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Gallowglass

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About Gallowglass

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    Senior Member

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  • RPG Biography
    I've been into tabletop RPG's since college, mostly D&D, with some other systems and story games along the way. Typically I am the GM for my group. I occasionally write about and review games about my blog, Castle Mordrigault. I've also done some freelance game writing for End Transmission Games, and Menagerie Press.
  • Current games
    I don't get to play as often as I would like, but most recently I have run campaigns for 5th edition D&D in the Planescape setting, and for Unknown Armies 3rd edition.

    My current game of Runequest: Glorantha takes place among the newly reforged Dundealos Tribe, and follows a Sartarite clan of my own creation struggling to rebuild and survive the challenges of the Hero Wars.
  • Location
    Western Massachusetts
  • Blurb
    I am interested in gaming, fiction, history and mythology.

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  1. If the spirit had no RP of its own, couldn’t it draw on the Rune Lord’s pool?
  2. They know roughly what they’re up against.
  3. My players are about to go up against a Rune Lord of Bagog (tomorrow night). I'm now realizing that there are some things about allied spirits I don't get, and I want to make sure I'm solid on the rules so I don't make the fight too unbalanced. An allied spirit has access to all the Rune Lord's spells, and vice versa. Does this mean that the Rune Lord and spirit could cast Rune spells together on strike rank 1? So, for example, on the first strike rank, the Rune Lord and allied spirit could both cast Carapace on themselves? The allied spirit I designed inhabits the body of a large (dog-sized) scorpion. If the scorpion body is destroyed, can the spirit then act as a normal, disembodied spirit? Could it then cast spells or initiate spirit combat? Sorry if these questions have been asked before, I couldn't find any specific answers in my searching.
  4. Hello All, So, I'm way behind on my recap blog. Things got really crazy back around the holidays, and I lost my motivation to keep writing. Our campaign is still ongoing, although it is scheduled to end after Sacred Time 1626. Right now we are in Storm Season. At this point I have some more free time on my hands due to being shut in from the virus, so I figured I would catch up on my chronicle. These will be more brief because I've forgotten some of the details. Earth Season 1626 Finale - How my players became terrified of Sakkars The party had successfully tracked down Angtyr of the Horn to a hidden cave in the southern Yellow Hills. Instead of charging right in, they returned to Darrold's Hold and rounded up the posse. King Orkarl himself decided to accompany them, along with 20-ish warriors. This session was one big string of battles, most of which were very one-sided. Garkar was nearly killed after getting stabbed in the neck by a sentry, but recovered with some quick healing. After that, the posse split up to cut off all escape routes for the bandits. The party and King Orkarl continued with 10 men. Sneaking up on the cave proved impossible, and the alarm was soon raised. Angtyr appeared, naked and wielding a very large spear. After some banter and mockery, he commanded his bandits to attack while he slipped away. I was hoping this final battle would prove to more challenging for the crew, but I had given them one particular toy that threw things way out of balance: the Sakkar spirit. Since they had spent most of the last session trying to find and ally with it, I wanted to make it worth the trouble. They had already used it to help find Angtyr, but it had another useful ability. If it was allowed to possess a human host, it would transform that person into a flesh-and-blood saber-toothed cat. I figured Egajia would do this, but it was decided her spirit magic would be more useful. Erindros, who is somewhat lacking in combative skills, volunteered for possession. Angtyr, who was a priest of Gerendetho, had the power to summon rockfalls from his god. He started the fight by doing this, bringing down Orkarl and a few other warriors in a large rockslide. He then ran for it. As soon as Erindros saw this, he invited the Sakkar spirit in, and transformed. Egajia cast some damage-boosting spells, and Erindros/Sakkar managed to leap right over the defensive shield wall that was guarding Angtyr. The bandit king had a hefty Shield spell up, and as soon as Egajia realized this she called on an ancestor spirit (pre-summoned) to tear it down with a big Dispel Magic. Angtyr had lasted only 3 rounds before Erindros caught up with him. In tiger form, he managed to tear open Angtyr's chest with a claw swipe, which was nearly enough to kill him. Then he rolled a Special for the bite attack on his HEAD! Typical. He rolled high enough damage to decapitate poor Angtyr, so that was it. Before his untimely demise, Angtyr had pulled on a rope nearby, opening up a pit in the ground. Out of the pit climbed a massive broo, vile and pustule-ridden. As Erindros engaged with the beast, the other bandits were quickly falling to Garkar, HWSAD and Egajia's signature Sleep spells. The giant broo lasted another two rounds, but was quickly eviscerated by saber-tooth fangs, and a finishing blow to the chest by HWSAD's maul. King Orkarl was healed, and everyone witnessed the Sakkar bound up a cliff and back into the woods. This was done to make the Balkoth men think that the tribe was avenged by a local spirit, rather than by a group of Dundealos adventurers. Egajia took Angtyr's enchanted horn as a gift to the Wozer clan, and the rest of the party split up the spoils with King Orkarl. They returned to the Wozer clan in triumph, presenting the chieftain with the horn, and sealing their friendship. Next time I will recap Dark Season, which will also likely be short. Thanks for reading!
  5. I don’t know, I’m just trying to see if I can get an official update since I haven’t heard anything about it in a long time. Unless Jeff mentioned it in these announcements and I missed it.
  6. Does anyone know if the GM book is still happening? I thought this was going to contain the heroquest rules.
  7. Where does Jakaboom fit into all these different practices? I thought she was the original troll shaman. Maybe her cult is like a “graduate level” spirit society for those already initiated into other cults?
  8. This is a solid ruling and makes sense. However I also like this solution, and will probably adopt it as a house rule. Thanks for the replies!
  9. An arrow fired after casting Sureshot will always hit unless a fumble is rolled. But can the person firing do a called shot (the rules call them “aimed blows”)? Like, does Sureshot practically guarantee a headshot?
  10. Just curious, have you read the Unspoken Word fanzine? Issues #1 and #3 have tons of great info on Lunar Tarsh and the Exiles. I don’t think it’s 100% canon anymore and it’s mostly written for Heroquest, but that shouldn’t stop you mining it for ideas.
  11. I thought it was an “evil” river? Joerg I recall this being a point of contention for you, but the Guide says that the Syphon refused Magasta’s call, and that’s why it flows backwards.
  12. Just how “cursed” is the Syphon River anyway? Like, don’t step in it? Also, wouldn’t it be a salt water river?
  13. Does anyone know any details about the city of Backford being conquered by the Queendom of Jab? I found a reference to this on p. 43 of the Sourcebook, but I can’t find any other details. My campaign is near the end of 1626, and I’m thinking that retaking the city from Chaos could be a fun (if deadly) series of adventures.
  14. If all goes according to plan, the party will be near Alda-Chur when Argrath recaptures it for Sartar, so that should be interesting.
  15. I covered it on my recap blog, which is hosted on this site. I ran the battle as a simple series of skill rolls, no actual combat. I only do these battles to involve the players in the larger historical events, they’re sort of incidental to the main story, which tends to be low-powered clan stuff.
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