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Peter Hart

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Everything posted by Peter Hart

  1. Pleased to report Bad Day at Duck Rock has just gone Electrum. Many thanks to everyone who has bought this. Special thanks to Carl Pates the initial impetus and encouragement, Dario for the amazing art, Andrew Logan Montgomery and Austin Conrad for their awesome reviews. I'm sure Austin's review at the start of March has pushed this into Electrum territory.
  2. Just to echo what Grumbold has said and to add that this game is huge fun and the GM is brilliant!
  3. Just as an observation the three adventurers shown on the cover of Hydra! are detailed in Hydra - Adventurers from the Lunar Provinces
  4. Hydra - Adventurers from the Lunar Provinces. Available from the Jonstown Compendium (14 five-star ratings including 5 reviews as at 2-Oct-23) here: http://tiny.cc/nzo1vz Discussion on BRP forum is here:
  5. Peter Hart

    Hydra!

    Hydra! is now available from the Jonstown Compendium on DriveThruRPG at https://tinyurl.com/4d2wkfft . Two 5-star ratings (as at 2-Oct-23). Hydra! is a scenario for Lunar adventurers*. The scenario will take several sessions to complete. The adventurers must obtain the latest clutch of Hydra's eggs for the Lunar College of Magic. If you have bought this already thank you very much! Please let me have any feedback on this thread! * these could all be from Lunar Tarsh. Alternatively tables for generating adventurers from Aggar, Holay, Imther and Vanch are available in "Hydra - Adventurers from the Lunar Provinces" also available from the JC. There are also twenty pre-generated adventurers included.
  6. Out on drivethru now at https://tinyurl.com/4d2wkfft
  7. can imagine things are going to get pretty bad for them!
  8. I am thinking that if a Telmori or Dire Wolf were to witness his companion being killed (say in combat) then they would almost always become either fanatical or demoralized in a non-magical way. This would last until the end of the combat.
  9. As per the RQG bestiary pp162-163 (wolf companions are Dire Wolves) "The Telmori claim kinship with a breed of wolf that is larger and more intelligent than normal." so maybe these have a greater longevity too. Since (again, as per the bestiary) they are raised together from birth into adulthood the implication is that they would have a similar life span.
  10. If a Telmori's wolfbrother dies, how badly would the Telmori be affected? I am assuming he or she would become incredibly despondent, possibly suicidal.
  11. My own take (which is probably evolving as I read through the thread) is that more than one outcome is possible. The souls of some victims survive more or less intact but certainly tainted with chaos and with an affinity to the chaos rune, but others will have their soul largely destroyed along the lines that you suggest with the ability to recall some shadowy memories of the former personality and almost all of the former passions non existent.
  12. Makes sense. Also consistent with for example Oakstump from Scorpion Hall p67.
  13. Exactly. Encountering someone you knew who had been devoured would certainly be a horrific experience, along the lines of meeting a friend who had been turned into a zombie. A new chaos dominated/tainted personality would definitely be in control for much of the time. In game turns maybe a significant hit to charisma, and also some passions would be affected. Some knowledge could also be lost on a YGWV basis.
  14. In the Ritual of Rebirth in the Bagog cult write-up in Cults of Terror (p36) it states that "Old weapon skills of the devoured will remain intact, as will former knowledge." I was wondering what happened to the devoured's INT, POW and CHA after they are reborn to the Scorpion Queen. Would these be the same as before or alternatively reduced in some way, perhaps capped at the species max for scorpion men (INT 14, POW 14 and CHA 21)?
  15. Hydra is an adventure. It's pretty much complete ... hopefully will be published fairly soon. These things always seem to take longer than you think! Thanks for your interest in this, and indeed your patience!
  16. There is a fully detailed Dancer in Darkness, named Urianith, on pages 74-75 of "Bad Day at Duck Rock" https://www.drivethrurpg.com/product/373528/Bad-Day-at-Duck-Rock . Sorcery Runes/Techniques Mastered: [Elemental Runes] Darkness, [Power Runes] Stasis, Illusion [Form Runes] Spirit, [Techniques] Combine, Command, Summon. Sorcery Spells Known: Castback 80%, Cloak of Darkness 90%, Identify Otherworld Entity 70%, Summon (shade) 80%. {Cloak of Darkness is similar to Disappear} She has 18 INT and 21 magic points. Besides smoke, she is also able to transform into various animal forms such as bats and wolves. You raise a good question namely how does sorcery work without characteristic POW. David's answer above makes sense - when you drain POW from a victim then some of that may be available to the vampire/DiD to sacrifice to gain runes and techniques and so forth. If you need a mechanism to do that how about saying that when the vampire/DiD makes a touch attack against an opponent then when they are matching magic points against magic points to overcome then a special success takes one point of characteristic POW from the victim and a critical success takes the entire 1D4 points of characteristic POW from the victim. This POW remains in a pool and can be used to sacrifice for runes and techniques and other times when the Vampire/DiD needs characteristic POW such as making enchantments et al. Hope that makes sense.
  17. thanks for this. That's great! As an abbreviation ALP is fine. There will not be any more character generation in the main adventure. I've been contemplating a separate book - "Adventurers from the Lunar Heartlands" but may wait until the Lunar cults book comes out before working on this. On the numbers the reason Aggar has a lower homeland lore is that it is, according to the guide the "Most wild and least controlled of the tributary kingdoms". Whereas Holay "is the most civilized of the Lunar Provinces" and includes Mirin's Cross, the capital of the provincial government. For Aggar, maybe I needed a second homeland lore reflecting familiarity with the culture and learning of the traditional highland Orlanthi too.
  18. If anyone has run this scenario it would be great to get some feedback on how it went. Any suggestions on how I could have improved it. Any ideas for bonus content. Many thanks.
  19. To celebrate achievement of Copper Best Seller I have created 15 pages of bonus content:- * Encounter tables * Six sample encounters * Plunder: two new magic items * Optional new spells and gifts for Yelmalio. Jonstown Link http://tiny.cc/nzo1vz
  20. Looking forward to seeing this. Really enjoyed reading your piece on the Singing Trail and the mini scenario in TotRM #16.
  21. Hi Published this on JC a few days ago. Thanks to all who have bought a copy. One 5 star rating so far so many thanks for that. Any feedback, comments and/or suggestions welcome! *** The Lunar Provinces sit between the Lunar Heartlands in the north, Balazar in the east, Sartar and the Grazelands in the south and the Hydra Mountains and Dorastor in the west. They consist of five kingdoms: Aggar, Holay, Imther, Tarsh, and Vanch. This book, in conjunction with the RQG main rulebook, allows players and gamemasters to create adventurers from these lands. It includes homeland passions, runes, cultural skills, family history events and regimental tables. There are also twenty fully detailed pregenerated adventurers. Also included are homeland maps and "Jonstown to Eneal" describing Salvatrix the Sober's meandering journey through the Lunar Provinces. Originally designed as a supplement for the forthcoming adventure "Hydra" this book can be used independently. Jonstown Link http://tiny.cc/nzo1vz
  22. Hi. The Grazeland campaign of 1615. As per the family history section of the main rulebook (and also WF15 Campaigns of Dragon Pass) "A squabble between the Grazelanders and the Lunars broke into open war. The former, aided by Ironhoof’s people, managed to evade and frustrate two massive invasion forces." Is this further detailed anywhere? Thanks.
  23. In the wake of Dragonrise the two Lunar regiments that had been stationed in Duck Valley have made a tactical withdrawal to Duckpoint leaving a power vacuum behind them. Meanwhile the adventurers are escorting a merchant and his cargo of metal ingots from Dwarf Mine to Man Vill in Beast Valley. Andrew Logan Montgomery calls this "a thoroughly classic adventure" in his insightful review see https://andrewloganmontgomery.blogspot.com/2021/10/bad-day-at-duck-rock-jonstown.html Available on the Jonstown Compendium here https://tinyurl.com/crhhuvxt
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