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Showing posts with label Upland Marsh. Show all posts
Showing posts with label Upland Marsh. Show all posts

Monday, 11 May 2026

Jonstown Jottings #106: Marsh Attacks!

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Marsh Attacks! The Blackthorn Campaign Sourcebook is sourcebook for RuneQuest: Roleplaying in Glorantha. It is intended to be used in conjunction with the Blackthorn Campaign scenario book.

It is a one-hundred-and-thirty-three page, full colour, 21.97 MB PDF.

It is a one-hundred-and-thirty page, full colour book.

The layout is tidy, the illustrations vary in quality, but all are at least good. The cartography is also good, a mix of classic and modern.

Where is it set?
Marsh Attacks! The Blackthorn Campaign Sourcebook is set in the lands of Lismelder tribe, Greydog clan and Delecti the Necromancer’s Upland Marsh in the year 1625 S.T. immediately after the Dragonrise.

Who do you play?
Marsh Attacks! The Blackthorn Campaign Sourcebook is designed to be played using members of the Greydog Clan of the Lismelder tribe (and potentially Ducks). There are no restrictions upon choice of cult, but members of the Orlanth and Humakt cult will predominate.

What do you need?
Marsh Attacks! The Blackthorn Campaign Sourcebook requires RuneQuest: Roleplaying in Glorantha, the RuneQuest Gamemaster Screen Pack, Lands of RuneQuest: Dragon Pass, and Cults of RuneQuest: The Lightbringers. The Glorantha Bestiary and The Red Book of Magic may be useful. (A number of magazines and fanzines are also listed as being useful, but these are not readily available.)

What do you get?
Marsh Attacks! is the sourcebook for Lismelder tribe, Greydog clan and Delecti the Necromancer’s Upland Marsh. It is as much a history book as a description for all three in 1625 S.T. shortly after the Dragonrise. As the former, it tracks the Lismelder tribe from its founding in 1353 S.T. between the Upland Marshes and the Starfire Ridge, though its near annihilation by Delecti’s undead during the Zombie War and the forging of close ties—in some cases, very close ties—with the Ducks and later becoming part of the Kingdom of Sartar. The tribe suffered under Lunar occupation, as did so many of Sartar’s tribes, but the close ties with the Ducks means it refused to participate in the Duck Hunts that the Lunar Empire instigated. As the tribe continued to warn about the expansion of the Upland Marsh—marked by the newly planted Blackthorn Trees—its clans came under attack from the east. There had long been enmity between Lismelder and Colymar tribes, often over who held grazing rights to the Starfire Ridges, but a combination of the Great Winter, food shortages, and rumours of stockpiled food, lead the Colymar tribe to attack the Greydog Inn, famed for its beer and hospitality. The attack was repulsed, though at great cost. In the wake of the Dragon Rise, the attention of the tribe is once again turning west and worrying about what Delecti the Necromancer is planning.

Although Marsh Attacks! gives a good overview of the Lismelder tribe, its focus is on the Greydog clan. This includes it own history, a breakdown of its steads and families, cult membership numbers (which also acts as a guide to the preferred cults for both tribe and clan), a description and floor plans of the Greydog Inn and its Longbrewer Hospitality Oath (which has surprisingly long terms) and its fare including the extra effects of certain drinks, holy days, and more. There are rules too for brewing, including a magical or special brew. This expand the Craft (Brewing) skill and add the Brew Rune spell, which stackable and can be cast to increase the likelihood of improving the quality of the beverage.

Whilst the Greydog Inn provides a social focus for the clan and the campaign, the Temple of Indrodar, gives it a duty. After Orlanth and Ernalda, the most popular cult is that of Humakt, and whilst Humakt and his warriors are dedicated to ending the scourge of the undead, those without souls. For the Lismelder tribe and the Greydog clan, as well as the warriors at the Temple of Indrodar, this means defeating Delecti the Necromacer and destroying his undead menace, or at least withstanding the spread of the Upland Marsh and thus his reach. The Temple of Indrodar is dedicated to Humakt and then his hero cults of Indrodar Greydog, Li Phanquan, Yan Starcere and Makla Mann. Given the focus of the companion campaign, it should be no surprises that it is fully mapped and detailed, but there are rules too for Temple of Indrodar Humakti adventurer generation. These add the Upland Marsh Lore skill and replace some of the gifts and geases gained by Humakti.

The description of the Upland Marsh traces its origins to its creation by Delecti and his allies following the destruction of the Empire of the Wyrms Friends. It notes that Delecti is an undead necromancer, Hero-Priest of Vivamort, rumoured to have been a sorcerer on the Council of the Empire of the Wyrms Friends, and technically neutral in Dragon Pass—though open to bribes, very big bribes! It adds the ‘Clodhopping’ skill, which covers safe movement across the marsh and the ability to spot safe bits of ground. It is accompanied by a detailed gazetteer, an extensive set of encounter tables plus stats for very odd undead. Dinosaur Zombie, Griffin Zombie, Pterodactyl Zombie, Wyvern Zombie, anyone? These are not the weirdest and worst of the monsters to be found in the Upland Marsh. Numerous plants are also described, the worst of which is the Blackthorn Tree, planted by Delecti’s Dancers in the Dark to spread the borders of the Upland Marsh.

The complex content in Marsh Attacks! consists of The ‘Gloranthan Battle Rules’. These are designed to handle skirmishes all the way up to full scale battles, from ten to five thousand combatants per side, building forces around their overall size, leaders, and heroes, with the Game Master adding in encounters, opportunities, and special events as necessary. Passions will motivate combatants to keep fighting and are used to determine unit morale. The outcomes will ultimately be determined by Battle rolls, whilst the Intensity of the battle will determine how brutal and bloody the battle is, and how likely the Player Characters will need to get involved. The rules allow from charging, forming shieldwalls or phalanxes, use of chariots and cavalry, and Player Character posture, which will indicate how long he will fight for and its effect upon nearby squads. A heroic posture means that the Player Character must fight for four rounds and will increase the squad’s morale. A cowardly posture means that the Player Character can retreat, but if not seriously wounded, squad moral will suffer. After the battle, the winner can gain Reputation, ransom the enemy captured, and may even find some plunder. The system does require a fair bit of preparation upon the part of the Game Master as ‘Battle Cards’ for each squad need to be created. These effectively look like NPC stats. As well as having to prepare any ‘Battle Cards’, the Game Master may want to run several sample battles by herself to gain an understand of how the rules work.

The last part of Marsh Attacks! is dedicated to creating Player Characters. A member of the Lismedler tribe will not be a Chariot Driver or Philosopher, so will become a Warrior (Humakti) if either are rolled. There are starting Passions for the eight Lismelder clans and replacement events for the Battle of Grizzly Peak, Boldhome Campaign, and other events during character creation. Otherwise, these changes are minor, whereas those for ‘Dragon Pass: Duck Adventurers’ is more significant, expanding those details given in the RuneQuest Glorantha Bestiary. Dragon Pass Ducks have the Marshsense ability and new occupations include Boater and Upland Marsh Scout. This is accompanied by a guide to roleplaying Ducks and the Duck factions. The former is useful. Lastly, Engizi, the Sky River Titan, is written in the style of the cult books for RuneQuest: Roleplaying in Glorantha. This is not of immediate use, though that will change once the campaign is published.

Marsh Attacks! The Blackthorn Campaign Sourcebook is primarily going to be of use when the actual Blackthorn campaign itself is released. However, it has is a lot of background and information that can be applied to a wider campaign, particularly for Greydog Player Characters and NPCs or for campaigns or scenarios where Ducks or Upland Marsh the play a role, such as DuckPac, The Howling Tower, or GLORANTHA: A trek in the Marsh.

Overall, Marsh Attacks! The Blackthorn Campaign Sourcebook is solid, useful sourcebook with a nice pun of a title.

Is it worth your time?
YesMarsh Attacks! is an excellent introduction to the Lismelder tribe, Greydog clan, and the Upland Marsh in particular with solid support for Greydog clan Player Characters, whether that is in readiness for the Blackthorn campaign or general play.
NoMarsh Attacks! is too location specific for a lot of its content to be readily useful for a broader Dragon Pass campaign except Greydog clan and/or Duck Player Characters.
MaybeMarsh Attacks! is too location and story specific to adapt to elsewhere with ease, but may be useful for Greydog clan and/or Duck Player Characters and Duck-related content set in Dragon Pass.

Monday, 11 October 2021

Jonstown Jottings #47: GLORANTHA: A Trek in the Marsh

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—


What is it?

GLORANTHA: A Trek in the Marsh is a scenario for use with RuneQuest: Roleplaying in Glorantha.

It is a four page, full colour, 963.55 KB PDF.

The layout is clean and clean. It is art free, but the cartography is reasonable.

Where is it set?
GLORANTHA: The search for the Throne of Colymar is set in Sartar in the Upland Marsh

Who do you play?
Player Characters of all types could play this scenario, but is best suited to members of a nearby Colymar tribe or Ducks. Humakti will, of course, relish the opportunity to curb the influence of Delecti the Necromancer.

What do you need?
GLORANTHA: A Trek in the Marsh requires RuneQuest: Roleplaying in Glorantha and the Glorantha BestiaryThe later is a necessity as no stats or creature or monster write-ups are included.

What do you get?
GLORANTHA: A Trek in the Marsh is set on the northern edge of the Upland Marsh and presents an opportunity for a nearby tribe to reduce the great swamp’s boundaries and reclaim land lost centuries ago to the magics of Delecti the Necromancer. One of the magical rods which enforces his malign influence has been located and the local tribal chief thinks it can be removed or destroyed and so sends some trusted adventurers to deal with it.

Consisting of really only two pages, the adventure is linear, the Player Characters proceeding rom the edge of the map straight to the location of the magical rod, perhaps having an encounter or two on the way to the marsh—depending upon if they veer slightly left or slightly right. These encounters, as are the majority of the encounters in the scenario, all combat based. No NPCs are encountered or detailed in the course of the adventure. No encounter, even the encounter with the altered Dancer in the Darkness which protects the rod is accorded more than three sentences.

GLORANTHA: A Trek in the Marsh is not badly written, but very much like the earlier GLORANTHA: The search for the Throne of Colymar, it is underwritten and underdeveloped. As presented it is not a whole scenario, but rather the middle of a scenario. Despite the fact that the Player Characters are on a quest to destroy or remove a magical artefact, the artefact itself is not detailed or illustrated, and there is no information as to how the local tribal chief learned of the location of the artefact, how the artefact is removed, and what happens once the artefact is removed. In addition, the protector of is described as a combination of a Darkness
elemental and a Dancer in Darkness, but no stats or abilities are given, leaving the Game Master to develop these herself without guidance. Omitting the stats for monsters and creatures which can be found in the Glorantha Bestiary is not wholly unreasonable, as the Game Master can easily provide these, but not providing the stats or write-up of a new combination of monster is simply nonsensical.

Similarly, the lack of set-up and consequences for the scenario, leaves the Game Master with more work than should have been necessary. The author need not have tied either to a specific tribe, but with sufficient background, the Game Master could easily have tied in both set-up and consequences to the tribe of her choice. Instead, the author leaves all of the development work to the Game Master rather than some of it.

Is it worth your time?
YesGLORANTHA: A Trek in the Marsh contains the germ of an interesting scenario if the Game Master is willing to completely develop its set-up and consequences which its author failed to do.
NoGLORANTHA: A Trek in the Marsh is a third of a scenario, no more than a series of combat encounters, in need of development in the beginning, middle, and end. Cheap, but avoidable.
MaybeGLORANTHA: A Trek in the Marsh contains the germ of an interesting scenario if the Game Master is a running a campaign in and around the Upland Marsh, and is willing to completely develop its set-up and consequences which its author failed to do.