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Sumath

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Sumath last won the day on January 8

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About Sumath

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  • RPG Biography
    GM of RQ2 & RQ3, Golden Heroes, and player of CoC, MERPS, WFRP 25 years ago. Just started playing, GMing again. Starting a RQ campaign in 2019.
  • Current games
    D&D, Blades in the Dark, RQG
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    Battersea, London, UK
  • Blurb
    48 year-old grognard who's returned to RPGs after a 25 year break. Gods, I'm old.

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  1. The whole thing needs a serious edit from Treya's point of view. It's obvious that the author has a clear idea about what Treya thinks and feels about her grandmother and why she is motivated to go to the Smoking Ruin, but unfortunately this didn't explicitly make it into the text of the scenario.
  2. Humans never had the ability to fly to begin with. Ducks did, so they have lost something.
  3. I'm re-reading The Smoking Ruin and making notes as I go, with the intent to run it in the near future, but I'm struggling with gaps and inconsistencies in the scenario: SPOILERS: On multiple occasions, the scenario instructs the GM to have Treya repeat the story of her grandmother's death at the hands of Tusk Riders, but I cannot find this story anywhere in the text. Indeed, Thinala's description says she died defending Terasarin. Okay, so her death is different to what Treya believes - but what story does Treya believe? Treya sacrifices herself to bring back Thinala from the dead. But why does Thinala accept the sacrifice of her own granddaughter's life? And how does Thinala justify this to the adventurers afterwards? Has anyone run this scenario and dealt with these issues?
  4. A Humakti and an Orlanthi thane are traversing the Starfire Ridges when they espy an unnatural, rectangular yellow blob below them. The Orlanthi says, “Hey, climb down there and find out what that’s for”. The Humakti descends to a wide ledge, prods the blob with his scabbard and notes that it appears to be an altar made of some rubbery matter. With a screech, a harpy drops on to the altar and tries to claw the Humakti’s face off. In one movement, he knocks the creature over with his scabbard, draws his sword and severs its wing bone on the altar. The Orlanthi eventually climbs down and, seeing the mess everywhere, says “Well, did you find out what it’s for?” The Humakti cleans his sword and replies, “A pinion is divided on the matter”.
  5. p 418 RQG 'each attempt takes two full seasons'.
  6. One way you could rationalize the cost is that trainers (like most people) belong to a temple (and are probably Rune level) and much of the money is a donation to the temple rather than an individual trainer, since the temple must release the trainer from other duties for two seasons.
  7. @MOBLooks awesome. But I can see an error on the Woods of the Dead map - Valley of the Chack Man instead of Chalk Man.
  8. If a character fails to cast their Rune spell on SR1, can they try again later in the round or can they do nothing else (other than move, or react) that round? On p314 it says 'Casting a Rune magic spell prevents an adventurer from casting any other Rune magic, spirit magic, or sorcery spells that round'. But if an adventurer didn't manage to cast the spell, the implication would be they can still try again to do so. I'd be interested to hear how people are handling this in their games.
  9. I'd say that sailors would also use Shiphandling - it reflects the knowledge needed to sail and navigate a ship, which is the same whether you're giving the orders or tying off sails. A ship's captain needs to know everything that a sailor knows and more besides, so they'd have the skill at a higher percentage than a sailor, having worked their way up to that level of competence as part of a crew.
  10. Are you expecting the heroquesting rules in the forthcoming GM sourcebook to significantly change the way that the game is played (i.e. mechanically) when adventurers are on heroquests? Also, given their fairly rigid structure (e.g. stations) and basis upon a pre-existing story, are heroquests more like likely to railroad players than a regular scenario?
  11. I don't have the Sartar Companion, but I'll check that out, thanks.
  12. I'm creating a Lismelder Kolati Sezing antagonist and need a darkness spirit sub cult for them (and any associated Rune Magic). I can make something up but would be interested to know of any sources I can use or if there is already a write-up somewhere (I've already got some info on the Seven Winds).
  13. My two main issues with TSR are the festival at the end - it's a lot of description of things that NPCs are doing rather than any decision-making by the players. In other words, it's not role-playing. I'm going to have think of ways to make it interactive. The other issue is that I was expecting some detail on the contents of the ruins (i.e. the buildings) themselves, beyond the general layout and descriptions of the curse/burning corpses. I wasn't expecting a dungeon style setting, but certainly some detail on the civilisation that built the place. I get that I, as a GM, can write this stuff, but that's not the point of a ready-to-play scenario. It should be ready-to-play.
  14. Ah, I missed that. But hell, it was a clever move by the players so I'm happy to have rewarded their ingenuity. Plus the ensuing Berserker rage was too entertaining to pass up.
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