Forum Replies Created
May 18, 2015 at 7:25 am #15954
Yes, RQ6 makes it harder to die now. But one mustn’t slack on the tension. Which means death must be ever present. So now accidental deaths are less likely to happen in RQ6. That’s good. Still, there is a need for resurrection.
And yes, we have many times started campaigns at that level. At the point our current campaign has reached, in fact, any new player or any replaced character starts at at least rune lord level with 10-12 points of rune magic (we’re gaming RQ3 divine and spirit, but RQ6 Mysticism, Animism and Sorcery, with some house rules to make it all work). Though honestly, I really like RQ6 divine, it’s just that we’d already gotten too far when I got RQ6, so the day the magic changed was not an entire conversion.February 11, 2015 at 7:29 pm #14358
Steam technology would exist and the dwarves would have long ago discovered it. It is simply too easy to magically create a steam engine. In fact, I once ran a campaign in which dwarves used a submarine to attempt to take a shortcut to through Magasta’s Pool in order to take Tora’s Hammer to be destroyed. The submarine was steam powered. Binding enchantments holding salamnders and undines were used by the ships engineer to power the engines by releasing them at the proper rate – controlled by copper tubes and conduits created by the copper dwarves – when these two elementals meet, they destroy each other and the result is steam, which powers the engines.
I think one of my most memorable moments in roleplaying came when I, as the DM, screwed up and realized that the huge tentacled monster that was crushing their submarine was too difficult for them to destroy before it crushed their sub. I sat there thinking, what do I do to rectify this situation when suddenly the Chief Engineer shouts all “Release ALL the Elementals and Vent the Engines! No, ALL of them! All of them NOW!” Some quick calculations as to the steam damage released upon the monster and a die roll of 20 indicating to the head and a loud roar went up from the players as they’d survived.
Naturally, the engines were seriously damaged and the sub sank to the bottom of the ocean floor. Repairs were necessary and breathable air became a major concern. But what’s a submarine adventure without a large tentacled monster and a dead sub at the bottom of the sea?December 22, 2014 at 2:58 pm #11911
Very interested in the dwarf language origins myself. Briefly considered that Mostali was the root language of the elemental languages, but that wouldn’t work, of course. I guess they language could be thought of as Machine Language and thus set apart from Living Languages.December 22, 2014 at 2:55 pm #11910
I wondered the same about Dragonewts. They hatch out of their eggs with their memories and skills intact. so when you meet one, you’re meeting someone who is vastly old and should have incredible skills. Not really interested in HQ handling of this, but from a RQ perspective, they should pretty much be masters of a huge array of skills.October 24, 2014 at 7:52 pm #11337
The Mudsharks detailed in River of Cradles are smaller versions of the small crocodile given in the RQ3 Deluxe Creatures book. And their method of dragging their victim under water to drown sounds very crocodilish. So a Mudshark is a smaller sub-species of crocodile, much like the African dwarf crocodile.October 10, 2014 at 5:44 am #11234
Vadeli Isles. There would be some skullduggery in that one. A pitched sea battle ending with the PC’s being captured by Vadeli. Taken to their islands they witness first hand the horrors as Vadeli slaves. Then one of them learns of a horrifying plot. But Vadeli betrayal leads to unexpected freedom and a chance to foil their nefarious plot. Unable to go toe to toe with the Vadeli, a Heroquest is in order and maybe the enlistment of powerful arcane allies. Perhaps even a desperate foray into lost Brithos!
Could this hearken the return of the Blue Vadeli or thwart it? Perhaps it was all a plot within a plot and the heroes unwittingly bring back the Blues.October 3, 2014 at 11:04 pm #11099
There may not have been rules for it but the concept existed in RuneQuest. For example, the entry for the Infinity Rune in RQ2 went “He who possesses the Infinity Rune is almost a god himself”.
Yes, but that was back in the day when we were all waiting for the rules for questing onto the Hero Plane and gaining those runes -along with the rules of how they worked – under the assumption they wouldn’t radically change game systems on us before they introduced it.October 2, 2014 at 5:41 pm #11083
If you played this in the 80’s, you were playing RQ. Characters “having” Runes was not introduced in the 80’s.October 2, 2014 at 8:03 am #11079
Thanks. Slaps forhead. I knew the answer to that question before I asked. Just painted up the Lasadag Lions regiment and the Steel Horse Legion doh!October 1, 2014 at 10:31 pm #11073
Think of those football commercials where it’s not stupid if it works. Only in Glorantha, it actually DOES work!October 1, 2014 at 10:26 pm #11072
Thanks Jeff, that is extremely helpful. I’ll just make sure after some playtesting that the Lunars have enough magical regiments activated to match up with Pent and enough units available to build to respond to Charg. And make sure they are not as strong as what we saw in Dragon Pass.
On more question: Are the Carmanian forces separate or a part of the 38 infantry, 28 cavalry, etc. listed as the Lunar Army in GtG?October 1, 2014 at 6:40 am #11063
Why I’m so relentlessly picking your brain here Jeff is because I’m trying to make the boardgame that encompasses the entire Lunar Empire. The only three real threats they have are Dorastor, Pent and Dragon Pass. But if I slap down 42 magical regiments on a map and the Sartar Magical Union has 10 units and the Praxians toss in 3 more and a typical Pentian incursion tosses in maybe 6-9 more, all the while Dorastor is randomly burping out chaos horrors, then the Lunar Empire is going to walk all over ALL their enemies with ease, despite Harrek and Argrath and ONLY Sheng Seleris could stop them if he united all 10 Arrows and brought down 20 magical regiments upon them, but frankly, even then, it’d be in the Lunar Empires favor or at worst, touch and go.
So I may be wrong, but I’m really thinking there can’t have been 42 magical regiments, they must have mostly died in the Dragonrise, or else there wouldn’t have been a Hero Wars, there would have been a huge tome of the lists of Moonsons for generations and generations long after the death of Argrath that recounted the many conquests of the Lunar Empire.
In the game, the lunar magical units are quite powerful and yet the number of regiments are near to, but not equal to neither the Cavalry Corps or the Heartland Corps nor even the Native Furthest Corps. To think that the Lunar Empire actually had, all that time, more magical regiments than they had regiments of the Heartland Corps and 50% more magical regiments than Cavalry regiments. 42 magical regiments? I can’t imagine a board game where you would ever win against the lunars.October 1, 2014 at 6:23 am #11062
Okay, because in the original post to this thread you linked to a page where the Reaching Moon and Mirin’s Moon Mages were listed as regiments. You had their magical factors listed as medium and high. Medium being equal to the Comet Seers and High being equal to the Major Class. I’m coming from the angle of the boardgame Dragon Pass. From the info on that link am I to then draw the conclusion that the Reaching Moon and Mirin’s Moon Mages would have regimental units equal in magical factors to the Comet Seers and Major Class respectively? Or would they not be represented on such a board game at all?
Also, you stated elsewhere in this thread that the Lunar Empire supports 42 magical regiments in addition to its 38 infantry and 28 cavalry. In the game Dragon Pass, there are only 11 (not counting Full Moon Corps) magical regiments represented, the Lunar College of Magic. So there are 31 more magical regiments in the Lunar territories? Are they as powerful as the units we’ve seen in the boardgame? I can’t imagine the Lunar Empire would hold such a huge amount of magic in reserve. The Pentans would need to unite to even probably put together 20 shaman regiments. Why would they not throw twice as many magical regiments at Argrath?
Or were most of those magical regiments the ones destroyed in the Dragonrise?September 30, 2014 at 9:16 pm #11060
Jeff, in a different discussion you stated that the Provinces have no magical regiments. They all belong to the Lunar College of Magic. Yet in your link above, you list two magical units belonging to the Provincial Army: The Reaching Moon and the Mirin Moon Mages.
So to come up with the 14 infantry regiments, I take it that Imther provides no regiments and Holay provides 2 cavalry, 3 infantry and the Mirin Moon Mages, Tarsh provides 7 infantry, 3 Cavalry and the Reaching Moon magical unit, Vanch provides 2 infantry and Aggar provides a Sun Dome Templar unit.
So basically, the Mirin Moon Mages and Reaching Moon are infantry units with decent magical ratings and range (if we were playing Dragon Pass)?September 9, 2014 at 4:53 pm #10789
Zolathi look very interesting. They would reappear after the return of Sheng Seleris. The similarities between Jolaty and Ompalam are too great to ignore. The sun is Ompalams slave. The Pentans are a solar people and Sheng Seleris believes life is slavery. (We really need an in depth book on the Vadeli. They’re all wrapped up in this Ompalam stuff. They’re fingers are found everywhere.)
Zolathi: 8-10-4-X Sound about right?
I had thought to make the Orathorn a cross between Delecti and the Dwarf at Dwarf run. They won’t enter into a battle again after the Horrors they unleashed last time, but a Hero can go to them and attempt to gain a magical item or undead warriors. Sheng Seleris, of course, can go there and claim all the magical items, since he put them in the Pleasure Dome to begin with, and the undead army would be his tribute.
I love the idea of having a 1-1-3-x unit called Kyral, with just a dagger for its picture. Can’t be eliminated from combat. If the rest of the stack is destroyed, Kyral is moved its full movement rate to an unoccupied hex.
Senbar, another city of sorcerors that bubbled up from the underworld, like Orathorn, would be better suited for Hero Wars: Kralorela, than this game. They’re too far east. A better use for them would be as a Pentan Random Event where the Pentans have to withdraw units to deal with chaos boiling out of Senbar.