From: owner-runequest-rules@lists.ient.com (RuneQuest Rules Digest) To: runequest-rules-digest@lists.ient.com Subject: RuneQuest Rules Digest V4 #27 Reply-To: runequest-rules@lists.imagiconline.com Sender: owner-runequest-rules@lists.ient.com Errors-To: owner-runequest-rules@lists.ient.com Precedence: bulk RuneQuest Rules Digest Tuesday, April 10 2001 Volume 04 : Number 027 RuneQuest is a trademark of Hasbro/Avalon Hill Games. All Rights Reserved. TABLE OF CONTENTS Re: [RQ-RULES] MNM's elementals in general [RQ-RULES] Who remembers the Balastor's Axe scenario? RE: [RQ-RULES] Who remembers the Balastor's Axe scenario? [RQ-RULES] Flandal for RQ/Greyhawk [RQ-RULES] Rune Lordiness [RQ-RULES] revisions to his Sorcery system of late? Re: [RQ-RULES] MNM's elementals in general Re: [RQ-RULES] MNM's elementals in general 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: Tue, 10 Apr 2001 11:18:03 -0500 From: "J & Ellen" Subject: Re: [RQ-RULES] MNM's elementals in general Oops--looks like they published a little more on the subject since I ditched D&D 18 years ago! - ----- Original Message ----- From: "Tal Meta" To: Sent: Tuesday, April 10, 2001 10:32 AM Subject: Re: [RQ-RULES] MNM's elementals in general Marko Perälä wrote: > > In some system-free adventure book there was a lighting-elemental. That > would be a good addition to your elemental rules. Also I have been > thinking of RQ-elementals with some variations. How about lava-gnomes, > steam- or poison gas-sylphs and acid-undines summoned from appropriate > materials. I couldn't think anything of salamanders though. > Comments, ideas? I've got rules for light elementals (Flares), time elementals (pauses & passages), a sylph type that emulates a small sandstorm, various genies, etc., scattered through my Greyhawk stuff, if anyone is interested. - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Apr 2001 11:16:26 -0700 From: Brad Furst Subject: [RQ-RULES] Who remembers the Balastor's Axe scenario? Who remembers the Balastor's Axe scenario? There is an area, a few rooms, within the Barracks which had been sacred to Humakt, but was subsequently defiled by Zorak Zorani who left trollkin zombie guardians. Can a fertility priest(ess) accomplish ceremonies (Sanctify spell, for example) therein? I don't have my books with me here now. Brad Furst esoteric@teleport.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Apr 2001 15:25:42 -0400 From: Robert Stancliff Subject: RE: [RQ-RULES] Who remembers the Balastor's Axe scenario? > Brad Furst wrote: > Who remembers the Balastor's Axe scenario? > There is an area, a few rooms, within the Barracks which had been > sacred to Humakt, but was subsequently defiled by Zorak Zorani who > left trollkin zombie guardians. I've run it. As I recall the Humakt temple is on the bottom edge of the map on the left side. The first room has the zombies, the second room has three or four bound ghosts, the third room is the outer sanctum guarded by the temple spirit, and the fourth room is the inner sanctum. The last two rooms are undamaged except by age, and still sacred. That's where I put the Axe, concealed by Divination Block. If Humakti had ever reopened the temple they would have found it easily. No one else could enter because the temple spirit was so strong and Zorak Zorani had trapped the first two rooms. > Can a fertility priest(ess) accomplish ceremonies (Sanctify spell, > for example) therein? I don't have my books with me here now. This is a narration issue more that a rules issue. Anyone should be able to Sanctify an unsanctified area if they clean it thoroughly and perform the ceremony correctly. Sanctifying an already Sanctified area probably counts as unsanctifying it or requires doing so. The entry rooms of the temple were probably never sanctified, and certainly are not at the time of the module. Bob Stancliff *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Apr 2001 17:08:05 -0400 From: Tal Meta Subject: [RQ-RULES] Flandal for RQ/Greyhawk FLANDAL Runes: Earth, Work, Fire Known as the Steelskinned, Flandal is the master weaponsmith and forgemaster of the noniz pantheon. Cult in the World Delicately intertwined throughout all the noniz legends are the tales of Flandal's mastery of metalwork. In the rare instances of interspecies shared myth, it is agreed upon by both the noniz and the dwur that Flandal studied forgecraft under Moradin himself, though only the noniz claim that Flandal has surpassed his former mentor in skill. Though noniz are best known for their gem work, their metalwork is also well reputed for quality and durability. Flandal often shows favor to his worshippers by leading them to impressive veins of ore or certain rare fire-colored gemstones. Flandal's High Holy Day is celebrated on the 6th of Richfest, with lesser celebrations every Earthday. Priests typically shave both pate and chin, and wear little except a leather work apron during any but the holiest of celebrations. Temples are typically great forges, and the High Holy Day (known as 'the Finishing') always ends with the completion of a great work by the high priest; sometimes armor, but often a weapon or other item of power. Lay Membership Requirements: Lay members of Flandal's cult are taught the craft of smithwork. Skills taught include Orate, Speak Languages, Craft (various smithwork), Evaluate, Lores (Earth, Mineral, Noniz, UnderOerth, World), Conceal, Devise, Play Anvil (rhythmic hammering), Scan, Ceremony, Hammer attack, Shield parry. Initiate Membership Requirements: Must be 75% in at least 1 smithing skill, otherwise standard. Known as the Orebright, initiates of Flandal are all considered journeyman smiths, and most elect to strike out on their own, opening their own forges at this time. Spirit Magic: Countermagic, Firemaul, Heat Metal, Ignite, Repair, Shimmer, Strength, Strong Hammer. Rune Lord Membership Requirements: Standard, though open only to males. Known as the Brotherhood of Steel, the Rune Lords of Flandal's cult serve both cult and community as warriors, defending faith and kin against all enemies. While most of the Brotherhood choose to master the Earth or Fire aspects of their Lord, those who elect to tackle the path of Work put their talents to work crafting the weapons and armor their fellows require in their own endeavors. Priesthood Requirements: Standard. Known as the Steelskinned, Flandal's priests exist primarily to teach what they know of their lore, and to inspect the mines for signs of new ore and the presence of enemies. The weapons, armor, and other implements created by the priests of Flandal are typically shared freely with the community as needed, or sold to outsiders for a healthy profit. Virtues for Flandal include Altruistic, Creative, Energetic, and Social. Common Divine Magic: all* *Flandal's armoring enchantment often gives the recipient's skin a color similar to that of steel; the intensity of which is determined by the overall strength of the spell. Special Divine Magic: Bless Forge, Brace, Command (gnome, salamander), Earth Shield, Enchant Steel, Enhance Mahome, Guardian (gnome, salamander), Shield of Fire, Smash, Summon (gnome, salamander). Associated Gods Baravar: provides Conceal - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Apr 2001 17:19:36 -0400 From: Tal Meta Subject: [RQ-RULES] Rune Lordiness For those who notice that my Rune Lord writeup for Flandal sounded a bit odd, I'm toying with a slightly different style of Rune Lords for the next revision of my house rules. Basically, a character who belonged to a cult would have what are essentially Rune-Virtues, that would increase in an as yet unknown procedure. Once the character in question had mastered the Rune, he'd be granted easier access to one divine spell related to that Rune (either a renewable non-renewable spell, or a renewable spell with a simplified/accellerated recovery time). Spawned primarily by the hinted at but never seen system developed by Sandy Petersen (speaking of which, anyone know if he's done any revisions to his Sorcery system of late? it's been 3-4 years since I've seen a new one...) - -- talmeta@cybercomm.net - Heretic, Dilettante, & God-Machine ICQ - 12594453 AIM - talmeta Homepage - *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Apr 2001 14:29:41 -0700 From: Brad Furst Subject: [RQ-RULES] revisions to his Sorcery system of late? >Spawned primarily by the hinted at but never seen system developed by >Sandy Petersen (speaking of which, anyone know if he's done any >revisions to his Sorcery system of late? it's been 3-4 years since I've >seen a new one...) http://www.glorantha.to/~tome/lib/ssr_e1.htm This is the most recent copyright I find (1998). Brad Furst esoteric@teleport.com *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Apr 2001 18:49:48 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] MNM's elementals in general - --part1_be.12b28325.2804e80c_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 4/10/01 10:08:51 AM Central Daylight Time, Marko writes: > In some system-free adventure book there was a lighting-elemental. That > would be a good addition to your elemental rules. Also I have been > thinking of RQ-elementals with some variations. How about lava-gnomes, > steam- or poison gas-sylphs and acid-undines summoned from appropriate > materials. I couldn't think anything of salamanders though. > Comments, ideas? > Those certainly sound like some pretty interesting Elementals to be sure, Marko. I'd seen a couple of packs of figures at the local gamestore when I was putting the finishing touches to my Elemental stuff--Mud and Lava Elementals to be specific, and thought for a brief second that I could work them up as well. The problem I had was trying to figure out just _which_ of the previously-existing Elementals to use as a basis for it. Afterall, while I'm as much of a gearheaded gamer as the next guy, why bother having to knock out an entirely _new_ type of Elemental from scratch when I could instead treat it as something easy; like it being prettymuch a normal a Gnome, but with the flame powers of a Salamander? But then there's the fact that the lava would probably be molten, actually, more like the Undine in certian ways. I'm guessing to do a Lava Elemental properly, it'd have to have characteristics of all 3 types previously mentioned. Then there's the little problem of its really, really, really, lethal heat n flame abilities; remember that according to RQ3, Lava does something in the neighborhood of 13D6. Steam or Poison gas Sylphs sound pretty interesting, and aside from the heat or poison abilities, I think they'd have prettymuch use the stats for standard Sylphs; with steam obviously doing 2 or 3D6 of heat damage, if I remember right from the RQ3 rules. The poison gas Sylph'd be easy to simulate; having the affects of a cloud of poison gas, I think the mechanic for the Stoorworm or whatever it is that puts out a cloud of poison gas could easily be grafted on. Both really _much_ easier to knock out than the above-mentioned Lava Elemental. As for the Acid Undine. Animating 10 m3 (or whatever) of Acid is just way too horrific to even _think_ about. I love it. you sir, are a sadist! Lol!...Imagine something with all the abilities of the standard Undine, but with an additional Acid attack associated with anything it touches or splashes on. Yikes! Maybe with a POT equal to its POW? At the higher end, with the Huge version at least, it could just about eat through a stone wall :) Maybe POT equal to 1/2 POW, then? I dunno... -Ken- Ken Murphy, passing the Elemental-making torch to someone else for right now :) - --part1_be.12b28325.2804e80c_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 4/10/01 10:08:51 AM Central Daylight Time, Marko writes:

In some system-free adventure book there was a lighting-elemental. That
would be a good addition to your elemental rules. Also I have been
thinking of RQ-elementals with some variations. How about lava-gnomes,
steam- or poison gas-sylphs and acid-undines summoned from appropriate
materials. I couldn't think anything of salamanders though.
Comments, ideas?


  Those certainly sound like some pretty interesting Elementals to be sure,
Marko.
  I'd seen a couple of packs of figures at the local gamestore when I was
putting the finishing touches to my Elemental stuff--Mud and Lava Elementals
to be specific, and thought for a brief second that I could work them up as
well.
  The problem I had was trying to figure out just _which_ of the
previously-existing Elementals to use as a basis for it. Afterall, while I'm
as much of a gearheaded gamer as the next guy, why bother having to knock out
an entirely _new_ type of Elemental from scratch when I could instead treat
it as something easy; like it being prettymuch a normal a Gnome, but with the
flame powers of a Salamander? But then there's the fact that the lava would
probably be molten, actually, more like the Undine in certian ways. I'm
guessing to do a Lava Elemental properly, it'd have to have characteristics
of all 3 types previously mentioned. Then there's the little problem of its
really, really, really, lethal heat n flame abilities; remember that
according to RQ3, Lava does something in the neighborhood of 13D6.
  Steam or Poison gas Sylphs sound pretty interesting, and aside from the
heat or poison abilities, I think they'd have prettymuch use the stats for
standard Sylphs; with steam obviously doing 2 or 3D6 of heat damage, if I
remember right from the RQ3 rules. The poison gas Sylph'd be easy to
simulate; having the affects of a cloud of poison gas, I think the mechanic
for the Stoorworm or whatever it is that puts out a cloud of poison gas could
easily be grafted on. Both really _much_ easier to knock out than the
above-mentioned Lava Elemental.
  As for the Acid Undine. Animating 10 m3 (or whatever) of Acid is just way
too horrific to even _think_ about. I love it. you sir, are a sadist!
Lol!...Imagine something with all the abilities of the standard Undine, but
with an additional Acid attack associated with anything it touches or
splashes on. Yikes! Maybe with a POT equal to its POW? At the higher end,
with the Huge version at least, it could just about eat through a stone wall
:)   Maybe POT equal to 1/2 POW, then? I dunno...

 -Ken-

  Ken Murphy, passing the Elemental-making torch to someone else for right
now :)

- --part1_be.12b28325.2804e80c_boundary-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ Date: Tue, 10 Apr 2001 18:51:39 EDT From: MurfNMurf@aol.com Subject: Re: [RQ-RULES] MNM's elementals in general - --part1_33.136102a0.2804e87b_boundary Content-Type: text/plain; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 4/10/01 10:57:17 AM Central Daylight Time, talmeta@cybercomm.net writes: > I've got rules for light elementals (Flares), time elementals (pauses & > passages), a sylph type that emulates a small sandstorm, various genies, > etc., scattered through my Greyhawk stuff, if anyone is interested. > > Well Tal, I for one'd like to see your Sandstorm and Djin-Sylphs :) -Ken- - --part1_33.136102a0.2804e87b_boundary Content-Type: text/html; charset="US-ASCII" Content-Transfer-Encoding: 7bit In a message dated 4/10/01 10:57:17 AM Central Daylight Time,
talmeta@cybercomm.net writes:


I've got rules for light elementals (Flares), time elementals (pauses &
passages), a sylph type that emulates a small sandstorm, various genies,
etc., scattered through my Greyhawk stuff, if anyone is interested.



  Well Tal, I for one'd like to see your Sandstorm and Djin-Sylphs :)
 -Ken-
- --part1_33.136102a0.2804e87b_boundary-- *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe runequest-rules' as the body of the message. ------------------------------ End of RuneQuest Rules Digest V4 #27 ************************************ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.imagiconline.com with the line 'unsubscribe runequest-rules' as the body of the message. RuneQuest is a Trademark of Hasbro/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.