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Post by Deleted on Feb 24, 2013 23:13:50 GMT -6
"Darts?" yells PoH.
If no darts are given, PoH will draw his mancatcher and prepare to spear the colossus if it attacks the main group. He does not, however, step to the front rank.
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Post by Mushgnome on Feb 25, 2013 8:07:48 GMT -6
Welcome to Grand, his riding dinosaur, the Punjabis, Andre, Loyal Beast, and the wraithlings!
As the colossus frees itself from the encrusting dirt and rubble, our heroes see it is not made from stone at all, but from a coppery metal, stained with a greenish patina from the ravages of time. Fated sees that the crown is made from the same material and suspects it is a non-removable part of the sculpture. The statue's androgynous face bears a stern expression of judgment as its blank eyes cast about for a target to smash.
I will roll some dice after work tonight. Any final strategic discussion/decisions?
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Post by crusssdaddy on Feb 25, 2013 9:16:35 GMT -6
Fated and his boys continue running and do not stop until they find cover at least 50 yards from the Colossus. Ideally, they head in the direction of the ferry.
[This has "Death Frost Doom scenario" written all over it...]
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Post by Deleted on Feb 25, 2013 10:24:08 GMT -6
Apothecaria remembers an old legend, "See if it has a screw-cap in its heel!" She calls out.
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Post by Mushgnome on Feb 25, 2013 11:01:51 GMT -6
Apothecaria remembers an old legend, "See if it has a screw-cap in its heel!" She calls out. www.youtube.com/watch?v=fdgY9vgRcRwLooks like a scene straight out of Carcosa! Re-watching it, it's amazing how ill-equipped Talos was for fighting man-sized opponents. If I were to design something like that, I would at least give it a longer weapon that reaches the ground, or a big net, or something---just sayin'!
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Post by Deleted on Feb 25, 2013 11:45:33 GMT -6
Looks like a scene straight out of Carcosa! It would fit right into a typical campaign!
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Post by Mushgnome on Feb 25, 2013 11:48:32 GMT -6
Looks like a scene straight out of Carcosa! It would fit right into a typical campaign! Not 3e or newer (Hercules isn't buff enough, there are no bikini elf babes or tieflings, and their swords aren't ludicrously oversized).
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Post by Mushgnome on Feb 25, 2013 13:55:59 GMT -6
Revised Hit Points
Apothecaria: 10 Apothecaria's 4 henchmen: 1hd normal men Grekk: 22 Shade of Evermore: 20 Deep One Minion: 3 Sgt. Cannibal: 9 7 cannibals: 1hd normal men Fated to Die: 13 4 ulfire men: 1hd normal men The Preservation of Humanity: 4 Wizard-Killer: 7 PoH's henchmen 2-4: 1hd normal men Breath of New Moon: 27 Dream Stalker: 10 Devil Maw: 4 Blasphemous Blade: 2 Little Brother: 26 Loyal Beast: 3 Grand yet Mystifying: 5 5 Punjabis: 1hd normal men Andre the Gigantosaurus: 35 Big Al the Allosaurus: 65 3 wraithlings: 1hd abnormal men
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Post by Mushgnome on Feb 25, 2013 14:25:05 GMT -6
Round 1 of the Colossus Battle
Initiative is rolled: party 4, colossus 4 simultaneous action!
"Fire!" shouts Sg. Cannibal as he and his 7 cannibals shoot both barrels of their howdah pistols from a sensible medium range (out of arm-reach). The colossus defends as Heavy Horse, so at medium range a roll of 10+ on 2d6 is required to penetrate the metal monster. They gain an additional +1 to hit, because the command came from the hero Shade of Evermore. 4 shots hit for a total of 4d6=14hp damage.
Meanwhile Breath of New Moon attempts to affix her explosive charge to the colossus' chest. This is an example of fantasy combat, so she needs 11+ on 2d6 and rolls 7. This means she will need more than 1 round to properly place the charge, and can keep trying on subsequent rounds until a successful roll indicates the charge has been affixed.
Grand Yet Mystifying attempts a double-barreled howdah gun blast of his own, but both his shots miss. However, it's just a diversion so his Punjabis can attempt to lasso the gigantic hand. I'll treat this as a "touch attack" meaning they only have to hit Light Horse (the colossus' armor plating does not help in this case). They roll 1 die per 2 men, or 2 dice total, and hit on 5+. But their inexperience at lassoing giant hands shows (they roll poorly).
Andre the Gigantosaurus unleashes his breath weapon, a thick cloud of poisonous gas, directed at the enemy's face. But the colossus easily makes its save vs. poison, and the gas dissipates harmlessly (and the special ability is used up for the day).
Loyal Beast runs up onto the shoulder and hacks away with his massive sword, trying to single-handedly hew the head from the neck! 2H sword vs. armored horse needs an 8+ on 2d6 but he misses---his sword glances off the metal skin. Meanwhile his wraithlings swarm about the head, but Light Foot vs. Heavy Horse rolls 1 die per 4 "men"---they do not even get a single attack between the 3 of them, and can only distract!
Simultaneously with all of this, the colossus turns its rage on PoH's henchmen, who are standing on a rocky outcropping 15' away, shouting and throwing rocks. Since its arm is a good 40' long, it has no trouble reaching! The fist attacks as 1HH, rolling 4 dice vs LF and hitting on 5+. Henchman 2 is snatched up and killed!
The colossus' other hand punches up through the earth. It is clutching a gigantic torch, which, on contact with the air, bursts into sulfurous flames! It now has both hands free and is still trapped in the ground from the chest down.
The party has inflicted 14hp cumulative damage, and PoH's Henchman 2 has been slain. Breath, now suspended 15' in the air, is attaching an explosive device that will take at least 1 more round to set up.
Any additional Round 1 actions from those party members yet to act?
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Post by Deleted on Feb 25, 2013 14:29:51 GMT -6
Any additional Round 1 actions from those party members yet to act? "Let loose!" Yells Apothecaria as she and her henchmen prepare a volley with their slings.
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Post by ehiker133 on Feb 25, 2013 14:47:15 GMT -6
Shade of the Evermore commands Andre to attack the colossus' back. He attacks the giant from behind, as well, wielding his bone clubs (which he figures would be more effective than a spear or a bladed weapon)
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Post by Deleted on Feb 25, 2013 16:22:28 GMT -6
PoH runs back, out of reach of the colossus. As soon as he can, he will attack its back with the mancatcher, vaulting onto the back if it hits. (PoH will leave the mancatcher where it is.)
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Post by Mushgnome on Feb 25, 2013 18:12:42 GMT -6
Round 1 continues...
Apothecaria and her henchmen fire 2 volleys of slingstones. They roll 1 die between them (since the target is fully armored) and need 5+ to hit. They roll double 6's and hit twice for 2d12=17hp!
Shade needs 11+ on 2d6 but rolls only 7, his bone-clubs thumping ineffectively against the copper colossus.
Andre has already attacked using his poison breath, but begins moving into position to attack the colossus from the rear next round.
I will allow PoH to retroactively change his action and attack from the rear with his mancatcher. Polearm vs. barded horse hits on 8+ and he rolls 7, +2 for flanking attack = 9. He inflicts 4hp damage in the process of vaulting up to grab hold of the collar of its flowing copper robe, where he dangles precariously...
Any more actions for Round 1? If not, then please state your intentions for Round 2...
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Post by Deleted on Feb 25, 2013 18:49:20 GMT -6
Apothecaria and her troops will keep up sling fire until the colossus is free. Then she will attempt to execute her original plan of luring the thing into a trap of land that will not support its weight.
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Post by Deleted on Feb 25, 2013 20:01:33 GMT -6
My intent wasn't to retroactively change my action, but to begin running forward and attack whenever possible. How high up is PoH?
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Post by Deleted on Feb 25, 2013 21:13:12 GMT -6
OOC: For Round 1 i'm not sure if you saw my action for Big Al to attack the beast I left it's preferred attack up to Big Al.
Round 2 Actions Loyal Beast will start trying to hack at a joint either where the arm connects to the shoulder or where the head connects to it's body.
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Post by ehiker133 on Feb 25, 2013 23:31:17 GMT -6
Shade continues his attack and directs all his men to do the same.
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Post by crusssdaddy on Feb 26, 2013 10:13:54 GMT -6
Once they find suitably distant cover, Fated directs his men to fire off a volley at the Colossus.
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Post by Mushgnome on Feb 26, 2013 10:41:24 GMT -6
My intent wasn't to retroactively change my action, but to begin running forward and attack whenever possible. How high up is PoH? No worries, I figured since it was the 1st round of combat, I'd give you a little bit of flexibility to do something cool from the start. (And I liked your idea, it sounded fun.) PoH vaulted up about 10', but as the colossus rises from the earth, now he is 15'.... 20'.... etc.
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Post by Mushgnome on Feb 26, 2013 10:46:30 GMT -6
Round 1 conclusion
And who could forget Big Al? The mighty allosaurus attacks as 2+2 Medium Horse; vs. Heavy Horse let's say he rolls 1 die + 1 (so he needs a 5 to hit): rolls a 6! He chomps through the copper plating for 4hp damage.
Thus ends Round 1.
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Post by Deleted on Feb 26, 2013 11:32:57 GMT -6
Big Al will continue to attack from the ground
No change in Loyal Beast's plans from before.
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Post by Deleted on Feb 26, 2013 11:38:24 GMT -6
The Punjabis will continue to try and get a rope aournd one of it's hands. If successful they try to keep the arm pinned down so it can't be used to attack or dig out the statue further.
Grand shoves his howdah gun into its saddle holster and draws his saber. With a cry of "God save the Queen!" he leaps from the saddle onto the rising colussus.
If he's able to get a foothold he'll try to find somewhere that looks vulnerable (a joint maybe?) to attack.
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kipper
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Post by kipper on Feb 26, 2013 13:04:50 GMT -6
Breath continues holding on, trying to attach the explosives to the back of the colossus' neck. Her three henchwomen continue attacking with howdah pistols from medium range. ((OOC: I was hoping Breath's henchwomen would get in a shot on the first round too?)) Our best bet is probably a large frontal assault to distract it (missile attacks should be fine, probably no need to get within reach of its arm), while Breath sneaks up behind and places the explosives on its back. Breath so commands her henchwomen (to attack with the howdah guns atop the dino), while she dismounts, hastily prepares the explosives, and circles around behind the colossus, hopefully unseen. I'm thinking the ideal spot for the explosives would be the back of the neck, hopefully the explosives willl dislodge the head and kill the thing.
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Post by Mushgnome on Feb 26, 2013 13:12:18 GMT -6
Round 1 Addendum
Breath's 3 henchwomen fire from short range with their howdah pistols, receiving +1 to hit from her heroic leadership. They need 8 to hit and roll: 13, 11, 8, 11, 10, 3! That's 5 hits for 5d8=11hp.
Apologies for missing a few of your attacks; I will try to be more organized for round 2.
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Post by Mushgnome on Feb 28, 2013 9:05:38 GMT -6
Round 2
Various party members dangle precariously from the copper colossus as it rises from the earth!
First we check in with Breath of New Moon as she continues to set up the explosive charge. But she rolls 7---it will take at least another round.
Shade of Evermore pummels with his bone-clubs but rolls only 9 and the colossus is undamaged.
Fated to Die orders his 4 ulfire men to fire their howdah pistols from a safe Long range. They receive +1 from his heroic leadership, but the pistols are not designed for long range and only 1 shot hits for a mere 1hp damage. [Does Fated wish to fire himself? Some other action? No action?]
Shade's troops and Breath's troops both expended their ammo in the previous round. Spend this round to reload 1 barrel, or some other action?
That covers the three Heroes; let's check in with the rest of the troops...
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Post by Mushgnome on Feb 28, 2013 9:22:33 GMT -6
Round 2 continues
Andre the Gigantosaurus attacks as 3MH; he hits once for 3hp damage.
Big Al has no such luck and blunts a tooth on the metallic creature.
Let's check in with PoH, Loyal Beast, and Grand who are clinging high up on the colossus. Loyal Beast's attack is thwarted by his awkward balance, and his blade clangs off the metal. Grand has better luck with his slender saber, sticking it through a seam in the hollow copper shell for 3hp damage. PoH whomps it in the ear with his mancatcher for 4hp damage!
Apothecaria and her troops fire two more volleys of sling stones. This time, their projectiles fly wide of the mark (perhaps from fear of striking her allies).
The Punjabis continue their attempts to lasso the hand. This time, the dice fall in their favor: success!
Let's see how the Colossus responds... so far it has taken a cumulative 61hp damage, how could it possibly withstand such a beating?
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Post by Mushgnome on Feb 28, 2013 9:35:10 GMT -6
Round 2 continues
The colossus points its gigantic torch at [random target] Sgt. Cannibal who must make a save vs. wands! He needs 13 but only rolls 2. The cannibal leader is engulfed in flames and explodes! All within the blast radius (the 7 cannibal troops) take damage equal to his current hit points (9hp), save vs. wands for half damage. The dice fall poorly, and but a single cannibal makes his save!
In the blink of an eye, Sgt. Cannibal and 6 cannibal troops are incinerated! Only a single cannibal troop remains, and is forced to check morale: he gathers his courage and remains in the fight!
The colossus flails its other hand about, trying to dislodge the rope-bearing Punjabis. It rolls 4 dice against the lightly-armored men and hits on 5+; it rolls but a single hit, flinging one of the Punjabis to his death, but failing to escape the lasso.
Through 2 rounds, the Copper Colossus has been the death of Rod Quarry, PoH's henchman 2, 6 cannibals and their Sgt., and 1 of Grand's Punjabis. It is now clear to its waist, rising over 50' above the ground, and you see it is clad in a toga made of cunningly-hammered sheets of copper that seem to ripple in the wind! The flames of its torch recharge as its blank eyes cast about for the next target...
Some of you still have Round 2 actions remaining for your PC and/or henchmen... the battle hangs in the balance!
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Post by ehiker133 on Feb 28, 2013 9:42:34 GMT -6
Round 2Various party members dangle precariously from the copper colossus as it rises from the earth! First we check in with Breath of New Moon as she continues to set up the explosive charge. But she rolls 7---it will take at least another round. Shade of Evermore pummels with his bone-clubs but rolls only 9 and the colossus is undamaged. Fated to Die orders his 4 ulfire men to fire their howdah pistols from a safe Long range. They receive +1 from his heroic leadership, but the pistols are not designed for long range and only 1 shot hits for a mere 1hp damage. [Does Fated wish to fire himself? Some other action? No action?] Shade's troops and Breath's troops both expended their ammo in the previous round. Spend this round to reload 1 barrel, or some other action? That covers the three Heroes; let's check in with the rest of the troops... They were very effective, so reload and prepare to fire again in Round 3. EDIT: Sorry, I should have read that last interaction before responding... Last cannibal will reload this round and fire next round.
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Post by Mushgnome on Feb 28, 2013 9:46:45 GMT -6
They were very effective, so reload and prepare to fire again in Round 3. EDIT: Sorry, I should have read that last interaction before responding... Last cannibal will reload this round and fire next round. Brave little cannibal, last of his kind... (edit) Same orders for the Deep One, I presume?
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Post by ehiker133 on Feb 28, 2013 10:36:29 GMT -6
They were very effective, so reload and prepare to fire again in Round 3. EDIT: Sorry, I should have read that last interaction before responding... Last cannibal will reload this round and fire next round. Brave little cannibal, last of his kind... (edit) Same orders for the Deep One, I presume? The Last of the Cannibals. Deep One will fire his howdah pistol. Don't remember if he fired in the first round or not...
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