From: MOBTOTRM@vaxc.cc.monash.edu.au
Date: Tue 24 Sep 1996 - 16:20:59 EEST
G'day all,
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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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