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Brootse

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Everything posted by Brootse

  1. Brootse

    Perfumes

    Lanbril's cult in Pavis teaches how to make Stink Dust and Scent-Stop dust. And iirc Blue Moon's worshippers had some moth attracting scent. Afaik those are the only "perfumes" that are connected to specific cults in published works.
  2. Gamemaster Adventures p. 116: A magical copper bracelet that will serve as a matrix for a small earth elemental for members of any Earth cult. I've understood that any earth elemental can be bound in an object that has been suitably enchanted, regardless of its size. Does the bracelet have a binding for an earth elemental, or does it have a Summon small earth elemental spell matrix and the word "Summon" is missing?
  3. Brootse

    Perfumes

    I'd say the Beauty/Illusion cults are the end users, but the Knowledge cults are the ones who make them. And Chalana Arroy also has alchemy as a cult skill.
  4. When I ran a Dragonlance campaign we had I think two aerial combats, and we ran them in a bit similar way. The dice showed the height in some unit. We played it on a grid, where every square was of certain length. D&D has a system for flyers' agility, which specified how tight turns the creatures could make and so on. So we basically played it on RAW. It was fun at first, because it was different from the usual combat, but it grew tiresome surprisingly fast. Imo instead of a specific rules, the GM should ask the players what maneuver they want to do, and perhaps then modify to roll with something. Then the player and the opponent roll against each other, to see which one succeeded.
  5. Runequest Roleplaying in Glorantha p. 422: Additional Penalties to the Occupation Income Roll: The Occupation Income roll assumes the adventurer is engaged in their occupation each season, gone no more than three weeks or so (“adventuring time”). If an adventurer is absent for more than that in a season, the penalty is a cumulative –20% per three-week period. No Occupation Income roll is possible if the adventurer is gone for the full year. At that point, they need a tenant or agent to work for them. Have you included spell teaching and learning in this three weeks adventuring time in your games?
  6. Chalana Arroy has always seemed to me to be a greedy cult. Unlike in D&D the Resurrection spell uses no expensive material components, but it's still an expensive spell. What does the cult do with their mountains of silver?
  7. Congratulations! I've also read those Landström books back in the day, and really enjoyed them. Very recommended reading for people interested in ancient ships. Iirc one of them was used as a source in some HQ book, maybe Men of the Sea?
  8. The actual size of the "pawnshop" hard to estimate. Old RQ had a scenario that was set in there, and in that scenario it was a huge stone mansion, but if you compare its size with other buildings in the Adventure Book's pictures, and use their furniture as a scale, it's much smaller in this edition. In RQ3 a mansion cost 24000L, so maybe the repairs could cost in the ballpark of 1000L in RQG money. If you don't intend to make the repairing into a bigger in-game thing, but keep it in the background, just make the players pay a reasonable sum and say it's ready after a season. Imo the repairs would need much more than just a few workers, and take a longer time, but it's your game, so if you want it to be ready sooner, and cost less, then make it so. Perhaps it wasn't as badly damaged as it looked, there is a suitable quarry near, the local are required by law to help their thane's building projects etc.
  9. Huh. I've always for reason thought that they could breath underwater. Good point.
  10. I've ran the Colymar campaign, plus some extra scenarios, and three out of four players have had a character die. These deaths could have been avoided by better tactics, by using more peaceful methods or by investigating the things more carefully. In two cases the deaths resulted from abysmal fumbles in melee against weaker opponents, and in the third case the monster managed to ambush the group because they didn't have enough intel. So basically if the characters charge everything that moves, they can get killed themselves. This means that the players should think more carefully before entering melee compared to other games, and imo the rules don't need to be less lethal.
  11. As long as the plot requires Maybe you could make it a year, and have some event happen every season. Scaffolds break and pcs have to roll various checks, bandits raid and the pcs have to fight in the construction yard without their armors using only tools and building stones, and so on.
  12. The situation in Sartar after the Great Winter is a bit like the situation in Western Europe after the Black Death. Ie. much of the workforce has died, but the amount of farmland has stayed the same, which means that recruiting tenants is harder than it was before, because they have more opportunities. So the characters should perhaps have to pay a bonus to get tenants. Maybe a cow or something.
  13. Nah, it says nowhere that high Death Rune means worse hitpoints. But in Runequest Roleplaying in Glorantha p. 426: "The Childbirth roll may be augmented by the Fertility Rune, or reduced by the Death Rune (lower the roll by the amount of a successful augment), as desired by the player."
  14. 3/4 characters in my campaign are first or second cousins from the same bloodline, and the 4th is a Praxian whose grandfather had fought for Sartar. One of the Ernaldoris had freed Pavis with him, they had befriended, and the Sartarite had invited him to see Sartar after Dragonrise. In the Broken Tower one of the dead herders was from the same bloodline, and killer was from a family they had a blood feud with. We rolled for the relatives and joined them together in a family tree. Same with the enemy family. The group consists of an Orlanthi crafter, Orlanthi singer, Odaylan hunter, and a Humakti Bison Tribe Praxian. The only restrictions were no Eurmalis, and no major Elder Races, and that most of the group should be locals. Even though most of the characters are from the same family, and some share cults, the characters have quite different, uh, characters. The players have murder-hoboed a bit, and have had to pay huge wergilds for it. We've ran all the Adventure Book scenarios, the Money Tree, and the Rattling Wind, plus some small encounters, and three characters have died so far. The Humakti warrior who was a master lancer, rider, and swordsman died in the first encounter against the rock lizards on account of fumbles and criticals. So to save time from rolling a new character and backstories and fit them with the group etc. his brother (with similar stats, skills and family history) appeared on the scene. He had been left behind, since he had lost his sanity fighting against Lunar Demons. He had regained it shortly after his brother and their Sartarite friend had left, and rode after them, but arrived too late to save his brother. The other dead characters were raised. One of the group was made a Thane, which helps getting the characters involved with scenarios, since the king can order him to do something, and he gathers his relatives and friends to help him. It also helps that the group has an opponent in the court who has the king's ear, so they get assigned into all kinds of dangerous missions.
  15. From my experience, humaktis and storm bulls usually don't survive for long. Their method of solving problems usually involves glorious charges.
  16. I had a thought experiment about the best possible group of adventurers, and four CA worshippers would be hard to beat.
  17. Yeah, in Glorantha awakening gods can be a heroic achievement, but it can also be less so.
  18. I think that ZZ's undead are just flesh and bones that are animated, instead of being made with the chaotic methods involving souls. So they're more like golems. And ZZ's worshippers want their corpses animated after death so that they can continue to wreak havoc, so it's somewhat connected to their Disorder Rune, even though their animation spells don't use it. And all their animation spells can be used with the Darkness Rune too. Humakt's worshippers can also create Ghosts, though Ghosts aren't undead, they're properly dead.
  19. All of Storm Bull's cult spells can be used without the Death Rune, so maybe most of them have a strong Beast Rune instead?
  20. Orlanth is quite fertile, even if he doesn't have the Rune, and he has some Heroquests relating to Fertility.
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