Jump to content

Search the Community

Showing results for tags 'RQ3'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • The Chaosium Forums
    • Basic Roleplaying
    • Glorantha
    • RuneQuest
    • Call of Cthulhu
    • Rivers of London
    • Pendragon & Prince Valiant
    • QuestWorlds
    • Mythic Worlds
    • Cult of Chaos
  • The D100 Family
    • Mythras
    • D101 Games
    • Renaissance
    • Revolution D100
    • Legend
    • Quest21
    • Delta Green
  • Other Stuff
    • Alastor's Skull Inn
    • Inactive forums


  • Blog Trifletraxor
  • Notes from Underground
  • Blog Chaot
  • Blog soltakss
  • Blog RosenMcStern
  • Blog threedeesix
  • Blog Triff
  • Blog Aycorn
  • Blog tzunder
  • Blog PZiviani
  • Blog Conrad
  • Mos Eisley Cantina
  • Blog alexraccoon
  • Blog raymond_turney
  • Blog Merak Gren
  • Blog rleduc
  • Dark moon Chronicles- setting and info
  • Blog threshold
  • Blog skull
  • Blog rpgstarwizard
  • Blog Vorax Transtellaris
  • Blog travellingbeetle
  • Blog Bleddyn
  • Blog kevinhun
  • Blog jagerfury
  • Blog coyote
  • Blog Dryhad
  • Blog Peter K.
  • Blog Robar
  • Blog Tester
  • Blog ptingler
  • Blog nerdvana
  • Blog Old Timer
  • Blog smjn
  • Blog Stoatbringer
  • Blog Target
  • Blog Moonowol67
  • Sunwolfe's Blog of Holding
  • The Reign of Dragons
  • Sparrowhawk's Roost
  • RPG Imaginings
  • The Bardori Saga
  • Amusing Musings
  • Red Cows in the Borderlands
  • Dethstrok9 YouTube Channel
  • Three go mad in Santos
  • Þáttr
  • An Anglo Saxon Chronicle
  • Things Go Off The Rails
  • "Genetic Defects" Short Science Fiction Story
  • Runequest Campaign Log
  • How one man became a king
  • Atalan: Before the Fall
  • Confessions of A Hypnotic Game Author
  • West of Arkham
  • Mad Gaming Madness (BRP Edition)
  • Just Some Writing


  • RuneQuest in Glorantha
  • Generic
    • GORE
    • Alternate rules
    • GM Resources
    • Character sheets
  • Fantasy/Historic
    • Magic World
    • Mongoose RuneQuest
    • Middle Earth
    • Vhraeden
    • Warlords of Alexander
    • Classic RuneQuest
    • Ancient Rome
    • Fire and Sword
    • The Green
    • Other
  • Modern
    • Old West
    • Call of Cthulhu
    • Other
  • Science Fiction
    • Star Wars
    • Terminator
    • Halo
    • Other
  • Super Hero
    • City of Heroes
    • Superhero Characters
    • Other
  • Mythras
    • Classic Fantasy
  • Revolution D100

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Member Title

RPG Biography

Current games



Website URL

Found 14 results

  1. I have not played Runequest for many years but did for a good bit in the late 80's and early 90's. I am getting back up to speed and looking at setting up a campaign based in Backford. I love the idea of Aeolian Orlanthi but want to look into time frames and starting plots for the campaign. I hope to make it work so it starts before the Lunars invade say about the year 1600 with characters close to 20 years old. Possibly some of the older relatives have gone off to fight the Lunars in Sartar? I am thinking that one of the characters is a nephew of the Eorl of Backford and a poor noble or bastard. Maybe he is charged with fetching some fertility stones with another relative who is an initiate of Elmal from the Sundome. It's a stretch but would lead to so many interesting plot hooks. Dried fish is taken to Sundome to trade for fertility stones to help the aling argriculture around Backford? Does a trade triangle somehow require stops through Apple Lane? How do I better tie Backford to Sundome and Central Sartar? I am thinking for the campaign that Backford would not be a rocky crossing with the Syphon running to it but rather a smaller port with a actual wharf built at the ford with a bridge like the Roman Bridge of Córdoba (not as big) built over it with a toll gate of some sort? I don't have to follow Gloranthian Dogma 100% but I'd like it to at least be plausible. Any ideas or thoughts on expanding this would be great. Also, I tried to post a few photos but was not able to get the URL to take. For future is thee a trick to uploading something?
  2. [I posted this years ago on another site, which I recently noticed had disappeared into the vortex. I recovered it from the Wayback Machine and thought I might as well post it here. It's not exactly a Glorantha post, nor exactly RQ3 but it concerns adapting the River of Cradles/Zola Fel setting.] (Originally published July 24, 2011) In the latest of my Nehwon Campaigns, I used an adventure campaign called ‘Troubled Waters’ from the Runequest ‘River of Cradles’ supplement. In this post, I’ll talk about how I adapted this adventure for Nehwon. Glorantha Glorantha is the main game world setting for the game Runequest. I am no expert on it but it is quite a different place from Nehwon. Magic is commonplace; most people know a few spells. The influence of the gods is powerful, and forces from mythology have shaped (and continue to shape) the world. Everyone believes. As in Nehwon there are many gods and none is all-powerful; each commands a relatively limited sphere. Glorantha has all sorts of non-humans and a powerful, Chaos-worshipping empire of humans, which comes into conflict with barbarian cultures at its fringes. So far so un-Nehwonian. The River of Cradles This is a campaign setting from the times when RPG supplements were made with real love, which is one reason I wanted to use it. The Runequest game system is not so different from the Elric! rules I use in Nehwon, so no problems there. The River is in a fertile valley between arid grasslands and wasteland. There are many detailed human and non-human cultures in the area, including river folk, farmers, various barbarian tribes, newtlings (small lizard-like bipeds), and city folk and garrisons of the conquering Empire army at the top of the river. The maps are gorgeous and the detail is great. The campaign itself is interesting, if a bit linear (you travel up the river, so it couldn’t really be otherwise). I played it over ten sessions with two players who ran an exiled Quarmallian and an outcast from Klesh. Where in Nehwon? Because I knew this setting would be quite different from the norm, I wanted to place it carefully. I put it in the south of the Lankhmar Continent, draining from the southern Mountains of Hunger to the Sea of Stars. To the east are the Jungles of Klesh and to the west are the Quarmall Barrens. Leiber doesn’t really describe this area (perfect!). Fafhrd and the Mouser passed it to the south in Trapped in the Sea of Stars. Other questions to resolve What about all this magic and gods? The campaign did assume a lot more magic in the hands of characters and opponents, and more ‘godly’ powers. I toned both down but left the essentials. For example, a river god plays an important role in the adventure. I allowed it as a local effect (local to the river) and justified the extra magic because the area was closer to Godsland. It helped that the characters were both sorcerers of different traditions(1) and from areas considered quite outlandish for a mainstream Nehwon campaign. I took a similar attitude to the various intelligent non-humans around. Leiber after all had mermaids, Ice Gnomes, and invisible princesses. How about the ‘evil empire’? How come Fafrhd and the Mouser never heard of it? No problem. It’s a recent development, and not really a huge empire, founded by a band of fanatical ex-slaves of Quarmall, confined mostly to the Mountains of Hunger between the Jungle of Klesh and the Great Southern Swamp. That works for my geography. Think of the Incas, who controlled a huge narrow empire from Ecuador to northern Chile in the late 15th century. Only not so huge. Something like that anyway. In any case, though the Empire’s military presence was visible in the campaign, it was not a major factor. How did it work out? Pretty well. The setting is a long way from Lankhmar, though even a typical Lankhmart rogue could have been used there. The only real changes I made while running it was the magic reduction and some setting adjustment as described above. Was it still Nehwonian? Yes, I think so. My campaign is a hodgepodge in any case, but what I love about Nehwon is that it is a land made for adventure and strange happenings. It is consistent in the broad view but sketchy on the specifics. This little corner fits nicely into my campaign. My players also gave it an interesting subplot of faith vs. skepticism, which Leiber might have appreciated. Having said that, I don’t think all Gloranthan RPG settings would transplant so well. Some things just don’t translate that well to a Nehwonian setting. 1) In my campaign, Quarmallian sorcery is a combination of sneaky mind control powers and dark wizardry. Kleshite sorcery is more nature-focused.
  3. Given that it was a comment by Greg at a convention in the '90s, it's not very recent. The "recent" side of it is that it's not official Gloranthan cosmology nowadays.
  4. About two years ago, I tried to sit down & actually figure out how in the world my group's sorcery rules worked. After all, I'd played a sorcerer using them for two to three years at that point, and had a friend who had been using them for about a year as well (and who I helped teach the system). How hard could it be? Very, very hard, it turned out. Our current group plays mostly-RQG, but we've taken to calling that game's rules "RuneQuest Bastard" for a reason. They were a mishmash of official stuff, house rules, and things my friends & I didn't know were house rules which had accumulated from about a decade of play through our GM friend's teen years. Loads of fun, but very much an "oral" rulebook. I never did finish that project to write up the sorcery system, and recently I've come to the conclusion that I'll never finish the stupid thing despite the amount of work I'd put in. I'd intended to upload it here from the start so others could see how we did things, and since I've accepted I'll never finish it, I figured I may as well go ahead and upload it anyway. I suspect that, to play it, you'll need to be the same certain special breed of masochist my friends and I are, but I hope that it will at least be interesting for someone. Scholastic Sorcery is an awful Frankenstein's Monster mishmash of the sorcery in RQ3's "Magic Book", Sandy Petersen's Western Sorcery, and his Tekumel Sorcery. It overlays the Tsolyanu of Tekumel as Patrons of Sorcery within Glorantha, organized into two general canons: the Saints of Stability, and the Demons of Change. As the introduction notes, most of the mechanics are not my ideas, but a fair bit of the fluff is. A lot of my work was editorial, trying to organize and make sense of multiple rulesets I initially believed were compatible, and later discovered are not. An example of this is that RQ3 (and SS) treats the Duration Art as a skill, whereas Petersen's Western Sorcery, which provides the core ruleset of SS, has no concept of using both Presence and Duration. Scholastic Sorcery works well as a ruleset for adventurers. Our game was pretty murderhobo, and the rules do reflect that. It treats sorcerers as being individualists; they're organized into colleges and schools and whatnot, but are ultimately not as community-minded as other magic systems. For current players of RQG, I think the spell writeups (which are about the last fifty pages of the document) will be of most use. I don't think they'll translate directly into RQG's sorcery, but the Tekumel spells provide a great example of cool flavorful sorcery spells which go beyond what both Rune magic and spirit magic tend to do, both in power and complexity. The spells are incomplete (I got to the start of the P's alphabetically), but what's there should, I hope, be interesting. You can find the rest of Petersen's RuneQuest Tekumel stuff on the tekumel.com site here. For people interested in the rules themselves, I beg forgiveness! This was the first time I attempted writing game rules, and I feel they're still rather haphazard. Having re-skimmed the document, examples use rules found later in the text and the organization of material's kind of a mess. Apart from the writing, the rules themselves really need more chopping at to be cleaned up and tidied. The stitches on my Monster show all over the place. But the rules portion is basically complete, albeit in a first-draft form. I have ideas for a similar sorcery system for RQG, using the Runes and Techniques of RQG's sorcery as the basis, and introducing skill and manipulation because I frankly can't stand Free INT rules. But if I ever do write that up, it'll probably not be soon. If you wanted to play a Scholastic Sorcerer in RQG, I'd loosely suggest starting with the Philosopher occupation, and base the starting point for Arts and Vows on the Student tier, replacing the adventurer's cult. I make no claims that any of that procedure--or use of Scholastic Sorcery in general--will create a Fun and Balanced play environment in an RQG game. My only true regret is that I never got to fumble and TPK my party with a Doomkill. Scholastic Sorcery Spell List.doc Scholastic Sorcery.doc
  5. So... while I have had a fair volume of RQ3 AH material as well as some MRQ, RQ6 and Mythras... I have never used Glorantha as a setting. For reasons, but mainly because I preferred historical or quasi-fantasy historical settings and preferred other worlds (Harn off-island, for instance). I am considering giving Glorantha a go since I happen to have a few hundred pages of material to build off of (not in a hurry to buy RQG). But, as an obnoxious grognard, I like to understand a setting before I dive in, and as I have gotten older I find I do better with a structured plan of info assimilation. Where should I begin? What should I read first?
  6. I know everyone is on the RQG roll right now, but not my group… For RQ3, are there rules regarding targeting weapons, armour, equipment and clothing of and an enemy? Will the spell automatically take effect, or will the person holding/wearing the item use their MP to resist the spell? Some examples: Cast form/set on an enemy’s weapon to bent it Cast Flight on an enemy’s weapon to make it fly away or make it difficult to use Cast Dispel on an enemy’s weapon to remove combat spells Cast Flight in a person’s pants to lift the person Cast Glow on a person’s jacket to make it impossible to hide in the dark My ruling as a GM has been that the target holding/wearing the item can resist, but I cannot find any rules describing this. Am I missing something, or is it simply not described? What I have found: Ignite will give the target a resistance roll if hair/fur is targetd, but that is PART of the target, not an Item. Touch spells does not require skin to skin contact and toughing the targets armour/clothing is enough since it is close enough to affect the aura of the target Any thoughts? -Terry
  7. Version 1.0.0


    This is the original RQ 3 character sheet scanned in at 600x600 in color. Nothing fancy, but all I could find online were blurry jpgs.
  8. Something has been troubling me for quite some time, and I was wondering how others handle it (or how I have misinterpreted the rules ). In RQ2 and RQ3 the Shaman has a fetch. It is almost allways active on the Spirit Plane. The Spirit Plane exists parallel to the Mundane World. One of the examples liken it to being above and below the surface of a lake. Does that imply that if a shaman travels his Fetch will be dragged thru countless spirit areas like bait on a fishing line? And probably get attacked by lots of nasty spirit stuff? It's not that big a problem for Blue Face with his 143 point fetch - but how does a beginning shaman with a fetch with less than 20 POW leave his home turf whithout getting eaten?
  9. Fantasy/Sci Fi author Kate Elliott (Crown of Stars, Court of Fives) recently tweeted this, adding, "the boots, the jeans, and the tank top I was wearing are all clearly rendered in the painting, lol". https://twitter.com/KateElliottSFF/status/910393249944104961It's an awesome cover, by Jody Lee—she also painted the splendid cover of Pendragon 1st Ed.
  10. Version 1.0.0


    This is a Character Training worksheet in excel, although I call it a training minigame because it's damn fun. (OK maybe not damn fun. But more fun than calculating training.) A few comments: Sadly, it does NOT run in Google docs, and I don't know GD's feature set well enough to know if it ever could. Costs are generally based on the estimable Kim Englund's excellent training costs table- listed on the 3rd tab. 2nd tab explains the various matrices used to generate the results. Having made too much training time available to my players early on, and them having lots of cash to blow, I spent a lot of time thinking about the cost/benefits of training. I couldn't argue much with the costs in Kim's table (far better than canon), I thought about "what are the other possible drawbacks of training hard constantly?" Injury: the consequence of training is, of course, the omnipresent chance of injury - strains, sprains, or worse. So I built this sheet based on risk levels for various skills. The odds of being injured are lower with a MUCH better skilled trainer, or training slowly. Of course, trying to train hastily, or self-train (for skills where that's possible) increase the risk of mishap. (Self training significantly reduces but doesn't eliminate the costs as well.) The second consequence is uncertainty: in real life, you never know of course when you're going to "get better"...just that you eventually, probably will. Thus this table. Select the skill to be trained (there are also generic categories like "Other, risky, cheap" for skills not listed) and enter your current skill, relevant skill category bonus, INT (makes training easier if you're smart), APP (makes training cheaper if you're pretty). It will tell you if you can train it by yourself, and you decide if you will do so, as well as if you are taking it slow & careful, normal, or hasty. It then tells you the risk level as a result. Yes, training high levels of climb all alone is damned risky. Finally, I didn't like the determinism and predictability of the RQ canonical method of "ok I have 40 hours to train, so I can train that for 37.8 hours and get a check, woo." Thus, this table turns the mechanism on its head. A player recognizes that "oh, I have some free time, I'd like to train" and tells their DM what they'd like to train in - the DM fills in the details, and gets a result like "After 16.5 hours, and a cost of 45p, you get a skill check." The DM has to tell them "ok after about a half week, you get a check." or "you've trained for a couple of days but haven't gotten a check when the Fire Nation attacks..." It also gives the result, if the DM wants to use it. The sheet will give a result based on the final risk level, and the consequences of a fumbled check. (Screenshot above.) These can be severe...my suggestion is that when training highly dangerous things, serious thought be given to training slowly. Ultimately, the player has to make realistic decisions, recognizing if they're extremely skilled in something, it can take WEEKS of training to get a check. Will they really have weeks to spend? Only their DM knows... Let me know if you have questions.
  11. Thanks to the wonderful work of David on Roll20, we now have Runequest 3 character sheets. David has done some really impressive work. The sheets track both current and original stats, autocalculating skill bonuses, SR's, fatigue points etc. If you use 2 fatigue points fighting, you can add that to your fatigue total and it will adjust all your skills accordingly. It tracks your encumbrance and deducts from skills where applicable. It even has a button to push for fumbles and where you hit. There a place to fill out up to six spirits. He told me he'll be working on including every different type of hit location chart in the future. I'd be happy just to have horses. For those who don't know what Roll20 is, it's a free app (though I pay for a membership because dynamic lighting is so wort it) to play rpgs online.
  12. Stumbled on this document I put together years ago, that had converted some effects familiar to World of Warcraft players into RQ3 terms. Maybe someone finds them interesting. The Death Knight ones I used for abilities of some of Delecti's Lieutenants, the Druid for a player that wanted to be a healer but not "just another Chalana Arroy". Yes, some of the effects are fiddly and will require things like tokens marking effects - for example a green d20 for plague, a red d20 for tracking bleeding, and a blue d20 for tracking frost effects. For that purpose, I'd typically say that the status effects like that are non-stacking with themselves - for example you either have the frostbite effect or no, not that you could be affected multiple times with frostbite. Depending on your preference, you could say they're exclusionary - you couldn't have both plague and frostbite at the same time. This management burden may constrain the use of some of these. For example I wouldn't (as a DM) want to try to manage more than one NPC with Death Knight abilities at a time. OTOH, if you have a player with lifebloom, let THEM track the stuff, so they work fine for player abilities. They're meant to be reasonably balanced according to RQ3 power levels - typically 1 Spirit mp= 1 disrupt = 1-3 nonignorable damage or = 1 point of immediate healing. Ergo, Lifebloom (as a 1 point spirit spell) heals 3 points which may seem overpowered, but it does it over 6 rounds starting NEXT round. Moonfire (2 point spirit spell) does 1d6 damage and rolls on the missile to-hit location at +10 (so likely head), but you need to roll to-hit, and armor protects. They also work well as magic-item abilities, for example a dagger shaped like an icicle may give the wielder the ability to cause Frostbite for 1mp on contact. Or a magical willow twig, that if broken, casts Nature's Grasp on the user. Anyway, enjoy. If people like these, I could certainly do more. RQ3 DK and Druid.pdf
  13. 167 downloads

    The King of Dykene, Skilfil Heartpiercer, has been informed that some of his people from the Blue Dog tribe in the Northern extremes of his land have gone missing. The normal scouting parties of the Blue Dog tribe have not been able to discover anything useful and the King has decided to hire some adventurers to discover what has happened... Return to Griffin Mountain can be played as a standalone module… However, to make the Games Masters job much easier you should also have the Gloranthan Classics Volume III - Griffin Mountain source book, available from Moon Design. This adventure has been specifically written for Rune Quest 3, but should be fairly easy to convert to any other version of the Rune Quest Role Playing Game system.
  14. Typing the notes from last weekend I'm totally psyched out on our epic RuneQuest Dragon Age campaign and roleplaying in general. People who haven't tried this stuff sure are missing a lot! Having been a bit frustrated over all the political intrigue in the nation's capital, the GM decided to give us a little change of pace by sending us on a more traditional search and rescue adventure, in the course of which we, among other things, managed to save a barbarian village in the mountains from an evil horde of uncharacteristically intelligent darkspawn. (Think orcs etc.) It sure was good to be able to tell who was evil and who was not, things like this tend to get rather muddy in the mire of politics. The heroic defense at the Battle of Redhold sure was something to remember, but what was even more notorius is what I'll be typing next. On the way back to the city on the other side of the country was fought the much smaller but even more satisfying Siege of Tavistock. You see, this bastard of a highwayman had decided that he wanted to be a noble too, so he had started a campaign to seize some of the lands and loyalty of the freeholders from the domain of his half brother. Unfortunately for him, our four heroes were in good terms with said nobleman, so on the way back, when we noticed the ass had had some good men decapitated and their heads struck on the tips of long poles, we had enough. So my normally benevolent and cautious healer made up a plan, had to spend some time talking the others into it, but finally managed to sway them. We found a new tower fortification where we surmised the bandit was hiding, attacked it from four sides, killed some of the guards, a traitor mage who had joined up and seized the hapless upstart, who had spent months building his plan and support only to be foiled by a motley group of adventurers, who happened to pass through his newly conquered lands on the way back from a mission. Took about five minutes. Glorious!
  • Create New...