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RQG Glorantha Bestiary Corrections Thread

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Page 27

Arrow Trance Delete the " / " between the Plant and Earth Rune [unless this variation from the normal signifies something, in which case please state this]

 

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10 minutes ago, jongjom said:

Arrow Trance Delete the " / " between the Plant and Earth Rune

Maybe it's supposed to be the Moon rune, since / is the character that is used in the rune font for Moon. Not sure why Moon would be a valid rune for casting Arrow Trance, unless the trance is a form of temporary insanity.

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Page 165

exact POW, INT, and CHA[delete comma] of that entity. [as was done in RQ:G]

Page 165 Spirit Combat Level: elementals are not the best Examples, given their descriptor (for starters, they do not have a Spirit Combat skill) EDIT: OR if they do have a Spirit Combat skill can you please add this to the relevant section. 

01–25%  small elemental spirit,    They don't have CHA which would give them very weak Spirit Combat Damage

26–50% medium elemental spirit,   Ditto weak Spirit Combat Damage

51–75% large elemental,  

Page 166 Bite 

damage equal to 1D10 plus any damage bonus and                 [how do you figure the damage bonus if it has no STR or SIZ?]

Page 166 Disease [keeping to RQ:G terms, as page 154 of RQ:G]

For each subsequent success, it infects the victim with another disease or with the next degree of illness / OR serious version / OR terminal version of a previous infection.

Page 167

if subject to the Berserker Rune spell.

Page 167 [keeping to RQ:G terms, as page 295 of RQ:G]

Shape-change --> Shapechange

Page 168 [keeping to RQ:G terms, as page 295 of RQ:G]

Special Abilities: Animal spirits often can shapechange

Page 169 Disease Spirits [a repeat from above?] 

Page 169 [keeping to RQ:G terms, as page 154 of RQ:G]

A second success infects the victim with the next degree of illness / OR serious version / OR terminal version of the disease (see Disease, pages 154–156 of the RuneQuest core rulebook).

Page 169 Disease Spirits

Can you please add their Spirit Combat % 

Page 169 Healing Spirits

Can you please add their POW, Move and Spirit Combat % 

EDIT:  Page 169 Healing Spirits - Currently this section reads like its been written for RQ3. Change it to: 

EDIT: For example, if a POW 16 healing spirit engages a POW 14 spirit of disease, both will be able to attack the other. If the spirit of disease succeeds in its Spirit Combat attack, and the healing spirit misses its attack, the disease spirit then can attempt to neutralize the healing spirit. If it immediately overcomes the healing spirit’s Spirit Combat again, the healing spirit will lose its disease curing properties, and it becomes a normal disembodied spirit.

Edited by jongjom
Noted above
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Page 170 Plant Spirits

Can you please add their Spirit Combat %     [NB. Although page 165 has, "When in doubt, the skill is POW×5%", in all these cases why does the reader have to have doubt when there doesn't need to be]

Page 170 Plant Spirits - because you know it makes sense! 

The victims of such possession typically suffer effects akin to the spirit special abilities Madness Rune spell or the spirit Slow Death special ability.

Page 170 Ghosts 

Can you please add their Spirit Combat % 

Page 170 Ghosts 

found in the usual run-of-the-mill spirits.

Page 171 Guardian Spirits [not used here as a skill, hence lower caps] 

to zero through spirit combat but almost

Page 171  Landscape Spirits 

Magic Points: 17   [their POW is 3D6+6, and the format is to use the upper value] 

Rune magic typically includes Bless Crops and Divination. 
Special Abilities: Healing, Rune Magic, Slow Death.

Can you please add their Spirit Combat % 

Page 172 Sprul-pa

this with soild walls, at which point the skull drops to 

Page 172 Voughs

goat or pig, though a man will do as well.  [checking that it's a human male, not female or any other sentient species that will do? After all this is the Bestiary to enable you to play a non-human centric campaign] 

Page 172 Voughs

They lose a point of STR for every 10 meters they move away from their native water.    [Maybe change it to this for simplicity: keeping it to the same ratio as for other nymphs]

Page 173 Voughs

Hit Points: 21    (+1 due to SIZ, +1 due to POW (17))

Armor: 2-point skin, plus soaking wet robes worth 6 more points, for a total of 8 points of armor.    [Seems out of kilter with RQ:G, with Plate armor being 6 points] 

Skills: Dodge 35%, Hide in Cover 80%, Move Quietly 95%, Spot Hidden Search 50%, Swim 80%.

Can you please add their Spirit Combat % 

Whip*,**  [Add the extra:   *,   ]

extremely powerful voughs may have claws formed of enchanted rust-proof iron). [for clarification, and if true] 

Transfer  "The whip can reach out 10 meters." from the first section [*] to the second section [**] where it belongs - this doesn't apply to Claws 

Page 173 Voughs

chosen Water deity. They only rarely possess allied spirits.

Page 175 Snake Daughters

Magic: The Snake Daughter possesses spirit magic spells equal to her CHA. She also possesses 4D6 Rune points in

Page 176  Embodied Spirits 

cannot incorporate in the Material World except by being

and other genius loci) can incorporate in the Material World, 

Spirits that physically manifest in the Material World

Page 177

SIZ of 3 cubic meters (meters3).  -->  SIZ of 3 cubic meters (meters3).

Page 178

Damage done is 1D6 plus another 1D6 per 3 meters of fall. (using a '/' here can mean you divide 1D6+1D6 by 3) 

Thus, a A small air elemental can do a maximum of 2D6 damage, but by making the elemental 6 meters high, a medium air elemental can do 3D6 damage, and a large air elemental does 5D6. 

--- There is no "Thus" about this. It looks like the narrowest (breadth and width) an elemental can be is 1m x 1m, to allow the above results. Reduce the sentence and explanation and Keep It Simple. 

Page 178 Other Dehori 

that wander around Shadows Dance are immense (no apostrophe) 

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Page 179

If the darkness elemental’s attack is successful, roll for the result on the Fearshock table:  [elsewhere the type of attack, rather who is attacking, is used to name the table] 

Maybe change the table to reproduce the same method used as page 328 in RQ:G to calculate the effect (of Fear in that case). In which case delete the above sentence, and use the Fear Effect table (as per page 328 RQ:G) and use the below sentence instead: 

If the victim’s POW is overcome, the degree of success determines the effect: 

This will then also match up with the Moon Elementals (Lunes), see below.

Page 179-180 

It can engulf about half of one human-sized victim per cubic meter of volume.    [This is not borne out in the next paragraph when a 3m3 medium elemental cannot completely engulf a human. Please change this sentence or the text of the next paragraph]

Page 181

Note: The lune matches its POW against the target’s POW.            [why magic points when other elementals use POW?]

Change:       If the madness attack of the lune is successful, consult the Madness table to determine the attack’s effect.

To:               If the victim’s POW is overcome, the lune's degree of success determines the effect on the Madness table. 

- The degree of success is important here, and should be mentioned. Partly as this is currently a different method employed compared to the darkness elemental’s method to determine outcome. 

Page 182

Selenes are like lunes, though they are not affected by the cycle of the Red Moon.      [Shades are not affected by the cycle of the Red Moon] 

Page 182

Notes: More powerful and sentient water elementals      [all other elementals have lower case]

Page 182

commonly called manthi and are the powerful beings    [italics?]

Page 182

the hands of mercenary captains who acted as priests and Knights for their troops.        NB. Knights? Are you sure about this not-quite bronze age term?

Page 182

armored naturally and can see in the dark like trolls.

Page 183 Black Horses

POW 3D6+6           16–17

Hit Points: 22    (by virtue of their 17 POW)

Magic Points: 17

Black Horse HP body chart looks wrong as their current total HP (21) gives the same HP for the hit locations as for ordinary horses (total HP 17). Therefore: 

Black Horse HP body chart (total Hit Points: 22)    /8  /8  /9  /9  /8  /8  /9     [Also, see note below on Horses. Correcting the error with Horses then brings these creatures into line with Black Horses and other Four Legged Animals]

Page 183 Hollri 

Ice Points: 45 (SIZ + POW)           because it not an 'or' 

Page 183 Hollri    

2H Ice Spear 80 1D10+1+3D6   3           [STR+SIZ=58 so a 3D6 damage bonus; a 2H Spear has a SR of 0 so the Base SR becomes the weapon SR]

Thrown Icicle 55 1D8+3D3        3/9

Page 185 River Horses

Spirit Combat Damage: 2D6+3  (POW+CHA=41, so 2D6+3) 

Page 186 The header / title: 

Thunder Brother as Winged Bull-Man

Page 186 Whirlvishes

Spirit Combat* 55% 1D3 spirit damage    (POW+CHA= 11, which by the Spirit Combat Table puts it at 1D3)

Page 186 Wraiths

Can you please add their Spirit Combat %   [ Because: "On subsequent rounds the wraith must attack by a special form of spirit combat."]

Edited by jongjom
clarification

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Page 19-24:

Speak Aldryami should be Speak (Aldryami)

Page 57

Languages: Speak Mostali 50% should be Speak Own (Mostali), likewise Read/Write. Some places have it parenthesized, some don't.

Page 58

Brass Dwarf, Gold Dwarf and Quicksilver Dwarf, Silver Dwarf: same as above.

Page 74,75:

Same as above for Speak Own (Darktongue) and Read/Write (Darktongue)

 

Edited by PhilHibbs
Speak Own for Mostali and Darktongue

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Page 25:

Elf Noble and Elf Warrior get Short Spear skill, is this 1H, 2H, or both?

Page 29:

Troop Baboon, same as above

Page 30:

Centaurs can be Warrior (Cavalry), but I assume they don't get Ride skill, should they get something else instead?

Page 58

Gold Dwarfs get Craft Gold, should be Craft (Gold) or Craft (Gold Smithing)

 

Edited by PhilHibbs

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Please add Spirit Combat Damage to all of the following. This will save rummaging around to find the value. If this causes too much disruption to the formatting, then maybe just add in the Spirit Combat Damage to Creatures that do NOT have 1D6 damage. 

Page 18 Dryads                     Spirit Combat Damage: 2D6+3 

Page 19 Brown Elves            Spirit Combat Damage: 1D6

Page 20 Green Elves            Spirit Combat Damage: 1D6

Page 21 Yellow Elves            Spirit Combat Damage: 1D6

Page 22 Black Elves            Spirit Combat Damage: 1D6

Page 23 Blue Elves            Spirit Combat Damage: 1D6

Page 23 Pixies                    Spirit Combat Damage: 1D6

Page 23 Baboons            Spirit Combat Damage: 1D6

Page 31 Centaurs           Spirit Combat Damage: 1D6

Page 47 Maidstone Archers  Spirit Combat Damage: 1D6

Page 52 Morokanth         Spirit Combat Damage: 1D6

Page 67 Triolini         Spirit Combat Damage: 1D6+1 (Males: 1D6)

Page 75 Dark Trolls         Spirit Combat Damage: 1D6

Page 77 Mistress Race        Spirit Combat Damage: 1D6+1

Page 86 Wolfbrothers       Spirit Combat Damage: 1D6

Page 113 Magus Profundus       Spirit Combat Damage: 1D6+1

Page 114 Magus Mediocris    Spirit Combat Damage: 1D6+3

Page 114 Magus Magnus       Spirit Combat Damage: 1D6+3

Page 117 Nymphs     Spirit Combat Damage: 2D6+3

Page 174 Kogui  Spirit Combat Damage: 1D6+3

Page 174 Kogui  To save space for the additional text on Spirit Combat Damage, change:

Rune Magic: Can use his Rune points on the following spells: Cloud Call/Clear,...

to

Rune Magic: Access only to: Cloud Call/Clear,...

Page 175 Snake Daughters    Spirit Combat Damage: 2D6+3

Page 176 She That Strikes from Afar    Spirit Combat Damage: 2D6+3

Edited by jongjom

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Page 57   "Runes: All dwarfs have the Earth and Stasis Runes at 80% or higher."       This is not compatible with:       Page 58   "Runes: All dwarfs have the Earth Rune as their primary Elemental Rune and take Stasis at least at 80%."     This is because a primary Elemental Rune is 60% (page 45 of RQ:G). Please change the text of one of these. 

Page 104 Scorpion Men    Runes: Beast 80%, Chaos 60%.         In alphabetical order

Page 127 Wyrms Runes: Typically one Elemental at 70% and one Power at 70%, appropriate to their cult.

Page 173 Voughs   Runes: Death 100%, Water 100%.         In alphabetical order

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1 hour ago, jongjom said:

Page 57   "Runes: All dwarfs have the Earth and Stasis Runes at 80% or higher."       This is not compatible with:       Page 58   "Runes: All dwarfs have the Earth Rune as their primary Elemental Rune and take Stasis at least at 80%."     This is because a primary Elemental Rune is 60% (page 45 of RQ:G). Please change the text of one of these. 

I don't see these statements as incompatible, I interpret it as meaning that they put 60% in Earth and then have to add at least 20 points from the 50. Maybe replace "have" with "must have" to the first sentence.

1 hour ago, jongjom said:

Page 127 Wyrms Runes: Typically one Elemental at 70% and one Power at 70%, appropriate to their cult.

I think Element is fine here. "Elemental" implies an elemental spirit.

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3 minutes ago, PhilHibbs said:

I think Element is fine here. "Elemental" implies an elemental spirit.

The terminology seems to be "Elemental" reading from: 

Page 45 of RQ:G   Choosing Your Elemental Runes

Choose three Elemental Runes to be your primary, secondary, and tertiary Rune affinities. The primary Rune starts at a 60% affinity...

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Page 74:

Priestesses, Lore (Cult) should be Cult Lore (troll god)

Page 75:

Traders, Insight (Troll) is usually Insight (Trolls)

Edited by PhilHibbs

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Various occupations give "Area Lore", is this the same as "Homeland Lore"? That's what I've put it on my character sheet as. Since "Area" is shorter, I'm tempted to change them all to that, actually, as space is a premium with skill specialisms.

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6 minutes ago, PhilHibbs said:

Various occupations give "Area Lore", is this the same as "Homeland Lore"?

Yes, it got changed during development, but here and then "Area Lore" still pops up.

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I think dwarfs get a raw deal on combat skills. The best an Iron Dwarf with average characteristics can start with is 80%. That's the same as an average Orlanthi warrior, but a Sartarite Humakti can get Broadsword to 100%, as can an Esrolian Babeester Gor or Maran Gor with 1H Battle Axe.

It says "Specific castes may have certain skills at a higher base value" on page 58, but then none of them have any base chances listed.

Also, should there be a base chance for Dwarf Lore, Metal Lore, Glorantha Lore? Does Craft (Secrets of Iron) have the standard 10% base for crafts?

For comparison, trolls get Troll Lore (25), Dwarfs get no base in Dwarf Lore.

Edited by PhilHibbs

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19 minutes ago, PhilHibbs said:

I think dwarfs get a raw deal on combat skills. The best an Iron Dwarf with average characteristics can start with is 80%. That's the same as an average Orlanthi warrior, but a Sartarite Humakti can get Broadsword to 100%, as can an Esrolian Babeester Gor or Maran Gor with 1H Battle Axe.

What about a century or two of experience?

A dwarf character may very well have participated in that last act of occupying the Clanking City or other such events, or his favorite teacher has. (I don't see dwarves as recognizing parentage...)

 

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2 minutes ago, Joerg said:

What about a century or two of experience?

I'm talking about starting adventurers according to the Bestiary (lets keep this thread on topic), sure you can start with extra experience as can any adventurer (although humans suffer ageing).

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It would be great if you could review the Int stat for various monsters as per RQ3 - Creatures Book - p4 - "Typical Int Ratings"

image.png.ec7b5c607e39ec8b4c6f92c9c7c3d045.png

Suggest this is added to a space around p9 - 11 of the new bestiary.  It will mean reviewing most creatures, as you have removed int from all animals.

Following stats make as suggestions:

p34 Manticore & Minotaur Int: 6+2d3

Dragonewts Int 4d6 ?? maybe 4d6, 3d6+6, 2d6+12, 1d6+18 as you go up stages

p46 Gorilla Int: 7

p79 Cave Troll Int: 6+2d3

Sea Troll Int: 7

p86 Wolfbrother Int: 2d6+6 or 7 (not x0.5)

p98 Dragonsnail Int:1  (to allow the use of the Jump Spell obviously)

p101 Jack o'bear 6+2d3

Scorpionmen 6+2d3

Stoorworms & Walktapus have no int, say 6+2d3

 

Edited by Ebaninth

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Page 10 Centaurs Hit Locations HP are:  /4  /4  /6  /6  /4  /4  /6  /4  /6   for a Centaur with Total HP of 13-15 (as described on page 10) 

Page 31 Centaurs Hit Locations are different, yet their total Hit Points are 15 and so should be the same as on page 10. Please change the location hit points here to be the same as p. 10 

 

Page 10 Manticores Hit Locations HP are:  /4  /5  /5  /6  /6  /4  /4  /5  /5  /5   for a Manticore with Total HP of 13-15 (as described on page 10) 

Page 31 Manticores Hit Locations HP are very different. Their total Hit Points are 17 here. Please change the location hit points here to be   /5  /6  /6  /7  /7  /5  /5  /6  /6  /6   

 

Page 10 Dragonsnail Hit Locations HP are (one-headed):  /6  /5  /5    (two-headed)   /6  /5  /5  /5       for a Dragonsnail with Total HP of 13-15 (as described on page 10) 

Page 98 Dragonsnail Hit Locations HP are different, yet their total Hit Points are 15 and so should be the same as on page 10. Please change the location hit points to be the same as p. 10 

 

Page 10 Has Four-legged Animals Hit Locations HP as:    /5  /5  /6  /6  /5  /5  /5     for a Four-legged Animal  with Total HP of 13-15 (as described on page 10), however:

Page 146 Horse (Total HP 17) have a different configuration     /6  /6  /8  /8  /6  /6  /7    (i.e. an 'extra' HP in the Hindquarter, Forequarter, and Head, beyond that of the usual increase). 

Two errors are (possibly) Page 10 Add an extra HP to the Head to make it    /6       AND Page 146 Subtract the extra HP from the Hindquarter, Forequarter to make these   /7  /7

 

Page 11 Harpies Hit Locations HP are:   /4  /4  /5  /6  /5  /5  /6   for a Harpy with Total HP of 13-15 (as described on page 10) 

Page 100 Harpies Hit Locations are the same for a Harpy BUT with Total HP 10. Change the location HP here to:       /3  /3  /4  /5  /4  /4  /5  

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