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Rob Darvall

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Everything posted by Rob Darvall

  1. I think I'm missing something. Heal (spirit magic) takes x number of MP and converts them to HP "Heal... Each point of Heal repairs 1 hit point in a designated location. The effect is immediate. If the location is not fully restored, Heal can be used again in subsequent melee rounds." Heal Wound does the same but costs a rune point as well. "Heal Wound ...The spell converts magic points into hit points. The caster must simultaneously spend magic points equal to the points to be healed. This spell cures the damage in the locations being touched as well as total hit points." Why the duplication? And more, why spend the Rune Point?
  2. Character creation in our first game of RQG was a ball. We did straight random gen for everything and the six players (ages 7 to 50) had to make up backstories to fit. The youngest is a scribe (who just evaluated Polybius's Books of Elephantis in time to stop the Llama rider from pulping them) exiled to Pavis for unspecified offenses in Boldhome and the others are similarly interesting, including the bagpipe playing berserk who looks like becoming a trickster eventually. If you've not got a specific story in mind random rolls can throw up delightful ideas.
  3. Per melee round. Thanks Phillip. And Rosen.
  4. I am probably reading this wrongly but "subsequent parries" p200 seems to leave a fighter with just 5 parries/fight. Or is that just my brain on painkillers?
  5. John Hunter: "Who is the bogeyman/enemy?" I'd nominate the Uz first off, The Mostali could become involved in whatever it is that the orthodox Mostali are doing, The Garden could get expansionary impulses, Sables?, the reactionary Sundome faction, various Nomads seeking loot (good luck uniting even an Orlanthi all of that mob), Chaos (starting with Broo and going on up to Krashti or worse, the Devil, or part of him, could come out of the Puzzle Canal), Argrath could even become the enemy a'la Arkat.
  6. Does anyone have Tatouth myths that could be used in initiation?
  7. P&BR running a game using the Deadheads in New Pavis as a jumping off point for my early teens gamers to get into the system. I want Oldtown to be really detailed (the street gangs know who lives where, what they eat, which pubs they frequent etc) with the adjoining areas (Farmers and Public) a bit less so as the kids really only go there to get to the markets, temples, granaries, and public admin (courts) buildings. Rich Hill, Downtown, Suntown, and Riverside will be strange and foreign places, whilst Zebraside, Badside & the river will seem actively dangerous. The Rubble is an adventure(s) to which all decent street urchins aspire. I think this will have the right combination of cultural introduction and dungeon bashing.
  8. Thanks for the answers, my campaign now has a definite shape. Baelor, hijack away, that's when the interesting details emerge.
  9. A very basic question but two hours of trolling through various archives yield no results & my books are mostly in storage. Which Sartarite clans/tribes/Identities were exiled to Pavis both after Boldhome fell & Starbrow's rebellion?
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