Is it reasonable to assume the 17 shards listed in the book are not the only existing types?
And if not, has anyone specced out any additional ones?
Is it reasonable to assume the 17 shards listed in the book are not the only existing types?
And if not, has anyone specced out any additional ones?
I have found that staying with the Lesser Shard template and keeping the named shards rare prevents the game from becoming "just use a shard" for each character. It seems to be a big hit with the group as the runes retain a special and treasured property. As for the activations, I think of odd utilities to diversify their problem and puzzle-solving toolbox. Here are some of the one my group has found:
Hope this was helpful.
Edited by HaphazardNinjaI actually went through my Runebound and Descent games and recorded them as well. Can see all here. I converted to more D&D but still a reference. https://www.scabard.com/pbs/campaign/235523/folder/244417
18 hours ago, IamGazrok said:I actually went through my Runebound and Descent games and recorded them as well. Can see all here. I converted to more D&D but still a reference. https://www.scabard.com/pbs/campaign/235523/folder/244417
Noice!
Note, the RoT book also describes legendary "Stars", which seem to be even more powerful runestones (or bigger pieces of Timmoran's original Orb). I've actually done a little on those, but it's marked as "Secret" in my campaign site, to keep it away from the players' eyes. As a lark, I based them on the "Treasures of Rule" from the old cartoon Pirates of Darkwater....including a Compass to help find them. (part of the storyline of the campaign).