Rick Meints’ Forward to ๐˜Š๐˜ถ๐˜ญ๐˜ต ๐˜Š๐˜ฐ๐˜ฎ๐˜ฑ๐˜ฆ๐˜ฏ๐˜ฅ๐˜ช๐˜ถ๐˜ฎ (2002): “I find it amazing that virtually all of this material [basically what is contained in the ๐˜Ž๐˜ญ๐˜ฐ๐˜ณ๐˜ข๐˜ฏ๐˜ต๐˜ฉ๐˜ข๐˜ฏ ๐˜Š๐˜ญ๐˜ข๐˜ด๐˜ด๐˜ช๐˜ค๐˜ด] came out within the span of only three years.”

19 May 2023

The Lair of the Leopard Empresses is out!

A few months ago, I mentioned the fact that the Monsters! Monsters! engine (which is basically T&T without the name ‘Tunnels & Trolls’) would henceforth be available for third-party publications, and that Sarah Newton’s The Lair of the Leopard Empresses would  be the first fantasy role-playing game that would benefit from this new licensing scheme.

Well, The Lair of the Leopard Empresses (LotLE) is out and available in both print and PDF format on DriveThruRPG. The game is a stand-alone role-playing game (meaning you do not need the M!M! rules to run it), and although it comes with a set of rules that is deeply intertwined with its setting (ร  la RuneQuest: Roleplaying in Glorantha), I believe you can still use these rules as the basis for any swords & sorcery frp game.

The setting, though, is not to be overlooked. Ximuria is an ancient world with crumbling empires, decadent cults, and evil magicians plotting behind the scenes at the courts of inbred rulers — and these are all aspects that we expect from a S&S frp game — but it has its own surprises that go beyond mere pastiches of Robert E Howard’s and Clark Ashton Smith’s ล“uvres, like:
 ★ Cannibalistic fire elves,
 ★ Guerrilla hobbs fighting against goblin invaders,
 ★ Weird dwarf sub-races (frost dwarves, volcanic dwarves),
and lots of mysterious backstories, like the origins of dragons and giants, whence the Six Elements (Earth, Wood, Air, Water, Fire, and Metal) originate, and what continents lie beyond the oceans.
I also like the heavy ‘beastly’ influences like the Serpent Kings of the past, the Bat Cult of the Nagraefi, or obviously the eponymous Leopard Empresses. More generally, the non-European feel of Ximuria is very welcome and is a refreshing change from the scores of faux European fantasy settings.

The rules are very Old School-ey, with many character classes (called ‘callings’) and races (called ‘kindreds’) available for player characters. You can also use them for NPCs (again, ร  la RQ) or stick to the standard Monster Ratings as in classic M!M!/T&T.
The main deviation from M!M!/T&T, however, is that spells are grouped into spell lists (ร  la Spell Law); spell-casters may only access spell lists available to their calling and depending on their culture, which will guarantee that players will be able to customise their spell-casting PCs and that no two wizards will be the same.

LotLE also introduces shamans, without resorting to additional rules but simply by adapting the magic system and by adding some special abilities to this calling.

The game is chock full of sensible advice for starting as well as seasoned GMs, who may both be unfamiliar with the M!M!/T&T rules. There are, in particular, many examples of use for the stunts, which were usually only hinted at in previous M!M!/T&T publications, and which get a full treatment here. There is a whole chapter dedicated to creating and using Cults, Guilds and Brotherhoods (an aspect that was seriously missing from previous M!M!/T&T-based games). Joining a cult/guild/brotherhood gives your player character a lot of nice perks, much like in RuneQuest. These organisations, however, are not only there for power-hungry players: they really add layers of verisimilitude to the world of Ximuria and (again, much like RQ cults) an aim to your PCs other than simply looking for treasure; here are a few examples:

Join the Sisters of Wragna because the dream of the Once and Future Queen must not die. The Good Kindreds of Ximuria were once united in a Golden Age of peace and justice, and can be again!

Join the Wyvern Masters because your people have done so for generations. Or because the Dragonwatch and the defence against the Enemy in the East needs your support. Or because training and riding wyverns is in your blood— it’s so freakin’ cool!

Another chapter is titled ‘Elaborations’ and, er, elaborates upon a lot of the fundamental but oft-overlooked M!M!/T&T rule elements such as Ranged Combat, Saving Rolls, Spite Damage, or Stunts [yes I know I’ve already mentioned Stunts, but the way LotLE uses them is really at the core of how Sarah Newton has improved the M!M!/T&T engine].
This chapter also provides a lot of spot rules, e.g., PCs helping each other, Ganging up, Surprise attacks, Mounted and aerial combat, Cover and concealment...

In the RPG community, Tunnels and Trolls is famous (a) for being the second frp game ever published and (b) for its many solitaire modules. I feel The Lair of the Leopard Empresses at last shows how the M!M!/T&T engine can be satisfactorily used as a fully-fledged GM role-playing game.

10 May 2023

Tunnels & Trolls Purchased by Rebellion

The exciting boring saga of the T&T purchases continues! After Rick Loomis’ sad passing in 2019, Tunnels & Trolls (along with all the other Flying Buffalo Inc games, with the exception of Monsters! Monsters!) was purchased by Webbed Sphere Inc, a US toy retailer, who sat on the licence and didn’t do anything with it.

A press release dated 10 May 2023 announces that the British video games company Rebellion Developments Ltd has in turn purchased T&T, MSPE and the other former FBI games. Rebellion has a tabletop imprint called Rebellion Unplugged and, judging by what they have published on their web-site, they are true blue Tunnels & Trolls fanatics. So here’s to hoping they’ll do a better job than Webbed Sphere [tbf that shouldn’t be too difficult]!


09 May 2023

Arkat Podcast

Arkat is one of my favourite figures from the Gloranthan legendarium... probably even my favourite one, as he epitomises everything that sets Glorantha apart from all the other vanilla fantasy worlds: there is no ‘good’, no ‘evil’, but an ‘us versus them’ attitude, and player characters have access to heroquesting, i.e., the capacity to explore past myths in order to modify them or to gain personal power from that kind of deep spiritual/religious interaction.

Well, the God Learners podcast have just made available their latest podcast and it is a whopping 67 minutes devoted to our beloved bad-tempered hero.

New BRP Q&A

The Hardboiled GMshoe’s Office hosts a transcript of an interview Jason Durall gave about the new Basic Roleplaying book.

Enjoy. 

[needless to say, I am expecting y’all to have already purchased the PDF of the new BRP book]

27 March 2023

Gloranthan Magazine Indices

Shannon Appelcline has updated his Gloranthan magazine indices.

The following ones are probably those of particular interest to readers of this blog:

 ★ Tales of the Reaching Moon, issues 1 to 20.

 ★ TradeTalk, issues 1 to 17 (you may want to compare it to my own TT index).

 ★ Wyrm’s Footnotes, issues 1 to 15.

But do also check the other ones.

22 March 2023

5-Year RuneQuest Campaign Podcast

I have played an online RuneQuest campaign game set in Sartar for five years (I reckon it must be the second-longest I’ve ever played). We played approximately every fortnight; you can imagine the sheer number of episodes the campaign entailed!

The game started with RQ2 on Roll20, then moved on to the RQG rules (and Foundry) as soon as they were made available, and ended up with a hybrid RQG-OpenQuest ruleset, with the occasional “Runes in the Dark” homebrew for our (many) heists. 

Despite the many dangers, our party of five remained the same during the duration of the campaign... I was the only one to transition from a first character, killed in a single blow, er sting, by a Chaos wasp who rolled a crit in his head, to a second one, so we all ended up with Rune-level characters. The whole zero-to-hero shebang.

Our GM extraordinaire, Steve, has devoted an episode of his Orlanth Rex’s Gaming Vexes podcast to reminiscing about salient events, favourite rules changes, character arc vs story arc, and whatnot, from these five glorious years of gaming. Oh, and did I mention Chaos wasps?


Play

20 March 2023

New BRP Book Coming!

 A replacement for the “Big Gold Book” is coming, along with a dedicated licence (ORC). Can’t wait!

(from the bluebird site)


28 February 2023

Cults of Glorantha

The tease is over! It appears we’ll be getting 10 books: the Prosopaedia plus a single book for each pantheon, instead of the three tomes (2 cults books + 1 prosopaedia) initially announced.

Not sure what the Mythology book will consist of. When asked on social media what this latter tome would encompass, Jeff Richard said it would be a surprise. For my part, I really hope the Mythology book will contain the long-delayed heroquesting rules.

14 January 2023

Industry News (OGL Debacle, ORC, and Monster Revolution)

A lot has happened in our beloved RPG industry in the last few months and weeks.

First of all, Flying Buffalo has sold Tunnels & Trolls to Webbed Sphere, who has been basically sitting on the IP and doing nothing with it since the purchase. Fortunately, Ken St Andre kept the rights of Monsters! Monsters! (which is basically the same game as T&T but with a different title), and now all the new supplements are marketed for M!M!, for which a new edition is in the works. — But more about M!M! later.

However, the big talk of the moment amongst RPG enthusiasts is obviously the OGL debacle by WotC. For those who have lived under a stone since Christmas 2022 I’ll try and summarise what happened.

1. A new version of the so-called Open Gaming Licence (OGL) has been leaked (intentionally or not, who knows). This new version implies a much tighter control by WotC over what is published under the OGL and, more importantly, is supposed to retroactively replace the licence that has been in place since the early noughties and under which a ton of games and settings have been published.

2. There has been a general uproar by players, designers and publishers alike, and many reactions, from closing shops and removing OGL-based products to moving to a different engine altogether.

3. WotcC clumsily denied what happened and said the new licence would be reworked. But that was too late: Paizo is currently launching the Open RPG Creative Licence initiative, also known by its acronym ORC, with allies Kobold Press, Chaosium, and Legendary Games. Little is known about ORC, mostly that it will be  a system-neutral open RPG licence that can be freely used across the RPG industry.

Many companies are also offering cheap versions of their RPG engines to show creators that there is much to be found outside of the OGL and the D20 engine.

Chaosium, for instance, is selling the PDF versions of the Basic Role-Playing System, of the RQ Starter Set and of the CoC Starter Set for a mere 99¢ at DTRPG.

Back to M!M!— Ken St Andre is allowing third parties to use the M!M! engine for their own products for a small percentage of the generated revenue. 


The Lair of the Leopard Empresses by Sarah Newton is the first RPG that has been announced for this new licence. The game should be released in spring 2023 and it is expected to be a ~250-page game that will include a fully-fledged campaign, city maps and gazetteers, full rules, spells, magic, treasures, and an introductory adventure.

Erik Tenkar of Tenkar’s Tavern fame is also preparing a M!M! supplement titled Sovereign Monsters! under this new licensing agreement. See his posts here [edited 2023-01-17] and here.

Exciting times ahead!


04 November 2022

the Gateway Bestiary and the Barguest

In my latest blog post, I wrote about the Barguest and, not having the Meints Index to Glorantha (MIG) at hand, I thought it hadn't been described in RQ terms.

Well... yesterday night I retrieved my copy of the MIG from the cellar and, lo and behold!, it did mention the Barguest. The creature is listed as being described in the Gateway Bestiary. So I went to look for my signed* copy of the Gateway Bestiary, and yes there it was on p25, "a sort of fairy dog" whose description is actually more that of an undead dog. The main differences with 'my' take on the Barguest are as follows:

- it Demoralises rather than it inspires Fear
- it doesn't turn Invisible

So maybe now you can have two versions of the Barguest in your RQ games... A spectral one, and an undead one!

*I had to brag about it, didn't I? BTW the little-known Gateway Bestiary has an interesting story. When Sandy Petersen signed my copy, he told me this was how he was hired by Greg Stafford-- he went to Albany with the manuscript, and Greg said 'cool stuff, want a job?' and hired him.

Also (if I am not mistaken), Sandy's maiden publication is also the very first frp bestiary that, instead of merely listing its entries in an alphabetical order, has them grouped by type of creature.

01 November 2022

the Stafford House Campaign and the Barguest


I am currently reading ‘The Stafford House Campaign’, a collection of personal notes and of Amateur Press Association (APA) articles by
Greg Stafford. These essays are a narrative of his early RuneQuest campaigns (“expeditions” as he calls them) interspersed with various commentaries, musings and Q & As with other APA contributors.


The book is invaluable for the insight it provides on the very early years of our hobby in general, and on the birth of Glorantha as a frp setting in particular.


You may read my various thoughts about the book here.


One item that struck my fancy is the mention, on p52, of an expedition to ‘release the barguest’. Now I don’t have my Meints Index to Glorantha available right now, but I don’t recall the “barguest” as being a RuneQuest creature.


A friend kindly pointed out that there is a Barghest (with an ‘h’) on p6 of All the Worlds’ Monsters, vol.2.

As a tribute to Greg Stafford’s early RQ expeditions, I present you the Barghest from All the Worlds’ Monsters, vol.2 converted to RuneQuest using Steve Perrin’s conversion guidelines from All the Worlds’ Monsters, vol.3.


Barghest

Type: Undead Spirit

Description: a large spectral hound that may become invisible, and only while invisible will it shriek.

Characteristics

STR 4D6 avg. 14

SIZ 4D6 avg. 14

POW 3D6 avg. 10-11

DEX 2D6+3 avg. 10


The number of hit points of a Barghest equals its POW, hence its hit points equal its magic points. If reduced to zero hit points or magic points, it is destroyed forever.


Move: 10

Base SR: 5

Armour: 5-point spectral hide

Skills: Dodge 50%, Jump 45%, Listen 30%, Spirit combat 50%, Swim 55%, Track 50%.

Magic: The Barghest may spend 3 magic points to turn Invisible.


Weapons

Bite 40% Dmg 2D8+1D4 SR 9

Claw 40% Dmg 1D8+1D4 SR 9


Special attack

Shriek (SR 1): All those hearing the shriek must roll their POW vs the monster’s POW on the Resistance Table or be paralysed with fear for 2D6 combat rounds.


Special defence

A Barghest can only be damaged by magic, e.g., a sword with Bladesharp 4 would do 4 points of damage; Fireblade 3D6 damage. True Weapon spells do normal damage.

The Barghest is completely immune to emotion-affecting magic such as Befuddle, Demoralise, and Fear.


07 January 2022

Culbrea after the Dragonrise

The following piece of news is from the latest episode of the God Learners podcast.


A new official supplement, Culbrea after the Dragonrise, is in the works! The tribe and its territory will be presented in Starter Set-style simplicity as a setting for a Sartarite campaign The authors have described it as a kind of sandbox with a few scenarios that open up to wider adventures.


13 December 2021

Beware Online Scams!

 Let's call this a "public service announcement". It's actually a Facebook post from a friend that I am propagating.

SCAM SHOP WARNING!
In light of a recent noticeable increase in scam dice shop ads popping up on Facebook, I'd like to issue a warning not to buy from stores or upon seeing dice ads with prices that seem too good to be true. Because they always are.
Here's an example in the photos of a store called Cowboykm that is using a photo stolen from Norse Foundry of an amethyst set they offer for $1.99, when the actual Norse Foundry price is $90. Other names I've recently seen used are Universemallse and Diceshops.shop / Diceshopsv.
These stores usually use stolen photos of high end dice from other brands or independent makers and offer them at prices that no reputable store could make or sell them for. The latest marketing ploy also seems to be "we are closing our store" or "giveaway" messaging.
These shops make their money by charging inordinate amounts of shipping costs, and often they send the customer cheap acrylic dice that look similar enough that they hope people will not complain.
I have a long list of such stores on my dice blog (https://www.virtual-dreams.org/dice/scammer-dice-shops/). I've been collecting names since November last year, the list has grown to an impressive listing of 82 shop names by now. Feel free to pass names along to me that aren't listed.

Please share this in other dice or role-playing groups. The more people know about this, the better.







22 November 2021

The RuneQuest RPG Wiki

The RuneQuest RPG Wiki is online at long last! Not to be confused with the fan-created Glorantha Wiki, which tackles Gloranthan lore, the RuneQuest RPG Wiki has been created and is maintained by the Chaosium and is solely about the game’s rules.

The RuneQuest RPG Wiki can be seen as an online extension of sorts of the RuneQuest Starter Set: since the latter does not contain a character generation chapter, or the full details of all the RQ weapons, etc., you can now find them online on the wiki.

from the RQ wiki

You can now spend a mere €25 for the RuneQuest Starter Set and have anything else missing available at your fingertips via the RuneQuest RPG Wiki. No more excuses for playing inferior role-playing systems!

17 November 2021

Ultra-Fast Aldryami Character Generation

The day before yesterday, I wrote that the RuneQuest Starter Set contained all the rules needed to play RuneQuest: Roleplaying in Glorantha except for character generation.

So if you’re not particularly interested in the intricacies of Gloranthan lore, but rather in RuneQuest as a TTRPG engine, you may well purchase the Starter Set and simply use my character generation posts to create your RQ adventurers. You will also need the PDF of the Classic Edition (for weapon stats and for critters), and the Red Book of Magic if you fancy a larger choice of spells.

I have already blogged about the generation of human adventurers. Today we are creating Aldryami player characters in eight easy steps:
1. Passions
2. Rune affinities
3. Characteristics
4. Starting Skills
5. Occupation
6. Cult
7. Personal skill bonuses
8. Misc.

1. Passions

Choose three starting Passions at 60% amongst the ones listed on p17 of Book 1: Rules of the Starter Set. Elves would typically have at least two of the following passions: Hate (Dwarves), Hate (Trolls), Loyalty (Elder Sister), and Loyalty (Great Tree).

2. Rune affinities

2a. Elemental Runes

Male adventurers start with the Fire/Sky Rune at 60%, females with the Earth Rune at 60%. Choose another Elemental Rune (except Darkness) that starts at 40%, and yet another at 20%.

2b. Power Runes

You may choose a Power Rune (it cannot be Death) that starts at 75%.

2c. Form Runes

All Elves start with the Plant Rune at 75% and the Man Rune at 25%, meaning that the Man-Beast axis on p1 of the adventurer folio is replaced with a Man-Plant axis.

3. Characteristics

Do not roll for characteristics but freely assign the following values: 9, 11, 12, 13, 14, 15, 17 to your characteristics, +4 extra points.

INT and DEX cannot be among the four lowest characteristics. STR cannot be among the three highest.

4. Starting Skills

Use the values on p2 of the adventurer folio, with the following changes:

Agility
Climb 70%
Swim 05%

Knowledge
Elf Lore 25%
First Aid 25%
Plant Lore 50%

Magic
Spirit Combat 50%
Worship (...) 30%

Manipulation
Conceal 20%

Perception
Elfsense 40%
Listen 45%
Track 25%

Stealth
Hide 25%
Move Quietly 25%

Attacks - Weapon
Elf Bow 35%
Short Spear 20%
Shortsword 20%
Sing 25%
Small Shield 25%

5. Occupation

Choose an occupational category for your adventurer, and add the relevant skill bonuses:

Artisan
Communication: Bargain +10
Knowledge: Evaluate +5, Lore (...) +10, Plant Lore +30, Speak Other Language (Tradetalk) +10
Manipulation: Conceal +10, 1st Craft +30, 2nd Craft (can be the same) +10
Perception: Elfsense +5, Insight (Elf) +5
Attacks - Weapon: Elf Bow +10

Dignitary
Agility: Dodge +5
Communication: Orate +5
Knowledge: Animal Lore +5, Elf Lore +10, First Aid +5, Homeland Lore (own forest) +5, Plant Lore +25, Speak Other Language (Tradetalk) +5
Perception: Elfsense +15, Listen +5, Scan +5, Search +5
Attacks - Weapon: Elf Bow +20, Short Spear +10, Shortsword +10

Fighter
Agility: Dodge +20
Knowledge: Homeland Lore (own forest) +20
Perception: Elfsense +5
Stealth: Hide +15, Move Quietly +15
Attacks - Weapon: Elf Bow +25, Short Spear +20, Small Shield +15

Sage/Priest
Communication: Dance +5, Sing +15
Knowledge: Alchemy +5, Cult Lore (...) +15, First Aid +15, Lore (...) +5, Plant Lore +25, Treat Disease +15, Treat Poison +5.
Magic: Meditate +5, Spirit Combat +10, Worship (...) +15.

6. Cult

Your adventurer starts off as already being an Initiate of a cult. Elf adventurers are overwhelmingly initiates of Aldrya, which brings the following benefits:

You receive an elf bow, a living plant-weapon that provides you a source of 2D6+2 extra magic points in spellcasting.
The elf bow has the same stats as the composite bow from the pregen folios (except that it has 6 HPs).

You distribute +45 skill points among three or four of the following skills:
Agility: Climb
Communication: Sing
Knowledge: Cult Lore (Aldrya), First Aid, Plant Lore, Read/Write Aldryami
Magic: Meditate, Worship (Aldrya)
Manipulation: Conceal
Perception: Listen, Search, Track
Stealth: Hide, Move Quietly
Attacks - Weapon: Elf Bow, Short Spear

You also get to choose 5 points of Spirit Magic amongst the cult’s available spells: Befuddle, Countermagic, Dispel Magic, Extinguish, Heal, Light, Mobility, Multimissile, Repair, Second Sight, Shimmer, Silence, Speedart, and Vigour. Your adventurer receives 3 Rune points dedicated to their cult and is taught the Rune spell Arrow Trance. You also choose an extra Passion at 60% amongst the following ones: Devotion (Aldrya), Loyalty (Great Tree/Elder Sister).

7. Personal skill bonuses

Finally, add +25 to any four skills, and +10 to five more. No skill may be raised above 100%.

8. Misc

Choose the character’s gender and name.

Determine Age (21±2D8)

Add +1D6+6 to Reputation.

Add +1D20 to a single Passion.

Add +10% to a single Perception or Stealth skill of your choice.

Equipment: leather armour, a small shield, a short spear, a shortsword, and any equipment appropriate to your occupational category.

15 November 2021

RuneQuest Starter Set

The RuneQuest Starter Set is available at last. Chock-full of Gloranthan goodness, it is an absolute must-buy for any serious TTRPG player and/or collector.


chock-full of gaming stuff, for €25 only

I'll point you to someone else's blog post for a ‘standard’ review of the RuneQuest Starter Set. Since this blog is mostly followed by seasoned Gloranthaphiles, I am going to concentrate on what a grizzled Gloranthaphile will find of interest in it and on why you too should purchase it. First and foremost, the RQ Starter Set has been written with years of feedback from newbie and veteran players and GMs, and it shows in how the rules have been clearly laid out, re-organised, and re-written. Honestly, except for character generation (which has been left out of the Starter Set and replaced with 14 pre-generated characters), Book 1: Rules of the Starter Set contains all the rules needed to play RuneQuest: Roleplaying in Glorantha. In this aspect, it is completely different from most TTRPG starter sets that only give you an inkling of the fully-fledged game system, and which require you to purchase the various manuals later on. With the RQ Starter Set, you can skip the purchase of the rulebook if you are happy not to go through the fully-fledged character generation procedure (the one with the adventurer's family history, etc., from the core rulebook) and if you are willing to use a simpler system like, for instance, my accelerated character generation or my ultra-fast character generation.

In some areas, I feel the Starter Set is even superior to the core rulebook. The tricky parry/dodge mechanisms with regards to success quality (fumble, failed, normal, special, critical) are clearly explained, with a very detailed table that details all the various cases with the relavant results. Spirit combat and the shaman–fetch relationship are also expounded upon in a much more unequivocal way than in the core rulebook.

Obviously, Book 2: the World of Glorantha does not attain the encyclopedic depth of the Guide of Glorantha, nor does it give the same overview of the myths and of the religions of Glorantha that the 220-page Sourcebook does, yet it does solve the eternal GM problem of ‘how am I going to quickly introduce Glorantha to my players’. In a mere 21 pages of (dense) text, it manages to give a satisfactory overview of the history of Glorantha, both mundane and mythical, of the Runes and of the Elder Races, of what makes Gloranthan magic and religion different from your vanilla TTRPG setting, and of what organisations your adventurer will gravitate to; it also includes a mini-gazetteer of the Dragon Pass area with the added benefit of it all being for GMs and players alike (which means you can safely pass on the booklet to your players for reading).

This is followed by what can only be described as a mini-campaign setting of Jonstown and northern Sartar. Again, in a mere 39 pages you have everything you need as a GM to run your games in the Jonstown area: city map, gazetteer, guilds, cults, major NPCs, sample NPCs, etc.

Book 3: SoloQuest is a Tunnels and Trolls-like solo adventure that has the double aim of teaching you the rules and of making you familiar with the situation in the Dragon Pass area in 1625. As a seasoned Gloranthaphile, you probably don't need to be taught the rules. However, if you've only played the adventures that were published for RQ2, RQ3 and HeroQuest, you won't be familiar with the new situation (the Dragonrise, the end of the Lunar occupation of Sartar, Argrath's conquest of Prax and Pavis, etc.), and going through the Battle of Dangerford with your player character will brush you up on your Know Glorantha skill.

As implied by its title, Book 4: Adventures presents three adventures set in Jonstown and northern Sartar. The interest for the seasoned GM is, again, to make you familiar with the new political landscape of the Dragon Pass area; the second adventure, A Fire in the Darkness, is particularly useful in this regard. As for the third adventure, the Rainbow Mounds, your players will certainly be extremely surprised if they try and go through it using whatever they may remember from the original RQ2 adventure— the times they are a-changin'!

Last but not least, the Starter Set contains several reference sheets, amongst which a handy ‘Strike Rank Tracker’ with helpful SR-related information directly printed on it such as spell casting times & SRs, held actions, spirit combat, aimed attacks, etc. Again, this should prove useful even for grizzled players & GMs.

27 October 2021

What is New with RuneQuest? (THE KRAKEN 2021)

OK, so unexpected shit happened and, as a result, I was unable to travel to THE KRAKEN this year. But as they say: ‘if you can’t travel to THE KRAKEN, THE KRAKEN will travel to you’, which it did electronically by posting a video of Jason and Neil’s What is New with RuneQuest? panel at THE KRAKEN.

Here it is for your enjoyment.

For people of the tl;dr persuasion, or who have trouble listening to people speaking English, I have written a small summary below.

As everyone is aware of now, the RuneQuest Starter Set is coming next. It is an epic, ridiculously heavy labour of love, and it’s been the core aim of the RQ team for two years.
Unless most starter sets, this starter set is designed to be useful AFTER it’s been used as a ‘starter set’:
 - the Sartarite city of Jonstown is fully detailed
 - the scenarios can be used as non-starter scenarios in a GM’s campaign

(my 2 cents: except for the character generation part, which is missing as the Starter Set only contains pre-generated characters, it can be safely used as your reference RQ rules set— the rules are sometimes even better explained and presented than in the core book!)

These products are supposed to follow:
 - the Weapons & Equipment Guide
 - the Sartar boxed set (the first in a series of locale sets)
 - the Cults book, which is actually going to be two very large books plus a slimmer prosopรฆdia, book, all of them with mind-boggling art.

Further down:
 - maybe some small PDF-only publications (stand-alone adventures, using the elder races as PCs, this kind of stuff)
 - Big Rubble and Pavis by Robin Laws is being edited right now
 - a collection of adventures by Jason
 - a book about key Gloranthan locations by Jonathan Tweet

Even further down:
 - the GM book is ongoing — it’s been slowed down by the battle system
 - Spell decks are also in the works (personal note: do we really need these??)

On the digital side, there will be an official RQ wiki with:
 - an overview of the world of Glorantha
 - the very basic rules + a chargen module

Q&A session

Q: Any news about the heroquesting book?
A: It will probably end up as a boxed set because of all the cool ‘props’ that can be used on top of the character sheets.

Q: What is the status of the new Dragon Pass boardgame?
A: We’re going back to the original design and making it more modern (rather than the reboot that had been demoed at an earlier convention)

Q: Is there a RQ video game in the works?
A: Black Shamrock, a video game development studio, is working on one.


07 July 2021

Random Clan Terrain Generator

In 2015 I wrote a blog entry to randomly generate an Imperial Chinese Prefecture for TTRPGs set in Imperial China. I was quite satisfied with my article (itself based on a post on ร‰ric Nieudan's now-defunct web-site), but it has only very recently occurred to me that I could easily adapt it to Sartar to make a Random Clan Terrain Generator!

What you need:
 - A standard 52-card deck with French suits (); remove the jokers and the 2's.
 - Dice.

1. Draw cards to make a 7×7 grid; leave centre of grid empty. The rectangle represents the tula, and the dark grey centre is the main settlement, the clan's capital:


2. Terrain the remaining 48 areas according to card suit; face cards mean there is a steading. See tables below:

 Terrain 
  plains 
  woods or swamp 
 ♥ hills 
 ♠ mountains 

 Steadings 
 Jack: hamlet or stead 
 Queen: temple, shrine, other holy place 
 King: manor or mansion 
 Ace: small town or village 

Choose or draw another card for sub-types, e.g.:

 Second Card Drawn   Settlement Sub-Type   Temple Sub-Type   Manor Sub-Type 
 ♦  Sartarite   Orlanthi  Retired Rune Lord/Priest 
 ♣  Sartarite   Ernaldan  Guildhouse
 ♥  Sartarite   other Sartarite   Local Thane 
 ♠  non-Sartarite (e.g., Sun Domers, Lunar colonists)   pre-Sartarite   Wealthy Landowner 

 Third Card Drawn   other Sartarite Sub-Type   pre-Sartarite Sub-Type 
 ♦  Humakt  True/Dream Dragon 
 ♣  Issaries  Major Spirit
 ♥  Lhankor Mhy  Mysterious otherworldly being
 ♠  other  other

3. Encounters and events. Now, whenever the player characters are travelling throughout the clan territory, random encounters may happen! For each card, roll d20 and compare to card value (Jack = 11, Queen = 12,  King = 13, Ace = 14). If the die roll is = card value, look at the encounter on the table below.

Variant: Use a d10 in the light grey area.

 Die   Civilised Encounters
Die roll < card value 
 Events
Die roll = card value 
 1   Farmers travelling foraging poaching fleeing 
 2   Fishermen working mending nets famished building a dam 
 3   Merchants caravan lost being robbed loaded with silver  Ambush or trap 
 4   Initiates preaching looking for help begging on a pilgrimage   Impromptu market 
 5   Warriors professional rural militia urban militia press-gang   Freak weather 
 6   Orlanthi from Another Clan mercenaries traders transients pilgrims   Blocked roads 
 7   Orlanthi from Another Tribe warband migrating raiding hiding  Fire 
 8   Non-human Tusk Riders Elves Beast Men Trolls  Flood 
 9   Adventurers bruised & beaten hostile friendly richly equipped   Battle 
 10   Lunars tax collectors ♣missionaries colonists soldiers   Ghosts 
 11   Bandits river raiders on the run hiding carrying plunder   Country fair 
 12   Thieves street thugs running from the law spies burglars   Bandit Lair 
 13   Sun Domers merchants ambassadors prisoners pilgrims   Siege 
 14   Plague 

Feedback and suggestions welcome.

03 July 2021

The Barbapapa

This stems from a humorous thread on Facebook. You don't wanna know.

BARBAPAPA
Zuccarum Netum
The Barbapapa are large, natural shapeshifters living in the wilderness of Genertela. In their native form, Barbapapa are blob-shaped, with a distinct head and arms, but no legs. Male Barbapapa have rounder bottoms, whereas female Barbapapa have a slenderer form. Each Barbapapa can adopt any form they choose, but they remain easily identifiable by always retaining their faces and their distinctive colour.
Barbapapa display likeable faces but are actually flesh-eating predators. Their favourite preys are unsuspecting children whom they attract by singing catchy tunes. The prey is put to sleep by the lullaby and then its body is slowly absorbed by the blob-shaped monster.
Even though they are fearsome opponents, Barbapapa will only fight if cornered.


a Barbapapa in Prax


Characteristics (Average)
STR 4D6 (14)
CON 3D6 (10-11)
SIZ 5D6 (17-18)
INT 2D6+6 (13)
POW 3D6 (10-11)
DEX 2D6+3 (10)
CHA 2D6+6 (13)

Hit Points: 13      Move: 8
Magic Points: 11     Base SR: 3
Armour: 1-point hide. Some Barbapapa are protected by 2-point thick fur.
Skills: Disguise 75%, Dodge 25%, Hide 85%, Listen 50%, Shapeshift 100%, Spirit Combat 50%, Swim 75%.
Special defence: Since the Barbapapa’s shape-shifting ability is almost instantaneous, it will create a hole around any piercing weapon about to hit its body, or modify it cushion-like in case a blow by a crushing weapon is about to land. As a result, only area-affecting physical attacks may harm a Barbapapa. Specials and criticals will also hit a Barbapapa; in this case, the attack was too precise for the Barbapapa to modify its shape in time.

Barbapapa Hit Locations
Body 01-16     1/11
Head 17-20     1/5

Weapon % Damage SR
Envelop 100 8 points of digestive fluid 1
Pseudopod 50 1D8+1D4 7