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Zodgrod

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    9
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21 Excellent

About Zodgrod

  • Rank
    Newbie

Converted

  • RPG Biography
    I've played RuneQuest for about 20 years and MANY other RPGs (especially DnD and various Paladuium RPGs) for ... even longer.
  • Current games
    Playing Coming Storm/Eleven Lights with characters created using RQ3 (ish) and continuing using the new RQG.
  • Location
    Montreal
  • Blurb
    Montreal Video Game developer who loves all kinds of table top games especially classic RPGs like Rune Quest and a wide variety of board games. Zodgrod is an old 2nd edition WH40K Ork hero.
  1. This is awesome news, thanks for the effort guys, I'm subbing as I type. Would love to know of any other G-tha casts in English.
  2. OMG, awesome, thanks! Except it seems down now, FYI
  3. One Quibble: "Fazzur replaced by Tatius the Bright". I believe Tatius had taken over as Governor General of Dragon Pass and the siege of Whitewall by Sea 1621. Fazzur was still active with a small force in Esrolia and would eventually retreat back to Tarsh in time to take back over after the Dragon Rise. Someone correct me if I'm wrong.
  4. Love the 2 PC approach! That is helpful: thinking tilting this against the PCs will probably be a strong dramatic play. They haven't necessarily come off as understanding how lethal ghouls can be (with their Fear inducing screams and general super human-ness). They do have a lot of Humakti and are cognisant of the fact that the woods are full of ghouls...but maybe not enough. Will depend a bit on battle rolls though.
  5. Thanks! Would be interested in knowing how it went for you guys as well! Should also note they just returned from a secret night time raid of Stonegate. One of them has been proscribed by the Lunars and another is not far off thanks to their support of Free Sartar. The whole group are on Ivartha's bad side thanks to their Telmori apologist stance so getting rights to travel north to the Woods seems like a likely complication. The Emerald Sword, Jomesland and Cinsina government know and actively do not trust the PCs. They might need to lean on the Mud Hens support (again) even if hunting ghouls seems a universal good.
  6. Hi! I've been running Coming Storm in a HQ/RQG hybrid and I'm looking for inspiration for a specific adventure the PCs want to embark on. The setup: It's Fire 1621 and the players are an Issaries Priest, an Orlanth Thunderous god-talker and an Orlanth Adventurous initiate verging on devotee status as well. Main deviations from the Eleven Lights campaign is that they have aligned themselves with the Telmori, have struck a deal with the Sazdorf Uz and even more seriously oriented themselves towards saving the Dolutha. Alot of "side content" is stemming from the latter especially. The scenario I'm looking for help with is no exception: Having successfully heroquested to turn Ivar to a More Loyal Thane bent, the party have found that those who are not favourable to that development (ie the Lunars, the Sworn Knives and remaining anti Orlanthi Elmali) have taken indirect control of the clan by keeping Ivar in command but on a very short leash presumably using threats of violence and blackmail. To continue to garner support and good will towards Red Cow influence, the group have organized an extensive war party to hunt and kill Good Arnal to free the Dolutha from at least one of its scourges and hopefully break it's kinstrife curse. They have managed to convince the local Humakti barracks (Orkarl and his followers) as well as The Temple of the Wooden Sword troll Humakti initiate and his dozen or so trollkin followers who now reside at Black Glass ruins (!!! never underestimate the power of Issaries diplomacy). Wanted to use the Highwall Inn scenario somehow but this is turning into a bit of a mass combat situation. Does anyone have any sdvice, ideas or inspiration on interesting twists to insert here? Don't hesitate if you have more questions about the setup.
  7. Gustbran and other Sartarite crafts-gods. More depth in Orlanth/Ernalda worship (i.e. more sub-cults like, Heler, Yavor Lightening) and more depth to existing ones (like Vinga).
  8. Hello, Having just converted some "RQ2.5" characters playing Eleven Lights over to the new RQG, got a bit confused about Rune Magic...especially summons: We have a character who has Summon Air Elemental. He's got 3 Rune Points dedicated to in Orlanth Adventurous as a very novice adventurer. 1. Does he really have to cast X level Summon followed immediately by Command Cult Spirit for 2 Rune Points to control said Elemental? This seems to be the explicit instructions in most parts of the rules but Summon Elemental seems to imply that control for the summoner is automatic. 2. I (the GM) was planning on having the same PC roll up the stats for the Elemental the first time he summoned one from each size category. Thus, eventually he'd establish a "stable" of 3 elementals - assuming he acquired the ability to cast Summon Large Air (ex: as a Storm Voice). Any flaws in my logic? How are the rest of you handling this? 3. Number 2 made me think of a more fundamtal question: when a character sacrifices a point of power to gain a rune point and chooses to "learn" a cult variable spell (ex. Summon XYZ), I had presumed that he was learning a variable version of the spell. Thus he could cast it at whatever level he chose once he'd gained access to it. Is this as intended? Thanks! James
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