Location: Hydra Lair, Dawn
Encounter: Hydra
Round Zero
After some discusion, it is decided that the group should stick together, and that the two prisoners will carry lanterns and provide light for the combatants. Everyone is ferried across the lake, and slowly work their way down the tunnel to the lower lake. The side of the tunnel is steep and slippery; the water a brisk rapid. The cavern opens to a larger, lower lake. A possible cave can be just seen in the light of the lanterns across the lake on the left.
The steep shore veers to the right, however, and moves toward around a deep, calm-looking pool. The light of the lanterns reveal very little of what lies beneath the dark surface of the pool, though their shadows play across the far wall, revealing some sort of corridor of worked stone some twenty feet up from the muddy shore.
SnorLoska and
Aquaria dive in to look for the Hydra. It is unclear if
Terrus meant to go in the water or not, but the muddy sediment under his feet crumbles, and in he goes with a loud splash.
SnorLoska immediately regrets his decision. At first he can see nothing, then all he can see are teeth, as serpentine heads rise up out of the darkness of the bottom of the pool and into the dim light of the lanterns that are above the surface.
Aquaria swims away from the gnashing teeth, to better get her bearings.
Everyone else continues to carefully work their way around the point.
* * *
Somewhere near the ceiling in the lower lake, Lorenn's bat was not having a good time.
It had scouted a few passages, having found a chimney that probably led to the outside, a cavern with a solid floor, and a strange humanoid-carved massive stone. Further, it had discovered a winding stream that led of into a tunnel, the water flowing from an unknown source into the lower lake. But then there was the sound of beating wings, and the bat knew that it was being hunted. A creature larger than itself, with two sets of wings, and a long sucking mouth flew towards it with determination.
GM: | Sorry this took so long for me to get started. I had a heck of a time working out all the logistics. There was a lot of contradictory planning to sort through. I hope I drew a best-fit line. Oh, I marked the prisoners-with-lanterns with a yellow blob.
At any rate, Auria, Mord, & SnorLoska (and my NPC Torbin) have beat the Hydra in initiative (I only rolled those two heads for excitement purposes, I will leave them out of the Hydra's actual turn)
Those three can go for Round One. I'm afraid everyone else will have to wait for me to resolve that before taking a turn.
[sblock=Notes]
Here's the Init order and some comments:
Auria
Mord Nearly falls in (saved by guidance)
Torbin
Snorloska
Hydra Bite (2 heads) vs Snorloska 28 & 9 (Crit for 13 and miss)
Drako
Lorenn Bat is being chased by a stirge
Aquaria Swims away from the hydra
Udit
Kurzon
Terrus Athletics 5, falls in, disoriented
Prisoners
[/sblock]
[sblock=Rolls]
Torbin's Pre-Fight Rolls
Initiative: 1D20+2 = [17]+2 = 19
Dex Save: 1D20+2 = [14]+2 = 16
Athletics: 1D20+3 = [13]+3 = 16
vs SnorLoska Hydra (2 Heads): 1D20+8 = [20]+8 = 28
1D10+5 = [5]+5 = 10
1D20+8 = [1]+8 = 9
1D10+5 = [2]+5 = 7
Crit & Miss
Hydra Crit Damage: 1D10 = [3] = 3
[/sblock]
Damage Taken
PCs (River Gang) Aquaria 0, Auria 0, Drako 0, Kurzon 0, Udit 0
PCs (Infiltrators) Lorenn 0, Mord 0, SnorLoska 0+13=13, Terrus 0, Torbin 0
BG Hydra 0
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