Subject: RQ Digest Discussions 5 Ed's note: The magazine to which Jamie O'Shaughnessy was referring in Discussion #4 is "Tales of the reaching Moon", which has been mentioned several times before in the Digest. If you want more info, you can e-mail David Gadbois (gadbois@cs.utexas.edu), or alternately me. -------------------- From: johnhc@autodesk.com (John Castellucci) Subject: Potential RuneQuest projects These would make good projects for people out there to work on and submit to the group. I myself am still working on getting all my ideas from scratch paper and my head on to my computer. The place I've put the most work into is my version of OLD WIND TEMPLE (the high temple to Orlanth Thunderous, Storm God of Sartar and hotbed of Lunar rebellion). I also have a bit of material on the BLOCK, that I want to throw out to people, since that seems to be a place of interest (including rules for truestone[you know that it sucks up rune magic, don't you!], Storm Bull rituals[manhood, reacting famous chaos battles], and the BONES OF THE DEVIL[what exactly is under the block?]) enjoy! johnhc@autodesk.com ------------------------------------------------------------------ Here is a list of Supplements that Chaosium was working on but never published. MORTAL LORDS - Knights and Wizards of the the West by Charlie Krank The rules for the wizards of Glorantha. Set in first age Seneshela, Mortal Lords will be fully compatible with the standard RQ rules, and will include many maps, legends and adventures in this legendary land. Journey into the dark interior of Ralios to fight the Krjalki demons, explore the forest of Kanthor and more. Wizards master the powers of the self rather than relying on the abilities of the gods. HEROQUEST by Greg Stafford A game where honor, truth, courage and respect all come into play when the brave attempt the paths of the Hero plane in this game of myth and legend. Riddle with the Trickster, duel with the gods of war, discourse with the winds. Gain gifts greater than treasure and explore the mysteries of the universe. Fall 1982 UNDER THE RED MOON by Harald Moe Five years after the baboon attack on Gringle's pawn show, Gringle is long gone and the Lunar Empire has taken over. This boxed RQ supplement will include totally new adventures in this village, a history of the five intervening years, and more. Summer 1982 DORASTOR by Ken Kaufer and Charlie Krank Dorastor introduces the most dangerous place in Gloranth, so terrible that even Rune Lords and Priests flee the area in terror. This boxed scenerio ser includes Neverdead, and entire town of zombies, the giant gorp of Slimetown, the fearless Krjalki of the Hellwood, and many other horrors. Dorastor will also intorduce Sanity to RQ. Derived from the CofC rules, the monsters of Dorastor are so horrible that they can drive advernturers mad. So step right up, Dorastor is waiting! May 1982 THE SARTAR CAMPAIGN by Greg Stafford Maps, personalities, histories, local cults, and other material about the storm kindom of Sartar. Include tribal specifics, extensive road encounters section, and a full explanation ot he Orlanth cult. ---------------------------------------------------------------------- PRAX/SARTAR Areas of Interest (from RQ II maps) ADARI AGAPE OASIS ALDA-CHUR ALONE APPLE LANE (Published) ARKAT'S HOLD BAGNOT BARBARIAN TOWN BATTLE VALLEY BEAST VALLEY BIGGLE STONE OASIS THE BETTER PLACE THE BIG RUBBLE (Published) BLACK DRAGON MONTAINS BLACKWELL THE BLOCK BOATHOUSE RUINS BOLDHOME BRONTOSAURUS VALLEY CAM'S WELL OASIS CARAVAN ALLEY CASTLE OF LEAD CHAOS WOODS CLIFFHOME CORFLU DANGERFORD DAY'S REST OASIS THE DEAD PLACE DEVILS MARSH DRAGONS EYE DUCKPOINT DUNSTOP DWARF KNOLL DWARF TEMPLE EARTHSHAKER TEMPLE EX FAR POINT FIGHTING TREES FURTHEST GIANT'S STILE GOLDEDGE GOOD CANAL THE GOOD PLACE THE GREAT CAVES HAUNTED LAND THE HEAD ACRES HENDER'S RUINS HIGHWATER FALLS HORN GATE IVORY PLINTH JALDON'S POINT JANSHOLM JASKOR's HOLD JONSTOWN LACA LEADEN HILLS LIZARDWOOD WILDS THE LONG DRY MONKEY RUINS MOONBROTH OASIS NEW CRYSTAL CITY NINE GOOD GIANTS MOUNTAINS NOCHET CITY NO MAN'S MARSH NORTHPOST OBSCURE PLINTH OLD RUINS OLD WIND TEMPLE ORANI'S MISTAKE THE PAPS PARING STONE PAVIS (Published) PERILOUS HILLS PIMPER'S BLOCK QUACKFORD QUEENS POST RAINBOW ROCK REACHING MOON TEMPLE RICH POST RIDGE OF THIEVES RIVER OF CRADLES SACRED GROUND SCORCHED VALLEY SENTRY MOUNTAIN SHEEP OF LUCK HILLS SKYFALL LAKE (Published) SLAVE WALL SLEEPING CITY HILLS SNAKEPIPE HOLLOW (Published) SOG'S RUINS THE STADIUM STINKING FOREST STONE CROSS TEMPLE STORM HILLS STORM WALK MOUNTAIN SUN DOME (Sartar) SUN DOME TEMPLE OASIS (Prax) SWENSTOWN TADA'S HIGH TUMULUS TARPIT OASIS THE THRONE TORCH OASIS TOURNEY ALTAR OASIS TROLL WOODS UMATH'S ROCK UPLAND MARS VALE OF BONES VALE OF FLOWERS VALLY OF THE CHALK MAN VULTURE'S COUNTRY WEB VALLEY WHITE WALL WILD TEMPLE TEMPLE WILM'S CHURCH WINTER RUINS WINTER TOP WOOD OF THE DEAD -------------------- From: rschirme@digi.lonestar.org (Reynold Schirmer) Subject: Re: RQ discussion 1 >Subject: RQ questions >When a critical attack is rolled, does magic armor-type spells still count? >(i.e. Protection) We use RQIII and had the same question about this critical hits and sorcery. In RQ III the rules state that a critical hit will bypass all magical and normal protection (i.e.. spirit magic protection spell), but under the sorcerer description of damage resistance it states that it will stop all dammage. This sounds contradictory. Also what about Acid dammage? Cold? Heat? Will magical protection protect against non-impact related dammage? The house rules that govern this at our game is that Dammage Resistance will still function as normal for a critical hit (i.e. roll vs. resistance to get through) but the Dammage Resistance spell will then be disabled (needing to be re-cast.) Dammage resistance does not protect against non-impact related dammage (Acid, fire, cold, etc...) Criticals will go though all spirit magic and divine magic protection, but these protection spells will protect against non-impact related damage. The rational behind this is that the spirit & divine spells are more of a protection against physical harm (the gods or spirits preventing you from getting harmed) while the sorcery spell is more like a 'force field' that prevent a physical blow from landing, but do not prevent acid from landing on the skin or keep fire or cold away. This rule seems to work rather well for us. I would be interested in hearing other peoples way of dealing whith this. >Shouldn't a head shot, even if it didn't penetrate armor, still have a >chance to at least stun the target? (i.e. damage vs head hit points in >resistance roll, if successful the stunned one round; special=stunned >2 rounds; critical=unconscious) I like this idea. I will suggest it to our group and we will most likely start using it! >Instead of rolling spirit combat each time someone wants to learn a >new spirit spell, how about an abstracted system? Currently I'm using >POW*5 to learn the spell. It depends if you want to role play the learning of the spell. If you just want to learn it and forget the RP aspect, then I see nothing wrong with using this rule. ========================================================================== Now some of my questions: 1. Silly question: If I have Countermagic cast on myself, can someone else cast a Heal Spell on me without having to go through the Countermagic ? 2. Most offensive sorcery spells require that their intensity overcome the MP of the target. There are some spells, such as shapechange, that the target could want to be cast on themselves. i.e. shapechange into an elf to get past an elven guard. Does this spell require the same resistance roll? Maybe a modified resistance roll? [Shapechange was discussed in an earlier Digest. A rule of 1 point of intensity per point of size of the target was suggested for a voluntary shapechange. If you would like, I can send you the appropriate issues. -Ed] -------------------- From: gbailey@umbio.med.miami.edu (Glen Bailey) Subject: RQ digest: Random thoughts on past subjects (I'm still reading all the past articles, and just got up to 3.6. I wanted to "throw" my 2 cents in -hmm, wouldn't that make throw a knowledge skill? :)) You people must be rules lawyers. I see tables and tables and tables, and rules and rules and rules... enough already. Can't you make things simpler? How about this rule for combat fumbles (it just came off the top of my head, but its simple and keeps weapons masters from killing self): Subtract the Cchance to special from the fumble results roll. (Example: sword skill=60, special=12. Attacker fumbles, GM rolls 96, subtracts 12 = 84: weapon shatters instead of attacker doing maximum damage to himself.) You say this is too simple? Our combats take too long as is. Spell fumbles? The extensive fumble charts are too much. Unless the GM can think of an adequate result, how about the caster roll against the same skill chance, if he fails again he takes 1 (maybe a die roll?) damage to general hit points per point of magic in the spell? Not only did he waste the magic but failed to control it enough to keep from harming himself. I like the skill modifier of -20 when attempting the same thing (picking the same lock) but to use also for parrying another attack? It takes away from those that have over 100% parry chance. -------------------- The RuneQuest(tm) mailing list is a courtesy of Andrew Bell. All opinions and material above are the responsibility of the originator, and copyrights are held by them. Unless specified in the specific article, all RQ Digest material is freely redistributable on a not-for-profit basis as long as author credit is included. RuneQuest is a trademark of Chaosium, Inc. =======================> Bye now. Have a grassic day!