Six Heads of Mayhem--The Hydra Campaign (Inactive)

Game Master Almonihah

A very unusual hydra sets out to prove that more heads may not be better than one.
Battle Map
Area Maps
HGP: 18 S: 36


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Battle Board Area Maps Hydra Deity Level 20 All Classes

Probably you're waiting on me.

Do we want to just skip ahead to when you near the mountains? It's a couple days' journey, but let's be frank, not much of anything can threaten you in the woods.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Seems good to me, if nothing too noteworthy will happen along the way.


Hydra Head Skald 10 | HP 60(40)/85 |AC: 30 T: 14 FF: 28 | Fort +12 Ref +7 Will +10 | Init +1 | Perception +0 | Song 9/25 | Spells Per Day: 1: 5/6 2: 3/5 3: 3/4 4: 0/2

Grash will be using Marching Song to increase our travel speed on this trek, but that's all I have to add.


Hydra Head Skald 10 | HP 60(40)/85 |AC: 30 T: 14 FF: 28 | Fort +12 Ref +7 Will +10 | Init +1 | Perception +0 | Song 9/25 | Spells Per Day: 1: 5/6 2: 3/5 3: 3/4 4: 0/2

How tall is the wall? And how far away is it now>


Male Human Expert 3

You're about twenty feet away (just out of head reach, sorry Tomorbataar) when the wizard tells you to stop. I'll have to look at the module to get the height.

Expect a combat map this evening.


Ninja Head | Init: 8 | Perc: 10 | AC: 28 (t 17, ff 21) | F: 6, R: 16, W: 7 | ki points: 2/9 | HP: 63/63

Why ever would we need a combat map? Are you expecting combat?!


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

I thought we all agreed to betray the humans?


Ninja Head | Init: 8 | Perc: 10 | AC: 28 (t 17, ff 21) | F: 6, R: 16, W: 7 | ki points: 2/9 | HP: 63/63

We did. I was being funny.

Anyway, does this fortress wall have a door?

EDIT: Never mind, I'll wait for the combat map.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Wait, I was being sarcastic, we didn't agree to betray the humans, did we?


Battle Board Area Maps Hydra Deity Level 20 All Classes

Okay, the map is up! The wizard is the W, and the wall he's on is about 15' high. You can also see one of those fire drakes on top of the tower.

It looks like part of the fortress is built into the mountain, and part of it hangs over a cliff.


Ninja Head | Init: 8 | Perc: 10 | AC: 28 (t 17, ff 21) | F: 6, R: 16, W: 7 | ki points: 2/9 | HP: 63/63
Tomorbataar wrote:
Wait, I was being sarcastic, we didn't agree to betray the humans, did we?

We didn't. I was being funny.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Hah! How do you know that I wasn't also being funny when I wrote that? Betcha didn't think of that, did ya? Did ya? *eye twitches*

I've enjoyed this exchange maybe a bit too much.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

I'm not sure how we'll charge at the wizard if he's above ground....that's why I didn't open with haste.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

That's perfectly reasonably and I agree with your choice of moves. However, I also think we definitely need to move towards the wizard if possible. If we're within 15 feet, I can try to trip them, at which point we can maybe do the eating thing.

Maybe the silence works really well, and he can't fly easily, so we just bash him up.

Or maybe he decides to try to kill us quick, and doesn't cast fly right away, and we can knock down his wall and really beat on him.

At this point I'm just trying to think of new ways to say "kill him in melee".


Ninja Head | Init: 8 | Perc: 10 | AC: 28 (t 17, ff 21) | F: 6, R: 16, W: 7 | ki points: 2/9 | HP: 63/63

I'm not seeing a door in the wall on the map. Is there one that we can see? If it's nearby, it will be easier to bust through than the wall.


Hydra Head Skald 10 | HP 60(40)/85 |AC: 30 T: 14 FF: 28 | Fort +12 Ref +7 Will +10 | Init +1 | Perception +0 | Song 9/25 | Spells Per Day: 1: 5/6 2: 3/5 3: 3/4 4: 0/2

Well, one solution is that the wall is only 15 feet tall. We can reach 15 feet away from the body, and our body is probably about 10 feet tall on its own. The wall isn't tall enough to stop us from reaching the wizard.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Beat your socks off!

Had a teacher who said that once, I don't ussually take notes but I wrote it down in my notebook and underlined it more than once.


Battle Board Area Maps Hydra Deity Level 20 All Classes

Ah, yes, sorry, I forgot to draw the doors. Let me fix that... but yes, there's a set of double doors directly below the wizard.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

Not sure if they have 10 ft reach - but just to play it safe, waiting for Warhead/Tom to get out of the area so I can 5 ft step back and fire at the one flying.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Seems reasonable, you've got our best ranged damage, so we want you to have the most hit points left when we get to the wizard, if we do manage to break in.

I don't think haste is really going to be a necessary option this fight, either, since anything that engages in melee is likely going to die anyway.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

I moved your mini? That ok? Since you'd need to be within 5 ft of the drake that didn't have a cross - though that movement would provoke if he had 10 feet reach.

If you got issues, I can move it back.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Oh yeah, I totally meant to do that, looked at it for a bit to see if I could flank, considered the AoO thing, decided how I would move, then closed the window without moving.

Thanks for the reminder.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

Sorry. Sometimes my GM hat appears. I know I haven't been very good about checking maps lately...

But since I'm not a spellcaster so the positioning isn't that crucial to me.


Battle Board Area Maps Hydra Deity Level 20 All Classes

They do not have 10' reach, so no need to worry there.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

You really threw a drum at drakes lol?


Ninja Head | Init: 8 | Perc: 10 | AC: 28 (t 17, ff 21) | F: 6, R: 16, W: 7 | ki points: 2/9 | HP: 63/63

Better than Tom and Beachhead who don't have any ranged attacks! Also, he has the summon instrument cantrip.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

After we kill this wizard I'm going to decapitate all the monsters in this area and have their heads taxidermied. Then I'll be able to use high quality throwing heads.

On a more serious note, some good old fashioned rocks might do good right about now, are there any about?


Ninja Head | Init: 8 | Perc: 10 | AC: 28 (t 17, ff 21) | F: 6, R: 16, W: 7 | ki points: 2/9 | HP: 63/63

Not until we makes some from the wall!

Although I still think crashing through the door would have been better.


Battle Board Area Maps Hydra Deity Level 20 All Classes

No rocks right now, but Beachhead might be onto something...


Ninja Head | Init: 8 | Perc: 10 | AC: 28 (t 17, ff 21) | F: 6, R: 16, W: 7 | ki points: 2/9 | HP: 63/63

Something sharp and pointy, apparently.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Just checked out the old recruitment thread. I wanted to see what my rolls were for stats, because I remembered them as being decidedly not good. Things were even worse than I remembered, though, because I rolled stats once and got literally no positive modifiers, and only when I rolled the second time did I get modifiers which added up to +1. Thank the great hydra up in the sky for racial bonuses, right?

Apparently this is GM's first PbP with strangers, which I had forgotten. I think you've done a good job.


Hydra Head Skald 10 | HP 60(40)/85 |AC: 30 T: 14 FF: 28 | Fort +12 Ref +7 Will +10 | Init +1 | Perception +0 | Song 9/25 | Spells Per Day: 1: 5/6 2: 3/5 3: 3/4 4: 0/2

Just waiting on Beachhead now, I think.


Battle Board Area Maps Hydra Deity Level 20 All Classes

Yes, though I'll probably go ahead without him shortly.


Battle Board Area Maps Hydra Deity Level 20 All Classes
Tomorbataar wrote:

Just checked out the old recruitment thread. I wanted to see what my rolls were for stats, because I remembered them as being decidedly not good. Things were even worse than I remembered, though, because I rolled stats once and got literally no positive modifiers, and only when I rolled the second time did I get modifiers which added up to +1. Thank the great hydra up in the sky for racial bonuses, right?

Apparently this is GM's first PbP with strangers, which I had forgotten. I think you've done a good job.

Why thank you. :) It hasn't always been as smooth as I'd liked, but I've enjoyed it.

And yes, I remember how horrible your rolls were... maybe I should give you a re-roll as a head mutation. :D


Battle Board Area Maps Hydra Deity Level 20 All Classes

Eh, too tired. It'll be Monday before I update.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

You're welcome, you've kept things moving and haven't really flaked out.

I'm currently trying to get into another game where we rolled 4d6 drop lowest for four of our stats. I actually got an array with modifiers adding up to +1 in that as well (and then rerolled into an array adding up to -1). My point is, no good can come of me rolling stats.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

It's my understanding that Beachhead and ZIphora are over top of the wall, in which case the trolls can't get at them. So if we have our body take another step forward, we can seal off the confused trolls with the not confused one and, at the very least, we'll be spending a non-action to think about stepping forward in order to make the troll inside lose an action to teleport.

In that scheme, I would reposition myself to just south of the troll to the east, thus doing my best to give Beachhead flanking.

Alternately, I could get my iterative attack on the not confused troll inside, forcing him to roll another 20% stun chance off stunning head and having a decent chance to drop him. We could then use our body to try to overrun one of the trolls, in which case I'd want to attack the one to the west. I think this plan is much better if Ziphora casts haste this round, since then I'd bet on me being able to drop it. In that case we've got to keep making reflex saves against fire since she couldn't target the drakes, although perhaps that's helpful because trolls don't like fire?

I'll wait up to six hours to post, but I don't really feel like I'll be holding anyone back since if they would be posting then they can just say something here, and over the next few hours I'll be checking often enough that I don't think I'll slow things down too much.


Hydra Head Skald 10 | HP 60(40)/85 |AC: 30 T: 14 FF: 28 | Fort +12 Ref +7 Will +10 | Init +1 | Perception +0 | Song 9/25 | Spells Per Day: 1: 5/6 2: 3/5 3: 3/4 4: 0/2

I don't think those are trolls. Trolls don't speak Goblin, for one thing. OOC, I actually recognize what they are, but Grash doesn't know so I won't say it.

That said, either plan could have merit... but can we agree on one?


Ninja Head | Init: 8 | Perc: 10 | AC: 28 (t 17, ff 21) | F: 6, R: 16, W: 7 | ki points: 2/9 | HP: 63/63

I'm good with that plan. Will roll attacks tonight.

TONIGHT!


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3
Beachhead wrote:
I'm good with that plan.

*chuckles*, *shakes head*.

Ziphora used haste, so I guess that decides things in my mind. I'm going to full attack and vote to move the body west.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

I think the haste would come in handy with the large number of dudes we're facing, eventually.

Now to see if haste gives me an additional attack with kinetic blast...

Ah no, kinetic blade only.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

Gimme a moment. I need to see what I need to use to invoke my nova...


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Does the -35 non lethal damage in your statline mean that you have 35 nonlethal damage? If so we're probably going to need to let Beachhead regrow before attacking the wizard.

If not I think we should still try to do that, but it wouldn't be the end of the world if the wizard were escaping and we had to attack.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

Yep. My Nova has a price to it =)

I usually stack up to 28 everyday, just for the bonuses. But I pushed a little more then usual, figuring that we needed to deal with the trolls fast.

I also regrow in 1d4 rounds, since I sort of expected this coming.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

Alright. I don't think I've ever even read the occult classes, I basically have no idea what you're doing. You're not in a huge amount of danger right now though, I think, since Grash is a bit more in harms way.

Edit: also if the wizard has mind control capabilities it could be good if you're at close to dead but not dead yet.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

This is my first time I'm doing an occult class too! I try to pretend I know what I'm doing ;-)

Kineticist was the only way I could see to make a ranged class when you can't use manufactured weapons, unless you're going to use summoner for eidolon. Besides eidolons don't have enough feats.

Unless you want to play a blaster, which usually isn't my thing.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

A blasting sorcerer seems pretty sweet, I think that'd've worked out better for me considering I have pretty poor stats. Plus I like sorcerer a lot, just like all the core classes.

An animal companion is another option, they're okay.

But I've always wanted to play a monk, so I just went with that.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

I have issues with sorcerer blasters. Because the moment you hit elemental resistances, you're screwed. And melee classes do the dps better then blasters. Besides we started with a wizard, remember?

Wouldn't want to step on his toes. Also, I have issues with monks and rogues but that's another story for another time.


Hydrahead Monk (Master of Many Styles) 2 Fighter (Brawler) 4 Slayer 2; Initiative +0; Perception +12, HP 16/61 RAGE HP 32/77; AC 24, T 11, FF 24; Fort +12, Ref +9, Will +7; Stunning Head 3/3

You can still just be a sorcerer. It's not like you use up 100% of your resources to be a good blaster, I think you can end up still having a pretty good assortment of buff and battlefield control spells, so when you hit elemental resistance you still can just cast haste.

I had to think about the wizard thing for a bit, to be perfectly honest.


10 Kineticist (Air)head | HP 45/93| 30 non lethal damage AC: 25 (17 Tch, 18 Fl) | CMB: +6, CMD: 22| F:+ 10, R: +13, W: +6; | Init: +5 | Perc: +10,SM: +0 | Speed 15ft from body |

Sorcerer has limited spells known especially if you don't have human FCB.

Martial classes have more staying power.

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