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Yinkin

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  1. In 1618 the Dundealos rebels, is defeated and shattered. The Lunars reform them as the Enstalos tribe. Is there anywhere described in more detail how this happens? What I have found is just that a Lunar Tax Collector violates the daugther of the Dundealos king and the tribe rises in response to this. Is the name of the king and their daughter given anywhere, for example?
  2. Yep, driving Bergilmer away is only the first part. Of course, the adventurers would probably not know that until later! I do like your ideas about a third part! I will probably use that. Maybe if they succeed in the first parts they get AN auroch back, but the calves are regular cattle. And they need to do another quest to get the aurochs to come back fully. But that is quite far off in the future at this stage of the campaign.
  3. As the heroquest scenario is written that is what the Red Cow are doing, sneaking in and stealing the bull rather than driving the giants from the keep. And that gives them the benefit of their namesake red cows being born. But as written to get the Aurochs back you would have to drive the giants away and take over the place. I was thinking that ways to make that possible is to look for Giant-killing magics. Do we know of any good myths dealing with that? Another thing that would help would be ways to either bypass or break the walls of Bergilmer's Stead. Magics to jump over the walls, magics to collapse the walls, and so on.
  4. Not really. You take the role of Ulanin the Rider on the heroquest and they are enemies to Bergilmer the Giant. The giants eat humans and enslave them and are generally bad news.
  5. Warning, this contains spoilers for the Coming Storm campaign! I do not think any of my players are on this forum but if you do, keep out! --- So I am running the Coming Storm, the HQ campaign, using RQ. We are just on our second season, fire season of 1618. The Red Cow feud with the Emerald Sword is in full free fall and is escalating into a war between the clans. Last session the Red Cow launched an attack on the Emerald Sword in retaliation for an attempted Stead burning by the dastardly Dinacoli, but it did not go well. When they returned the player characters began discussing other ways to prove that their clan is the best, because the Violence Option had not went so well. And they hit on the idea of bringing back the Aurochs, all on their own! And I feel that I have to encourage this. So in the campaign one way of doing this is to do the heroquest of the Stealing of the Giant's Cows, but "properly", rather than the sneaky way the Red Cow has been doing it. The Red Cow way gets them Red Cows born to the clan's cattle, but not proper aurochs. To do this the book suggests they would have to assault the Giant's stead in the Heroquest and steal the cows the hard way, which the book says no one has succeeded with. Now I find this to be a little prescriptive. But I also do not want my pc's to just succeed by going in and somehow just succeed where generations have failed before. So i am looking for ideas for side quests, places to visit to get more information, supporting heroquests, general ideas, stuff like that. This forum is full of people with fantastic imaginations and fantastic knowledge of Glorantha so I thought I would throw it out here! Are their other heroquests and myths that they could use to support their goals, for example?
  6. Hello everyone! I know that there is a mass combat system for RQ upcoming, and that Jeff used it in the White Bull campaign. Also that someone wrote down their impressions of it. I think it was discussed here in the forums but I can for the life of my web seaching skills not find it. Does anyone know where it was? I am running the Coming Storm/Red Cow campaign in RQ and we are coming up to a place where the clan feud is blazing strong and Red Cow are going to attack their neighbors and I thought it would be a nice touch to use part of what we've seen.
  7. I was looking at the mercenary contracts on page 48, which suggested that standard pay is 5L per week for a mercenary soldier. This comes up to 200L per year (not counting Sacred Time), which is quite a lot more than the 60L suggested base yearly income of a warrior in the core rule book. Is this on purpose?
  8. Sorry for the thread necromancy. I am a little confused by the editions of Stormbringer. On rpg.net they claim that there are three versions of classic Stormbringer: 1st edition, 1st printing (1981). Deep box, one 144 page rulebook. rpg.net: "The rulebook is identifiable from the second printing of the first edition via its red cover illustration." 1st edition, 2nd printing (1983?). Shallow box. Single rulebook, blue-green cover illustration with errata printed on inside cover. 2nd edition (1985). Shallow box, rulebook divided into 3 booklets. (https://index.rpg.net/display-entry.phtml?mainid=1074&editionid=1188) However the version I have has a shallow box, a single book inside with a red cover and the errata on the inside cover. Back cover says "award winning game". Copyright year given as 1981. So from what I can guess my version seems to be a second printing of the 1st edition, with the one given as the 2nd printing on rpg.net being a third printing?
  9. I am about to begin a new campaign so I am in the prep stage rn. Session Zero is planned for late august. 1. We're going to use RQ:G. I have not ran or played RQ since the 90's so this will be like a homecoming to a new, refurbished house! 🙂 3. I am going to use the HQ Coming Storm/Eleven Lights as a base and starting poing so we are beginning in 1618. 4. It will all begin in Sartar, Cinsina lands, Red Cow clan. 5. I do not know yet! Other than that the one player who has Glorantha knowledge has talked about Babeester Gor, and my partner who played the Quickstart as Yanioth enjoyed calling forth the Earth Bull. (I played fast and loose with the description of the Earth Elemental she called.) 10. Begin small! Select a location, a clan, a city, a place to begin. A culture to focus on. Later you can branch out and add in other cultures, elder races, more weirdness. But begin small and build on that base. You do not need to know everything! In fact, trying to know everything is probably a bad idea. And YGWV!
  10. I am planning to begin an RQG campaign once everyone is vaccinated and plan to use the Jeff version: Let the players choose their stats. Once they have an idea of who they are, so after family story and deciding on profession and cult. Like Dissolv mentioned above, characteristics are much less important in RQ than in for example the D&D games. And I am fine with them being heroes. After all, they are the main characters in our story.
  11. Generally 5. Rules are subservient to the fiction, what happens at the table. To make it more dramatic make a roll. I would let the player suggest what they wanted to roll, then decide if that fit. IMO SR are there to help decide who strikes first when two people are engaged. Outside of that simple situation, you just have to go with what feels right.
  12. The way I use Strike Rank is only to use it to answer the question: Who strikes first when two people enter combat with each other. I think trying to make it into an impulse system is overcomplicating what is at the heart simple. I know that this is not exactly how it is described in the rulebook, but I think it is the easiest way to handle it.
  13. The clan wyter of the Ernaldori is shortly described in the Gamemaster Screen Pack. It says that "the clan wyter is a sacred corn snake, and harming such nakes is taboo for clan members."
  14. Personally I am going to use the cathegories as skills rather than individual weapons. I was a bit disappointed to find that they went with individual weapon skills rather than broader skills, but it is an easy thing to houserule. Individual weapons as skills is an unnecessary granularity that I feel I do not need in my game. There are almost too many skills as is anyway.
  15. Wolf Brothers: Page 84: "Each Wild Day [...] each Telmori must change to their wolf form [...]. Many Telmori possess Rune magic that allows them to assume wolf form on other occasions." On page 87 the description of the Transform Self spell say that "This spell can only be cast on Wild day." But on Wild day Telmori must change anyway, which makes this spell meaningless. Unless I miss something.
  16. On page 60 and 63, "Homeland cultural skill bonuses", Sartar, Esrolia and Old Tarsh get a bonus to 'Battle Axe' but on the character sheet you only have the skills '1H Axe' and '2H Axe'. As you can use a battle axe either one or two handed, do you get the bonuses to both skills, or is it supposed to be "1H Axe or "2H Axe", or should you add 'Battle Axe' as a skill, or...? In short, do you have skills in weapon cathegories as defined on page 207 and on, or in individual weapons? The Homeland cultural skill bonuses seem to indicate both since you get both bonuses to cathegories ("1H Spear +10%) and to individual weapons (High Llama: "2H Dagger-Axe +10%"). And on the character sheet, only the weapon cathegories are listed as skills.
  17. I am preparing to run the RuneQuest Quickstart, and is trying to straighten out the events that the PCs have participated in. So far I have this chronology. I have tried to include only the events mentioned in the PC backgrounds, only adding things to make things clearer. Some things I wonder about, and thought I'd put it to the forum and see what people think! (For those who do not have the QS, Vasana, Yanioth, Sorala and Harmast are four of the QS PCs, and the ones I am going to use.) ---- The current year is 1625, after the dragonrise and Kallyr’s crowning as Prince of Sartar. Three years ago (1622), Samastina of the Old Earth rebelled againt the her aunt, the Queen of Esrolia, Hendira of the Red Earth Alliance, who was allied to the Lunar Empire. Samastina was crowned Queen with Ernalda’s bleessings. [Sorala supports Samastina through the rebellion] Two years ago, King Broyan of Whitewall allied with Queen Samastina, and Vasana and Yanioth [and Harmast?] follows him to Nochet. The Lunars send an army to Nochet to defeat the rebellion, but could not break the city nor stop it from restocking through it’s port, so they lay siege to the city instead. [Are King Broyan besieged with the Old Earth alliance people in Nochet?] Last year [? 1624], Argrath White Bull returned with the Wolf Pirate fleet of Harrek the Berserk. Broyan and Samastina allies with him, and with their help they break the Lunar siege at the Battle of Pennel Ford. [Did Harmast join the others only now? Regardless, he returns home after the battle.] Argrath and Queen Samastina [accompanied by Sorala, Vasana and Yanioth] journeys to the Paps in Prax, where they summon the old Praxian hero Jaldon Goldentooth. Samastina returns to Esrolia after this, but Argrath and Jaldon raise a huge nomad army that sweeps aside the Lunar army of prax, and then proceed to capture the city of Pavis. Argrath is proclaimed King of Pavis. [Vasana is badly injured, and returns home to Sartar with her sister. They are accompanied by Sorala, who has now become good friends with them.] In Earth season of 1625, the Lunars prepared for the Great Transformation of Dragon Pass with the sanctification of the new Temple of the Reaching Moon. But the ritual and the temple was destroyed by the appearance of an unknown True Dragon! This event is now called the Dragonrise. The dragon ate most of the Lunar provincial leadership, most of their elite troops and large parts of their local supporters. Some say that Argrath used lost Dragon Friendship magic to call it. [Harmast witnesses the Dragonrise] After the Dragonrise, Sartar and Dragon Pass in thrown into Turmoil. Kallyr Starbrown gathers the tribes of Sartar and marches to fight the remaining Lunar leadership under the King of Tarsh, and wins! [Harmast fights with Kallyr] With Sartar freed, Kallyr Starbrow was proclaimed Prince of Sartar, in accordance with the old ways! [Did she light the Flame of Sartar?]
  18. I really like the Orlanth in the middle! But...I have to agree with Iskallor. Pasty fantasy vikings? And only one woman, and in boob plate. That was a disappointment.
  19. Can you tell us when the RQ quickstart will be available to download from you?
  20. Oh gods how much I want this! I just hope there will be a store near me in Sweden that is part of free-rpg-day!
  21. Contrary to some other posters I do NOT wish for a ruleset that specifically links with the RQ rules. RuneQuest is a great rpg, but for a minis skirmish game you want something faster that creates interesting small battles! I have played some such, Confrontation and Bushido being two favourites, although I have not tried Outbreak! The important thing is that it is a good, interesting and tactical set of skirmish rules! I do echo the comments about the models, though! Orlanthi is a good beginning, and I think they are and should be unique enough that you would want them rather any old barbarian mini with a rune on the shield. Praxian beastriders, I agree very much with! They are a very characterful culture that works excellently as foes to the orlanthi!
  22. Pavis is said to have been the result of a magical experiment, so definitely unusual. I cannot find the exact source right now though...
  23. I rather liked the Resistance Table, and would prefer it to opposing skills. To me, it feels simpler. It is true that in the RQ2 rulebook the active/resisting side was labled as POW, but already in the Basic Roleplaying bookled (1980) it was turned into a generic active/resisting force. Because people were using it for all kinds of things! It is useful that way!
  24. I like the sound of this! It is always good to tie the charaters into the world, and I dare say that this will make Glorantha easier to introduce people to. The clan generation in HQ is awesome, but this is much more personal, and I think that makes it a more powerful tool. And I foresee we'll see both a lot of fan made and official family background material for other ethnicities, and also other times! Personally I really like the pre-sartar era of KoDP, and it would be interesting to see someone tackle making family background tables for those times!
  25. Sounds great! I wonder how specific the character generation "life path" is? If you want to generate characters at a different time than 1627, would you have to make up your own, or is it generic enough that it can generate a character anywhere, anywhen? Or is it, as it seems to hint, that the lifepath bit is separate from the numbers generation bit?
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