Jump to content

JavaApp

Member
  • Posts

    30
  • Joined

  • Last visited

Everything posted by JavaApp

  1. Thanks for everyone who replied! There was a huge amount of cool information here., and I am still absorbing it. Thanks, again!
  2. I have a number of questions about the composition of the Lunar Army in Tarsh after the DragonRise. First off, who were the Native Furthest Corps - were there a bunch of different regiments Like the Heartlands Corps, or was this the provincial army and as such did not have regimental differentiation? I assume the highest level of differentiation of Lunar units is the Native Furthest Corps and the Heartlands Corp? What were the composition of the Lunar armies during the Battle of Dangerford and The Battle of the Queens? Were they entirely Tarshite, or did they also have Heartlands Corps elements? Forgive me if there is a single post somewhere dealing with all this.
  3. I brought up this issue recently as well, and Phil Hibbs and others helped me work it out, at least to my satisfaction. You should note that they don't necessarily endorse my method, nonetheless. "A mount (of whatever type) may carry a rider with a SIZ equal to or less than that of the STR of the mount. You need not account for the weight of the rider or that of the mount's bridle, tack, fodder, and gear when figuring its ENC. Only calculate the ENC of the armor, weapons, equipment and loot of the rider that the mount will carry (in other words, the normal ENC of the adventurer). This may mean that the adventurers will need an extra mount or mule to carry food and loot; this will not appreciably slow the overland movement rate of the adventurers." This was a 'best of both worlds' sort of decision, and remains consistent with all current ENC and mount rules. It's not official at all, but I hope it helps some of you. Tangentially, the reason we have encumbrance rules at all was a) keep players from bearing inappropriate types of armor and arms (the librarian with plate and a pole axe) and to have players make choices about loot - how much of it to carry and how much it slows you down. If these issues don't bother you then great; you probably don't need encumbrance rules. In any case, RQG amounts of loot (in terms of coins) are much less than the loot awarded in RQ2, so the ENC rules don't have quite as much significance as they used to.
  4. 'lo all, Anyone recall how ENC for a mount works? If it is the same as a human's, then the average ENC for the mounts (mule/horse) is 19-20. I vaguely recall somewhere there being a rule that allows a horse to carry more, but I don't know what edition that rule appears in, or even if it exists at all. Additionally, does the SIZ of a rider count as ENC for the mount? Anyone remember? Thanks,
  5. This is how I handled this for water elementals. I would use something like this the other elementals, adjusting for the distinct types. Please also note this contains text from the Bestiary along with text I inserted, so it's not by any means official. Remember that movement occurs during the ‘Movement of Non-engaged Characters’ phase, and so adventurers will be engulfed by the elemental before any actions are taken by them. An adventurer may make a Dodge roll to leap out of the way, but that this will consume their entire round, as they must leap outside the area affected by the creature. They will also be left prone after a successful Dodge unless they also make a successful Jump roll. The serpents attack by engulfing their foes and forcing themselves into the mouths and lungs of their victims. Adventurers expecting immersion can hold their breath for a single round without having to make a successful CON x5 roll. On subsequent rounds, (or the first, if they are surprised) characters engulfed must make a die roll of their CON×5 or less on D100 or suffer 1D8 points of damage to the chest location from inhaling water each melee round they are caught within. This is assessed on SR 12 of the round. You should also note this is different from the normal drowning/asphyxiation rules. If they make the CON roll, the target can try to roll the character’s DEX×5 or less on D100 to escape from the grasp of the water elemental. This places them outside of the area engulfed by the elemental (again, on SR 12). Being engulfed prevents most attacks and spells, but if the adventurer makes the initial CON x5 roll, weapons such as daggers, fist, and kick may be used to attack while engulfed (using the standard SR +5 modifier for preparing weapons (in the case of the dagger) on the round the weapon is drawn), but the adventurer gives up the opportunity to make a DEX x5 roll to escape. Grapple attacks may not be attempted, because the elemental is too diffuse to properly hold. You are considered to be engaged when engulfed.
  6. I have a few short questions for the gurus out there, all regarding the Summons of Evil spell (RQG 345). The compulsion to come to the site of the ritual only lasts as long as the effigy remains, but the effigy will actively combat the participants once summoned. It has hit points and a STR score, equal to its POW. This is specified in the spell, and clear. So does it 'animate' the effigy? Why else would it have hit points and STR? If it attacks the adventurers, does it engage in spirit combat? I assume it cast spells during combat if it has them and it is appropriate. When the spirit dies, does the compulsion of the actual material foe to come to the site of the ceremony fade? Or does the ritual continue for the rest of the pre-determined time period, as well as the compulsion?
  7. OK, just dl'ed all the iconics you have posted so far, and pdf'ed them. I'll start filling in the mount/elemental/etc sheets and then PDF them, adding them in the correct order. Won't be able to work on them until Sunday, however. Yes, Jason, I am being a good boy and working on my assignment.
  8. Phil, can you post a link for your Iconic character worksheets? I ran a tournament adventure a couple of months ago, and the main complaint was that the character sheets from the book weren't organized well. More than one person said that they wanted a more 'normal' character sheet. If you have the original stats on your sheet, then we could PDF and send it to Todd Gardiner, so that they can be distributed to tournament and demo GMs. If you only have the new stats, send me a link for that, and I will make the necessary adjustments. The last time I heard, there wasn't much enthusiasm for errata'ing the Iconics, so let us know if that gets decided on as well. Thanks!
  9. I was actually able to get most of these, and you are correct, they are wonderful and very useful for filling in the holes in Pavis & the Big Rubble. Ian Thomson was mostly responsible for these. I know he made several assumptions out of canon, like expanding the size of the Rubble via-a-via New Pavis, but damn, this was good work. Pure. Gloranthan. Gold.
  10. That's what I have decided to do as well. Thanks, everybody.
  11. Well, Darra Happa Stirs is 2nd Age, and while not a complete deal breaker, is not on my radar. HiG and GA are excellent ideas though.
  12. I'll be starting a new RuneQuest: Roleplaying in Glorantha campaign this Friday, November 2nd. We are looking for some more players (we have three, currently). If you are interested in joining us, please send me a PM. The game will be Fridays nights from 6-9 (or 10) each week. We're playing in a home near the Braeswood area of SW Houston.
  13. No problem. I couldn't quite make out the tone, so I got a little too defensive.
  14. Because I'm a fanboy? Honestly, when I ran the Great Pendragon Campaign, I tried to keep to the timeline as much as I could. Sometimes, when events started to get too tight, I would drop scenarios in favor of improvised content. One of the criteria I used was whether Greg had written it or not, and whether or not it appeared on the internet instead of an official publication, and whether or not it had been retconned in some manner, like some of the background tables in Beaumains, for example, which were supplanted by later work. In the three times I have run the first three phases or so of the GPC, I didn't even use the scenario that I wrote for the GPC. So, yeah, I do rank some content over other pieces. That's not exclusively due to 'canonicity'. If I was running a Far Point campaign, I would definitely use the Zin Letters issue, even if there are discrepancies (I am not certain there are as many clans in the three tribes as is portrayed in the articles, for example) simply because I thought it was interesting material that had some utility for me. And Phil, if it is OK for all of us to ignore the very idea of the canon for our own campaigns, then surely it is equally OK for us to pay attention to it, if we wish to?
  15. So I am still going back and forth about the RQG campaign I want to run, whether it should be in a new area with all the material coming from me, or one of the Chaosium/Moon Design campaigns. So our first session is Friday, so I guess I had better figure this out, huh? I was going over my choices, and I put this list together to help figure out what to do. 1612 - 1613: Apple Lane, Snakepipe Hollow, The Haunted Ruins, improvised material based on Wyrm's Footnotes campaign notes for Sartar and King of Sartar. 1613 - 1616: Big Rubble, Pavis, Borderlands, Sun County, River of Cradles, Shadows on the Borderland, Strangers in Prax, 1612+: Griffin Mountain. 1615?: Dorastor, Lords of Terror 1621 - 1625: Barbarian Adventures, Orlanth is Dead, Gathering Thunder improvised material based on Wyrm's Footnotes campaign notes for Sartar and King of Sartar. 1618 - 1621: Sartar: Kingdom of Adventure, Sartar Companion, Pavis: Gateway to Adventure improvised material based on Wyrm's Footnotes campaign notes for Sartar and King of Sartar. 1618 - 1625: The Coming Storm, The Eleven Lights - (I don't think I have either of these, or only in pdf if I do). 1625+: The Broken Tower, Defending Apple Lane, Cattle Raid, The Dragon of Thunder Hills. I think those are the major scenario 'tracks', or Adventure Paths, as our Pathfinder friends call them. There is also Runequest Adventures, which I don't have access to all of, and the Unspoken Word campaigns, which I do have, which are Tarsh in Flames, In Wintertop's Shadow, The Thieves Arm, and Sons of Kargzant. There is enough material for a Far Point campaign, from different sources like The Zin Letters #3 and the John Hughes internet material, and of course an Uz Trollpack based campaign. Oh, yeah, Blood Over Gold, and Men of the Sea. Am I forgetting anything? Have any of these been Gregged/Jeffed/retconned? Should I just go with the latest material and start playing already?
  16. Is it possible/probable that someone who performs a Heroquest, either the 'still in the Middle world but glowing with the hero light' type, or the 'vanished from sight in the Middle world and entered the Gods' War' type, will acquire a rune (Magic perhaps?) that is a record of their growing 'Heroquest consciousness', and might also show the degree to which they could be sucked into an opponent's Herooquest? I know this is jumping the gun a little, since formal Heroquesting rules have not appeared yet. Confirmations, counter-theories, questions, denials, and dismissals are all equally welcome.
  17. JavaApp

    Fornoar

    So I am considering a number of options for my upcoming RQG campaign. Most of them are previously published material. But one interesting option occured to me as I was idly paging through the GtG. I could use the Seshnelan (sic) province of Fornoar and have the elements of a good old-school rubble-crawl campaign. The area has no major settlements, only a couple of ruined cities. Another ruined fortress nearby is Arkhome. It lies at the nexus of Troll, Dwarf, human, and Elf lands. The Nida river washes a bunch of Dwarf Junk downstream for adventuring types to try to find. I have already gotten some good advice from Joerg and David Scott about this place - they suggest delving into the Hunschen history to place tombs and other ruins. So on a practical level, I want to think about all the consequences of running such a campaign. I am no stranger to improvisation, But I do want: a) to write my own homeland previous history tables. (Seshnela/Safelster/Orlanthi tribes, Castle Coast Hrestoli.) b) come up with tables for searching for Dwarf junk in the river. c) map out the ruined cities using the Point-Crawl technique used in several OSR modules. d) treat Arkhome a bit like a mega-dungeon ala Castle Greyhawk. e) come up with random encounter tables for all the nearby forces that might launch raids into the territory. (Elf, Troll, Dwarf, Arkati cultists, Seshnelan knights). F) use the existing map of the territory and map out the locations of some of this stuff, a bit like Griffin Mountain. I also need to figure out what to use as homeland tables, occupations, and Malkioni 'cult' write-ups, like in the core rules for the various deities. That is the largest chunk of work, really, and I can't improvise that stuff - I have to write it. On a practical level, can anyone see what else I would have to do? I am willing to do the work, but I need to have a really good idea of waht I am getting into before i embark on such a venture. Not plot, not characters, but the stuff I need to have prepared to do this well. I would welcome virtually any advice or wisdom you could provide. Thanks!
  18. It was Greg Stafford created the world, Glorantha, that I have wandered in most outside of my own. It was Greg Stafford who midwifed the RPG that has brought me the most joy in GMing, Call of Cthulhu. It was Greg Stafford who, when he needed more material for his grand opus, The Great Pendragon Campaign bought my scenario, The Adventure of the Faire of the Woods, and liked it so much he asked me to contribute even more material, which he also bought. It was Greg Stafford who gave me the greatest validation I have ever had as a writer, when he told me he was proud that after trying for nearly 10 years to get that scenario published, it finally appeared in the GPC. It was Greg Stafford who, when Hurricane Rita hit Houston, warned me to get an ax, in case I need to carve out a hole in the roof to escape rising flood waters (this was the same year that Katrina hit New Orleans). And it was Greg Stafford who, when he saw a description I had written of the storm, wrote that I was a kindred spirit, and that things would get better. And this man wasn't my friend. He was just an acquaintance, and yet he had all these effects on me. I cannot imagine the profound imprint that he had on guys like Jeff Richard, Nick Brooke, MOB, and others, much less his family. I wrote this for his birthday some years ago. For Greg Stafford, on the occasion of his sixty-sixth birthday How many walkers are left who travel the woods of memory and song reclaiming paths we had not even realized were forgotten. The old man stands before the fire and tries to teach us We watch, and move our lips as he speaks trying to learn how to walk.
  19. The Stafford Improvisation Rule: one-half of all the material you present to your players will be improvised. Players do all sorts of weird things, and will run after a tangent or red herring like a pack of hounds after a fox. Prepare accordingly by having a bunch of character and minion sheets filled out and ready to use along with a good list of names. Other items, like floor plans and maps, are helpful, but not strictly necessary.
  20. The Finch Dictum: Rulings, not Rules. There are always going to be situations not covered by the rules. There will always be the temptation to consult another book to find a particular rule. Resist it. Instead, examine the abilities and histories of the characters involved, and simply decide what would happen. If no definite answer can be extrapolated, roll some dice to find out what happens. This rule was developed by the guru of the Old-School movement, Matt Finch.
  21. The ASL Corollary: no retconning. This idea was introduced by the wargame, Advanced Squad Leader, which has very complex rules. Rules mistakes by the participants are nearly inevitable. In order to keep games moving, once the current round has passed, no adjustments to the results of previous rounds are made. If Bob the Ogre actually had 18 total hit points, rather than the 15 you assumed, he doesn't spring up mysteriously and start fighting again. He just stays dead.
  22. Unfortunately, it's been years since I had a F-t-F RQ game. Using Discord and G+ Hangouts does not lend itself well to miniature play, but I did try to keep track of positioning when I ran RQ2 & RQ3 online in the last several years. When I start my RQG game, I'll expect I'll do the same. I have a large selection of RQ figures, dating back to the Ral Partha days. Were I to play F-t-F again, I would whip them out in a heartbeat.
  23. It actually sold for $200, which I was pleased with. But it did sell, so if a mod would like to delete the thread, I have no objection.
  24. First, if I am violating any policies by posting this here, I would be happy to remove the post. Massive Lot of 2500+ Mythos CCG, Core, Dreamlands, New Aeon. Bids start at $1. http://www.ebay.com/itm/-/331937958185? This is an auction for a mixed lot of Mythos CCG cards and packs. 35 Expeditions of Miskatonic University sealed boosters . 20 Cthulhu Rising sealed boosters. 17 Legends of the Necronomicon sealed boosters . 2 sets Mythos Standard edition - one in box, the other in a plastic card holder. The investigator cards are present, as well as the full rules for the Standard Version. Both sets were played and are a little worn. There is also a third copy of the Standard Set rules and 2 extra Standard Set Investigator Cards. 5 opened New Aeon starter decks, with rules, investigator cards and all original cards present. 5 copies of the Dreamlands rules. 10 Dreamlands Investigator Cards. 1 unopened pack of Investigator Cards from the Mythos Core set Booster Box. 1 copy of The Art of Playing Mythos 1 complete set of Mythos Core, from Expeditions of Miskatonic University, Cthulhu Rising and Legends of the Necronomicon. It's missing only one card, #45, The Haunted House, which was a promotional insert. (200 cards total) Thousands of other loose cards from all the sets listed above. (about 600 dreamlands cards, and no New Aeon cards besides the Boxes listed above. The rest are mainly form the core set - Expeditions of Miskatonic University, Cthulhu Rising and Legends of the Necronomicon.
×
×
  • Create New...