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

Knowledge (Nature): Are there any unnaturally altered areas nearby?: 1d20 + 14 ⇒ (11) + 14 = 25 Hungry takes his thinking pose.


Battle Board Area Maps Hydra Deity Level 20 All Classes

You don't notice anything... but it does occur to you that if you were supposed to go to where the shadow falls at sunset, it could be that you're too close now, given that the sun is just now starting to get behind the peak and you've been fully in shadow for a minute or two 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 |

"Lets step back and to see where where the shadow falls at sunset. Else we'll need to try again tomorrow. " Ziphora tells her brothers.

Vote move hydra body back so we can see where the shadow is when the sun sets.


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

Beachhead agrees and votes accordingly.


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 right Zip, let's follow the shadow. I hope we can keep up, that mountain sure is fast.

Tomorbataar votes to run away from the mountain (and also to go towards the shadows edge.)


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You lumber your way through the woods and the hills, chasing the moving shadow. After a little while the sun is all but gone from the sky, but just as it seems everything is in shadow you come across another large clearing--one with a large, triangular rock sitting at one end of it.


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

"Gah. I wish that giant wedge-shaped rock wasn't in the way. It's obscuring the view!"


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 |

"Yay! We found it!" Ziphora cheers."That's the Wedge stone guys!"

Vote move foward investigate the stone


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

Yes, the wedge stone shall point our way. Let's investigate it and then camp for the night, Tomorbataar says, peering forward.

Perception: 1d20 + 11 ⇒ (5) + 11 = 16

Tomorbataar votes to move to the wedge stone and stop.


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

"Sounds the the best plan yet." Hungry eyes the clearing before chanting the incantation for his spell.

Perception: 1d20 + 1 ⇒ (6) + 1 = 7

When we are in range of the stone, Hungry casts detect magic.


Battle Board Area Maps Hydra Deity Level 20 All Classes

You trundle over near the stone, but don't find anything of interest immediately. Hungry looks around with detect magic, however, and detects a number of magical auras in the direction the wedge is 'pointing', about thirty to forty-five feet from it.


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

"There are some magical auras about 45 ft. out from the point of the rock. Let's get moving."

Hungry votes to walk over to the spot and start digging.

How many auras are there and what are their strengths? I wanna try and figure out what they are.


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

Letting the others do the work of uncovering the source of the magical aura(s), Beachhead hides among the neck jumble and keeps an eye out for anything attracted to their activities.

Stealth: 1d20 + 20 ⇒ (2) + 20 = 22
Perception: 1d20 + 9 ⇒ (17) + 9 = 26


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

Yes, let us investigate.

Tomorbataar votes to move towards the source of the auras.

I do wonder if there should be some sort of guardian of this magic. Perhaps a powerful creature bound to it, or a magical trap, we must be careful. Tomorbataar keeps his eyes moving along are to which the stone points.


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Hungry scrutinizes the auras for a while. One is moderate enchantment, and the rest--six in all--are moderate necromancy.


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

"Well hello! Looks like we solved two birds with one stone! There is a moderately strong enchantment aura, probably the ruling scepter, as well as about SIX moderately strong necromancy auras, undoubtedly the stache of Hungry One Artifacts!"


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 |

"So where are the recipies? Do we need to dig out the place?" Ziphora asks Hingry.


Battle Board Area Maps Hydra Deity Level 20 All Classes

As you approach the area with the magical auras, a ghostly shape rises out of the ground... followed shortly by four skeletal beings clawing themselves out of the dirt. Hungry recognizes them as a Wraith and four Wights--Wights with rusted, pitted swords, in fact.

They do not look happy to see you.

Init time!

Enemies: 1d20 + 7 ⇒ (8) + 7 = 15
Tomorbataar: 1d20 ⇒ 17
Beachhead: 1d20 + 7 ⇒ (11) + 7 = 18
Ziphora: 1d20 + 4 ⇒ (9) + 4 = 13
Hothead: 1d20 + 7 ⇒ (6) + 7 = 13
Hungry: 1d20 + 3 ⇒ (14) + 3 = 17

So Tomorbataar, Beachhead, and Hungry go before the enemies, while Ziphora and Hothead go after.


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

"Digging looks to be the last thing we need to worry about at this moment. It looks to be a Wraith and four Wights. Best be careful."

With a moment of concentrating, mystic words and gestures a small red orb fires from Hungry into an explosion, consuming three wights and the wraith.
Hunry casts Fireball. Fireball Ref DC 17:1/2: 7d6 ⇒ (4, 2, 5, 5, 4, 1, 3) = 24


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

Beachhead maintains his stealth until the wraith comes in range. And then...

"NINJA!"

sneak attack: 1d20 + 12 ⇒ (4) + 12 = 16
damage: 2d6 + 1 + 4d6 + 1 ⇒ (6, 1) + 1 + (4, 2, 3, 2) + 1 = 20


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

Tomorbataar examines the nearest wight carefully, taking stock of it, what parts of its flesh are particularly rotten, any broken or hurt bones, where exactly would be best to hit, moving to a combat stance instinctively. Suddenly, however, Tomorbataar turns away from it, moving his head as far away as possible. AHHHHHHHHHHH! he shrieks, get it away get it away get it away.

Tomorbataar votes to run away.


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Wight 1 save: 1d20 + 4 ⇒ (9) + 4 = 13
Wight 2 save: 1d20 + 4 ⇒ (8) + 4 = 12
Wight 4 save: 1d20 + 4 ⇒ (3) + 4 = 7
Wraith save: 1d20 + 4 ⇒ (9) + 4 = 13

The undead seem surprised by Hungry's fireball--at the least, none of them moves to take cover as the flames wash over them, leaving the wights badly scorched, though the wraith's insubstantial form seems only slightly damaged. Tomorbataar's sudden fear frightens Mo, who also screams and runs behind the wedge-shaped rock.

The undead close in, the wights slashing with their swords at the closest heads, the wraith heading straight for Ziphora, only to be surprised by Beachhead's sudden appearance and switch targets to him after he gets a mouthful of its disappointingly thin essence. It at least seems a bit torn up by his teeth.

Wight 1 vs. Ziphora: 1d20 + 6 ⇒ (19) + 6 = 25
Wight 2 vs. Ziphora: 1d20 + 6 ⇒ (10) + 6 = 16
Wight 3 vs. Hothead: 1d20 + 6 ⇒ (8) + 6 = 14
Wight 4 vs. Hungry: 1d20 + 6 ⇒ (20) + 6 = 26
Crit confirm: 1d20 + 6 ⇒ (13) + 6 = 19
Wraith vs. Beachhead TOUCH: 1d20 + 6 ⇒ (8) + 6 = 14

Damage to Zip: 1d8 + 3 ⇒ (6) + 3 = 9 Plus one negative level
Damage to Hungry: 1d8 + 3 ⇒ (7) + 3 = 10 Plus one negative level
Damage to Beachhead: 1d6 ⇒ 5
Beachhead Fort save: 1d20 + 4 ⇒ (17) + 4 = 21

Ziphora and Hungry both feel their life force being drawn through the wraiths' swords as they strike home. Beachhead feels the wraith trying to suck his vitality out with its touch, but stubbornly holds onto it somehow.


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 |

"Get the wights, Hothead. I'll get the wriath!" Ziphora grows a blue watery horn and stabs the wriath with it,

knowledge religion wriaths: 1d20 + 4 ⇒ (1) + 4 = 5
knowledge religion wights: 1d20 + 4 ⇒ (14) + 4 = 18

Move action, gather power, then kinetic blade(water)

Water horn(standard AC): 1d20 + 11 ⇒ (3) + 11 = 14

Unused to her new water horn, Ziphora misses.


??? Hydrahead Flame Oracle/7 || HP 45/45 || AC 21 (Touch 15, FF 17) || Fort +4, Ref +9, Will +4
Spells Left:
1st: 4/8 2nd: 6/7 3rd: 5/5
Buffs:

"I should have known something like this would happen," Hothead says resignedly and proceeds to breath a gout of flames onto the undead horror attacking him.

Using the Fire Breath revelation on wight number 3

Fire Breath: 7d4 ⇒ (4, 4, 3, 1, 1, 4, 2) = 19 Reflex 18 for half


Battle Board Area Maps Hydra Deity Level 20 All Classes

Reflex save: 1d20 + 4 ⇒ (7) + 4 = 11 The wight got a faceful of fire, but didn't go down.

The other three of you are up, too!


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
The Hungry One wrote:
"It looks to be a Wraith and four Wights."

Beachhead looks at Ziphora and Hungry as he replies, "I guess they're bad news, then?"

The ninja-head concentrates for a moment, and then...

1d4 ⇒ 1 Bah. Wasted action.

...a single shadow clone blurs into existence right next to Beachhead. The two heads move erratically, trying to disguise which head is which.

Spending a ki point to use shadow clone ninja trick. It's the same as the mirror image spell.


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 mouth starts to water, "I wonder what a wight tastes like?" And without a second thought, he bites it Hungry's Bite Atk: 1d20 + 5 ⇒ (20) + 5 = 25Crit Confirm: 1d20 + 5 ⇒ (11) + 5 = 16Bite Dmg: 1d8 + 3 ⇒ (2) + 3 = 5Crit Dmg?: 1d8 + 3 ⇒ (1) + 3 = 4Grab: 1d20 + 8 ⇒ (11) + 8 = 19 and doesn't let go.


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

By all the gods of the sky, you, Hungry, you let go of that wight right now! Tomorbataar's voice is shrill and nervous, he eyes the fighting with a mixture of fear and concern for his allies.

If you don't let go now, you'll catch the undeath...and...spread 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 |

"Tom, stop running and start hitting. Once they're dead they won't be bothering anyone anymore. If you get messed up, I can blow you off later." Ziphora yells at Tom, irritated at his nitpickiness.


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The wight seems so shocked that Hungry would try to eat it that Hungry manages to get hold of it. It actually tastes pretty awful... but he can sense the delectable necromantic energies it contains. Of course, those same necromantic energies are trying to drain his life force, but isn't he a master of such things? You can use one Command Undead attempt to make a Will save to seize control of the necromantic energies within the wight, either to control it or devour them. It is too large for you to Swallow Whole, though.

The other three wights continue attacking their targets.

Wight 1 vs. Beachhead: 1d20 + 6 ⇒ (16) + 6 = 22
Wight 2 vs. Ziphora: 1d20 + 6 ⇒ (16) + 6 = 22
Wight 3 vs. Hothead: 1d20 + 6 ⇒ (1) + 6 = 7

Their blades bounce off tough hydra scales without causing any harm.

The wraith decides to switch targets, to see if Ziphora would be easier to drain the life from.

Touch attack: 1d20 + 6 ⇒ (4) + 6 = 10

But she dodges aside.

All of your are up!


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

Weaving back and forth with his paltry one shadow clone, Beachhead tries to fake out the wraith that's not paying attention to him, anymore.

Attack!: 1d20 + 12 ⇒ (7) + 12 = 19
Damaged!: 2d6 + 1 ⇒ (6, 4) + 1 = 11


??? Hydrahead Flame Oracle/7 || HP 45/45 || AC 21 (Touch 15, FF 17) || Fort +4, Ref +9, Will +4
Spells Left:
1st: 4/8 2nd: 6/7 3rd: 5/5
Buffs:

Hothead seems dismayed that the wight survived the blast. "Tough guy, aren't you?" he grumbles and breathes fire once again, wanting to get a bit of space for himself to be able to cast spells without getting stabbed.

Fire Breath again.

Fire Breath: 7d4 ⇒ (2, 3, 1, 2, 2, 2, 2) = 14 Ref 18 for ½.


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

For the use of Command Undead, do you mean I have to make a will save or the wight has to? What exactly do you mean by "devour the necromantic energies"? 'Cause I have a gut feeling I'll be going with that one


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 |

Ziphora stabs one of the wights (wight 3 unless it went down)with a watery horn.

Move action, gather power, kinetic blade(water)

kinetic blade: 1d20 + 11 ⇒ (10) + 11 = 21
dmg: 3d6 + 7 ⇒ (6, 2, 5) + 7 = 20


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You will both make a will save--the winner will be the one whose will gets done. Hungry's not entirely sure what's going to happen if he goes for devouring the necromantic energies, other than that he'll be drawing in the necromantic energies. ;)


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

Hungry, I'm not one to tell you how to play your character, but you should absolutely try it. DO 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 |

I probably go eww, you have bad taste, but since those stuff aren't living, I wouldn't care. Unless you got a stomachache after, then I'll say I told you so :p


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't blow of my soul... Tomorbataar says, looking meekly on. As Hungry bites in Tomorbataar shivers, feeling his skin tingle all the way down the length of his neck. He draws himself up to some height and looks around.

Moe! How about a few rocks thrown at those things, maybe hurt them a bit? Then you can have special privileges.


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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

I have no reason not to and every reason to try it!

As Hungry's teeth dig into the wight's flesh, he catches the taste of something else, the necromantic energies. Curious beyond all else he feels his stomach gurgle. I guess it's a sign. UH AHY UURRYYY", Hungry shouts but the wight in his mouth makes whatever he said completely nonunderstandable. Will ST: 1d20 + 5 ⇒ (16) + 5 = 21


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Reflex save: 1d20 + 4 ⇒ (2) + 4 = 6
This time Hothead's flames burn through something rather important to the wight--its spine. It collapses to the ground, unmoving. Her original target now destroyed, Ziphora impales a rather confused Wight 2 through with her horn of water. It gives her a look of baffled hatred for all living before falling to pieces.

Beachhead manages to strike the wraith, tearing at its insubstantial substance. It's starting to look tattered, but mostly angry at Beachhead.

Will save: 1d20 + 7 ⇒ (8) + 7 = 15

Hungry's will completely overpowers the magics binding the wight together. Instinctively he tears the animating magics out of the undead creature and, well, not so much swallows as absorbs them. Somehow, in spite of your tongue not being involved at all, it tastes delicious... though hardly filling. In fact, if anything, you feel hungrier than before, even as you feel the absorbed power feeding your own.

GM grins behind his screen and takes notes that may not come to light for a while...

Needless to say, without its animating energies, the wight collapses into inanimate bones. Some of which are still in Hungry's mouth.

Mo obeys Tomorbataar's command and tosses a rock at the remaining wight.

Rock toss: 1d20 + 6 ⇒ (11) + 6 = 17

Surprisingly enough, while he hits, the rock just seems to bounce off of the tattered armor the wight wears.

Undead know no fear, and so the wight keeps right on attacking.

Wight sword vs. Beachhead scales: 1d20 + 6 ⇒ (19) + 6 = 25
Clone?: 1d2 ⇒ 1 1 real, 2 clone
Crit confirm?: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 3 ⇒ (1) + 3 = 4 And one negative level

It manages to hit the real Beachhead, who feels his life force being drawn into the blade as it draws blood.

The wraith also turns its attention back to him.

Touch attack: 1d20 + 6 ⇒ (19) + 6 = 25
Clone?: 1d2 ⇒ 2

But its deathly touch finds only shadow as it dispells his clone.


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

Beachhead hisses in pain and fear, and strikes at the Wraith again.

Attack-ack-ack-ack!: 1d20 + 12 - 1 ⇒ (8) + 12 - 1 = 19
D-d-d-damage!: 2d6 + 1 ⇒ (6, 2) + 1 = 9

Beachhead then focuses is ki and vanishes with a whisper of "Ninjaaaa."

Ninja trick "vanish" is a swift action.


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 |

Ziphora sprays a water jet right out of her head, at the remaining wight.

kinetic blade: 1d20 + 11 ⇒ (5) + 11 = 16
dmg: 3d6 + 7 ⇒ (6, 5, 1) + 7 = 19

I think I prefer the above visual as opposed to a horn.


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 stares of into oblivion for a few moments licking his lips and savoring the taste of the necromantic energies before they fade. "More... Hungry snaps back to reality, I NEED MORE!" Hungry's eyes lock on the remaining wight. "Your end is nigh!" Activates Comand Undead feat to try and control the wight. DC 15 Will to resist.


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I'm afraid the wight is going to be dead after Ziphora's attack. Want to target the wraith instead?


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

One tear. Having a wraith under my control can't possibly go wrong! *oozing with sarcasm* But, yes I'll target the wraith.


Battle Board Area Maps Hydra Deity Level 20 All Classes

Oh, wait, nevermind, water blast is a physical blast so it targets full AC, not touch AC. The wight still unlives!

Beachhead keeps nibbling at the wraith. Ziphora's blast of water strikes the wight squarely... right where its decayed armor is still intact. She makes it rather wet, but the force of her blast is largely deflected.

Will save: 1d20 + 7 ⇒ (11) + 7 = 18

Hungry bends his will to the remaining wight, briefly wrestling with it for control, but it manages to slip out of his mental grip and remain, for now, free-willed... or perhaps beholden to another master.

Hothead?


??? Hydrahead Flame Oracle/7 || HP 45/45 || AC 21 (Touch 15, FF 17) || Fort +4, Ref +9, Will +4
Spells Left:
1st: 4/8 2nd: 6/7 3rd: 5/5
Buffs:

Hothead stays where he is and keeps breathing fire, this time at the wraith. A hypothetical onlooker versed in the theoretical aspects of magic would be able to tell that he's switched into casting spells instead of using his innate magical abilities, but to the general public it all looks about the same.

Casting Focused Burning Hands at the wraith.

Burning Hands: 5d4 ⇒ (4, 2, 2, 3, 3) = 14 Ref 18 for ½


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

Tomorbataar shivers as he watches Hungry pull the very fibre of the wight apart, and begins to hyperventilate. Oh my god oh my god oh my god, you did not just do that!! AHhhhhhhh! Tomorbataar strains with all his might towards nearby trees, trying to get hold of them and pull the body away from all the tasty undead still standing in front.

Str check, if relevant: 1d20 + 5 ⇒ (5) + 5 = 10


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Reflex save: 1d20 + 4 ⇒ (12) + 4 = 16

Hothead's flames burn the wraith, though they seem only partly effective against it. Mo hurls another rock at the wight.

Rock throw: 1d20 + 6 ⇒ (10) + 6 = 16

Again, it bounces off without causing real damage.

The wight steps under where Beachhead now is to slash at Hungry. Apparently it doesn't appreciate his attempts at ruling its will.

Wight slash: 1d20 + 6 ⇒ (16) + 6 = 22

Hungry's magical defenses just barely deflect the attack.

The wraith reaches for Ziphora's tasty life force.

Touch attack: 1d20 + 6 ⇒ (10) + 6 = 16
Fort save: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 ⇒ 6

It just manages to brush her nose before she dodges aside, chilling her slightly but not managing to drain her vitality.


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

Beachhead suddenly reappears the instant his jaws snap shut on the wraith.

Sneak Attack: 1d20 + 12 - 1 ⇒ (9) + 12 - 1 = 20
Damage: 2d6 + 1 + 3d6 + 1 ⇒ (1, 5) + 1 + (3, 5, 5) + 1 = 21

His eyes blazing in fear and anger, he refocuses his ki to allow himself to snap his head back and strike again before the wraith can react.

Spending another ki point to gain another attack as a swift action.

Sneak Attack: 1d20 + 12 - 1 ⇒ (4) + 12 - 1 = 15 <-- I don't know if this would be a hit or not on a flat-footed target.
Damage: 2d6 + 1 + 3d6 + 1 ⇒ (1, 2) + 1 + (2, 4, 3) + 1 = 14

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