[Rq-rules] [Fwd: Valley of Death]

Sven Lugar vikingjarl at gmail.com
Wed Apr 11 18:11:31 PDT 2007


Wow! a long delay on receiving this.

1) for the legionnaires roll per 10 men, so that will give you 10 rolls 
instead of a hundred. Then for the last roll roll a 10's die again & 
that is the number of characters effected in the last roll. For example 
for 100 men, that's 10 rolls & say 4 are failures. Roll a 10's die & you 
get a 7 so 3 failed dies at a full 10 value = 30 plus the 7 for the last 
one = 37 soldiers effected. I've also done it with d20 & even d100 for 
larger groups.

2) I would combine both effects in this manner.
---a) a POW roll where success = you just see them (Obviously the more 
magically connected you are the more likely you can perceive Spirits) & 
failure means you roll a INT save. Fail the Int save & then you not only 
see them but you also join in with the fighting until you make an INT 
save at the end of rounds. If you take a perceived wound in your 
madness, it manifests physically.
---b) A Spirit/Ghost must "possess" a character to force it to do it's 
bidding. "Possession" is accomplished by the Spirit defeating the 
character in Spirit combat and reducing his POW to "0" or less. If a 
character or Legionnaire is "possessed" there is no saving throw. He 
stays that way until the ghost is driven out by a Shaman who has 
defeated the spirit in spirit combat, or if the character is killed 
physically, or if the geas is accomplished & the ghost decides to 
release the character & head to the afterlife.

Any questions?

skal,
Sven

postmaster at runequest.za.org wrote:
> Trying this post again as it did not arrive first time.
> ---------------------------- Original Message ----------------------------
> Subject: Valley of Death
> From:    postmaster at runequest.za.org
> Date:    Tue, March 27, 2007 10:49 am
> To:      rq-rules at crashbox.com
> --------------------------------------------------------------------------
>
> I am currently running a campaign where the three characters are in charge
> of roughly a century of men, campaigning in a bit of a civil war. The
> characters are alternatly the centurion, his optio and the main scout. So
> my next session I am planning, I was thinking of guiding them through a
> haunted valley - where the remains of an ancient battle and teh spirits
> around cause it to be shunned. (The century is mostly of foreign stock,
> and even the so called locals who have joined have moved beyone the bounds
> of once familiar countryside).
>
> The valley will be pretty much strew with ancient bones, bits of bronze
> weaponry, maybe it will be very dry and ssome of the courpses mummified.
> Initially I was going to make it the haunt of gouls, but I am now thinking
> more of a haunting. Maybe there was some big betrayal or simething and the
> ghosts will press the characters into avenging them (on the decendants of
> the victors). Still have to decide on the details, but to my main point:
>
> My rules are at a friends house, and I can't remember. Would a ghost have
> to enter spirit combat to force some sort of geas on a character.
> Alternatly I was thinking of the place being so desolate and dreadful that
> the characters just roll against POW and if they fail, they see the dead
> as if they were alive and still batteling. Maybe have them lose POW points
> or worse case scenario they think the battle is real and join in, maybe
> get stuck there/kill comerades, become part of the curse.
>
> Any thoughts of how I should handle this, for the characters as well as
> for their legionairres (I do not want to roll for 100+ men)
> Cheers
> Tony
>
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