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JaredS113

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Everything posted by JaredS113

  1. That seems to describe the Spirit Magic version, but Vishi has it as a Rune spell (which is mentioned but not explained). Which Rune would Vishi roll to cast it as a Rune Spell? Moon? Death? Man?
  2. cool thanks for the hints! I'm prepping to run the Broken Tower so I these are all questions about what's in the QS. Looking forward to the full book!
  3. Vishi Dun has Disincorporation on his Rune Magic list... is that detailed anywhere?
  4. Should Harmast have Lock as well as Passage on his Rune Magic list since Passage says "Must be cast with Lock"?
  5. Should Vostor's Rune Spell of Summon Small Fire Elemental instead be to summon earth, fire or water elementals since he is in the Seven Mothers cult?
  6. Any idea if Sorala's Spirit Magic of "Detect Magic" is supposed to be Dispel Magic? Or should that just be deleted from her Spirit Magic list?
  7. And Dispel Magic in the Spirit Magic list should be (var.) not 1.
  8. I know I'm really late to the party, but are edits still being made to the Quickstart Rules for the PDF? One I've come across is that both Rune Spells (Path Watch) and Spirit Magic (Visibility) have S as a range which is never defined in either of their keys. (I am assuming it is for Sight.) Vasana Rune Spells costs: Extension should be (var.) not 1. Leap should be (var.) not 1. Mist Cloud should be (var.) not 1. Spirit Magic: Healing should be changed to Heal and should be (var.) not 2. Yanioth Spirit Magic: Heal should be (var.) instead of 3. Pt. and pts. should be taken out of the costs Vostor Weapons list a Large shield AND a Medium shield, but Treasures lists only a Large shield. Rune Spells costs: Extension should be (var.) not 1. Madness should cost (2) or the cost in the Rune list is wrong. Spirit Magic: Heal should be (var.) instead of 1. Pt. and pts. should be taken out of the costs Sorala Thrown Small Axe: Shouldn't her included Damage Bonus be halved to +1D2 instead of +1D3? Rune Spells costs: Extension should be (var.) not 1. Spirit Magic: none of the Detect spells have cost of (1) listed. Farsee should be (var.). Harmast Weapons lists a battle axe but Treasures doesn't. Rune Spells costs: Extension should be (var.) not 1. Passage should be (var.) Spirit Magic: Detect Enemy should be Detect Enemies or the Spirit Magic spell list should be changed to Detect Enemy. Pt. and pts. should be taken out of the costs
  9. There are 4 other free ones, plus the fun solo adventure Alone Against the Flames, which could be converted to an intro adventure. https://www.chaosium.com/free-adventures/
  10. I don't have a published one, but I just rewatched Temple of Doom last night, and that is a straight up Cthulhu adventure! Just take out the mystical stones and heart ripping, and you've got a resurgence of the Thuggees, a maharajah covering for them, kidnapping children to work in narrow mines to find jewels to finance the cult, secret passages, traps... Not too bad!
  11. Ha yes a lot of that was so that Keepers can answer weird questions that come up from the Investigators. Thanks for the tip, I'll add in more description! The differences do stand out whenever you travel, but a lot of comparisons to the familiar too. thanks!
  12. I'm working on an adventure set in Ummayad-era Damascus circa 725 CE, and I'm trying to make sure I have brought the era to life while also making sure to provide answers to common things the Investigators (and the players) would want to know or ask questions about. I'd also like to write this up for other Keepers, so I have to cover the problem that no one knows exactly what you know, so a different Keeper might only be working with whatever I am able to write up for them. Here's my rough idea so far: Some "boxed text" type descriptions that the Keeper can read for the Investigators as a prelude (what you see when you approach Damascus for the first time, for example) and whenever they enter a new area or scene. Then a list of flavorful "encounters" that a Keeper can drop into the background or add to another scene to help it feel more grounded. I have a historical background for the Keeper to fill in basic ideas and themes about the city and setting. I also have a rough timeline of historical and Mythos and adventure background. I also have a lot of pictures and I'm working on several maps. I have a list of common and nonexistent things (that I believe was in the 6th edition rules for the 1920s?) like "coffee hasn't been developed yet!" "backgammon is popular!" etc. Common player/Investigator knowledge or areas of curiosity: How does trade work? How is knowledge recorded? What weapons/tech are common? How do people travel? What does art look like? What are science levels, particularly astronomy, and how does the government/religious groups view it? What are medicine levels and how is it viewed? What are superstitions? How multilingual is the society? How is the society balanced economically? What are the roles of the sexes? What are the interactions of religions? What are the interactions of minorities? What food is common? (I'm not sure I can answer all that but I'd like to know if I missed any important areas! Or if you have a good source for 8th Century Middle Eastern cultural history!) What has worked best for you as Keepers to help you feel grounded in bringing a historical era (1920s or whatever) to life? As an Investigator, what did you need to know to feel like you could play in a different era? thanks! -jared
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