<html><head><style type="text/css"><!-- DIV {margin:0px;} --></style></head><body><div style="font-family:arial, helvetica, sans-serif;font-size:10pt"><div><br></div><div>I couldn't stay away from this thread ...</div><div><br></div><div>Lev Lafayette:</div><div>> After a 3.5 year, 70 session plus RuneQuest (mainly III, a bit of AiG, a</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt"><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">> bit of MRQI/II) campaign I'm nearing the end... The PCs have collected<br>> the torches (c.f., Plunder) containing Yelmalio's Blood and are seeking<br>> ingress to Redstone Caverns where they will empty the torches into fire<br>> spirit and engage in the famous Hill of Gold HeroQuest, and regain said<br>> powers for Yelmalio...<br><br></div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">Sounds good to me.<br><br>> Now I've read a few ways
to conduct HeroQuests using RuneQuest... What<br>> are your recommendations?</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt"><br></div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">1. Don't get too rules-heavy, HeroQuests should be fast and free-flowing</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">2. Concentrate on the Story/Myth not on the gaining of abilities/powers</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">3. Introduce weird stuff to throw the players off their game</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">4. Don't just stick to the myth - all myths have parts that few people know and many myths have several different forms</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">5. Don't be afraid to gross things up - no matter what you can think of the HeroPlane/GodPlane should be
grosser</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">6. The stats on Nick's page, my page and those in Elder Secrets/Lords of Terror are good guidelines for powerful enemies/combatants, but there are also weaker foes on the Hero Plane.</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">7. Don't get too hung up on terms, they are useful in that they define things but can be too cumbersome</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">8. Don't say "You can't", say "You might be able to, but it could be tricky"</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">9. Decide on the power levels that you want to use. If you are making god-changing changes then the scenario/heroquest should be difficult and dangerous</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">10. Allow special powers/abilities to be used creatively and
inventively. If someone wants to use their Mighty Fart ability to fly over a wall then let them.</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">11. Have an idea of the scale of the reward at the end of the HeroQuest. If you are changing a god then you might want to create a subcult that houses the new powers rather than immediately granting them to the whole cult.</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt"><br></div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">Hola Hallo:</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt"><br></div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt">> I've only recently run my first heroquest in my RQ3 campaign, and it was a</div><div style="font-family:arial, helvetica, sans-serif;font-size:10pt"><div style="background-color: white; border-width: initial; border-color: initial; font-family:
arial, helvetica, sans-serif; font-size: 10pt; border-top-style: none; border-right-style: none; border-bottom-style: none; border-left-style: none; border-width: initial; border-color: initial; color: black; "><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">> "this-world heroquest", as described in the Sartar book (it was actually the<br>> River Ritual described in Sun County). That means that the power of the<br>> heroplane is invoked on the mundane plane, so everything happens in the<br>> mundane plane.<br><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">That's a good little Quest to do to start off with. The Myth is simple, the scope is limited and the rewards can vary. The River Voices in my campaign have done this 3 times as the Questors and once as enemies to Sun Domer Questors. They gained Kinope as a
year-wife twice in a row and gained some more River Voice abilities the other time. By becoming more marital, they have empowered and armed the Zola Fel, thus changing the balance of the river folk.</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><br>> I'm still not sure how to handle a heroquest in the heroplane with RQ3, but<br>> I guess it shouldn't be that difficult. I'd say the magic that does not fit<br>> with the main character of the myth is harder to cast for PCs, and enemies<br>> are usually very powerful. In your case, you will have to decide who is more<br>> likely to play the part of Yelmalio and what part do the other PCs play. If<br>> they are not Yelmalio worshippers, they may have a penalty to their skills<br>> (maybe one can be Yelmalio's spear, another one his shield, etc.). When<br>> Zorak Zoran appears, of course his trolls will be able to cast all his magic<br>> normally,
and the main character (Yelmalio) will have a penalizer to fight<br>> against Zorak Zoran, as in the myth he loses. I mean, it has to be hard to<br>> change the course of a myth, even more so in the case of the Hill of Gold<br>> within uz lands!<br><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">That is true, but PCs can be sneaky and devious, putting odd people in the roles to trick the trolls. They know that Yelmalio is going to lose, so the trolls will be over-confident. Stick a couple of Ever Burning Torches between their ribs and they'll soon change their tune.</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><br>> I once read on the Glorantha mailing list, that if one heroquester changes<br>> the usual course of a given myth does not mean that the myth changes for<br>> everyone in the world. Only when everyone starts reenacting the myth in<br>> another way does
the myth change universally (in your case, Yelmalio regains<br>> his power over fire). However, that can change in your Glorantha, and it<br>> probably should (to make a more epic finale). :-)<br><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">Possibly, it depends on the HeroQuestor.</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">Gbaji changed the world instantly and permanently. The Trollkin Curse was a massive change that took hold immediately, but that was because he seriously injured a major deity. The Red Moon also had an instant effect on Glorantha.</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">But, normal HeroQuestors will make small changes.</div><div style="font-family:
arial, helvetica, sans-serif; font-size: 10pt; "><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">The way I see it, these HeroQuestors make changes on the God Plane, but people can follow other paths instead. Following the new path will bring the new powers, following the old path will provide the old powers. It is only by destroying the old paths that the new paths become more attractive.</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">However, it is up to the Gm to decide how he wants this to work.</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><br>> At the very least, the player playing the part of Yelmalio would gain fire<br>> powers (and his companions would get some powers too).<br><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt;
">Probably. Perhaps the Yelmalian would get access to the Amanstan cult of Zorak Zoran or could begin an Amanstan subcult of Yelmalio.</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">> Well, I've found some rules and even some stats. The stats are pretty</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">> scary!<br>><br>> Rules Here<br>> <a href="http://soltakss.com/hero2.html" target="_blank">http://soltakss.com/hero2.html</a><br><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">They are the rules that I use, too :-)<br><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">> We have, as YGWV, some vary strange variations. There is of course the<br>> Yelmalio Priest who is the head-honcho of the quest... But there is
also<br>> a Agimori Lodril initiate who has come along to help... A rebellious<br>> trollkin shaman who has a highly distorted version of Black Sun worship<br>> (he understands that he has to protect his brother's back, where he<br>> can't see), plus his close supporter, an Adept Dark Elf, who thinks that<br>> the Hill of Gold (being a forest in the darkness) has lacked the input<br>> of mushrooms over the years..<br><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">Now, that's an interesting mix. </div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">The Black Sun trollkin is an interesting idea and could allow the PCs to tap into the mystical side of the Quest - the Shadow of Yelmalio is a mightily powerful thing.</div><div style="font-family: arial, helvetica, sans-serif; font-size:
10pt; "><br>> As an added twist, an Eurmal Priest (yes, as ordained by an Orlanthi<br>> Priest), is coming along to take over from the role of Orlanth!<br><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">Using the Eurmali as Orlanth is a typical trick - use a friend/ally as an opponent and that way the station can be staged/controlled. But, Eurmali are tricky and dangerous, so it's not without risk.</div><div><br></div></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">> That's correct, I read it that way as well. The HQ changes the present.<br>> The only people who had the ability to do major changes in the past were<br>> the Godlearners...<br><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">And Harmast, and Arkat, and Lokamayadon, and Gbaji, and the Seven Mothers,
and the Red Goddess and ...</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">> At the very least indeed... They're aiming to return fire powers back to</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">> Yelmalio!<br><br>If you are comfortable with that then go for it. It should be very difficult, though. Don't forget that HeroQuesting is "Achieving the Impossible", so it might be that the PCs might have to perform some impossible tasks in order to succeed.</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">See Ya</div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; "><br></div><div style="font-family: arial, helvetica, sans-serif; font-size: 10pt; ">Simon</div><div
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