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Ludo Bagman

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Everything posted by Ludo Bagman

  1. Andrey Fetisov from various RQ covers and interior images. https://www.deviantart.com/theoctistus/art/Bronze-age-fantasy-888328136
  2. Another option would be to keep augmenting etc. as is in the rules but give bonuses for skills at certain thresholds, for example at 100%, 150%, 200%, and so on, or just at 100%. This could be -1 weapon strike rank, or +1 hit point for a parrying weapon, etc. For combat between groups of combatants I would use a Battle roll of the leaders to decide who has an advantage in the initial phase of combat.
  3. I know of the larger Far Point map of the Starter Set and the map of RQ2/RQ3 Trollpak, but they show even less of this small section.
  4. For character generation and family history of Balazar/Griffin Mountain characters, see this thread:
  5. From the RQ3 calendar - Sea Season, Disorder Week, Godday.
  6. Some notes from Jeff Richard: https://wellofdaliath.chaosium.com/a-god-forgot-story/ https://wellofdaliath.chaosium.com/the-machine-ruins/
  7. My guess is https://wellofdaliath.chaosium.com/home/catalogue/magazines/codex/codex-volume-1-number-3/
  8. Another way to prevent resurrection not mentioned yet is to destroy the soul i.e. reducing POW to 0 (the Crimson Bat and the Soul Waste disease are in the rules - there may be other chaotic monsters or spells (tapping?) with similar effects).
  9. Somewhat OT: For RQ2 there was a series of articles in White Dwarf by Dave Morris titled "Dealing with Demons - Demonology in RuneQuest". The author published them on his blog: https://fabledlands.blogspot.com/2017/11/dealing-with-demons-part-1.html https://fabledlands.blogspot.com/2017/11/dealing-with-demons-part-2.html https://fabledlands.blogspot.com/2017/12/dealing-with-demons-part-3.html The demons even got miniatures as shown recently in a blog post by Rick Meints (a sheet with stats included): https://www.chaosium.com/blogout-of-the-suitcase-33-collecting-and-dealing-with-personal-demons/
  10. In RQ2/RQ3 Odayla was just like Foundchild a subcult of the Hunter cult (with specific command spells), so the cult did have the archery spells. But this was probably too godlearnery (there is no father of all hunting gods). Now I imagine Odayla hunters more like trappers or persistence hunters - just drive the prey in a trap, river, or cliff. Note that the cult still has Speedart and is associated to Foundchild, so Multimissile can be learned at normal prices. https://wellofdaliath.chaosium.com/home/gloranthan-documents/prosopaedia/deities/h/hunter/ Yinkin was always the god of alynxes and is worshipped because of the hunting companion, not because he is the god of human hunters (well, he provides nifty spells that allow to hunt in the dark; bonus points if the hunter also learns Dark Walk from Orlanth.).
  11. The only data given is that the 70% magic resistance means that the dwarf is wearing 14 ENC of unenchanted iron. The battle axe and hammer are enchanted (since they have increased armor points), the crossbow and bolts only have iron tips (negligible), so at most the shield (ENC 2) could be made of unenchanted iron which means that the armor weights 12-14 ENC–probably the whole 14 ENC. Note that chainmail had 5 AP in RQ2, and ENC 2 for limbs / 1 for head/chest/abdomen for a human sized character (perhaps a little less for a dwarf). This gives a ballpark figure of twice the AP of human made armor for around twice the ENC.
  12. Last year Jeff Richard posted some notes about Heortland on facebook, see https://wellofdaliath.chaosium.com/tag/heortland/ About encounters: There may be chaotic beings escaping from Larnste’s Footprint, or some hidden abomination from God Forgot or the Machine Ruins. Mecha in Glorantha.
  13. Agreed. It is only bad if they got a nickname or renown based on the magic item. "You are Ajax The Iron Shield? Where is your famed shield?" But even then, the loss would be temporary among people that know the character.
  14. There is also the Barntar/Orlanth spell Tame Bull that can calm Storm Bull berserkers. Harmony and Inviolable may work against berserkers if the spell is boosted. About healing damage before the Berserk spell ends: Allied spirits, Healing spirits, and enchantments may also be (costly) options.
  15. Not magic - if you cast a rune magic spell, you cannot cast other magic in the same round - with some exceptions, namely stacking spells, that is, adding additional rune points to make the spell stronger, or casting spells that are explicitly allowed to be cast together, like illusion spells, the Extension spell, or the body transformations of Odayla with the spell Transform Self.
  16. The mismatch that I wanted to point out is that the characteristics (STR 4D6 etc.) are of an average dwarf independent of caste (there are no other dwarf characteristics) but skills etc. are of a heavily armored iron dwarf that needs a high strength (magical improved or not) to fight as intended. The average dwarf strength used in the example (14) works for the role, but if you consider all strength values instead of the single fixed value, the spread would be something like 11-24 or ideally 14-24 instead of 4-24, resulting in a higher number of dwarfs with a damage bonus that can use crushing weapons effectively (instead of 100% of the dwarf warriors having no damage bonus at all). This effect is more noticeable with weaker races, e.g. humans (STR 3D6, average 10-11, but a heavy infantry warrior with a large shield would need at least STR 12, so just using the average human strength does not work in this case). About RQ3: It used special knockback rules for blunt weapons on special hits, so the lack of damage bonus just meant that the target would be pushed back a shorter distance (a small disadvantage)—a DEX x 5 roll must still be made to not fall prone.
  17. Another thing to note is that the iron dwarf from the bestiary has the average stats of a dwarf (STR 14 etc.) but he needs a STR of 11 to wield the hammer, a STR of 13/9 to wield the battle axe with one/two hand(s), and a STR of 14-15 to carry 14 ENC worth of iron armor and weapons without penalties (STR 9 to be able to move at all). This means that the average STR of the encountered iron dwarf warriors will be higher than average. Those with very high strenght and a damage bonus of 1D4 can perform well in every role, those with high strength but without damage bonus will most likely stick to ranged combat. Those with lower strength will most likely not be encountered outside of the dwarven cities (creating and repairing weapons) or just in support roles (if their philosophy allows it, like lighter armored shield bearer to protect the ranged warriors).
  18. https://wellofdaliath.chaosium.com/home/gloranthan-documents/prosopaedia/deities/t/thunder-bird/ In the fanzine Tales of the Reaching Moon he did provide Cloud Call. I don't know if they changed that for the upcoming Cults of Glorantha books.
  19. About extinguishing the fire: An adventure in the Starter Set has a burning house. Note that there are other useful spells such as Lodril's spell Suppress Oakfed.
  20. Devise was already there in the RQ3 Healer occupation with a more modern, less magical Fantasy Europe as standard setting. Devise could be used to operate the mechanical medical tools like bone drills. For example, a windlass box or a Hippocratic bench were used for setting the bone fragments of a broken limb; they were fixed with wooden splints, cords, etc. in order to let it heal naturally. https://exarc.net/issue-2016-2/int/broken-leg-year-1350-treatment-and-prognosis
  21. https://wellofdaliath.chaosium.com/home/catalogue/publishers/chaosium/runequest-roleplaying-in-glorantha/cha4028-runequest-roleplaying-in-glorantha-qa-by-chapter/cha4028-runequest-roleplaying-in-glorantha-chapter-08-combat/ Hope it works...
  22. In more ancient time there are also the Sisters of Mercy, daughters or adopted daughters of Chalana Arroy, a remnant of the EWF (Second Age, at least 500 years old) and still worshipped in Prax, Maniria, and South Peloria as a subcult of Chalana Arroy. One could use one of the named Holy Sisters Malamse, Oronio, Amprefesne, or for example add a more recent High Priestess that kept the cult alive. https://wellofdaliath.chaosium.com/home/gloranthan-documents/prosopaedia/deities/c/chalana-arroy/the-sisters-of-mercy/
  23. I just wanted to mention this online character generator (https://rqwiki.chaosium.com/adventurers/) with some limited choices, created because the RQ starter set lacked character generation rules. It uses the following array of characteristics (including Rune bonuses): 19 (= 17+2), 17 (= 16+1), 15, 14, 13, 12, 11 This gives a sum of 101 (with bonuses) or 98 (without bonuses) which seems comparable to most of the pregenerated starting characters but a little too high compared to the normal rules.
  24. Episode list with some bullet points:
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