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Chiarina

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  • RPG Biography
    Roleplayer since 1984. Ancient times: Midgard (german System), Cthulhu, Traveller, Hârnmaster, Ars Magica. Modern times: Fate, Apocalypse World, Itras By, Archipelago, Okult, HeroQuest Glorantha, narrative Indies
  • Current games
    Ars Magica, Night´s Black Agents, HeroQuest Glorantha, Archipelago
  • Location
    Frankfurt am Main, Germany
  • Blurb
    I also like games without gamemaster.

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  1. 4 years are over. This evening we played the battle at the Wolf´s Stand and the characters defeated the Telmori. Unfortunately the player of the shaman - the only moderating force in the group when it comes to the Telmori - couldn´t attend. The victory was bloody. 1620 is over.
  2. Maybe they´ll become trolls? (just a bizarre idea...) - Gaming time in our Red Cow Campaign seems to correlate with real time. We´re playing for 2 1/4 years and it is 1620. The trouble with the Telmori is just beginning. At this rate we´ll have it finished in 2026. - Currently I´m considering to insert "The gifts of stone", the Mostali-Adventure in the Sartar-Companion, but I´m not sure. The atmosphere of the adventure feels different and the story line seems just very loosely tied to the plot of the campaign. What do you think?
  3. Well, the first houserule we used, was a collective pool of HeroPoints. I´d have no problems with this change.
  4. Wow. I didn´t check the rules for a while. Apparently several things changed. I have to read it again.
  5. We just ended our little adventure in the "Black Glass Ruins". The two rebels have a new home, secure from lunar prosecution. Now, they will sleep together with four darktrolls and eight trollings in the same dwelling. The permanent darkness and shiver is bad, but they are armed with warm clothes and an alynx immune to the supernatural blackness. They have to pay attention to giant morels growing in one of the old baileys and some similarly giant acidic moths. Maybe they help the trolls extracting the lead glance under the ruins... and they spoke with the "shadow of the black glass", the godlike genius loci of the ruins. It offered them hospitality for a price. Once in a season the ruin-dwellers have to foist one of the black pebbles unnoticed in a home or in the pouch of another human being... so maybe the shadow may slowly spread his zone of influence. The rebels agreed. Now their eye color is black and if they shed tears, the tears are black, too. Maybe one day the shadow will grant them an enhanced ability to recognize the surroundings in darkness. At times they will have a small talk with Orsta Trades-With-Trolls and the Nameless Humakti. Our campaign goes on.
  6. Thank you, that was helpful. I´ve some things to think about and will check Lodril/Argan Argar/Only Old One, too.
  7. Allright, allright! The Rubble Runners are a good idea (ghouls are reserved for another place). It would be cool to have some "Draconic secrets". Is there a source somewhere? HeroQuesting back to the Dragon Kill? Wow... but maybe this course of the story leads too far away. I´m interested in your "forgotten deity". The information about the place in "The coming storm" already speaks of a lesser god: "Ancient relics of the Empire of the Wyrms Friends lie here. Huge monolithic blocks of stone mark the remains of an EWF outpost. A great statue of an armored man towers over the broken walls and buildings. Much of the structure is melted like candle wax, as if from great heat, perhaps a dragon´s breath. A lesser god, the Shadow of Black Glass, cloaks the ruins in shadows, and there is a chill in the air. Creatures of Darkness, fungi and insects, thrive. Troll hunters from the nearby Sazdorf troll tribe sometimes visit the ruins of rare foods and medicines." So, what kind of god could it be, the "Shadow of Black Glass"? It sounds like a genius loci to me. If the two player characters settle in his ruins, maybe he demands some veneration or offerings? What could happen, if they don´t satisfy him?
  8. O.K., I understand the reason and the effect of "Summons of evil". Thank you! (...but in my eyes a heroquest is something different than a spell... did I miss something?) One more: Is it possible to find the description for landing place at the fort of the cow? The location 18 has no description. And here, my next challenge: Two of the players characters are rebels in hiding. Their last hideout got discovered, so they are insearch of a new abode. At present they accepted Voranga´s cave as a temporarely sleeping place, but one of them wants to live closer to the fort of the red cow. Now they developed the idea to make a home in the Black Glass Ruins... 3 miles from the fort of the red cow and at least it seems to be a place, where you don´t have to be afraid of lunar soldiers... but of course, other dangers are waiting there. Sooner or later they will explore the location to see if it is a possible accomodation. Do you have some ideas what could happen? Small events, scenario ideas or spectacular plot twists?
  9. We made some houserules and finished 1618. Everything´s o.k. for now. I´ve a question about the possible kinstrife at the end of the scenario "Manhunt": "The clan might decide that later events in 1619 are the results of this kinstrife and choose to perform the "Summons of Evil" in the Sacred Time of 1619 to purge the clan of its curse." What does this mean? I´ve found some meager information about this ritual in the Glorantha-WIKI, but... - who would be able to perform it? - whose enemy would be summoned? - who could be that enemy? - why does this ritual purge the clan of its curse? Do you have some answers?
  10. Yes, this is one possibility. I´ll check QW for this. Another one is a bigger impact of the pass/fail cycle. Actually you add +9 after two great victories. Why not +W?
  11. My heroes made peace with the Emerald Swords. Next time, they´ll learn, that nevertheless Gordius Silveris punishes their clan fpr being troublemakers. The Power Creep in my group is alarming. I have to adjust base difficulties, modifications and the adjusting screws of the pass/fail-cycle to provide challenges for the characters... ...not so easy.
  12. Does anybody has a tip? Two characters of my group were identified by imperials after attacking two soldiers at the gravehill of the Red Cow Clan. Since then they live in the secrecy of a barn in Green Meadows, because the Lunars consider them as rebels. But meanwhile the player of one of this characters is somewhat bugged by the situation. While the other players every now and then experience the village life of Red Cow Fort with their characters, this two players unsually wait until their characters get picked for the next adventure by the others. Do you see a possibility to bring them back into the village life? ...or an attractive alternative?
  13. Wow. That´s so beautiful!
  14. Yes, that´s possible, too. For any reason I´d like Janara to go to Frithan. Maybe it´s, because I like the idea of her stealing from the lunar commander. Perhaps she could instruct the characters to do the trick, but in addition it is necessary for herself to make the Lunars believe it (typical Eurmal magic, if I understood this correctly)...?
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