Tywyll Posted May 7, 2019 Share Posted May 7, 2019 So I was thinking of adding the Rainbow Mounds to my Griffin Island game. Has anyone done anything to update it to the new, higher skill level, characters and builds? If no, any advice on changes I should consider? 1 Quote Link to comment Share on other sites More sharing options...
BalazarLightson Posted May 7, 2019 Share Posted May 7, 2019 I was thinking about Running RM myself. I'll give it a read and see over the next week or so anything I can throw at you. Quote Link to comment Share on other sites More sharing options...
PhilHibbs Posted May 7, 2019 Share Posted May 7, 2019 Some parts of the Rainbow Mounds are quite dangerous enough as they are! 1 Quote Link to comment Share on other sites More sharing options...
Tywyll Posted May 8, 2019 Author Share Posted May 8, 2019 23 hours ago, PhilHibbs said: Some parts of the Rainbow Mounds are quite dangerous enough as they are! I don't know... versus a group of characters that can toss rune magic around and have 80-100% in some combat stats? Quote Link to comment Share on other sites More sharing options...
Anunnaki Posted May 8, 2019 Share Posted May 8, 2019 Hiya, I'm running Rainbow Mounds now for my FLGS game group as a post-Dragonrise version (after-Whiteye), modified to fit my IMG campaign requirements. I first converted RQ2 stat blocks from the original scenario to RQG, incorporating changes from the RQG Bestiary, added Runes and Passions where appropriate, and tuned ability scores to bring them in line with the RQG Bestiary. I like a little randomness, so I classified creatures/NPCs as inexperienced (1d3-1) or experienced (1d6-1) and rolled for those abilities I felt may have gained from experience. To keep things simple, I multiplied the result by 5% (but you could easily make that 3% or roll 1d6% -- I simply didn't want to go overboard with converting things). Once that was done, I revisited key areas in the Mounds and updated found items, treasure, traps, and added a few new areas. In terms of scaling to meet RQG character levels? I had that in mind, but for this exercise (in lieu of guidelines on power level and adventures from the forthcoming GM book), I am using this adventure (and the conversion format) as a means of tuning encounters for my player group. If they cakewalk, then I can add +5 or 10% and measure again from there; if the other way, I can subtract -5 or -10%. While all experienced gamers, none of my players have played RuneQuest in the past (they seem to be loving it, which is good), so I have the advantage of them not having prior knowledge PLUS they are still learning game mechanics, so a lower in-game threat level is not a bad thing. Reworking the Mounds to a later date gave me the chance to change some things, but for the most part I've retained the original adventure format for ease of book-keeping and reference. I hope this was at least passingly helpful! Kind regards, James 2 Quote Link to comment Share on other sites More sharing options...
Tywyll Posted May 8, 2019 Author Share Posted May 8, 2019 Interesting. Well, I'm definitely going to make Whiteeye an Initiate, probably without around 6 rune points. If they make it to the great lizard, I'm going to give her around 10 rune points of earth related magic. 1 Quote Link to comment Share on other sites More sharing options...
David Scott Posted May 8, 2019 Share Posted May 8, 2019 1 hour ago, Tywyll said: Interesting. Well, I'm definitely going to make Whiteeye an Initiate Given the Troll info in the RQG Bestiary and the info in the scenario, Whiteye is a troll Bandit and a Zorak Zoran initiate. 1 hour ago, Tywyll said: If they make it to the great lizard, I'm going to give her around 10 rune points of earth related magic. I'm interested in what Lizard Earth magic looks like. I'd also recommend searching this forum as this isn't the first time using the Rainbow Mounds has come up: https://basicroleplaying.org/search/?q="Rainbow Mounds" Quote ----- Search the Glorantha Resource Site: https://wellofdaliath.chaosium.com. Search the Glorantha mailing list archives: https://glorantha.steff.in/digests/ Link to comment Share on other sites More sharing options...
Tywyll Posted May 9, 2019 Author Share Posted May 9, 2019 14 hours ago, David Scott said: Given the Troll info in the RQG Bestiary and the info in the scenario, Whiteye is a troll Bandit and a Zorak Zoran initiate. Yeah, that was my plan basically. 14 hours ago, David Scott said: I'm interested in what Lizard Earth magic looks like. I'd also recommend searching this forum as this isn't the first time using the Rainbow Mounds has come up: https://basicroleplaying.org/search/?q="Rainbow Mounds" Earth Magic wise I figured I'd have some summon/command Gnome, Crack, and whatever Maran Gor has. Might dig through GoG and see if there are other earth gods I could crib from. That or maybe I could give her Dragon Magic. There is the whole Dragonewt thing that isn't really explored in the module. Also I dug out my Avalon Hill version (totally forgot I even had it) and in there the monsters and things have slightly/majorly increased skill percentages so I will probably use those for the goons. Last night my party got jumped by the rock lizards thanks to one of them fumbling a move quietly roll. He nearly lost his arm in the first round (bad for someone in a cult based on Yelmalio!!!). But they rallied and took the lizards down. Quote Link to comment Share on other sites More sharing options...
Crel Posted May 9, 2019 Share Posted May 9, 2019 18 hours ago, Anunnaki said: I like a little randomness, so I classified creatures/NPCs as inexperienced (1d3-1) or experienced (1d6-1) and rolled for those abilities I felt may have gained from experience. To keep things simple, I multiplied the result by 5% Just to be sure I understand your process, you took the percentage already present in the old adventure, then added either (1D3-1)x5 or (1D6-1)x5 to the existing percentage? Ex, Reek, a trollkin, had Poky Stick 20% in an old adventure. Rolled a 3 on D3, so gained 10% to have Poky Stick 30% in your RQG conversion? Thank you. Quote Jonstown Compendium author. Find my publications here. Disclaimer: affiliate link. Social Media: Facebook Patreon Twitter Website Link to comment Share on other sites More sharing options...
Anunnaki Posted May 9, 2019 Share Posted May 9, 2019 2 hours ago, Crel said: Just to be sure I understand your process, you took the percentage already present in the old adventure, then added either (1D3-1)x5 or (1D6-1)x5 to the existing percentage? Ex, Reek, a trollkin, had Poky Stick 20% in an old adventure. Rolled a 3 on D3, so gained 10% to have Poky Stick 30% in your RQG conversion? Thank you. That's it. If a creature was using the base RQ2 stat line and the RQG Bestiary stat line was different, I adjusted those first (the Bestiary, in the example of trollkin, has Runes and Passions and more Skills). Then modified for ability category modifiers. Then I applied some randomness. To be fair, I could have just added +10 all round, or another arbitrary value, but I like to roll a few dice as well. Not saying it's a "perfect system" ... just relatively quick and adequate for my needs. I converted everything in the adventure in just a few hours. If this is useful for people, would you like me to drop a before and after example up? 1 1 Quote Link to comment Share on other sites More sharing options...
Tywyll Posted May 9, 2019 Author Share Posted May 9, 2019 1 hour ago, Anunnaki said: If this is useful for people, would you like me to drop a before and after example up? Yes please. I'm more likely to add a flat +10-15% myself, but I'm always interested in seeing other's ideas. Quote Link to comment Share on other sites More sharing options...
Anunnaki Posted May 9, 2019 Share Posted May 9, 2019 Hope this makes sense and formatting doesn't mangle too badly. Assumption is that you have the RQ2 Core Rulebook, RQ2 Apple Lane, RQG Rulebook, and RQG Bestiary. I've taken a rock lizard and a trollkin from the Rainbow Mounds scenario as examples. RQ2: Rock Lizard One STR 14 CON 10 SIZ 7 Right Hind Leg 01-02 3/2 POW 11 DEX 11 Left Hind Leg 03-04 3/2 Hindquarters 05-07 3/4 Mov 4 Forequarters 08-10 3/4 Hit Points 9 Right Fore Leg 11-13 3/2 Defense 00% Left Fore Leg 14-16 3/2 Head 17-20 3/3 Armor: 3 point skin. Claw 35% 1D6+1D4 SR 9 Bite 30% 1D10+1D4 SR 9 Notes: Base RQ2 is Claw+Bite 25%; No Attack bonus; Claw +10%, Bite +5% from base profile. Errata: This lizard shouldn’t have a damage bonus… RQG: Rock Lizard One STR 14 CON 10 SIZ 7 Tail 01-03 3/2 POW 11 DEX 11 Right Hind Leg 04-05 3/2 Left Hind Leg 06-07 3/2 Hit Points 9 Hindquarters 08-11 3/4 Magic Points 6 Forequarters 12-15 3/4 Move 4 Right Fore Leg 16 3/2 Base SR 4 Left Fore Leg 17 3/2 Head 18-20 3/3 Armor: 3-point skin. Skills: Hide 60%, Smell Prey 55% Notes: Perception +0%, Stealth +5%; Use RQG Bestiary base skill scores. Apply category mods. Added d3-1 x5% for variability, in order (+5%, +5%). Claw 45% 1D6 SR 8 Bite 35% 1D10 SR 8 Notes: Use base profiles from RQG (25% each, same as RQ2). Apply Claw +10%, Bite +5% from RQ2 scenario profile; Added d3-1 x5% to each for variability (+10%, +5%). No damage modifier for STR+SIZ. RQ2: Smort, Male Trollkin STR 13 CON 10 SIZ 7 Right Leg 01-04 3/3 INT 7 POW 5 DEX 12 Left Leg 05-08 3/3 CHA 5 Abdomen 09-11 3/3 Mov 5 Chest 12 3/4 Hit Points 9 Right Arm 13-15 3/2 Defense 00% Left Arm 16-18 3/2 Head 19-20 3/3 Armor: 1 point skin, 2 point leather. Spells: None Skills: Spot Hidden Items 35% Notes: Base RQ2 trollkin profile is 45% Spot Hidden. Smort has a -5% Perception bonus, so the math is borked here. Note there is a marked difference between RQ2 and RQG for base scores (45% vs 20%). I opted to use the RQG scores and ignore the difference (feel free to add 20-25% to RQG scores if you must). RQG trollkin got less good at spotting things.. 2H Long Spear 25% 1D10 SR 6 10 pts 1H Light Mace 20% 1D6 SR 8 20 pts Sling 25% 1D8 SR 3 Small Shield 25% - - 8 pts Notes: Attack bonus -5%, Parry bonus 0%; These scores are modified from the trollkin base scores in the core rulebook, so rather than reinvent the wheel for RQG, I used the RQG Bestiary base scores and went from there. Trollkin spear damage s/be 1D10+1 and light mace s/be 1D6+2 (errata-esque). RQG: Smort, Male Trollkin STR 13 CON 10 SIZ 7 Right Leg 01-04 3/3 INT 7 POW 5 DEX 12 Left Leg 05-08 3/3 CHA 5 Abdomen 09-11 3/3 Hit Points 9 Chest 12 3/4 Magic Points 5 Right Arm 13-15 3/2 Move 6 Left Arm 16-18 3/2 Base SR 5 Head 19-20 3/3 Armor: 1-point skin, 2-point leather. Passions: Loyalty (Parents) 60% Notes: In mounds scenario these are Whiteye’s and Slud’s children, so they will likely be loyal to them. Add 1d3-1 x5% for variability (+0%) Runes: Darkness 45% Notes: Add 1d3-1 x5% for variability (+5%) Spells: None Skills: Darksense Scan 15%, Darksense Search 50%, Dodge 25%, Hide 35%, Listen 30%, Move Quietly 25%, Scan 20%, Search 25% Languages: Speak Darktongue 45% Notes: Agility +0%, Communication -5%, Knowledge -5%, Manipulation -5%, Perception -5%, Stealth 0%. Use RQG Bestiary base scores. Apply category modifiers. Add 1d3-1 x5% for variability, each Skill/Language in order (+0%, +5%, +0%, +10%, +0%, +0%, +5%, +5%, +0%) 2H Short Spear 30% 1D8+1 SR 6 10 pts 1H Light Mace 35% 1D6+2 SR 8 6 pts Sling 25% 1D8 SR 3 80m Small Shield 35% 1D3 SR 8 8 pts Notes: RQG trollkin usually have a 1H Short Spear, but trollkin in mounds scenario have a 2H Long Spear, so I “split the difference”. Manipulation -5. Use RQG base scores. Apply category mod. Add 1d3-1 x5% for variability, in order (+5%, +10%, +0%, +10%) Note that these scores don't vary much from the bases in the RQG Bestiary. As noted in an earlier post, I'm experimenting to find a "sweet spot" based on my players' general scores. You can certainly adopt an "add additional +X" to these if you think you need them. You know your players best. FYI, I crank these out and format them in a Word document for in-game use, rather than convert on-the-fly. Hope this helps! Kind regards, James 1 1 Quote Link to comment Share on other sites More sharing options...
Kloster Posted May 9, 2019 Share Posted May 9, 2019 According to RQG p 433, INT and SIZ should be upped a little because of 3D6 that becomes 2D6+6: SIZ 7 is now SIZ 10. For the rest, good work. 1 Quote Link to comment Share on other sites More sharing options...
Anunnaki Posted May 9, 2019 Share Posted May 9, 2019 (edited) Thanks @Kloster! For trollkin and rock lizards, however, the rolled stats are the same for both RQ2 and RQG, so I left the RQ2 stats as is. But you triggered a thought that I should have added a note though: Compare the rolled stats between the two versions and adjust if necessary. Good call for human NPC conversions!!!!! Edited May 9, 2019 by Anunnaki Quote Link to comment Share on other sites More sharing options...
PhilHibbs Posted May 9, 2019 Share Posted May 9, 2019 (edited) 27 minutes ago, Kloster said: According to RQG p 433, INT and SIZ should be upped a little because of 3D6 that becomes 2D6+6: SIZ 7 is now SIZ 10. For the rest, good work. None of these are humans. The SIZ dice roll was changed to leave more "room at the bottom" below the human scale, for example the smallest trollkin should be smaller than the smallest human. Edited May 9, 2019 by PhilHibbs Quote Link to comment Share on other sites More sharing options...
Kloster Posted May 9, 2019 Share Posted May 9, 2019 1 hour ago, PhilHibbs said: None of these are humans. The SIZ dice roll was changed to leave more "room at the bottom" below the human scale, for example the smallest trollkin should be smaller than the smallest human. My mistake for the size, but superior and elite trollkins have 2D6+6 INT in RQIII (from memory) and RQG. 1 Quote Link to comment Share on other sites More sharing options...
Anunnaki Posted May 9, 2019 Share Posted May 9, 2019 (edited) 12 minutes ago, Kloster said: My mistake for the size, but superior and elite trollkins have 2D6+6 INT in RQIII (from memory) and RQG. No mistake with INT. 3D6 INT for Superior Trollkin in RQ2 (which is the edition I've been converting from -- not because I don't have RQ3, just because RQG is primarily based on RQ2 lineage, so I opted for using RQ2 materials where they exist). Edited May 9, 2019 by Anunnaki 1 Quote Link to comment Share on other sites More sharing options...
PhilHibbs Posted May 9, 2019 Share Posted May 9, 2019 3 hours ago, Kloster said: My mistake for the size, but superior and elite trollkins have 2D6+6 INT in RQIII (from memory) and RQG. RQ3 superior Trollkin had 3D6 INT, Book of Uz p7. RQG indeed gives them 2D6+6. Smort doesn't look particularly superior to me, though. 1 Quote Link to comment Share on other sites More sharing options...
Anunnaki Posted May 9, 2019 Share Posted May 9, 2019 (edited) Yeah. "Not so Smort..." (Sorry, couldn't resist.) And yes, I assumed the trollkin in the mounds scenario are all normal trollkin, as it predates Trollpak's release. Edited May 9, 2019 by Anunnaki 1 Quote Link to comment Share on other sites More sharing options...
Bill the barbarian Posted May 10, 2019 Share Posted May 10, 2019 (edited) 5 hours ago, Anunnaki said: Yeah. "Not so Smort..." (Sorry, couldn't resist.) And yes, I assumed the trollkin in the mounds scenario are all normal trollkin, as it predates Trollpak's release. Surely you jest (waiting patiently... hold rimshot...) Superior Trollkin do not predate Trollpak. The curse was not canonical until then? Wow, Sandy was a busy boy, and a hell of a product too. But are you sure? (still waiting...) Edited May 10, 2019 by Bill the barbarian Quote ... remember, with a TARDIS, one is never late for breakfast! Link to comment Share on other sites More sharing options...
Anunnaki Posted May 10, 2019 Share Posted May 10, 2019 (edited) Heh heh. "Smorty-pants." Jest another trollkin pun here. I'm not saying the Rainbow Mounds trollkin aren't or can't be superior trollkin, but Apple Lane was published long before Trollpak came out and the stat blocks align with the core rulebook stats, not those in Trollpak. Of course, my mind does wander to the fact that their mother is a cave troll and ponders any implications from that. But at this point, we're getting OT from "upgrading Rainbow Mounds stats to RQG stats" and perhaps that should be a separate topic on "What have you done to make Rainbow Mounds your own adventure In Your Glorantha?" All good fun though! Disclaimer: No trollkin were intentionally harmed in the writing of this reply, food trollkin excepted. (Humans, don't eat the meat.) Edited May 10, 2019 by Anunnaki 2 Quote Link to comment Share on other sites More sharing options...
Tywyll Posted May 10, 2019 Author Share Posted May 10, 2019 Another thing I would like to see is what people did with those three weird artifacts in the treasure room. I would like to make them into something usable by the players (even if with difficulty) rather than just weird 'don't touch me' gotchas! Quote Link to comment Share on other sites More sharing options...
Cultist of Sooty Posted May 11, 2019 Share Posted May 11, 2019 At the end of our game on Thursday, the PCs had just got into the treasure room. SPOILER ALERT FOR MY PLAYERS JUST IN CASE ARIM & PENRALTAN'S PLAYERS COME HERE ... ... ... I've decided to not define the leaf that hurts you when you touch it any further unless one of us has a sudden inspiration later. It's just one of those mysterious things. I decided not to include the jewelled rod that makes the cave collapse. I felt that three mysterious things (the adamatine pillar, the leaf and the statue) were enough for me. I wanted to tie some of the other stuff into other happenings and give them some connections: The statue, though the players and PCs haven't realised it yet, is a statue of Orgorvale. They'll recognise it if they encounter her at the Queen's Tomb, or if they see another depiction somewhere else. Maybe at Ulaninstead if we end up on a side trek there, as one of the PCs is a Pol-Joni. They haven't touched the adamantine pillar yet. Thanks to the connection to the dragonewt plinth above, which I decided to play up by describing the pillar as inscribed with draconic runes and carvings. Disturbing this will draw the attention of dragonewts. If there is time in the next session, they'll arrive with uncanny speed and be waiting for the PCs when they exit the caves. If not, I'll have them turn up at some inconvenient moment in future. I bet Minaryth Purple would love to get a look at that pillar if he hears about the draconic stuff... If the PCs take a proper look at it, I must remember to give them an experience check in draconic lore. Whether they want it or not! 😉 I also decided to tie in the missing eye of the newtling ancestor idol to the Boat Planet. If ever we play long enough for the PCs to join the Boat Rise heroquest, when they see the blue planet in the sky they will be able to reach up and pluck the newtling's eye from the sky. Quote Link to comment Share on other sites More sharing options...
Bill the barbarian Posted May 12, 2019 Share Posted May 12, 2019 On 5/9/2019 at 10:26 PM, Bill the barbarian said: Surely you jest (waiting patiently... hold rimshot...) Two days a pun opportunity like this sits amidst you and no one says, I do not jest and quit calling me Shirley! <insert rimshot!> Quote ... remember, with a TARDIS, one is never late for breakfast! Link to comment Share on other sites More sharing options...
soltakss Posted May 12, 2019 Share Posted May 12, 2019 7 hours ago, Bill the barbarian said: Two days a pun opportunity like this sits amidst you and no one says, I do not jest and quit calling me Shirley! Just waiting to see how long it took for you to give in before exploding. 1 1 Quote Simon Phipp - Caldmore Chameleon - Wallowing in my elitism since 1982. Many Systems, One Family. Just a fanboy. www.soltakss.com/index.html Jonstown Compendium author. Find my contributions here. Link to comment Share on other sites More sharing options...
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