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
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.
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).
There are other charts available for RQ6 and Mythras here. RQ and Mythras Encounter generator is found here
There seem to be lots of interest in old school recently. Classic Fantasy supplement by the Design Mechanism looks likely to fill the craving for old school for a long time to come. the list of monsters is like who is who in the memory lane of the early days of my gaming in late 1970’s. Spent a few moments in creating templates to generate some of the monsters from my very first games in 1976 or 77. Somebody beat me to the indomitable kobolds but here are a few
The first I remember throwing at my players in those school days was the carrion creeper or crawler.
The next that I vividly remember in cube form was
There were others in the early days as well like
..and when the players grew up in levels they found
The interest seems high as I have rarely seen so many contributed monster encounters in so little time in the RQ Encounter Generator. Please keep contributing and marking them with “Classic fantasy” tag. It would be good if you remember to add the “Abilities” to the monster when you create it – this will help gamemasters in not having to flip back into the pdf or book to check the ability.
There are already bugbears, kobolds, goblins, hobgoblins, gnolls, orcs, hill giants, killer mimics, skeletons, umber hulks…
Here are few new denizens of the beautiful island called Loral. It is populated by rare endangered pieces unified in their approach to life (hate the intruders). There is rather large treasure ship wrecked on the island and there used to be God Learners here long time ago so the historians are of course quite interested in the island. The below natural exhibits are imagined for RQ6 Encounter Generator. Among the less educated the island is called Monster Island. The sources have been the Tradetalk #13, Guide to Glorantha and Men at Sea.
Some are really co-operative and are driven by the sense to please (their palates) and fulfill their heart’s desire (hate the intruders). Some of these are bad news indeed.
There are other pages on Monster Island
In my quest towards perfect GM Screen for RQ6 I gathered all the close combat situational modifiers into one table.
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.
I also updated the movement chart with colors – green for earthbound movement, blue for swimming.
The rest of the charts for RQ6 are here
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.
Here are the tables as PDF.
I also added similar tables for swimming.
Other useful tables exist for Combat Special Effects, Healing and Wounds, Diminish spell effects, weapons and shields & Criticals and difficulty grade effects on rolls.