From: MOBTOTRM@vaxc.cc.monash.edu.au
Date: Tue 24 Sep 1996 - 16:28:50 EEST
G'day all,
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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...
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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.
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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%.
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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