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Found 5 results

  1. I'm just curious what kind of stories other Heroquest aficionados will be telling during the celebration of Greg Stafford's life and works. I'll be running two HQ:G games that week, one for my wife and kids which will involve their Balazaring characters accompanying Joh Mith on his trade route through Dragon Pass in 1615 and one for my online game which sees their Anmangarn clansfolk on a dangerous mission to bring their stricken chief's heir back from Whitewall. I'm looking forward to both of them and sending warm thoughts out to Greg in thanks for all the fun and inspiration he's gifted me with over the years! What are you folks up to? Feel free to be vague, as I was. I know there are players on the forum, too, with their prying little eyes and nosey little noses!
  2. The [House Rules] Yes, but... thread taught me a lesson. I put some work in my gaming aids and I should share them because they could be useful to someone else. Let's start by a summary of the character creation rules of HQ2 and HQG: HQ2G_Character_Creation_Summary.docx The basic contest rules: HQG_Basic_Contest_Rules.docx My three panel screen (from left to right): The first two files are for those that prefer separated Simple Contest Results and Extended Contest Resolution Points tables: HQG_SCREEN_01_CONTEST_TABLES.docx HQG_SCREEN_01_CONTEST_TABLES.pdf The two following files (V02) are for those that prefer a single table for Simple Contest Results and Extended Contest Resolution Points: HQG_SCREEN_01_CONTEST_TABLES_V02.docx HQG_SCREEN_01_CONTEST_TABLES_V02.pdf HQG_SCREEN_02_CONTEST_PROCEDURES_V04.docx HQG_SCREEN_02_CONTEST_PROCEDURES_V04.pdf HQG_SCREEN_03_OTHER_TABLES.docx HQG_SCREEN_03_OTHER_TABLES.pdf Next is what I call my gaming aid booklet. References that complement the screen and informations I like to have on hand (the last four files are the French and English versions of the same two files): HQG_REFBOOKLET_01_Spot_Rules_Summary_v06.docx HQG_REFBOOKLET_02_Magic_Abilities_V02.docx HQG_REFBOOKLET_03_Runes_and_Personality_Traits.docx HQG_REFBOOKLET_03_Runes_and_Personality_Traits_English.docx HQG_REFBOOKLET_04_Calendar_HolyDays_v00.docx HQG_REFBOOKLET_04_Calendar_HolyDays_v00_English.docx Note: the text in french in the "Spot_Rules_Summary" file (beginning of the first page) is the translation of "The HeroQuest game system doesn't simply tell you how well you succeeded at a particular task: it tells you whether or not you achieved your entire goal. What is the goal? What is the expected reward? Combat (conflict) is often the mean... not the goal!" My alternate contest results table coming from the [House Rules] Yes, but... thread: HQ2G_ALTERNATE_CONTEST_RESULTS_TABLE.docx A two in one gaming aid that is a smaller size "alternate contest results table" should I decide to use this option (it's very likely) and a cheat sheet for setting narrative difficulties should I need some kind of safety net. I fold the sheet in half so it can be put into a plastic sleeve. Thus, I can take it in my hand if needed or the gaming aid can lie against the screen so I can throw an eye at it from time to time. The cheat sheet is based on David Scott (the sample difficulties) and jajagappa (the middle and final climaxes) posts in the Setting Narrative Difficulty thread. Unfortunately, I don't remember whom the tension bit is coming from. Please, let me know and I will edit my post accordingly: HQ2G_ALT_CONTEST_RESULTS_TABLE_and_DIFF_IN_HQ2_English.docx Another gaming aid with difficulties and pregenerated rolls. When it is extended conflict time, especially with group extended conflicts, there can be a lot of rolls to make behind the screen. Rolling dice when I am running a game is not something I enjoy, it can be more of a distraction than anything else for me. Here is a gaming aid with pregenerated rolls and the difficulties and augment values that can be updated as the number of sessions grows. The D20 results can be copied and pasted before a session from a random dice generator. Each A5 side holds 350 rolls or so with the current font: HQ2G_DIFF_AND_PREGEN_ROLLS.docx Feel free to use and change those files as you see fit, they are here for that.
  3. If any good folk here are planning on attending Archon 41 at the end of this month month, I plan on running "Red Moon Rising" from Pavis: Gateway to Adventure there on Saturday afternoon. (After having made a set of the masks for Gen Con, it would be tragic to leave them sitting on the shelf.)
  4. So, after plenty of reading, I've got a solid handle on the various ways a character can have grimoires and spells, the interoperation of the techniques and the runes to describe specific spells within a grimoire's theme, and so on. I'm good on the principles. What I'm really struggling with are the fictional capabilities the rules are trying to represent. I never played RuneQuest or HeroQuest 1, the only examples I have to go on are the examples in the HQ:G book and the historical things referred to in the Guide. Are there things that are particularly difficult or impossible for sorcery to accomplish? Things like instant communication from afar or teleportation have significant impacts when present within a setting, are those available? Are they easy? It seems like life extension must be difficult or impossible since people like Delecti or the Brithini have to go to such extreme lengths to achieve it. I expect ressurection to be off the table for Malkioni as they don't believe in the afterlife the way that the Theyleans do. Might a Lankhor Mhy sage develop a Seperate Death from Man spell though (even if using it might draw unwelcome attention from Humakt or Daka Fal cults)? Could a Combine Man & Air spell permit flight, or is the Middle-Air just for Air Rune Theists? In the play examples, Magatheus & Orensulva both cast spells more or less instantly within the flow of the narrative, so there's a bit of a baseline there for things that a competent sorcerer can do on the go. OTOH, we also have allusions in the fiction for things that require groups, rituals, preparations, holy/astrologically-significant days, etc. Are those just augments or calling on a community's magic resource? What are things that a sorcerer would need to go to such lengths to accomplish that they couldn't do alone or quickly? Tapping is mentioned as a way to gain magical energy to empower one's spells, but without any detail. It it just a way to get an augment in the future? What about the magnitude of spell effects, do those play into the resistance one might roll against to cast them? Say a grimoire had a Banish Man from Your Presence(Dismiss Man) spell and a Force an Army to Retreat (Dismiss Man) spell within it. The caster's ability rating with this grimoire is the same either way. Should the former face Moderate resistance while the latter Nigh Impossible? What about Tapping Earth from a pebble vs a boulder? (I have a similar struggle with what the bounds should be for things that a Theistic Initiate cannot do, but the Devotee level feats in the cult write-ups at least give some guidance there.) Ian commented on RPG.net the last week, "You only really need materials if they have a shared fiction that you don't all share or know." I need materials to provide this shared fiction, please. I know it's OK for my Glorantha to vary, but I really have no clue what the baseline is from which I might deviate. The examples in HQ:G and the Sartar & Pavis books are very few, while the Guide mostly mentions epic things that Zzabur or the God Learners did, which is a bit out of scope for typical PCs. I'm half tempted to hunt down old RQ & HQ1 books for examples, but with so much changed since then I don't know if that's really a solution. Help, please?
  5. I posted this over on the Google+ Glorantha page, but I thought I might share it here as well. I ran a game of Heroquest for a group of Glorantha newbies last week: a quest to drive off Daga and to bring back the rain stolen by the Blue Dragon Aroka. It was a lot of fun for everyone involved, and I thought I'd share the story of our adventure. After entering the God World through a ritual on the Starfire Ridges, a left-handed Orlanth, Elmal, and Eurmal traveled to Daga's Desert to confront their enemy. Orlanth cast a thunderbolt into the desert sand, melting it into fractured glass. This affront brought forth Daga, who materialized out of the harsh desert sand and wind. Elmal shot arrows of sunfire and Orlanth cast thunderbolts into his enemy, causing droplets of bronze blood to fall and spatter onto the sand. After a sharp fight, and being wary of kinstrife, Orlanth and Elmal pinned Daga to the earth and wrested an agreement from him that he would not cross the Urox Hills so long as they abided by that same stricture. Released under those conditions, he then whirled away into the depths of his desert. While this was happening, Eurmal had become lost when he accidentally created a quagmire by tripping and spilling his vial of endless water. Caught in it, and unable to escape from the resulting quicksand, Eurmal sunk deep into the earth, where he fell into Ty Kora Tek's underworld. There he quickly fled from the terrible Grandmother, but not before stealing a magical embalming tool used to extract souls. Eurmal fled through the vast and chthonic tunnels of Hell only to find Humakt, who told him to get the hell out of his Underworld. Eurmal did not hesitate to obey, but told Humakt about Orlanth's quest to slay Aroka, and this Humakt did not wish to miss. Sword and Trickster together left the Underworld and emerged back into the sands to find Elmal and Orlanth standing victorious against Daga. Reunited, Orlanth and his companions traveled to Heler's Stead, seeking the Rain which would heal the wounds inflicted on the world by Daga. There they found the stead destroyed and Heler missing, consumed by the Blue Dragon, Aroka. Following the river which lead from the stead, carried by Orlanth's chariot of winds, they encountered 7895 Gold, a census dwarf who attempted to catalog them as part of the hectare under his survey. My players, like good Orlanthi, immediately bridled at such presumption, so reminiscent of the days of the Bad Emperor, and refused to participate. Trickster told the dwarf that they were all named Christopher, and Elmal made his heat to melt the wax tablet used to record their part in the census. This had consequences later, once the dwarf and the group had parted ways: they found themselves unstuck and cast apart as the World Machine itself forgot of their existence. When they reattached, they found themselves each alone and it was at this time that the Uz attacked. Our Humakti and Orlanthi fought them off easily, but the Elmali burnt too brightly and melted off the tip of his own spear. The trolls lunged for him, but he found his inner light and burnt them to dust. Trickster actually convinced the trolls attacking him to instead accompany him on his quest, and flanked by the two Uz, he made his way to the mountain of Aroka's lair. On the verge of confronting Aroka, Orlanth found himself faced by a tall man who blocked his path, armored all in silver and glowing with a ruddy light; Shepelkirt waxed full in the sky above him. After a short exchange of names, and the delivery of the Moon Son's challenge, Orlanth attacked with a loud thunderbolt that his opponent was forced to deflect with his mirrored shield, leaving him open for the thrust of Orlanth's sword which finished him easily. In the distance, as the Red Moon faded, her champion left dead in the dirt, Orlanth saw his companions approach at the foot of Aroka's lair -- all but Trickster. Trickster and his troll companions had found a secret way into Aroka's lair, and they wormed their way through the crack in the mountain as Orlanth, his Sword and Shield at his side once more, moved to confront the sleeping dragon. Elmal stepped into the flowing waters of the river leading from Aroka's lair and used his heat to turn it to hot steam. When he did this, Orlanth summoned a phalanx of Rams which charged down on the Wind, passing through the steam so that it caught on their bodies like fur. A scream of pain erupted from Aroka as the Umbroli slammed home into the body of the Blue Dragon, and with its eyes flashing and its mouth agape, Aroka came forward to face his enemies. Orlanth charged to meet him, carrying his Sword and Shield on a chariot of whirling Air. This moment was when Trickster betrayed them. Using his enchanted embalming tool, Trickster had stolen the Rain from Aroka's soul and taken it into himself. Abandoning Orlanth to his doom, and escaping with his prize secure, Eurmal used his power over Disorder to collapse the cavern on top of everyone -- including his troll companions, who died under falling rocks. Shattered stone rained down around Orlanth and Aroka as they fought, the Umbroli battering their horns against the body of the Blue Dragon as Sword and Shield fought as one. One great spear of stone broke Orlanth's chariot and sent them all tumbling to the earth. As Aroka pounced on them, tongues aflail, they fought fiercely: Humakt was gravely wounded, but Elmal and Orlanth fought back and together they fled the cavern just as it collapsed on top of Aroka and ended him. Reunited outside the collapsed entrance, and after some tough questions directed at Eurmal, Orlanth and his companions took stock of their situation and returned to their camp to meet with Ernalda. They realized that although Trickster had the Rain inside of him, they didn't know how to get it out. That was when Trickster had an idea: he had Orlanth use the embalming tool on Eurmal himself, and as Orlanth with his left hand put the screw to Eurmal, all watched in amazement as Heler suddenly appeared where Trickster had been standing. Thunder rumbled in the distance as heavy clouds rolled in, bringing the life-giving rain. Show less
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