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Found 9 results

  1. What do we know about Wyrms High Pass? I haven't found a great deal of information about the pass, although I realise I may just not have found stuff in sources I've got, so I've put a few tentative ideas together based on the snippets I'm aware of. @Jeff Richard's session at the Kraken last year on creating Gloranthan places was very useful - unfortunately I don't think it was filmed, but its essence was to pull together what is known or inferred about a place from Gloranthan sources and use them as building blocks for creation of both the place and its adventurous potential. This is preferable to initially looking to real world examples and basing a place on them as you run the danger of creating a sense of space or culture that is too derivative rather than firmly rooted in Glorantha. (Jeff - I hope I haven't got this too far wrong!) Anyway, here goes with a few thoughts: Name: Wyrms High Pass So, there are wyrms there. From Anaxial's Roster I gather that wyrms thrive in warm or hot conditions, so I'm positing a pass that is heated by volcanic activity with hot springs and rocks covered with strange coloured deposits. Perhaps Lodril has a role to play here? Also, the Empire of the Wyrms Friends is likely to have taken an interest in the pass. So there's scope for ancient structures, perhaps a crumbling monastery high on a cliff ledge or hugging a strange spire with the remains of spiral steps up to it? And its shape - it has to be narrow and winding like the body of its namesake. Location High in the Rockwoods. So if it is a hot pass it's going to produce some interesting anomalies. I envision constant steam as heat from the pass meets cold air above. Thick fogs fill the pass and Iphara is strong here. When heavy snow falls it rapidly evaporates, creating pools of water along the valley floor which may be heated to extreme temperatures by gaseous discharges. The cliffs of the pass are characterised by spectacular waterfalls as runoff from the ice and snow to the sides of the pass melts and cascades down. Balazar's aldryami High Woods lie to the north, the uz lands of Dagori Inkarth are south and dwarven Greatway is west. So the pass is obviously a contested place, which lines up with historical references I've found. There's certainly recorded conflict between aldryami and uz either side of the pass, but if we accept it has rich mineral deposits then I suggest dwarven interest has shaped its history too. Also to the south is Bagtrap's Pass, another location I've found little about. I've created a tale of a cave by the pass which always looked like a viable place to stay for a night. But this cave had strange walls and floor, leathery in texture. Those foolish enough to stay here found that they had camped in a huge bag placed in the cave by a cunning giant, who would pull it closed with a drawstring which went up through a funnel in the roof to the cliff above. Which leads to another important point about location. There are giants either side of the pass and they sometimes travel through it too. History I haven't found many specific references to the pass in sources, but events around it give hints. Here are a few human-centric points. End of First Age: Tribes from the south swarm through the pass, burn the aldryami woods and some join the Votanki already in the north. Empire of the Wyrm's Friends: The pass flourishes as both a crossing point and place of pilgrimage. Post-Dragonkill: People no longer come from the south and the Balazarings avoid it. The destruction of Dykene in 1250 effectively gives the south-east of Balazar to the aldryami and people forget about the pass. Dykene's resurgence, 1580: Begins renewed exploration of the pass. Joh Mith: I've elevated the role of Joh Mith to the person who quested to properly reopen the pass. He speaks the Wyrds of the Wyrm's Way and he fills the Giant's Bag. Fall of Sartar 1602 and onwards: Refugees come north through the pass and are accepted by King Yalaring of Trilus, leading to building the Lightbringer's Hall there. What do you know? Well there's a few ideas. But what do you know or suggest about the pass? I'm keen to find out about anything written about it over the years, anything those well versed in Gloranthan lore can tell us and also about depictions of it in anybody else's adventures.
  2. In this White Bear & Red Moon pre-publication sheet, there are some (highlighted) units that never made it into the game as far as I'm aware. Does anyone have any more info on them, or suggestions as to what abilities they could have? (One's obviously the Walking Fort.)
  3. An exercise in looking at how 'wide' the phases of the Red Moon are. The lines are not stationary but move (clockwise?) during the day and night. At the distance of Dragon Pass and Prax each phase is hundreds of miles across...
  4. I need some help with the basic melee combat rules in White Bear-Red Moon/Dragon Pass game. Rule [7.10.3] state that “At most three of the major units in each stack can fight in the melee. If there are more than three major units in a stack, the fourth major unit from the top and any unit stack beneath It is not allowed to fight in a melee” I have trouble figuring out how that rule interacts with the rules for taking damage and counterattacking The combat sequence is (if I got it right 🙂 😞 Total attackers CF of the top three combat units (and any heroes among them). Roll a die and cross-index with the total CF to find the number of CF lost by the defender. The defender loses units based on CF (modified by terrain) from the top of the stack. Surviving defender counterattack the same way, doubling their CF and ignoring attacker’s terrain (in most cases). (there are a lot of additional moving part like heroes, reserves and retreats, but i am ignoring that for the questions) My questions are: 1. Only three can attack. How many defenders can take damage? Only the top three (because only they can fight in melee) - or from the top among all the units in the defending stack? 2. The counterattack. Only three can attack. Who gets to counterattack? The surviving units of the original three “in melee” units? Or the three topmost major units at the time of the counterattack? Any suggestions for a confused gamer?
  5. As I'm comparing different maps of Dragon Pass [Sartar, to be precise] I ask myself "what level of detail is the average Gloranthan campaign map?" Are you playing with the highly detailed maps and whenever your characters are pass through some tiny location you end up here on the forum or in some of the books and do your research? [e.g. map of Colymar Tribe from the GM's Screen Pack] Are you running your campaign with broad bushstrokes, so you only have the major, big places in mind; overland travel isn't very important and you put the characters in action without going into much details and whatabouts concerning villages and places on the way. [e.g. map of Dragon Pass 1625 ST from the GM's Screen Pack] Are you running your campaign in a defined and "closed" region, so that your characters aren't moving much and you can go deep in the details of the location [e.g. the 77pages long fanmade description of the Arfritha Vale] What type of using maps is your campaign style?
  6. I've been looking over King of Sartar with an eye toward creating a new scenario or two for Dragon Pass (the AH version of the board game, originally White Bear & Red Moon). However, some questions arise when it comes to mercenaries from Prax (the Bison and Sable tribes are mentioned in particular). 1. How many counters would be available? I'm guessing that the typical Dragon Pass unit is rather small. The only reference I have found so far is that the typical Sun Dome Templar file is 64 men. Also I doubt that large numbers of Prax nomads would hire out as mercenaries and travel as far as Tarsh. My inclination is for 1D3 counters for each of the two tribes. 2. The mercenaries would be led by a khan, but certainly not the tribe's khan; I am thinking he would be subsumed within the units. 3. Would one or more herds (depending on the numbers involved) be included? I know that herds are not needed for support in Dragon Pass, but getting there and back might be problematical. I know there was a thread last year concerning PDFs for Wyrm's Footnotes. I would certainly be willing to purchase such, especially for the first five issues (which I have been searching for in vain since #6 first came out). These need to include the pieces for WB&RM and/or Nomad Gods from the earliest issues. I am not sure if they would be useful in my Dragon Pass boardgame research, but they would be interesting. I understand issue 4 had errata for Nomad Gods. None of the boardgame material was included in Wyrm's Footprints. Perhaps Chaosium will offer PDFs for sale in the fullness of time, just as issues of Jagdpanther can be purchased from Amarillo Design Bureau or Warehouse 23. Any help would be appreciated. Phil
  7. I thought this was pretty cool. Did you know there was an article in The Dragon magazine (#40) that had some RQ artifacts? I was looking for some Divine Right articles and ran across an article called 'Artifacts of Dragon Pass'. Here are the 6 artifacts for those that are curious... (in parenthesis is the area mentioned for the artifact, where it's at or last seen). The Ring of Black Fang (area between Dwarf Knoll, Moonbroth, to the Dead Place) The Impenetrable Shield of Kiahn (around the road near the Haunted Lands between Notchet and New Crystal) The Wands of Ectal (the wilds of Prax) The Medallion of Chaos (Snakepipe) The Mighty Blade of Kamax (Snakepipe to edges of Tarsh) The Crystal Egg of the True King (Dragonewt City)
  8. I understand that when broo er, propagate the offspring are part the parent broo and part host animal, with obvious odd hybridisation and chaos mutations in many cases. E.g. a chicken broo that uses a cow would presumably make a horned chicken or a cow with a beak maybe. So what happens when broo use humans as a host? Let's say a goat broo used a person as host?
  9. Some folks have picked up The Coming Storm, some have not. I wanted to create a thread where folks could ask questions, either about what they are reading or about whether they should buy. First of all, let me capture the answer to a few common questions: Why is this in two books? There are a number of pragmatic reasons: it would be cheaper to ship and the first volume would be completed faster, and could be interleaved more easily with other priorities as a result. In addition there is a natural divide between the two volumes. The Coming Storm (Red Cow Book I) is the setting material. You can use this as a sandbox campaign setting without the other volume (although we do provide some 'template' episodes there that will help with a sandbox campaign. In addition, players can read this volume as it represents what most people know of their local area (there are one or two secrets, but nothing players should not know if they can be trusted to only use that knowledge for MGF). With a more complex setting like this (we have over 60 NPCs) then having the PCs armed with knowledge of the NPCs and places can actually help with gameplay. The first volume focuses on the Red Cow clan of the Cinsina and includes details of their clan lands and primary settlement, Red Cow Fort. It also includes details of their rivals and neighbors, the Dolutha, and the settlement of Dangerford as well as the Red Cow's enemies the Emerald Sword clan of the Dinacoli, and the Two-Pine clan of the Culbrea. There is full detail of the Cinsina tribe, and their history as well. Finally we detail the Rebels in the area, Telmori, and the settlers of Wulfsland, including the settlement of Stonegate. The heart of the material is the description of over 60 NPCs, all fully illustrated. It is intended to form a sandbox campaign setting. The second volume, the Eleven Lights provides a campaign that runs from 1618-1625 and takes the PCs through the darkest years of the Occupation to the Liberation. It allows the PCs to take part in one world-shaking event (that has not been previously detailed in print, although the Guide alludes to it), which gives the second book its name. The presentation format is similar to that of the Great Pendragon Campaign. For each year we detail events of the Hero Wars that reach Sartar (by news or direct impact), local reaction to those events, and suggest scenarios that could occur in that year. We detail specific scenarios for key local events. These can be used as inspiration in a sandbox campaign, or interspersed with your own organic episodes to 'tell the story' of the Red Cow clan in the Hero Wars. The material is open to diverging based on player action and support is provided for managing that. (In playtest nearly all campaigns 'go their own way' by about 1623 so we provide more scenarios for early years to 'introduce' the setting and less later.) Can I use this with System X? The advantage of Heroquest for gamers using other systems for Glorantha (both official or home-brewed) is that it has very little need for system material in a campaign book such as this. Beyond a line for keywords for NPCs, which can easily be treated as inspiration for stating them for other systems, there is little 'game' text. So you get value for money, by comparison to using many products with a ruleset you don't play. Of course in play you have to provide the stats for those NPCs. However, in most cases the PCs will not 'fight' with kin so you only need to decide on the level of their social skills, as and when you need them, reserving fuller stats for 'enemy' NPCs as and when you need them. (We may do a stat pack for other supported systems, such as RQ2/4 and 13thAge - no promises though). But a Heroquest book looks much like a system-less book. When is Vol II coming? Soon. We are in layout (having finished the text and art). Once that is complete it joins the queue for printing. It's hard to give exact dates, because other Chaosium products compete for resources, but rest assured that the book exists in an advanced stage that this will be sooner rather than later. it's not just a piece of advertising copy in the back of RQ2 ;-) Is Broddi supposed to annoy the players? Yes. The key struggle is between the 'Three Rivals' to replace Broddi, whose hour is done. We trigger that in the campaign in 1623, but in your campaign it could occur earlier. One reason for the rivals is to force the PCs to take sides amongst the different factions vying for control of the soul of the clan. The 'situation' is built as a 'tense' status quo, ready for the PCs to throw things out of balance (it might even be a PC who replaces Broddi). Although it's worth noting that in one of my playtests one or more PCs decided to be loyal to Broddi 'right or wrong.' But fire away and I'll seek to anwer PS I don't expect there to be 'system' questions, so I am posting it on the Glorantha thread. If system specific questions come up, just post a link here to a question on a more appropriate forum.
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