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"I can handle that."
Sir Hendric will go back to his usual appearance - full plate, lance, shield, and banner.
He summons his warhorse Sentry from his armor and mounts up.
A few minutes before the combat is to begin, he will use a charge of Heightened Awareness from his wand (wand now at 44, and will dismiss it to make Init +8).
Drawing the fight out longer... not my usual approach, but perhaps I can make it work.

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Rilke perks up at this new mission. "My kind of event! Not killing will be the problem."
She requests a mage armor from someone (she has a wand) and will cast bull's strength herself.
"Anyone good at healing. Maybe we could do that for making it last longer. Probably not part of the rules."

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Falling Rock, who resumed his usual appearance after thoroughly terrifying Sneve, also seems eager to enter the colosseum for some old-fashioned mayhem. "Aye, definitely a challenge," he agrees with Rilke. "But if we hold back, we can also make the fight flashier, which should please the crowd." After making sure he has ample space around him, he demonstrates some defensive spins with his weapon that even Rilke and Cazic haven't seen before. "I don't think I've ever fought a hydra before. What do the rest of you know about them?"
Sounds like a perfect time to try out his new Shield of Swings feat, which I wasn't sure if I was ever going to use! (half damage during full attacks, +4 shield bonus to AC/CMD)
Knowledge (arcana): 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23

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Lafy Gabrielle is perfectly happy to watch this spectacle. She will use her Perception, Sense Motive, etc, to keep alert for any tomfoolery or hidden threats, though.

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"Some flashy firework stuff might be really cool, too. If anyone can do that. I still have that faerie fire wand someone else can use."

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"Now remember, everyone loves an underdog story." Arnaut straightens his hat and artfully smears some dirt on his face. "But if you just sit there and dodge everything, the crowd'll get upset. If you kill the hydra too quickly and it dies right away, the crowd'll be upset. But! If the beast truly is a hydra, it'll heal itself over time, so you can rough it up a bit and let it recuperate and then do it again."
Arnaut can offer good hope, Inspire Courage, and Inspire Heroics.

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"Anyone good at healing. Maybe we could do that for making it last longer. Probably not part of the rules."
Cazic says "Yes, but likely not allowed?"
"I don't think I've ever fought a hydra before. What do the rest of you know about them?"
Cazic interjects "I can be one? Maybe I could enter the ring Hydra on Hydra action?"
She then begins to clap, "Yes! Send me into the ring as a Hydra!"
She is actually confused, because she hasn't ever seen a Hydra. She doesn't know they are Huge and therefore not an option for Beast Shape IV part of Greater Polymorph. Or maybe she is thinking of a Medium sized Full Dragon

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Sad times. Upgraded macOS yesterday morning. Herolab is broken on 12.6 and they can't figure out why or how to fix it (Wolflair.com). So unless I make a macOS 12.5.2 VM, I may never have Herolab again. --- Anyone want to go in with me and try to buy them out?

GM Redelia |

The crowd roars its approval as you enter the arena, facing a fearsome beast.
kn. arcana to ID the beast
place yourselves on the map, please
Falling Rock: 1d20 + 11 ⇒ (16) + 11 = 27
Sir Hendric: 1d20 + 4 ⇒ (20) + 4 = 24
Rilke: 1d20 + 12 ⇒ (10) + 12 = 22
Arnaut: 1d20 + 7 ⇒ (12) + 7 = 19
Lady Gabrielle: 1d20 + 25 ⇒ (11) + 25 = 36
Cazic: 1d20 + 11 ⇒ (5) + 11 = 16, Cazic: 1d20 + 11 ⇒ (10) + 11 = 21, Cazic: 1d20 + 11 ⇒ (11) + 11 = 22
hydra: 1d20 + 8 ⇒ (5) + 8 = 13
The entire party can act.

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Sir Hendric points his lance up, rather than at the beast.
"Lastwall!"
He charges! And then, doing an unexpected maneuver that he has had to resort to at least once before, he strikes out with an elbow rather than his lance.
Spirited Charge Unarmed Strike! With Challenge and Power Attack
Attack, Charge, Banner, PA: 1d20 + 26 + 4 + 6 - 5 ⇒ (13) + 26 + 4 + 6 - 5 = 44
Damage, Challenge, Horse's Str, PA, all doubled: 2d3 + 18 + 42 + 14 + 20 ⇒ (1, 3) + 18 + 42 + 14 + 20 = 98
He throws in a turn after he strikes Wheeling Charge, for the sake of staying on the map.
He doubly does not provoke from the hydra - he and his mount both have Escape Route, and he has Ride-By Attack.

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Rilke tumbles gracefully past the hydra and leaving her bow on her back, punches it in the tail.
Acrobatics: 1d20 + 28 ⇒ (10) + 28 = 38
unarmed strike, fighting defensively: 1d20 + 19 - 4 ⇒ (14) + 19 - 4 = 29 for bludgeoning plus acid: 2d10 + 3 + 1d6 ⇒ (9, 1) + 3 + (2) = 15
AC 58, freedom of movement, immune to poison, evasion

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Knowledge (arcana): 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28
"That's a miasma hydra. I think it has some kind of poisonous defense," Falling Rock says, sounding far more concerned about that might affect his companions than himself. As he moves forward, he bellows his clan's name, "Shriikirri-Quah!!"
Acrobatics: 1d20 + 23 + 4 ⇒ (13) + 23 + 4 = 40
Fighting defensively (+2 AC), NOT using Power Attack or Vital Strike
+5 impact impervious merciful adamantine earth breaker: 1d20 + 36 + 6 - 4 ⇒ (1) + 36 + 6 - 4 = 39
Damage: 3d6 + 20 ⇒ (6, 2, 4) + 20 = 32 (B) plus Merciful: 1d6 ⇒ 4
He starts to dodge and weave as he moves in close to the beast's massive body, and then takes a swing at its flank--but somehow he stumbles and misses (natural 1!). Perhaps the big bruiser held back a bit too much?
Edited to add: Currently AC 41, CMD 49, and he would have activated his unfettered shirt just before entering the arena to get freedom of movement for 10 minutes.

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Arnaut harrumphs softly as Rilke and Hendric sprint away like toddlers making a break for freedom from the clutches of their nannies. A wave of a hand and warbling whistled melody summon defensive magic that warps the air around him as though he were the hottest thing in the arena.
“Good people!” His voice echoes off the stone bleachers and cuts effortlessly through the roar of the crowd. “Are you prepared - nay, are you braced for impact!? He’s a shooting star descending from the highlands - nay, the very heavens above us! Get ready to see Falling Rock in action!”
Casting displacement and beginning Inspire Greatness - up to four people within 30 ft get an extra 2d10 HD, +2 to attack rolls, and +1 to Fortitude saves.

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The Lady dresses down for this one, not wanting to draw too much attention to herself. She finds a relatively peaceful place somewhere in the audience and keeps watch for anything untoward.
As mentioned above, Lady Gabrielle won't be joining the fray unless she spots some hidden shenanigans.

GM Redelia |

Falling Rock is unable to hit the hydra.
Rilke and Sir Hendrik both find that their attacks do a bit less damage than they expect.
if those of you making unarmed attacks have ways you should get through special material DR, please let me know.
Cazic, I'm delaying you because I'm not going to be able to bot characters at this high level well, and because I'm not worried this will hurt the team.
The hydra's closest heads breath a cones of green over Falling Rock and Rilke
fort save DC 23 or take con damage. I believe Rilke does not actually need to make the save, because immune to poison.
Five remaining heads bite at each of you.
attack 1, Rilke: 1d20 + 16 ⇒ (8) + 16 = 24
attack 2, Rilke: 1d20 + 16 ⇒ (5) + 16 = 21
attack 3, Rilke: 1d20 + 16 ⇒ (8) + 16 = 24
attack 4, Rilke: 1d20 + 16 ⇒ (13) + 16 = 29
attack 5, Rilke: 1d20 + 16 ⇒ (12) + 16 = 28
attack 1, Falling Rock: 1d20 + 16 ⇒ (15) + 16 = 31
attack 2, Falling Rock: 1d20 + 16 ⇒ (15) + 16 = 31
attack 3, Falling Rock: 1d20 + 16 ⇒ (4) + 16 = 20
attack 4, Falling Rock: 1d20 + 16 ⇒ (15) + 16 = 31
attack 5, Falling Rock: 1d20 + 16 ⇒ (16) + 16 = 32
The hydra's grievous wounds seem to heal some before your eyes.
(now 81 HP down)
The party is up now.

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Fort vs. poison: 1d20 + 25 + 12 ⇒ (15) + 25 + 12 = 52
Falling Rock seems unfazed by the poisonous clouds and snapping teeth. He begins swinging his earth breaker in great circles around himself to fend off the hydra's heads while aiming several blows at the thing's body.
Full attack using Shield of Swings (+4 AC, all attacks do half damage [I'll edit to insert the math as needed]); NOT using Power Attack.
+5 impact impervious merciful adamantine earth breaker (attack 1): 1d20 + 36 ⇒ (2) + 36 = 38
Damage: 3d6 + 20 + 4 ⇒ (6, 1, 3) + 20 + 4 = 34 (B) plus Merciful: 1d6 ⇒ 3 = (37/2) = 18 nonlethal
Attack 2: 1d20 + 31 + 4 ⇒ (5) + 31 + 4 = 40, Damage: 3d6 + 20 ⇒ (5, 5, 3) + 20 = 33 (B) plus Merciful: 1d6 ⇒ 1 = (34/2) = 17 nonlethal
Attack 3: 1d20 + 26 + 4 ⇒ (11) + 26 + 4 = 41, Damage: 3d6 + 20 ⇒ (2, 1, 5) + 20 = 28 (B) plus Merciful: 1d6 ⇒ 6 = (34/2) = 17 nonlethal
Attack 4: 1d20 + 21 + 4 ⇒ (3) + 21 + 4 = 28, Damage: 3d6 + 20 ⇒ (2, 3, 1) + 20 = 26 (B) plus Merciful: 1d6 ⇒ 4 = (30/2) = 15 nonlethal
Currently AC 43, CMD 51.

GM Redelia |

The hydra goes down under Falling Rock's second attack.
I'm assuming you stop and don't do the other two attacks, and that the rest of the team also waits, rather than doing more damage.
On it's turn, the hydra heals itself and gets back up. It's still clearly badly hurt, though. A little tap would be enough to knock it back over.
now has -69 HP and 90 nonlethal damage
The party is now up again, it's round 3.

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Sir Hendric will store his lance in his Scabbard of Many Blades (move action), swift dismount (free, automatically succeed), and store the warhorse in his Hosteling armor (standard).

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Rilke leaps dramatically into the air and kicks the closest head she can reach.
Acrobatics to jump: 1d20 + 67 ⇒ (10) + 67 = 77
unarmed strike: 1d20 + 19 - 4 ⇒ (1) + 19 - 4 = 16 for bludgeoning, nonlethal plus acid: 2d10 + 3 + 1d6 ⇒ (4, 3) + 3 + (2) = 12
Well, she leaps dramatically into the air at least, before tumbling back to the ground.
Rilke's fists count as magic, cold iron, silver, and adamantine

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Yes, Falling Rock would have stopped when it went down.
Falling Rock growls something uncomplimentary about horses in Shoanti when the hydra goes down so quickly. Then in Common, he bellows, "C'mon, ya big beastie, give us a fight, folks paid good money to see you. Take a bite out of me, if you can."
He waits for the hydra to recover enough to fight back, and readies his massive maul to smash the first head that actually manages to draw any blood.
Readying to attack a head, after it hits him, if any do. Otherwise he'll just stand there and dodge a lot. No special feat fu with this one.
+5 impact impervious merciful adamantine earth breaker: 1d20 + 36 ⇒ (15) + 36 = 51
Damage (B + merciful): 3d6 + 20 + 1d6 ⇒ (3, 4, 5) + 20 + (2) = 34

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Unless I'm confused, no one has taken damage on our side
Cazic hasn't seen imminent danger, she says "Folks let your guard down so it looks like the Hydra put up a good fight. Or, takes some damage for show?"

GM Redelia |

If anyone takes Cazic's suggestion seriously, I believe you can choose to forgo the dex part of your AC.
Severing a hydra's head does a little bit of damage to the body. It can only be done with a slashing weapon targeting the head. Any damage to a head that is not slashing damages the body instead. The head will grow back double unless fire or acid damage is applied to the stump (or area of effect of such types)
Also, there was nothing in the rules that said you can't heal the hydra.

GM Redelia |

Delaying Lady Gabriella and Arnaut
The hydra's body heals.
now has -57 HP and 78 nonlethal damage
One head each breaths miasma over Falling Rock and Rilke.
same fort save, Falling Rock
The other ten heads bite at Falling Rock and Rilke.
rolls for attacks on Rilke, only hits on 20: 5d20 ⇒ (13, 7, 5, 6, 17) = 48
rolls for attacks on Falling Rock, only hits on 20: 5d20 ⇒ (16, 13, 10, 5, 16) = 60
The party is up again.

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Fort vs. poison: 1d20 + 25 + 12 ⇒ (20) + 25 + 12 = 57
”This fight is too easy.” Falling Rock holds his earth breaker out to his side, and makes a show of dropping it in the dust. ”By the power of Agrimmosh! I have the power!” he shouts in Giant–and quickly grows to the size of a hill giant! He’s still not nearly as massive as the hydra, but he is large enough to make wrestling the monster possible now.
He’s using his Power of the Giants boon to cast enlarge person (CL 7th) as a SLA, and gains 18 temporary HP as well (hill giant power). His concentration check for this is awful (about 50/50), so he won’t bother, meaning this will provoke.
Hydra AoO, needs a 20: 1d20 ⇒ 11
He is now Large, reach 10 ft., AC 37, CMD 47. He does not have Improved Grapple, but is not terribly worried about getting hurt when he tries to grab it next round.

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It's not designed for people with a stupid amount of AC. If I forego my Dex, I think that brings me down to (calculating) 29. Assuming that takes out Dex, Monk, Wis, and dodge.)
Rilke stops dancing around behind the hydra and waits for a head to get close. When it does, she leaps into the air, heading straight for its mouth before kicking out one of the fangs.
Acrobatics: 1d20 + 67 ⇒ (19) + 67 = 86
Attack: 1d20 + 19 ⇒ (13) + 19 = 32 for bludgeoning+acid, nonlethal except the acid: 2d10 + 3 + 1d6 ⇒ (6, 1) + 3 + (5) = 15
Dropping Dex for AC, constant freedom of movement, immune poison

GM Redelia |

Lady Gabrielle, Cazic, and Arnaut, by the rules you have to day every round you are delaying. It's not fair to everyone else to just be silent, because I have to wait long enough to be sure you're not planning to act.
The hydra heals.
now has -45 HP and 66 nonlethal damage
The hydra has given up on breathing cones of ick, and concentrates on just biting at you.
bites on Rilke: 6d20 ⇒ (13, 10, 1, 5, 12, 13) = 54
Two of the fierce monster heads bite into Rilke's flesh. She is pretty sure they are poisoned, for she feels her body automatically deal with the poison.
damage: 2d8 + 12 ⇒ (8, 3) + 12 = 23
The other six bite at Falling Rock.
6d20 ⇒ (12, 1, 14, 13, 15, 5) = 60
No hits.
The entire party is up now.

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Rilke suddenly remembers that she doesn't *like* getting hurt and stops letting the hydra get a nibble. This time she races around the body a couple of times, trying to get the heads to follow her and twist themselves up. As she passes Falling Rock she mutters, "How long....are we.....supposed to keep....this thing alive?"
No attack, just confusion. Not dropping her AC this time. Double move for 160 ft. probably acquiring attacks of opportunity from most if not all of the heads.

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Falling Rock spreads out his arms, and with his bare hands--well, bare except for his gauntlets--he grabs hold of the hydra.
Grapple vs hydra: 1d20 + 31 ⇒ (19) + 31 = 50
"Not much longer," he grits out in respond to Rilke, but he's a little bit distracted at the moment.
His grapple attempt provokes an AoO from the hydra, and assuming it works, he will be AC 37 vs. its regular attacks on its turn due to the grappled condition.
[ooc]Is this Round 4 or 5? I've lost count.[/ooc}

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"Look at that, folks!" Arnaut's voice continues to echo off the walls of the arena as he gives up-close and personal blow-by-blow commentary on the action. "It's a bit of a sticky situation right now, but maybe Falling Rock can turn it around! Oh, look at him go! I bet the beast doesn't like that one bit!"
For the lolz, activating Dirge of Doom to give the hydra the Shaken condition and then casting unadulterated loathing on it (Will DC 28) to make it nauseated if it is within 60 ft of Falling Rock.

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The Lady remains an understated presence, watching for underhanded threats.
Delay

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by the rules you have to day every round you are delaying.
Apologies.
Cazic is moving to a prime spot. 30 ft from the Hydra, Falling, and Rilke.
She then readies to heal any of the three in dire need.

GM Redelia |

AoO from hydra's heads on Rilke, hit on a 20: 12d20 ⇒ (5, 20, 2, 6, 9, 3, 5, 13, 16, 18, 3, 1) = 101
One head manages to bite the dwarf as she runs around.
damage: 1d8 + 6 ⇒ (2) + 6 = 8
poison is again irrelevant to Rilke
The creature is unable to make more AoOs when Falling Rock grapples it.
He successfully grabs the monster. The crowd yells in glee.
Delaying Sir Hendrik
The heads all bite at Falling Rock, trying to get him to let go.
attack, only hit on 20: 12d20 ⇒ (10, 1, 2, 12, 18, 18, 19, 19, 18, 7, 13, 20) = 157
damage: 1d8 + 6 ⇒ (3) + 6 = 9
fort save against poison, please, Falling Rock.
Round 5 starting, party is up.

GM Redelia |

corection: the hydra is shaken from Arnaut.
will roll: 1d20 ⇒ 5
The creature is affected by his spell, and so unable to bite at Falling Rock. [ooc]please ignore those attacks on Falling Rock, and ni fort save needed.
I also forgot the hydra's healing, now at -33 HP and 54 nonlethal damage

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Aww, we want it to fight back and make a good show!
Falling Rock grins fiercely at the crowd's cheering, and seems to be enjoying himself now. He digs his feet into the sand and drags the monster a few yards to one side.
Grapple to maintain: 1d20 + 31 + 5 ⇒ (6) + 31 + 5 = 42
Includes +5 for already grappling. He isn't trying to hurt it, just moving it to show off that he's the one in control here.

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Delay
Lady Gabrielle wonders whether the Aspis will strike at them now or later. Did her Duchess persona work out better than she expected?

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Rilke takes a few steps backwards, then runs and leaps up onto the hydra's back.
Acrobatics to jump: 1d20 + 67 ⇒ (17) + 67 = 84
Once up, she indulges in a number of acrobatic tricks to hopefully entertain the crowd some more.
Acrobatics: 1d20 + 28 ⇒ (11) + 28 = 39

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Cazic delays until someone needs healing - be it any of the Falling Rilke Hydra. If needed here is the roll - 30 ft reach
Reach Moderate: 2d8 + 11 ⇒ (8, 7) + 11 = 26

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"Is this... Could it be?" Arnaut gasps loudly and puts a hand over his chest. "Oh be still, my poor sentimental heart! Falling Rock has found his one true love, only to be cruelly and unmistakenly rejected by the object of his affections! But quick! If all of us don't lose hope in him, he won't lose hope in himself either! Stay strong! Stay strong!"
Delaying.

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The Hydra struggles as it tries to get out of Falling Rocks grasp and as far away from Arnaut as possible. Several of the heads look nauseate and begin retching up past meals as they swirl about.
You guys can obviously last out against the beastie for several rounds as it is nauseated. Do you have a way or plan to chop off any heads? Asking as we can fast forward a small bit if not.
★★★
Hydra Bait! Round 6
Party Conditions: Inspire Greatness
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Lady Gabrielle (181/181 HP)
➤ Falling Rock (246/246 HP) │ Enlarged (Large), Temp HP 18
➤ Sir Hendric (174/174 HP)
➤ Rilke (161/192 HP)
➤ Cazic (244/244 HP)
➤ Arnaut (139/139 HP) │ Displacement
Hydra (-21 HP) │ Non-Lethal 42, 12 Heads, Grappled by Falling Rock, Shaken, Nauseated within 60' of Arnaut
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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"Sounds like you're the one who wants to kiss it, bard!" Falling Rock yells over his shoulder at Arnaut. He heaves at the monster, and drags the hydra closer to the noisy fop. "Plenty of...mouths for...everyone!"
Grapple vs hydra: 1d20 + 31 + 5 ⇒ (4) + 31 + 5 = 40 (Includes +5 for already grappling; moving it half his speed.)
Edited to add: Falling Rock has no particular plans to take out heads, or otherwise hurt the thing more at this point, unless the owners insist on a kill.
ETA2: Arnaut targeted the spell so the hydra loathes Falling Rock, not him.

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Sir Hendric walks around waving to the crowd.
If there were a need to kill the beast, a lance through the heart would probably do it without cutting off the heads one at a time - but he doesn't see a need for that.

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Lady Gabrielle is not in this combat. I'm not sure why she has an initiative roll, even. She's just watching out for any underhanded shenanigans.

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Rilke isn't suited for cutting anything, so not planning to cut off heads.
Even Rilke is disgusted as the hydra starts retching and she moves out of the way.

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5 ft step toward, ready to reach cure moderate again using roll from above (since it wasn't used)