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Scotty

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Posts posted by Scotty

  1. 1 hour ago, mfbrandi said:

    So you have to remember to turn around and look behind you, to take off your backpack and look at it, and so on? Hmm …

    No. As I said The GM says "over there in a house you see a faintly glowing sword", for above "and behind you you see a magic crystal in a pouch on the guard". The spell description says

    1 hour ago, mfbrandi said:

    I take it the thing sought doesn’t really glow. It is more like a head-up display or AR headset — the effect is “painted on” at the caster’s end. This is just my guess, of course.

    It glows for the caster.

    Quote

    This spell informs the caster of the presence of the substance sought by giving it a slight identifying glow (or similar effect for non-visual senses) that is visible only to the caster.

    RBM 52

     

    • Like 1
  2. 17 hours ago, Rodney Dangerduck said:

    Find XXX, p328-329, does not have a Find Magic, but we know that the pregen Sorala has a Find Magic matrix

    It's a good example of a unique heirloom. It is a Dragonewt figurine - so who knows its origin.

    17 hours ago, Rodney Dangerduck said:
    1. How come Magic is now a substance?

    If you don't want it to be so, disallow it in your games, or make it a special Lhankor Mhy magic, or change the magic.

    17 hours ago, Rodney Dangerduck said:
    1. The caster is "informed" and "aware" of the item.  How?  A rough direction and distance?  If so, why not say that?

    It glows, so the range is effectively sight. If a magic sword was in a house the caster could see the sword in the house. The GM says "over there in a house you see a faintly glowing sword". If the sword was 4m under the earth, the spell could not penetrate that deep (note that there are some specialist spells that ignore the 3m rule).

    17 hours ago, Rodney Dangerduck said:
    1. There is also a "slight identifying glow", just for the caster.  Is this the answer to #2?

    Yes

    17 hours ago, Rodney Dangerduck said:
    1. If the identifying glow is so "slight", how come it takes 3 freaking meters of stone to block it?  How about a dark cloth wrapping or a wooden box?

    The spell is blocked not the glow. The sword would still glow if in a dark cloth wrapping or a wooden box, but it wouldn't glow 4m under the earth.

  3. On 2/21/2024 at 8:56 AM, PhilHibbs said:

    Should a blessed parrying weapon do extra damage?

    Yes. 

    On 2/21/2024 at 8:56 AM, PhilHibbs said:

    What if you specifically attack their weapon to destroy it?

    Yes

    On 2/21/2024 at 8:56 AM, PhilHibbs said:

    Is that a "Non-Humakti" thing to do,

    No, as long as the fight honorable (LB 108).

    On 2/21/2024 at 8:56 AM, PhilHibbs said:

    and does it make a difference if the wielder is illuminated?

    No.

  4. On 2/20/2024 at 5:21 AM, Shiningbrow said:

    I've just run the Cattle Raid, and as I read Erlanda's stat block (p100), I see the geas, but no mention of the Gift...

    Any ideas? Am I just not seeing it?

    (looking at her skills, she's got Sense Assassin at 60% - so, could be that... but 60% is a fair bit  higher than 30%, and that's a LOT of experience checks!)

    She has Sense Assassin and the geas Never refuse a challenge to one-on-one combat.

    At 27, she has much experience under belt, and has honed her Sense Assassin abilities. This is easy to increase - do at it character creation by adding 25% or by training (free), research and occasional experience checks). It's one of the three more 90% skills (there are nine to choose from) that can be used when becoming a Rune Lord, so high skills in it are not unusual.

    A tip for creating NPCs, always look at the requirements for skills needed for Rune levels, most initiates will be focusing on those and training is usually cheap or free. Erlanda could be focussing on Scan, Sense Assassin, and Thrown Javelin.

  5. 5 hours ago, Darius West said:

    Does anyone know where I can get a copy of Nomad Gods btw?

    Yes, have a look at the VASSAL page on the Well of Daliath, all the info is on there, plus the links to get the game and the rules.

    • Install the VASSAL software (free)
    • Install the Nomad Gods module (free)
    • Buy the rules PDF ($8.95)
    • Find a friend who wants to play

    alternatively scour ebay etc and pay a lot...

    Over the years I've played about a dozen games with it.

    • Thanks 1
  6. On 2/19/2024 at 9:51 AM, Shiningbrow said:

    So, Gift #10 says, "Bless a specific weapon to do double damage (once armor is penetrated)."

    Does this include against weapons or shields? (and, is suppose I should add, against spirits when hitting their MPs?)

    Yes. Note that this is a powerful gift and require three geases (one of only three). 

    added to q&a: 7.3.2 10 Bless a specific weapon to do double damage…

    As usual GMs are welcome to interpret the rules as they wish in their own games.

    • Like 1
    • Thanks 1
  7. 22 hours ago, yangtze2000 said:

    One last question: I bought a new copy of the BRP:UGE book earlier this week from Blackwells in the UK. I looked to see if I was entitled to a PDF under the Bits and Mortar initiative, but I couldn't see Blackwells listed. Should I contact Blackwells to check? Or is there an easier way to see a comprehensive list of participating retailers via the Chaosium website (I didn't quite trust the "within x miles" search thing")? 

    We can only encourage retailer to enroll in Bits & Mortar, so I suggest contacting Blackwells and encourage them to join. Once they join stores can retrospectively decide to issue PDF links. https://www.bits-and-mortar.com/retailers. The search is pretty good!

     

    • Like 1
    • Helpful 1
  8. On 2/15/2024 at 10:12 PM, Kvott said:

    This binds one rune point per hide of land, released during Earth Season.

    It's not binding, it's recovery of the Rune points. Binding is something else in game terms.

    On 2/15/2024 at 10:12 PM, Kvott said:

    A Initiate benefit for Ernalda is that the Priestess casts Bless Crops on your land. P 18. Eart cults. Mundane Benefits. This means that a Pristess must have one Runepoint per Initiate, and that that amount cannot be used for anything else for 3 seasons.

    It means they can if they have the Rune points and spell available. They might not even have the spell (Ernalda has over 16 special spells, 8 or so enchantments, 13 or so associate spells and one from the husband protector). The initiate must give an offering (pay to have the spell cast), at 20 L per Rune point (a cow).

    On 2/15/2024 at 10:12 PM, Kvott said:

    A new Priestess is required to have 5 runepoints.

    Yes, but it doesn't specify the spells, and so doesn't need to include Bless Crops.

    On 2/15/2024 at 10:12 PM, Kvott said:

    All of those bound, or? Isnt this a lot of bound runepoints? 

    No. With the limit on Rune points being CHA, most ancient priestess are only likely to have 18 Rune points (rarely up to 21). Those that can cast Bless Crops are likely to be selective. In a roleplay situation that likely comes down to who is the most worthy (supports the temple most).

    In my game, the Ernalda merchant banks his goods with Earth temple and gives them offerings from it as usual as usual (per W&E 8, which works out to be about 60L ) which, with this as an augment he gets priority for a Bless Crops on the Thane of Apple lane's orchard in the centre of the Hamlet (and the wyter in the apple tree). It gives the thane +20% on his manage household for 1 of his 5 hides.

    On 2/15/2024 at 10:12 PM, Kvott said:

    I assume the binding of runepoints was done to stop "overblessing". IMO this creates overbinding of runepoints. A better way might be to say that more than one Bless Crops per Hide requires permission from...someone... or some justification...

    Recovery of Bless crops rune points is limited to stop the use seasonal recovery allowing more points to be spent on Bless crops. If you plant in Sea season, then the crop ripens in Fire season and is harvested in Earth Season, you likely recover the points in Earth season.

    Remember the benefits of having the spell cast is +20% to the occupational skill rating for that hide (so either farm or manage household). It does not add to the Harvest roll, then per point stacked, +1 hide or an extra 20% to the occupational skill rating.

    The spell is pretty much no use to those who do not directly farm or manage their own land. 

    In my game this manifests as the priestess leading a blessing to the orchards on Apple day, the whole ceremony takes a few hours as she gives Ernalda's blessing to all the trees, with the farmers, village folk, dogs and children. In game terms, she only casts Bless Crops on one hide of the thanes trees. Without the merchant's help, no spell would be cast, but it would still be a great ceremony and celebration. Next year the merchant is going to get the priestess to cast Bear Fruit in Sared Time as well.

    Practically, an Ernaldan priestess will bless all the fields of her village on a holy day ceremony. Practically it will mean just a few actual castings (if any) of Bless crops.

    • Helpful 1
  9. On 2/16/2024 at 11:05 AM, radmonger said:

    Ernalda has access to a 1-use spell, Restore Magic, that restores 1D6 Rune points. So most priests would be able to meet their obligation if they really needed to. Of course, the cost would be disastrous; they would need years or even decodes to fully recover.

    This is only available to Asrelia as an associated cult of Gata (EG 48), and to Palmalt as an associated cult of Yanmorla (EG 122). While Ernalda is an associade cult of Gata, she gains Gnome to Gargoyle (EG 21). As usual GMs are free to ignore this.

  10. On 2/11/2024 at 1:47 AM, Veefer750 said:

    When running a battle which set of rules is recommended?

    The 6th edition rulebook has not been published yet, but comes April:

    https://www.chaosium.com/blogpendragon-6e-releases-in-april-the-hobby-is-only-just-catching-up-to-what-greg-did-40-years-ago-dicebreaker/

    For the updated Battle System see:

    https://www.chaosium.com/blogpendragon-design-journal-8-the-battle-system/

  11. 2 hours ago, Joerg said:

    This overlay of Greg's maps re-discovered a few years ago may be the most detailed treatment of the region we are going to get (although prettier when regional supplements come). There used to be other images of these maps online, but a quick search of the Well did not turn up results within two minutes.

    These are part of the master maps that Jeff has made (based on Greg's originals) to create the one in the starter set of Northern Sartar. You can find others by searching:

    Prax map: https://wellofdaliath.chaosium.com/?s=prax+map

    The South west Prax map is here: https://wellofdaliath.chaosium.com/sw-prax/

    Map pages are tagged map or maps, just add a homeland and the maps should appear if available.

    Some may find the Holy Country overview map in the RQ Companion helpful.

  12. 7 hours ago, That_Old-Hammer said:

    If the fetch is ever destroyed, the shaman dies.

    Pg 356 on my copy of Runequest

    I've been thinking about this quote a lot recently, and have come to realise I have very little idea what it really entails.

    "Destroyed" wouldn't be something as simple as losing all it's magic points right? If that were the case then any instance of Spirit Combat would constitute an enormous risk to the Shaman, because losing, which could already result in them being bound or otherwise contained would instead result in their immediate death.

    Simply put, it means being reduced to zero POW.

    7 hours ago, That_Old-Hammer said:

    Is there some known instance of Fetch death? What would constitute the proper qualifications for "destruction"?

    I could see losing all of it's POW as resulting in destruction but as far as I know there's no way to steal someone's POW outside of maybe some Chaos features, or a thusfar unknown Vivamort Rune Spell.

    There's also Soul Waste, but other than what you've said, that's basically it. 

    7 hours ago, That_Old-Hammer said:

    As an aside, would it be possible to a revive a shaman who died from having their Fetch destroyed? Either from the Resurrect Rune Spell or maybe even the Self-Resurrection Shamanic Ability? Though that one might be tied to the destroyed Fetch.

    No. Remember that the fetch is part of the shaman. Although I'd certainly allow it as a story hook.

    • Like 3
  13. 1 hour ago, ajs said:

    A shaman has control of a spirit after beating it in spirit combat e.g. ghost or elemental

    They can either learn a spirit magic from it,  drive it away back to the spirit world or cast spirit binding

    1 hour ago, ajs said:

    I'm assuming that this is similar to having a spirit in a binding enchantment

    If specifically binding, they need to cast spirit binding or cast a relevant control spell and have a prepared item or a crystal ready.

    1 hour ago, ajs said:

    In other words the spirit can be commanded to do a task and is then free.

    Yes, but it has no magic points. 

    1 hour ago, ajs said:

    Would the use of a control spell allow the spirit to be forced to return. For example fire element go and attack the troll then return

    No. You'd need an already bound spirit, you command the spirit and once finished returns to the binding. 

    If a control spell is used before the entity is released, then it can be commanded to perform many actions and return to the binding item. Control spells automatically work against creatures while they are bound in items. RQG 249-250.

    • Helpful 1
  14. 1 hour ago, glarkhag said:

    yes, except it give no mechanics for how many points of damage to do with disruption to make a pack disperse. For me giving mechanics for something that could take as much as 200 dice rolls to resolve is leading the GM down the garden path.

    One disruption would get one "kill" roll. The rats are a nuisance, I'd never expect a group to try and eliminated all of the packs, as most will just run off and regroup.

    • Like 1
  15. 53 minutes ago, glarkhag said:

    Although I've played RQ since 2nd edition I never played or GM'd Rainbow Mounds until now!

    I want to check something because I must have misunderstood the intent.

    Fighting rat packs...

    • Let's say an adventurer is facing 5 packs (so you tell the player about 35 rats).  so 25% is the "kill" number (remember some die, most run away)
    • The adventurer then strikes the pack with their weapon, if they succeed they roll again and if they get the "kill" number or less, a single rat pack is removed.
    • Eg. Bob strikes with his sword and hits, then rolls 17 for the kill, and one pack is now gone.
    • The Rats now get a go (attacking last). 4 packs is a 20% chance and they miss.
    • now repeat.

    The more rats there are, the greater the chance of reducing their number, and the less, it's much harder to get rid of them. Fighting rat packs is very frustrating as they just get out of the way of weapons.

    Spoiler

    Be aware that in some locations, the adventurers are on their hands and knees or are flat on the ground! 

    My players quickly left the rat areas after the Lhankor Mhy succeeded in their animal lore roll and they became worried about disease (two were bitten). They later returned and used their burning torches instead of weapons for which I gave them a +20% bonus on the kill roll (rats really don't like fire they decided). 

     

     

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