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Errata of Strangers in Prax

Maculus's SIZ (p.6)


In the Arrival section, Maculus is described as "short with a bald head gleaming in the sunlight".  Given that he is SIZ
17, he obviously had Diminish SIZ cast on him that day (pretty good effort, considering he doesn't know it!)

One High Priest Too Many (p.14)


In this scenario you might recall Krogar Wolfhelm uses Mindspeech to send secret messages to the PCs and the other
Orlanthi during the worship ceremony in the New Pavis Air Temple.  Originally, it was my idea that Krogar could
another, more typically Orlanthi spell: yes, you guessed it, WIND WORDS!  I was excited to think that after 15 years of
RQ I had  finally come up with a legitimate use for this pretty much useless and costly spell!

Sadly, it got axed in the editing stage so as not to offend the rules lawyers.  Well, I guess if a Orlanth Wind Lord ain't
gonna use Wind Words in his temple, on a cult holy day, then I guess he's never going to use it!

Maculus's Sorcery Regimen (p.25)


It says here that "every Season Maculus casts a Damage Resistance Intensity 13, Duration 13 on each of the other
Coders except Julan".

Anderida's hit location information (p.29) is missing this information.  Add 13 points of Damage Resistance (in
brackets) to each hit location.

Unfortunately, Nose Ring and Eslas are given 12 - rather than 13 - points bracketed Damage Resistance protection on
their hit location diagrams!  Change both to 13.

I believe these discrepancies must've come about when we changed how Maculus protected the other Coders - I was
originally considering the Protective Circle spell, but Mike Dawson changed how the spell worked so we switched back
to plain old Damage Resistance.

Spirit Magic Casting Percentages (pp.27-34)


According to the official RQ3 Errata, the chance to cast spirit magic is equal to:

(POW x 5) +/- (magic skill modifier) – ENC

As Devin Cutler and several others pointed out on the Glorantha Digest, we kinda got our math muddled a bit in the
Lunar Coders section!  Here are the correct spirit magic casting percentages of the Coders:

  Julan 
115% - ENC 20 = 95%
Armbreaker (allied spirit) 109%
Anderida 
129% - ENC 6 = 123%
Anderida is particularly susceptible to the phases of the Red Moon.  All her magic skills are affected.  Alter spirit magic
as follows:

Dark/dying moon (halved)... 65% - ENC 6 = 59%


Crescent/Half Moon (no change)
Full Moon (increased by half again)...194% - ENC 6 = 188%
Vectis (allied spirit) = 126%

Maculus 
96% - ENC 5 = 91%
Seris (familiar) 107%
Canus (familiar) 138%
Nose Ring
Doesn't use magic
Moonflower (allied spirit) 123%
Eslas
103% - ENC 12 = 91%
Wyvern Mounts
38% - ENC (rider)
Reptus
POW 16, INT 12, DEX 13 Spirit Magic: 84% - ENC (rider)
Albus
POW 15, INT 06, DEX 13 Spirit Magic: 73% - ENC (rider)

Count Julan Stats (p.27)


Julan's ENC is 20, not 36 as stated.  His fatigue therefore is 37 – 20
ENC = 17.

Maculus Stats (p.30)


Maculus's second familiar Canus's Magic Points are not included in Maculus's total.  Add Canus's 24 to the total, giving
a grand total of 111 for Maculus to play around with.

Eslas Stats (p.33)


Under Travelling Gear it says that Eslas wears "stiff leather" (2 AP) on her body.  Her Coder cloak is enchanted with 8
AP, which should give her a total of 10 AP on the torso.  However, as Peter J Whitelaw noted, on her hit location
diagram she's been given 11 AP.  I can only conclude that Eslas must also wear soft leather padding (1 AP) under her
stiff leather jerkin, and admire Peter for his pedantry.

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