Jump to content

Sumath

Regulars
  • Content Count

    325
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Sumath

  1. On 6/10/2020 at 11:12 AM, Arcadiagt5 said:

    I have run the scenario and it's great but I had a lot of trouble with having to flick back and forth all the time

    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. 

    • Like 2
  2. 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?

    • Like 4
    • Thanks 3
  3. 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”.

    • Like 3
    • Haha 1
  4. 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.

  5. 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.

  6. 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.

    • Like 1
  7. 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?

    • Like 1
  8. 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).

  9. 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.

  10. 3 hours ago, Crel said:

    FWIW, poison actually can't be cured with healing spells. At least, going with rules-as-written.

    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.

    • Like 3
  11. Last night I GM'd my group on Roll20 for the final battle against the Dragon of the Thunder Hills. Spoilers ahead.

    One of the party is a Storm Bull, who was equipped with Berevenenos' iron cuirass and silver helm, and feeling invulnerable he ran headlong at Yerezum Storn. She promptly exhaled her toxic breath, overcoming his resistance with her POT 18 systemic poison. The Storm Bull only had 15 hit points, so it looked like curtains for him, but my clever players found a way around this. Even fast-acting systemic poison takes 3 melee rounds to act, so he would not take the damage immediately, but equally they could not apply healing spells (as damage had not yet been done) and none of them had any antidotes.

    In order to stave off death, the Storm Bull cast Berserk on himself, raising his CON by 7 points and thus his hit points too, so that when the poison took effect at the end of MR3 he would still have 4 HP left.

    In the meantime, the rest of the party managed to take down the dragon with two solid hits from Chest Breaker and a standard broadsword impale. The obsidian sword was used to behead the beast, but when the dragon's head began talking and tried to bargain with the party, the still-Berserk Uroxi began hacking lumps out of it. All during Orgorvale Summer's divine manifestation and appeals for the party's thane to be the founder of her cult, the Storm Bull was in the background astride the bloody head, smashing out teeth and eyes. The party's Humakti cast Heal Wound on him, so that when the Berserk spell eventually ended, the Storm Bull keeled over off the dragon head, unconscious but still alive.

    • Like 1
  12. Usually it's declared if a creature can make more than one attack on the same strike rank, and since its bite, claw and tail attacks all occur on 7, I assumed that it can only make one of those each round.

    But it can still breathe on 3 and enthrall on 12.

    Also, the text in the adventure book says that the dragon relies on its breath and bite.

    • Thanks 1
  13. 12 minutes ago, David Scott said:

    Yes, there was Megaera, based on the Griffin Island cult, adapted for Glorantha. She has minions who appear first to deal with summoners: The Captured Souls (wraiths), Celebros the Torturer with Whip of Eternal Torment (no stats), Mavrlam the horror of battle (STR 158, SIZ 54, INT 14, DEX 20, Gladius 250% 1D6+1+12D6 plus huge shield, no POW or mps), Tagrikas The Devourer (Aura of Death, 50 POW vs pow attack), Elbetha The Seductress (6 armed woman,  seduction), finally you get to Megaera and her four War dogs (STR 50, CON 50, POW 45 DEX 30, bite 500% 1D8+5D6). Megaera takes 300mp to summon and has a POW in excess of 3000...)

    That rings a bell. I remember reading that article at the time and wondering if there was any party in the world that would survive that summoning ritual. You'd need to be a Hero or a demi-god to get through it.

    Still, the minion demons could be summoned or encountered separately, or used for inspiration.

    • Like 1
  14. There was a Jon Quaife article on Demons in issue 92 of White Dwarf, if you can get hold of a copy. That had a number of Lunar demons in it, if I remember right.

    • Like 1
    • Thanks 1
  15. Can anyone attack a spirit with a magically enhanced weapon, or is it only someone who is being attacked by a spirit?

    For example, Albert gets attacked by Bob the Spirit, but then Charlie, using Second Sight or whatever, assists Albert by attacking Bob with his Bladesharp-ened sword. Can you have multiple combatant spirit combat? If so, how does that work?

  16. What do we know about spirit magic (and apologies because its been a while since I've read the spirit magic or shamans chapters)?

    Shamans (or priests) have to find spirits to obtain the knowledge of each particular spell - so a spell is either knowledge of an effect or an ability known to an inhabitant of the spirit world that is able to affect the middle world. In other words a spell is either:

    • The use of knowledge imparted by a spirit to draw upon and manipulate one's own reservoir of spiritual energy to produce a particular effect in the Middle World - this seems the most likely candidate from what we are told about spirit magic.
    • The effects of a spirit acting (on demand) to bring about an effect using its abilities (like a Sandestin in Vancian magic) with the effect either powered using the spellcaster's power, or with the spirit briefly summoned (using the spellcaster's power) to use its own power - in this case the spell knowledge is the ability to impel a spirit to generate the effect from the Spirit World into the Middle World. This seems convoluted and much less likely from the examples given.

    If we then assume that the first option is how spirit magic works - that spells are methods of manipulating one's inherent magical power - then it is clear that the term 'spirit' in spirit magic is largely referencing the soul of the caster, rather than the invocation of other spirits (apart from when learning spells, of course).

  17. I have five players in my group - their characters are as follows:

    • A Humakti warrior (heavy cavalry) - he works out of Clearwine for the clan/tribe, but is obviously mobile
    • An Orlanthi noble - his family is based around Clearwine but lands owned outside (and now in Apple Lane)
    • A Uroxi redsmith - he trades in Clearwine, not clear where he resides
    • An Ernaldan merchant - she trades and worships in Clearwine, resident either in or just outside 
    • A Vingan madam (pimp) - she works in Clearwine because that's where her employees find work, and therefore most likely to be a permanent resident

    So I'd agree that many of the permanent residents are likely to be either the dissolute, ambitious misfits, or the ones who are meant to stop them. But doesn't that describe most adventurers?

    Cities are places of enormous opportunity, and therefore also of danger. The rootless (or free agents) of society are often best placed to take advantage of this, but they can only exist there because of the steady flow of other people who are not dissolute (or at least not primarily so) upon whom they can prey.

    Clearwine is not a particularly rough city, but despite their differences all cities give rise to the same (or similar) social and economic forces - it's just a matter of degree. So you can expect them all to have class distinctions, criminality/immorality (whatever that means in that place), injustice and exploitation. Things like slavery will vary, as will the meting out of justice, not just because of laws/mores/traditions but also because of competency/organisation/wealth of the ruling class. 

    But there will also be a tipping point of how many grifters/thieves/pimps a city can support, and this will be based upon how much 'honest' activity goes on there, and how effective law enforcement is. Obviously cities will foster innovation (incl. magical research), intellectualism and learning, high art, exquisite craftsmanship and a cosmopolitan outlook, so cities will attract the cream of society as well - doers and thinkers. Pavis under the Lunars was both an organised foothold of civilisation and also a hangout for the dregs of several societies. 

    It's that cheek-by-jowl placement of the virtuous and enlightened alongside the villainous and venal that gives cities their distinctive vibrancy and tension.

    Of course, this being Glorantha, nobody need be wholly villainous or wholly virtuous all the time...

    • Like 2
×
×
  • Create New...