Breath moves towards the leader-toad. "Minion, our best chance is to take down the leader!" If she can get him to join her, she will attack MOR, otherwise she'll zap some of MOR's minions with her arc-welder.
MOR attacks Whitman on the Fantasy Combat Table: 2d6 = 7
The giant toad's charge stops just short, held at bay by the Green Man's polearm -- or so it would seem! Its croaker opens wide and its prehensile tongue slams him in the solar plexus for 1d10=3, 1d6=1 hp damage for a new total of 14 as he yelps in pain!
Outside you hear the distant rumble of a motor... the roving tank-droid returning to base, perhaps? But it's small consolation in the present moment as your position is completely overrun by a swarm of squishy toad things.
Unless anyone has a better house rule, I'll say that 6 toads maximum can attack each of you at a time. They get 1 die/2 toads=3 dice vs HF (Fated) and 1/3=2 dice vs AF and need a 6.
Fated plays dead and [Cha check = 11]] his ruse succeeds!
Miraculously, the party survives unscathed, and it is their turn to retaliate.
Minion and Breath jab with their arc welders [1d6+2, need a 6... 4+2=6!] and MOR feels the sting of neon technology! 1d10=10, 2d12=12
Flares of neon light criss-cross the giant toad's viscous surface as it takes 12 hp damage for a cumulative 22 hp sustained since the battle's start. Not enough!
Shadow's arc welder is spent, so he draws his flail instead. Because he only gets 1/2 attack die, he only gets to attack on even-numbered rounds. Good thing Round 4 is an even number! [1d6+2=7!] He smashes the giant toad for 1d10=5, 1d8=3hp damage, for a cumulative sustained of 25. Yet MOR fights on!
Supervisor Whitman attacks with abandon, hoping to finish the job with one mighty blow! [2d6=9] He hits and deals 1d10=3, 2d6=6hp neon energy damage.
MOR has sustained 31 hit points damage, but it only seems to make the beast angrier! Yet somehow our heroes survive another round (alas poor Pack Slave) to hear the approaching sound of heavy machinery punctuated by wet explosions!
If the Shadow cannot attack MOR in the next round, can he attack one of the minions, instead?
And then attack MOR again in Round 6 (assuming all are still up)?
Or how does all of that work?
AF vs. MH rolls 1 die per 2 men (or 1/2 die per 1 man).
I interpret this to mean 1 attack every 2 rounds. I let Shadow strike in Round 4 (instead of waiting until Round 5) because y'all needed a lucky break.
Another way of looking at it is that the party as a single unit (excluding Whitman) just dropped from 2/1 number-of-attacks to 3/2 number-of-attacks with the loss of Fated. So it's kind of like a 1st ed. AD&D weapon specialist with 3/2 attacks: 1 attack per round with a bonus attack every 2nd round.
I have seen other people interpret the fractional dice to round the fractions up and everyone gets at least 1 die per round. That doesn't make sense to me, among other consequences it would mean rolling 1 die for each squishy toad (and I'm sure you don't want that)!
All that being said, I will allow Shadow to strike a toad on Round 5 and then MOR on Round 6. Why not? Let's say you can't get a good attack at the boss because a spawn stands in the way, you need to take out the spawn this round so you can hit the boss next round.
Last Edit: Nov 10, 2011 10:48:01 GMT -6 by mushgnome
Shadow loses his arc welder but draws his flail and attacks an unlucky toad. [4+2=6] He splatters the squishy thing and now 45 of the toads remain.
Breath and Minion stab at MOR with their arc welders [1d6+2=8!!!]
The giant toad suffers [1d10=5; 2d8=8] 8 hit points of neon energy damage and is slain! MOR bursts open, splattering all with gore (except Fated to Die who is cowering under Pack Slave's body).
Supervisor Whitman shouts with victory and turns his attention to the swarm of squishy toads. He attacks as 4 men [5, 5, 2, 5] and hits 3 times for 2 dice of damage each, killing 6 more of the toad-spawn in a blast of neon light!
The garage door bursts open and the ROVERZOID crashes into the mass of toad-spawn! [It kills 1 die of toads: 1d10=10!; 1d12=12!] It crushes 6 of the toads under its metal treads, and its turret sprays a wide swath of gamma radiation that instantly evaporates another 6!
27 toad spawn remain and they fight mindlessly to their death!
The Shadow of Evermore's soul departs his body and begins its descent to the realms of eternal torment...
"NOT SO FAST!" calls a familiar voice... "GET BACK HERE!" Shadow is disoriented...
... now he finds himself in an alien and unfamiliar jungle. He is lying on his back in the mud, wind knocked from his lungs, looking up at the canopy of razor-sharp leaves and carnivorous vines. High above, a giant dragonfly and butterfly are locked in swooping, spiraling mortal combat.
"OATHBREAKER!" screams the Purple Stranger, slowly dragging himself toward you on shattered limbs. Blood and tooth-fragments spray from his mouth as he shouts: "YOUR SOUL IS MINE!"
Shadow [Con 11] has an 80% chance of surviving adversity and rolls a 41. He will have to roll again each round until his condition is stabilized.
As his mortal body faces almost certain destruction, the battle for his soul begins!
Shadow raises his hands to defend himself from the Purple Stranger but his bones are completely pulverized! His limbs flop and slosh about in the most uncoordinated motions. You might imagine this would be extremely painful, but the actual sensation is disorienting and cartoonish.
But the Purple Stranger is in not much better condition himself. He crawls toward you at about 1" movement rate, struggling to breathe--broken ribs, perhaps. Gone is his high-tech equipment; he drags himself near-naked through the muck and looks intent to tear you apart with his bare hands!
Noting the struggled breathing, The Shadow throws dirt in the Purple Stranger's face, attempting to increase his breathing difficulties.
He then attacks the Purple Stranger with the nearest weapon at hand he can grab.
Shadow attempts to throw dirt in the Purple Stranger's face, but his boneless hands have become abnormally moist! He accomplishes naught but a muddy palm and initiative is rolled: Shadow 1, Stranger 3. Both will attack/defend as Light Foot (Shadow having sloshed right out of his armor).
The Purple Stranger (rolled 4+1=5) and Shadow's Melting Soul (rolled 2+1=3) swat ineffectively at each other. The Stranger tries to apply a choke-hold but Shadow's neck slips through his fingers like jelly! Meanwhile Shadow's clumsy, ameboid blows do no more harm than gently-pounding ocean waves.
The situation appears to be a stalemate, with time running out...
Last Edit: Nov 13, 2011 12:49:41 GMT -6 by mushgnome