Subject: RQ Discussions 8 Ed's note: Fredrik Bengtson (d89fb@efd.lth.se) sent me Supplement.2#1, which I had forgotten existed. This is a copy of an electronic magazine name of Dragons in the Dark published by Henk Langeveld a while back. Someof you don't have this, so if you want it now, send me mail. -------------------- From: Michael Kossowsky Subject: Some general questions There are some questions that I have been wondering about for a while, and now that you have this Discusion list, I might as well ask some of 'em. 1) Can anyone give me synopsis of the Lightbringers quest? I have read Cults of Terror as well as issue 13 of WF. They Both say 'a heroic quest too detailed to go into here...' 2) This Syndics Ban thing. Why did that group of individuals kill the God of Communication? What did they hope to gain? And if the Ban was the intended result, why? 3) What can anyone out there tell me about the Pharoh or the City of Wonders? 4) Is the AH Snakepipe Hollow anything like the old version? I ask because I have both Griffen Mountain and Griffen Island, and GI doesn't compare to GM, but both Apple Lanes' are pretty similiar. I have the AH version, by the way. 5) Are the RQ3 Sorcery rules completely AH or are these the rules that would have been in Mortal Lords? Steve Maurer once presented a set of Sorcery rules that were much more 'Runic', perhaps those were closer to what Kraft & Co. would have had in mind? Also, in RQ Digest 5#12, David Gadbois questions whether or no Delecti is a vampire, per se, and brings several quotes. Well, I guess David, you forgot Griffin Mountain, in which there are several rumours of a powerful vampire there, and it says (I'm paraphrasing here, as I don't have GM in front of me at the moment) "a powerful vampire lives in the north of the Wilds, second only to Delecti of Dragon Pass". That's pretty indicative of being a vampire, no? Unless you want to say that it's a rumour anyhow, so it might be based on a rumour of Delecti being a vampire, as well. - Michael Kossowsky -------------------- From: nrobinso@sirius.UVic.CA Subject: Magic Items and Stuff Anyway, I have a few questions that many starting GMs would probably like to know about: 1) What type of encounters are suited to beginning characters? I'm having them face some orcs (goblins in my game), wild dogs etc. Is there a list of good creatures? I have ordered the Creature Colliseum but don't expect AH to get here for a few weeks yet (Victoria supports most games well but not RQ) 2) Magic Items. I realize that most items are normal items enchanted with extra armour protection, spell matrices etc and was wondering if there was anything else? I remember (digging my mind back to RQII I borrowed for a while 6 years ago) that there was a small treasure generation table. -------------------- From: autodesk!John_Castellucci%3HARBOR@fernwood.mpk.ca.us Subject: RQ discussion 7 Here's a toss up question: Does anybody have any info of Dragonnewt Plynths? The little that I know is that Dragonnewts can use these artifacts to teleport themselves around the pass. Other can use them for the same purpose with the propper ritual, but this has been known to anger the Dragonnewts. [I believe there's info about dragonewt plinths in the RQ III Snakepipe Hollow. Anyone know of other sources, or know that I'm wrong about this? --ACB] -------------------- From: Michael Norrish Subject: RQ Discussion question I recently had to design an enchanted magical sword. Designed for use by a magical illiterate it had to use a magic spirit for proper operation. But then I thought of a problem; when a magic spirit bound into an item casts its spell(s) what is the chance for success? The simplest answer is just to say 100% but this is not explicitly stated to be the case in any of the rules I have, and it might actually make things more interesting if the relevant spirit doesn't know all of its spells perfectly. If, however, a spirit has a partial chance of success with its spells then presumably it can improve with experience, just as do normal sorcerers. (All this assumes a magic spirit that casts sorcery spells). One also has to give the spirit spell manipulation skills like Range, Duration etc. This makes for interesting swords, ("Cast Spell Resistance sword!", "Oh, are you sure? You know I've never really liked that spell... in fact I'm bloody hopeless at it.."), but makes for rather a lot of work. Is there an official rule on this? What does everybody do? ->Michael Norrish (norrish@st2.vuw.ac.nz) Michael -------------------- 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.