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Evilroddy

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Posts posted by Evilroddy

  1. Jon Hunter:

    An interesting group of NPC's which you have created as the companions to Yalaring of Trilus. Well done, sir. Your Balazaring Renaissance is progressing well. Congratulations on breathing new life into this classic setting.

    Cheers.

    Evilroddy. 

    • Thanks 1
  2. Wlewisiii:

    Why is it necessary to give the boy a comprehensive understanding of the world of Glorantha before he plays? My recommendation would be to teach him and his friends as they adventure in this magical and mysterious realm. Have the players start as newbs in Lunar occupied Sartar c. 1613 and let them run afoul of the Lunars in post-rebellion Sartar, after a few adventures. Then, fleeing for their lives they escape to the Pol Joni Marches and Pimber's Block to sign on as caravan guards with Biturian  Varosh. Thus they play and experience his travels first hand so that they can learn along with him as they go. Sprinkle your own adventures into the Biturian cycle and you're good to go.

    Once they have been seasoned, toughened up and improved in some key skills, then have them arrive at Pavis for some post conquest shenanigans in the City of Thieves and the Big Rubble. Let them make, and likely lose, a fortune or two at the hands of Sor Eel, Bor Eel, The Rat, Wolfshead or Griselda and then have them beat it out of town for self-preservation so you can have them trek about the Zola Fel Valley. Eventually have them enter service with Duke Raus and they can do the Borderlands, River of Cradles and/or the Shadows on the Borderlands adventures.

    Then they can jump off to Balazar after travelling to Gonn Orta's Pass and enjoy the Griffin Mountain adventures and more. I would recommend Jon Hunter's "Back to Balazar" webpage resources for inspiration in order to spice up the Griffin Mountain campaign with great personalities and scenario ideas. If they eventually get access to the Windsword, then have them drawn to Talastar and the Riskland Campaign, where they fight chaos horrors in and around Dorastor. Here they can also begin to learn about Gloranthan cosmology, mythical cycles and begin to experiment with serious  heroquestng for high stakes. From there the world's their oyster until they poop out or meet Harrek and his company in Esrolia. The sky is the limit.

    Whatever you choose to do and whatever path you elect to follow, I hope you and your boy have a great time gaming and experiencing the marvel that is Glorantha. And if Genertela is not enough, then take him to Pamaltela for some more high adventure!

    Cheers.

    Evilroddy.

    • Like 3
  3. On July 20, 2017 at 2:50 PM, Jeff said:

    Just pondering through EvilRoddy's original post. The party wants to travel across Vanch and Sylila, avoiding population centers, and skirting along until they reach Talastar. That's certainly doable - and if the gamemaster wants to simply narrate the journey, knock off some silver (for the ferry across the Oslir at the very least), I'd certainly view that as perfectly reasonable.

    If on the other hand, the gamemaster wants to introduce some tension and excitement to the travels, here's some off-the-top-of-my-mind suggestions:

    • Local villagers are convinced the skulking barbarians are the same bandits or raiders who have been troubling the area and either send out the militia or recruit the Seven Samurai to hunt down the "bandits";
    • The party finds themselves drawn into an "anti-Orlanthi" ritual of the local temple - maybe Hwarin Dalthippa, maybe Yelm, maybe Yelmalio, etc.
    • The party finds themselves drawn into a "enlighten the blinded" ritual of a Red Goddess priestess. The priestess is friendly, helpful, and determined to Illuminate the barbarians.
    • A band of Pentan scouts offer to ally with the party. They too want to find a route that a small army could travel through South Peloria without notice....
    • A big unfriendly spirit - Lunar or Fire - is wandering across the landscape and drawn towards the party.
    • A Lunar aristocrat is hunting with companions and decides to hunt "the most dangerous game".
    • While trying to cross the Oslir, some Water spirits or intelligent fish wish the party to help them with a ritual to undermine the dykes that keep the Oslir River in its banks.
    • Vanchite Orlanthi contact the party and beg the Rune Lord to help them summon a more powerful manifestation of Orlanth into their temple in the hills. Of course this might require overcoming the manifestation of Hwarin Dalthippa or Yara Aranis or whoever is "suppressing" Orlanth in that area.

     

     

    Thank you Jeff. Some great ideas, two of which are variants of things I am planning to do. You almost read my mind on the hunting party encounter. My plan is that a small group of off-duty Lunar cavalry officers plus a gaggle of beaters and some dog handlers are after a Vanchite smilodon when they spot and/or are spotted by the party near the cliffs at the southern tip of the Hungry Plateau. What happens next is anybody's guess. The only thing that is certain is that the cavalry officers are bored and spoiling for some adventure.

    The second similar idea is that the party meet or are ambushed by some Vanchite brigands/rebels. When the brigands realise that the party are mostly Lightbringers they suspend hostilities, parlay and then bring the party before a powerful Kolating shaman -Umaskamar Thunder-drummer. The shaman demands that the party help the brigands to attack a fortified farming compound which has been recently built too close to the brigands' territory. If the players agree and succeed in the task they will get a scout to guide them to the Syilian frontier. If they fail in the attack and survive they will be allowed to proceed but without help and with the Lunars alerted to their presence in the region. If they refuse they will be harassed by the shaman's sendings and possible brigand attacks plus the locals will inform upon the party to the Lunar authorities.

    I have already used a variation of your second bullet point before the party (in a slightly different form) joined the trans-Pent caravan. They were drawn into a ceremony by the local Hon-Eel temple to protect the Orayan marches from rogue Kashis raiders as they rode towards the Red Hair Place. While riding towards the caravan marshalling point, the party found themselves lost in the dark spirit-ridden mists choking the undulating grasslands of the hero-plane and battled both Orayan militia cavalry and Kashis reivers to prove their worth to Hon-Eel the Artess. Then the mists cleared and they had to pick which side to support in a mundane but small pitched battle. They chose to support the militia cavalry and tipped the scales enough to drive the renegade Kashis off. They were then allowed to continue on their way.

    By the way, for the benefit of all who have posted to date, this is a RuneQuest game using elements of both RQ II and RQ III with some home brew modifications.

    The new leg of the adventure starts tonight, so we'll see how the party fairs and what choices they make.

    Cheers and good gaming.

    Evilroddy.

    • Like 1
  4. Thank you to you all for your input and counsel. It seems that the Lunar Empire possesses no means to magically or spiritually track foreigners who enter or traverse Lunar territory so long as those foreigners avoid temples, large towns, cities and holy places. So it is feasible for the party to attempt this. They intend to avoid all population centres and will stick to rural areas as much as possible. Crossing major rivers might be the one time they will have to approach centres of civilisation during their crossing. 

    As to the encounters and the sources of jeopardy they will face during the crossing I have plans for the party, but such plans would have been mooted if the Lunar "AWACS" infrastructure could have pick up their presence and tracked their progress reliably. Some of my players check out this site on occasion so I will not delineate the nature of the perils which may face the travellers but sufficed to say this transit will not be a cake walk for our neophyte, west-faring trekkers.

    Cheers and good gaming.

    Evilroddy.

    • Like 2
  5. Oh, wise Magus Byll:

    In reading your post I noticed something which has been staring me in the face but has gone unnoticed by me for quite a while. You mentioned a "seventhed" illuminate as a guide towards Dorastor for the party. Dorastor made me think of Ralzakark which made me think of broo which in turn made me think of Thed. Then I saw it in a blinding flash of mini-revelation. "Seventhed", is it seventh-ed or seven-thed and thus Seven-Thed! More searing insight into the insidious corruption of Nysalor/Gbaji and possibly the influence of Ralzakark? Enquiring minds want to know! Have I just solved a Nysalor riddle posed by the Magus Byll and seen a glimpse of my seventh soul or my inner broo, or both

    Cheers and good gaming?

    Evilroddy.

    • Like 6
  6. Oh, wise magi:

    Some great ideas and I thank you for them. I may incorporate some of them in to the passage. 

    However my key question has not been addressed and that's my fault for not making it clear enough. The answer to the question will shape the passage narrative strongly. So I will ask it again:

    9 hours ago, Evilroddy said:

    Given that clan wyters can detect the presence of foreigners on clan lands does the Lunar empire have magical and/or spiritual mechanisms for detecting aliens crossing its territory remotely or must it rely upon military patrols and interrogation of intercepted foreigners to secure its sovereignty?

    The ability or inability of the Lunars to detect and track the party will determine whether the party can successfully avoid problems over and above the encounters that would normally occur for any party moving through the region. I should point out that two party-members have in their possession magic items which the Lunars would likely confiscate if they became aware of the item's presence, so party stealth and evasion will be key to a successful transit. I need to get your opinions; can the Lunars detect by magical or spiritual means small parties of non-Lunars moving through their heartland territory?

    Cheers and good gaming.

    Evilroddy.

  7. To the wise Magi of Glorantha:

    I need counsel and help for my campaign. Well, the party, or more accurately what's left of it, has returned from crossing Pent with the Red Hair Lunar caravan (great adventures there by the way) and are now hellbent on travelling to Talastar and Dorastor to continue their adventures. They've got it into their group-mind that they are now destined to begin west-faring  in preparation for bigger ritual things to come and want to fight chaos and then cross the Kartolin Pass to travel across Railos and the Korions. One player character is an Orlanthi Rune Lord who is a fugitive from Lunar law in Sartar, the Far Point and Pavis County as well as having run afoul of the "authorities" in Balazar. Another is a Vingan on the cusp of becoming a Red Woman (Rune Lady) but she has kept her nose cleaner and while not popular with Lunar authorities, she is not yet wanted by Lunars anywhere. The third established PC is a powerful Yelmalio Horse Archer and duellist who has earned the enmity of some powerful Lunar persons, but has not broken any laws per se. One replacement PC is now playing a Pentan adventurer who wants to see the world and unbeknownst to the rest of the party is scouting out the Lunar empire on her own initiative for military intelligence purposes. The last replacement PC is a sort of Kingdom of Ignorance knight-errant/ronin who has taken up common cause with the PCs, but is just along for the ride. The NPCs in the party include a Sword Sage of Lhankor Mhy (senior initiate) and an Issaries Golden Tongue (senior initiate) and both are not wanted by the Lunars but have a bad track record in the cordial relations department.

    The party plan to ride from the eastern fringes of the Oraya Sultanate southwest across the Lunar Heartland. They will skirt south around the southern tip of the Hungry Plateau through very rough territory and then cross the heart of Yelmic and Lunar civilisations. They intend to cross Sylilia and then Larkene until they arrive at the Kingdom of Bilini. The party has been away for almost two years serving as caravan guards and generally acquitted themselves well with the red haired masters. They intend to avoid population centres while traversing the Lunar heartland but will be within the Glowline and the arcane perception of the Lunar Godess and her followers.

    So my question is how likely can a party of politically hostile but passive Lightbringers cross the heart of the Lunar empire without running afoul of Lunar magical and spiritual defences, if they are disguised, circumspect and furtive in their crossing? They all but one speak some Pelorian and two are quite fluent speakers. They are flush with money, so need not rob and pilfer their way across the Lunar Empire. Given that clan wyters can detect the presence of foreigners on clan lands does the Lunar empire have magical and/or spiritual mechanisms for detecting aliens crossing its territory remotely or must it rely upon military patrols and interrogation of intercepted foreigners to secure its sovereignty?

    Thanks in advance for your suggestions and input.

    Cheers and good gaming.

    Evilroddy.

    • Like 2
  8. And let's not forget that Praxian Bison Tribe hit - "Wooley Bully" by Sam the Shaman.

    Or Van Morokanth's "Brown Hide Girl" and "Moontrance".

    Nor should we discount the Kerofini classic, "Ain't No Mountain High Enough", by Marvan Gor.

    "Devil With a Blue Streak Gone" by Witch Ryder.

    "I Love Rock and Bolgs" by Jaganatha Jett.

    "La Binga" [Bang] by Twitchy Talons.

    "Lightson of a Creature Man" by Dusty Seafield.

    "Mama's Got a Brand New Hag" by Jomes Brown, the hardest work'in Uz in Rock and Roll.

    "Red Magic Woman" by Sant-Xentha.

    and finally the memorable "Turn Beat-Pot Around" by the Mostali Sound Machine.

    Argh, I've got to stop this!

    Cheers and good gaming.

    Evilroddy.

    • Like 3
    • Haha 1
  9. The title of this thread always makes me think of a 1960's garage band! "Mrs. Bronze you've got a lovely Moonson!". "I'm Phaoroh and the eighth I am". The Gagarthi classic, "Wild Thing" and who can forget, "Troll, you've really got me Uzzy!". Not available in stores.

    Cheers and good gaming.

    Evilroddy.

    • Like 2
    • Sad 1
  10. Wow! What else can be said. Just wow. This sounds like quite the dysfunctional party and reads like Fifty Shades of Rufelza!. That's quite the psycho-drama you have ticking away there. And that must be some secret driving several party members. I hope that when it all comes out the the blood-soaked, dirty laundry of your campaign that you share it here too. I am intrigued. Game on!

    Cheers and good gaming.

    Evilroddy.

    • Like 2
  11. Pentallion:

    How did your party get from freemen in Dagori Inkarth to slaves on an Island off Palmatela in such short order? I think I have narrative whiplash! This sounds fascinating.

    Cheers and good gaming.

    Evilroddy.

  12. Pentallion:

    More interesting entries as the perplexing story unfolds through the keyhole. Thanks again for sharing. In the spirit of editorial help and not because I am a pedantic pain in the butt (which I regrettably am) there is a your which should be a you're in the line, "Be calm, your okay, your baby is well". I'm sorry but I'm a teacher and I just can't help myself sometimes. Please forgive my unhealthy compulsion to correct and my inexplicable fascination with red ink pens! Mea culpa.

    Cheers and good gaming.

    Evilroddy.

     

  13. Interesting entries, but they suffer from a lack of context. I suspect there is a fascinating campaign here! Thanks for sharing this.

    Cheers and good gaming.

    Evilroddy.

  14. Quackatoa:

    Ponsonby is delightfully composed and makes for an amusing or possibly an hilarious NPC. How do you see him becoming a hero of the Hero Wars? How will he leave his mark on Glorantha? Is he the ducks-amorum to Faitikus' Dux Bellorum? Will he woo Queens in Nochet and just generally duck things up? I crave to learn more of this elegant drake as he moves from public service in the militia to servicing the public in the City of Queens. 

    Cheers and thanks for posting this.

    Evilroddy.

    • Like 1
  15. Jon Hunter:

    I like Refuza the refusenik! Is she suffering from PBSD - Post Bat-tactic Stress Disorder? An interesting and complicated NPC with conflicting motivations is always a great asset to any campaign. Ones with real power or influence are even better. Bravo, sir! Thanks for sharing this.

    Cheers and good gaming.

    Evilroddy.

    • Like 2
  16. Some of the non-standard spells in my campaign are:

    Banish Pests - removes fleas, ticks, mites, aphids, etc. from one targeted life form. One point spell.

    Purge Internal Parasites - purges mundane but not magical internal parasites and their eggs, etc. It also induces immediate and uncomfortable defecation for five minutes and can on occasion induce vomitting as well. The target must resist the spell even if they wish to be purged. Three point, ritual spell.

    Ears of the Fox - Variable point spell which improves hearing skills by 5% per point or halves the perceived distance of the heard sound by 50% per point of the spell.

    Spirit Chanting - Variable point spell which gives +5% per point of spell to spirit speech and can be used to give a temporary spirit speech ability to one who does not understand it.

    Limited Invisibility - Variable point spell, concentration spell, Targeted at one target to make the caster invisible by distraction to that target. It can also be used to make invisible one other single person (instead of the caster) of the caster's choice, who the caster is touching during the casting of the spell. It's a variable point spell but the initial cost is two intelligence points with an additional point per level above; extra levels add more targets to the spell but not more recipients of its veil. It replaces the invisibility spell which is very rare and highly controlled in my game.

    Clean Fabric - for removing stains and messes.

    Tickle - Variable point spell, concentration spell, a favourite spell for tricksters and the like. If the target's power is overcome it loses 5% off all skill checks per point of the spell. On a special success the penalties are doubled and on a critical success the target is disabled with laughter and squirming. It lasts for one minute before the sensation subsides enough to not impede the target. The discomfort lasts for five minutes.

    Stumble Tongue - Variable point spell which reduces the target's ability to use any communication skill by -5% per point of the spell if the caster overcomes the target. Special success doubles the penalty and a critical success makes the target incomprehensible except for non-verbal sign language or miming.

    Dream Scaping - targeted at a sleeping being in direct sight (dark vision counts) the caster can share a dream experience with the target and can influence dreams if the target's power is overcome. Regular success means minor images or alterations which might be remembered (caster's power X 1); special success is a more major alteration which will be remembered upon waking at caster's power X 3. Critical success means the ability to fully orchestrate and control the dream with the caster's power X 5 to fully remember the whole dream vividly. If the caster fails to overcome the target's power then the target will awaken on a power X 1 roll using the target's power. A fumbled attempt to overcome the target's power immediately awakens the target with the strong sense that something is wrong. This is a four point, concentration spell and is tightly controlled by both benign and malign groups who know of it. 

    Naughty Nimble Fingers - Variable point spell, concentration spell which improves manipulation based skills by +5% per point of spell and reduces the chance of observes from detecting the manipulation by 5% per point too.

    Cheers and good gaming.

    Evilroddy.

    • Like 3
  17. Please pardon my God Learner tendencies and curiosity, but could you HeroQuest to just before the dawn of time, wait about a bit and then after the start of time HeroQuest forward in time back to the present? If so, could you map this and use it to circumvent the Covenant of Time? Would Arachne Solara personally spank you for even suggesting such an approach? Well I have to live up to my moniker now and then, don't I, so don't roll your eyes at me like that!

    Cheers and good gaming.

    Evilroddy.

    • Like 1
  18. 9 hours ago, MJ Sadique said:

    What still interest me is what will happen to all sociopaths in place of power and influence after the end of the Utopia Era of Loskalm ? When the Grandiose Magic of Harmony, which act like a straitjacket to these people simply vanish at the end of the ban.... Will they side with the numerous-young or with the few-elite ? Will their greed protect Loskalm from the outside or try to sell it to the best ones ? As a French, I think a "femme fatale" or a "éminence grise" will try to use the war to seize the more power they can but they will still protect simple-minded-idealist Loskalm ! (In the Kingdom of blinds, One-eyes are kings)

    Well said, an intriguing future lies ahead for our PC's/hapless would-be heroes as the maelstrom churns faster and faster in the sea of humanity ( and others)!

    Cheers and good gaming.

    Evilroddy.

     

  19.  

    3 hours ago, MOB said:

    You can still be "exiled"/forcibly disappeared under the Ban, you just don't come back.

    And that could be an evil secret at the heart of the so-called perfect Loskalmi society under the Ban...

    The Loskalmi senior leadership is gravely perturbed by confidential intelligence reports from the front lines against the Kingdom of War—some fighters seen in the opposite ranks appear to from among those who were secretly cast into the grey fog during the Ban. Some of these should be long dead, or elderly by now. Knights have been dispatched to try take some of these returned exiles as prisoners (or at least bring back heads), so they can be properly identified, either by relatives or magical means. 

     

    Loskalmi head-hunting Knights? Yikes, that's an image I had never envisioned before! Does Loskalm have sorcery/necromancy that can compel the dead to speak? 

    If the Syndics Ban is powerful enough to temporally displace some of the exiled of Loskalm forward in time, could it also be powerful enough to rarely (maybe just once?) break the Covenant of Time and throw an exile backwards in time? Say, a maverick and powerful knight of mixed human and aldryami lineage whose accidental illumination created an all-consuming hatred for Nysalor, which unbalanced him and made him so driven and thus dangerous to Loskalmi order and good governance to have caused his exile? Perhaps he did return only to be cast back to his origins! Prophesy fulfilled and thwarted simultaneously. Hmmm, I'm feeling like I'm channeling a Mel Gibson role somehow.

    Cheers and good gaming.

    Evilroddy.

  20. Darius West:

    Fair enough. I can see some women taking the path that you outline but I also see some mechanisms which would tend to limit such behaviours' chances for success. If a criminal uses diplomacy, seduction, subterfuge and even murder to propel themselves to power, there is going to be a trail of evidence to indicate that they are doing this. If they are clever enough, disciplined enough and shrewd enough to cover such a trail up then they are pretty capable folk. If they are clever, capable, disciplined and shrewd enough to succeed criminally then they are also likely to succeed legally by methods deemed acceptable by Loskalmi society. So why risk a criminal career to success when a legal one is available, unless you are an anti-social thrill seeker who seeks the high of breaking the rules for its own sake?

    The second mechanism is that talented, clever, disciplined and shrewd men might be initially attracted to an ambitious woman but would soon realise her ambition and drive to be destructive to their own self interests and to the wider Loskalmi ethos. Thus they would separate/divorce themselves from such women quickly in order to limit the damage. In a meritocracy the men with power will be capable and perceptive, not gullible emotionally stunted marks who inherited their wealth and are easy prey for a pretty face or a fascinating but toxic mind. And unlike in Aurthurian legend the most powerful are also the least propertied if Loskalm truely follows a Platonic model. The guardians, mages and nobles are managers and caretakers but do they themselves own the things they administer in trust? Only the producers need access to the means of production and thus to capital/property in order to produce. The higher castes don't need property. What materials they need are given to them. Their wealth is in authority/power and not in material possessions. When a woman assumes the caste of her husband, does she also assume his authority/power? No, not unless she is capable of exercising that power properly. When you marry a judge or magistrate your social standing may increase but you yourself do not become a judge or magistrate, even upon the death of your spouse unless you have the credentials to fill the role (and then there is only a chance of such an appointment).

    So, yes, your femme fatale could be an excellent villain but I think she would be a rare exception rather than a part of a significant societal trend. The Morgans and the Guiniveres are in charge of their own fates in Loskalm and not being shackled and suppressed by a patriarchy which needs to be circumvented and out-manoeuvred in order for women to have success. Nimue was a demon/faerie and so is beyond the scope of this discussion.

    Cheers and good gaming.

    Evilroddy.

     

  21. This discussion is proceeding in unexpected directions. It was initially about the how Hrestoli Idealism could co-exist with flawed human beings as a component part of its societal expression. Perhaps we should return to that topic rather than endulging in fictional finger-pointing at non-existent groups within Loskalm. It seems to me that capable women would likely rise on their own merits in Loskalmi society rather than tying themselves to a male patron. Less capable women might follow a cooperative strategy by finding a husband to carry them along but a talented and rising husband would likely see through such a stratagem once the honeymoon was over and take corrective steps. Only incapable women with a very strong ability to control men would constitute a real threat and I imagine that such women would be a rare occurrence rather than the norm. So I don't see women as a secret force operating from behind the curtains of the bed chambers of Loskalm, promoting their own selfish interests at the expense of the Hrestoli whole. Yes, aberrations will occur but they would not be mainstream currents in society. Is marriage permanent in Loskalmi culture or is divorce permitted?

    My problem is what to do with the significant numbers of people who for whatever reason don't buy into the Loskalmi state project of Idealism. They must be a significant number and it seems that a Utopia has little engineering tolerance for managing determined defiance or opposition, especially if that opposition is willing to use tactics and strategies which the state is unwilling or unable to use itself. If one's philosophy clashes with the received philosophy, how can that Loskalmi-wide orthodoxy be maintained without resort to exclusion, coercision or for a lack of a better term, 're-education'?

    Cheers.

    Rod Robertson.

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