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Ludo Bagman

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    Basic D&D, AD&D 2nd ed., RQ3 (AH)
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  1. For Duck images by Stew Stanfield, see: Duckpac has some good images by Lee O'Connor for the pregenerated characters. You can see the pics on his blog: http://www.leeoconnor.com/blog/?m=202302
  2. I can only speculate but I think that the authors wanted a more noble status despite the myths and the name of the subcult. An easy solution is to just add the skills back. If you want a more detailed rationale, use the description of the cults for the Dragon Pass area, but change them according to local requirements, myths, legends, and so on. Say, in Sartar with the strong connection with the Orlanth Rex subcult it's fine to not allow the stealth skills. In Old Tarsh, where many survive by hunting or raiding, and the strong connection with the Yinkin cult in Kero Fin, they should be allowed. The Pol-Joni and the Bison Tribe of Prax will probably require that a candidate has 90% in Riding. If the temple has shrines to the Four Magic Weapons and a strong connection to them, they may prefer candidates that know the spells and the skills to use them (so Shield Parry for the Shield of Arran, Move Silently and Hide for the Sandals of Darkness, Spear, Javelin, or Grapple for Lightning).
  3. There is an old thread with some of the works mentioned above (Notchet wasn't out yet) but also with other suggestions:
  4. Elementals need STR to move their body which is made from Gloranthan matter. Some elementals are compatible with our notion of matter (earth = solid, water = liquid, air = gas, fire = plasma). Darkness is more difficult since in our view it is just the absence of light. I imagine it as including the "air" of its volume (made of or mixed with runic darkness, i.e. also cold), so basically a shade is similar to an air/gas elemental - not as mobile but still able to interact with objects. Note that in RQ3 a creature with STR may touch and move objects, but without DEX they can only use their innate attacks and abilities and can't learn new weapon, manipulation, agility, stealth skills, so the elementals are very limited in what they can do with their body.
  5. This was a rule in RuneQuest 2 (they would still affect shields). RuneQuest 3 had that a parry with a bladed hafted weapon only damages an unsuccessfully attacking weapon on a special success. A sword would always do damage, a staff or similar weapon with no blade would do no damage. On the other hand, swords were susceptible to sword breakers. In RuneQuest: Roleplaying in Glorantha all weapons may possibly damage each other with one exception - a critical hit by an impaling or long hafted weapons does no damage to a successfully parrying weapon (also a rule in RQ2).
  6. The Movable Ephemeris and the Gloranthan Sky (Java applet): https://wellofdaliath.chaosium.com/home/gloranthan-documents/gloranthan-sky/the-movable-ephemeris-and-the-gloranthan-sky/, source code: https://github.com/SteveGilham/Tinesware/blob/main/binaries/ephem.zip Edit: Not really a program, but a nice circular calendar: https://gitlab.com/jcubertafon/latexrunequest
  7. I suppose that the characters should start as 21 years old as in the usual character creation rules – otherwise immortal or long-lived species could start as century old rune level characters.
  8. The Aldrya cult has in its different spirit magic lists (and also in the Bestiary) the Strengthening Enchantment which is not described anywhere (in RuneQuest 3, it increased the hit points of a creature).
  9. This is somewhat handled in the current rules. A character gains a POW increase roll by winning a POW vs. POW roll that has a chance of success less than 95% (attack or defense) by winning a round of spirit combat (which is mainly dependent on the skill) by leading a worship ritual as a God talker or better or by participating in a worship ritual at Sacred Time or during the High Holy Day (this depend on a skill that can be easily boosted) by training (paying 500 L for a tutor and meditating one day and night per week for a whole season) A Rune level character may already lead worship ceremonies in a temple or shrine as part of the occupation, but also casting Sanctify or visiting a holy place may work. A character in good standing (say high Loyalty passion) with a temple or with a priest may get the training fee waived or reduced in exchange for work (no seasonal training for some time). A priest may not even need to pay the fee. Research (increasing the characteristic by yourself) is missing, probably in order to prevent easy POW gaining rolls say by killing some rats with Disruption outside of an adventure.
  10. There is the Dragon Past article with military events in Caladraland and of the Caladraland army from 1602 to 1620 (1625 in the expanded version from Wyrm Footnotes #15) that can be used for family history and for previous experience of the characters (the tables of the online version seem to be broken in my browser). In Caladraland, you get northern (Ditali) and western (Solanthi) barbarian raids and invasions in 1603, 1606, 1609, 1614 (Greymane's first invasion), 1619-1621, and pirate raids in 1605 and 1624. The army fought in the Building Wall battle of 1605, invaded Ditali lands in 1610-1611 and 1616 (Lion King's Feast), defended their homeland in 1618 against Greymane's Great Raid, defended Heortland in 1619, and fought in Esrolia in 1623-1624.
  11. I think at least since they made peace with Sartar and became a tribe of the land. Here is a post about their connection with the house of Sartar: https://wellofdaliath.chaosium.com/the-house-of-sartar-feathered-horse-queens-and-werewolves/ Ostling Four‑wolf was described as Telmori chief in King of Sartar, his son Kostajor Wolf Champion as King of the Telmori. Apparently he survives and appears with two surviving sons and a grandson in The Coming Storm but their line is killed in Eleven Lights. https://wellofdaliath.chaosium.com/home/catalogue/websites/old-glorantha-com-news/guide-to-glorantha-news/coming-storm-news/the-big-push-continues/ I don't know what will happen post 1625, either a splintered tribe with several pack chiefs or a single leader.
  12. Lodril is Asrelia's lover or husband, and Asrelia is the mother of Ernalda and Maran Gor. Sometimes Lodril is seen as their father, so there is a relationship, but he is not really worshiped in most Orlanthi lands.
  13. Jonstown Compendium's Duckpac 3 is a SoloQuest in which Delecti may appear. I now imagine the toe enshrined in a trickster shrine that teaches the spirit magic spell of Stubbed Toe, a variant of Hotfoot. With each casting, Delecti will feel phantom pain.
  14. p. 246 with an example on p. 247. Note that runic inspiration is immediate while it takes time to augment a spell or magical resistance with a skill. Differently from the rules, I would allow defensive actions (parrying or dodging) if the character is singing or speaking in a magical tongue.
  15. about Spawn and the White River that flows from Wild Mountain - that's Enjossi or "Salmon clan" territory, and they fish salmon in weirs since the return of the salmons in 1476.
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