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Ian Thomson's Unofficial Glorantha Site
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Errata for the expansion notes on "Krang's Table"
(Published in 'Tradetalk 8')

P25, Column 1, Paragraph 6: Prax Lore Success (against default Difficulty of 14)

P26, Column 2, Paragraph 3 - The phrase "Seven Bells" refers to an optional Pavic concept explained in Vol 2 of the fanzine: Bells are rung on the top of the Pavis Temple each hour by chronomancers and that people in the city tell the time by these.

P27, Bottom of Paragraph 1 - Finding Riveps. "Know Criminals 2w" is the typical relevant skill known by officers of the Watch.

P29, Column 1 - 'Stake Trap'. Major Defeat "Jump (16) or Tough (20)". I don't know what these mean, honestly. Perhaps I flipped my lid when I wrote this, or it was late at night, or there was a glitch in the computer? Simply use a general Difficulty level of 18.

P29, Column 1 - 'Squeeze through Hole'. A Major Defeat also results in being stuck in the hole.

P29, last section on right hand column: "Strength of Doors..."
Close Combat is at -15 unless using an axe, and a Complete Victory in this series of Simple Contests is needed to break down the door. In any order (with any number of fails in between): 2 Major Victories, 4 Minor Victories, or 2 Minor and 1 Major, also are sufficient. (A noisy process.)

P30, Grey Furie. Stony Skin should be ^5, not 12w. Adjust the powers of this creature to suit the strength of your adventurers.

P31, Room 8 (The Guards' Ready Room) This room contains several semi-functional benches, two barrels of strong beer, and several dark trolls (unless an alert has been sounded) Spare spears and a few wooden shields are the only items of interest

P31, Room 9 (Latrines). The only room from which the window can be opened. A most unpleasant place.

General: The trolls' wyter is active in a radius that includes almost the entire length of the tunnels which stretch to the watch posts. The only effect it has relevent to the raiders is that it has a 'Sense Intruders' capability of 16w that must somehow be detected and encountered. (In the playtest this was spotted by sorcerous detection magic, and countered using thiefly obscurement magic.)

Playtest Notes: Planning and stealth still led to few tough scraps, even with the majority of trolls being away at the market. The dwarf and sorcerer in the party brought along a few surprises for the trolls, without which it would have been necessary to engage in considerably more combat. They escaped via a method I never before considered - the flying table, thus negating the running battle down to the river.