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  • #15538
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    boztakang
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    Yes.

    “all” gloranthan metal (except iron?) is from the bones of gods killed during the gods war. Bronze is especially common, because the Storm tribe was especially violent, and travelled a lot.

    Iron was created by the dwarfs to help them combat the other elder races – i’m not sure what the raw materials are, but i’m sure it involves something horrible like the forged flesh of still-living mostali, tempered with the blood of kittens and puppy dogs. Dwarfs are bad news.

    #15203
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    boztakang
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    p7 – Logic of Story Obstacles chart missing “success” and “failure” headers under questions.
    p12 – “The Hero Wars” section has some confusing future tense issues “LCoM has begun” should be began, etc.
    p45 – Tarsh Exile “and carries a bronze-headed.” – should be “bronze-headed axe.”
    p76 – “Kris rolls a 6, and Claudia a 20, [a success bumped to a critical]
    verses a fumble.” – should be “failure bumped to success”
    p109 – “Pyrrhic Victories” doesn’t actually say how much boost you get (should be 1W if i recall correctly)

    #14240
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    boztakang
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    Just as an illustration, here are a few experimental mostali “weapons” i made up for a scenario I ran recently. I think all the previous comments are very much on-the-spot, but figured a few examples from actual play might be entertaining.

    Darkness Grenades – when thrown, these small lead spheres erupt into a large patch of sticky darkness, which blots out all light, extinguishes fires, and creates a large sphere of silence extending approximately five meters from the point of impact. These spheres work reasonably well, the difficulty will be convincing Axesharp of their usefulness to non-trolls.

    Hydro-Dermic Generator – a long aluminum needle, which when it pierces the skin of a victim causes their body cavities to fill with water. They will almost certainly drown, if the generator works correctly. There is some danger to the wielder, as the device may not actually need to pierce skin to operate.

    Thumper – mechanical pile-driver that can change the density of the earth beneath it. It can turn solid ground into soft dust (effectively quicksand), or soft soil into stone. It works in a (somewhat) adjustable radius around the device, and has a clockwork timer, allowing its operation to be crudely scripted. Requires a fair amount of set-up, and cannot be moved once set in action.

    Aerovert Spark-o-Matic – Metal wings which allow one dwarf (or trollkin) sized rider to fly over short distances. Flying generates electricity, which will eventually arc to the ground, hopefully charring enemies, and definitely ending the flight (and possibly the pilot)

    Phlogistal Stream Incinitron Device – Flamethrower. This is Fitzzspark’s pride and joy. A long shoulder-carried brass nozzle, attached to a huge wheeled contraption covered in knobs and levers. When used properly, it shoots a jet of searing chemical flame from the nozzle. If it fails or is damaged, it may explode spectacularly.

    #11913
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    boztakang
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    I suspect that having “skills” would also count as an entanglement with the world… which might be highly undesirable for Dragonewts. Part of their strange behavior could be the result of trying to randomize their experience enough to prevent skill checks in things that aren’t sufficiently draconic.

    #11526
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    boztakang
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    Zorak Zoran once roasted the back half of a Dragon over an open flame-pit to intimidate Karrg before a Legendary Trollball match. (Which he won, but only because Karrg’s team had to stop playing to fight the front half of the Dragon) The incident became known as Tail-gate, and Zorak Zoran teams have since made a tradition of duplicating the feat (usually with lesser prey) before important games.

    Unsurprisingly, traditionalist trolls are equally scandalized by the burnt food, and the implied threat of cheating that such meals represent.

    The “cheating” occurs when the living portion of the meal is released on the trollball pitch at some later point – a practice called “streaking” due to the large amounts of blood normally left behind by the victim. Such “streaking” rarely affects the outcome of matches anymore, but the crowds love it despite official disapproval.

    #11524
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    boztakang
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    that is correct, Zorak Zoran still just has his traditional three runes, it is just that his cult provides tho only “acceptable”(ish) way for uz to gain access to the fire rune, so it is described under his cult.

    “Zorak Zoran is associated with the runes of darkness, death and disorder. Especially powerful worshippers can Heroquest to gain access to the fire rune, which is otherwise unavailable to trolls.”

    It does make sense to make the destructive focus of the affinity more explicit.

    The less said about the vile human habit of burning nearly everything they eat, the better. Disgusting.

    #11467
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    boztakang
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    I totally agree that shamanism is not a focus of the Zorak Zoran cult, but Zorak Zoran’s violence transcends the mere physical, and I just can’t see him exempting spirits from his rage, just because they don’t have bodies. While his tradition is not large, its methods and techniques are sufficiently different from the “normal” darkness tradition to merit being described as a distinct tradition, imo.

    the cult also has a ready supply of dedicated part-time practitioners…

    Given the violent nature of the cult, Zorak Zoran worshipers often find themselves crippled for extended periods of time, or even permanently. A broken body is no barrier to violence, however. When unable to participate in physical mayhem, cultists turn to the spirit realm to torment and dominate the beings there.
    Most temples and warbands have several old cripples and injured youngsters who keep themselves busy stalking the spirit world, seeking entities there to serve as allies or slaves or to be bound into weapons, armor, or other charms.
    Though better than indolence, this is not considered to be prestigious work, and most trolls return to active combat as soon as their bodies allow. It is relatively uncommon for a Zorak Zorani to awaken their shadow and become a full shaman.

    I do disagree wrt Argan Argar “mastering” fire. Sure, he defeated Lodril, and made him build a castle, but I don’t see AA or his followers demonstrating any actual direct fire abilities themselves. Argan Argar has much better defense against fire than many darkness deities, but I don’t see him granting a fire rune to his worshippers. I believe that Zorak Zoran is the only “normal” way for a troll to gain the fire rune, or display

    Cragspider, while possibly a counter-example, is a demigoddess in her own right and an avid and prolific Heroquester, who could have gained her fire power any number of ways unavailable to other uz. I suspect she got them through the cult of Zorak Zoran, but she’s individually powerful enough that that doesn’t necessarily need to be the case.

    #11459
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    boztakang
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    If you ignore the stat blocks, anything at all becomes “fully compatible with HQ:G” 🙂

    The Sartar books, and “Pavis, Gateway to Adventure” are written from scratch for HQ (meaning, basically, almost no rules cruft at all) – check the “shop” link on this page. The older “pavis and big rubble” version has RQ(2/3) stats included, but that isn’t really a big impediment for using it with HQ – just ignore the stats and specific spells, and figure out what the real “challenge” is for each encounter, and improvise from there.

    The ETA on HQ:G is as soon as layout can be completed, which I’m am confident Rick is working on as quick as he can, but it is a lot of work, and takes time. I’m sure there will be an update here when they have new info. Hopefully before christmas, but it’ll be a close thing at this point…

    #11456
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    boztakang
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    HQ-G really IS HQ2 with just a few simplifications and tweaks, and setting-specific examples. (not to sell it short – the setting info is well worth the price of admittance, and the tweaks, though mostly minor, are good ones IMO)

    I don’t imagine any difficulty at all using it in whatever setting you like… just skip the “pick your runes” part of character creation (or swap it out for some other setting-specific ability keywords, like “character class” or political factions or whatever seems to make sense) and away you go!

    You don’t really need to use the “magic systems” at all, if they do not mesh in an obvious way with your desired setting. Magic can just as easily be handled as regular keywords or abilities, so long as the players and GM all understand the conventions of the setting and the tone of the game you want to run.

    HeroQuest is an immensely forgiving and malleable system.
    (i’m not familiar with the details of the Mythic Britain setting, or i’d offer more specific advice)

    #11455
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    boztakang
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    Here’s the approach I’ve taken to the fire aspects of the cult…

    Fire Rune for Zorak Zoran Worshippers:

    During the Great Darkness, Zorak Zoran defeated the little sun upon the hill of gold, and stole the powers of heat and flame from him. Worshippers who have duplicated this feat and won the fire rune can use it to set or control fires, and to dominate spirits of flame. They can augment or enchant their weapons to burn or glow with unnatural heat. These Initiates can also resist burns, and are immune to the normal trollish fear of fire.

    Initiates strong in this rune are Overbearing, Demanding, and Uncaring.

    A Feat available to Devotees:

    [fire] Fire Eater
    When Zorak Zoran first saw the infant sun, he immediately recognized its evil and decided to eat it. Sadly, it was too strong for him and disfigured him with terrible scars. Later, when he faced Yelmalio on the hill of gold, he was unfazed by the light and smote the little sun and stole its heat. Now Zorak Zoran can withstand and control fire, though it still hurts him.

    and finally – an example Zorak Zoran spirit society:

    Spirit Society: [fire] Anmanstan the Stolen Flame

    Anmanstan is the spirit of Fire that Zorak Zoran tore from Yelmalio on the hill of gold. Temples that support this spirit society keep him chained in a special restricted area where only society members, heroes, and powerful priests are permitted access. Zorak Zoran is the only god of darkness able to control and contain this evil and foreign power, and other trolls are deeply terrified of this spirit and its powers.

    Abilities Granted
    • You are unafraid of fire, and even seek to spread it.
    • You may capture and use spirits of fire, and charms containing them.
    • You can withstand heat and fire far better than other trolls.

    Limitations
    • You are considered dangerously insane by non-cult-members.
    • You smell terrible to other trolls. Burnt hair, charred skin, and a general odor of smoke and danger surround you at all times. Normal trolls are extremely uncomfortable in your presence.
    • Fire is still a fundamentally foreign power. The hero point cost to gain or raise any fire-related ability is double the normal cost.

    Typical Charms
    • Dzi Pohg [fire] – A tiny spirit of flame, often bound in a small metal box with a hinged lid. It produces a small flame, which can be used to set fire to flammable items, or simply displayed as a sign of the bearers fearlessness. Its taboo is to inhale the smoke of burning weeds held in the mouth.
    • Ahz Beztoz [earth] – This is a mineral spirit bound into a normally flammable object, which can keep it cool and unharmed in even the hottest flames. It has no known taboo, but overuse can cause the bearer to cough uncontrollably.
    • Mal Lutuv [fire] – This charm takes the form of a bottle or flask, and allows the bearer to increase the size and intensity of fires. Its taboo is to set fires.

    #11208
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    boztakang
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    There might be some unfortunate side-effects to that Royal Jelly, however…

    “Persistent rumors amongst the other Tribes claim that the Queen of the Bee Tribe is actually a terrible hybrid half-bee/half-uz monster that produces hundreds of giant bee eggs every day, and gives birth to a steady stream of unnaturally obedient uzko. They claim that she escaped the trollkin curse by becoming half-bee, or that she was spared from it because she was less than half-uz. Either way, no one seems terribly enthusiastic to attempt to duplicate her feat, or to press the issue with members of the Tribe.”

    #11123
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    boztakang
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    There is no great tree in the Vale, and so far as I know, no outsized Alryami. This is troll country, and it is the Bees that are Giant, not the elves. Your Glorantha is free to vary, of course, and giant fairies picking on conan (or a suitable stand-in) is certainly a worthy excuse for variance.

    As a godlearner, I might look for giant pixies in Redwood, rather than the Vale however. You could also get a similar effect with Human (gorakiki) Butterfly cultists just about anywhere.

    The Vale of Flowers

    “This is the richest portion of Dagori Inkarth, well-watered by rains and winter snow. Immense flowers, insects, and the occasional giant fill valley after valley. Giant Bees are often seen travelling from flower to flower, occasionally ridden by a watchful trollkin pilot. Various Aldryami can be found here on occasion, tending the flowers and other vegetation, but they seem uncommonly non-antagonistic to the local trolls.”

    The main export from the Vale is Honey, most of which goes to the First Tribe beneath the castle of lead. It is possible that this tribute is the source of the persistent rumors that the trolls are collecting vast quantities of gold beneath the castle of lead for some unknown purpose…

    #10963
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    boztakang
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    Another thing to consider is awarding “lingering benefit” bonuses as “loot” – so instead of an abstract +3 lingering benefit from a successful combat, they might claim the Magic Sword of their foe.

    Many players are made unreasonably happy by having a “+3 sword” to swing around, and assigning the bonuses to a concrete item can help in visualizing when or why they would apply (or not) to a particular contest.

    Make sure that the players are aware that such items are commonly lost, stolen, or broken, and that if they want to “keep” them for more than a few sessions, they will need to cement the item as an ability using Hero points.

    #10707
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    boztakang
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    sure, you CAN dispose of entire battles with a single (or no) contest, but if your story is About combat, then it would be silly to do so.

    It is all about how you set up what a contest is. In a political game, you might dispense with a six-month siege in a single simple contest, but in the game you describe you might use several simple contests and an extended, just to get through a two-minute skirmish.

    ie:
    “you face off against the foe, shouting insults back and forth – how do you break their morale?”
    “roll to determine your relative terrain advantages, and describe how you are using the environment against the enemy”
    “WAUGGGGH! the orks charge firing blasta bolts everywhere, how do you avoid getting fried?”
    “big green boiz close and tries ta choppa yu hed – extended group melee battle!!!”

    Each scene has potentially interesting consequences which can effect how the story plays out. If your players score a Complete victory on the insults, perhaps the orks run away, and they have to face a huge battle-mech thing instead – if they fail horribly, they might fight a long miserable flanking action, eventually finding themselves deep behind enemy lines just in time to scrag the enemy commander from behind, and grab glorious victory.

    It does take a while to get out of the old “they attack, we attack they attack we attack” mindset (or at least it did for me) but once you do, it can make for some pretty fantastic stories and gaming.

    #10434
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    boztakang
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    This is lovely – very similar in substance to my version. (details will vary, as do gloranthas)

    The only really significant divergence, IMO, is i’ve taken a very different tack on the consequences of becoming a Subere “Devotee” which I am fond because it really emphasizes her distance and danger…

    -Feats-
    A worshipper who attempts to incarnate Subere becomes one with the darkness and loses themselves in her vastness. No one has ever been known to return from such an endeavor in a form recognizable as that they had before the attempt. A few immensely powerful Uzuz priestesses have been rumored to have performed this feat, but no one living knows if it was an act of desperate devotion, or simply suicide.

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