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Puckohue last won the day on April 1

Puckohue had the most liked content!

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About Puckohue

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  • Birthday 07/14/1967

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  • Location
    Malmö, Sweden


  • RPG Biography
    D&D, AD&D, RQIII, CoC, MERP, Paranoia, Twilight 2000, CyberPunk 2020, WFRP 1&2e, RQ:G, Pendragon
  • Current games
    GM: Biweekly RQ:G (Borderlands & Beyond). WFRP2e on rpol.net
  • Location
    Malmö, Sweden
  • Blurb
    Librarian. Publisher.

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  1. Although I largely agree with the criticism my players enjoyed their trip to the Smoking Ruins. They are eager to go back to pick up on the loose threads. We played on Roll20. I don't know if it helped that our sessions were short (two hours) so that I had time in between to read up, think, and decide how to present it. My players immediately agreed to try to help the Ernalda priestess by going on this apparently exciting exploration mission. Their adventurers are very eager to help their community, and the players are eager to have fun, so if I give them a hook they most often bite. Having played through the GM Screen Pack stuff their adventurers had established relations with the VIPs and experienced that they can be adventurers that are part of their community.
  2. I have to say I find it peculiar to equate "a society without a modern police force" with "a society without law". There were plenty of laws in ancient Rome. But maybe it was just lazy typing.
  3. Session ended in horror after a failed Spirit Travel, a fumbled Spirit Dance, and a Spirit Combat against a ghost that first rolled a Critical and then a Special. The shaman apprentice's possessed body is now gagged and tied to a tree.
  4. Being "confined to the Spirit World" sounds to me like they can't see the Middle World, as the Spirit World is separate. So how would the shaman know when or where to cast visibility? How would the shaman act in order to engage in Spirit Combat with the enemy in the house next door?
  5. I found it when I unpacked my RQ stuff. I probably got it at a convention back in the days. Or Ebay, I can't remember. I bought one of the issues from a Swedish collector this winter.
  6. Many texts describe spirits guarding a place in the Middle World.
  7. I now have a Shaman among the adventurers and need to learn more about spirits, the spirit world etc. Please help me. There are many examples where spirits are encountered in the Middle World. They can engage the adventurers in Spirit Combat. Page 366 of the rules says Spirit Combat can occur "...between a discorporate entity and an embodied entity (such as a human being) in the Middle World." It seems to me there's an overlap of sorts between the Middle World and the Spirit World, where a discorporate person (like a Shaman who's cast Discorporation) is not entirely "gone away" to the Spirit World. Can the discorporate Shaman "hang around" the Middle World (like an invisible ghost), having one foot in each world, so to speak. That's a great spy, only visible to other spirits (or defences against spirits). For MGF I will of course play it the way I want to, but I'm curious to hear how it's intended to work.
  8. This is how her exile was explained to me when I asked about it here. Her failure gave her rivals what they needed to get rid of her.
  9. Unless you use your adventurer's passions and runes as guidelines for roleplay in addition to their mechanical effects.
  10. I'd only enforce a roll if the Passion is at 80% or higher. The one adventurer I had with 80%+ Fear (Dragons) decided to stay outside when the party confronted Yerezum Storn. After seeing the dream dragon defeated he got a chance to lower his fear passion.
  11. From Issue 3 of Windwords I pick the Aldryami sap produced by Uz.
  12. My adventurers are eager to return to Korolstead. There are three obvious targets of exploration they've expressed interest in: 1. The Ernalda temple. I'm considering using the Ernalda temple design from Temples and Towers. But what opposition would they encounter? Spirits obviously? What if they don't bring an Ernalda cultist? Would temple defenses still be active? Would associate cults' initiates be welcome or seen as intruders? Could there be something down there that's dug up from below? 2. The tomb of Korol. Is his spirit still there? What would it look like? Where could I look for inspiration on design, encounters, and treasures? There's some grave with "loot" in the GM Screen Pack I could look at, even though those graves feel too simple. IIRC there's a few tomb designs in Griffin Mountain, but I'm not sure they're appropriate. Again: maybe something came from below? Finding Orgorvale's trapped spirit started a cult - what if the same is possible here? 3. The unfinished temple of Zorak Zoran. Are the troll spirits still there? What does his temples look like? Any other ideas for interesting locations in The Smoking Ruins?
  13. I also use it to decide what happens when the adventurers don’t have the abilities of the players.
  14. What colour would the standard of Tarsh be? Edit: found it (with help) on p. 169 of the Guide to Glorantha.
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