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


1,751 to 1,800 of 2,844 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>

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 |

Vote to ram remaining troll! Full speed ahead!

By popular request


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

Forgot to roll time to regrow: 1d4 ⇒ 1 minutes


Battle Board Area Maps Hydra Deity Level 20 All Classes

Ziphora's water jet only manages to make the creature wet, instead of injuring it. Apparently she's still waking up after re-growing. It runs around and tries to bit her in retaliation

Bite: 1d20 + 14 ⇒ (17) + 14 = 31
Damage: 1d8 + 6 ⇒ (4) + 6 = 10

It leaps up and gets a piece of her neck.

Confusion: 1d4 ⇒ 2

The other one, meanwhile, stands around and growls and snaps at the air for a little while, but it trails off after a few moments. Both of them look like they're getting over Grash's magic.

Body: 1d20 ⇒ 4

You attempt to ram the creature, but with most of the voting heads not having eyes at the moment, your attempts to steer leave something to be desired, and you just charge straight past it.

And then Grash sprouts back out of the body.


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 makes a point of erupting forth with the mightiest roar he can manage, partly to see if he can rally Mo into coming back, but mostly just for dramatic effect. He then restarts his raging tale with some words about how the mighty hydra hero, though seemingly defeated, soon stood back up with twice as many heads as before!

Finally, he takes a deep breath and lets loose with what seems to not be anything at all... except to the nearest monster, which hears an intense, high-pitched ear-splitting shriek.

Restarts Incite Rage, casts Ear-piercing scream on nearer barghest..

Shriek damage: 3d6 ⇒ (4, 1, 4) = 9 save DC 15 for half and no daze


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 |

"Lightning in the face!" Ziphora yells enthusiastically as she tries to Zap some Troll!

kinetic blade, ligntining, touch: 1d20 + 12 ⇒ (2) + 12 = 14
dmg: 4d6 + 2 ⇒ (4, 2, 5, 2) + 2 = 15 x 1.5


Battle Board Area Maps Hydra Deity Level 20 All Classes

Fort: 1d20 + 9 ⇒ (12) + 9 = 21

The creature doesn't *quite* die, but it takes advantage of the fact that you're standing over there to run away down the mountainside.

From where you are right now you can't see what the other creature is doing.

Mo is still nowhere to be seen.


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

What's happening? What's happening? What's happening? What's happening? What's happening? What's happening? What's happening?

What's happening?

What's happening?:

What's happening?


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

Not having anything lone enough range to hit the fleeing monster, Grash goes over to look in the door. He also pauses his chant, in case the battle is already over.

Votes to ram the fortress out of principle.


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

Voting

1 = Ram the door; 2 = Kick it; 3 = Tail swipe it; 4 = Fall onto it; 5 = Try to pick the lock: 1d5 ⇒ 4


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 sure do wonder what's happening, anyone? Anyone?

Vote to ram the fortress as Grash advises.

"Try to pick the lock" lol.


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 realized that there are only two heads instead of 4! This isn't good!

"Grash, wait! We need to wait for Tom and Beachhead!" She exclaims.

Ziphora votes to wait till the other heads regrow before doing anything.


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 |

She summons Pacem for a little look see whats in the fortress.


2 people marked this as a favorite.
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

Voting!

1 = Wait; 2 = Pace nervously; 3 = Take 10; 4 = Take 20; 5 = Take a nap; 6 = Stare into the abyss only to realize that the abyss stares into you: 1d6 ⇒ 6


Battle Board Area Maps Hydra Deity Level 20 All Classes

Go ahead and place Pacem where she'd look first--the right door from the entrance chamber is open right now.

Beachhead's vote is close enough to ramming that your body makes the attempt to crash into the fortress, but without much room to build up momentum it doesn't do much damage to the stone walls. Looking in the door you can see that the door on the right of the entrance hall is open. Said entrance hall is fairly grand, though there's now a big corpse in the middle of it, which kind of spoils the effect. You don't immediately see anything of interest.


Pacem flutters in through the door on the right to see what can be seen. Sneakily.

stealth: 1d20 + 14 ⇒ (6) + 14 = 20
Perception: 1d20 + 12 ⇒ (5) + 12 = 17


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

Aim for the doorway. Avoid corpses. Avoid corpses. Tomorbataar tries really hard to communicate that last point.

Vote to back up twenty feet away from the wall and then ram it again.


Battle Board Area Maps Hydra Deity Level 20 All Classes

Pacem sees an empty hallway. All of the doors off of it are open.


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 looked around. Not seeing any enemies immediately, but knowing there were enemies in there somewhere, he decided it was probably still the best shot. Mo might have run off for now, but he was sure to come back to hear the rest of his stories later.
"Hmmm, let's see... which will take longer? The others regrowing or smashing our way tae something more interestin' than a fancy hall?"

Votes to find out by smashing walls to make a path into the fortress.


Pacem starts exploring the hallways, trying not to be noticed.

stealth: 1d20 + 14 ⇒ (2) + 14 = 16
perception: 1d20 + 12 ⇒ (16) + 12 = 28


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 |

"Grash, be paitent. I've sent a pair of eyes to scout ahead. At least wait till he returns." Ziphora tries to counsel patience. "Besides, Tom and Beachhead would be pissed off if they missed a fight. Especially because they don't get epic ballads written about their exploits."


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 suppose we can wait until they return to do anythin' major... but cannae we smash tae walls up just a little?"


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 for us...while smashing! The perfect plan, wait by smashing.

Tomorbataar still votes to back up and then ram the wall.


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 votes:

1 = Back up 19 feet, and then ram the wall; 2 = 20 feet, then smash; 3 = 21 feet, then smash; 4 = smash, then back up 20 feet; 5 = 20 feet, running jump, then smash; 6 = 20 feet, running jump, then roundhouse kick; 7 = knock politely: 1d7 ⇒ 3


Battle Board Area Maps Hydra Deity Level 20 All Classes

Thanks largely to those who can't see right now, you back up a ways and then barge into the wall. You make a satisfying crash as you hit it, and while it doesn't immediately fall down, it does crack.

Pacem thinks there are voices coming from the room beyond the north door.


Pacem flies back to report to Ziphora.


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 |

"We've got people incoming from beyond the north door. A little bird told me." Ziphora tells Grash, proudly.


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

Did we get it? Is it breaking. I bet it's breaking. I bet we're the hard ones in this equation. Hmm...we should probably definitely keep smashing this wall, it's not like anything bad could happen as a result.

I do hope Mo is contributing, someone had better give him orders if he isn't. Mo! Oh right. Stupid trolls and their stupid claws...why couldn't I have been stronger? It was already wounded, all I had to do was finish it off, but nope. Couldn't even manage that. I'm going to hit that wizard really hard for this...I hope. I hope we don't get all cut up to pieces and thrown down the cliff.

Tomorbataar still votes to wait by smashing.


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

With a sudden epiphany, Grash realizes there might be a way to both slow things down for Tom and Beachhead AND satisfy his urge to smash things.

"Then we better make things intererestin' for them, eh?"

Grash votes to try to smash the wall and roof around the door to make rubble.

Not having much else to do with his head, he also summons a drum.

Let's see, Beachhead and Tomorbataar probably only have a few rounds left before they regrow, right? Tom at least only rolled one minute.


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

Should be five more for me, I think.


Battle Board Area Maps Hydra Deity Level 20 All Classes

Beachhead was two minutes, but he got cut off a few rounds before Tomorbataar. I'm not counting rounds exactly at the moment, I'll let you know when heads start coming back.

You rear up and come down hard on the wall above the door. It doesn't collapse... quite, but there are a lot of cracks in it, dust sifting down, and some bits and pieces of wall that fall down.


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 votes to keep smashing until something crumbles.

He also summons another throwing drum.


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 votes!

1 = smash: 1d1 ⇒ 1


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

Smash it into smithereens, we'll be awake in a second and then we can all pick through the rubble together.


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 contains all those destructive impulses within herself and decides to wait, PATIENTLY.


Battle Board Area Maps Hydra Deity Level 20 All Classes

After a couple more slams, the doorway finally collapses, making a nice pile of rubble where the door used to be. Of course, now there's a hole in the building that you could climb up the rubble to reach, but hey, that would be slower than just walking out of the door.


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, what did all that crashing prove, Grash? That our body is tougher then rocks?" Ziphora asks Grash. "Tom and Beachhead still aren't back yet." Ziphora looks worriedly around.


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

We're tougher than rocks! I can die in peace now.


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, it be goin' to take quite a while tae get anywhere with tearin' our way into this here fort, so why delay? They'll probably be grown back by the time anythin' interesting is happening. And this way we keep that cowardly wizard on his toes! Let him know we are nae defeated so easily!"

Grash votes to continue semi-random smashing until the others are grown back, then re-convene.

He also keeps summoning drums until he has four, then spends some time trying to figure out how to carry them or mount them on the body. Maybe if he summoned drums with carrying straps? Hmm....


Battle Board Area Maps Hydra Deity Level 20 All Classes

A couple of things happen all at once. First, Mo cautiously pokes his head up from somewhere below on the trail, enough to see you.

Second, the formerly-invisible wizard throws a fireball at you from the tower, exclaiming, "Ah-ha! Now you will not regenerate your heads!"

Damage: 10d6 ⇒ (4, 5, 6, 6, 2, 4, 3, 3, 3, 5) = 41 DC 18 Reflex for half

Almost immediatley after he says this, Tomorbataar sprouts back out. The wizard looks more than a little shocked by this.

You're up! The wizard is just barely in reach where he is on the tower--he'll have cover against you thanks to the crenellations.


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 |

reflex: 1d20 + 10 ⇒ (5) + 10 = 15

"Uh-" Ziphora doesn't get to finish her sentence when the fireball comes in and roasts her head.

regrowth: 1d4 ⇒ 4

Guys, see you in 4 rounds!


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

Alive once more! AHAHAHA! Tomorbataar cries, clicking his teeth together menacingly. Over to the tower, let him come closer. He thrusts his head forward, trying to end things quickly.

He does not seem to notice Mo off in the distance.

Power Attack: 1d20 + 12 ⇒ (11) + 12 = 23

Damage: 1d6 + 18 ⇒ (3) + 18 = 21

Iterative: 1d20 + 7 ⇒ (8) + 7 = 15

Damage: 1d6 + 15 ⇒ (6) + 15 = 21

Ouch, things might've taken another turn for the worse by them.


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

Reflex: 1d20 + 4 ⇒ (6) + 4 = 10

Grash takes the fireball head-on... which makes him really mad.

"GGGRRAAAAARRRRGH! A little fire will nae stop us, ye scrawny crunchling! We shall get up to ye and smash ye yet!"

Grash then thumps his drums a bit, working up a good rage, before working furious 'ancient hyrda majicks'... which cause the body to lift from the ground!

Grash starts up a raging performance.
Grash uses Spell Kenning to cast Fly on the body.
Grash votes to fly up above the tower, and then slam down on the wizard WITH RAGE AND SMASHING!!!


Battle Board Area Maps Hydra Deity Level 20 All Classes

Other votes on movement given the casting of Fly? Not that two of you would know about that beyond that Grash wants to go up.


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 |

Up, up and away?

'Up is good, all good hydraheads goes to heaven right?' Ziphora thinks, while encased in warm darkness.


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 will go with the majority vote, at this point.


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 to be clear Tomorbataar votes to move closer to the wizard.


Battle Board Area Maps Hydra Deity Level 20 All Classes

Body: 1d20 ⇒ 20 HAH! Nice!

Grash's magic lifts you into the air... then drops you straight toward the wizard. Too late he realizes his danger. Tomorbataar manages to head-bash him once, and then your body impacts him, crushing him against the tower.

Damage: 4d6 + 22 ⇒ (4, 4, 2, 4) + 22 = 36

You can feel him moving a little under your bulk, but there doesn't seem to be much chance of him getting out from under you unless you move.


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 votes to wait!


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 |

Oh hell yeah we wait!


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

Let's jump up and down on him like an ape on a baby.

Tomorbataar votes to jump.

1,751 to 1,800 of 2,844 << first < prev | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Six Heads of Mayhem All Messageboards

Want to post a reply? Sign in.