Runequest game style

mallard said:
My campaign is set in the 3rd age in Jonstown.

I am using the excellent rotating dungeon map from Goodman Games DCC# 50 which I think fits in with god learner technology. I didn't feel that the rest of that module fit RQ2 so I tossed it and wrote my own scenario for this cool map.

The whole idea of the scenario was to create an extended dungeon crawl and introduce the demonology rules from White Dwarf into my campaign.

The god learners seemed like a perfect conduit for this because they were known to consort with demons.

I am not sure if my gaming style appeals to you but here is the introduction and scenario hook:

(...)

The party is asked to undertake this quest immediately because the Lunars cannot be allowed to get their hands on this powerful artifact. Scienta goes on to explain that the party can get to the site within 5 days on fast horses and it will take the Lunars about the same amount of time to get there.

Wow, your scenario looks cool!
I did something very similar. I'm also running a campaign in 3rd Age Glorantha, but in the Zola Fel valley, in Prax. I ran a short scenario in Ian Thompson's fanzine "Beyond Pavis", in which the PCs explore a small God Learner dungeon. Then, as I felt it had been too short, I made a group of Lunar explorers visit these ruins and find a secret entrance to further rooms. The PCs had to explore these at the same time and get as many loot as possible before the Lunars did. I devised some Godlearnerish puzzles and some underwater action, and it was a blast.

So your scenario is also a race against the Lunar team?
What kind of dangers will your PCs face in the dungeon?
And most interesting, what kind of treasures will they find (apart from the book)?

BTW, these dungeon maps you mention can be useful. :wink:
 
Rungard said:
mallard said:
My campaign is set in the 3rd age in Jonstown.

I am using the excellent rotating dungeon map from Goodman Games DCC# 50 which I think fits in with god learner technology. I didn't feel that the rest of that module fit RQ2 so I tossed it and wrote my own scenario for this cool map.

The whole idea of the scenario was to create an extended dungeon crawl and introduce the demonology rules from White Dwarf into my campaign.

The god learners seemed like a perfect conduit for this because they were known to consort with demons.

I am not sure if my gaming style appeals to you but here is the introduction and scenario hook:

(...)

The party is asked to undertake this quest immediately because the Lunars cannot be allowed to get their hands on this powerful artifact. Scienta goes on to explain that the party can get to the site within 5 days on fast horses and it will take the Lunars about the same amount of time to get there.

Wow, your scenario looks cool!
I did something very similar. I'm also running a campaign in 3rd Age Glorantha, but in the Zola Fel valley, in Prax. I ran a short scenario in Ian Thompson's fanzine "Beyond Pavis", in which the PCs explore a small God Learner dungeon. Then, as I felt it had been too short, I made a group of Lunar explorers visit these ruins and find a secret entrance to further rooms. The PCs had to explore these at the same time and get as many loot as possible before the Lunars did. I devised some Godlearnerish puzzles and some underwater action, and it was a blast.

So your scenario is also a race against the Lunar team?
What kind of dangers will your PCs face in the dungeon?
And most interesting, what kind of treasures will they find (apart from the book)?

BTW, these dungeon maps you mention can be useful. :wink:

You can buy a copy of DCC #50 (with the cool rotating dungeon map) at Troll and Toad for $5.99:

http://www.trollandtoad.com/pd2545987.html?associateid=97_0

I would loove to hear move about the "Godlearnerish puzzles" that you devised.

Here are a few rooms from the first ring (which the players have completed) that give a taste of the tricks and traps:

Area 1-8 – The Master’s Bedchamber:
The door into this room is in perfect condition and is slightly ajar. It was picked by the lunars but they did not close it behind them for fear of causing a cave in.

You have entered what was once a finely decorated room. A rotting tapestry showing the tower at its zenith hangs on the north wall. What was once a fine desk, chair, and table fill the room along with a slight smell of rot.

Sitting at the desk is the skeleton of a man in what were once beautiful but are now tattered silken robes. The top of his skull has been crushed by a cave in and several cantaloupe sized stones are on the floor nearby and dust and smaller rocks are scattered across the desk. The ceiling has huge cracks running through it.

The collapse of the tower has caused the 20’ ceiling above this room to become unstable and there is a 10% cumulative chance per round of searching, making loud noises – from combat for example, or disturbing this room that another cave in will occur and everyone in the room will be hit by 1D4 cantaloupe sized rocks doing 1D8+2D6 damage to a hit location. Armor will protect against this damage. The 10% chance can be avoided if a character successfully moves quietly through the room or searches quietly (assuming the character was prioritizing move quietly he would multiply his spot hidden by his move quietly percentage and must roll below this amount).

If a spot hidden is made the party will see that the skeleton’s right hand is clutching a quill pen and a piece of parchment is buried under the dust in front of the skeleton. The parchment is written in old trade talk (can be read at ½ skill in modern R/W trade talk) and only a portion is legible:

We thought we could control him, but he is more devious than the others and he circumvented the bargain. The sacrifice of the empire’s virgin princess was not enough and now the empire is upon us.

I have sealed him in the inner ring.

May the Invisible God forgive us – [signed] Magnus

Area 1-11 – Latrine:
The door to this room is unlocked.

This room contains a 5’ long by 2’wide by 30’ deep pit with a 7’ long wooden bench stretched across it. The bench has 3 round holes about 6” in diameter and 20” apart cut into it.

A bit of stagnant water has collected at the bottom of the pit, filling the area with a sour smell of mold and damp. Climbing down the pit will require 2 successful climb rolls. A rope will add 25% to the climber’s skill.

The bottom of the pit is covered in yellow thunder lung mold and about 2” of stagnant water. Anyone searching the bottom will be exposed to thunder lung disease and must make a roll equal to his current CONx5 or less or he has contracted mild form of the disease and starts having a sneezing and coughing attack which does 1D6 damage. He must roll again. If the second roll is unsuccessful he has contracted the chronic form of the disease which does 2D6 damage and must roll again. If the third roll is unsuccessful he has contracted the acute form of the disease which does 3D6 damage and must roll again. If the player fails the fourth roll he has contracted the terminal form of the disease which does 4D6 damage. Randomly roll the STR of each attack and use that number to try to overcome the CON of the victim. If successful, the strength of the attack is done as damage to the hit points of the victim. If the victim’s hit points are reduced to zero he bursts and all creatures within a 3 meter radius are exposed to thunder lung disease.

If a spot hidden roll is made the Ring of the Courtesan will be found. This magical cameo ring has the profile of a beautiful woman (the goddess Uleria) carved in shell and set in onyx and gold and adds 5 to the wearers CHA which will help reduce training costs. This ring must be attuned as with a powered crystal and the ring resists with a 5 POW. The ring is worth 5000L to the cult of Uleria.

Area 1-17 – Riddle Room:
This room is occupied by a quasit in a blue robe with a strip of magic runes embroidered along the edges and on the cuffs of the sleeves. He is also wearing a pointed hat with a magic rune embroidered on it in blue.

He is sitting on a small stone chair and has 4 levers in front of him which are painted yellow, orange, green, and red. There is a door on the curved wall to the south.

As the party enters the quasit says: I am mas of the cot, why? I know not. Do ye mortal wish to pass through the portal? And points at the door on the south wall. If the party answers in the affirmative Mas goes on to say: Then choose one of you to answer my riddle and test whether your mind is vast or little.

If the riddle is answered incorrectly, mas will pull the levers in a random order, the 1st ring will move causing a rumble and door will open into the false entrances of area 2-8 or 2-12. If the correct answer is give the levers will be pulled in the following order: red, orange, yellow and green and the door will open to 2-1. Mas then says: Only the worthy may advance to the next ring, all others will suffer a sting.
[Insert Riddles from Net Book of Riddles]
 
I'm pretty sure there is no written form of Trade Talk. I think one might be able to do basic numbers for crude accounting, but little else, it is not a complete language.

That said, YGMV.

Western could be used (as the God Learners used that script), but it would still be 100% understandable.
 
Lord High Munchkin said:
I'm pretty sure there is no written form of Trade Talk. I think one might be able to do basic numbers for crude accounting, but little else, it is not a complete language.

That said, YGMV.

Western could be used (as the God Learners used that script), but it would still be 100% understandable.

You may be correct, but I could not find anything in my meager collection of Gloranthan materials which stated that Trade Talk was only a spoken language.

Logically, it makes very little sense that a trade language would only be spoken since commerce needs a written language to track accounts, offers, contracts, receipts, etc...

In the real earth some of the first examples of writing comes from the Sumerians and the Egyptians and concerns trade.

Finally, I know that the god learners used Trade Talk extensively and helped spread it and so it seemed like a logical fit for my scenario.
 
I remember that one of the adverts in Snakepipe Hollow was described as being written in Tradetalk. So why can't I remember what I did last week???
 
As regards dungeon crawls, I'd say that the system works fine. After all, you don't get your improvement rolls for fighting, so avoiding fights and sneaking around enemies is just as valid a means of solving problems as beating them into the ground. It's probably an even better means of solving problems due to the lethality of the system.

I'd be tempted to run it old school, such that the players can't necessarily be sure that beating any given monster is even possible. Having said that, I would warn them that that's how I'm running it, given that people have gone soft, expecting only balanced encounters that they should be capable of winning...
 
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