7 More DreamQuests - #24-#25

From: MOBTOTRM@vaxc.cc.monash.edu.au
Date: Tue 24 Sep 1996 - 16:23:20 EEST


G'day all,

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SoloQuest Revisited: 7 More Encounters for SoloQuest

Here's the next two on the list:

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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?

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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.
.
.
.
.
.
.
.
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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