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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Male Hydra Head Necromancer (Sin Magic Specialist) 7 | HP: 25/39(46) | 2 Con Dmg. | Init: +3 | AC: 19;23 (w/ Mage Armor) Touch: 14 FF: 16;20 (w/ Mage Armor) | CMD 18

Hungry's good and roll away!


Battle Board Area Maps Hydra Deity Level 20 All Classes

I should note here that combat isn't going to start *immediately*--you can hear them, and they'll probably hear you shortly, but you have a few moments if you wanted to cast a spell before meeting these creatures.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Come to think of it. I don't think Greater Magic fang actually works on Tomor, cause it doesn't stack with the +1 from ABP. I think.


Battle Board Area Maps Hydra Deity Level 20 All Classes

That's correct--it overlaps, rather than stacks. So if this lasts long enough to hit level 8 it might matter (though ABP may go to +2 around then, too). Blockhead might appreciate it, though, since he has two choices of natural attacks while raging.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Oh I didn't see he has the Fiend Totem, that could work. On the other hand, I could use the spell myself if I go with tiger wild-shape. The decisions needed playing a druid the first time.


Battle Board Area Maps Hydra Deity Level 20 All Classes

By the way... I was debating what reach you'd have when you wild shaped. I've decided that wild shaping will limit you to placing your 'head' directly adjacent to your body, because you've just turned your big long neck into the forequarters of a tiger or whatever. I'm not sure if that's what you understood before or not.


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Not really, no. I was under the impression that Large size from wild shape would give reach anyway, but quadrupeds still have 5ft reach when large.

Edit: Apparently, Greater magic fang will be useful for exactly one level. That makes three spells I need to ditch.

Edit x2: Realized I never picked a Hature Bond, gonna go with Cave Domain because they're as empty and dark as the inside of Dru-heads head.


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

Moved my head, I'm good to roll away whenever.

I have the full archon style feat tree, so we may wish to try to arrange ourselves so I can be adjacent to as many people in melee as possible.


Male Hydrahead, HP 88/88 (100/100), Rage 24/24, CM 9, CMD 19
Vitals:
AC: 18, T: 12, F: 17. Saves: F: 10(12), R: 4, W: 4(6), CMB +9(11), CMD +19(21) (+2 Sunder), Init +1, per -1
Skills:
Diplo +9, DD +2, Handle Animal +11, Intimidate +13, Perception -1, Sense Motive -1, Survival +10(14)
GM_of_the_Heads wrote:
I'm assuming no one will object if I roll initiative for everyone when combat starts?

I'll only hold it against you if you roll low!

I've got ABP set to my horn attack, however I can only use that while raging.
So there is... a bit of time when Magic Fang would be useful, but not really :p


Battle Board Area Maps Hydra Deity Level 20 All Classes
Dru-head wrote:


Edit x2: Realized I never picked a Hature Bond, gonna go with Cave Domain because they're as empty and dark as the inside of Dru-heads head.

XD

Okay, first combat time! Please post your moves over the course of the next day. Anyone who doesn't post by midnight tomorrow (Okay, 6:30 AM, because I won't be awake at midnight) will spend the round tangled up in the other heads' necks.


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 don't know why elemental overflow damage doesn't work for Kinetic whip and Kinetic blade but alas, that's the way the rules are.

Are we tethered 15 ft away from the body or initial positions etc?


Battle Board Area Maps Hydra Deity Level 20 All Classes

15 feet from the body in general. Which is a little weird, but easier than remembering which square the base of your neck is in on the body.

Oh, also--since you're not quite in reach of the troll, I'm assuming that all of the melee heads are delaying until the body moves to make these attacks? This will split up your initiative into two blocks instead of one. (Yes, using block initiative for simplicity/speed)


Male Hydrahead, HP 88/88 (100/100), Rage 24/24, CM 9, CMD 19
Vitals:
AC: 18, T: 12, F: 17. Saves: F: 10(12), R: 4, W: 4(6), CMB +9(11), CMD +19(21) (+2 Sunder), Init +1, per -1
Skills:
Diplo +9, DD +2, Handle Animal +11, Intimidate +13, Perception -1, Sense Motive -1, Survival +10(14)

Ah. You are right, it seems we are about 25 ft away from the troll. I just assumed he was close enough because he hit me, but Troll Reach Far.
delaying my attack until our body walks close enough sounds good, Ill do 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 |

Have reach to hit, but will delay. Life's more fun with more heads!


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

Right right, we're far away, of course.

On a side note, I'm pretty sure I can only do most of the archon style things when I'm adjacent. :(. On another side note, when I say archon style things I also mean things from archon diversion and archon justice.


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 |

Dibs for cozy spot beside Tomorbataar!


Battle Board Area Maps Hydra Deity Level 20 All Classes

...I was just realizing I forgot to roll separate initiative for the eidolon. Well, it has a different initiative now.


Battle Board Area Maps Hydra Deity Level 20 All Classes

I'm waiting for Hungry to point out the advantage of regenerating prey... :D


Male Hydra Head Necromancer (Sin Magic Specialist) 7 | HP: 25/39(46) | 2 Con Dmg. | Init: +3 | AC: 19;23 (w/ Mage Armor) Touch: 14 FF: 16;20 (w/ Mage Armor) | CMD 18

*checks first round post* Huh, I guess I didn't share my nat 20 knowledge... Whoops. Guess I'll just say it next round. :D


Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

Wow, Flaming Sphere sucks. I should have looked at it a little better before I picked it. But, hey! That's one of the best upsides to divine casting.


Battle Board Area Maps Hydra Deity Level 20 All Classes

It's mostly good for battles where you want to do something every round but don't want to waste more than one spell on the battle, or for using a move action while casting other spells. It lasts a round per level, so you can just keep rolling it around while using your standard action for other spells.

But yeah, not that strong.


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 also really good for casting pyrotechnics on.


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 |

Flaming sphere is not bad...considering it lets you do damage every round with a move action. If you tag dazing on it(though aqueous orb is better for that kind of shinenigans), you get to daze one target a round as a move action. I consider it like the non cleric version of spiritual weapon. If you have certain sorcerer bloodlines, you can get 3d6+6 on it, which is pretty mean.

Archon style is interesting. Seems like it promotes group hugs! And possibly the feat paired opportunist.


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

Paired Opportunist...yes, sounds good...quite good...esspecially since Morheads also has some feint partner shenanigans going on with his eidolon.


Hydra-Head Summoner 6 | HP (36/36) | AC/Touch/Flat 15/10/15 | Fort/Ref/Will +3/+2/+5 | Init +0 | Percep +0

I'm not sure Trolls even have a dex bonus worth speaking of that I'm denying with this feat, but eh.


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

But it's still good when you get to make an attack with your eidolon instead of your body, because your eidolon is slightly better than you at melee. If we all take paired opportunists it's also great, and that also synergies well with Archon Justice, so it's a double synergy.


Battle Board Area Maps Hydra Deity Level 20 All Classes

Oh, looks like someone else already figured out the fireball radius. So it looks like it's Ziphora, Blockhead, Dru-Head, and Tomorbataar that need to save, if you haven't already.


Battle Board Area Maps Hydra Deity Level 20 All Classes

And here I thought Hungry would be more interested in keeping a troll alive as a long-term food source. ;)


Male Hydra Head Necromancer (Sin Magic Specialist) 7 | HP: 25/39(46) | 2 Con Dmg. | Init: +3 | AC: 19;23 (w/ Mage Armor) Touch: 14 FF: 16;20 (w/ Mage Armor) | CMD 18

Nah, when it comes to his stomach Hungry cares only if its filled now, he'll worry about filling it tomorrow. :D


Male Hydrahead, HP 88/88 (100/100), Rage 24/24, CM 9, CMD 19
Vitals:
AC: 18, T: 12, F: 17. Saves: F: 10(12), R: 4, W: 4(6), CMB +9(11), CMD +19(21) (+2 Sunder), Init +1, per -1
Skills:
Diplo +9, DD +2, Handle Animal +11, Intimidate +13, Perception -1, Sense Motive -1, Survival +10(14)

And here I am rolling really well. 6,8/d8 and 4,3/d4.
Now if only Blockhead would make better choices and targets :D


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 |

Geez I havent keyed in the infusions into my character yet. Sorry. First time playing a Kineticist here :(

Also, GM, I think its easier if you post who needs to save in the gameplay, not here.


Battle Board Area Maps Hydra Deity Level 20 All Classes

I can certainly do that next time. I'm still trying to figure out the best way to run Pathfinder battles in PbP, having mostly done more rules-light or free-form PbP games before.


Hydra-Head Summoner 6 | HP (36/36) | AC/Touch/Flat 15/10/15 | Fort/Ref/Will +3/+2/+5 | Init +0 | Percep +0

A few pointers for smooth PbP combat, and just general mechanical interaction.

  • GM rolls initiative for everyone including players (we're already doing that)
  • When an NPC/Monster uses an ability that requires saves, either the GM should roll the saves for the players or tell players the DC and what to roll in addition to how either result will affect them. Either way the players will be able to apply the result to their characters the moment they see that the ability has been used.
  • Checks that reveal information on a success (knowledge, perception, sense motive etc.) should either be given as a spoiler (for example Perception DC 15: [show spoiler]) or the GM rolls the checks for players in secret. The latter is always good if the character is not supposed to know that they just failed a check. The former is good to keep player involvement maximized. (we're already doing the former)
  • Never just make a post saying "Everyone roll me a [blank]" if you're not going to lay out the potential results of the roll. You might as well make the roll yourself.
  • Keep in game prompts, such as rolls or announcing someones turn in the Gameplay thread. In the discussion thread its more likely to be missed and harder to tell which situation it belongs to
  • If a player readies an action, decide for the game as a whole how you want to go about it. Either the player rolls any dice for it in advance and you apply the result if the action fires, or have the player give you all the dice roll data (for example, in case a so far unseen creature is approaching the party with loud steps and the ranger readies an attack: "Attack +5, Damage 1d8+3, crit 19-20, on a crit X happens, don't forget undead are my favored enemy, if it is one") with the readied action and make the rolls yourself the moment the action fires. Both work in general, the former is less likely to forget a rule that the player would benefit from, the latter is more resistant to metagaming and cheating.

    I feel like I know more but it's not coming to me at the moment. I hope these will be helpful for now.


  • 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 |

    Was the 11 dmg to Druhead including the DR 5/evil that Dru head has? DR/evil means the attacking weapon has to be evil, which is usually the case only for evil outsiders.

    I.e "A devil's natural weapons, as well as any weapons it wields, are treated as lawful and evil for the purpose of resolving damage reduction."

    Also, are you factoring in DR or is it for players to resolve?

    Its like how if a Lawful Good monk were to punch a creature with DR5/good, he would still be subject to the DR as his unarmed strike does not count as a good weapon even though his alignment is LG.

    And no, using a neutral good cleric on body bludgeon rage power to hit something with DR/good does not bypass DR, even if the cleric has Aura of good and detects as good ;)


    Battle Board Area Maps Hydra Deity Level 20 All Classes

    Ah, no, I should have made that clear. I generally assume that players will factor any DR or other defenses in themselves--I just give the raw damage number.

    Thanks for the advice, Morheds! Running Pathfinder PbP is definitely a lot more complicated than the homebrew system my friends and I made up, so I'm sure I'll need some more help at some point. That's part of why I wanted to start with this game--I figured something silly like this would be more acceptable for learning to GM here than a more serious game.


    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'll need to tell us if the creatures attack qualifies as evil, for the purposes of planar wildshape, as we cannot know as players without meta gaming what are the properties about the creatires attacks without appropriate knowledge check. And even if we made the knowledge check we would not ask for that bit of info.

    Sorry I haven't run a PBP before so I can't help much, only can point out issues as they occur.


    Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14
    Ziphora wrote:


    And no, using a neutral good cleric on body bludgeon rage power to hit something with DR/good does not bypass DR, even if the cleric has Aura of good and detects as good ;)

    ...

    I'd allow it.


    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 |

    By the rules, it does not work. And don't encourage those crazy barbarians in abusing innocent good aligned clerics or paladins! They don't need any help to find hapless victims!


    Battle Board Area Maps Hydra Deity Level 20 All Classes

    Ah, true. No, the trolls did not penetrate DR/Evil.


    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 |

    Blockhead has DR/- so it applies to all. I can help you track DRs if you want. DR does not apply if the opponent is smiting, or for stuff like vicious enchantment, falling damage.


    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

    Morhead's advice seems good to me, I've not much experience with PBP myself so whatever I say's as likely to be wrong as not.


    So I just had a collapse yesterday. Insomnia for the last few weeks finally resulted in me running completely dry at Tim's yesterday.
    Any posts from me will be slow and short.


    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

    Insomnia is no fun at all, I hope you manage to get some sleep and feel better. For what it's worth your posting here will be missed; you made me laugh more than once.


    Hope you feel better soon!

    The Exchange

    Complain about the new boards here!

    Oh gosh. Get more sleep!


    Battle Board Area Maps Hydra Deity Level 20 All Classes

    Awww :( Feel better! Hope you can sleep!

    Blockhead can just nap for a bit while the rest of the heads keep going. ;)


    Battle Board Area Maps Hydra Deity Level 20 All Classes

    Oh, by the way--I'm waiting to know if you're planning to continue on after dark or if you'll rest the night before returning to the humans.


    Male Hydrahead, HP 88/88 (100/100), Rage 24/24, CM 9, CMD 19
    Vitals:
    AC: 18, T: 12, F: 17. Saves: F: 10(12), R: 4, W: 4(6), CMB +9(11), CMD +19(21) (+2 Sunder), Init +1, per -1
    Skills:
    Diplo +9, DD +2, Handle Animal +11, Intimidate +13, Perception -1, Sense Motive -1, Survival +10(14)

    Well I am back at home, and told to get plenty of rest, but I should be good from here :)

    Also Ziphora, I don't get DR until next level :)


    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 |

    Mm. Too much time with invulnerable ragers. DR half your level. A suggestion if I may?

    Find a way to fill Ziphora's belly, and she'll fall asleep because its a long day and won't get in your way of camping out. Ever tried sleeping on an empty stomach? It doesn't work out ;)

    Or roll 1d2 to determine which way the body goes.


    Yes (Identifies as hungry) Hydra (???) Druid 6|| HP: 49/49, AC: 17 (20 w/Barkskin) (FF: 20 T: 11) || Init: +2, Fort: +8 Ref: +3 Will: +11 || Per: +14

    Well, Dru-head tried to search, he just hasn't gotten a result yet.

    But yeah, I'd agree with the coin flip.

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