Round 4
Weel and Karl hastily back away from the hydra, putting a healthy distance between themselves and the gnashing jaws.
Gildrim and Richard erupt out of the water. Gildrim lands another solid blow, but Richard slips at the crucial moment, and only thwacks the beast with the flat of his blade.
Its supernatural healing closes its wounds, it lashes out in all directions in a flurry of bites against both opponents. Their defense is stout, but both barely manage to avoid having limbs caught between the massive sets of jaws, taking bloody wounds for their trouble.
[sblock=ooc]Gildrim stands and hits for 13.
Weel withdraws. He's on dry ground, normal terrain, so doesn't need any freedom of movement. His speed is currently 20, right? If that's right, and I counted right, he ends up in K23.
Karl follows, also withdrawing. I lost count of his movement, so I just put him alongside Weel. Can be adjusted if you feel necessary.
Richard stands up and misses. Since you didn't link the roll, I'll just take your word for it.
The hydra heals 15. It splits its attacks, 3 to Gildrim and 2 to Richard. All misses except
two natural 20s, one each. Crits
not confirmed. Gildrim takes 6 damage, Richard takes 12.
[/sblock]
[sblock=status and initiative]
Bless: +1 morale to attacks, lasts 20 rounds, cast in round 2.
- Richard 26/48,
- Karl 10/10
- Hydra 7 damage, 5 heads
- Gildrim 25/34 <== You're up
- Weel 18/18
[/sblock]
[sblock=map]
It's at
http://betahelix.net/pics/maps/SwampTrek/hydra05.png, if you can't see the embedded image above.
The greenish-blue squares are shallow bog. It's about 1 foot deep, and costs 2 squares of movement to enter.
The blue squares, such as T31, are deep bog. It has 4 feet of standing water, It costs medium or larger creatures 4 squares to enter such a square, and provides them cover. By spending a move action to duck down, that becomes improved cover. However, creatures with improved cover take a -10 penalty to attack creatures that aren't underwater.
[/sblock]