7 More DreamQuests - #26-#27

From: MOBTOTRM_at_vaxc.cc.monash.edu.au
Date: Tue, 24 Sep 1996 23:28:50 +1000


G'day all,

SoloQuest Revisited: 7 More Encounters for SoloQuest

Here's the final two from my list! I never quite made it to 10 more as originally planned all those years ago...


26 Stony the Gargoyle

Reaction
  Hostile: Stony is hostile to everyone. For some strange reason he hates

            dwarves above all others.  If you are a dwarf adventurer, add 
            +05% on to all Stony's rolls.
	

Notes

You are standing in the center of a 4 x 4m room, brightly lit by means unknown. Facing you on each of the four sides is a collection of hideous statues, posed in menacing stances. Three of these figures have been expertly carved from stone. The last is actually the gargoyle Stony, doing a pretty good impersonation of a statue. Stony is so good in fact, you'll need to roll a critical success Scan, a special success Mineral Lore, or a normal chance Craft: Masonry to tell which of the statues is Stony. You could also Sense Assassin or cast Detect Enemy.

If you can't tell which statue is the gargoyle, you must decide which of the four figures you are going to face and hit. Because you are aiming for a stationry target, you may add 25% to your chance to hit. Roll a d4 and consult the following table:

d4	Result
  1	Whoops!  You really blew it!  Not only did you hit the wrong 
    statue, but Stony is the figure right behind you. Stony gets a +20% 
    chance to hit you 	this round, and you can neither Parry or Dodge his 
    blow. Fortunately for you, Stony is too dumb to attempt an aimed     attack.

  2 You've hit the wrong statue, and Stony comes to life on your     unshielded side. He gets a +10% chance to hit you, but you may     Dodge normally. You cannot parry.

  3 Your blow strikes solid stone, and Stony springs at you from your     shielded side. He gains a +10% advantage due to surprise, but you may     parry his attack.

  4	You have luckily selected the correct target! As you swing at the 
    gargoyle, dull-witted Stony may 	realise he's in danger.  If he can 
    make his concentration roll (INT x3), Stony may attempt to     Dodge; otherwise, he'll just have to stand there and take it. You have     a +25% chance to hit Stony this round.

Once Stony has come to life, the combat proceeds normally until there is a victor.

*Stony the Gargoyle*

STR 21
CON 12
SIZ 18
INT 02
POW 08
DEX 08
APP 02

01-03   RH Leg    01-02    6/5
04-06   LH Leg    03-04    6/5 
07-09   Guts      05-08    6/5
 10     Chest     09-13    6/6
11-12   R Wing    14-15    6/4
13-14   L Wing    16-17    6/4
15-16   R Arm      18      6/4
17-18   L Arm      19      6/4
19-20   Head       20      6/5

Magic Points: 08
Fatigue: 33
Dodge: 20%
Hit Points: 15
Move: 2/4

Claw (1d6+1d6) A-35% SR-8

Skills: Stand Motionless 200%.

Melee Sequence

  1. Did you discern which statue was really Stony?
  2. If you cannot pick him out, decide which of the figures you will hit and roll on the table above.
  3. Once Stony has activated, proceed with the combat as normal.

27 Rip and Rend, Shadow Cat twins

Reaction

   Friendly: Air-rune cultists. If you're a Yinkin cultist and can succeed

             in your Animal Lore/Training roll, you can convince each cat
             to fight with you in your next combat.
   Neutral: Everyone else.
   Hostile: Storm Bull cultists, chaotics, vegetarians and Rubble Runners.                  

Notes

Both cats are hiding in ambush. If you succeed in a Scan roll, you catch a glimpse of their light-reflective eyes, staring out at you from the cover. If you fail the Scan roll then you are surprised as they leap out at you, hissing and ripping with their claws. If you are surprised you cannot attack, parry or dodge in the first melee round. Furthermore, both cats will gain a +20% chance to their initial Claw attacks.

Once a shadow cat succeeds in two simultaneous claw hits, it uses them to hang on and then rip with its hind claws on the next round.

Rip has had Protection-4 cast upon her, which will last for the first 10 melee rounds of the combat. Her brother Rend has been given Shimmer-4, which also has a further 10 rounds duration.

*Rip the Shadow Cat*

STR 09
CON 16
SIZ 05
INT 05
POW 18
DEX 21

01-02  	RH Leg    01-02   4/3
03-04   LH Leg    03-04   4/3 
05-07   Hind Q    05-09   4/4
08-10   Fore Q    10-14   4/4
11-13	  RF Leg    15-16   4/3
14-16	  LF Leg    17-18   4/3
17-20	  Head      19-20   4/3

Magic Points: 18
Fatigue: 25
Dodge: 60% (note: cannot dodge when using "rip" attack) Hit Points: 11
Move: 8

R Claw (1d6) A-35% SR-7
L Claw (1d6) A-35% SR-7
Bite (1d10) A-40% SR-10
Rip (2d6) A-80% SR-7

Combat Note: A shadow cat first attacks twice with claws simultaneously, followed by a bite three strike ranks later. If both claws hit, the cat hangs on and rips with its hind claws on the next round, while continuing to bite.

Skills: Hide 90%; Sneak 100%.

*Rend the Shadow Cat*

STR 07
CON 13
SIZ 04
INT 05
POW 22
DEX 25

01-02    RH Leg    01-02   4/3
03-04    LH Leg    03-04   4/3 
05-07    Hind Q    05-09   4/4
08-10    Fore Q    10-14   4/4
11-13    RF Leg    15-16   4/3
14-16    LF Leg    17-18   4/3
17-20    Head      19-20   4/3

Magic Points: 22
Fatigue: 20
Dodge: 80% (note: cannot dodge when using "rip" attack) Hit Points: 8
Move: 8

R Claw (1d6-1d4) A-50% SR-7
L Claw (1d6-1d4) A-50% SR-7
Rip (2d6-1d4) A-70% SR-7

Combat Note: As for Rip, except that Rend will not attempt to bite. Rend is protected by a Shimmer-4 spell, so all attacks against him are at - -20% for the duration of the spell.

Skills: Hide 90%; Sneak 100%.

Melee Sequence

  1. Make Statement of Intent; remember you can only dodge one opponent per round.
  2. Resolve spells.
  3. Resolve attacks and parries, remembering the shadow cats' dodge skills (and Rend's Shimmer).

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