SoloQuest - Revisited 
[22]  THANATAR MAD-HEAD GHOST

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Notes
This gruesome severed head is in the middle of a 10m x 10m room. The insane spirit bound into it will immeadiately engage you in spirit combat. If it reduces you to zero magic points your quest is ended.

You have several ways of defeating the spirit. Perhaps the most obvious is to reduce it to zero magic points. If you want to cast any spells (such as Spirit Screen or Spirit Block ), you will need to make a concentration roll (INT x 3) first.

Simply destroying the head is not enough; to release the malign spirit within you'll also need to utter the Lhankor Mhy head smashing ritual... if you know it. It takes exactly one melee round to recite the ritual in full.

Every round of the combat one line of the ritual will appear on the north wall. It is written in your native tongue. To read a line, you must succeed in a Read Own Language roll. You can have as many attempts as you like to understand a line. At the end of six rounds, the whole ritual will be displayed on the wall, and will remain until either you or the ghost is defeated:
 
 




In the name of Full Knowledge
I rip this tool from Thanatar
To confound his presence
In the scheme of being
And to hasten the end of chaos.
Go, spirit, to the fate of your will!

 










You will get an experience check if you manage to read a full line, even though this normally isn't allowed for Knowledge-based skills.

Once you have pronounced the ritual, match the ghost's Magic Points with your own. If you fail to overcome it, subtract a Magic Point and try again next round. It will keep on attacking you until you succeed.

A final way to banish the Mad-Head ghost is to use the Daka Fal Free Ghost spell.

Melee Sequence

  1. Make Statement of Intent.
  2. Resolve Spirit Combat....remember, if you intend to cast a spell, you must make a concentration roll.
  3. Resolve other actions, eg. reading the inscriptions on the wall, reciting the ritual, crushing the head, etc.
Thanatar Mad-Head Ghost

INT 0
POW 14
SIZ 2

01-20 Head 01-20 3/4

Magic Points: 14
Dodge: Add +25% to your chance to hit this prone target.
Hit Points: 4 

Armour: The severed head is encased in a rotted cuirboilli helmet stuffed with moldy straw giving a total of 3 AP protection. The skull can be pulled out of the helmet in 1 melee round with a successful DEX x 5 roll.

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