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Found 66 results

  1. While I'm aware that RuneQuest has a long history of fan publications and that many folks around here have been involved in doing so, as a comparatively new member of the tribe I really don't know well who does, and wants to do, what sorts of work. With the recent advent of the Jonstown Compendium, it seemed to me wise to build a list of community members interested in freelancing. In particular, since people involved in the RuneQuest & Glorantha fan communities are more familiar with the setting and content norms than others. So here's what I suggest: if you're interested in being contacted through the forums to collaborate on community content products, add a comment noting what work you'd like to do, and I'll add that information to this topic post for ease of access. For example, writing scenarios, editing, proofreading, B&W art, color art, cartography, graphic design & layout, general critique, playtesting, and so on. Note: no guarantees are made regarding the quality of work or compensation requested by persons listed below. This is a networking resource for content creators, not a marketplace. Jonstown Compendium Community Freelancers: @Crel: Editing, proofreading, manuscript critique. Writing/playtesting if time allows. @lordabdul: Proofreading, layout, B&W art and cartography. @Jerry: Content writing (scenarios, articles, NPCs/monsters, magic items, new mechanics), editing, proofreading, manuscript critique, playtesting, and cartography. @M Helsdon: B&W artwork. @10baseT: Proofreading, playtesting. @davecake: Proofreading, editing, Glorantha fact-checking, playtesting, character & mechanics development, technical assistance for publishing. @soltakss: Content writing, proofreading. @Puckohue: Editing.
  2. Hello all! I've got a short adventure written, titled The Throat of Winter, which I intend to publish with Chaosium's forthcoming Jonstown Compendium. I'm looking for one or two volunteer groups to playtest it and provide their thoughts. While it's not the first adventure I've written, it is the first I've put together with other people using it in mind. The adventure is set during winter, during the latter half of Dark season and the first half of Storm season. It's based on a site, the titular cave, which I've placed in the Starfire Ridges of the Colymar tribe's lands. However, the adventure is pretty modular, and I think it should be usable anywhere in Dragon Pass. I believe the adventure should be suitable for use with the pregenerated adventurers (Vasana et al) but I'd prefer to know how it interacts with house adventurers. I've also tried including suggestions for ongoing play as part of a campaign set in Apple Lane. Here's my current draft of the back cover copy: Winter descends on Dragon Pass. When the child Rolf goes missing while checking on his family sheep after a blizzard, his parents Rastolf and Serla become frantic. They come to the village of Apple Lane begging for help from any who will listen. They come seeking any who will brave the wind and snow of winter to find a little boy. They come seeking adventurers. This site-based adventure is intended to provide one to three sessions of RuneQuest: Roleplaying in Glorantha play for four to six beginning to intermediate adventurers. While it is integrated into the Colymar campaign provided in Chaosium's Gamemaster Screen Pack, this adventure is designed for use in any Dragon Pass campaign.
  3. I converted the scenario "Temple at Feroda" from the Gloranthan Classics PDF Pavis & Big Rubble from RQ2 to RQG to practice the math & formatting, and (hopefully) use in my own game. Figure since I've got a clean and tidy version I'd share with y'all . You'll still need a copy of Big Rubble in some form to run the scenario. As an aside, I found that in RQG baboons have a hit point distribution not provided in "Creature Hit Locations" on pages 10 and 11 of the Glorantha Bestiary. Based on the baboon entry, here's what I determined is the chart for 13–15 hit points. As usual, for each additional 3 hit points, add 1 to each location. Subtract 1 per 3 points below 13. Baboon Hit Locations Location D20 Hit Points Right Hind Leg 01–02 4 Left Hind Leg 03–04 4 Abdomen 05–07 6 Chest 08–10 6 Right Foreleg 11–13 4 Left Foreleg 14–16 4 Head 17–20 5 RQG Temple at Feroda Conversion.pdf
  4. I noticed something interesting recently: the starting skill bonuses an adventurer gets in the adventurer creation chapter due to their cult aren't always from actual cult skills. Most often this is Sing, but there are other examples like Intimidate for Babeester Gor and Maran Gor. This was relevant for my game because I had some players checking these lists for their seasonal occupation/cult skill checks. In addition, adventurers may add "+20% to one of these starting skills and +15% to another" (RQG p.73) during adventurer creation, which seems a bit odd to me because there's often a lot of cult skills which may not necessarily get a starting percentage, where those bonuses could be added (and which I'll probably allow in the future with my own players). Mostly thought it was interesting and figured I'd share. Table comparing the Adventurers chapter & the Rune Cults chapter is below. Deity: Starting Skill Bonuses: Cult Skills: Argan Argar Speak Other Language (Darktongue), Read/Write (Darktongue), Sing 1H Spear, Bargain, Cult Lore, Insight (Human or Troll), Read/Write (Darktongue), Speak (Darktongue), Worship Babeester Gor 1H Axe, 2H Axe, Intimidate, Speak Other Language (Earthtongue) 1H Axe, 2H Axe, Battle, Cult Lore, Listen, Search, Track, Worship Chalana Arroy First Aid, Treat Disease or Treat Poison, Sing Alchemy, Cult Lore, First Aid, Plant Lore, Treat Disease, Treat Poison, Worship Daka Fal Speak Other Language (Spiritspeech), Spirit Combat, Sing Cult Lore, Speak (Spiritspeech), Spirit Combat, Spirit Lore, Worship (Ancestors) Eiritha Understand Herd Beasts, Herd, Sing 1H Axe, Animal Lore, Herd, Homeland Lore (local), Plant Lore, Understand Herd Beasts, Worship Engizi Boat, Speak Other Language (Boatspeech), Swim Boat, Cult Lore, River Lore, Speak (Boatspeech), Swim Ernalda Dance, Animal Lore or Plant Lore, Sing, Speak Other Language (Earthtongue) Animal Lore, Dance, Cult Lore, Farm, First Aid, Insight (human), Orate, Plant Lore, Worship Eurmal Dodge, Fast Talk, Charm Charm, Conceal, Cult Lore, Dodge, Fast Talk, Sleight, Worship Foundchild Track, Peaceful Cut, Sing Devise, Hide, Missile Weapon, Move Quietly, Peaceful Cut, Scan, Survival, Track, Worship Humakt 1H Sword, Other Weapon, Intimidate 1H Sword, 2H Sword, Battle, Craft (Bronze or Iron), Cult Lore, First Aid, Scan, Sense Assassin, Worship Issaries Bargain, Speak Other Language (Tradetalk), Sing Bargain, Cult Lore, Customs, Evaluate, Orate, Speak Own/Speak Other Language (any), Speak (Tradetalk), Worship Lhankor Mhy Read/Write (any), Lore (any), Sing Alchemy, Cult Lore, Evaluate, Lore (any), Read/Write (any), Worship Maran Gor 1H Axe or Mace, Dance, Intimidate, Speak Other Language (Earthtongue) Climb, Cult Lore, Dance, 1H Axe, 1H Mace, Scan, Throw, Worship Odayla Track, Peaceful Cut, Sing Climb, Hide, Missile Weapon, Move Quietly, Peaceful Cut, Scan, Survival, Track, Worship Orlanth Orate, Speak Other Language (Stormspeech), Sing, any sword, Dance 1H Sword, Battle, Cult Lore, Farm, Herd, Orate, Scan, Sing, Speak (Stormspeech), Worship Seven Mothers Speak Other Language (New Pelorian), Read/Write (New Pelorian), Sing Conceal, Cult Lore, Insight (Human), Listen, Lunar Empire Lore, 1H Sword (Kopis), Read/Write (New Pelorian), Scan, Speak (New Pelorian), Worship Storm Bull Cultural Weapon, Sense Chaos, Intimidate Battle, Cult Lore, Cultural Weapons, Ride, Scan, Sense Chaos, Track, Understand Herd Beast, Worship Waha Peaceful Cut, Spirit Combat, Sing Cult Lore, Peaceful Cut, Ride, Spirit Combat, Survival, Tribal Weapon, Worship Yelm Ride, Speak Other Language (Firespeech), Sing Bow, Cult Lore, Ride (Horse), Speak (Firespeech), Worship Yelmalio Celestial Lore, Speak Other Language (Firespeech), Sing Battle, Bow, Celestial Lore, Cult Lore, Listen, 1H Long Speak, Pike, Scan, Search, Speak (Firespeech), Worship Yinkin Speak Other Language (Beastspeech), Track Charm, Climb, Hide, Move Quietly, Scan, Speak (Beastspeech), Survival, Track, Worship
  5. Hi Everyone, I just wanted to say hi and that I am a new forum member, first post. Many many years ago I was introduced to RQ2 and instantly fell in love with it and have been hooked ever since. Well almost, RQ3 came out and I have not played again since. It just lost the joy so to speak. But I’m back and now in my 50’s and have a strong urge thanks to the internet to try to relive some of that fun. I was hoping I could ask a couple of probably basic questions? I did research them and found nothing helpful at this point. 1 Basic weapon stats. I created my first character after a very long time and worked out that my main weapon, broadsword has an attack of 85% and I have a shield parry of 90%. I am not sure but I think I did something wrong. I don’t remember starting stats being near Rune Lord levels. Here is what I did: I started off at the base % of 10% Added in the category bonus which I read elsewhere is your manipulation bonus (10%) Next I added the Sartar cultural bonus of 15% Next – occupations – all unit weapons incl shield – 25% And finally step 7 Personal Skill Bonuses – add 25% to 4 skills on the character sheet It looks to me that Melee weapon skill is a skill so I added it. (25%) as one of those values This brings the total to 85% Did I in fact do this correctly? 2 I have been for the last week scouring the web, forums etc looking for online Runequest groups but am unable to find any. Well I did find some but they are like 4 year old LFG threads. All there seems to be are D&D groups out there. Does anyone know of a good resource to find online groups will to take on a new old player : ) I hope I put my thoughts together well enough. I’ll just be upfront and say I am suffering from PTSD from past military service and my memory etc has been hugely affected. So if I posted this in the wrong area please let me know. I was hoping to use online Runequest as a form of therapy to help on the road to recovery. It is getting easier but it is taking time . I just want to meet new friends and have a good time, life is too short. Thanks for listening to my rambling and it feels good to be back Brian
  6. Hey Everyone, I was hoping I could get some help on the First Aid skill? On my first attempt at reading I failed my roll : ) ( LOL actually I re-read it more than a few times) I love the idea of first aid and want to use it properly but must admit the rules confuse me in the wording. I am a very precise person and words matter but I see a few ways to use First Aid. The way I read it from page 149 is that first aid stops bleeding, revives characters and can restore HPs. (I love how you can actually do first aid on wounds and not just hit locations). But it seems that a successful first aid roll allows you to heal 1D3 damage to an injured location. Then it says that a failed roll means no damage was healed. The wound is bandaged but no benefit comes from the treatment. How I read that is that in order to stop bleeding all you need to do is use the first aid skill (no roll needed) on an injured player and you automatically stop bleeding. But you only roll against that skill if you want to restore HP. Then when I read up on the skill on page 177 it gives me the impression I need to roll to stop bleeding. These seem contradictory to me. So the way I think it should be implemented from what I read is: if you want to stop bleeding you do the first aid skill and roll against it. If you succeed you stop bleeding. If you want to restore HP you roll against your first aid skill and if successful roll a die to see how many HP you restore. So you can basically do 2 different types of first aid. The first one is more critical first aid so to speak and the second one is setting someone up for healing. It mentions reviving a character but I honestly have no clue how to implement that one. Would this be a third type of first aid? First you roll to stop bleeding, then you roll against first aid to revive them, then you can roll a third time to heal? Of course taking the appropriate amount of time for each type of first aid treatment? I did search the forum out but could find nothing so am hoping someone could shed some light. I'm working my way through the combat system now and am adding a new complexity. Thanks for any help Brian
  7. So while I think I like the intended seasonal flow of adventures in RQG, I wanted something a bit more specific in terms of how training, downtime, and so on are handled. This is what I came up with. It's somewhat rough (and I'll start rolling it out to players this upcoming session) so fair warning. My goal was to get something a bit more granular and ongoing than "Okay, adventure's over, let's narrate a few events then jump to end of season..." but not go so far as the bookkeeping of counting hours and estimating hours available for training and occupation and all that like I remember from RQ3. A big part of devising this comes from my experience that most of my campaign's adventures last at least a week, and often several, largely due to travel time. If you're playing a much closer-to-home campaign, you may want to change some of the train/research week requirements. On the attached sheet, record your adventurer's main activity each week. Your main activity is whatever you did the most (4 of 7) days. Mostly, this is for focusing on week-to-week activity, rather than day-to-day; but if you get back home on Clayday and go back to work that's an Occupation week, not an adventuring week. At the end of each season, record your main activity (at least 4 of 7 weeks). Common weekly activities include: Occupation: you were focusing on your occupational or cult duties. If your seasonal activity isn't occupation, then you get -20% to your Income roll during Sacred Time. This stacks each season. If you get at least five weeks of Occupation within one season, you get occupational experience checks per standard RQG rules (this is 4 weeks/5 weeks difference is intentional). Shamans and Rune Priests can use a Occupation week to teach a spirit magic spell. Most of the time, for a shaman going into the spirit world, awakening their or an apprentice's fetch, and so on counts as Occupation. This includes spirit pilgrimages for taboos. Adventure: you were gone adventuring. Learning spirit magic: you spent time at the temple or with a shaman learning a new spirit magic spell. Train/Research a skill: you were improving a skill. This costs as listed in RQG (though I may change that later) for training. Research is free, but may require access to suitable materials, and requires a successful experience roll. Training increases by 1D6-1 or +2, Research by 1D6-2 or +1. Time required for either method is five weeks. They may have one interlude, and the time between must be spent either doing Occupation or Adventure. If more interludes occur or the adventurer begins a different training, research, or learning a spell, they must begin the previous from the beginning. No skill which may improve by experience can rise above 75% by training or research. Train/Research a characteristic: you were improving a characteristic. This costs 500L for training (though that may change), and nothing for research. Research requires a gain roll, training is automatic. Under species average (for humans, 11), this takes 5 weeks; over, it takes 10. Same rules as skill improvement for time spent. Training gives 1D3, research gives 1D3-1. If the characteristic is 18 or higher, only gain 1 point. Can't train SIZ or INT. You can't train POW as a weekly activity. Per RQG, donating 500L to a temple and spending one day per week in meditation gives a POW Gain roll at the end of the season. This still applies. You can POW Gain this way and continue any other weekly activity (provided you spend enough total days focused on that activity). Example: Yorick comes back from an adventure on Waterday. The next day, he goes back to work as an Entertainer. On Godday he goes into seclusion to meditation on his god, working toward his POW Gain roll. He spent two days adventuring (Freezeday, Waterday), four working as an Entertainer (Clayday, Windday, Fireday, Wildday), and one in POW Gain, so this week he marks Occupation on his sheet. Attune a magic item: you were in seclusion and meditation attuning a magic crystal or other item. Usual attunement rules apply. Crafting: you focused on crafting an item. This doesn't count toward Occupation, because the item is itself yours rather than nebulously part of your occupation. Ritual Preparation: you were in seclusion and meditation ritually preparing for some magical activity. Weeks spent in training or research can roll over between seasons. The improvement occurs whenever the time is done. Adventurers who don't spend sufficient time doing Occupation may also face social penalties in addition to Income loss (reduced Passions, lower priority for healing/spell teaching, etc). An adventurer is more likely to draw the community's ire from endless self-improvement rather than from frequent adventuring. The characteristic improvement rules are slightly changed from RQG's default. I wanted it to be easier for my players to reach at least average characteristics if they chose, and I disliked that you could drop 500L (an enormous amount of money in RQG--a year's income for eight free households!!) and get no improvement. On the time differences, I wanted it to be easier for adventurers to reach at least average because (especially in some characteristics, like CON) low scores can be devastating. The five-week benchmark comes from RQG's note that you take penalties if you spend more than three weeks adventuring. I can see adding an increased time increment to skill training for higher percentages, but I figured the 75% ceiling already in RQG was sufficient. If I wanted to make this more granular, I'd change the number of weeks required for skill improvement, based on skill brackets of 01-25, 26-50, 51-75, and 76-00. I may also change the percentage gains for research & experience. I imagine it's a huge feel-bad if you've got 85%+ in a Lore skill, finally make your research experience roll, only to actually lose percentage. Anyway, that's what I've got for the moment. I hope it's interesting or useful. Downtime Renewed.doc
  8. Crel

    Dragon's Blood

    --"Dragonrise", Glorantha Sourcebook, p.40. My adventurers are currently exploring the region around Dragon's Rift and the ruins of New Lunar Temple, and the above text caught my eye in re-reading the section on the Dragonrise for ideas. As far as I'm aware, a True Dragon is really more a cosmic entity than a Middle World one. Further, magic crystals are IIRC the blood of gods either still-living or dead (I don't think this is noted in the GM's Pack, and think my memory comes from RQ3's Elder Secrets or maybe some sidebar in the Guide but I claim no certainty). So that got me thinking: what is a True Dragon's blood like? They're hugely magical and powerful creatures who fight gods in some of the Orlanthi myths, so I reckon their blood my have some parallel properties to a god's blood. Has anyone worked with something like this before? Is there some odd grognard-trivia which talks about True Dragons in that way? What sort of weird powers or characteristics do you think a True Dragon's blood would have? Currently, my thoughts are something involving attunement, like a crystal, but I'd prefer weird abilities to bestow rather than the generic chart. I'm thinking that using one might incur penalties to an adventurer's Elemental Runes? Invoking the whole "detachment from material things" schtick that dragonewts are into. I imagine it could also have some interesting alchemical or other magical properties.
  9. Hey there! I'm still slowly figuring out my plans for an upcoming RQG campaign -- most likely something around the Red Cow/11L campaign books but with some slightly modified Broken Tower and/or Cattle Raid thrown in at the beginning. One of the main concerns I have is the default "seasonal adventures" mode that RQG is modeled around. I know that, based on my player's knack for getting in unnecessary additional trouble, there are always loose ends after an adventure, regardless of how simple and straightforward it was. When you combine that with my GMing style, where I absolutely love exploring the consequences of the characters' actions, you end up with a lot of follow up adventures that pile up one after the other. So I'm wondering: - How incompatible that is with the default "seasonal adventures" assumption in the rulebook? For instance, you run Broken Tower and there's some loose ends about whether any NPC escaped back to the Greydog clan and what they will say or do. How do people deal with that? Do they resolve it only the next season, making that next season's adventure about the consequences? Or do they combine it with the next season's adventure? (it's a new storyline, but it factors in where the Greydogs are based on last season's actions) Or do they resolve it all in a summary/non-played way, like "so here's what's happening during the rest of the season" (with maybe a couple of broad skill rolls to figure out how things go, but without playing it per se as an adventure) and then it's all (mostly) wrapped up? - If I was to go with pseudo-real-time gameplay, what kind of problem would encounter? For instance, say I play a few adventures per season... it's not totally real-time because I would definitely ellipse a few days here or a week there for traveling back, resting, praying, training, talking to clan elders and waiting for them to deliberate, etc... but we might pop back into adventure mode for when the players want or are ordered to go spy on the Greydogs, or when some Greydogs messengers come in with a blood feud declaration or asking for reparations for the death of their members, or whatever, and then that might kickstart a related adventure right away because the players want to play through that themselves. One of the first problem I can think of is the replenishing of Rune Points, since you have to wait for a holy day for that. This means that, compared to a group that sticks to seasonal adventures, a group that does pseudo-real-time adventures can use less Rune Magic per encounters... but on the other hand, that might be pretty cool since (just as in the KoDP game) the players might figure that they have to wait until after this or that holy day to do a raid because they need Orlanth's favours or something. Did anybody do that? Or did anybody tweak Rune Magic grants to make it less hard on the players? Anything else besides Rune Magic that might be a problem with a pseudo-real-time campaign? Thoughts? Feedback from experience? All will be appreciated!
  10. Anzugud

    Ralios

    Version 0.1

    49 downloads

    A fan based character creation guide for Ralios. Currently only includes Homelands. Version History 0.1 Homelands initial pass done.
  11. So I've been fiddling a bit with the Summon Ancestor spell in our RQG game (and to a lesser extent with its adjacent spells) and it seems both powerful and fun to use, but also a bit incomplete. Thus I figured it might be interesting to see how others have used the spell, and if y'all feel similar holes exist in the description, and how they've been filled. One of the first things I've done is, at the start of play, let an adventurer who knows Summon Ancestor have D6 ancestors generated using the charts on p. 342-343 of the Core. To my mind this represents past use of the Summon Ancestor spell, which can then be called up if Summon Ancestor is stacked with Summon Specific Ancestor per those spell rules. For me, generating some of these random ancestors was a big revelation. Over time, even just an initiate of Daka Fal generates a huge pool of different ancestors they can call upon, giving access to a wide variety of spirit magic spells for 2 RP (well, for friendly ancestors). Although there are some limitations involved, often substantial, it still introduces a great deal of strategic flexibility for the adventurer. That being said, there are several gaps in the spell's material as written: Ancestors are described as being able to engage in spirit combat, but have neither a skill percentage assigned nor a CHA characteristic to roll for determining SC damage. INT can sometimes be relevant too--for instance, ancestors probably possess INT and therefore require a 3-POW Binding Enchantment to be contained--but this isn't as important for spirit mechanics. My solution was to approximate the ancestor's POW roll on the Ancestral Summons table to the POW and CHA rolls for random spirits on p.165 of the Bestiary in order to determine the ancestor's CHA, and then determine SC damage as usual. Additionally, there's no Spirit Combat skill rating attributed to ancestor spirits. I assigned such spirits a Spirit Combat skill of POWx3% because they're the spirits of random mortals from stickpickers to shaman-priests. A POWerful ancestor (5D6+6, average 23-24, SC 69-72%) still maybe doesn't have the high percentage it ought, but this felt more representative than using POWx5% for unremarkable Uncle Joe who's spirit has POW 12 (max of 1D6+6). As far as I can tell, there's no actual generic entry for ancestor spirits in the Bestiary. Ghosts have a flat Spirit Combat 70%, but that didn't feel right as an approximation of an ancestor spirit due to a ghost's malign nature. I'm not certain what to do if a randomized ancestor's spirit magic is rolled twice. My solution, for variable spells, was to roll 2D6-5 again and add the new points atop the old. In one case, this resulted in a spirit which knew Heal 9 (which was interesting, but is basically fine). I think I've been rerolling non-variable spells. I'm not certain how to handle ancestral spirits which know enchantment spells (like the Magic Point Enchantment, random spell 52-54 on the D100 table). For the moment if a player brings it up, I'm thinking to handle it that if the caster sacrifices POW in worship of the summoned ancestor, the ancestor would then use some or all of that POW casting the relevant enchantment. Alternately I suppose you could use Control Ancestor Spirit on one, and force it to cast the enchantment, but even doing this on a malign ancestor feels super sketchy and Chaotic to me... Finally, ancestor spirits who have Rune points only know Daka Fal Rune magic; but most Daka Fal rune magic deals with summoning more ancestors, or manipulating ancestor spirits. This feels... odd, to me? For the moment, I'm ruling that such an ancestor can use spells like Spirit Guardian and Spirit Melding upon its summoner, and the result is effectively as if the summoner had cast the spell himself. Or maybe an ancestor's Discorporation can target willing mortals, to bring them into the Spirit World? I could see myself varying up the cult from just Daka Fal, depending on the caster's culture. For example, a Bison Tribe worshiper of Daka Fal might call forth an ancestor who worshiped Waha, Eiritha, Storm Bull, or even perhaps Orlanth. Does anyone else have tips for utilizing ancestor spirits? Felt there are gaps in the spell description too, and filled them another way?
  12. Version 1.1.0

    90 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.
  13. I'm writing up a scenario for my RQG game where the adventurers are infiltrating a temple of the Seven Mothers in order to stop a magic ritual. The context is Fire Season 1625, during the campaign in which Argrath's horde of Praxians try to liberate Sartar, shortly before the Dragonrise. My current plan is that the adventurers are being led by a high-ranking (maybe Hero) Orlanthi Wind Lord (I've invited a friend who can't come regularly to sit in on a few sessions playing his old OP RQ3 character) while other forces battle a majority of the followers of the White Bull outside, using gifted Sandals of Darkness (boots with a Dark Walk + Extension 1 matrix) to sneak inside during the commotion. I really like the section in the core from p.283ff on temples and wyters, which gives advice on temple sizes, defenses, and some sample temple layouts in Glorantha. Is similar information out there for temples of the Seven Mothers? Do they basically have the layout of the Moon Rune? (Going off the sample images of Ernalda and Lhankor Mhy as Earth and Truth, respectively.) I'm planning for this to be a minor temple, with about 400 worshipers, so 4 points special Rune magic dedicated to defense. While I figure 2 castings of Mindblast on non-Lunar cycle worshipers who enter the sanctum makes sense, I'd love other suggestions for temple defenses. I figure the priests and sorcerers will still be inside the temple, or at least some of them, and maybe a token bodyguard? So far, ideas I have for the temple's enchantment defenses include Warding (of course), Red Moon rocks embedded in the walls at strategic points, and at least one binding enchantment holding a demon (with either a matrix nearby holding a Control Demon spirit magic spell, or with several priests/initiates having the spell learned). Finally, I anticipate that the adventurers will have to tackle the wyter while trying to stop the ritual. I'd love both some more suggestions for types of defenses, as well as ways to make these sorts of things feel especially "Lunar." I'm also not sure how physically large the temple should be, in addition to its basic layout. With 400 worshipers, does that mean such a temple is usually big enough to actually house that many people in one worship ceremony? I feel like that's not the case, but I'm unsure. Plot-wise, I expect the players to be smart enough to attack on Waterday or Clayday (they believe the ceremony will end on the following Wildday as the moon becomes full), but I'm currently thinking that I'll use the Crimson Bat to rout Argrath's army, and that its Glowspot and great winds will come into play during the scenario. (No, I don't expect my adventurers to actually fight the Bat; I'm mostly using it because it's the only big mythic monster from the setting they know well enough to recognize from implication.) So the twist is that Lunar magic jumps to full power and they can complete the ritual while the adventurers are present. I don't know if that would affect defenses in addition to "powering up" the guarding priests/initiates, etc. Other twists I'm thinking about are including a subcult of Irripi Ontor or Jakaleel, or maybe a Lunar College of Sorcery--my initial thought for the ritual is basically a group-cast Moonfire using ritual preparations and the Bat's Glowspot. If y'all have suggestions these ways, I'd love to hear them too. Thanks so much for the help!
  14. On p.201 of the Bestiary the entry for windberry trees has a description of how to make a Staff of Flight from one of its boughs and a sidebar describing such a staff's functions. This really caught my imagination. I love the idea of adventurers being able to learn how to create magic items in this way in addition to casting enchantments from Rune and spirit magic or from sorcery. It's definitely more flavorful than comparable systems of item creation I've read. Does anyone know of other examples of magic item creation in this way from older RQ material? From what I remember of Plunder there's a lot of cool items, but the general trend was more "cool/terrifying artifact from the Godtime" rather than "here's something your adventurer can learn or set as a goal." Also, has anyone made up an item creation process like this themselves? How have players reacted to it?
  15. So I've been re-reading over p.382-390 of the Sorcery chapter and I'm trying to figure out how the rules indicate the Magic Rune works. Previously, I thought that it was similar to how the Magic Rune is treated in the descriptions of Rune magic, where the sorcerer could substitute any other Rune when that symbol appeared in the spell description. However, I think that assumption was in error because I'm not finding an actual statement of that in the rules text. Am I missing something? The spells this is relevant for are: Castback, Drain Soul, Magic Point Enchantment, Neutralize Magic, Pierce Veil, and Protective Circle. Page 382 has a sidebar describing the Magic Rune as a Condition Rune, rather than an Element, Power, or Form. This led (leads?) me to believe it was not a Rune which sorcerers could normally master. Although the Malkioni are noted as having mastered the Magic Rune on page 389; I wasn't sure how to understand this, and just sort of hand-waved it away as irrelevant for the time being because the Malkioni and Aeolianism entries seem incomplete for use by players without a good deal of GM improvisation. Now I'm not so sure. Can sorcerers master the Magic Rune in the same sense that they master the Beast or Darkness Runes? Does it have associated Runes? Is mastery of this Rune necessary for casting the above spells? etc. is what's wandering through my head.
  16. Version 1.0.0

    57 downloads

    An in-depth explanation of the effects of damage for "RuneQuest - Roleplaying in Glorantha". Contains comprehensive examples.
  17. I went through the entries in the Bestiary and collected up each skill I saw which AFAIK isn't listed in the RQG core rulebook. For the most part, I've left out attack skills and skills which just fill in predictable blanks, like Speak Aldryami and Cult Lore (Kyger Litor). Figured that such a list might trigger some interesting conversation. I've organized it into three sections. Described Skills are those which have a dedicated sidebar elucidating the skill's functions. Adventurer Skills includes all skills listed in "Creating a X Adventurer" sidebars. These are skills which could see use by players at the table. Finally, I used Other Skills to describe anything else. Usually, those skills are just listed in a creature's statblock, but sometimes they have some explanation in the text. Most of the Craft and Lore skills in Adventurer Skills are on p. 58, Creating a Dwarf Adventurer. I've not cited skills which felt of obvious origin to me (like Darksense Scan). Described Skills: Beast Training (p.52) Bloody Cut (p.71) Quickdraw (p. 39) Adventurer Skills: Area Lore (elf forest) Area Lore (local) (p.29) Centaur Lore Craft (Architecture) Craft (Copper Smithing) Craft (Glass) Craft (Gold) Craft (Insect Care) Craft (Magic Item) Craft (Masonry) Craft (Plumbing) Craft (Secrets of Iron) Craft (Silversmith) Craft (Stonecarving) Craft (Tinsmith) Darksense Scan Darksense Search Earthsense Scan Earthsense Search Elfsense Glorantha Lore Metal Lore Other Skills: Don Armor (p.43) Find Edible Plants (p.113) Fly Glide Quietly (p.127) Hide in Snow (p.139) Hide Underwater (p.121) Move Quietly (while flying) (p.115) Riversense (p.23) Run Backwards (p.136) Sense Intruder (p.134, 174) Sense Life (p.102) Scent (p.143, 144) Scent Intruder (p.146) Scent Prey (p.152) Smell (p.133) Smell Blood (p.46) Smell Foe (p.155, 156) Smell Foodstuff (p.62) Smell Intruder (p.142) Smell Prey (p.120, 124) Spot Flower (p.134) Spot Hidden (p.141, 148) Track by Scent (p.79, 110, 112, 117, 144, 148, 150, 161, 162) Underworld Lore (p.77) Wind Lore (p.84) Some topics which come to mind for me are the use of Craft (Magic Item) and Craft (Secrets of Iron). In particular, if a human was to reforge a piece of iron--say, turning a sword into a couple spearheads--would they learn (Secrets of Iron), or something more mundane like (Blacksmithing). I also wonder if an adventurer could learn the Dragonewt-specific skill Quickdraw through training or research since it seems to me mostly physical, not mostly magical.
  18. How do y'all think we should calculate sorcery spell percentages for starting adventurers? My initial instinct was that the actual percentages were equal to the percentiles gained from Philosopher and/or starting membership in Lhankor Mhy. However, as I've been re-reading some of the material I'm second-guessing that because on p. 390 it notes that new spells are learned at 1D6+Mag Mod after the requisite training or research. So for example, the Philosopher occupation notes they start with three spells, and has (Sorcery spell) +10% twice and +20% once in the Occupational Skills on p.70. I'm trying to see if this would really be 1D6+Mag Mod+10, or just a flat 10% (or 20%) start. The further correlation of this, I think, is that if those Occupational Skill percentiles don't need to be assigned to the spells gained from Philosopher, you might be able to double-dip spell +%s from LM and Phi to get a better starting percentage. But, the more munchkinny applications can end up on that thread (I just didn't want to clog that thread up with another interpretive debate).
  19. Version 1.1

    88 downloads

    These are my edited first two pages of Chaosium's human Character Sheet for RuneQuest: Glorantha (RQG). These two pages should be sufficient for players who prefer to write their own backgrounds/biographies. I kept the overall look of the original sheet while shuffling things around and adding some things I thought were missing: Removed weapon category skills (only kept "natural weapons"), moved equipment to the first page, moved Rune Affinities and Passions to 2nd page, added 8 rune affinities (Chaos, Plant, Law, etc.) added "Original" and "Current" characteristic lines, added armor type/ENC/SIZ per location lines and a move speed line, added blank lines (at least one) to most skill categories, including weapons and Sorcerous Magic, divided the long lines in equipment and spells sections, moved Mount/Ally section to 2nd page (from 3rd), and probably other minor things I forgot about.
  20. Version 1.0.0

    16 downloads

    These are my edited first two pages of Chaosium's elf Character Sheet for RuneQuest: Glorantha (RQG). These two pages should be sufficient for players who prefer to write their own backgrounds/biographies. I kept the overall look of the original sheet while shuffling things around and adding some things I thought were missing: Removed weapon category skills (only kept "natural weapons"), moved equipment to the first page, moved Rune Affinities and Passions to 2nd page, added 8 rune affinities (Chaos, Plant, Law, etc.) added "Original", "Current", and "Species Max" characteristic lines, added armor type/ENC/SIZ per location lines, added a move speed line, added blank lines (at least one) to most skill categories, including weapons and Sorcerous Magic, divided the long lines in equipment and spells sections, moved Mount/Ally section to 2nd page (from 3rd), added a "Race" line (replacing "Ransom", which was removed), added race-specific color and pretty pictures to the frame, and probably other minor things I forgot about.
  21. I haven't seen much in the Chaosium blog about upcoming RQG material. I realize that the company has to support a whole menu of games, but is there any word on upcoming RQG releases? From a player standpoint, we could really use some scenarios to work with. For all of us who've been playing in the 1620 ST timeframe, the Dragonrise and liberation of Sartar has created some great conflict, but it's a bit tough to get a handle on scenario-wise.
  22. Has anyone done a write-up for RQG (or any other RQ, I guess?) for Argrath's White Bull Society/spirit cult? Does anyone have suggestions for what Runes it would be connected with, and what Rune spells the White Bull would provide to worshipers? I'm looking at the cults of Black Fang and Oakfed (p.379) as examples, in part because I don't imagine that the White Bull is a "greater" spirit than Oakfed (and so wouldn't have a cult much beyond the scope provided in those writeups). So far, I'm thinking the Harmony Rune makes sense, since the White Bull Society spans across a variety of Praxian tribes and societies. And then, following the models, probably the Spirit Rune as well--so any spells rolled would be on Harmony. Maybe Cure Chaos Wound, and Harmony or Inviolable? I could see it having the Beast Rune instead (or perhaps also).
  23. I'm looking at Sanctify in anticipation for my players using Divination to figure out where the heck a villain ran off to with the McGuffin, and it doesn't seem to have a duration listed? Does it just last as long as it's needed? It just has the Ritual tag, without Temporal or a Duration tag in addition. Thanks!
  24. I made these statblocks while adapting the adventure "The Ancient City" from the Wheel of Time D20 campaign Prophecies of the Dragon for use in my RQG game. Figured since I spent the time writing them up, I may as well share them, in case anyone needs some quick stats apart from what's in the Bestiary. The file's also got the McGuffin artifact the adventurers are looking for, the Artifice of Brassion (written up in the Plunder format), as well as a high-powered Lunar priestess, Kryalyn, and her initiate companion Llana (both formerly of the Aes Sedai, in WoT). It should be noted that the Artifice isn't exactly intended for player use. But, if they manage to figure it out, good on 'em, I say. In the source material, it's used to "gentle" a male channeler. I.e., stop magician from being magic. broo warband.doc
  25. Simply stated: I am considering allowing characters to take a penalty to their attack in order to resolve that attack sooner. I was considering -20% per SR. Since the attack roll represents a series of maneuvers, not a single swing/stab, this rule would represent the character rushing their blow, rather than waiting to create or exploit the best opportunity. (by character, I mean PC or NPC) Does -20% seem appropriate? How frequently would you, as a player, use that rule?
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