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Arcadiagt5

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Everything posted by Arcadiagt5

  1. Amusing update: one player in one game had Restore Health cast on him more or less at Queen Leika's orders (he was about to be sent on a mission and still being 6 points of INT down was rather noticeable). Player in the other game, well, I had her roll a couple of Loyalties to see if the Tribe/Clan would stump up for it. Fumbles. Multiple. Queen Leika put in some, but not really enough, but the character dove deep into her own reserves for donations to the Chalana Arroy priestesses. So, despite some nasty and unfounded rumours floating about, at least she is popular with the priestesses and likely to be at the front of the line the next time she needs help.
  2. Now there's another thing I'd like to see. Especially since the absence of ENC figures for the equipment in the core rulebook is just a touch annoying.
  3. Very eagerly await. I'd possibly put Gods and Goddesses of Glorantha ahead of it, but only possibly.
  4. That may well happen in at least one case. Especially if the community is expecting the character to undertake a particular mission before the lost INT recovers naturally.
  5. Thank you! Because of course it wasn't in the Magic or Cults section.
  6. I've been looking through the RQG, RBoM, and Well of Daliath but I can't seem to find the bit that covers hiring the casting of a rune spell. e.g. Cure All Disease and/or Restore Health* I seem to recall seeing... somewhere... that a donation of 50L per rune point, doubled for one use spells, is the appropriate fee. But I can't find it. Help, please? *Yes, actually, two of my players in different campaigns met a Wraith and/or contracted Creeping Chills. Why do you ask?
  7. The Smoking Ruin is, as you say, an epic adventure but horribly hard to run. I dearly felt the absence of Treya's story and this is the single biggest problem with the adventure I think.
  8. OK, thanks. Is there some way to get the necessary guidance though? Or do we just have to wait for Gods and Goddesses of Glorantha?
  9. In general no. There is a limit on bound spirits of CHA/3 - see RQG p250
  10. Miskander has telekinesis. I used that to pick up an adventurer and throw that adventurer at another adventurer. 1D3 / 3 points of SIZ of the unlucky adventurer +D2 damage bonus. Spirit Combat then happened in parallel. EDIT: I used other adventurers because, as described, there wasn't anything else in the room for Miskander to throw...
  11. Fair point. In that case the alternative is to list the relevant cults in the description of each spell. Although, there's an existing table in the GMs reference which currently runs to 2 pages in two columns with subcolumns for Name/Runes/Cost. So... going to single width with a Cults column added would probably run to 6 pages. Yes, that's probably quite large, but I think I'd still find it useful.
  12. Gamesmaster Adventures. The bookthat outlines the Colymar, and provides three full adventures - Defending Apple Lane, Cattle Raid, and The Dragon of Thunder Hills (which is where Orgorvale Summer appears, albeit with very little in the way of writeup).
  13. I've run this twice and had both an independent cult and an Orlanthi subcult created. Alas, I'm perhaps not very good at following up on stuff and haven't really gone back to it much in either campaign. That said, the players in the campaign where she was created as an independent cult did install the shaman from the Quickstart campaign there as her effective priest. I ended up running the Quickstart adventure later, enough so that it was the PCs own cattle that was being stolen, and they quite liked the shaman NPC. So they decided that giving him a nice safe cave well away from the trouble with his own friendly goddess was just the thing to reward him for his help. Haven't really done all that much with it in the other campaign, yet, but this post is giving me some ideas.
  14. I think my post on a similar subject may have gotten deleted from the corrections thread (although I've no message to say so), but I think the RBoM would greatly benefit from a table with the following columns: Spell name, Runes, Cults that teach the spell. It isn't always clear from the descriptions. e.g. if a spell has the Harmony rune I don't think it's right to assume that all 5 of the cults in the RQG rulebook with the Harmony rune get it.
  15. Some interesting thoughts there, and things I'll have to think about should I be running the battle again under similar circumstances.
  16. So, here's a copy/paste of the Battle write-ups from Roll20: After some planning and consultations with the Colymar commanders, not to mention with their faithful steeds, Terris, Minan, and Vinmelynn took to the air above the battle as scouts and skirmishers, and did so with some success although drawing plenty of arrow fire from the ground in return for their annoying habit of dropping caltrops. Meanwhile Starantha hoisted her battle axe and large shield to take command of the Apple Lane militia in Terris' stead, and has been performing remarkably well in that role. Evidently Starantha has remembered her drills in the Temple Guard for formation fighting quite well. Early in the fight, our heroes were impressed by a Storm Voice hurling Thunderstones at nearby Lunars. Alas, an opportunity to impress that Storm Voice did not really present itself. The clash continued for a while before our airborne adventurers spotted Lunar Assassins being teleported in to attack Kallyr Starbrow. They managed to intercept and defeat one such group, to great acclaim after the battle, but too many other groups got through and succeeded in killing the already gravely wounded Prince of Sartar. Hawkbeak and Chisel Wing discovered the hard way that chewing on Large Shields can sometimes be counterproductive. After offsetting the worst of the damage to Hawkbeak and Chisel Wing, Terris raced off on Snow to warn Queen Leika Blackspear of the need to take command. His message was received, if perhaps not in as timely a manner as needed, and the mounted adventurers are now taking messages from Queen Leika to other commanders. Meanwhile Starantha was busy extricating Terris' badly wounded militia from the swirling battle and managed to do so in surprisingly good order. Terris successfully delivered his messages, but Vinmelynn and Minan were intercepted by lone wyvern riders and must now fight to get their messages through. In a mighty display of flight Terris and Snow came first to the rescue of Vinmelynn and then Minan, enabling them to escape and deliver their messages. From there they operated in pairs so as not to fall too heavily prey to the marauding Wyvern Riders (of which there were still a few about). This nevertheless gave them an excellent view of Queen Leika's countercharge, which firmed their resolve to never be on her bad side. Meanwhile Starantha was successfully leading Terris' battered, bruised, and bleeding militia out of the battle towards rest and recovery. It was clearly due to her leadership that none died, and Starantha may have trouble paying for her drinks in the Tin Inn for a while. With the effective incapacitation of Terris' militia until they heal, there was no real opportunity for the adventurers to participate in the pursuit the next day, so they rested as best they could before joining the Colymar's march to Boldhome with Prince Kallyr's body.
  17. OK, I have now run this for my group with the Hippogriffs and it went OK...ish. Background: Warnings: spoilers ahead & I was using the sequence of events from this post: I was informed by this discussion, and thank you again to those who participated in it: General Mechanics: Comments on the various suggestions, or additional suggestions, are welcome. I kinda-sorta adapted the Pendragon battle system which, as I think I've noted previously, I've never been entirely comfortable with. I basically used Battle rolls as transitive augments. By which I mean the results of Queen Leika's roll would augment the unit commanders, but the followers rolls would only be augmented by their unit commander's roll. So if Queen Leika fails (e.g. in the round when Prince Kallyr) is killed, the PC unit commander got a -45% penalty to their unit commander roll. However if they then manage a special under that penalty (which happened, it was impressive 😃), their followers are at +30%. The penalties (or bonuses) from Queen Leika don't carry through. One suggestion made by my players afterwards was that a unit commander roll should also be the Unit Commander's follower roll as it would streamline the flow somewhat. I also think I need to reassess the battle results table on p176 further. I've already adjusted failures/fumbles to 2x or 4x 1D6 wounds (ignoring armour) instead of a single 2 or 4 D6 wound as the latter is far too easily lethal without player agency. But having players roll on that table 5 or 6 times a day adds up to a lot of unblockable damage. In view of the damage mounting up, and the idea that each "round" represented an hour of fighting, I was allowing each adventurer 3 -4 attempts to cast healing magic after each round. At least a couple ended up finishing the day with a single magic point, and draining whatever POW storage crystals they had. So for future major battles I may need to look at either reducing the automatic damage amounts (D3/D6/2x1D6), or providing some sort of saving mechanism, e.g. roll to parry each, success halves, special quarters, critical blocks. Breaking out of the Battle rounds into full melee combat for special events (e.g. the Assassins) seemed to work well enough, but shouldn't be something that happens every round. Mapping out aerial combat with Hippogriffs and Wyverns is something I need to think about more. We kinda-sorta approximated it but I think I can do better. Having players in different places/units was also awkward in terms of managing game time - the Babeester Gor initiate doesn't have a hippogriff so she was on the ground commanding the Apple Lane militia whilst the Thane and the other two hippogriff riders were aloft. The Hippogriffs In terms of handling the hippogriffs, the three of them were a skirmishing unit dropping caltrops for the first couple of rounds until they saw the assassins. I basically treated these early rounds as not really different to other battle rounds. Once the assassins happened, I gave adventurers Scan rolls to spot it. The Apple Lane militia commander on the ground failed, the hippogriff riders succeeded and landed to deal with the assassins they saw. Now, I deliberately scaled that fight to the lower end because it is in the middle of a larger, draining, battle. So even though it was relatively straightforward (and quick) on the face of it, it did drain adventurer resources for the remainder of the day quite considerably. From there, the hippogriff riders decided that their best bet was to jump into the role of rapid messengers to assist Queen Leika in assuming command. Had one of them rolled well enough at this point, I would have moved Queen Leika's countercharge up a round (thus shortening the battle). Alas he didn't quite make it, and the two others rolled badly enough that I ruled that they had been intercepted by hostile wyvern riders (one each as they were scattered). Overall, I think it went well enough, and I'll post a bit of a story write-up in the comments. It ran over two sessions.
  18. Thanks all, it seems that a +/- 2 is reasonable, unless I decide to go with magic armour automatically resizing itself as part of the enchantment.
  19. Sure, but I'm looking for some logical limits on how that can be done, especially without breaking an enchantment. An enchanted cuirass is fairly rigidly sized after all, to what extent does make sense for someone with a different SIZ to the original owner to be able to wear it effectively, even with an armourer adjusting it?
  20. One thing that's come up a couple of times in my games is the PCs finding armor not in their SIZ. Thus far I've arbitrarily set a limit of +/2 SIZ for something to be wearable, possibly requiring a Craft roll to make the adjustments. Has this been an issue for anyone else, and what would you suggest?
  21. Not as far as I know. The character sheet is fairly good but hasn’t been updated in a while (and has some issues). Roll20 works reasonably well with that sheet, but GM prep time will tend to be high & the lack of scales on many maps doesn’t help.
  22. Short answer: Yes, but Pegasus Plateau first. Longer Answer: Both are good, but Pegasus Plateau contains more adventures and on balance contains adventures that I found more rewarding to run as a GM (noting that Crimson Petals in particular requires a huge amount of prepwork by the GM... I wrote up an A3 table summarising which NPCs knew what to help me navigate through it). The Smoking Ruin suffers from missing a key piece of exposition in the eponymous scenario that the GM has to reconstruct by reading between the lines, and the multi year scenario Grove of Green Rock can be accidentally de-railed during character creation (which happened in one of my games) (DM me if you want to avoid that aspect being publicly spoiled). I also found the final sequence of Urvantan's Tower to be really hard to present well. So both are good, but I think Pegasus Plateau is better.
  23. The rules aren’t exactly clear on whether DEX applies to the 2nd spell on top of the +5 or not, or whether DEX SR0 gets treated as 1 if it does.
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