7 More DreamQuests - #24-#25

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


G'day all,

SoloQuest Revisited: 7 More Encounters for SoloQuest

Here's the next two on the list:


24 Anax the Aristocratic Healer

Reaction
  Neutral: All Lightbringers, Yelm pantheists, and other ducks. If you

            are willing to bow before Anax and accept him as your 
            aristocratic peer and social superior, he'll remain aloof 
            but become your friend.  Most people would find it difficult 
            to humble themselves in front of a duck.
  Hostile:  If you deign to bow before Anax and acknowledge his greater 
            rank, he'll treat you as a neutral inferior.  Otherwise he's 
            hostile (and offended).


Notes

Anax is going to try to knock you out with his Sleep spell. If he overcomes your Magic Points, you fall into a deep sleep and awake back on the material plane. End of Dreamquest. 'Sleep' in this combat is considered to be a 1 point spell. In the first round it will come off at SR 3. In following rounds Anax will put additional Magic Points behind it if he thinks it's neccessary.

Because of your heightened awareness on this quest, you are allowed a CON x 1 roll on d100 to throw off the effects of the spell if Anax overcomes your Magic Points.

Once Anax's Magic Points are all gone he will draw his shortsword and attack. Because this is a dream, Chalana Arroy cultists are permitted to harm their opponants.

If before Anax reaches zero MP you decide to accede to his demands and call him "My Lord", the duck breaks off the combat. You still have to fight four opponants to complete the Dreamquest. Furthermore, you may be asked to fulfill a simple mission by the Chalana Arroy healers when you return.

If you are a Lightbringer or Yelm pantheon cultist and decide to attack Anax, he has a 20% greater chance of overcoming your Magic Points with his Sleep spell. If you defeat him, the Chalana Arroy healers pronounce the Minor Healers Curse on you. For the next year, all Heal spells will cost an extra point. That is, Heal-2 will only heal 1 point of damage; Heal-7 is required to put limbs back on. If you are a good initiate in one of these cults you should know not to attack Healers!

Note that unless you're a duck yourself, it is possible to flee Anax. Once you're out of range of his spells, he can't catch you. However, the gods spread the word and you will become known as "He Who Runs Away >From Ducks".         

*Anax the Healer*

STR 12
CON 16
SIZ 06
INT 13
POW 11
DEX 18
APP 10

01-04  	R Leg   	01-03   	0/4
05-08	  L Leg	   04-06	   0/4
09-11	  Guts	    07-10	   0/4
  12 	  Chest	   11-15	   0/5
13-15	  R Arm	   16-17	   0/3
16-18	  L Arm	   18-19	   0/3
19-20	  Head	      20	    0/4
		

Magic Points: 11 + 4 points stored = 15
Fatigue: 28 - 8ENC = 20
Dodge: 48% - 8ENC = 40%
Hit Points: 11
Move: 2

Gladius (1d6+1) A-45% SR-7 Parry-(10)-35% Hoplite Shield (1d6) A-20% SR-8 Parry-(18)-75%

Skills: First Aid 55%
Spirit Magic (88%): Sleep (1); Heal-6 (works on all species). Note: Anax has 4 Magic Points stored for use.

Melee Sequence

  1. Make Statement of Intent.
  2. Resolve Spells. You have you CON x 1 to remain awake if Anax's Sleep overcame your Magic Points.
  3. Resolve attacks and parries.
  4. Are you going to stop the fight by yeilding to Anax?

25 Plethon the Philosophical Broo

A mangy, feeble-looking broo dressed in clean grey robes gestures to you to join him by his campfire.

Reaction

  Plethon is neutral to everybody, even other Lhankor Mhy cultists. Over   the centuries he has learnt to expect the blind hatred others usually   show to his race.

  If you wish to Detect Chaos, Sense Assassin, or cast Detect Enemy,   see the *boxed* section below.

  What are you going to do? Join Plethon by the fire or slay him as a   enemy? Make up your mind now, before reading on. Write your decision   down.
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Notes

If you choose to attack Plethon he will not resist. You can slay him with one blow. However, as your weapon drives home, the broo's wasted body suddenly expands and then explodes in a huge fireball. The inferno inflicts 3d6 points of damage against your general hit points, and only your weakest armour will protect against the damage.

Should you survive the blast, Plethon's spirit will then engage you in spirit combat. If Plethon can reduce you to zero magic points your quest is over. You can defeat Plethon by reducing him to zero Magic Points.

If you accept Plethon's offer and join him by the campfire, he will become friendly and talk with you a while. Plethon is very knowledgeable about the ways of the world, and by listening to what he says you might learn a thing or two. In fact, Plethon's wisdom is so great that you can make an experience gain roll in Gloranthan Lore, Animal Lore, Plant Lore, Mineral Lore and (your species) Lore after musing on what he has told you.. You normally can't raise Knowledge skills in this way.

If you break faith with Plethon and attack him after his conversation with you, proceed with the melee as described above. Poor Plethon is quite upset though. As a sign of his disappointment in you, he will cast Spirit Screen-1 before engaging you in spirit combat.

*Plethon the Broo*

INT 17
POW 12 Magic Points: 12 + 2 stored on spirit plane (for use casting Spirit Screen-2)

No effective physical attacks

Skills: All Lores 200%.
Spirit Magic (100%): Spirit Screen-2

Chaotic Features: Explodes upon death; Engages slayer in spirit combat.

Melee Sequence

  1. All physical attacks against Plethon automatically hit. He does not resist any spells (and so you won't get a POW increase roll from overcoming his Magic Points).
  2. Once hit, Plethon explodes and then engages you in spirit combat. If you've spoken with him first, he casts Spirit Screen-2 before engaging.

*Box*
If you have the Storm Bull Sense Chaos skill, and make your roll, you learn that Plethon *is* tainted with chaos.

If you can Sense Assassin, or know the Detect Enemies spell, success reveals that the frail old broo means you no harm.


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