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Found 45 results

  1. Hi all - Picking up from my former thread... https://basicroleplaying.org/topic/11023-using-hq-in-the-lunar-empire-tips-tricks-and-homebrew/ I just reread the Lunar magic section (starting page 179 of the Heroquest: Glorantha edition) and the example of Magatheus on p55; I scanned the Seven Mothers section and the Illumination section but haven’t reread closely yet. In any case, here’s my understanding on how to create a Lunar character in HQ:G - please confirm/correct: 1. Lunar magic stems from the character’s Moon Rune a. This is one of the 3 tunes that the character gets during character creation b. Lunar characters select a specific phase of the Moon c. The All Phase rune is only accessible to Illuminates ie not starting characters 2. Lunars can choose to initiate to one of the gods of their phase (those listed in the Seven Mothers or New Gods listings). a. When doing so they have access to the runes of that god, as sub-abilities of their Moon Phase Rune b. The character has to have a rating of at least 1W in the moon phase rune. c. The individual Seven Mothers qualify as New Gods for this purpose (p185) despite being listed as separate in the Moon Phase list (p180 and following). 3. Lunars can use their Moon Phase Rune to “create glamours mimicking the runes that Phase can replace”. a. I think I understand that this means the runes the phase “Embodies”? Eg Darkness and Death for Empty Half Moon? b. As an aside a little definition of the various characteristics of the Phases would the helpful, eg, what Embodies means. c. In any case these “mimicking Glamours” can be used at the Phase Rune rating for augments. d. “The direct use of the Lunar Phase incurs a Stretch penalty of -6 (see page 103) – unless: (1) the Lunar is an initiate of a Lunar New God cult and is creating glamours in accordance with the teachings of that New God; or (2) is using a Lunar Grimoire.” 4. Lunar characters can buy access to Grimoires a. These seem to function just like Sorcery Grimoires? Except for the lunar cycle in play. b. Each Grimoire inherits the rating of the relevant Rune, which might be the Moon Phase or might be a different one (eg Magatheus has one off his moon phase and one off his law rune). c. Characters can assign a bonus to this rating. (E.g. Magatheus has assigned +1 to each Grimoire). This applies to all spells in the Grimoire. 5. Characters can replace their Moon Phase Runes with a Chaos rune. a. Game mechanically this seems to allow the character to use the Rune for active / direct actions without the Stretch penalty? And use it more widely?
  2. Hi! I've been running Coming Storm in a HQ/RQG hybrid and I'm looking for inspiration for a specific adventure the PCs want to embark on. The setup: It's Fire 1621 and the players are an Issaries Priest, an Orlanth Thunderous god-talker and an Orlanth Adventurous initiate verging on devotee status as well. Main deviations from the Eleven Lights campaign is that they have aligned themselves with the Telmori, have struck a deal with the Sazdorf Uz and even more seriously oriented themselves towards saving the Dolutha. Alot of "side content" is stemming from the latter especially. The scenario I'm looking for help with is no exception: Having successfully heroquested to turn Ivar to a More Loyal Thane bent, the party have found that those who are not favourable to that development (ie the Lunars, the Sworn Knives and remaining anti Orlanthi Elmali) have taken indirect control of the clan by keeping Ivar in command but on a very short leash presumably using threats of violence and blackmail. To continue to garner support and good will towards Red Cow influence, the group have organized an extensive war party to hunt and kill Good Arnal to free the Dolutha from at least one of its scourges and hopefully break it's kinstrife curse. They have managed to convince the local Humakti barracks (Orkarl and his followers) as well as The Temple of the Wooden Sword troll Humakti initiate and his dozen or so trollkin followers who now reside at Black Glass ruins (!!! never underestimate the power of Issaries diplomacy). Wanted to use the Highwall Inn scenario somehow but this is turning into a bit of a mass combat situation. Does anyone have any sdvice, ideas or inspiration on interesting twists to insert here? Don't hesitate if you have more questions about the setup.
  3. Hi all - I am (once again) thinking of setting a game in the Lunar Empire. I thought I’d see if people have any advice or material for how best to use HQ for this. I have to re-read the Lunar magic portion of HQ:G and may have more specific questions after that. I also have the old Hero Wars / Issaries Lunar books and will look back at that, for cult structure etc if nothing else. Similarly I’d be very interested in any home brew materials or personal setting/rules info. Thanks in advance! Hyperlexic
  4. Hello, as a newbie in Glorantha I am trying to get a grip on the awesome concept of heroquesting. What I want to know is, how is it done? On the one hand from the point of view of the hero quester and on the other hand ruleswise (RQG). Is it "just" ritualistic reenactment wholly done on the middle plane? Is it a ritualistic reenactment (or “just” a ritual without the reenactment) that transports the heroquester to the desired hero plane (in person or just the soul, like a dream journey)? Is it a conscious “planeshift” to the heroplanes by a spell (which spell?) at the climax of a ritual or a portal at the center of holy site/the bottom of a nameless dungeon/the belly of a true dragon? Is there a connection between the hero planes and the spirit plane? Could a shaman get to the heroplanes via the spirit plane? Is it all of that or more? Does it vary depending on the Hero Quest? Or is it nothing like that? Is there a definite (upcoming?) answer? Or does it fall under YGMV (which I could live with)? Thanks a lot
  5. The game before last, the kids got cocky. 13 and 14 yo sons helped take out a couple of ice demons at the top of Wyrms High Pass. We even saved the sheltered prince of Dykene who snuck into the caravan. So, they went into the fight with a giant mantis in the Vale of Flowers this weekend feeling a bit smug. Then our almost initiate of Found Child bet a few too many action points when he tried to climb its back and stab it and wound up near pinned to the ground. Without his dog Growler's help he would have been pinned. Our Orlanth Adventurous lay member had a plan and his going first meant he backed up and brought the thing into the center of the group. Some of us were not pleased. Thankfully, my Lkankor Mhy/Issaries lay member did well and since I had way more action points than I was used to, I bet big and took out an eye one round and the next I pinned enough arrows into the crook of its arm to take away some motion. And we survived, and they had fun, but they might be more cautious with those action point bids the first round next time. Especially since we were confronted by a very mad Gorakiki priestess once it was dead. At least we did not have to fight her! The kids are loving the rules so much they want to convert their 5e characters over and play them with this system.
  6. Version 1.0.0

    3 downloads

    Rough outline proposed for writing up HQ Major Arcana Originally uploaded to Nephilim HeroQuest Yahoo Group by ianabsentia May 7, 2005
  7. Version 1.0.0

    3 downloads

    Rough outline proposed for creating HQ Past Lives Originally uploaded to Nephilim HeroQuest Yahoo Group by ianabsentia May 7, 2005
  8. Version 1.0.0

    3 downloads

    Rough outline proposed for creating HQ Metamorphoses Originally uploaded to Nephilim HeroQuest Yahoo Group by ianabsentia May 7, 2005
  9. 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!
  10. Just a few years ago, the focus of Chaosium/Moon Design was on HQG, and I heard from the publisher staffs at the time that if you want to play in Glorantha, HQG is the best way to go to emulate Greg’s stories. Now HQG has taken the back seat to RQG and that marketing tagline was changed. All the books that suppose to be for HQG now turned into RQG supplements. Ive heard of Whitewall book, Prax book, Big Rubble book since before the Guide Kickstarter and Gods book immediately after the Guide, if I remember correctly. That was many years ago. It’s not so bad because we can use RQG supplements easily with HQG. And from the business perspective, it is a reasonable and wise choice for Chaosium. However, I still feel it’s a pity that HQG seems not to be in the focus anymore for Glorantha gaming.
  11. I'm working on a Chalana Arroy heroquest, and since this forum did a great job helping me work the kinks out of an Odalyan heroquest, I thought I'd see if people could help me with this one. Here's the set-up: I'm running the Red Cow campaign, and one PC is a Chalanan. They discovered a place in the Staglands that is conducive to healing magic (basically +3 to healing magic tests). So Eindred (the Chalanan) wants to establish a shrine to Chalana Arroy there. (He's working on a way to keep the shrine safe, so we don't need to deal with that problem). He's thinking about doing a heroquest to prove that this spot is the place where Chalana Arroy performed one of her feats, the Hundred Healing, which I think is a nice use of a heroquest to strength the connection between a place and a specific myth. One of the problems that I think Chalanan quests run into is finding a way to make healing and peacemaking interesting in game terms. Healing is largely abstracted as a roll on the Harmony rune, so we need to add things to the framework or else the healing roll seems boring and mechanical. So that's one of the things I'm trying to accomplish here. Here's what I've got so far in terms of a myth: The Hundred Healing During the Lesser Darkness, when the Sun was dead but Chaos had not yet entered the world, Chalana the Peacemaker traveled the world, seeking to bring healing and peace to a world rocked with violence and feuding. Once, she came upon a dying man. With her soothing hands, she tended his wounds and saved him from death. While he was still weak, he told her that his people, the Red Wolves, had a mortal enemy, the Green Bears, who hated them because they were jealous that the Red Wolves hunted in packs while the Green Bears had to hunt alone. The Green Bears agreed that they would work together just once to kill the Red Wolves, and they had found him and forced him to tell them where they could find the Red Wolf tula, so that they could slaughter all the Red Wolves. He was too weak to warn his people, and so he begged her to find them and warn them. Chalana agreed that it was good to protect people from unexpected violence, and so she said that she would. She followed his directions, although the way was not easy, and eventually she came to the Red Wolf tula. It was too late to warn them, because the Green Bears had already begun their attack. There were many who were dying. Chalana the Healer could not stand by and allow the injured to die. So she healed the wounded that she found. The Green Bears saw what she was doing and told her “You must stop healing the Red Wolves, because we want them to die. They have been our enemies for generations. If you do not stop healing them, we will kill you.” But Chalana the Calmer was unafraid and refused to stop her work. She said, “I do not heal them because your claim has no merit. I heal them because all life is precious and I cannot bear to see it end. Death roams the world and it will devour Life until there is none left if we do not do all we can to keep Life in the world. If you kill me, there will be no one left to stop Death when it comes from you.” And the Green Bear chieftain was ashamed of what he had said and lost his will to kill her. Soon the Red Wolves were strong enough to fight back, and they attacked the Green Bears. Because the Green Bears were unaccustomed to fighting as a pack, the Red Wolves began to turn the tide, and soon there were many Green Bears dying and the Red Wolves were mocking their enemies. But Chalana the Healer could not stand by and allow the injured to die. So she healed the wounded Green Bears that she found. The Red Wolf chieftain saw what she was doing and told her, “You must stop healing the Green Bears, because we want them to die. They have attacked us when we have done nothing against them. It is wrong to heal those who attacked us without provocation. If you do not stop healing them, we will kill you.” But Chalana the Calmer was unafraid and refused to stop her work. “I have come to heal all who need it, and I did not heal you because I wished for you to win this fight. I healed you because every death makes the Darkness around us deeper and stronger, and I have pledged to bring light into the Darkness. If you kill me, there will be no one left to heal you when you need it.” And the Red Wolf chieftain was ashamed of what he had said and lost his will to kill her. And so as the Green Bears and the Red Wolves fought, Chalana the Healer healed the wounded on both sides, until she had healed one hundred warriors and none had died. Finally the Green Bear chieftain said to her, “Every time we defeat one of the Red Wolves, you heal him so that he may continue fighting us. They outnumber us and we cannot win this fight.” And the Red Wolf chieftain said, “The Green Bears are much stronger than us. One of their warriors can fight three of ours. Every time we defeat one, you heal him so that he may continue fighting us. We cannot win this fight.” Chalana the Peacemaker said, “Then if neither of you can win this fight, why are you still fighting? If you cannot win and cannot lose, you waste your efforts. The wise leader should find a way to resolve this.” The two chieftains saw that there was no point in continuing the struggle, and so they asked her “How can we make peace? There has been enmity between us for generations?” And Chalana the Peacemaker showed them that there was no need to fight each other at all. So my myth tries to provide a framework of stations that aren't all just 'heal the person'. A couple of the stations are (heal the first guy, heal the Red Wolves, heal the Green Bears) but she also needs to resist two efforts to intimidate her. I think the last healing is more of an endurance test, to find the energy to continue amidst the violence. And then she has to make peace by showing them that they don't need to fight. What I'm struggling with is two-fold. 1) the myth feels more like a folk-tale than a Gloranthan myth. It doesn't have any of the strange myth-logic that we find in the myths in KoDP (other than wolves and bears fighting and having to peace-make, which I stole from Issaries the Conciliator--when I run it, they will be literal animals). I'd like to make sure that it has a distinctly Gloranthan feel to it, but I'm not coming up with very much. Any thoughts about how to make it a bit more Gloranthan in its flavor? A second thing I'm wrestling with is that it's very linear. It has a very Do Thing 1, then Do Thing 2 feeling to it. Obviously myths are linear narratives as told, but I'd like to work in the HQ principle that heroquests don't always follow linear order, sometimes have metaphorical rather than literal stations, and so on. But once the quester gets to the fight, I don't see any way to vary the sequence of events or make them metaphorical without things getting really bizarre and abstract. For example, one suggested curveball for heroquests is to have the stations out of order or have a station missing, and I can't see a way to do that. Since this group of players is a bit novice (the Chalanan is totally new to Glorantha), I don't want things to get totally bizarre, but I would like have a decent curveball to offer them. Any ideas?
  12. With just two days to go, there are still spaces left for Glorantha Games, the one-day gaming event in Birmingham dedicated to RuneQuest: Roleplaying in Glorantha, HeroQuest, and 13th Age Glorantha. Suitable for both dedicated Gloranthaphiles and those new to the world of Glorantha, we are running twenty games and a charity raffle with all monies going to Shelter. Now with added helmet (and some really great raffle prizes). https://www.eventbrite.co.uk/e/gloranthan-games-2019-tickets-51814039186
  13. Inspired by the thread about Simple Contest Result question. The Crit-Success-Failure-Fumble scale is little odd and confusing in times in HQ. Rules-wise it doesn't really matter what level you get as long as you get tie (and high roll) or higher level. Except that the rules state that if both Fumble they might both get some negative consequence. Do you others note the level the player rolled? Is it same thing to tie with successes than to tie with failures? Or win with Failure vs Fumble than win with Success vs Failure? Should the level names be changed in future material (ping @Ian Cooper) to reduce confusion with players coming from traditional rpgs?
  14. Now, I don't want to restart the 'typos' flame wars with respect to HeroQuest, but as we prepare the SRD it would be useful to find out which sections of the HeroQuest rules you find particularly badly explained and have struggled with. The SRD is our opportunity to inject some clarity into those rules, and try to resolve ambiguities. What I would ask in this thread is you list examples of text that you find unclear and an obstacle to understanding or play. I want to rule that this is brainstorming exercise. There will be no evaluation here. If someone says 'I find rule X confusing', they do. This thread is not for debating that or providing an explanation to them. Please start a separate thread for that if you must. Evaluation, the step that comes after brainstorming, is what Chaosium will do. We can't promise that we will get to everything, but let's see what we can do. So, don't evaluate here. Once the SRD comes out we will make it possible to submit changes for clarity or confusion etc. But let's get the worse of the issues nailed, if we can.
  15. Before this conversation erupts in the wrong thread, let's continue the discussion here in its own thread (not sure if there was already a thread somewhere in the backlog).
  16. Bohemond

    Minotauros

    I’ve got a Uroxi PC who wants to do the Minotauros HQ. It’s mentioned in passingbin Storm Tribe, but there’s no detail whatsoever about it (other then that the quest prize is getting a pair of horns). Are there any other mentions of the quest anywhere or details about the myth?
  17. Is it possible/probable that someone who performs a Heroquest, either the 'still in the Middle world but glowing with the hero light' type, or the 'vanished from sight in the Middle world and entered the Gods' War' type, will acquire a rune (Magic perhaps?) that is a record of their growing 'Heroquest consciousness', and might also show the degree to which they could be sucked into an opponent's Herooquest? I know this is jumping the gun a little, since formal Heroquesting rules have not appeared yet. Confirmations, counter-theories, questions, denials, and dismissals are all equally welcome.
  18. In my campaign the clan chieftain has been severely injured due to a heroquest he performed. One of the PCs is an Odaylan and pointed out that Odayla has the Sleep Back to Life Feat, so he proposed doing Sleep Back to Life as a heroquest with Gordanger as the beneficiary of the quest. (Obviously, this is stretching things a wee bit, but the player has been a bit disconnected from the game, so I'm gonna let him do it in hopes that it helps him engage more). The text of the Odayla cult doesn't give much detail about what Odayla's time in the Underworld looked like (S:KoH, p.283 "His soul awakened in the Underworld and made itself to the Hall of the Dead where Odayla proved that he was not dead, but merely sleeping. The king of the dead returned him to the world of the living and his soul rejoined his body, now fully healed." That gives me a lot of freedom about the myth, but that's a double-edged sword. To complicate things, the campaign is headed toward an Underworld HQ later, so I don't want to just copy exactly what's in the Underworld quest portions of the Orlmarth campaign, the Eleven Lights, and quest from HQG, although I'm looking at those for a framework. But I don't want to steal thunder from later in the game (although I think the Odaylan will get some benefit from having gone to the Underworld before). So I've got two questions. 1) Any ideas about what Odayla might have run into in the Underworld? 2) How did Odayla prove he was not dead but only sleeping?
  19. For those of you interested in Heroquest across the world, there's an interview with Robin Mitra on the German language edition of Heroquest, which is supported by an additional book of 18 settings/ adventures and superb covers by French artist Eric Vanel. Original German interview at: https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=https%3A%2F%2Fwww.teilzeithelden.de%2F2018%2F02%2F22%2Finterview-robin-mitra-und-das-deutsche-heroquest%2F&edit-text=&act=url ; rough and ready Google translate into English at: https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=https%3A%2F%2Fwww.teilzeithelden.de%2F2018%2F02%2F22%2Finterview-robin-mitra-und-das-deutsche-heroquest%2F&edit-text=&act=url
  20. The Uk's largest gaming convention (and 3rd or 4th largest worldwide) UK Expo is being held on 1st-3rd June in Birmingham. Currently there are 3 Heroquest and 2 Runequest games scheduled, which have now all sold out. Which is good news. Are any more GMs interested in running Glorantha games? (From a selfish perspective I have no games scheduled for Sunday...). There is still time to submit games to Expo and you'll get free entry to Expo for that day and Cult of Chaos credit. Anybody interested in running a 13th Age Glorantha game? It'll be good to raise the profile of Gloranthan gaming at this large event.
  21. I will be running "Temple Heist" at the UK's biggest gaming convention UK Games Expo in Birmingham on Saturday 2 June in the afternoon. Description: You have been hired by a member of the Tarsh Exiles to rob the new Lunar Temple the night before before it opens. What could possibly go wrong?Newcomers to Glorantha or Heroquest (or both) are very welcome.System: Heroquest GloranthaFor 4 players max Book online at: http://www.ukgamesexpo.co.uk/game.php?id=RPG3908 Heroquest line editor Ian Cooper is also running a Heroquest session, "the Night Watch" Once the Jonstown Night Watch was a noble institution--the good burghers of the town mustering to do their military service; the Night Watch protected their kith and kin against fire, theft, brigandry, and mayhem. To be called 'constable' was an honor, and watchmen took their office seriously.No longer.Since the Empire came, the Watch does little more than put on parades. The disinterested burghers of the town mostly pay a proxy to take their place; the proxies, a notorious bunch of drunks, fornicators and gamblers use their constabulary powers to shake down the local merchants, that is when they are not carousing the taverns.You are members of the Night Watch, the gods forbid your city ever actually needs you... http://www.ukgamesexpo.co.uk/game.php?id=RPG3793 There is one space available for that game More Gloranthan games are possible for UK Games Expo but have not been announced yet. Andrew
  22. In the back of my RPG files, I have some notes from a Hero Wars game I had worked up when the box set first came out. I updated it when HeroQuest (first edition) hit the stands, and developed a lot of background material for the players. Unfortunately, the years have not been kind to my records (not enough sacrifices to Lhankor Mhy, I guess) and I've lost some of the material I'd made and some I'd collected from the Internet. Among the things I'd collected was minor things like the Heortling name for Argan Argar (as a trollish name would be unlikely to find as much use as a good Sartarite one). But one of the major ones was the Flesh Man Common Religion. I'm not sure where I found it online, but I had a lot of detail that fleshed out the little bits in the HQ1E deluxe book, along the lines of what the book has for Imarja. I'm hoping that, whatever defunct mailing list, aggregation site (Lokarnos?), or chat I'd collected it from, someone out there has a copy. If so, I'd be grateful if someone could provide the details!
  23. I'm contemplating a Glorantha game, starting with the typical clan of Sartarites. I'd like to have a map of the clan's homeland, and use it for storytelling purposes. But a cursory search of Google has been disappointing so far. Does anyone know of a good source of isometric maps of large outdoor areas, maybe a valley or a range of hills? I was thinking something like the attached , but black-and-white, and without a lot of the minor detail -- something people could just draw on to add depth to a homestead.
  24. Having sadly lost a few players along the way, I hope it's okay to ask here if anyone would be interested in a play-by-mail Fading Suns campaign. There are a few npc's that could be taken over - or new pc's can be introduced. We're using HeroQuest 2 rules with the odd tweak here and there. Gallery of PC's and NPC's here; https://fadingsunshq.obsidianportal.com/characters Description of the Fading Suns universe; https://en.wikipedia.org/wiki/Fading_SunsThe story so far.docx Here is a summary of what happened so far; https://drive.google.com/open?id=1MzZCv329e1ZxRKIR8jEIF2cHhDLKc4Cm
  25. A trio of new HeroQuest Glorantha titles are now available on DriveThruRPG—the core HQG rules, and the linked supplements The Coming Storm and The Eleven Lights. Everything you need to run an epic clan-based campaign at the advent of the Hero Wars!
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