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
- Anyone else. However, 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”.
Melee Sequence
- Make Statement of Intent.
- Resolve Spells. You have you CON x 1 to remain awake if Anax’s Sleep overcame your Magic Points.
- Resolve attacks and parries.
- Are you going to stop the fight by yeilding to Anax?
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 – 8 ENC = 20 Dodge: 48% – 8 ENC = 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. |
Related Pages
- [21] Thanatar Mad-Head Ghost
- [22] Taddy the Muscular Newtling
- [23] Mad Oakley the Illuminate, image of Flesh Man
- [25] Plethon the Philosophical Broo
- [26] Stony the Gargoyle
- [27] Rip and Rend, Shadow Cat twins
Page Last updated: 2024-04-21 12:34:29
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