7 More DreamQuests - #22-#23

From: MOBTOTRM_at_vaxc.cc.monash.edu.au
Date: Tue, 24 Sep 1996 23:20:59 +1000


G'day all,

SoloQuest Revisited: 7 More Encounters for SoloQuest

Here's the next two on the list:


22 Taddy, muscular newtling bachelor.

Reaction

   Friendly: Ancestor worshippers, followers of the Horned God.    Neutral: Other amphibious or aquatic creatures, provided they are not

             initiates of a death-rune cult (such as Humakt or Wachaza).  
             You can convince Taddy of your aquatic ability by taking a 
             swim.  Taddy won't mind if you strip off first.  If you succeed 
             in your Swim roll he'll become neutral. If you really impress 
             him (by making a "special" Swim roll), he'll become your 
             friend.  If you fail you'll have to fight him; but Taddy's 
             only going to give you two melee rounds to get back into your
             fighting gear.  In the meantime he'll be busy casting his 
             spells. 

   Hostile: Everyone else.

Notes

Captain Taddy is little, but tough! Because of his small SIZ, you'll have to subtract -20% off your chance to hit him.

However, if you're over SIZ 12, Taddy's going to have trouble hitting you anywhere above the abdomen. Roll 1d20-10 on your own hit location table when Taddy hits you.

Taddy parries and dodges in the first round, whilst he casts a Strength-2 spell (SR 4) and True Net-1 (SR 10). The Strength spell gives Taddy a +1d4 damage bonus!

In the second round Taddy attempts to ensnare you in his combat net, and parries with his trident. If you fail in your parry, Taddy's net ensnares two hit locations. You will need to rip, cut or burn your way out (unless Taddy releases the tension). If you successfully parried with a shield, it and your shield arm is immobilized, unless your parry roll was a special success or a critical. Any other weapon used to parry a net instead will  be caught unless you rolled equal to or less than twice your "special success" parry chance. Your chance to dodge the net is reduced by 10%, because of the net's large size.

Once Taddy has succeed in netting you, he will attack with his trident.

If you defeat Taddy, you can cut off his tail and tie or sew it shut. Newtling tails provide nutritious and flavoursome food, and are considered delicacies by decadent epicures. Here on your Dreamquest, if you eat the tail it will cure up to 6 hit points damage, spreading the points across those locations damaged as evenly as possible. If you return with it to the Material Plane, you will have a magical newtling tail that will always provide you with a satisfying meal. Whether you eat the tail either here or later, you will ever after be regarded as an enemy by the newtling race.

*Taddy*

STR 18
CON 18
SIZ 02
INT 13
POW 12
DEX 16
APP 10

R Leg     01-03  01-04	 5/3
L Leg	    04-06  05-08	 5/3 
Guts	     07-10  09-11	 5/4
Chest	    11-15    12	  5/4
R Arm	    16-17  13-15	 5/3
L Arm	    18-19  16-18	 5/3
Head	       20   19-20	 5/3

Magic Points: 12
Fatigue: 36 - 11ENC = 23
Dodge: 46% - 11ENC = 35%
Hit Points: 10
Move: 2/4 (swim)

Trident (2d3) A-35% SR-7 Parry-(9)-25% Combat Net (1d6) A-35% SR-6 Parry-(6)-35% *Net Strength 18

Skills: Swim 90%.

Spirit Magic (89%):
Strength-2 (yeilds a +1d4 damage bonus, +6 to Fatigue points, +3% to Attack, Parry and Dodge)
True Net-1 (increases Net Attack by 5%; raises Net Strength and AP by 1) Heal-1.

Melee Sequence

  1. Make Statement of Intent.
  2. Resolve spells.
  3. Resolve attacks and parries, remembering to subtract -20% off your chance to hit Taddy. Also remember to add 10 to Taddy's hit location rolls against you. Any dodge made against a combat net attack is at -10%, due to the large size of the net.

23 Oakley the Illuminate, Image of Flesh Man

Reaction

   Friendly: All Nysalor Illuminates (Oakley will swap riddles with you.)    Neutral: Anyone who is insane and can prove it. To convince Oakley

             you must fly......yes fly!  Wind Children are obviously going 
             to fit into this category, but the Flight spell or a Sylph 
             will do.

   Hostile: Everyone else.         

Notes

Oakley has an unusual attack form. In addition to hitting you, at SR 1 of each round he will ask you a Nysalor Riddle. Nysalor Riddles are bizzarre questions about facets of everyday life, with an unusual answers capable of shocking a person to some very unusual realizations about the world in which they live. Mad Oakley knows four of them: Climb, Scan, Swim and Sneak. Each time he asks you must make a percentage roll for the appropriate skill. If you succeed in your skill roll you have answered the riddle correctly. Replying to Oakley's riddlings is so shocking and stressful to your well-formed beliefs and prejudices that you can't do anything else in a round you answer him successfully. No attacks, parrys, spells or dodging. Meanwhile, Oakley keeps striking at you!

In any round you fail your riddle, you may proceed with melee as normal. If Oakley is Demoralized he can continue riddling, as it does not constitute a "hostile" act. Indeed, Oakley considers his riddles to be positively beneficial.

For each riddle you answer, add 1% to your chance of illumination next Sacred Time. Illumination is described fully in Cults of Terror and Lords of Terror. Oakley will continue riddling you until you answer each of riddles correctly. Only after he has finished his riddles will he cast his spirit magic.

*Mad Oakley*

STR 12
CON 08
SIZ 10
INT 15
POW 14
DEX 09
APP 08 Magic Points: 14
Fatigue: 20 - 12ENC = 08
Dodge: 10% - 12ENC = 05%
Hit Points: 09
Move: 3

R Leg     01-03  01-04	 5/3
L Leg	    04-06  05-08	 5/3 
Guts	     07-10  09-11	 5/4
Chest	    11-15    12	  5/4
R Arm	    16-17  13-15	 5/3
L Arm	    18-19  16-18	 5/3
Head	       20   19-20	 5/3

Broadsword (1d8+1) A-25% SR-8 Parry-(10)-15% Heater (1d6) A-20% SR-9 Parry-(12)-35%

Skills: Fly 00%.
Spirit Magic (88%): Bladesharp-3; Dispel Magic-3; Heal-4.

Melee Sequence

  1. Make Statement of Intent.
  2. Resolve Oakley's riddles: if you succeed in answering, you can't do anything but reply this round; if you don't you may continue normally.
  3. Resolve spells. Remember, Oakley doesn't use his spirit magic until he has finished riddling. He then Heals if neccessary, and casts Bladesharp-3. If he still has trouble penetrating your armour, he'll attempt to dispel your protective magic with his Dispel Magic-3.
  4. Resolve attacks and parries.

End of Glorantha Digest V3 #207


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