[HQ Ignorance] Re : Scene 53: The Longest Night, The Battle of Seguarane Forest

Lev Lafayette lev_lafayette at yahoo.com.au
Fri Feb 15 10:09:17 EST 2008


Yes. Yes, you could...

Although the Telmori would be protected probably
against most of the Zombies, Skeletons and most of the
Militia (although some will cast the equivalent of
Bladesharp on their weapons and the like).

The mercenaries would be a bit more dangerous as many
of them would have more powerful magic and even some
magical weapons.

As for the Vampires and their Wizard allies vs the
Telmori, well that would be quite a match.

This evening (my time, about 12 hours away), I'll do
the next scene which will be three hours into the
battle...


--- Loran <aillet_l at yahoo.fr> wrote:

> Waaooh could we end up with vampire telmori ? :-S
> 
> 
> ----- Message d'origine ----
> De : Kevin Johnston <runemaster93711 at yahoo.com>
> À : HeroQuest Glorantha <ignorance at mimesisrpg.com>
> Envoyé le : Jeudi, 14 Février 2008, 16h58mn 08s
> Objet : Re: [HQ Ignorance] Scene 53: The Longest
> Night, The Battle of Seguarane Forest
> 
> Vampires attack by touch with a power drain.  I'd
> assume that works against werewolves too.
> 
> Lev Lafayette <lev_lafayette at yahoo.com.au> wrote: 
> 
> Well the Telmori are in the very advantageous
> situation (or so I've been told by Greg Stafford)
> that
> they simply *cannot* be harmed by non-magical
> weapons.
> So you don't need to spend any Hero Points on that.
> 
> Retaining your own consciousness during The Curse is
> a
> bit trickier. Telmori aren't exactly known for their
> willpower, so I'd say you'd have a default of 6 in
> that ability; and the Cure is highly magical, so
> I'll
> give that a default ability of 10W2. However I'll
> also
> give you a +5 augment from the effects of Theonara's
> drugs, so that makes it 11 vs 10W2.
> 
> So on average you would need to spend 2, maybe 3
> Hero
> Points, depending on which way the dice fall.
> 
> --- Kevin Johnston wrote:
> 
> > How many hp needed to let Knarl to keep his
> > intellegence and controll during the curse so he
> can
> > intelligently go for the vampires. Also want to
> > spend HP on defensive buffers like furstiff and
> > shimmer so he is harder to hit.
> > 
> > Knarl
> > 
> > Lev Lafayette wrote:
> > 
> > >From the knowledge you have of the Telmori, and
> > wolves
> > in general, in an enraged state they will chase
> > their
> > quarry. In theory you could actually lead them all
> > the
> > way to the undead army or any part of it. It would
> > be
> > *incredibly* dangerous of course, because you run
> > the
> > risk of being caught by both the Telmori *and* the
> > undead army.
> > 
> > But it's as heroic as one could possibly imagine
> :-)
> > 
> > 
> > --- Dougie wrote:
> > 
> > > I think the thing to do is, as the time
> > approaches,
> > > to sneak as close 
> > > to the Enemy as possible,somewhere on the East
> > flank
> > > as suggested, 
> > > and hope that the enraged werewolves hatred of
> the
> > > undead will lead 
> > > them to attack the right guys. In the meantime
> > > Karala and Thaneora 
> > > will keep checking the wolf warriors to make
> sure
> > > none of them start 
> > > to Change too soon and dose them up if need be.
> > > 
> > > When the time comes, Karala intends to lead the
> > > charge mounted on 
> > > her Dire Wolf with her Spirit Ally guarding her
> > > otherworldly back. 
> > > This will hopefully encourage the frenzied
> > Were-Folk
> > > to attack in the 
> > > right direction and is probably preferable to
> > being
> > > in among the 
> > > Cursed as they Change..
> > > 
> > > As for using burning the forests, Karala is
> aware
> > of
> > > the possibility 
> > > of using her fire spirits but her animal nature
> > with
> > > its empathy for 
> > > the natural world makes her extremely reluctant
> to
> > > use this option. 
> > > She will keep two of her fire spirits back
> however
> > > and as a last 
> > > resort will send them out to jump from tree to
> > tree
> > > and encircle the 
> > > Vampire army in a forest of flames...
> > > 
> > > -:)
> > > 
> > > Dougie.
> > > 
> > > 
> > > >
> > > > Karala and Knarl: With the 3,000 Telmori,
> north
> > > and
> > > > east of Segurane, in a largely deserted
> > Seshnelean
> > > > walled village. The Telmori are due to
> 'awaken'
> > at
> > > 4pm
> > > > and will then go into a murderous rage, such
> is
> > a
> > > > nature of The Curse. Karala is marking time
> very
> > > > carefully :-) Attack 4 (6 enraged), Defense 2,
> > > > Movement 4, Morale 3 (na when enraged).
> > > >
> > > >
> > > >
> > > 
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> > 
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> >
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