Category Archives: Mythras

Daimons Are Forever – Sky Warriors, Flamingoes and Dog People

Gianni Vacca made a request at Google+ forums for d100 version of Altinae daimon that was missing. So I promised to create one in the Encounter Generator. Daimons are quite rarely encountered in Genertela.

Here are some of the missing daimons

On the whim I added few other rarely encountered ones. Sedrali are dog people in Ralios. They are seen for example in the original Narrator’s book but of course found on the Anaxial’s Roster.

of course there also exists a party of them

Passion spirits have gained

  • Idiocy spirit
  • Violence spirit
  • Grief spirit

Most of the rest of the daimons can be found in

 

 

Pregenerated Characters for Mythras – Nomad Herders and Warriors in Prax and Elsewhere

Games Master will sometimes need quickly a set of player characters. Perhaps it is for a one off at convention or otherwise. Perhaps there was a TPK or you had one new player on baord without a character. Though character generation is fun it may take awhile – so in this series of posts a way to generate quickly some pregenerated characters.

Previous installments of pregenerated characters for Mythras/Rq6 Encounter Generator tackled some city folk and barbarians.

Now is the time for the noble nomads. These can be used either in Prax in Glorantha or anywhere using the animal names as just names of the tribes.

First some herders

..and then some warriors to protect them

You will also find a pregenerated nomad party, most likely in Paps or near Pavis city walls as so many different tribes together is likely to cause strife.

What are you waiting for – go make ambush already in Plains of Prax or hire out to protect a merchant caravan or go looting he Big Rubble in front of you

 

Nasty – Check. Chaotic – Check. Dorastor – Check. TPK – Check.

Looking for a one shot or TPK – here are few nasty encounters for Encounter Generator for Mythras and RQ6 from every GM’s dream and every player’s nightmare – lovely home of the shrine of Dorasta – Dorastor. Most of them mean death for even the most powerful of the player parties. Most of them are unique – meaning only one of them exists in Glorantha.

Vampires might exist anywhere. This was originally from Sun County

Disease spreading is not the prerogative of Broos only. Here is a flock of Harpies to do the same

The abandoned ruins of Dokat contain often the only inhabitant a spirit known as

Madness is prevalent in dorastor and few things are as mad as the

Mad Sultan never goes anywhere without proper entourage

There are relatively good guys in Dorastor but they are few and far between

Slimestone is a place but it has got some personality even if a bit clinging one

Siamese twins are rare but here is a pair who would like to meet you

Maidstone archers have a remote relative

This is the most volatile thing you might encounter

Some other chaotic ones are here

 

Who says Dorastor has all the fun – join the Cwim’ming party

Every Tom, Dick and Harry knows that you should avoid Teshnos and Wastelands close by  it on the Wilddays as Cwim is having his daily walks.

Created the old favorite

from the Gloranthan Secrets book. He joins the Encounter Generator’s chaotic party with his small friends

who are spitting image of himself. For convenience there is now

which contains the Cwim itself, gorps he throw and the spit monsters.

It would be good to know about his arriva a bit beforehand as the party might need some preparing. So I created random party table for Foreshadowing the Encounter. It can be attached to any party and it can provide some clues that an encounter might be occurring. Some examples would be

  • locals fleeing the encounter
  • carrion animals associated with encounter gathering
  • Spoor of the encounter found
  • Footprints made by the encounter
  • Wildlife alarmed by the closeness of the encounter
  • Favorite food animal of the encounter growing alarmed

and so on.This is attached now to Cwim’ming party but will in time be attached to other parties as well.

Here are few other Chaos encounters from earlier posts

 

 

2500 Encounter Templates – Demons, Nightgaunts, Undead,Foxwomen and Sea Wolves

Mythras Encounter Generator reached a boundary of 2500 Encounter Templates today. It is quite a ride since August 2013 when I first learned of the RQ Encounter Generator and started to contribute to it.

Here are few of the new ones I created during this weekend.

Animals for Glorantha or other places

Chaos creatures

Intelligent beings

Undead and demonic beings

Here are some old posts to get the best out of the encounter generator

Encounter Generator Returns to Anaxial’s Annex

After a brief break here are a few additions to Encounter Generator to help Mythras and RQ6 referees create new NPC’s and other encounters.

Pamaltelan continent

Seas

Elementals

Various

Monster Island

 

 

Sorcery Tool for Mythras (and friends) updated

Sorcery tool described here has been updated based on user feedback.

The new version of the tool (1.1) contains both the standard durations for spells and the optional long durations. You select as per your GM’s choice using the campaing duration rules field.

The unenchanted iron version is a house rule that is now explained.

The new version can be downloaded from the same location than before in Sorcery Tool for Mythras (and friends like RQ6).

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There are other charts available for RQ6 and Mythras here. RQ and Mythras Encounter generator is found here

Mythras Charts and Tables

Here are some charts that I made that have been useful for my Mythras (former editions known as RQ6) campaign.

List of charts

Combat Flow

Added a small chart for combat flow and pointers to relevant rules sections based on great discussion in the design mechanism forums in here 

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Combat Flow in RQ6

Special Effects

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Offensive and Defensive Special Effects

The Combat Special Effects for Offensive (this is the RQ6 version) combines all the special effects for the offensive one quick reference to see what you can do when hitting something. Here is the latest one updated with Mythras in portrait mode

The Combat Special Effects for Defensive (this is the RQ6 version) does the same for defensive and Here is the latest one updated with Mythras in portrait mode

Healing and Wounds

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Healing and Wounds in RQ6

Healing and Wounds in RQ6 covers what happens to you when you get a wound and how to recover.

Diminish Effect On Characteristics has the goods on what can that pesky diminish spell do to you or your opponent.

Weapons

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Gloranthan, Eastern Weapons and Shields in RQ6

Here is an update to Gloranthan and Eastern Weapons  for RQ6 that has current understanding how lunar, dwarves, elves, dragonewts and easterners weapons work in RQ6.

Brief chart for shields, passive blocking from RQ6, AiG, Mythic Britain and Monster Island

Here we have a quick reference chart for Criticals and Difficulty Grade effect on skill. If you like maths – you do not need the chart, the calculations are simple but I find doing them in the heat of the game distracting.

Example how to set these up for use is here

RQ6 the success of your attempt can be modified by the situation. This can be adjudicated by GM fiat but if you some guidance here are all of the recorded modifiers in tables both for close combat and ranged combat. Some people do not use fatigue or encumbrance rules or even the weapon differences – that is ok but in my view these provide additional flavor to the game. In my quest towards perfect GM Screen for RQ6 I gathered all the close combat situational modifiers into one table. 

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Close Combat Situational Modifiers

It now contains the usual ones (fighting in pitch black darkness, partial darkness, blinded, while prone and so on). In addition it has the shorter reach for those of you playing with Reach rules. I added also the fatigue effect on close combat skills and limitations brought by swimming, climbing or riding while fighting.  In case your players are doing a fighting retreat with the loot it contains the encumbrance modifiers as well. If for some reason the players (or even the NPC’s) need to grab a different, perhaps unfamiliar weapon to use – the table contains the modifier rules for those as well.

There is similar also for the Ranged Combat Situational Modifiers

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Movement

For the future chase sequences in my campaign decided to combine all the movement effects into tables that fit into a single page. I find it easier to look info from table instead of calculating it with the rules.

It contains now a table for movement rates between 1 and 14, effect of athletics on the speed when walking, running or sprinting. It also has a table for the common modifiers for movement like encumbrance, armor and fatigue.  It has also the effects on ranged combat.

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Movement Charts

Movement charts are here as PDF.

Gloranthan Ships are here as PDF

Encumbrance Calculator is here

Sorcery Tool is here

Magic Situational Modifiers are here.

Horoscope Personality Traits for Gloranthan Cults

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Rune List

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Difficulty grade progression

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Fatigue progression

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