Jump to content

Stephen L

Member
  • Posts

    484
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Stephen L

  1. I wonder if the date of the MO'B post is important in understanding the context for this?
  2. I wonder if I'll ever be forgiven for this post, but now for something completely different... Who can forget the portrayal of the Roman goddess of war, Bellone, in Rameau’s Les Indes Galantes? https://www.youtube.com/watch?v=_rUZr6WpAcs Whilst the heroine from Greek Mythology, Atalanta, might be a suitable inspiration, I’m not sure Handel’s treatment of her is, as the eponymous heroine in his opera is more nymphs and shepherds. But here’s an aria anyway, because who doesn’t like a good Handel aria. https://www.youtube.com/watch?v=CYMev6Xhr0Y Wagner’s Brunhild, but I’ll leave that to fans of Wagner…
  3. And then securing a cast iron alibi.
  4. Or the helpfully suggesting some of the rituals that Tatius might find useful for the opening ceremonies.
  5. Not when planting suggestions to Tatius where to build the temple.
  6. I think this is more one for the dumbest theory thread, but given all the speculation as to the author of the dragon rise… What happens if its an inside job. Far easier to manipulate Tatius to build the temple over a dragon rather than procure an actual dragon. And I’ve not yet got to the dumbest bit... How’s about Temertain. Who’d suspect him! Me, just a completely bumbling and ineffectual scholar. But Tatius, look what my latest research has turned up on the holy sites of the Sky cults during the gods war has turned up. Isn’t the mythic significance of that really interesting! Well, don't say I didn't warn you it was dumb.
  7. You know that the PDF of the The Argan Argar Atlas (an excellent mapping resource) is available from the Jonstown compendium: https://www.drivethrurpg.com/product/178723/Argan-Argar-Atlas Which means you can zoom and print to the scale you want. Did I mention, it's free.
  8. Me thinks you're overanalysing a post that's trying to be funny. So, I'm no good a humour, don't rub it in! Yes, but then the Bad man could arrive with his tickle stick, and tickle the would-be-shaman until he drops his sword. Putting jokes aside (which, probably, is to going off topic for this thread). The tickle stick represents dispel magic. It's only against a 1 point rune spell. For me, the encounter with bad man is helping you find your own inner strength and power, (aka fetch and shamanistic abilities), so paring away the external layers of the the would-be-shaman would be entirely appropriate, especially if that is dispelling *divine* magic.
  9. I believe that swords have to be checked in through the “oversized items” portal at the spirit plane checkin. It’s just beyond desk H. I wonder what the Bad man is doing for the 3 rounds whilst you’re summoning up the magic points for the spell. In my campaign he’d pull silly faces, requiring concentration rolls from the Shaman-to-be. Once the spell is cast, he’ll probably remember a prior engagement, and pop-off for a bit. But don’t go away, I’ll be right back. In about 15 mins or so. We can pick up where we left off. And, in apology for the inconvenience, I’ll bring back a bun or two to share.
  10. This is how I've always played it. Though the rules don't explicit say it, there is the merest of hints in the wording on p249: However, the example on p251 is explicit I wouldn't say a lot more restrictive. I'd suggest, as creating a binding enchantment costs permanent POW, you would be *mad* to create the enchantment, on the off chance you might meet something bindable which you then have the right control spells to stuff in. Surely you'd summon and control whatever you wanted as soon as you created the enchantment? In which case, it doesn't matter that it has to be sepecific. It would mean, later on, you couldn't change you mind and swap, for example, a healing spirit for a general spirit. But then, given its permanent POW, I'd probably be quite certain I wanted whatever it was I was binding.
  11. And I like that we're discussing the colour of the gems when, following the link, the article says: That's next month! Damn, just drooled over the laptop again! (that's a two exclamation mark post, getting carried away...)
  12. To be fair, that's the first slip I've seen from @jajagappa, and that's a pretty obscure example! Yes please! sgdmlkzdfjfdlkjrehj (excuse me, just wiping the drool from my laptop)
  13. I've had a similar issue recently, where creatures have no POW, and I've used a suitable Rune as a substitute, so I'd agree with Psullie. What would people do about resisting spells, in general for creatures without POW? In general, I'd have no resistance. But Vampires I'd use their MP.
  14. Worth a shot... If I were being *very* generous as a GM, I'd possibly allow it, as the the spell description has However, given it sounds more like a spirit of retribution, I wouldn't hold out much hope. Even if you do allow it, they do have to overcome its Pow, which at 21, presumably isn't that easy.
  15. I'd agree you couldn't have zero skill and hope for an augment. Could there be a magical item, a matrix carved in a dinosaur tooth (jawbone?), that has a speak Auld Wyrmish spell? You could work it into the scenario hook, however you were planning that. Or if it's a few adventures away, in the loot of a current adventure. Or you could add an NPC into the scenario who speaks it, who has their own interest and agenda, that they might be accompanying the PCs (perhaps betraying them at the end), or it might someone the PCs think to go get when they need a translator.
  16. So far, treasure has been gifted away, rather than traded, so it's more the wow factor that affects my players, rather than the actual Lunar count. I can imagine that it would be bartered directly for services, rather than ready cash. However, I've some young players in the group, and they understand the concept of swapping stuff better than they do buying/selling.
  17. Not really relevant for my lot, its more sink speed for them. Or rather how long they can hold their breath until rescued, and the rules have that quite well covered. I vaguely remember that 5 miles an hour is a very good swim speed, which I guess is move 2-3.
  18. Just how the duck likes it. Nice and quiet, nobody taking any notice, and next morning, your purse is gone. Damn fine meal last night though. Must remember sometime to give my compliments to the chef.
  19. There was a big ransom event right at the beginning of my campaign. The PCs liberated the prisoners from the Lunar Manors, where quite a few Lunar had themselves taken refuge during the liberation of Sartar, as it was quite heavily fortified (and in the wilds, and heading away from Sartar). The PCs ended up with a lot of Lunar prisoners (and armour). The ranking Sartar they freed (actually, his sister, who had led the PCs into the adventure, fearing Lunar atrocities in the chaos of liberation) offered to organise the ransoming of the Lunars for the PCs, for a cut (it went 50/50), as the PCs hadn’t a scooby how to go about it, nor indeed the inclination, and the Sartar prisoners were very grateful for a bit of cash. The armour ended up with the local Humakti (again 50/50), at Indrodar’s Necklace, with choice pieces being modified to fit the PCs by the Humakti armourer (with much credit going to the Humakti duck PC, who impressed not just with generosity, but with piety and a very good worship roll). By the end of it, the PCs had made some *very* important friends. And this was all on top of what had already been quite a memorable nights gaming, a climactic fight against Lunar heavies as the manors burned, and the heroic freeing of the prisoners amidst all the smoke and shouting as the flames rose. (Though not too scary for the younger members of our group). So, if you ever wonder who burned the Lunar Manors, it was my bunch of ne'er-do-well PCs. (What the players don’t realise to this day is that the few distraction fires they’d set had nothing to do with the conflagration that ensued, that was the Lunars who set fire to the prisoner halls, wanting the PCs occupied rescuing the prisoners whilst they fled.) That's how it works in my Glorantha. Easy come, easy go. Isn't it the traditional GM ploy for de-powering a campaign that's got too powerful? Thinking back to my munchin days. Although, at the moment, my lot don't have that much that they'd miss in terms of power (the odd sword or bow doing +1 damage, their dragon scale hauberks that counts as heavy scale, excepting quiet(ish) and light(ish)). I think what would cause tears is that their gear looks really, really cool. A dragon bone bow certainly is a certainly a talking point.
  20. My working hypothesis has been for while, based on @Joerg’s ability to answer *all* my Glorantha questions, that he had achieved a transcendent level of consciousness, where he actually visits Glorantha in person. I fear that he will one day venture too far, and be lost to us. Then I might have to read up on all this stuff for myself. Or, what terrifies me more, is that I might have to think for myself. Indeed, Coffemancer, it is not safe to tread in the footsteps of the Master. Do not follow Joerg, he will lead you too deep. Let the loss of a mere shoe be a warning.
  21. My players are about to get lost in Delecti’s marsh (swept into the marsh after a river crossing gone horribly wrong, evil GM cackle). I wonder about rules people might use travelling in the marsh. Obviously, encumbered it’s slow. However, bronze age armour isn’t exactly full plate (also the PC's metal armour is mainly helm, greaves and vambraces, hauberks are mainly light scale level, albeit made of dragon scale). What would people do for move rates? I was thinking of 1/2 at best, perhaps 1/3 with anything but the lightest armour weapons. Except the duck of course (who’ll be laughing). Any movement in combat with require Dex rolls or get stuck (and Str rolls to get unstuck)? Also, they might have horses (those that survive, resume evil cackle). I’ve no idea what happens to horses in bog. Hooves aren’t ideal, but they do have 4. And spooked won’t begin to describe their mental state. They party are unlikely to get too stuck, there’s a friendly Hadrosaur who’ll almost certainly be helping them. (Drat, GM muttering) Thanks, if anyone has any opinions.
  22. As has been mentioned, dodge has it advantages. Back in RQiii days I once took a warrior with dodge as the main defence, and I recall he was very survivable. O.k. you’re not a typical front line grunt, because toe to toe, the risks are too high. But if you’re lightly armoured and fast, there’s a whole range of options open to you. It’s all about keeping combats very quick and deadly (and I remember fondly he really was deadly). I remember hiding (and spelling up or manoeuvring for an advantage) or keeping the opponent at bay (softening them up with missiles or magic) and only going in for the kill at the end. And against foes that dealt big damage, there’s no substitute to just not being where they swing/stab/stomp/chomp. I found it refreshing to have to actually think about tactics rather than just wade in with a deadly PC (although I recall he could armour up a wade in with a 2H weapon, and using parry instead) Probably the thing I *hated* most about RQii was the defence, especially how you improved in it. That sounds like I hate RQii - I loved it, it's why I here now.
  23. I couldn’t see it in any of the previous posts (so apologies if it’s already been said), but shields have been hugely useful in my campaign, saving lives on a number of occasions. Rules p.198 has that if you parry, any excess damage goes to a random location, but if you are parrying with a shield, it goes to the shield arm. (I have a vague recollection that this is contradicted elsewhere in the rules, but I could be wrong). This has meant that the big critical has chopped (or, in the case of the Dragon of Thunder Hills, bitten) off the shield arm. That is *much* better than a random location. It really has been a life saver.
  24. No one’s mentioned Gooseberry Sprig. Obviously, as the duck, he is the main character of interest in the village. He’s certainly been vital in my campaign. First, he’s been picking the pockets of the obviously richest member of the party. Who have then blamed the duck PC (Pengy). Which instantly had Gooseberry unite with Pengy, which has been instrumental in a number of plot lines. First sharing his heirloom, Pinfeather’s map of Duckdom. Then suppling Pengy with marsh weed, which is a powerful calming drug that Forang Forash craves (the party have needed quite a lot of draconic lore from him). The suspicious would wonder what’s causing Forang Forash’s headaches, and why Gooseberry knows cures. Fortunately, suspicious isn’t a trait in my roleplaying group.
  25. I like the idea that a sorcerous magic item needs research to learn to use it. Perhaps googling the instruction manual at the local Lankhor Mhy temple (if you just move the hs round until it's spelt properly, I can't be bothered to look up the spelling)!
×
×
  • Create New...