Gloranthan adventure ideas

From: s.lucek_at_ic.ac.uk
Date: Tue, 04 Feb 97 17:52:28 +0000


 Gloranthan adventure ideas
Will Johnson's ideas for legal adventures in Sartar is great. I have had the same problem (as it seems everyone else) of players hating all those pages of painstaking prepared background. The only only successful way I have had of using the rich background of Glorantha is through scenarios.

A few ideas for adventures with local spirits:

(Prospective players please do not read)

The players found a new stead, clear more land or whatever. What about all the local spirits? If unpropitiated they will get angry. So lots of ghostly goings on (the possibility of a bit of detective work for the players, and some good atmospheric work from the referee - you might really scare them, disturbed nights (revenge for the referee for characters who insist on putting on armour when granny comes to call unexpectedly!), an animal that should be able to look after itself is killed, an ox or shadow cat) before the players find out what is going on, and get someone to sort out the pesky spirits. Perhaps the local spirit has a personality and a story of its own, in which the characters can become involved as they start worshipping / propitiating them.

Another (stolen shamelessly from a friend, Geoff Gunner) idea might be the players stead gets visited by some mischievous house spirit. Lots of irritating goings on. Things going bump in the night, or disappearing (perhaps leading to a good witch hunt trying to find the culprit). Only if the players propitiate this spirit (leaving a saucer of milk out at night or whatever) can they live in peace. Again, a trip to the local wise woman, shaman priest or whatever to sort this out. Or perhaps they might learn a few spirit propitiating skills for themselves!

Any more adventure ideas for your favourite aspect of Glorantha out there?

Stephen Lucek.


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