Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: Episode 16: Dinosaurs of the Haunted Swamp « Reply #91 on Jun 23, 2012, 7:44am »
ROUND 3
Gunnery aims true (9, 7) for 4d4=11hp, reducing the radio cannon to 12 charges and the titanocobra to 41hp.
Shade charges into melee, allowing Andre's natural predatory instinct to take over. The gigantosaurus needs 5+ on 1d6 and rolls 2, 6, 6 for 2d12=13hp reducing the beast to 28hp as it tears away a mouthful of delicious snake-flesh.
Titanocobra strikes from the coiled position (3, 6, 2, 1, 1, 1) tagging Andre for 1d8=8hp. Shade's steed is reduced to 39hp and rolls a natural 1 on his save vs. poison. Andre is down and Shade, Alpha Deep, and their dolm passenger are thrown from the saddle!
Those who spent the round reloading their howdah guns now have 1 barrel loaded.
Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: Episode 16: Dinosaurs of the Haunted Swamp « Reply #94 on Jun 23, 2012, 3:57pm »
Also those of you who are reloading: please specify if you wish to fire from out of reach of the snake (medium range, howdah pistol 9+ on 2d6 to hit) or close to short range (6+ with pistol, plus dino natural attacks) and try to box the snake in?
Those of you who have attained 3rd level have the option to engage in Fantasy Combat. On foot you attack as Hero-1 on the FCT vs Giant (snake). If you are mounted and combine the attacks of dino and rider, then your ranking is Lycanthrope.
Foot (Hero-1): 12 to push back; 13 to "kill" Mounted (Lycanthrope: 10 to push back; 11 to "kill")
A "kill" is a cinematic effect such as: a charge attack or combo/flurry, inflicting damage based on your hit dice, a grapple/pin attack, rescuing an ally, neutralizing the foe's special attack for a round, etc. Initiative gets paused while the fantasy combat plays out as a mini-game.
The risk is that you expose yourself to an equally cinematic counterattack by the snake! Giants only need 6 to hit heroes and 5 to hit lycanthropes.
Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: Episode 16: Dinosaurs of the Haunted Swamp « Reply #97 on Jun 24, 2012, 12:03pm »
Gunnery and Minion are NPCs for the moment, anyone can step up and give suggestions how to deploy the mama & papa dinosaur chess pieces. Try to think like an admiral and make fleet-wide tactical decisions. You are almost Heroes but your leadership ability will be key to surviving that long.
Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: Episode 16: Dinosaurs of the Haunted Swamp « Reply #102 on Jun 28, 2012, 10:43am »
ROUND 4
Gunnery aims with the radio beam cannon (12, 12!) and the snake sizzles for 4d12=16hp as the radio-waves agitate its molecules. (The cannon has 11 charges left.)
The party rallies in a semi-circle around the wounded snake, and everyone fires 1 barrel of their howdah pistols (9 to-hit at medium range):
Breath: 6, 5, 9 hits for 1d8=7hp Fated: 2, 9, 7 hits for 1d8=3hp Minion: 7, 7, 8 Shade: 5, 10, 6 hits for 1d6=3hp
Joined: Aug 2010 Gender: Male Posts: 261 Karma: 21
Re: Episode 16: Dinosaurs of the Haunted Swamp « Reply #104 on Jun 28, 2012, 11:02am »
THE AFTERMATH
Buck, Lance, and Rod Quarry are in the belly of the snake! A dolm marsh-woman is in the belly of the snake! Little Brother is poisoned! Andre is poisoned! Junior is wounded to 4 of 7 HD!
The surviving dolm women lament their swallowed sister, but cheer you as heroes and shower you with hugs and kisses!