
Karnog Kegmeister |

Have it prepared. It's my first action once we confirm the hydra's location. Only lasts 90 min divided amongst all recipients. Also have protection from energy prepared, 1 target, 118 hp of fire immunity, lasts 90 min.

baldwin the merciful |

RD 1
Des -opened door (MA)
Grung - enters room (MA)
Pyrohydra
Feli
Karnog
Meath'd
Malcolm
Kalim
Des oepns the door (move action) and then holds off to let Grung move through the doorway. This cave contains the bloodied remains of the unfortunate goblins who came to investigate the strange sounds heard. The hydra devoured its victims once it slew them, but there are a few fingers, toes, eyeballs, teeth, and bits of armor scattered about. The double doors at the far end of the cavern are ajar.
Make a Perception 15
You can see scorched marks on the walls.

Desmond Aeros |

Perception: 1d20 + 14 ⇒ (20) + 14 = 34
Desmond grimaces at the marks on the walls. "Definitely fire." Seeing that there is still some ground to cover, Desmond whispers to Grung. "Let me look ahead." He goes forward, enjoying Feli's invisibility, and takes a look.
Stealth: 1d20 + 42 ⇒ (13) + 42 = 55

Karnog Kegmeister |

1d20 + 14 ⇒ (13) + 14 = 27 perception

Desmond Aeros |

Light spells go pretty far, 40 feet. Whoever our light source is needs to move in about 10-15 feet to give me dim light up to the door.

baldwin the merciful |

You also know something about needing to sunder heads by severing them to kill the creature. It regrows more heads and heals fast.
To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra's HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less.

Desmond Aeros |

Cutting hydra heads off, yeah I'll freaking pass on that one. I've seen Hercules. Do we know if there's any way to keep it from regenerating extra heads?
Edit: Pyrohydra, s**!. That means you can't fireball it Kalim.

Grungsdi |

Gurung continues forward ready to chop off heads! Another 20 feet

baldwin the merciful |

Karnog Kegmeister |

Karnog casts resist energy, communal on the group as they enter.
15 minutes each of energy resistance 20.
Round 2: if no hydra yet, cast barkskin on Malcolm (+4 natural armor for 90 min)
"Stay on guard. No telling where the creature is."

Grungsdi |

Grung moves up to the next door and kicks it open
chop chop!

baldwin the merciful |

Karnog casts resist energy, communal on the group as they enter.
15 minutes each of energy resistance 20.
Round 2: if no hydra yet, cast barkskin on Malcolm (+4 natural armor for 90 min)
"Stay on guard. No telling where the creature is."
I assume you are protecting against fire energy?

baldwin the merciful |

Karnog Kegmeister |

Yes, resist fire 20

baldwin the merciful |

RD 2: Pyro Hydra
The creature steps forward five feet and uses its reach and breath weapons.
Six heads release bouts of flame that catch Grung and Desmond
H1: 3d6 ⇒ (2, 1, 1) = 4
H2: 3d6 ⇒ (3, 5, 2) = 10
H3: 3d6 ⇒ (5, 3, 2) = 10
H4: 3d6 ⇒ (3, 3, 6) = 12
H5: 3d6 ⇒ (5, 1, 3) = 9
H6: 3d6 ⇒ (3, 4, 5) = 12
Reflex 21 half damage.
Does anyone know off hand if the damage resist energy is against each individual head or does all the damage get added then the resist energy apply? difference is zero damage vs potential 37 HP of damage.
The remaining six heads bite at Grung.
H7, bite: 1d20 + 15 ⇒ (1) + 15 = 16;damage: 1d8 + 4 ⇒ (7) + 4 = 11
H8, bite: 1d20 + 15 ⇒ (7) + 15 = 22;damage: 1d8 + 4 ⇒ (3) + 4 = 7
H9, bite: 1d20 + 15 ⇒ (2) + 15 = 17;damage: 1d8 + 4 ⇒ (1) + 4 = 5
H10, bite: 1d20 + 15 ⇒ (7) + 15 = 22;damage: 1d8 + 4 ⇒ (7) + 4 = 11
H11, bite: 1d20 + 15 ⇒ (10) + 15 = 25;damage: 1d8 + 4 ⇒ (1) + 4 = 5
H12, bite: 1d20 + 15 ⇒ (1) + 15 = 16;damage: 1d8 + 4 ⇒ (8) + 4 = 12

Felicitas Sweetfingers |

Its 20 per source other spell gives you a total
Seeing the fire come Elektra starts her song
IC

Desmond Aeros |

Since each one is an individual blast of fire, resist energy should apply to each one seperately. There is a thread about it here.
Desmond jumps as the flame surrounds him, but Karnog's protective magic makes it so not a single burn is left on him. Might have to give a prayer to Torag after this. He takes a deep breath, touching his shirt. Now or never, come on Desmond, you can do this! Desmond sprints in at an alarmingly fast rate, slipping invisible through the hydra's legs, then releases a complete barrage of cuts at it.
That's awesome Feli! Where is the video from?
Acrobatics: 1d20 + 22 ⇒ (16) + 22 = 38 To move through the hydra square to get to R62. I'm not sure if I need this roll since I'm invisible, but if I don't we can always just ignore it.
Attack 1: 1d20 + 15 + 2 - 2 ⇒ (19) + 15 + 2 - 2 = 34 Vs flat footed, invisibility drops after first attack
Damage: 1d6 + 2 + 4d6 + 2 ⇒ (4) + 2 + (5, 5, 2, 6) + 2 = 26
Confirm: 1d20 + 15 + 2 - 2 ⇒ (7) + 15 + 2 - 2 = 22 Vs flat footed
Crit Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Attack 2: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d6 + 1 + 4d6 + 2 ⇒ (5) + 1 + (5, 1, 4, 6) + 2 = 24
Attack 3: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 2 + 4d6 + 2 ⇒ (1) + 2 + (1, 5, 2, 1) + 2 = 14
Attack 4: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d6 + 1 + 4d6 + 2 ⇒ (6) + 1 + (1, 6, 6, 6) + 2 = 28

Desmond Aeros |

Sorry, I should have specified, those are his 3rd round actions. Since I act before the pyrohydra gets to act again, so I figured I could post now.

Grungsdi |

When Grung recovers from the shockwaves from te biting he steps up and starts to chop
Croaker: 1d20 + 17 - 3 ⇒ (19) + 17 - 3 = 33 for 1d10 + 8 + 7 ⇒ (4) + 8 + 7 = 19 +1 vs Monstrous Humanoid of Magical Creatures
Croaker: 1d20 + 12 + 1 + 3 ⇒ (17) + 12 + 1 + 3 = 33 for 1d10 + 8 + 7 ⇒ (4) + 8 + 7 = 19 +1 vs Monstrous Humanoid of Magical Creatures
To confirm Croaker: 1d20 + 17 + 1 - 3 ⇒ (17) + 17 + 1 - 3 = 32 for 2d10 + 16 + 14 + 2 ⇒ (4, 2) + 16 + 14 + 2 = 38
[b] that is how you attack somethig you dumb lizard

Kalim Gudlavaletti |

"I will drain its very life like pus from a boil!" Kalim stays behind but gets line-of-sight to the hydra and a black bolt of negative energy shoots from his glowing-green eyes. RTA: 1d20 + 7 ⇒ (6) + 7 = 13Negative Levels: 1d4 ⇒ 1

Malcolm Cavendish |

Round 2, AC from POF, Barkskin and Smite (27), Resistance to Fire 20+10 from ring=30, Smite Evil, Potion of Bulls Strength (+2 to Hit and Dam)
Malcolm casts POF and moves up behind Grung and targets the Hydra with his Smite ability.

Karnog Kegmeister |

Your call on the resistance, GM. I've always run hydras as separate blasts so as to allow more flexibility. I've heard arguments for both sides, though.
"Stand firm, strike true! Kill the beast quickly!"

baldwin the merciful |

Remember only one of the two double doors is open and Grung is standing there and he just took a 5 ft step, then Malcolm came up to look in the door also. this along with where the hydra is located is making it hard to view without a perception check DC 17.
Malcolm I don't think the ring of fire resistance and Karnog's spell stacks.
Grung steps up five feet to get in attacking rang and hits it hard.
Malcolm moves up and casts his spell.
Kalim moves to try to get an angle to see the creature. (make a perception check.)
Meath'd moves forward.
Kalim make your perception check, karnog and felic still have actions.