telmor? Or is it simply that their adulthood intitiation as telmori that is the one that carries the curse, not the "cult" initiation so to speak?
  14. I just want to add that you can easily just houserule that you can only cast one spell per round no exceptions and it will break nothing and it will mean that you do not have to bother with counting Strike Ranks. I do that in my campaign. It is one thing that I have done to speed up and simplify combat: I just use SR to see who will get the first hit in when two combatants meet and rarely bother with modifying it for movement etc. It makes it easier to keep combat flowing, I find.
  15. I am working of converting and rewriting the Stormwalk Path heroquest/scenario from TotRM18 to the RQG rules and to work with my pcs. I am running the Coming Storm campaign and it will probably happen in Storm Season of 1618 for them.
  16. Okey so the idea that each riddle will be posed at a specific PC led me to the idea that the riddle should be posed to the PC who has that trait as at least something of a character trait, and to link it to a rune or passion that they are strong in. And not necessarily be limited by only using one type of rune or passion, because this is how I will use it in my campaign with these pcs. Which ended up like this: RQG Rune Stone of Vitality trait: Energetic Movement Stone of Giving trait: Generosity Harmony Stone of Justice trait: Just Honor passion Stone of Pride trait: Proud Air Stone of Courage trait: Brave Death
  17. The way the scenario is written it is the players answering the riddles. It says they can roll against the trait to try to answer as well. (And also that a wrong answer lowers said trait, which I will not keep.) The traits are more important later on when the stones can be used against a monster, but again here I think I will disconnect the effect a little from the traits. I like this! My current thinking was that the runes did some damage to the monster and had a chance of shutting down some of its offensive powers for a turn, like a demoralize effect. The idea was that if the pc succeeds on a check against the rune associated with that specific stone the demoralize effect occurs. Maybe have them augment the attack with that rune as well. I was thinking that, but then not all the pcs have the Honor passion. But then they do not have all the elemental runes either. But again, that might not be a problem? If each riddle is given to a specific pc that has that rune or passion to a notable level then that will probably not be a problem. And that will also spread the focus out among the players.
  18. Those are all very good suggestions, thank you! I think the idea behind the traits in the original adventure was that those are the religious virtues of Orlanth. I tried to map to Orlanth's runes in my attempt. Going to give this some more pondering, the players won't get to this point in a while anyway.
  19. So I am working of adapting The Stormwalk Path from TotRM18 to RQG, and have ran into a thing that I thought I would confer with the Tribe about. At one point the pcs are asked five riddles, one for each of five orlanthi virtues, and for each successful answer they get a Stone of Virtue. Now, the adventure is using the Pendragon Pass rules which is Pendragon rules set in Glorantha. The five runes and their associated traits are as follows, with the RQG rune I would imagine being closest in paranthesis after: Stone of Vitality trait: Energetic (Movement rune) Stone of Giving trait: Generosity (Harmony rune) Stone of Justice trait: Just (Man rune) Stone of Pride trait: Proud (Air rune) Stone of Courage trait: Brave (?) In the adventure as written the traits/runes are relevant at a later stage. I am stumbling over what to use instead of the Brave trait though, none of the runes seem to really translate. Maybe I will rewrite the effects but thought I would consult other minds first. Any ideas or opinions?
  20. I would say that the increased Damage Bonus accounts for the larger size of the weapon. I would not bother changing the damage dice for the weapon, in the case of a giant's weapon the DB would be the greater part of the damage anyway, and rolling 2d8+6d6 or 3d8+6d6 or something would not make a huge difference anyway. And if someone smaller would want to try to use it... well, that would be a plot point itself, but I would probably rule that the awkwardness of using a weapon not constructed for your size would cancel out any advantages that comes from the larger size. Unless there was some HeroQuesting shenanigans involved, of course, and in that case it becomes a magic weapon and unique to itself.
  21. Interesting! Can you tell me what issue of TotRM? I have them stashed somewhere...
  22. Personally I find death to be one of the least interesting consequences of failure. I, and my players, spend a lot of time and investment in our characters and I do not want that to just go poof because of a bad dice roll. Maiming, getting captured, dramatic moments, losing resources or standing, the clan losing something due to your failure there are so many more things that I find add stories to the game. Death generally just ends it. There are of course exceptions, and in a dramatic fight against a dangerous opponent death can happen, but I will give my players the benefit of doubt and drama!
  23. Thank you! Sadly I do not have the PDF for SKoH so I was reduced to physical page flipping.
  24. Looking through SKoH I realise why I missed it: It does not seem to be on any of the pages in the index referencing the Dundealos, nor are their names themselves in the Index. Can you tell me what page it is on?
  25. Oh! Thank you! I looked through SKoH and must have missed that page!
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