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Bilharzia

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Everything posted by Bilharzia

  1. If you read Spanish there is Mythic Mediterranean https://www.drivethrurpg.com/product/166601/Mediterraneo-Mitico
  2. Much of this is a straight lift from the current Mythras sorcery rules.
  3. If you're only visiting Roll20 I'm not sure what its tracking, other than you're visiting Roll20.
  4. Wouldn't using a different browser do as much? Or if need be a new user account on your pc created just for roll20? Not difficult to create and once done extremely fast to switch to.
  5. The SEs is the point! Personally I've thought of doing this for general combat as well, it's how Call of Cthulhu runs combat. It would mean one side will always gain a SE as long as someone succeeds their roll. I would do it for speed, it's not realistic but it solves the "stand-off" problem when you have two skilled combatants attacking and parrying off each other with nothing happening.
  6. I have thought about making spirit combat use opposed rolls instead of differential, making a successful defence give a special effect.
  7. I'm looking for another player as a 4th spot, currently have 3 new players all late teens for the Mythic Britain adventure in the Waterlands supplement. Likely running every other Sunday, time around 5pm UTC. https://app.roll20.net/forum/post/6781457/runequest-mythras-looking-for-players-mythic-britain-the-great-mire
  8. "Arms and Equipment" for Mongoose RuneQuest II has a big section on ships including prices, the price scaling looks reasonably close to Mythras core.
  9. I have to echo Gryph and soltakss - I like this format for a supplement - it's building on an existing setting by presenting an unusual region in more detail, it's got region-specific encounters, natural and supernatural creatures, environmental hazards, colourful and important NPCs detailed, a short but varied adventure (travel, social interaction, a mystery, mayhem, the supernatural, an Old Man who may be Merlin or ... Tim) and enough additional adventure cameos to make a campaign of it. Another good 'un from Mark Shirley who also wrote Mythic Constantinople.
  10. Despite not posting for quite a while I'm still running an irregular session of Mythras in Glorantha at 1700 UTC on Sundays. We're using an adapted version of the RQ2 Borderlands campaign. The group has recently lost a player so we have a potential spot for someone who is interested. No knowledge of Glorantha or of the system is required, just an interest. If you want an idea there is a campaign diary although now it's very much out of date: The Roll20 game: https://app.roll20.net/lfg/listing/101876/borderlands-rq6-slash-mythras-gloranthan-campaign
  11. It's not really set in The Fens, it's a bit further north around what is now the Humber river, (in 'fenlands') with York at the north. Now you would say it's the midlands and into the North of England around the Humber estuary, the campaign area does touch The Fens in the south but isn't actually set there. I'm reading through the supplement and love it so far, the only oddity to me is the description that the location is the east of England which I think of as East Anglia.
  12. In most circumstances any successful roll of your combat style using a firearm will also grant you a special effect, unless you are allowing the defender to Evade after the shot is taken, so that, yes, you would use Pin Down in this case. For your situation you might insist that the PC use full auto or at least Burst fire depending on how many bad guys there are, as it says they would have to make an Opposed Test against the combat style roll using their Willpower. As the rules say, they won't be able to fire back but can take any other action as long as they don't expose themselves.
  13. I don't have Beyond Pavis unfortunately, no idea where to get hold of it now, I do have most of the relevant Chaosium supplements and some of the Tradetalks. Mostly I am adapting existing material where I can so I have to invent as little as possible. I'll gladly accept your dungeon! ... and post here how it turns out...
  14. In the Tower's Tomb-trap... Things are looking down, Farangar stirs the graves of the undead, Chingua's swings into the group but goes badly wrong as he misses and lands prone, now he's on his back battling for his life. Farangar edges away, covered by his huge shield. Finally Bera, hanging on the end of a rope, shines a light into the tomb, so now they can at least see what a mess they're in. They do make it out and secure the tower. A few more days of travel takes them up the east side of the Zola Fel, up to the camp at the North Bog. Pharzeela's Red Pox disease gets treated by Varna's (the Duke's wife) personal physician.
  15. It's not really just the tip, it's a standard Sabre, Scimitar or Tulwar style sword. Mechanically I would use scimitar stats, no Impale. You would say these swords have an advantage to cause a bleed, but that's what having that combat effect means.
  16. Belgath's campaign write ups always make me feel I'm running mine in Pleasantville by comparison, especially now looking at that hollow planet/place/thing?...
  17. I'm running a short Borderlands campaign on roll20, one of the players and myself are keeping a diary here Borderlands is pretty straightforward (possibly too much so) but that quality makes it easy to use with new players of the system and setting. It's also easy to borrow bits from River of Cradles, Shadows over the Borderlands and Sun County to incorporate into a campaign using Borderlands as the base. I found Dorastor and Strangers in Prax great for background and flavour but practically unplayable due to incredibly high powered NPCs. Dorastor is a good place to send your Rune level PCs to die. It's the last place in Glorantha I would start newbies in...but maybe all the more reason, it would work as a DCC style game.
  18. The two PCs did well climbing and sneaking to the top of the tower without waking the two harpies who were there, that they didn't know about. I had them lightly dozing which gave them a Hard penalty on their perception rolls as the two snuck up to each. Despite being a new Lanbril (thief cult) initiate, Pharzeela is not especially skilled as an ambushing type. They manage to take out both harpies, sneaking up and knocking them out, one of them takes off but is skewered by Chingua's impaling javelin, going to the ground. Creeping down the tower steps and into the first room on the first floor some good sneaking and terrible Perception rolls on the part of the Tusk Riders, they are at the doors of their rooms without being noticed. I had two of the Riders talking and eating in their mess hall, with the boss in his private room as almost the entire party rush in. I thought the Riders would still have their armour on, but not with their weapons ready. Bera takes down Sheatiog, the Rider's amateur shaman, Sheatiog manages to parry successfully, batting a spear out of the way with his arms (Which would have saved him from a Special Effect and half the damage from the attack) - but Kevin spends a Luck Point to reverse Sheatiog's parry roll - to 54 - a fail! Bera hits him in the leg, choosing Impale as a special effect, goes through armour and gets a Serious Wound, The Mystic Kid fails his Endurance roll, which means he falls prone and is Stunned for d3 (2) turns, he can only move and defend himself, and now Prone, any attack will be at a Formidable penalty. It looks like his scary spirit "Searing Flesh" might not come into play... Even worse for Sheatiog, Bera pulls his spear out of the leg wound, giving Sheatiog a Major Wound, and he's out of the fight. The players' luck continues with a couple of Crits: But Pharzeela, getting into the action-heroine spirit, manages to fumble a charge across a table Luckily the damage she does to herself is pretty minor. Unluckily, she's out of action points now, she immediately gets hit, and starts to bleed from a nasty wound to her arm: The next round her heal spell fails to work as she's Fatigued from the Bleed Special Effect: In the end though the party have come out on top: Although they're still only on the first floor of the tower.
  19. Bilharzia

    Grenades

    Mythic Constantinople has full rules for grenades (Grenados), gunpowder, early firearms, artillery and Greek Fire, a lot of burning and exploding malarkey to be had there. I think what you've figured out for yourself isn't a million miles of the rules but MC includes some interesting details you might not have considered.
  20. The party move across the Zola Fel into the east. Pharzeela disarms and knocks one of the Tusk Riders off his Tusker. Bera moves in and Compels his Surrender. The other Tusk Rider takes off, Farangar thinks about giving chase. Of course it's the scholar woman from Nochet who makes all her attacks, criticals, disarms and dis-mounts one of the riders, all in the same round. Shiogan reels in pain clutching his leg, fails to overcome it and is stunned for 2 turns. We have a plan to take this tower...all ready?
  21. There are multiple audiences. GMs/Keepers would be perfectly happy with a ring binder and plain text, maybe with some maps and handouts, in fact I think they'd prefer that. Most people who will buy this will never run it, but they want it to look purty, it's the glossy souvenir, concept art book, programme, from the main feature.
  22. I've moved away from Glorantha quite a bit but recently I have just started a campaign on Roll20 using Mythras with 5 players. This is the starting region: Characters are based on biographies from the RQ3 River of Cradles with a couple of custom backgrounds I've cobbled together: I've taken a little bit from Adventures in Glorantha but mostly the culture information. I'm skipping Rune Affinities although initially I was planning to use them. Most of the players are new-ish to Mythras although I think 3 (?) have played some version of RQ2 or 3. All the PCs have arrived at Raus fort and set out on a scout of the region. So far the party are halfway around their tour of the region, they've travelled with the Duke and retinue to the village of Weis which seems to be doing worse than it should. An old woman has hinted at an incident in the past involving a disease outbreak and theives in the community, but they haven't got any more information. They leave the village with questions about the place and head out to the Agimori settlement in caves nearby. The Agimori tell a story about their fellows being held by the Morokanth to the south and demand justice. The Duke sends the party south accompanied by an Agimori band including the chief himself. The journey will take two days across the chapparal. Towards evening at the end of the first day they spot a party of Morokanth slavers. A difficult parley starts up with the party and the Morokanth leader Keenclaw. One of the party detects multiple magic items on the Morokanth party, a strange mix of Morokanth and glassy-eyed (animal intelligence) Herd Men - a concept entirely unfamiliar to most of them. An Orlanthi warrior demands assistance from Keenclaw to help with negotiations to free the Agimori hunters at Bilos Gap the response is a contemptuous laugh from Keenclaw, he refuses and demands to be let on his way, the Orlanthi makes a threat which raises Keenclaw's ire, a spirit manifests around him showing off his superior power. The party backs down and leaves Keenclaw and his troop to move on to Horn Gate. Arriving at Horn Gate the party witness a gathering of around 200 Morokanth preparing for a ritual, this puts a dampener on their plans to raid and rescue the Agimori. Both the Morokanth and Agimori demand justice from the Duke's men. The Morokanth explain the hunters were caught raiding their Herd Men, and instead of killing them as thieves, (as other nomad tribes would do) they will instead be turned into Herd Men during the upcoming ritual. After some discussion amongst themselves they put forward an unusual solution - Farangar, a good Orator, puts forward the case - one of the Agimori should be kept by the Morokanth for the ritual, the other should be returned to the Agimori. A risky solution as even if successful this proposition is bound to annoy both parties, as it goes Farangar fails to convince the Morokanth or the Agimori of the justice of this proposition - they must decide for one side or the other. They side with the Agimori - displeasing the Morokanth intensely but nevertheless they accept the decision. The Agimori celebrate and sing the praises of the Duke and his just rule.
  23. My experience has been very similar to Gryphaea's on Roll20, I also go with the Roll20+Discord combo which so far has worked very well. Another popular duo is Roll20+Skype although personally using Skype like this hasn't worked for me but I think I'm an exception. Discord has a few more useful features than both Skype & Roll20 itself. As far as sheets goes from my experience Matthew Carpenter's RuneQuest6 and now Mythras are the best RQ-related sheets on Roll20, whether he would be interested or have the time to develop a RQG one I don't know. He has been pretty active in developing and improving the Mythras one, he posts regular updates here https://www.tapatalk.com/groups/designmechanism/roll20-sheet-for-mythras-t2107.html There are some spectacular sheets made by contributors on roll20, like the one for Sprawl is gorgeous, but it seems like a thankless task for the authors, the fact that any of them exist seems a minor miracle.
  24. The core system by itself can do quite a lot, how it's used depends on the campaign setup. I spent a fair bit of time customising "stunts" from Blood Tide but in the end realised I was just re-inventing Mysticism under a different name. It was useful for a bit of flavour but not really that much. I did end up keeping a few of the weird stunts but charge XP instead of MP, for example: "Friends in High Places and Low" - Find someone in a crowd who is a friend (1xp) "Indy!" - Find someone in a crowd who will follow your madcap plan - gain NPC ally (3XP) Looking at sorcery, even an out-of-chargen basic sorcerer PC can boost their action points from 3 to 5 in 2 casting actions for the cost of 2 mp, as long as the spells are allowed in the setting and are ok with the GM. This might not seem much but for a starting Mythras character is practically super-human. I think the reason the heroic feat-like abilities from Legend were not included is that they're out of step with the rest of the system where Mythras/RQ6 is trying to reduce the number of exceptions and special cases these abilities add clauses and oddities which duplicate or nearly duplicate other abilities.
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