Previous -- NextOne correction. In my previous update, I described the monster as having "three snake-like heads" and "a massive body"; I have edited it to say "a sinuous body." If you developed a mental picture of those
wall tigers from awhile back, this is a little more slender than those. Also it has no limbs. So, mostly snake. Lots of it.
Let's have fun.
1, 3, 4, 7, 6, 9, 5, 2, 8
. . .
Dustan,
Alyssa Alpine,
Dwain,
Louis,
Bob, the enemy,
Gary,
John,
Tohil.
(Though some of these people are at larger distances.)
This will not do at all. Dustan is quick to get his sling into action against the approaching beast, finding plenty of convenient stones among the splitter-wand-induced rubble. Alyssa, hearing the commotion, runs over to see what is happening. That creature . . .Alyssa's insight roll: 5, Succeed greatly!
And I'll need one for Dwain in a moment: 6, Fail by succeeding!
Alyssa recognizes it. Back in Rock Bottom, working for the Salt family, they had you butcher slaughtered animals including something gray that had far too many vertebrae. At minimum, now you know the thing is edible. Food on the hoof! (Well . . . )
And Dwain, coming up behind you, recognizes it for its skin. This can only be the origin of the mystery hides you retrieved from the Hoarding Wastrel Camp. If the wastrels just wore this stuff around, it must not be too hard to kill, right? Reassuring!
So what say we get on that?Dustan's combat table, sling and rocks, target is armored against blunt attacks:
1: Fail terribly
2: Fail terribly
3: Fail
4: Succeed weakly
5: Succeed weakly
6: Succeed
7: Succeed greatly
8: Fail by succeeding
Dustan's attack roll: 7, Succeed greatly!
Damage roll (1d6+6): 4+6 = 10!
Rock hydra, HP: 22/32
Louis goes before the enemy and is trying a stealthy combat maneuver, but the enemy is also flailing about, so I'll see if he earns himself a bonus:
Louis's stealth-stab roll: 6, Fail by succeeding!
Nope, he'll do an ordinary attack (and then be sure of a counterattack). Louis's combat table, iron knife:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed
5: Succeed greatly
6: Fail by succeeding
Louis's attack roll: 2, Fail!
Bob's combat table, iron pick:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed
5: Succeed greatly
6: Fail by succeeding
Bob's attack roll: 6, Fail by succeeding!
Damage to rock hydra (1d6+1): 6+1 = 7!
Rock hydra, HP: 15/32
Damage to self (1d6+1): 4+1 = 5!
Bob, HP: 5/10
Gary goes after the enemy does, so it will be particularly hard to avoid being attacked:
Gary's aaaaaaahh roll: 1, Fail terribly!
Rock hydra's chompy roll: 6, Fail by succeeding!
. . . I'll just call those results a generic "it attacks you."
Rock hydra combat table, paralytic, you have no immunity:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed
5: Succeed (with paralysis)
6: Succeed greatly
7: Succeed greatly (with paralysis)
8: Fail by succeeding
Rock hydra attack roll: 3, Succeed weakly!
Damage to Louis (1d4-1): 4-1 = 3!
Louis, HP: 7/10
(That's Louis, not Gary, because Louis got its attention. Gary comes later. Which is possible, because . . . )
The enemy can attack up to three targets, weakening its combat table after every success just as a flock of creatures does. New combat table:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed
5: Succeed (with paralysis)
6: Succeed
7: Succeed (with paralysis)
8: Fail by succeeding
Rock hydra attack roll: 7, Succeed (with paralysis)!
Damage to Gary (1d6+1): 3+1 = 4!
Gary, HP: 6/10
Paralysis roll (1d6+3)/2: (3+3)/2 = 3!
Continuing to attack Bob:
1: Fail terribly
2: Fail
3: Succeed weakly
4: Succeed weakly
5: Succeed weakly (with paralysis)
6: Succeed weakly
7: Succeed weakly (with paralysis)
8: Fail by succeeding
Rock hydra attack roll: 3, Succeed weakly!
Damage to Bob (1d4-1): 1-1 = 0!
Gary's take-that-you-fiend roll: 1, Fail terribly!
Tohil's combat table, iron war hammer, target is armored against blunt attacks:
1: Fail terribly
2: Fail terribly
3: Fail
4: Succeed weakly
5: Succeed weakly
6: Succeed
7: Succeed
8: Succeed greatly
9: Fail by succeeding
Tohil's attack roll: 2, Fail terribly!
Damage to self (1d4-1): 3-1 = 2!
Tohil, HP: 8/10
Dustan's pegged shale scores a quick opening victory: a blow straight against an eye! One head hiss-roars in pain, while the beast as a whole--this rock hydra--slithers forward intent on violence.
Louis takes that as his cue to dash up behind the moving creature, but can't quite get a good blow with his knife, and succeeds only in earning the enemy's attention. And a quick bite--thankfully a weak one.
Bob tries a more straightforward pick to the guts, and joins in a time-honored exile tradition: jabbing yourself on one end of the pick with the backswing, but at least jabbing the enemy on the other end like you intended. It tries to bite you, but here it manages even more poorly and just scrapes teeth across the fabric of your tunic.
And Gary has every intention of backpedaling, but the waving heads of the rock hydra strike first. It digs into your shoulder with tiny teeth! Argh, the pain!
But what is this? As you pull away, the searing pain is only worsened by the saliva in the wounds--a pain that rapidly turns to numbness. You were right, it has no venom in its fangs; it has a paralytic in its saliva!
Gary now has -3 to his next damage roll in combat!
You finally back against the far wall and try to pitch your lantern at it, but in your panic you drop and extinguish the thing. Probably just as well not to try fire: the rock hydra was lying in the waterlogged end of the cavern when you came along . . .
John, in the distance, is readying his own sling, and Tohil is the last to respond. (Had to carefully enunciate certain things first, you understand.) It turns out that the scaly skin of this freakish beast is really strong when you try to bang a blunt instrument against it, so much so that you injure your arm in the attempt! Gah!. . . Some GM notes: Ordinarily, I have no problem naming strange creatures and substances before you encounter them. I left this particular leather unidentified in the Hoarding Wastrel Camp only for dramatic effect. I have now changed that in your character sheets.
Now, the question of pegging rocks has always presented a conundrum. Anything that could comfortably fit in a sling and be aerodynamic would be round-ish, not sharp, and therefore count as a blunt strike. Right? Well,
Dustan (Dustan Hache) is not the first person to state interest in using "some of those sharper chunks of shale." But is that really something I can simulate (in this system or otherwise)?
I mean, if you threw a sharpened shale discus at the target . . . by hand . . . that would work for keeping a "sharp" attack aerodynamic, although it would ruin your hand. And anything javelin-shaped would be thrown like a javelin. But when I think about using sling stones, I keep coming back to idea that it's gotta be blunt. At least within the granularity of my dice rolls.
In part, that's why I make sure to offer special "throwing skulls" in town, because they grant more universal damage properties.