Starting an MRQ2 campaign

K Peterson

Banded Mongoose
So, next week, I'm starting an MRQ2 campaign for my gaming group. Hurray! The cycle of GMing has worked its way around to being my turn, so we start with chargen on Monday.

I talked about this campaign in a post I made a few months ago. It's basically a sword & sorcery-themed campaign with a few small tweaks to MRQ2 to reflect the setting. I've ditched Sorcery and Shamanism in favor of using Divine cults only. (I created 11 cults that define the primary nature of 11 deities/infernal entities - it took some time to generate Divine/Common magic spell lists to match the nature of those entities).

For the most part, I'm using a d20 supplement called The Spider's Gods Bride for the campaign world and some adventures. I've scooped out parts that didn't appeal; removed or changed some nations; and will modify adventures as needed.

Anyway, I'm excited to give MRQ2 a shot! From a GMing standpoint, I'm not worried; I have plenty of experience GMing CoC, and mods of BRP and RQ3. The players, however, are new to the system so it'll be interesting to see how they take to it.
 
ThatGuy said:
Let u know how it goes!

Deleraid's Blood of Orlanth campaign notes are legend...

Have not heard of them and a quick google search came up empty. Can you point me towards these?


@K Peterson: looking forward to hearing more about your campaign. Any chance of getting a look at those cults you put together? I am trying to put together some myself and could use both the inspiration and examples.
 
Deleraid's Blood of Orlanth campaign is here on the boards. I believe it was MRQ1 and was recently converted to MRQ2, but I'm sure he is more of an expert than I.

I will put a little bumper post on his thread. I thought it was great.
 
Sure, stacktrace. Below are a few rough examples.

The Sacred Flame

The Zadjites worship a nameless elemental god, the Sacred Flame, above all other gods. The priests tend ever-burning fires in their marble temples. Fire is considered pure; both the dead and the unbelievers are cast into the flames to be purified. Fire also imbues metal with a spark of the divine; the priests of the Living Flame are skilled metal-workers and weapon-smiths.

The Cult of the Sacred Flame

Cultists of the Sacred Flame have a deep attachment to raw, elemental fire, and many bare frightful scars and disfigurement from their contact with it.

Common Magic
-Demoralize
-Dragon’s Breath [Breath of the Sacred Flame]
-Extinguish
-Firearrow
-Ignite

Divine Magic
-Blessing
-Absorption (Initiate)
-Dismiss Elemental (Initiate)
-Elemental Summoning: Salamander (Initiate)
-Extension (Acolyte)
-Consecrate (Priest)
-Excommunicate (Priest)

Cult Skills
-Evade
-Pact: The Sacred Flame
-Meditation
-Resilience
-Oratory

Baardah

The lord of the sky, protector and judge of humankind, Baardah is a distant god, usually worshiped by the military and upper classes of Thyatia. The common people tend to favor the more earthly passions of his mate, Belet, the goddess of the moon and fertility. His lavish temples are filled with ram-headed statues, golden sun-discs, and sacred spears.

The Cult of Baardah

Common Magic
-Coordination
-Fanaticism
-Golden Tongue
-Parry
-Pierce
-Strength
-Vigour

Divine Magic
-Blessing (Initiate)
-Channel Strength (Initiate)
-Fear (Initiate)
-Shield (Initiate)
-Crash of Thunder (Acolyte)
-Extension (Acolyte)
-Consecrate (Priest)
-Excommunicate (Priest)

Cult Skills
-Pact: Baardah
-Athletics
-Brawn
-Influence
-Resilience
-Any Spear combat style
 
I have actually just returned to writing it up. I've been in the middle of a huge work project which is winding down now so have some available time. Annoyingly I've just hit the part of the campaign where I also didn't have much time to take notes straight after each session so it's also more work than previously. Still, I aim to get it finished by the end of the summer, there's 6-7 sessions left.

Glad people enjoy it. To answer the question, it started under a heavily house-ruled version of MRQ1 and ended as MRQ2. For Ashbringer's War, the magic is pure MRQ2 but the rest of the system is house ruled MRQ1. The final session is pure MRQ2 including combat but that's because it was a heroquest and it made sense to move to the more cinematic combat from MRQ2.
 
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