Swamp Trek III: The Search for Ter-raen

Richard stands, seeing the way Gildrim is set, he tries to add a mighty swing to the Dwarf's damage... but only manages to miss, his footing unsure in the mire.
 

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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]
hydra05.png


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]
 


[sblock=OOC: ]I'm sad to say that I agree with Trouvere. There may have been a way to avoid this encounter, but since we failed to do that...
We are mathematically incapable of defeating this monster without a)outside intervention, or b)ridiculously lucky dice rolls, so might as well roll'em.
My last attack link is here I power attacked -5 Hit/+5 Dmg and, counting Bless, rolled an 8 to hit.
I'll make sure to link all rolls in the future.
If you are going to roll for Richard, he'll continue to -5/+5 Power Attack. He simply isn't going to live long enough to try to conserve his hits.
As to RP: Richard is going to return to his inital estimation of this fight and try to encourage the others to flee. This is not some noble sentiment, this is survival. Richard cannot (baring some unforseen circumstance) survive. The others may as well get away so his death isn't worthless. Again, I'd love to be wrong. I'll gladly apologize for my doom&gloom if I am...[/sblock]
Richard fairly screams, "Run for your lives you fools, we haven't even scratched it and we're half dead, RUN!"
 

Karl will grab Weel and start dragging him if he does not move.
(delay action: run on Weel's inititive, running with him)
 

[sblock=ooc]I'd really prefer not to roll it out myself unless everyone is committed to a toe-to-toe fight to the death. If some or all of you are trying to run away -- a perfectly reasonable thing to do, if you think you can't win -- I would much rather you play that out. If nothing else, if you simply all run in different directions, no more than one of you is going to die. And while I haven't worked out a step-by-step plan for how to accomplish it, I'm fairly confident that it's possible to take advantage of the terrain to ensure that all of you can get away.

Do you want to try to get away, or do you want to commit to a fight to the death and try to slug it out? If the latter, is it really the case that you don't want to do any more tactical maneuvering? I'd think you'd at least want to try to set up a flank.

I'll tell you this right now: Well and Karl are away free and clear if they want to just keep running. If Gildrim and Richard just run in opposite directions, one of them will surely get away. Thus, I feel fairly confident that no more than one character will die here, and I don't feel particularly inclined to provide any kind of last minute rescue by DM fiat.
[/sblock]
 

[sblock=OOC]No, that's it as far as I'm concerned.
Gildrim will attack at +9, 2d6+5, 19-20/x2. His AC is 19 for this round since he attacked recklessly, but thereafter will be 23.
Richard's correct numbers are +5, 1d10+13, 19-20/x2 (he's attacking two-handed and PAing for 5). I don't think that's strictly mathematically optimal in terms of longterm average damage, but since we don't have a long term to look forward to, this will make the most of a lucky confirmed crit, which will have to see us through.
Attack bonuses drop by 1 when the Bless expires, of course.[/sblock]
 


[sblock=OOC: ]I'm trying to play this as I think RR would live it. This is the single most terrifying creature he's ever faced (outside of an Epic encounter, but he only witnessed that).
He doesn't want to die. He simply doesn't see how survival is possible.

If Gildrim decides to submerge and get away from AoO, then flee, Richard is content to sell his life dearly, yet use his 14 INT and experience.
Thus, if Gildrim flees, Richard will continue to draw the creature's attention, maintaining Cover, even dropping into Full Defense, so long as the Hydra is attacking him and allowing the others to get some distance.

I am sure Richard sees no point in both he and Gildrim dying. If someone persuasively convinced Richard that they could all scatter and survive, he'd try.

For now, I don't know if it's possible to get a 5' move to U30 to help set up flanking, and still attack. If so, Richard will do so. If his move would invalidate the attack, then consider it flavor text.
As to the Power Attack vs longer term combat, my numbers don't show Richard surviving past five more rounds of combat. Fifteen heal per round is simply ridiculous for a CR 4 monster. Thus overwhelming damage is the only option he sees for even a slight chance at victory.
This time at least he hits. Rolled 21 to Hit, and even with +13 to damage a mere 17 was scored.[/sblock]Richard screams his incoherent battle-cry even as he steps to the side, attempting to set up a Flank. Hacking with all his might he carves a long gash in the hide of the beast, a roar of rage escaping the normally easy-going man as he watches the wound begin to seal almost immediately.
 

OOC: Gildrim has all sorts of reasons not to run now. He ran from the hopeless fight with the skeletal troll and has survivor's guilt. He has a 20 ft move, in deep bog, so he has less chance of escaping than Richard. He's a follower of Grendath, and them's the breaks. His creator will be away without much internet access for 9 days from Friday.
 

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