From: owner-runequest-rules@ (RuneQuest-Rules-Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest-Rules-Digest V1 #53 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest-Rules-Digest Thursday, March 26 1998 Volume 01 : Number 053 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Elf Bows [RQ-RULES] Thanatar's Temple- Main Temple [RQ-RULES] Thanatar's Temple- The Temple Guard Re: [RQ-RULES] Thanatar's Temple- Main Temple Re: [RQ-RULES] Thanatar's Temple- Main Temple [RQ-RULES] mobility & slow Re: [RQ-RULES] mobility & slow [RQ-RULES] Thanatar's Temple - The Cooking Pit Re: [RQ-RULES] Thanatar's Temple- Main Temple [RQ-RULES] Thanatar's Temple- The Black Pit RULES OF THE ROAD 1. Do not include large sections of a message in your reply. Especially not to add "Yeah, I agree" or "No, I disagree." Or be excoriated. If someone writes something good and you want to say "good show" please do. But don't include the whole message you praise. 2. Use an appropriate Subject line. 3. Learn the art of paraphrasing: Don't just quote and comment on a point-by-point basis. 4. No anonymous posting, please. Don't say something unless you're ready to stand by it. ---------------------------------------------------------------------- Date: Wed, 25 Mar 1998 10:04:54 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] Elf Bows RU>Yes, but the elf may have the bow on its back or whatever. RU>> Absolutely. Note you can probably assume that an elf never lets the RU>> bow out of its hands, and the bow will die if any non elf even RU>> touches it. RU>In our campaign, at an early stage, this led to people grabbing elf RU>bows to disable them completely. It also led to Apostate Humakti RU>grabbing swords and making them shatter and humans grabbing Mostali RU>Muskets making them explode! In general, this destruction will only occur if the object's owner is NOT touching it. If the elf holds his bow, anyone may touch it without damage. Bob Stancliff (Stancliff@commnections.com) (http://commnections.com/upgrades) *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 25 Mar 1998 21:02:20 +0000 From: wal@eff.u-net.com (Nikk Effingham) Subject: [RQ-RULES] Thanatar's Temple- Main Temple "The circular chamber of the Main Worshipping ground is foreboding indeed. Entrance is normally through one of the four double doors contructed of Bronze, strips of Iron reinforcing the already strong metal. Several smaller doors are hidden in the walls, but only the Priests and one or two more watchful initiates have ever found out how to find the secret portals, and what switch opens them. The roof burns with Darklight, as braziers hang by chains form the ceiling with Darklights burn within. They are relit whenever they fade by the Harpy Magla, who flies up and relights the flame, ensuring that the room is continually bathed in the eerie glow. The Lantern that carries the Eternal Flame from the first Darklight resides in a hidden chamber accessible only through the ceiling. Only those that can fly, such as the Harpy Guardian, can reach it. "There are five pillars that hold the ceiling up. They have been in place since the First Age, although there were originally seven. The pillars have been plated in quicksilver, a remanent from the Gloomshark worshippers who resided here in the Second Age midway through, though the original stone can be still seen where the plating has flaked off. Hanging from the Pillars are pieces of parchment with holy curses written upon them to protect the Temple. Sometimes bodies of the sacrificed are pinned to the pillars with enormous tarnished silver stakes, although wooden boards have since been supplied for this sort of thing in the corner those who have the strength to ram the stakes through the pillars often still do - the Coven Sorcerors keep warning that this may well cause the roof to collapse if it continues. Also on the roof, hanging dead center, are twenty barbed rods, thick as my forearm, where unlucky victims are attatched to, and bleed dry slowly, their blood collecting below. The ceiling is so high that you can not see these dying victims, just hear their soft moans. The harpy goes up often enough to Heal them and keep them alive. Usually they can go for two whole weeks with such agony, Endurance spells can be so good can't they? "There is a pit in the center, with sloping sides, with the skulls of the dead at it's bottom. There are now so many that, even though most have been crushed into near dust, you would have to dig a clear four feet to reach the floor beneath. Only skulls are dropped here, bodies are usually given to the ogres and broo to provide sustenance. The Altar is to one side of the Pit, and is a circular raised dais some four metres in radius, large enough to just fit the High Priests body. At it's center is a pillar, made of tarnished silver, that stretches nearly to the ceiling with the hands of the dead pinned to it. "Alcoves in the wall contain religious items, such as sacrifical daggers, books, ingested scrolls, religious icons and such. If anyone other than the Doomed or higher should take these items the Spirit of Reprisal descends, quickly followed by a hoard of Mad Head Ghosts. Speaking of which, I once remember the Doom Shaman telling me of how many Mad Head Ghosts there were, and other haunting spirits. I believe that if you can see the Spirit Plane you can see them in a spiralling hoard, all spinning around the pit and the altar. Not only are the Head Ghosts here, but all who die here are trapped as ghosts, and remain so until both their hands and skull are removed from the chamber. Bound into the wall are, so I believe, a variety of cult spirits and elementals numbering some fifty or sixty, but the words of power to release and command them have been lost over the years, the High Priest knows most of them, but not all. The other Rune Priests know a varying number. Who knows what spirits there are trapped here? I know that the soul of Korangii Vakanspleen is bound into the altar, he is a troll Hero who was captured and bound into the altar. He has been summoned many times, he is still sane, for he complains loudly in Darktongue when he fights of his plight. "So, human, before I take you there to die, is there anything more you would like to know?" Nikk Effingham http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely, where does that leave God?" -- George Daacon *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 25 Mar 1998 21:02:16 +0000 From: wal@eff.u-net.com (Nikk Effingham) Subject: [RQ-RULES] Thanatar's Temple- The Temple Guard THE HEAD GUARD The Temple of Heads has a Guard of it's own. Organised in a rather ad hoc fashion, the High priest and her aide usually ensure that at least a skeleton crew of guards is terrorized into working in and around the Temple. Normally magical defenses are used as they are less liable to try and decapitate you when you are not looking. However, the Head Guard still exists, under the watchful eye of Kath's Aide. The other Temple Heads also keep tabs on the Guard, and with payments of money and choice slaves for Thanatari Head Stealing Rites, keep their loyalty. As the Thanatari Rune Levels have more resources than most other people, 9 times out of 10 trying to bribe one of the Head Guard to look the other way when you do something against the Temple Leaders you end up in the Black Pit with the Torturers. The Head Guard are made up of the biggest most dangerous Broo and Ogres, and the odd human worshipper, with the deadliest chaos features - with about a thousand worshippers that attend the Temple of Heads, the Head Guard have a large number of candidates to recruit from. All Head Guard are initiated into the Cult if they are not already. Initiation into the Spirit Cults of Urain and Cacodemon is rampant, and a few bound fiends guard the most vital parts of the Temple (which riles the tempers of numerous Talons of Cacodemon who would like to have their Holy Angels back if the Temple would please....) The Leader of the Head Guard is a viscious Illuminate who is a Priest of both Urain and Cacodemon, and would be an acolyte of Thanatar if not for the fact that the Doom Shaman prevents his inauguration to ensure that he does not become too powerful. The Leader is growing very amibtious and sooner or later he will either advance into the ranks of the Doomed, or die trying. The Head Guard live in the Upper Portions of the Temple, the personal Guards of the Horn, the Breath and the Hand all protect the Rune Level Sect Leaders - after all they wouldn't trust anyone else (they hardly trust their personal guards as it is). the Head Guard are normally well armed and armoured and number about forty (anyone willing to throw stats up for this many broo ogres and humans?). The Head Guard are rarely found out the Temple grounds, and often have the geas of not being able to exit Darklight areas. The Mad Head Ghosts also provide protection. Nikk Effingham http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely, where does that leave God?" -- George Daacon *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 25 Mar 1998 14:10:47 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Thanatar's Temple- Main Temple To High Priest Nikk Effingham, Oh, high and mighty, I bow to your greatness and wisdom. Please, if you deem us worthy, do continue and not cast thou gaze upon our heads; for they are yet empty and are not worthy to adorn your belt. Doom Seeker Leon Kirshtein. ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 25 Mar 1998 19:49:49 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Thanatar's Temple- Main Temple Leon Kirshtein wrote: > > To High Priest Nikk Effingham, > > Oh, high and mighty, I bow to your greatness and wisdom. Please, > if you deem us worthy, do continue and not cast thou gaze upon our > heads; for they are yet empty and are not worthy to adorn your > belt. Hear, hear. Nikk, if I looked, would I find your name in some of the supplements I have here (and if not, why not? )? . *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 26 Mar 1998 13:37:38 +1000 (EST) From: Robert McArthur Subject: [RQ-RULES] mobility & slow Does anyone have any house rules re: mobility & slow and how they effect strike ranks? My current thoughts are that every 2 points either lower/raise the effected person's strike ranks (min 1). However, this is less than perfectly satisfactory as, for example, a human with move 3, who has mobility 3 cast on them, only decreases 1SR yet has *doubled* their movement speed. Another option is 1pt of spell = -/+ 1SR, rather than 2pts. A human at move 3, who has slow 3 cast on them, cannot move? Nope, IMG minimum move is 1 (ie. 1m per strike rank in melee). Actually, I think you can be slowed even more than this but would entail going into halves and thirds etc. which is too much work - so move 1 is minimum. Any thoughts/comments? Cheers Robert McArthur *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Wed, 25 Mar 1998 23:33:54 -0500 From: Tal Meta Subject: Re: [RQ-RULES] mobility & slow Robert McArthur wrote: > > Does anyone have any house rules re: mobility & slow and how they > effect strike ranks? My current thoughts are that every 2 points > either lower/raise the effected person's strike ranks (min 1). I don't believe that they're meant to affect strike ranks at all. From the description, they enhance or hinder movement/fatigue, but have no real effect on anything else. This is not to say that you can't have rules which state otherwise, but Coordination seems to do what you're looking for on the positive side, perhaps there's a Klutz spell that does the opposite? > A human at move 3, who has slow 3 cast on them, cannot move? > Nope, IMG minimum move is 1 (ie. 1m per strike rank in melee). > Actually, I think you can be slowed even more than this but would > entail going into halves and thirds etc. which is too much work - > so move 1 is minimum. Well, the spell as writ says that even a target immobilized by Slow can still move by expending extra effort to move, at an increased fatigue cost. I use the DEX+SIZ/5 mod for calculating movement rates, myself, as I've always thought it was silly to have everyone moving at the ame rate. *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 26 Mar 1998 00:09:39 -0500 From: Tal Meta Subject: [RQ-RULES] Thanatar's Temple - The Cooking Pit On the lowest level of the upper Temple sits the domain of Damask, the cooking pit. It actually sits one level below the torture cells, and a small shaft leads between the two, used to transmit various bits of offal between the two areas. A team of about thirty broos serve as Damask's labor here, fetching mushrooms and lichen from the cavern-gardens, dragging headless bodies from the sacrifices to the larder, or gathering up the occasional scraps of flesh that drop down from the torture chambers above. An elite force of seven ogres are charged with the acquisition of elves for the pot, as many of the higher clergy in the Temple have developed a fondness for Damask's famous jellied elf brains and capers. Cookfires blaze constantly, in a variety of forms; some foods take on a whole new flavor when brazed with Darkflame vs. normal fire, and Damask is learning the benefits of elemental flame, as well. Cutlery of various metals abound as well; for example, Bertchall of the Coven Sorcerers swears that meat cut with anything but quicksilver blades has an aftertaste. Other members of the temple elite evince similar, but different preferences in their food preparation. Damask's pantry is the domain of a large shade. Some long ago tennant bound it there and charged it to keep any foodstuffs placed within the pantry cool, an easy job that it performs willingly. Over the centuries it has developed a rudimentary INT (all of 2 points) and has begun to recognise the inhabitants of the kitchen area. One bit of prize meat that Damask has not yet been able to bring himself to cook is a strange, wizened creature that seems to live it's life inside a large glass jar. One of his ogre servants brought it back from a caravan raid, and for the occasional drop of human blood, it gives Damask tantilizing tidbits of information on how to prepare various herbs or spices to accentuate their flavors, and keeps promising knowledge of how to actually cook various sorts of common spirits to lend flavor to foods. (Damask remains dubious - it is entirely likely he'll soon stuff the jar with chopped onions and rosemary, steep it in goatsblood for a week, and then bring the whole mixture to a fast boil at the center of a fire elemental and serve it to Kath for breakfast some morning). . *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 26 Mar 1998 14:20:37 +0000 From: wal@eff.u-net.com (Nikk Effingham) Subject: Re: [RQ-RULES] Thanatar's Temple- Main Temple >Leon Kirshtein wrote: >> >> To High Priest Nikk Effingham, >> >> Oh, high and mighty, I bow to your greatness and wisdom. Please, >> if you deem us worthy, do continue and not cast thou gaze upon our >> heads; for they are yet empty and are not worthy to adorn your >> belt. > >Hear, hear. Nikk, if I looked, would I find your name in some of the >supplements I have here (and if not, why not? )? Thank you. I have to admit to never having got anything in print (except for the cult of Nakala in a Japanese fanzine) - normally I just miss the mark : ) I'm very surprised at how well the Temple of Heads is working, even if we have started to dominate the Digest Would anyone be willing to edit this into one big Netbook once it's more complete? After all, if we got a few more NPC's (all those rune lords ready to be deatiled!) monster stats (the bog standard guards and kitchen handlers : ) and location descriptions it would be very playable. Who was it who volunteered to create maps for the Temple? I think this is an excellent example of what we can achieve if we stick our heads together- and just think, most of us haven't submitted their NPC yet (hint, hint *grin*) Nikk Nikk Effingham http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely, where does that leave God?" -- George Daacon *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Thu, 26 Mar 1998 14:20:30 +0000 From: wal@eff.u-net.com (Nikk Effingham) Subject: [RQ-RULES] Thanatar's Temple- The Black Pit THE BLACK PIT The main torture chamber is where all prisoners are sent - whether they actually have any useful information or not, torture is ALWAYS mandatory. There is often a queue but Ventor, the torturer and follower of Ikadz, ensures that they are attended to as soon as possible. The chamber is, like many within the Temple, circular. Two staircases on the far side of the room run down into a corridor with cells either side. There are five cells on each side of the corridor, with thick oaken doors. Prisoners are piled in, no care is given to space and only rarely are they fed (being seen more as foodstuffs themselves than prisoners). Behind the cells are large tunnels, naturally occuring, that allow wind to travel at high speed through them. This eery whistling sound is continuous, and also echoes from other parts of the temple become quite audible through them. The effect of this is that, after long periods of time, spent in the dark, with nothing to hear but the screaming wind, the prisoners often become far more susceptible to torture. The main toture chamber is lit only by Darklight, except in certain circumstances when Ventor feels that their torture would be facilitated more by being able to see what was about to be used on them. Normally torture is carried out in the dark, which only serves to disorient the victim more. The chamber has two racks, with two undead dogs of supernatural strength tied to them - if the rack is used to execute someone then the dogs just run and rip the victim in two. The dogs are also excellent guardians. There is a Darklight Brazier that burns eternally in the center of the room, racks of deadly, metal twisted weapons on one side, and on one wall are three pokers that serve each as bindings for Pain Spirits (POW 18, 19, 19). The floor is often covered in blood and... other things. A shaft is on one corner, used victims are sent down the shaft into the Cooking Pit where they become culinary delights. Ventor works almost alone. When he had servants to help him he was often found practising on them in the quiet hours. Most people refuse to work with him, but gladly bring people to him. Ventor will only torture people for specific information (instead of pleasure) if given money or other important treasures (treatises on pain, good quality food etc...), although he will normally do as the Rune Lords and Priests tell him (they are his only source of defense). As Ventor lives elsewhere in the complex (although he spends most of his time here) there is little other than torture implements to be found. Nikk Effingham http://www.geocities.com/TimesSquare/Lair/7556/ "If absolute power corrupts absolutely, where does that leave God?" -- George Daacon *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest-Rules-Digest V1 #53 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Avalon Hill Games. With the exception of previously copyrighted material, unless specified otherwise all text in this digest is copyright by the author or authors, with rights granted to copy for personal use, to excerpt in reviews and replies, and to archive unchanged for electronic retrieval.