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Everything posted by ChrisJ

  1. Seems people are running with only seasonal Holy days for cults. Rune Points can also be recovered on Minor Holy days. Perhaps the Cults book will provide more details - but for all my player's cults I have decided that there is a minor holy day each week (Orlanth Windsday, Ernalda Clay day, etc) - I have however ruled that Initiates can only Sacrifice up to two extra MP and that Rune level (priest/lord) can sacrifice four extra - resulting in other sacrifice and augments being used. This is balanced by the fact that most of the NPC opponents they face have full RP and are prepared to use most of them.
  2. My PCs use alot of the same spells as Rodney indicated - although not Earthshield so much - Shield is probably the most used. Command Cult spirit is another favorite as two of the PCs have POW storage crystals housing an Elemental each. The use of Spirit Magic drastically increased, once three of the PCs received Allied spirits and realized they could ask the spirit to cast spells on their behalf, while engaging themselves in their own activities - that and the extra MP the allied spirit allowed them to use.
  3. OK here go's mine: 1. RQG 2. Nearly 3 years 3. 1625 4. Started in Johnstown - have ranged as fae East as Pavis/North to Aldur-Chur/West to Hope Valley/South to Nochet 5. 2 Praxian's, 1 Esrolian, 1 Sartar 6. All of them 7. Sandbox 8. The events have mostly provided the backdrop for the PCs to act upon - although they are now heavilly involved in the Battle of Queens 9. Hero's of the Hero Wars (meaning our PCs will be the Hero's in the events attributed in the histories to others) 10. Prob my biggest mistake was having the PC's from such diverse backgrounds - difficult to focus on the PC's relationships and relations when their from so many different locations - results in very cyclical focus depending on the location of the PCs. If I was starting over I would have asked the PCs to pick one or 2 closely located cultures.
  4. Right clicking on a token brings up the option for "Add Turn", in which the SR can be manually entered - but don't know if this can be added to a macro.
  5. Yes - Rt clicking on a token (by GM) allows you to move the token between the various layers (you can aslo multi select several tokes and move them between layers as a group). Moving a Token to the GM layers makes it unseen in the player interface. There are 3 Layers Tokens can be on - Map (effectively becoming a part of the map, eg adding statues, beds, etc), Token (The main interaction layer), and GM (Hidden Tokens) - there is another layer used for Dynamic Lighting, which is used to mark walls etc to limit sight and light, but play can occur without using the dynamic lighting layer.
  6. Here is my script after dressing it up: &{template:skillRoll}{{name=@{selected|token_name}}}{{skillvalue=[[((@{selected|curpow}-?{Passive|10})*5)+50]]}}{{fumble=[[{(101-(round((100-(((@{selected|curpow}-?{Passive|10})*5)+50))/20))),100}kl1]]}}{{crit=[[round((((@{selected|curpow}-?{Passive|10})*5)+50)/20)+1]]}}{{special=[[round((((@{selected|curpow}-?{Passive|10})*5)+50)/5)+1]]}}{{success=[[((@{selected|curpow}-?{Passive|10})*5)+50]]}}{{roll=[[1d100]]}}{{skillname=POW v POW}} Hope someone else finds that useful Chris
  7. Bill, Some notes on how I use the Tokens myself. For Multiple copies of the same opponent (e.g. Generic Broo) I have one character sheet linked yo the token, I can then pull out multiple copies of the token, by dragging the name to the map space. I have the 3 circles setup manually, red tracks total HP, Yellow tracks MP, and Green melee SR (newly added). I then track any specific location HP or Weapon HP damage as part of the token's GM notes. I also add icons to indicate status - Red circle means bleeding, "snail" means slowed (usually 1 leg <0), and "discord rune" I usually put up on a befuddled opponent. Thus I don't need squad sheets. The updates to the NPC sheets will prove very useful as up till now I've had to put these generic opponents in using the full character sheet, and just leave most of the sheet un-populated. The PC's Tokens I have setup to automatically track their HP and MP, from what is entered in the character sheet however. This helps me know as a GM when I've been hitting the PCs too hard and perhaps need to backoff a little - not that I need to do this much now as the PCs are approaching Rune Lord status (3 are already Rune Priest). Sometimes I decide to use different tokens for the same unit, this takes more time (to setup the page) as each Token has to be manually loaded, set to size, and configured (e.g. with sight/light if dynamic lighting is being used) - this is useful in some cases - actually used it for broo last time as each broo had a different chaos feature - and I wanted to know which one was going to reflect spells back at the PC's. Being able to drag the buttons from the character sheet is going to help now too - as I don't have to open each character sheet to finds the melee attack die. In most encounters once things get established into melee there isn't much to do except melee attack! Chris
  8. Thanks dvdmacateer - I should be able to dress those up and include one or two versions in my Roll20 game now.
  9. That initiate Macro is great/ Another Roll20 Quality of life Macro I would love is a POW vrs POW (POW of current token vrs enter POW from popup). But I suck at macro writing.
  10. Thanks for all the suggestions and other threads to check. The session for the summons of Evil went down tonight. Spirit taken care of quite effectively - first round it cast Multispell3 in an attempt to Befuddle-lock the party (and take them down one at a time) - but before it was able to cast its spirit magic on round two, the Orlanthi let loose with a Lightning that wiped out the remaining HP before it could act. The Lunar Sorcerers that were summoned by the Spell were also eliminated quickly a little time later, as "Ward against Weapons" doesn't protect against falling damage - and the same said Orlanthi opened his "bag of winds", and his Large Air Elemental bounced the weak Sorcerors up and down till they yielded! Still it was a fun session - and the main course of the "Battle of Old Top" starts next week 🙂 Chris
  11. Hi, Anyone have any experiences with the Summons of Evil spell in RQG? The rules says the spirit is bound to the effigy, and that the spirit must be defeated at the end of the ritual, and that all participating in the ritual gain the benefit. Additionally the spirit/ritual summons an enemy to the location of the ritual. Firstly what Spirits/Spirit powers have people used, and what enemies have being summoned? Any fun actual play stories? Secondly, who participates in the defeating of the spirit? It seems a bit lopsided (for the benefit) if any participant in the ritual can attack the Spirit (can this be half the clan?) but then again limiting it to just the caster or a designated champion also seems a bit too difficult? Basically, I worried as a GM on making this either too easy or too hard! Most of my PCs have access to at least 1 magical weapon (Iron/Truesword/etc), and so allowing them all to attack is going to take down the spirit in short order. Any other thoughts on the spell is also appreciated. Chris
  12. I ran Urvantans tower - my PCs didn't investigate the tower at all, and focused on the the Mercenaries. After harrasing the raiders, freeing the villages, and causing the leader to give up his siege of the fort and come after them. The PCs skirted arround the main force of the mercenaries heading to the village and charged the Centaur and his group (Mobility spell) - a Critical to the centaur in round 1 was all it took for the Leader to call Ransom and the Battle was over. I had the Tower fold into itself and avoid the Deus Ex Machina ending in the plot. I have heard tell of others undertook a heroquest to unite the disparate natives into a force to match against the Mercenaries also. So that being said there are many ways of resolving the issue without an NPC saves the day kind of ending. But it is nice for that kind of ending to be there if the PCs get stuck or need the aid of Urvantan.
  13. Can't wait to get this - everything looks amazing.
  14. Firstly - Amazing maps and pictures. Love the detail and the travel guide. One comment - on the city map location 12 is listed as "Mayor's House" - in other discussions the title of this position was listed as "City Rex" - is this being simplified for the Starter set, or does Johnstown have some special use of this title?
  15. ChrisJ

    Famous Bell

    Any Idea what is so Famous about this Bell?
  16. Loving these peeks to the Starter sets - and while wishing I could get my hands on the PDF sooner, I understand the strategy behind releasing this set as physical copies at the same time as pdf. Props to the artists and the layout team on these character portfolio's they look amazing - just wish I could get something so amazing for my roll20 virtual tabletop PC sheets.
  17. Based on the text stating that cult spirits (pg 273) hang around cult holy sites, shirnes and temples - I have ruled that Summon Cult spirit can only be used in those locations - and that the more specific summon elemental spells can be cast anywhere the element exists in a sufficient large amount - thus giving characters a reason to learn the more specific spell. But that is my Glorantha and YGMV.
  18. Since the target of the spell is a sword - then there is no POW - thus I have ruled that the POW vrs POW roll always succeeds - however a targets countermagic protects them and any weapon they are holding. This is to align with the text of the spell that states "If the weapon has a spirit in it, the spirit’s magic points must be overcome for the spell to work" which I presume is leftover text from the 3rd edition of the text where POW vrs POW was MP vrs MP; otherwise I have no Idea what overcome the MP of the spirit means. But as always YGMV.
  19. It does seem odd to introduce two weapon fighting into the starter set. The image on the character sheet implies Mago fights a Broadsword in his Rt hand and the Battle Axe in his left. But his skill sheet has no off hand skill with the Battle Axe - which according to the last Q/A I read should begin at base 05+Mod. I suppose the saving grace to this is that he doesn't have sufficient SR to attack with both weapons in the same round - The listed SR of 8 with both weapons is however incorrect DEX SR2, SIZ SR 2, Weapon SR 2 for Broadsword and SR3 for Battle Axe , resulting in SR6 or SR7. To avoid some confusion, my suggestion would be to add some text that describes sometimes Mago fighting with both weapons in his hands so he can alternate his attacks (from round to round), but only uses one weapon to attack and the other for defense. Probably adding some text that full rules for fighting with 2 weapons are included in the RQG main rules. This does somewhat gloss over the off hand rules but for a starter set seems OK. Otherwise the explicit offhand skill percentage for the Battle axe should be calculated and added into the combat block.
  20. Also remember if the defending player makes a special parry, then the weapon used to parry causes damage to the attacking weapon. A PC in my game just skewered a Broo through the head after he specialed his Broadsword parry in response to the Broo's Headbutt attack. In previous versions that extra attack may not have received a defensive roll, but in RQG the second attack can be defended with only a -20 defense.
  21. This forms the basis of my house heroquest rules - the skills augment the Rune - I've had 3 HQ in the current campaign and this has run quite well. Additionally for the hardest HQ, the questor is not allowed to re-use a Rune used elsewhere in the quest (although for a Sacrifice/Geas one can reset this). This rule generated alot of meta thinking by my players - but also was the reason they sought out more information on the Myths the HQ was based on.
  22. The example on page 386 although only a 1 Rune/1Tech example aligns with the your second block of text Godlearner, and does not align with your first. The text that confuses the matter is just above this example "Using an unmastered technique or Rune costs double the magic points, and if a sorcerer tries to cast a spell with a Rune and a technique they have not mastered, the magic point cost is multiplied by 4 (essentially, doubled twice)." But there is no example in the book covering the use of both missing runes and techniques. Nor is there an example with the sorcerer casting a spell with 2 runes not mastered but all techniques mastered. After discussion with my players our interpretation was: MP Cost of casting a Mastered sorc spell spell = Base + Additional Intensity MP Cost of Casting an Un-Mastered Sorc Spell = Base + 1MP per Rune Implied +1 MP per Technique Implied + Additional Intensity*2 Where Base is the number of Runes and Techniques the spell uses.
  23. Nice spell - although one can always pass the MP matrix around.
  24. Indeed we spent several minutes of our session Zero trying to interpret that the text on the spell cost. The Tables clearly show un-mastered manipulation costing double, and the example shows what happens when missing 1 R/T. What was most unclear to us was what happened if more than 1 Rune or Tech was missing - in the end we decided to increase the base cost of the spell by 1MP per missing R/T and only double the cost of intensity. As for MP cost - all the PC's had MP matrix or Spirits in POW storage Crystals. Only 1 of them had a TAP spell (the Macabean had a Tap Moonlight spell similar in Power to the steal Breath spell - although my interpretation of that spell is that the duration only applies to how long excess MP remain available, and only 1d6 comes per round up to the limit of the number of d6 indicated by intensity). We had a lot of fun in the mini-campaign, but have since reverted to their main Satar based characters - albeit with an increased awareness of the abilities of sorcerers.
  25. As per the rules on pg 384 "Mastering New Runes or Techniques A sorcerer starts by mastering one Rune and one technique, as described in the Philosopher occupation on page 70. A sorcerer must have a minimum INT of 13 to understand one Rune and one technique. For each point of INT above 13, the sorcerer can learn one more Rune or one more technique." The players in my mini campaign found that the double MP cost of non mastered runes to be a greater impact to them casting spells than the free INT - using a 3 Rune/Technique spell with at least one rune un-mastered is 4MP+42MP to cast at full intensity, and takes nearly 10 rounds to cast (1Rd + Dex SR + 82SR). This was not a problem for a weekly boost spell but not something they felt was going to help them in the middle of combat. In fact a lot of the campaign was setup around them planning their spells to be cast ahead of time in dark alley's or out of the way rooms.
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