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Squaredeal Sten

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Everything posted by Squaredeal Sten

  1. A sundial will always indicate 12 hours of day because "hour" is 1/12 of the day.. The shadow of the gnomon will fall along a different line if the sunpath varies north and south. But it will always be divided into 12 hours regardless of season, unless the maker chooses to mark it using a different system. And on a flat world the Shadow of the gnomon will follow a straight line or a set of straight lines, not a set of seasonal curves.
  2. On Glorantha tbe length of any given day is the same, North or south. If the length of the sun's path changes seasonally, how does that work? I await a detailed treatise on Gloranthan Celestial mechanics. Regardless, a winter hour may be longer than a summer hour, as I understand it used to be in the RW. But who has a timing device to say exactly how much longer? And Galileo exists in the future of another world, so no one is using a pendulum to tell time. As for water clocks. Do they exist in Glorantha? As far as I know they are iton age in the RW, so not a default assumption.
  3. They are both Beasts, that is animals but not men. In Glorantha. And in The Real World they are related not only by ancestry but by topology: Both are built around the intestinal tract with two openings. It's a topological thing. Those of us who evolved to have an anus, rather than just a mouth like sea anemones do, have closely related shapes.
  4. It strikes me that a day in Glotrantha is 24 hours just as the sun rises in the east. It's a definitions thing: East is defined as the direction from which the sun rises. On earth, on Uranus with its unusual axial tilt, on planets in other solar systems, and on Glorsntha. Similarly an hour is the time it takes for the sun to pass over one twelfth of the arc between sunrise and sunset. That is evidently the way it was for the Mesopotamisns in the bronze age, who were the folks who originated the system of 360 degrees in a circle. Modern Real World definitions of time in terms of one second = a multiple of vibration of Cesium atoms do not apply, because Glorantha is made of runes and not atoms.
  5. The Bestiary seems to present a typical dream dragon - but will you really encounter a typical one? Presumably they differ as much as anyone else's dreams may differ from night to night. But given the Bestiary, dream dragon skin is typically 7 points while they are alive. As a comparison, mammoth or mastodon skin is 6. Rhinoceros hides are a 7 (p.156). i have seen a section of elephant skin, tanned / preserved and on display. It was thick stuff! So I would consider it possible that dream dragon skin is not suitable for flexible armor that any human can wear like stock 2-point leather armor. It's just too heavy per foot of coverage. as well as not flexible. But a piece might be made into a shield which would protect better than the usual leather shield, though it would also be heavier. Or maybe a breastplate, just as some Gloranthans wear turtle shell breastplates.
  6. How does destroying your clan wyter sound? i believe I used that one in the session.
  7. This past week i had reason to GM my players into the Falling Ruins (N. Sartar map, about 25 km SE of Bagnot). The Guide to Glorantha has a brief description: I wonder whether any of you has more information on this place, or a better way of running it than I do. Is there an original write-up of this location in some obscure fanzine? This was in the lead-up to the Battle of Heroes, so they are doing recon for Argrath's army. I played it pretty straight as described: it's the ruins of a city, about 30 hectares, very beat up - most buildings open to the sky, big gaps in what remains of the walls, and the players periodically hear and observe things fall with a great crash producing a small crater.. Farsee revealed that the falling things look like parts of a ladder. Observation of the crater will show fragments of charred wood still burning. Flight over the ruins will reveal a cloaked, hooded figure that disappears in to a ruined building, one of the few with a semi-intact room not open to the sky. Investigation of the building shows Elemenora, the hooded, cloaked figure speaking from the shadows. (No other details visible in the shadows.) She asks "What is your wish?" The first Adventurers' replies are requests for information: Why are ladders falling from the sky? Reply: The price for that information s sacrificing a horse. use that stone as an altar. (One Adventurer's horse is sacrificed.) Answer; It's Polaris's curse on the city. One adventurer casts Truespeak, which succeeds (vs. my arbitrary assignment of POW 26) and doesn't bother Elemenora.. Another request for information: Where is the Lunar army? - Produced a higher price: "Sacrifice a man." The Adventurers discuss this a little : Does Argrath have a prisoner to spare? They would have to go back to camp to get an answer. Elemenora then prompts the Adventurers into expressing real wishes: We want the Red Emperor dead. Answer: "The price for that is the destruction of a city." That is too much for the adventurers - Who leave, mostly with the opinion that Elemenora is a spirit of some type.
  8. That's very Interesting, something I had never noticed in RQiG. There is great value in these discussions of examples.
  9. Red Book of magic p.101 - I see your problem! Caster's POW vs. each undead target's Magic Points, on the resistance table. If you succeed, the undead is affected, and the problem now arises: the undead results table is written in terms of single-actor success, from fumble to critical, which the resistance table does not have. It doesn't make sense to use the result level from your casting of the spell, although it would give fumble/failure/success.special. critical results - because the Fumble and Failure results should never come up if you fail to cast the spell. But the book says 'if successful roll on' the table- so for each affected undead being, I would use a new roll on the Death rune affinity %, and use that to read the table. Example: You face two undead, who we will call A and B. You cast 2 Rune points of Turn Undead. Let's say your character has Death 70%. You roll a 67% and make it, the spell affects your undead targets. Now for each undead, you roll your character's POW vs. its MPs. Say 15 POW vs. 16 MPs- so a 45% chance of success. You roll a 40 and a 25 and win twice, your undead targets are both affected. Now roll for the effect vs. your character's 67% Death rune. For undead "A" you roll a 70, failure. Reading the table, that undead is merely befuddled, not "turned". (If it has no INT then just as for Befuddle, you can't befuddle something with no INT, this becomes a bad result for you.) For undead "B", you roll a 06, special: Reading the table this undead is paralyzed and immobile for a number of melee rounds depending on its INT, if any. You quietly leave before the two undead become functional again.
  10. So far among my players, very few conditions. Enchantments suck up POW, and my players struggle for every point of POW. If I recall correctly the current project is to enchant a rock with enough capacity to bind Krampus into, and they don't know for sure how many characteristics Krampus has. I think they intend to bind him and then drop him into the sea. Thanks, by the way to Austin Conrad, whose Throat of Winter has provided play value for several Dark Seasons.
  11. The problem is that "the basics" is different for different people and campaigns and times. This past two weeks I have needed references for Chaos cults. mostly Thed, as I prep to GM my Sartar campaign. And I want the long form. . My players may just need Lightbringers in short form. In another campaign, set in Prax, they may need Fire and Earth cuts, while I don't need to look up Waha right now. That may change next week if a couple of people in my PBF Borderlands campaign recover from illness.
  12. Maybe less of a problem than publishing one or two massive volumes to bring them all and in the darkness bind them.😉 Maybe it was their judgement that this way the material would actually get published promptly. Most of it in 2023, rather than having it all wait to go to layout and the printer until the last bits of art were done. And this way the first wave of books finances the printing of the next wave. And a lot of people will buy a series of $25-30 books without hesitating while a $250 --$300 cased set will wait till a special occasion. People are funny that way. I am just speculatng from the outside. Not bad from my viewpoint. I haven't read all of Guide to Glorantha yet and I have had those massive books for years now. With the cults books in ten smaller pieces I may actually read them all promptly. I can lie in bed at night reading them, which is actually strenuous with GTG.
  13. Alchemy and herbalism are firmly present in Gloranths, specifically in Runequest. Alchemy is a skill in the RQ character sheets. Old and new. So is plant lore - the change from earlier editions was to get rid of Find Healing Plants as a skill redundant to Plant lore. Quicksilver dwarfs are the dwarf alchemusts. Search Well of Daliath for alchemy and you will find a very explanatory piece of art direction about dwarfs. Quicksilver is at the bottom. The Red Book of Magic has a section on potions, as well as some relevant spells. This is the same information that was in the Chalana Arroy long-form write ups in RQ2 (Cult co.pendium, Gods of Prax.) W&E has some plants written up. What RQ doesn't do is present a how-to on alchemy. It's a skill the adventurer and non player characters can have, but they know how to do it and for the players it happens in the background. But enough hints are provided for you to elaborate: herbs are gathered, then magically Preserved. Processing into potions can concentrate them for more effect. Potions generally last only a season. Example plants and potions are written up. I think it's implied that your alchemist character needs lab equipment but there is no alchemical equipment write up, probably because that would get into writing actual processes which are not the stuff of adventure.
  14. As I work on the adventure plan, broo shamans open up more paths, more suitable to the higher level adventurers. A broo shaman can come with several bound spirits, and a wider selection of spirit magic, as well as the small menu of Thed Rune spells. What I envision for the broo army in 1628ST is a core of better equipped tribal broo, bulked up by their making a sweep to conscript less skilled "wild" broo. They will not employ phalanx tactics both because of their chaotic nature and because the wild broo are wild. Instead they will bury disease vials like land mines, swarms of wild broo will cut off small parties of men, in battle they employ broos with chaotic features to break up human formations. And the shaman priest will stay back and cast magic.
  15. As to why, two reasons: First, I like many others began with the older material, and my readings on Thed were from Cults of Terror. And I end to prefer reading the long form. Second, because in the Bestiary the paragraph on priests of Thed doies not begin labeled "shaman priests". The Thed sentence you reference is at the end and easy to overlook. And I wasn't reading the Mallia portion any more closely because the broos I was rolling up did not come out as Malliants, and the Mallia sentence is also not prominent. Structure of these documents does make a difference to their use.
  16. But the RQ3 stuff is explicitly not canon. Wi h ws my question. I still have and use some, nevertheless....
  17. That is a significant change from Cults of Terror. I am gladdened by the announcement that the new cults books are starting to be printed; but where are the chaos cults in the schedule?
  18. Then I'll go with a broo shaman. This is for the broo horde invasion before the Battle of Heroes.
  19. Are there broo shamans? Any in canon? IF not then what does reason suggest? It seems to me that because broos are children of Thed, they have always been attached to that Chaos god. Which might prevent spiritual exploration. It also seems to me that broo "culture" would not support the long term apprenticeship which develops shamans. And their take on the Bad Man would certainly be different.
  20. Apple Lane does not seem to have many combatants nor a functional militia in any of its iterations. In the Original apple Lane you have the "sheriff" / thane and that's about it. The folks at the Tin Inn seem most likely to bar their gate in case of an unidentified threat. In the Heroquest (now Questworld) Sartar book, In the Apple Lane adventure in the RQiG GM Pack, the Adventurers are meant to defend an even more depleted Apple Lane, and there is no thane / sheriff. And one of the minor hooks in that book is a suggestion that the Adventurers may try to form a militia from the various tenant residents (most of whom are tenant apple farmers, and most not born in the local clan). It seems to me that Apple Lane does not have a wyter to lead the residents to stick together and defend each other.
  21. Examine my own An Orlanthi Wedding on Jonstown Compendium. https://www.drivethrurpg.com/product/404892/An-Orlanthi-Wedding?term=an+Orlanthi+wedding++
  22. Lined with lead? Or sheathed? Sheathed would make more sense to me, because lining can only have an effect after the worms have eaten through the wood, while sheathing is preventive.
  23. Yes. Gringle"s in the original RQ2 Apple Lane was always unnecessarily big. If I were you I would re - scale it down. That's not likely to be an issue with the original adventure. And the changes over the editions reflect improved production standards, so originalism is probably not helpful. You'll also note that the people in Apple Lane changed from RQ2 to post Dragonrise as well as the buildings, incorporating the history from the Heroquest Sartar book and even a nod to Griffin Mountain in the GM pack adventure hooks, plus generational change. It is interesting to read through the various versions and see varous authors' tool marks on the village. Apple Lane's history of the Lunar occupation actually makes a neat background story. And when running the Six Seasons campaign books I ran my players through sme of that HQ Sartar book Apple Lane adventure , so it was very nice to have it all and it worked out seamless.
  24. The RQG spirit combat rules seem oriented to one on one fights as far as I can see. In your opinion is it possible to gang up two on one in spirit combat? For example, Or to put the shoe on the other foot,
  25. Look at Orlanth Adventuous and Thunderod in RQG: They each provide several rune sells and the two sub cults' lists are not the same. Are you saying that any Orlsnth temple will only have a shrine by which to approach each of those two aspects of Orlanth, and if you want to learn a second spell from that liat, you have to go to a different temple with a different subcult shrine?
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