Extreme Adventures: Colossal Showdown
Scenario
An Ancient Colossus, a construct of an age long past has awakened and the party must bring it down!
This adventure is intended to be a big, epic season end showdown. As such it is balanced to be much more difficult than the standard Extreme Adventures.
Set-up
The battlefield is the Colossus itself and the ground around it, it will move around the battlefield and the players will need to climb onto its body in order to strike at its weak points. When the core is defeated, the Colossus will be defeated, but taking down its various components will achieve a variety of effects. The Colossus occupies a 7×7 space on the map.
All units on the Colossus do not impede movement when moving through their Zone of Control. When targeting the Core from the ground, in addition to meeting the standard requirements you must also have a range or line of at least 8. When targeting the Arms from the ground, you must have a range or line of at least 6 in addition to meeting the standard requirements. A line or blast fired from the ground that can cover at least 4 spaces on the Colossus can target both of the Leg Units.
Legs: Disabling one of the legs will reduce the Colossus’s Move to 2, disabling the second leg will reduce its Move to 0. The legs share a single Move action. If a target is shaken off while climbing due to a technique’s effect, they must also pass an Athletic roll of 13 to avoid falling prone upon hitting the ground, and will also take an increment of damage due to being knocked off the Colossus.
If a Leg is knocked Prone or disabled, it reduces the maximum range requirement to target the arms or the core by 1 for each Leg that is Prone or disabled.
Arms: Disabling one of the arms will reduce the Colossus’s attack rolls by 1, Disabling a second arm will reduce the Colossus’s defense rolls by 1. Arms do not have a Move action, but may still use a Slow action. If a target is shaken off while climbing due to a technique’s effect, they must also pass an Athletic roll of 13 to avoid falling prone upon hitting the ground, and will also take an increment of damage due to being knocked off the Colossus.
Core: Disabling the core will end the scene. The Core does not have a Move action but can use it to remove status conditions for the whole body. The defensive skills the Core Unit has apply to the entirety of the Colossus. Status conditions or special effects such as Shaken or Reposition apply to the whole body, no matter what they target. There are two Core Unit stats presented, an Elite and a Master variant. The Elite is for parties of 4 or 5, and the Master is for parties of 6 (or to heavily challenge parties of 4 or 5). The Core may use its overdrive to support any of the Leg or Arm units as if they were using the Overdrive themselves.
Once disabled, a countdown will begin on the Arms and Legs. They will regain two increments of health 2 turns after being disabled, at the end of the round they were disabled on.
The Colossus
Skills:
Permanent Skills: Tough lv. 1, Iron Defense lv.1, Resistant lv. 1, Tireless lv. 1, Quick to Act
Techniques:
Effect: 42 strength damage, targets all enemies within Zone of Control, move target 7 spaces
Cost: 9 ST
Effect: 42 spirit damage, targets everyone within 3 spaces
Limit: Cannot target enemies in the air (this includes characters climbing on the Colossus).
Cost: 8 ST
Skills:
Permanent Skills: Physical Attacker lv. 1, Tireless lv. 1
Techniques:
Effect: 45 strength damage, targets all enemies within Zone of Control, move target 7 spaces
Cost: 9 ST
Effect: 45 damage, range 12, targets everyone within 1 space
Skills:
Permanent Skills: Energy Attacker lv. 1, Tough lv. 1, Iron Defense lv. 1, Resistant lv. 1
Techniques:
Effect: 70 damage spirit damage, targets 10 spaces in a line
Limit: Cannot be used again for 1 turn
Cost: 6 ST
Effect: 44 spirit damage, range 8, targets everyone within 2 spaces, remains on the field until the end of your turn 2 turns from now, targeting everyone within its area at the beginning of your turn.
Limit: Cannot be used again for 1 turn, requires 1 Valor to use
Cost: 6 ST
Effect: 65 spirit damage, targets everyone within 1 space, move targets 4 spaces
Limit: Must move targets farther away
Cost: 7 ST
Effect: 75 spirit damage, range 8, Up to 3 targets
Limit: Cannot be used more than 3 times per scene
Cost: 7 ST
Effect: 112 spirit damage, targets 10 spaces in a line, targets everyone within 2 spaces
Limit: Expend 1 Valor to use, requires 2 Valor to use
Cost: 6 ST
Skills:
Permanent Skills: Energy Attacker lv. 1, Tough lv. 1, Iron Defense lv. 1, Resistant lv. 1, Improved Damage Increment lv. 1
Techniques:
Effect: 82 damage spirit damage, targets 10 spaces in a line
Limit: Cannot be used again for 1 turn
Cost: 6 ST
Effect: 50 spirit damage, range 8, targets everyone within 2 spaces, remains on the field until the end of your turn 2 turns from now, targeting everyone within its area at the beginning of your turn.
Limit: Cannot be used again for 1 turn
Cost: 8 ST
Effect: 77 spirit damage, targets everyone within 1 space, move targets 4 spaces
Limit: Must move targets farther away
Cost: 7 ST
Effect: 82 spirit damage, range 8, Up to 3 targets
Limit: Cannot be used more than 3 times per scene
Cost: 7 ST
Effect: 58 spirit damage, range 8, ignores Resistance
Limit: Cannot be used again for 1 turn
Cost: 6 ST
Effect: 124 spirit damage, targets 10 spaces in a line, targets everyone within 2 spaces
Limit: Expend 1 Valor to use, requires 2 Valor to use
Cost: 6 ST
Have a question, comment, or idea for an Extreme Adventure? Submit them to extremeadventures@valorousgames.com!