From: owner-runequest-rules@ (RuneQuest Rules Digest) To: runequest-rules-digest@lists.MPGN.COM Subject: RuneQuest Rules Digest V1 #54 Reply-To: runequest-rules@mpgn.com Sender: owner-runequest-rules@ Errors-To: owner-runequest-rules@ Precedence: bulk RuneQuest Rules Digest Friday, March 27 1998 Volume 01 : Number 054 RuneQuest is a trademark of Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS [RQ-RULES] Thanatar's Temple- Above Ground [RQ-RULES] Thanatar's Temple- The Latrine Re: [RQ-RULES] Thanatar's Temple- The Black Pit [RQ-RULES] mobility & slow Re: [RQ-RULES] Thanatar's Temple- The Black Pit Re: [RQ-RULES] Thanatar's Temple- Main Temple [RQ-RULES] Coming Soon... [RQ-RULES] Thanatar's Temple- StaTulak ibRashan Re: [RQ-RULES] Thanatar's Temple - Memory Spirits 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: Thu, 26 Mar 1998 14:20:34 +0000 From: wal@eff.u-net.com (Nikk Effingham) Subject: [RQ-RULES] Thanatar's Temple- Above Ground Like all good Thanatari temples, the Temple of Heads is subterranean. However, there are some substantial buildings above ground. These buildings are all the remains of the previous settlements from the First Age when the Temple of learning was here, the underground complex was the library, the upper ground buldings were the Temples. Most of them are decayed and broken now. The ruins are used by the Head Guard, there are three arablests and two catapults hidden away in case of a full attack, although some members of the Guard are capable of using the arablests against smaller groups. What is also here are shacks for non-Thanatari allies (all four of them) to live in when visiting - they are normally prevented entrance to the Temple. There is also a Thanatari shrine. This is run by a Doom Priest of Atyar and proteted by a Doom Priest and has about twenty attendants rotate their duties in the main temple to attend to it. The shrine is used by those Thanatari who are not members of the temple but still allied with it, the shrine also serves as a meeting place between the Thanatari and others. Some people think that this shrine is the Temple of Heads, although few would be fooled into thinking this. Many times has the shrine been sacked, as a decoy. An abondoned courtyard serves as breeding ground for deer and cattle, a smaller courtyard exists where broo impregnated cattle are herded to die. Broo who are born are either sacrificed, or trained up within the cult. The cattle are also a good food source. They are tended by a non-Thanatari human, a half blind farmer. He has few qualms about working with chaos, for they allow him to live in the shacks, and only the most berserk Uroxi would slay him if they found out. The entrance to the main temple is found far awy from the shrine. It is at the bottom of a pit which is always covered with dirt and guarded by broo. The pit is inside a crumbling building, one of the larger, that served as the library entrance in the First Age. 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 14:20:40 +0000 From: wal@eff.u-net.com (Nikk Effingham) Subject: [RQ-RULES] Thanatar's Temple- The Latrine Down the west side of the Temple Complex is an enormous natural shaft, which streches down past all levels of the complex and about 200m into the earth. The complex is built so that on each level there is a room which consists of a ledge only. All worshippers who require to go to the toilet squat on the end and, well, you can use your imagination. The Temple, however, have no means (indeed, no wish) to clean the bottom of the pit, meaning that there is a very, very, large amount of waste. Not only is the smell almost overwhelming (CONx1 or throw up for 1d4 rounds), but certain creatures have developed in the bottom. Sometimes victims are thrown in here to die, their corpses adding to the waste. The creature that has developed over the years from the combation of chaos magics and broo excrement, lives on the waste it is fed. FECES MONSTER STR 48 Move 1 location d20 ap/hp CON 50 HP 75 Body 01-20 10/75 SIZ 100 FP 98 INT 2(fixed)MP 10 POW 10 DEX 8 DEX SR 4 Weapon SR att dmg Envelope 1 200 suffocate Notes: The monster can envelope upto it's own SIZ. If the attcak is successful the victims start to suffocate. Once trapped attacks can only be made with SR 3 weapons and the victims chance to hit is halved as they must move through the semi-viscous body of the monster. Any who survive are still exposed to 2d6 random diseases. Chaos Features: Armour Points equal to POW. Regenerates 1hp for every five kilograms of excrement fed to it. Corpses count as excrement. Below the monster and the 70m of waste are 214 wheels, a hoard of pennies (10,552) countless clacks, an enchanted golden sword that explodes into a fireblade upon being used and 11 crystals (randomly determine their type). Of course sifting through the shit and waste to get the treasure would be a HeroQuest in itself.... 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 13:34:32 EST From: Delecti Subject: Re: [RQ-RULES] Thanatar's Temple- The Black Pit Nikk (who has far too much time on his hands) writes, << torture is ALWAYS mandatory >> Note that Thanatari usually take good care of prisoners as they eventually become guardians. Unless the prisoners have information they need right away (otherwise it will be passed on in one way or another). Traitorous Thanatari would probably be tortured and eventually killed. I also have dibs on a Horn of Atyar, I just have to get him out of storage and on the computer. Delecti *************************************************************************** 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 14:21:08 -0500 From: stancliff@commnections.com Subject: [RQ-RULES] mobility & slow Hi Robert, RU>Does anyone have any house rules re: mobility & slow and how they effect RU>strike ranks? My current thoughts are that every 2 points either lower/rais RU>the effected person's strike ranks (min 1). However, this is less than RU>perfectly satisfactory as, for example, a human with move 3, who has mobilit RU>Another option is 1pt of spell = -/+ 1SR, rather than 2pts. The first thing I notice is that you are trying to use mobility as if it were a Haste spell speeding up all actions. This is not the intent of the spell, Haste is not written up in Rune Quest. Mobility literally means movement; it lets you cover ground quicker. I don't try to describe the special effects, maybe you take bigger steps, but it only affects movement. RU>A human at move 3, who has slow 3 cast on them, cannot move? The rules specifically say that you can choose a faster mode of movement (and pay the increased fatigue) before applying the results of the Slow. So, for 2 fatigue, you can run at 6m and Slow 3 will drop your movement to 3m. It would take a Slow 6 to bind a human's legs tight without moving. You could rule that once movement is reduced below 1m, it starts halving repeatedly. I personally don't run map scales where 1/2m is very significant and 1/4m is negligible. 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: Thu, 26 Mar 1998 23:23:47 +0000 From: wal@eff.u-net.com (Nikk Effingham) Subject: Re: [RQ-RULES] Thanatar's Temple- The Black Pit >Nikk (who has far too much time on his hands) writes, University ended last week, and no-one's home till Monday : ) ><< torture is ALWAYS mandatory >> > >Note that Thanatari usually take good care of prisoners as they eventually >become guardians. Unless the prisoners have information they need right away >(otherwise it will be passed on in one way or another). Traitorous Thanatari >would probably be tortured and eventually killed. Good point, but I think that only the prime specimens would get picked for Guardians, after all prisoners are probably pulled in on a daily basis. >I also have dibs on a Horn of Atyar, I just have to get him out of storage and >on the computer. Cool. Can't wait to see him! Nikk I-Should-Get-Out-More Effingham 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 20:36:13 -0500 From: Tal Meta Subject: Re: [RQ-RULES] Thanatar's Temple- Main Temple Nikk Effingham wrote: > I'm very surprised at how well the Temple of Heads is working, > even if we have started to dominate the Digest Everything flows in cycles, I've found. While interest in the project is high, it'll flow like water, but eventually other projects will come to the fore and overshadow it. > Would anyone be willing to edit this into one big Netbook once > it's more complete? I'll volunteer for that. Suits my talents, too. > Who was it who volunteered to create maps for the Temple? That would have been me. Maps are forthcoming, but I have a convention next weekend to prepare for, so odds are that I won't have much more than a rough outline before the end of the month. > 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*) Oh, there was never any doubt. . *************************************************************************** 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 22:59:24 -0500 From: Tal Meta Subject: [RQ-RULES] Coming Soon... I think my next, possibly final contribution to the Than NPCs will be Sorusk, Doom Lord of Than. Most of tomorrow I'm committing to creating NPCs for my CoC/DG campaign next weekend at a convention, and there's a miniature I'd sorta like to finish for the miniatures competition. Will likely still add to the "places" thread for the temple, as the muse strikes me... there's a hallway, no, a processional, that I want to detail. Darkfire elementals? Nah.... *************************************************************************** To unsubscribe from this list send mail to majordomo@mpgn.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Fri, 27 Mar 1998 07:41:37 PST From: "Leon Kirshtein" Subject: [RQ-RULES] Thanatar's Temple- StaTulak ibRashan Sta’Tulak ib’Rashan Sta’Tulak ib’Rashan is dead, and that is exactly how he likes it. As a youth, Sta’Tulak ib’Rashan, was not like the other ogres of his family. Oh he liked the death, destruction and eating well enough, but always in the back of his mind was the knowledge what one day he too will be no more. This one thought dominated his entire existence and kept him from developing his full potential as an ogre. By his fifteenth birthday his family become quite concerned about his future. This was extremely dangerous for Sta’Tulak ib’Rashan, since if he was judged weak by them he would quickly find himself in mom’s delicious meat pies. He had to make an abrupt departure from home. Luckily, Sta’Tulak ib’Rashan was a citizen of the Lunar empire and there are plenty of opportunities for an enterprising young ogre. Sta’Tulak ib’Rashan, enrolled at an Irripi Ontor school in an attempt to find the means of escaping death. His area of studies brought him quickly to the attention of the Gark the Calm cultists, who were suspected him to be a spy. They eventually kidnapped him and prepared to make him into an example for all others. Sta’Tulak ib’Rashan begged for his life. He succeeded in convincing the priest to give him a chance to prove himself. The priest’s idea of chance was to offer the young man a HeroQuest to Gark the Calm as the means of his salvation. And so the, without any preparation or knowledge stepped on to the Quest Path. It was a big surprise to all then he came back with the blessing upon his, for Gark showed him the peace and took away his fears. At this point the old priest realized that he was no longer need in this world and with Sta’Tulak ib’Rashan help took the last steps into Gark’s arms. Sta’Tulak ib’Rashan traveled all other the Empire spreading the word of the peace of Gark. Eventually the authorities caught up to him and he was given a choice of destruction, for he was already dead, or banishment to the frontier. Sta’Tulak ib’Rashan was a creature of the cities and the easy life, frontier was hard for him. Until he managed to reestablish himself with his own clan. Through his family ties he joined the cult of Thanatar and became the caretaker of the cult’s guardian body supply and other zombies. He of course prefers to use his own spell of Eternal Peace rather than the Create Zombie spells otherwise available to him. Sta’Tulak ib’Rashan is not ambitious and is perfectly happy at his present position. Even within the cult of Thanatar he has no real enemies, since few if any want his job or his head. Never the less, he is paranoid and is always accompanied by at least six zombies anywhere he goes. His current project is to salvage useable pieces of various bodies into one humanoid creature. He has a problem of not having enough good heads for his experiments. He is also very interested in thing out the process of making mummies, or any other ways of strengthening his zombies. Ogre/Zombie Male, Doom Seeker of Thanatar, Priest of Gark the Calm STR 33 Move 3 R Leg 10/8 CON 27 HP 22 L Leg 109/8 SIZ 16 FP N/A Abdomen 11/8 INT 17 MP 18+2as Chest 11/9 POW 18 +40 spirits R Arm 10/6 DEX 12 +17 head L Arm 10/6 APP 17 =77 Head 10/8 Weapon SR att/par dmg pts Notes: Staff 6 45/65 1d8+2+1d6 10 Lead shod, Enchanted Scimitar 7 55/25 1d6+2+1d6 10 Bolas 3 65/-- 1d4+1d3 +entangle --/-- Spirit Magic (90%): Glamour 4, Befuddle (2), Repair 6. (known by Allied Spirit): Detect Life (1), Mobility 2, Slow 2, Counter Magic 6. (known by Head): Protection 4, Heal 4, Shadowstrike (4) Rune Magic (100%): Darklight x4, Command Shade, Create Head (2) (one-use), Eternal Peace x3 (3) (known by Head): Create Skeleton x2, Create Zombie x2, Crush x2 (ou), Command Shade, Sanctify ZZ (ou), Worship ZZ (ou). Skills: Agility (): Climb 40, Dodge 55, Jump 41, Throw 33. Communication (): Orate 75, Speak Darktongue 35, Speak Trade Tongue 85, Speak New Pelorian 55, Fast Talk 60, Bargain 35. Knowledge (): Animal Lore 23, Ogre Lore 35, Human Lore 45, First Aid 65, Mineral Lore 5, Plant Lore 15, Read/Write New Pelorian 35, Read/Write Trade Tongue 55, World Lord 41, Craft Leather 80, Butchery 95, Disguise 65, Craft Seamstress 105, Craft Prepare Body 99, Zombie Lore 110, Undead Lore 25. Manipulation (): Conceal 35, Devise 80. Magical (): Ceremony 55, Enchant 75, Summon 5. Perception (): Scan 35, Search 55, Listen 55, Track 10. Stealth (): Hide 50, Sneak 50. Gifts: +10% knowledge bonus. Geases: Never harm an undead. Never use any light but Darklight: Allied Spirit in Staff: Int. 14 POW 2 (made a recent DI) Power Spirits: POW 9, POW 11, POW 5, POW 15 Shade: STR 12 POW 15 SIZ 3cm Head: Zorak Zorani Death Lord (POW 17) Notes: Chain and Cuirboilli armor with padding, he does not care about encumbarance. Wears a neck brace gives 8AP to the head vs. Garrote. Carries an enchanted Lead Staff w/4pt-binding matrix for the Shade and a 2pt Focusing Crystal, 4x1pt binding matrix w/power spirits. P.S. I have dibs on the Doomed Shaman. Oh, by the way, then this temple fields an army, is it known as the 'Legion of Doom'? 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: Fri, 27 Mar 1998 12:08:44 PST From: "Leon Kirshtein" Subject: Re: [RQ-RULES] Thanatar's Temple - Memory Spirits Memory Spirits Int (1d6)d6 Pow 2d10 This is a special type of spirit somewhat similar to that of Healing and Disease. They are associated with the runes of hunger and spirit. They are incapable of casting spells, even if they know or taught them. Some speculate that these are the remnants of Godlearners who’s memories have been erased, but who still possess the hunger for knowledge, while others argue, that they are Mad Head Ghosts who have been cleansed of their identities and seek to reestablish it. The unusual fact that a Command Cult Spirit spell from any cult affects all Memory Spirits, supports or reputes both of these theories. Whatever they may have been, they are a useful tool for the Thanatari, who have learned to use them for a multitude of purposes. Even certain radical Irripi Ontor cultists have put together a proposal to use these as a means of storing information. Memory Spirits never initiate spirit combat unless forced to. Any attempt at Mind Link with the spirit is a success, but will cause an automatic possession, since the victim is willing even if unknowing. If they succeed in possessing a victim then one of the following will happen:  If the spirit is currently empty, knows no skills, it will match its power vs. victim’s power and if successful will permanently take one skill into its memory. It can hold a skill equal to its Int x10, any remainder is lost. A skill lost in this way is reduced to zero and must be relearned from scratch.  If the spirit is full, knows a skill, it will make it available to the person it is possessing. This will replace the skill known by the user if he has one, even if it is greater. This will last for as long as the possession. No checks are issued at this time for this skill use to the person. Then the memory spirit is expelled it will match its power vs. power and if successful will leave its skill and attempt to take a different one with a different power vs. power roll. 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. ------------------------------ End of RuneQuest Rules Digest V1 #54 ************************************ *************************************************************************** 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.