Saturday, March 26, 2011

Kingdom of Ignorance: A Hex-Less Crawl for DOOMQUEST (Part I)


I picked up a copy of the most recent issue of Fight On! today primarily because it is the Runequest theme issue and I really wanted to take a look at Scott LeMein's DOOMQUEST RQ hack. Although DQ is probably a bit too rules light for my tastes it is still a pretty great idea and might work very well with a few modifications.  Mike D. at Sword +1 is already looking into hacking the hack.

Anyway, DOOMQUEST inspired me to start organizing lots of old notes from an RQ II campaign I was working on years ago set in Chern Durel or the Kingdom of Ignorance, a little known corner of Glorantha located north of Kralorela. 

What follows is a part the first of a hex-less crawl for DOOMQUEST or compatible games. I will post the remainder of the campaign as soon as I pull it together and maybe some explanatory details if anyone is interested. In the spirit of DOOMQUEST,  if any portions of these rules are insufficient, steal from another game or make it up yourself.

CHERN DUREL 

Chern Durel, the Kingdom of Ignorance, a bitter wasted land of rolling hills and twisted woods, ruins of inhuman civilizations dot the land ignored until a cult of twisted magic meets there and peoples it with adulating crowds, mobs of sacrifices, and flocks of lost and hungry dead.
 Once a powerful troll empire which rivalled Kralorela, [ Chern Durel ] is now a land of dark, blood-soaked ruins ruled by malignant humans and their even more malignant gods. Some trolls remain, warriors or hunters, who serve human masters and their dark designs.
 from People of Glorantha - Trolls

The culture of the native peoples of Chern Durel is somewhat analogous to ancient cultures of Meso-America such as the Toltecs, Maya or Aztecs.  Human sacrifice is practiced widely and maize is the staple crop.  The Ignorants are; however, a very backward people; hateful, lazy, inhumane, amoral, cruel and filthy. The land has been ruled as a province of Kralorela, the Kingdom of Splendour, for many years; however life amidst the desolate terrain and demonic madness of the land has taken a toll on both the natives and the occupiers. 

The geography of Chern Durel is uncertain and changeable. The relative locations of cities, towns and natural features vary from time to time. Each day roll 1d6, on a roll of 1-3, the party continues in the area. On a roll of 4-6 a randomly determined area or physical feature is encountered. Attempts to intentionally leave an area, excepting Grombul, the Jankley Bore, Shan Shan Mountains, Shchyphth City or the Zemery Fidd allow an additional roll unless the party is foolish enough to consult a map.


Random Ignorance Locations (d20)
1 Booloobil
2 Great Grombulian River
3-6 Grombul
7-9 the Jankley Bore
10 Jam Tan Kang (Jam River)
11 Kuwai Tan Kang (Kuwai River)
12 Mount Oggodoggo
13 Qyp
14 the River Dargul
15 Shan Shan Mountains
16 Shchyphth City
17 the Torrible Zone
18 Underednu
19 the Western Sea
20 the Zemery Fidd

Roll d4 daily for number of certain encounters in village or city. Roll d6 each day for encounters in wilderness areas. An encounter will occur on a roll of 4-5 in such areas, 1d2+1 encounters occur on a roll of 6. The referee may determine the timing of all encounters relevant to MGF.

Gazetteer of Ignorance

Booloobil is a small and filthy village of crude pine and bong-wood huts on the floodplain of the Great Grombulian River. The village is at the center of a great maze of maize. The Ignorant locals are always interested in sacrificing strangers in order to drain their blood for watering the crops. Beware the feral children of the maize.

Encounters in Booloobil (d20)
1-6 2d6 Ignorant villagers armed with clubs, pitchforks and spears
7-8 2d6 Children of the Maize
9-10 2d6 trollkin
11-12 1d6 stingworms
13 1d6 giant ticks
14 1d4 giant river rats
15 1d4 trolls
16 1d4 Black Sun cultists
17 1d6 Black Sun cultists and Priest or Priestess
18 1d6 Kralorelan soldiers (25% accompanied by a Mandarin)
19 1d4 nupiter piffkin
20 1d4 spectres

The Great Grombulian River meanders through Grombul. Its waters are murky, muddy and sometimes bloody after the maize planting time.

Encounters on the River (d20)
1-3 Roll on the Encounters in Grombul Table
4-6 1d6 Ignorant farmers lazing on the river banks
7-8 2d6 stingworms
9 2d4 giant river rats
10 1d2 duocanths
11 1d2 river spirits
12 1d6 cinquus
13 1d3 dinosaurs
14 1d6 deer hsunchen
15 1d2 snagarl
16 1d4 Secret Waters cultists
17 1d6 Secret Waters cultists and Priest or Priestess
18 2d6 Kralorelan soldiers on a black lotus barge (75% accompanied by 1d2 Mandarins)
19 Can Shu’s Golden Pleasure Barge
20 Roll on the Special Encounters in Grombul Table

Grombul or the Grombulian Plain is the inland flats of the Kingdom of Ignorance. Much of the territory is desolate and covered in twisted pine barrens or groves of twangum and bong-trees. Grombul is icy cold in Dark Season but thick crops of pumpkins grow on stout vines in Earth Season and the plain flowers beautifully in Fire Season.

Encounters in Grombul (d20)
1-2 1d6 giant ticks
3-4 1d6 stingworms
5 1d6 cinquus
6 2d12 Ignorant savages
7 1d8 Ignorant bandits
8 1d6 Ignorant farmers
9 2d12 mounted Pentan raiders
10 2d6 baboons
11 1d4 trolls and 2d6 trollkin
12 1d4 nupiter piffkin
13 2d6 feral broos
14 1d6 Jumblies
15 2d6 Kralorelan soldiers on patrol (25% accompanied by a Mandarin)
16-20 Roll on the Special Encounters in Grombul Table



Special Encounters in Grombul (d20)
1-3 1d4 spectres
4-5 1d12 spectres in a Hall of Bones
6-7 1d4 jack-o-bears
8 1d4 nandis
9 1d4 dinosaurs
10 1d6 Black Sun cultists
11-12 3d6 Black Sun cultists and 1d4 Priests or Priestesses at Hidden Shrine
13-14 Lofty tower of a mad mystic
15 4d6 Kralorelan soldiers and 1d4 Mandarins guarding a black lotus field
16 the King of the Cranes and Princess Dell
17 Jiboo Sarn
18 the Yonghy-Bongy-Bò
19 Can Shu with 10d20 Kralorelan soldiers and 1d6 Mandarins at a black lotus dust processing camp
20 the Dong with a Luminous Nose

The Jankley Bore are a range of mostly barren rocky iron rich hills and towering brown mountains with lumps of greyish trees huddled in gloomy valleys. It is sometimes found at the western edge of Grombul and east of the Shan Shan. It is the legendary home of several defunct gods; the ghost of Sunstorm’s third eye and the Dong with the Luminous Nose may be found wandering these accursed and lonely lands.


Encounters in the Jankley Bore (d20)
1-2 1d6 giant ticks
3-4 1d6 stingworms
5 2d6 baboons
6 2d12 Ignorant savages
7 1d8 Ignorant bandits
8 2d12 mounted Pentan raiders
9 1d4 trolls and 2d6 trollkin
10 2d6 feral broos
11 1d6 hsunchen (roll d6: 1-day bat or night bat, 2-spurred deer, 3-cloud leopard, 4-eagle, 5-wild pig, 6-combed sheep)
12 1d4 nupiter piffkin
13 1d6 wind children
14  1d4 spectres
15 2d6 Kralorelan soldiers on patrol (25% accompanied by a Mandarin)
16 1d6 Huan To
17 1d4 dinosaurs
18-20 Roll on the Special Encounters in the Jankley Bore Table

Special Encounters in the Jankley Bore (d20)
1-3 1d6 spectres
4-5 1d12 spectres in a Hall of Bones
6-7 1d4 nandis
8-9 1d6 hopping vampires
10-11 1d6 Earth Eater cultists
12 3d6 Earth Eater cultists and 1d4 Priests or Priestesses at Hidden Shrine
13 Lofty tower of a mad mystic
14 1d4 Lunar spies
15 Mostali mining camp
16 Huan To village
17 the Yonghy-Bongy-Bò
18 the Dong with a Luminous Nose
19 Chaos nest
20  the ghost of Sunstorm’s third eye

(to be continued)


3 comments:

  1. @ Newtus: Thanks. I'm very pleased to see positive feedback from a known Glorantha-phile. I have an announcement rather than a conclusion for this series coming up soon.

    ReplyDelete

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