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Found 203 results

  1. Jonathan Webb's third Sandheart scenario is out now in PDF from the Chaosium's Jonstown Compendium web store on DriveThruRPG: TRADITION. This book is lavishly illustrated, with artwork by Mark Baldwin, Kris Herbert, Jacob Webb, Ludovic Chabant and Beverley Webb, and cartography by Jonathan Webb, Diana Probst, Kris Herbert and Nick Brooke. I did the layout, because I loved reading the scenario so much when Jon sent it to me for feedback. My marketing spiel: "This scenario is just beautiful, it's pure Glorantha. You want a hero-questing dungeon-crawling police-procedural martial-arts siege situation, featuring weaponised bison, ninja raids, hot archival action and a hippy VW camper-rhino? Jon's got you covered.” Link: https://www.drivethrurpg.com/product/319251/Tradition-Sandheart-Volume-Three?affiliate_id=192945
  2. Secrets of Dorastor is out and can be found at https://www.drivethrurpg.com/product/318512/Secrets-of-Dorastor?affiliate_id=66807. A snip at $25.00 for 259 pages, it comes out as a Bargain on the Brooke Scale. There is a Table of Contents at http://www.soltakss.com/JC/StormSpearia-SecretsOfDorastor-TOC.pdf. From Nick's Scenarios: "Complexity: medium to high – a massive collection of material compiled from many years spent running RuneQuest games in Dorastor, including many self-consciously gross old-school elements – tips sadistic gamemasters can use to upset munchkin players, rules for “hyper-critical” hits, and a boyish enthusiasm for violated orifices, succubi and acid damage. The author writes with oblivious relish about this disturbing material." Secrets of Dorastor is a campaign pack set in the fabled land of Dorastor, in Greg Stafford's Glorantha. Inside you will find: A gazetteer of over one hundred places, with a map of Dorastor and nearby areas and maps of key places in Dorastor Descriptions of forty personalities, both of Dorastor and the surrounding Borderlands 25 types of Monster, of animal, vegetable and mineral types Write-ups of 9 Organizations RuneQuest write-ups of 8 Cults, including adapting the cult of Humakt to Dorastor New abilities for Illuminates and a description of Illumination and its various Schools 15 Magic Items Encounter Tables of all the important areas of Dorastor Sample Campaign and Scenario Hooks Extended RuneQuest rules for High Level Adventurers Tips for playing High Level Adventurers and NPCs Based on the write-up of our Dorastor Campaign, with a great deal of extra material, this covers the land and people of Dorastor and its Borderlands. WARNING: Dorastor is the most horrible part of Glorantha, a cursed land full of terrors. Secrets of Dorastor deals with extreme horror, with topics including violence, cannibalism, seduction, forced matings, ritual sacrifice and the liberal use of acid. Please do not purchase this if these themes might cause offense.
  3. I just finished running my adventurers through "Gloomwillow's Hollow" and some of its supplementary material about the Woods of the Dead, from The Pegasus Plateau. I hope this writeup of how I played the adventure may be useful to other gamemasters. I also hope that some of the ridiculous things my players get up to may be amusing. Keep in mind that this thread will be spoiler-filled for that adventure, and potentially for other content from TPP. It may also contain some spoilers from the meta-plot of the Hero Wars and other Gloranthan miscellany. Be warned! The adventurers are: Tatanka Bloodstain, a Praxian nomad who is famous for his spectacular heroism fighting alongside the Death Lord Grungnak to avenge the Fattened Trollkin Feud against the Leadgut clan, where he earned his epithet. (Read: crit his Battle roll.) Originally a herder from the Witco clan of the Bison tribe, he's almost accidentally a war hero. He's accompanied by Trundle, a bison with a Waha spirit bound within, who talks. Trundle's catchphrase? "Hello!" Hercules the Fifth, a merchant from Sartar who traveled to New Pavis with his uncle Gil Luckstone—a friend of Argrath's who became Chief Priest of Issaries some seasons after the White Bull conquered the city. Hercules descends from a family line which names the firstborn male Hercules, and he almost always dies in pursuit of sex (Herc's dad died to a succubus, if I remember his backstory correctly). Played by @GeminniRed, who co-GMs the campaign with me. Alexander Bernard is a Humakti warrior, at one point indebted to Hercules for saving his life, although they've squared that debt since he still travels with Herc & Co. He's way older than any Humakti has any right to be (over 40!), and relieves stress through "training" new initiates to Humakt. Drops Dice is a very, very special trollkin. Dumb as a rock (or perhaps more dumb), but so magically talented that he's managed to, through adventuring, even change castes from Food to Value. Also helps that no one he hangs out with is trying to eat him (which is obviously the definition of what caste you are, right?). His name comes from the player trying to name himself "Tak" by just dropping the dice on the table, but "Drops Dice" stuck instead. He's unabashedly my favorite adventurer. Kali Stormwalker is my adventurer, a Sartarite shaman-in-training who worships Odayla, with a lil Orlanth on the side. He despises ducks, and is accompanied by an umbroli godling named Appa. Thrizzian is a newer member of the group. A newtling worshiper of the Trickster, he joined the crew when he drugged out on hazia, got snared by a giant spirit-spider-monster, and dragged away to the dungeon the adventurers were exploring (The Spire of Iron & Crystal for Pathfinder from Frog God Games, which I adapted as a God Learner ruin—excellent fun!). He's stuck around since because they're good fun and did save his life, after all. Reginald is also a new member, who they picked up on a recent trip to Esrolia looking for information about the heroquest they're going to attempt this coming Sacred Time. He's a merchant, albeit yet another Eurmal initiate—he acts under the guise of Issaries, and has a sacred pact with the Earth as well. (Why. Why do my players keep wanting to play tricksters.) The group was mostly brought together by their loyalty to Argrath White Bull, although they've grown personally close over the course of travels and adventures. They're used often as his running boys—go do this, go do that, take this letter all the way to flippin' Nochet, and so on. For a long while, Hercules was the unofficial leader of the group, but of late he's had a falling-out with Argrath over the use of draconic powers, and just recently Tatanka was officially declared an emissary of Argrath, and gifted a white bison-pelt cloak to mark this. The adventurers are definitely skilled, but none of them are a Rune Master or shaman yet. Most of them have a good bit of Rune magic, and their full CHA of spirit magic. There's a number of magic items, and everyone except Thrizzie and Reggie have, I believe, optimized armor for the ENC they can carry. So in general, I'd rate them a pretty dangerous bunch. In particular, Hercules & Alexander are a hair's breadth away from becoming Rune Masters of their cults, and Kali's going to appeal to his teacher to take the shaman trials on the route home during this journey (provided the party doesn't mind taking a slight detour). I offered the call to adventure in the context of one of these long journeys. The adventurers were sent, by Argrath, to cross Prax and visit Queen Leika of the Colymar, to ask her to join him on Argrath's march against Alda-Chur in the following spring. They left Pavis at the end of autumn in 1626. I moved most of the non-Woods of the Dead action of the adventure to the town of Herongreen, since it sits right on the Pavis Road. While in a tavern there—acting as travelers, not emissaries, due to the Lunar presence—they were approached by Harasandra and asked to look in the Woods of the Dead for some missing children, since they appeared largely armed and competent. They agreed, and formulated a plan of action. The adventurers traveled to Day's Hope, both for Humakt's holy day at the temple there, and to get more information from the locals about the Woods. They traveled around the woods, and I ran the brief first encounter with the mossbacks ("The Second Probe"). While they did stay at the Highwall Inn midway to Alone, they didn't get into trouble there because, well... heavily armed & dangerous. On each of their visits to the inn I had them roll some Perception skills to see if they heard or saw anything especially suspicious, but they never succeeded. I decided Jafoska & Baran would probably prefer to avoid risking it with these adventurers, seeking easier prey instead. Their visits to Alone and Day's Hope were largely uneventful. They stayed at Geo's Alone Inn, and I explained the concept of Geo's to them, since the players hadn't encountered one before (though I'm sure their adventurers had). At Day's Hope they gathered a bit more information about the missing children, the Woods, and the mossbacks, and prepared themselves at the Humakt temple, leaving spare baggage, supplies, and mounts behind. Trundle came along because he's a person, not a skittish dumb animal, but the rest stayed. Throughout, the players regularly expected the final enemies to be undead, despite the mention of mossbacks taking kids, stories of Gloomwillow, and the fact that they were going to Gloomwillow's Hollow. I told the players that routes within the Woods are weird, and change, and that a map can't really be drawn. I found the map in the book to be nearly useless for actually running this adventure, especially since it doesn't have a scale, and it doesn't even show where the Highwall Inn is on the Dusk Road. I annotated that myself, and gave a section of the map to the adventurers more for the sake of visualization than for information. The players learned from the Humakti of Day's Hope that if they could find a deep, narrow creek (Thin's Creek) and follow it downstream, they'd find a swampy area, and that Gloomwillow's Hollow could usually be found nearby. They also got a repeated, explicit warning not to go anywhere near Black Rock, because otherwise my players would go treasure-hunting like the little gremlins they are. Sometimes you need "Certain Death Lies Here" written in red paint. Next, I ran the "Ambush!" encounter, pretty much as written, somewhere in the Woods. The adventurers handled this easily for the most part. Tatanka took an impale to the abdomen, and a second hit, but overall lived, and the general combat wasn't dangerous except for the python hypnotism. I ruled that the pythons and dragonflies buggered off once hit, since they're basically just animals, but the mossbacks tried to fight to the death. One lived, and was captured by the adventurers. They could barely communicate with it, but figured out that it was named Croak (or something similar), and could get it to lead them to its home. It agreed to do so because it assumed Gloomwillow would capture and kill the adventurers. The adventurers also learned exactly how dangerous Trundle is in melee; they haven't been able to take him with in a lot of combat situations, since the combat-heavy moments have typically been dungeons involving stairs and tight places and, y'know. Bison. One of the challenges I had with running the mossbacks was determining how many javelins they carried. I decided three felt reasonable, one in each hand, and one tied to them. From the image they're clearly primitive creatures, but they aren't fit for melee combat in the slightest, and I tried to run them mostly as skirmishers, moving to melee as a last option. They also lost lots of limbs to the adventurers. Croak led the adventurers to Thin's Creek, and they followed it downstream to the Miasma Marsh, where they found a crucified corpse. The next session I played them traveling through the marsh haunted by the evil ducks (accompanied by very badly punning rhymes), but this didn't end up being as weirdly-creepy as I had hoped it would. I think that playing this over Discord, instead of in person, impacted the experience somewhat. Eventually they got surrounded by the ducks while on a low rise surrounded by water--both shallow & deep--but the ducks were driven away when Drops Dice summoned a veredthi and began drowning them. Veredthi are freaking huge for their Rune point cost. The rest of the ducks fled because Cowardly, and the adventurers made it the rest of the way through the Marsh. I think the cannibal ducks could have been really dangerous--attacking from underwater and dragging the adventurers down, etc.--but they just didn't have the chance to be properly scary. They fired darts several times, but none of them were strong enough to pierce armor. One of the ducks did catch and kill Croak, but this didn't shake the adventurers much, even when his head was tossed at them. I tried using this to highlight potential dangers of the Marsh, but the ducks just never got close enough to really be impactful. The adventurers eventually climbed out of the Marsh, and saw the dead tree towering over the forest. I had the adventurers encounter "Visions Most Foul" but didn't emphasize the struggle to push through, since there wasn't a significant consequence of failure. They approached, and found the hidden entrance into the bottom of the tree. Which they called a "Skyrim entrance", i.e. the back door convenient exit omnipresent in that game's dungeons, and were generally amused/frustrated that it existed. They considered entry from the top, but chose not to because they couldn't blitzkrieg with the whole party. They wanted to fly, and didn't consider climbing up an option. They did notice there might be guards at the broken branch-bridge main entry, which was why they searched the area first. They descended the tunnels, and got into an extended fight with some mossbacks. Alexander pretty much waded through gore, though Hercules took a few hits to his leg when he tried chasing down a mossback which fled to the next room. I found the map and related text a bit difficult to play. The map's biggest difficulty is that I found it hard to determine what rooms connected to where, since it's a 3D map drawn in cutaway style, and isn't very large. I isolated the image with Acrobat and copied it, then blew it up as its own image file, and that helped me see where everything was. Another difficulty I had was that the map is numbered, but the descriptions aren't. I would have found it easier to bounce back and forth if their numbers corresponded. Finally, I found it frustrating that a number of the total mossbacks present, or at Gloomwillow's command through the Woods, wasn't noted. I ended up guesstimating a dozen to twenty in the tree at any given time from the text. The party couldn't avoid letting some mossbacks flee. Hercules summoned a Spell Traded umbroli as a missiles-shield (which also killed a pair of charging mossbacks), but couldn't control it, so the party was stuck behind an indoor tornado for 15 minutes. They climbed most of the tree without incident; all of the mossbacks, except those guarding the kids, went up to guard Gloomwillow. I ended up not using her ability to cast through the mossbacks because it felt immensely unfair given her spells available (which I'll get to later). They avoided side passages, and continued to travel straight upstairs. While plundering Gloomwillow's rooms--particularly the library, which I wish would have a better description of what's in there, and what those works might be worth--they heard a scream up in the top of the tree, and ran up to see Gloomwillow kill the kid. Ten mossbacks stood between them. Alexander cast Flight (Spell Traded from Herc, who had it as an associate spell from Orlanth) and flew over the mossbacks to engage Gloomwillow. Gloomwillow's opening move was to cast Absorption 6, and basically make herself immune to magic. I narrated this with her covering herself in an inky black shadow, which radiated power. I also used narration to emphasize how dangerous Gloomwillow is, in addition to explicitly warning the players out-of-character that the boss of this adventure is nasty. And she is fucking dangerous. At POW 32, with 32 Rune points, and access to Sever Spirit, she can auto-kill pretty much any adventurer, whenever she wants. Even a Rune Lord only has an 05% chance to resist POW v POW. One of my frustrations with Gloomwillow's writeup was also that she doesn't have defensive abilities noted--namely Dodge, so I gave her DEX×3, 60%, but easily could have been higher--and that it doesn't say whether she can discorporate like a normal dryad. I ruled she couldn't, since she has no spirit magic, and her connection to nature is basically gone; but this does make the scripted part of the battle where she "flies" into the branches of the tree feel strange. We never got to that part of the fight because Alexander was up in her grill the entire time. She threw a Sever Spirit at Alexander. He rolled a Devotion (Humakt) Passion to augment his resistance roll, and crit. He still failed his resistance roll, and chose to use a hero point to avoid death. (This is a house rule we've used for years, which ideally gets weaned off as the adventurers grow stronger. For doing big, dangerous things, you can earn hero points, which are basically a "get out of jail free" card to avoid a blow. They're useful for encouraging the players to take on impossible situations, and give them a chance to win beyond lucking a divine intervention.) When he tried proving he was the true wielder of death (as Humakt), though, her Absorption ate Alexander's Sever Spirit. They assumed it was Countermagic, and another adventurer (I believe Drops Dice, but don't remember who) threw a spell to try taking down the effect while Alexander kept swinging his sword at her. He resisted three more Sever Spirits with his Devotion augment (bringing the roll up to 55%). Meanwhile, the rest of the adventurers were engaged with the mossbacks. Tatanka, Hercules, and Kali were engaged three-to-one and broadly successful at this. Each was taking chip damage, especially Tatanka, who's pretty conservative with his Rune magic. Kali's armor plus an Extended Shield 2 left him nigh-invulnerable without a special or crit against the mossbacks, while Hercules wielded a Spell Traded Sword Trance to lethal effect. Thrizzian entered melee as well, and acquitted himself admirably for a new adventurer, with repeated successful dodges, and I believe two kills. Drops Dice repeatedly fired bolgs into the melee with Gloomwillow, and it was actually the trollkin that got the kill on the evil dryad. She withered to dust at Alexander's feet after he lopped off one of her arms. He dealt the most consistent damage against her, because she didn't have a defense against ranged physical damage. She tried Create Shadow to escape, but Drops Dice, well, has Darksense. After her death, the fall of the tree wasn't as climatic as I had anticipated. It was mostly mitigated by the fact that Herc dropped the Sword Trance and flew, Alexander was already flying, and Kali called on Appa to fly himself and Thrizzian (who failed his Rune magic roll to Become Crane) off. Tatanka immediately bolted for the stairs, and took the written damage being tossed around inside as the tree came down, but ultimately wasn't significantly harmed. Reggie's player wasn't there (if I'm remembering right--throughout this adventure lasted ~4 three-hour sessions, I believe, and we only had everyone present for I think one of them, so my memory's a wee bit spotty) but he also had an out in the form of Hallucinate to fly away on a magic carpet—one of that player's favorite tricks since our RQ3+ game a few years before RQG came out. Once the tree was down, I ruled that the remaining mossbacks had either fled or died. Overall the adventurers did kill over half of them in that melee. They were easy opponents for my adventurers. I chose not to have Gloomwillow cast through them because she could just nail a player from a kilometer away, they would have basically no chance of resisting, and no way to actually catch her. The mossbacks as written can hide in trees, run around, and avoid the adventurers, while Gloomwillow uses them to cast and kill everyone. This didn't seem fun to me, so I didn't do it. I did, however, plan to have her cast Berserk on Croak when they got close, and I did consider having her use some of her less dangerous spells to mess with the adventurers. The adventurers searched the tree and found the rest of the children. I explicitly told the players that they survived because of how they were imprisoned in the tight cages, whereas the mossbacks in that room were tossed around and killed. This isn't stated in the text, but seems to me the only reason why the children aren't killed by the tree's fall. It was dusk, and the adventurers stayed the night at the ruin of Gloomwillow's hollow, outside. Their rations and water had gone bad by then, and they and the kids were both hungry and thirsty. They had enough magic points to fix up the children's minor injuries from the treefall & confinement. After most of the crew went to sleep, Drops Dice and Reggie went into the tree. Drops Dice discorporated, and began searching for a Darkness spirit to put in his empty POW Storing crystal, which has been a player goal for some time. He's recently joined the Sunset Society, a shaman cult dedicated to Darkness spirits, in addition to his worship of Zola Fel (where he's also walking a shaman path; we're still figuring out how the two will intersect and interact). He failed his Spirit Travel roll to find a spirit, and was drawn down, down to the roots of the fallen dead tree, which still extended into the earth. There he found a large black pool of energy, quiescent. I told him its POW was massively larger than his, and that he felt a strong malevolent presence connected with the Darkness, Plant, and Death Runes. So he remembers to cast Spirit Block before poking it. I decided while playing this encounter that, if something went wrong, Drops Dice would find Gloomwillow's spirit which isn't dead, but just dormant, returned to the Spirit World. And very upset that he woke her (I'm still not sure if she knows he landed the final blow, or if she just blames Alexander). She grabs him, and they do a round of spirit combat. She clobbers him even through the Spirit Block, and he pleads for mercy. She demands an offering, and he offers up the soul of Beleros (the Lunar spirit in "The Rattling Wind", which the adventurers kept bound), and then also promises to bring her more food. She eats Beleros, and demands a sign of their pact. I tell the player to offer up to four points of POW (which would be the POW necessary to make a pact with a POW 32 spirit--although he's not a shaman, so it'd be more an "appropriate full offering" than a "you now have a pacted spirit"). He offers three, so she lets him go, and I decided he gained a Rune point in the Sunset Society for his offering, and his pluck. Now he has two bindings to fill with ghosts... Later during the night, the Hunt of Wailing Ghosts encountered the adventurers and children. They ignored the children a) because I wasn't sure if I wanted to deal with the children supernaturally aging, and b) because the hunt is made up mostly of Brangbane's slain wives, and I figured it'd be a plausible touch if they overlooked uninitiated youths. The party tried multiple rolls to ward them off, and a majority failed, so ultimately I decided they attacked. I had the adventurers make the described characteristic rolls to resist the aging effect, and then each adventurer was engaged with one of the ghosts in spirit combat. Once one ghost was defeated for each adventurer, they were driven off. I think every adventurer except Reggie aged either one or two three-year increments on that first attack; he was particularly lucky, not particularly high-statted. However, he was defeated in spirit combat. I ruled that the wailing ghost possessed him, and he had to do another round of characteristic tests. I also ruled that he would have to do them once per week so long as he was possessed, as the effect of covert possession (although Kali discorporated and handled it without much trouble--he has a Spirit Armor enchantment which often lets him manhandle ghosts). I rolled randomly for the spells stolen by the adventurers who defeated spirits in spirit combat. Notably, Tatanka and Kali both rolled Sleep, and learned this rare spell (which I'm sure will be relevant in later adventures...). The adventurers used mixed strategies of spirit combat and other tactics to defeat the spirits. Although Alexander got Befuddled, Herc grabbed his enchanted iron sword to fight off the ghosts successfully. (It's a relic he found in a ruin in the Big Rubble, and it makes many ghost combats pretty trivial.) In the morning, the adventurers were pretty beleaguered. They tried going south-west to cut as close to Herongreen as possible, but ended up going northwest (failed Survival roll to determine direction in the Woods). Mysteriously, the Miasma Marsh had disappeared, even though it was nearby and easy to see from the rise of the Hollow yesterday. As the adventurers wandered, they stumbled across "The Corridor", and continued walking down it. There they encountered the Silver Rider, which I ruled was a spirit which can take the form of a Unicorn. It ignored the adventurers, but healed the children of their hunger and thirst, then led the way out of the Woods. This was both because I figured we should be done with the adventure, and continue on the adventurers' journey, and because a final encounter with a benevolent spirit felt right after all the horrors of the Woods. Despite the minimal danger of some of the encounters (like the Wailing Ghosts and the mossbacks), the raw quantity of stuff I ran them through made this a harrowing adventure, I think. I rewarded the adventurers with ~35L of gifts apiece from the townsfolk, which is close to the written amount (and WAY too little for dealing with Gloomwillow!), even though they didn't ask for reward before going into the Woods. In addition, Alexander has become known as Gloomkiller (to Drops Dice's protestations), and all the adventurers have earned a good bit of Reputation from their success. Despite an ongoing famine (due to Kallyr's failed Lightbringer's Quest), the Lunars running the town were willing to gift the adventurers supplies to replace those destroyed in the Wood. The adventurers still weren't forthcoming about their journey's purpose--instead, they claimed they were sent by Gil to check up on his friend Gringle Goodsale in Apple Lane. I tried to frame the Lunars here as good guys. They returned to Alone & Herongreen recently, bringing food, providing support to the northern region of Sartar. They were genuinely grateful to the adventurers, and cheerful around them. One of them was a local youth who signed up to see the world, then got stuck in his home town. Humanizing the enemy (because the party is SUPER anti-Lunar--but they were part of an offensive defeated by the Crimson Bat, after all...). The adventurers left after about two weeks in the area, to continue their journey in Jonstown, where the signs of hunger and fear grow stronger yet...
  4. One thing I've been doing for my Roll20 games is compiling cheatsheets that distil particular topics such as spell casting, learning spells, etc from multiple locations in the RuneQuest: Roleplaying in Glorantha rule book. @Wookie has been very helpful in my games in this regard. I do currently have these on private blogs, but if there's interest I'll post them to my main blog and link them here. So far we've needed: Spellcasting guide, including Roll20 screenshots for the commonly used character sheet. Between Adventures, also with some Roll20 screenshots Replenishing Runepoints - how, when, and where, and adjustments to the Worship roll Learning spells - including my interpretation of how the Ancestral Spirits option would work. Handling Major Battles - house rule adjustment to the Battle skill after I looked at the published rules and the official clarification and went YIKES.
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  6. Rune Quest: Role-Playing in Glorantha; Dragon of Thunder Hills Chapter 1 (Here be Dragons) Actual play of some completely new players and new Game Master playing (or attempting to play) Rune Quest! Podcast style because some players would not consent to having their cameras recorded, so sit back and take a listen. Through the forests of Sartar and into the spirit of adventure and glory. Welcome to part 1 of Dethstrok9's new Rune Quest: Role-Playing in Glorantha actual play; The Dragon of Thunder Hills. This is chapter 1, entitled: Here be Dragons. In which two poor souls from the opposite spectrum of life and idealism met by chance (or fate) and band together for a common goal. Starting with just two players, but at least one more adventurer will be joining soon. Thanks for reading, I hope you enjoy seeing the struggle to pronounce Sartar:)
  7. How to get into RUNE QUEST: Role-Playing in Gloratha If you are new to the system, welcome! I recently started playing and running RuneQuest Role-Playing in Glorantha (RQ:G) and decided to create and compile some useful resources for those just entering the gates into this Mystical world of ancient powers, exciting yet lethal combat, and mythical Gods... Be forewarned: adventurer or storyteller, this is a path from which once followed, there is no turning back. Excerpt from Chaosium's website: "Glorantha is a world with a deep and rich setting, drawing influence from the Bronze Age and other ancient world cultures and mythologies, created by Greg Stafford in 1966. From its first appearance in print as a strategy boardgame titled White Bear, Red Moon in 1975 by The Chaosium (as it was then called) to the first edition of the roleplaying game RuneQuest in 1978, Glorantha has been used as the setting for roleplaying games, computer games, boardgames, novels, encyclopedias, comics, and other creative expressions, with a dedicated and global fan base. Now, Glorantha is firmly established as one of the most popular original game settings ever, and the influence of RuneQuest is everywhere in roleplaying and computer game design." The Quick Start Guide If you are completely new to the system and don't know where to start, fear not! For Chaosium has conveniently created a free guide to the important rules, which comes with everything you need to start your gaming in Dragon Pass, as well as a pre-made adventure module. Download the Quick Start from Chaosium's website to begin your journey and to see if you enjoy the system or not. Another thing you should definitely do is watch my currently on-going mini series on YouTube: How to get into RQ:G, and subscribe to the channel to join the Legion! Shameless plug aside, I really do cover a lot of ground and encourage you to check it out. Next is the- The Core Rules The main rulebook to obtain after discovering the power of this system and setting. Unlike some similar fantasy TTRPGs, RQ:G is set in the Bronze age and draws the majority of its inspiration from Mythology. This single book contains everything you need to run incredibly enjoyable games, and create deep, varied characters within the world of Glorantha. Inside you'll find... Fast paced, lethal, and variable combat which is both exciting and tactical. Deep and involved character creation that roots your character in the world and ties them to clan, cult, and family. Unique magic system with rules for spirit combat, sorcery, and shamanistic traditions. One can purchase a physical version of these rules here for $54.94 (at the time of writing). You could also get the PDF from the same site, but if you buy the rules as a physical copy Chaosium will give you the PDF free. Alternatively, if you buy the PDF, Chaosium will take the PDF price off your purchase of the physical. All rather convenient and useful. Next Steps So you love the rules and setting and are wondering how this could get any better? It can:) The next steps to take can include the Glorantha Bestiary, which includes both powerful and ancient monsters and Chaos Beings, but also many different races and rules on how to create characters of different styles. Along with lots of rich history and culture surrounding each entry. The Game Master Screen Pack is a handy and beautiful addition to your collection. Not only does it come with the gorgeous GM screen, but it also has a 100+ page booklet featuring some lore and cool pre-made adventure modules/scenarios, a Gloranthan Calendar, assorted collection of Gloranthan maps (some of which are quite large, and character sheets. Among even more stuff... And that is just the beginning. There is even more, and you can browse the various RQ:G source books and modules at https://www.chaosium.com/runequest-glorantha/ Other Assets and Resources I already mentioned my own channel, but there are even more useful and helpful articles and assets you can utilize as a Game Master of Player. Here are just a few I enjoy... English Gloranthan Podcast Wind Words RuneBlog on getting started on Glorantha RPG Imaginings YouTube Videos on making a RQ:G Character Jonstun Compendium on DriveThruRPG (community content creations) As I find stuff, I will probably add to this list, but currently these are my favorite assets. I hope you found this list of some ways to start RuneQuest useful. For reference, I began with the SlipCase set you can find on Chaosium's site. It comes with the core rules, the bestiary, and the screen pack. After my recent acquisition of the Rune Quest Glorantha Slipcase set, RQ:G has very much impressed me. Thank you to the community members who got me into this system!! And thank you for reading. And also, remember the two most important things (imo) about these Role-Playing games: 1. As they say in RQ:G, MGF. Which means, Maximum Game Fun. That is the end all be all, and very important for each and every game you play. 2. (Just gonna copy and paste this from a different post of mine): No matter if you're a Game Master or an Adventurer, the one thing all role-players need is imagination. At the end of the day, statistics aside, all RPGs are collaborative narrative exercises and you need to understand how a story or character works. One should discover all the richness of storytelling first, then purchase all the rulebooks and supplements. Learn about character arc and the three act story, solid backstory and world building, and anything else you can! Life is short, don't waste it on a sub-par role-playing experience.
  8. I am loving this system, and so felt it was time to go back to my roots and create a new "How to get into" mini series, this time focusing on the unique and awesome system/game/setting RQ:G
  9. HEORTLINGS OF SARTAR This month's installment of Monster of the Month is now live! Monster of the Month is a series of new bestiary entries for Chaosium's RuneQuest: Roleplaying in Glorantha. In addition to statblocks and behavior, most entries include supplemental detail and advice for gamemasters and/or new adventurer options for players. Heortlings of Sartar is a collection of game aids for gamemasters of RuneQuest. Included in this supplement are 23 generic non-player characters, provided in a printer-friendly format for use at the game table. They range in importance from minor Rune Masters and clan elders, to humble bandits, stickpickers and thralls. You can find it here on DriveThruRPG. (Disclaimer: this is an affiliate link. If you buy anything over on DTRPG after clicking, I'll get a small percentage, which inevitably dribbles back into my art budget.)
  10. Six Seasons in Sartar, a coming-of-age RuneQuest campaign by Andrew Logan Montgomery, is available now from the Jonstown Compendium (144 pages, $19.95). And it’s brilliant. If you are at all interested in RuneQuest or Glorantha, buy this book. It’s an introductory campaign to get new players into RuneQuest: Roleplaying in Glorantha, extensively playtested and beautifully presented. It contains episodes and scenarios that can be plugged into any game set in Sartar: you don’t have to be children of the Haraborn clan to use this book. It contains background on and fully worked examples of heroquesting, one of the more confusing aspects of Gloranthan games, fully integrated into the life of the Haraborn clan - which is presented in cult writeup format, because cult is culture, don’cha know? (Genius idea) It has neat tricks for presenting NPCs, inc. a Rune-rating based personality notation schtick I will shamelessly steal for my own future works, and is framed within a wonderful metafictional conceit that has liberated me to think the previously unthinkable. tl/dr: Buy this book. Thank me later. https://www.drivethrurpg.com/product/313871/Six-Seasons-in-Sartar?affiliate_id=392988
  11. Hello my friends, I am officially the proud owner of the RuneQuest: Role-Playing in Glorantha Slipcase Set! Woohoo!!! What follows is a brief summary of what I like so far from just a quick flip through, and my unboxing and first impressions video (more Gloranthan? content to come). First off, I love the fact that this system is what inspired BRP, and the fast paced and deadly combat system. These two things along make this game better than D&D, which is my main comparison point since it is the only other fantasy game I have played. Next, the magic seems very involved and varied, with far more potential than most other systems I've played for staying unique and engaging with spirits, cults, and runes added to the mix. I found the lack of classes quite interesting and felt it was a step in the right direction for getting the focus off stats and onto creating a fun engaging story. In fact, all character creation seems like it deeply involves PCs in the world, which will make for very interesting role-play. The bestiary seemed a touch frugal to me, but perhaps I will warm up to it in time. It mainly seemed small compared to my collection of 4 books which hold hundreds if not thousands of monsters for D&D 5E, but I enjoy creating monsters and beasts and believe I will be able to convert some of my collection into RuneQuest rules. Please let me know if this line of thought is on the right track or if I'm just not understanding something about the apparent monster manual. The Game Master screen pack was a pleasant surprise as it contained awesome maps, a calendar, and a bunch of scenarios and adventures for any aspiring Game Master to start with. It was a collection of resources which I did not expect, and which filled me with a burning desire to run a game (will be getting my family to play with me so I can hone my GMing craft with this new system). Here is the actual video: All in all, this system looks exciting and innovative and I can't wait to try it out and get deeper into both the system and the lore of Glorantha. I would like to thank Chaosium for making this game, but also the WindWords podcast for getting me interested, and @soltakss for putting the game on my radar. We are all us.
  12. Does RQG have the concept of an Extended Contest? I can't find it in the Core Rulebook. However, I seem to remember something at the back of my mind that has something about a Resolution Pool.
  13. Hi, As with the post about the French covers of RQ and HQ, I've now compiled all existing RQ and HQ covers of the German edition. 👈 (Except for those which look the same as the original editions). I hope you enjoy the read (remember to use Google translate to transmute the text into your language of preference) 😁 and let me know what you think.
  14. My index to all the RuneQuest scenarios, HeroQuest scenarios, Gloranthan sourcebooks, Monsters of the Month, Virtual Tabletop Tokens and indeed everything else on the Jonstown Compendium, inc. an analysis of page counts (split between scenario, stats, setting, maps, etc.), characters, settings and complexity, and a map showing where every scenario is located. Yours for the low, low price of 50 cents. Updated regularly. Link: Jonstown Compendium Scenarios & Sourcebooks
  15. So I saw there stats in the bestiary but was more confused on who had access to them? I personally feel that Lunars wouldn't have access to them due to it being a separate Moon/Goddess entirely but it still begs the question who know/uses these elemental? Note: I do know that these are from dead goddess who was killed.
  16. Two months to go until Glorantha Games 2020, the one-day convention dedicated to Greg Stafford’s Glorantha to be held in Birmingham on April 25th, 2020. We are looking for both players and GMs, with the day including two gaming sessions and a charity raffle with all monies going to Shelter. https://www.eventbrite.co.uk/e/glorantha-games-2020-tickets-74628996337
  17. Version 1.0.0

    33 downloads

    This is a simple character sheet inspired by the character sheet of Rurik Runespear on Pg.143 of Runquest 2nd Edition, Classic Edition (printed January 2016). I feel like everything which is important to know can be jotted down neatly on this sheet, without skill spamming, makes for a very easy-to-read simplistic approach.
  18. Jonstown Jottings #1: Tales of the Sun County Militia: Sandheart Volume 1—A review of Jon Webb’s scenario for RuneQuest: Roleplaying in Glorantha published by Chaosium, Inc. http://rlyehreviews.blogspot.com/2019/11/jonstown-jottings-1-tales-of-sun-county_29.html #reviewsfromrlyeh #rpgreview #rpgreviews #rpg #fantasy #Chaosium #RuneQuest #JonstownCompendium #JonstownJottings
  19. Glorantha Games 2020: #WeAreAllUs! We did it in 2019, so on Saturday, April 25th, 2020, Darren Happens and Pookie will be hosting Glorantha Games 2020, a one-day roleplaying convention dedicated to the world of Glorantha. Games will include HeroQuest Glorantha, 13th Age Glorantha, and of course, RuneQuest: Roleplaying in Glorantha, all set in the fantastical, myth-infused world created by Greg Stafford. Many of the games will be run by the RuneMasters, the team of Game masters who debuted at Continuum 2018. Held at the Geek Retreat cafe in Birmingham city centre, less than ten minutes’ walk from each of Birmingham’s three train stations, the event starts at 10 am and finishes at 8:00 pm and will include two four-hour gaming sessions, a charity raffle with some great prizes, and good company. Charity: Shelter (https://england.shelter.org.uk/) Venue: Geek Retreat gaming café (come play, order lunch and have it delivered to your table) Facebook: https://www.facebook.com/groups/1131792383646493/ MeWe: https://mewe.com/group/5bfd1eabe03c6911de99f1c6 Online: Event Brite (https://www.eventbrite.co.uk/e/glorantha-games-2020-tickets-74628996337) Just search for Glorantha Games 2020.
  20. It’s complete! Yes, Play from Ponape has completed its playthrough of The Broken Tower, the scenario from the quick-start for RuneQuest: Roleplaying in Glorantha. https://anchor.fm/play-from-ponape/episodes/PfP--RuneQuest-Roleplaying-in-Glorantha-1--The-Broken-Tower-part-1-e4eb0g
  21. I have made a stab at adjusting the attackers from 'Gringle's Pawnshop' in Apple Lane from RuneQuest II to RuneQuest: Roleplaying in Glorantha. This is in advance of my running the scenario for my Monday night group. Your feedback is more than welcome. Gringle_Pawnshop_Attackers.docx
  22. Retrospective: Cults of Prax—A 40th anniversary review of the classic RuneQuest supplement of gods and cults published by Chaosium, Inc. http://rlyehreviews.blogspot.com/2019/08/retrospective-cults-of-prax.html #reviewsfromrlyeh #rpgreview #rpgreviews #Fantasy #Chaosium #RQ #RuneQuest #Glorantha #ClassicRQ
  23. Having run The Broken Tower, I am planning to run a session dealing with its aftermath when the characters return to the tribe with the cattle. The characters are an Orlanthi Noble, an Ernalda Earth Priestess, an Eurmali Entertainer, a Humakti Warrior, and an Old Tarshite Herder. They returned with both cattle raiders captured, a good two thirds of the cattle surviving, and the Ernalda Priestess having sacrificed to the Stone Woman. I have specific NPCs interested in what some of the characters learned. So the chieftain’s wife will ask general questions and will primarily be interested in dealing with arranging ransom and repayment from the offending tribe. She will general questions and take advice, but will be primarily interested in what the Orlanthi Noble has to say. The Lankor Mhy priest will want to know more about the Broken Tower and want to get up there soon. He will ask everyone questions The Maran Gor priestess will demand to know more about the Stone Woman and want to go there immediately. She will have lots of questions for the Ernalda Earth Priestess. Which leaves the other three characters. I want to involve them, but am not sure how. Anyone have any suggestions?
  24. Hey there, A few months ago I heard on the KARTAS podcast that Ken Hite's own custom hellenistic 13th Age campaign featured only "in character" maps, i.e. either the players draw their own maps based on the GM's description of their travels (or what NPCs tell them), or, if they want to see some cool hand-outs, they need to go find some cartographer who has maps to sell (or steal). I thought that this is pretty cool -- it's kind of a shame to hold off on maps, because frankly everybody loves maps, especially Gloranthan maps which are often super cool, but on the other hand, this also makes maps even more special since players have to do some work before the GM lets them see any. So of course I figured "what if did that for my upcoming RQG campaign?". But first I have some questions: 1. Did anybody do that? (even if it's for other games) Any feedback? 2. What is, even, the general availability of maps in Glorantha? I assume that you probably find maps for sale at any good Lhankor Mhy temple, but where else? How expensive would they be? How common would they be? (for instance, there are probably maps in Boldhome's palace, but what about, say, Queen Leika's residence? Or Apple Lane's thane's house?) 3. How detailed would Gloranthan maps be? How far would they cover? For instance, would Queen Leika's maps feature landmarks in other tribes' territories? Would they have a lot of information on, say, Lunar Tarsh or Esrolia? Is Prax even accurately mapped out, or would it be mostly vague maps that convey the general knowledge that "it's a couple days' ride South from Pimper's Block to the Devil's Marsh"? Etc... Thanks!
  25. Version 1.1.0

    147 downloads

    Previous Versions 0.2b Updated to include better rune affiliations, cults, rune points, skills (including some corrections). Tried to get as much practical information on the front page while keeping the same general layout as before. 0.3b Updated to include combat skills, addition of shield to combat silhouette, adjusted passions to allow better usage, and some minor rearrangement. It should be pretty function at this point though you might need reading glasses. 0.70b This is probably about the best I can manage short of the final game. Added all known skills in list, adjusted font sizes and styles for readability (if over 45 you may still need glasses), updated layout, many minor tweaks. Two versions of this one with a splash of color and one solely in black and white. Final version until the release of the full game barring any glaring errors. 0.75b One more with some minor fixes discovered while using during play. Fixed track skill percent which was incorrect and too high. Changed Point to HP on listed weapons to avoid confusion based on new players feedback. Everything else is the same. 0.76b Fixed the glaring error of wrong hit location number for chest on the homunculus. 0.78b Added an approximation of the new RuneQuest logo and did some minor layout fixes Previous versions can be found here: https://basicroleplaying.org/files/file/581-runequest-roleplaying-in-glorantha-character-sheet/ Current 1.0 Updated to released version of RuneQuest. Contains three varieties, black & white, color, and textured. This version supersedes the previous ones above.
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