Read the OP before posting, especicially the second section.
In this game, each player takes the part of a single head of a hydra. There will originally be 7 slots, 1 more opening up each time one head is lobbed off by an adventurer, the lobbed off head regrowing, unless the stump was burned/frozen shut (the only way to kill a head off, and trust me, they will be trying [unless you have a cult and you have members remove heads so that they can grow back to give you more power]). This will be first come, first served.
This will be run by d20, using actions that the greatest number of heads agree upon.
Please limit the amount of profanity in your posts. Excessive profanity will cause your slot to be replaced if you continue to do so after a warning.
Do not post any requests to join the game in this thread, go to the OOC/Application thread below, and post an application with your request.
OOC and application thread: http://www.bay12forums.com/smf/index.php?topic=122794.0
Overall Hydra
Overall Name: Gjemndifawej Sade
Gender: Hermaphrodite
Lair: Unnamed Cave
Lair Location: A rocky mound in a swamp
Current Heads
Player: GreatWyrmGold
Head Name: Great Goldie
Personality: A bit harsh, and doesn't like to agree with other heads, but tries to steer the hydra in the "right" direction.
Player: CyberUrist
Head name: Jimmie-Bob
Personality fluff: Speaks in Cuil levels relevant to the situation. Or not. "Why are we speaking German? A mime cries softly as he cradles a small cow."
Player:Gamerlord
Head name: Marshy
Personality fluff: Enjoys undermining the other heads and sabotaging them.
Player: Wwolin
Head Name: Dorius the Dreary
Personality: Certainly cynical, and abhors an absence of alliteration
Player: Stefmor90
Head Name: F.Y.R.
Personality: Likes anarchy. Hates vowels.
Player: Javierpwn
Head Name: Walton
Personality: Idiotic, makes the stupidest suggestions of the group
Player: Remuthra
Head Name: Joe
Personality: Slightly Insane, Visionary
Player: Scapheap
Head name:Scraps
Personality fluff:Love food, hate those who do not fight with their fists.
Player: Anailater
Head Name: Doplis
Personality: A bit of a doormat, he believes that the route to power is the route of magic.
Player: Dariush
Head name: Fluffy;
Personality: Kinda psychopathic, loves destroying stuff and murdering people.
Player: IamanElfCollaborator
Head Name: Eligor
Personality: Honorable and belligerent.
Player: Rolepgeek
Head Name: Auris
Personality Fluff: Arrogant, pragmatic, and immoral.
Player: Fr0stByt3
Head Name: Frost
Personality: Friendly, Loyal, Hates the Heat. Often wonders that they don't melt.
Player:Aseaheru
Name: Darvic
Fluf: likes tea and crumpets.
Player: Borno
Head name: Muse
Personality fluff: Only speaks in song lyrics.
Player: GrizzlyAdamz
Head name: (n/a)
Personality fluff: Switches between the other hydra's personalities each turn.
Permanently Lost Heads
Wait List
Player: Ultimuh
Head name: Fus'ro'Dah
Personality: Hammy, perteptual frowner and has many berserk buttons.
(I can go on with several anger-based tropes, but I guess you get the general idea just from these.)
Player: SharpKris
Head name: Nidor
Personality: blind, loves smelling things, enjoys subtle behavior and surprising/sneaking on its friends/prey
Player: Ukranian Ranger
Head name: Auolo
Personality fluff: Coward, Melancholic and Pessimist
Player:Zavvnao
Name: Zavvnao (or Zavv)
Personality: easily scared and panicky, likes those who do not yell to loudly and may respond angrily to loud noises.
Player:Pufferfish
Head name: Doc
Personality fluff: Utterly logical, but only speaks one word a sentence.
Player:Demdemeh
Head name: Val
Personality fluff: Obfuscating his essence with erudition, Val's vocabulary is superfluously complex and esoteric. He possesses an immeasurable proclivity for enlightenment, and an awesome (in the traditional sense) enmity toward those who question his intelligence.
Head Name: Gravitas
Personality: Brave, occasionally becomes an Extremely Large Ham (rare), Tactical, Attempts to keep the hydra from tearing itself to pieces, some magic powers
Turn Links
Turn 1 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4021487#msg4021487)
Turn 2 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4023608#msg4023608)
Turn 3 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4026333#msg4026333)
Turn 4 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4028949#msg4028949)
Turn 5 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4031925#msg4031925)
Turn 6 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4036924#msg4036924)
Turn 7 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4042350#msg4042350)
Turn 8 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4048713#msg4048713)
Turn 9 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4064912#msg4064912)
Turn 10 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4069265#msg4069265)
Turn 11 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4084103#msg4084103)
Turn 12 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4106104#msg4106104)
Turn 13 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4108868#msg4108868)
Turn 14 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4138279#msg4138279)
Turn 15 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4155782#msg4155782)
Turn 16 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4158782#msg4158782)
Turn 17 (http://www.bay12forums.com/smf/index.php?topic=122779.msg4179062#msg4179062)
It seems like GreatWyrmGold's setting for the overall hydra won, and all the slots are filled. Further applications will be placed on the waitlist.
Note:later turns will occasionally feature artwork in my poor drawing skill..
Turn 1: the start of the game
You awaken within your lair, a small cave in a swamp. It is an ideal distance, giving you the perfect distance to raid nearby towns quickly, but preventing all but the most organized efforts to attack you. However it does happen from time to time, the last one causing your tail to be cut off. However, due to your species ability, it regrew with a second one. This can prove troublesome from time to time, evidenced by your three left legs to your two right legs.
Anyway, you notice that the sun is just beginning to appear over the horizon, giving it a slight shade of purple and orange.
What are your first actions on this day?
Everyone, do not forget that we have an OOC thread now. Please utilize it when you are typing OOC. Also, please cut down on the quote pyramids, you are almost always going to be responding to what is directly above you, though if you are ninja'd, you can put the quote in if it only has the relevant post that you are responding to.
Okay, I know this is a tad early and everyone hasn't had input yet, but the overall agreement (majority causes an action to be utilized) seems to be to, at least, to go outside. I am also posting this now, because I am probably going to want to update at this time each day. This may be delayed by a day if there is a large amount of conversation amongst the heads. A third reason is that I want you to see what the area is like, so that actions will make greater sense for in-character logic.
By the way, I have started work on a (poorly drawn) image of the hydra, with each head's color being that which you utilize for when they speak in the thread.
Turn 2: Outside the lair
You go outside your lair into the rising sunlight. You notice a crudely drawn rune etched upon the two 'walls' on the outside portion of your entrance that have weak magic flowing from them that appear to somewhat protect the lair and anything inside it from fire and frost based magic. Due to how weak the magic is, it does not extend outside of the lair, but the intention is there. Might there be a cult worshiping you?
Anyway, you look out over the terrain, spying fish in the waters, and the foliage as thick as ever.
(http://i1079.photobucket.com/albums/w505/Zanzetkuken/Localareamap_zps15413f9e.png)
Dark green is thick foilage and loose ground.
In between the dashed lines and the land are area that fish are located.
Your food pile has enough food for 1 filling meal.
What is your next action?
1)While hydras eat a multitude of food, some their favorite are the fish that are abundant in the swamps near their lairs.
2)The bite of a hydra has the ability to accidentally seal a cut off head, so they prefer to avoid to do that. Instead, some create cults based around themselves whose members can be utilized to 'safely' remove a head to have it grow back. Please don't use this as an excuse to kill off a player you don't like. The entire hydra feels the pain of the head being lobbed off, as well as the cloning process can hurt a decent amount.
Turn 3: Going fishing
You go towards the nearest area that contains fish. Without hesitation, you dive right in. You speed after the scattering fish, with
([5 - 1 fish; 10 - 2 fish; 15 - 3 fish; 20 - 4 fish; 20, then 1 - 5 fish 17, 11, 17, 11, 19, 6, 20[1, critical success])
Goldie catching 3 fish, Jimmie catching 2 fish, Marshy catching 3 fish, Dorius catching 2 fish, F.Y.R catching 3 fish, Walton catching 1 fish, and Joe catching 5 fish.
Total fish caught: 19. Number required to be full: 10. Total to be stuffed: 17
When all of the fish enter your stomach, you feel overstuffed. You must have eaten too much. You
(Difficulty:10+2*+1**=13 Roll:8+6^=14)
barely to hold the fish down, but it stays down.
What is your next action?
*Fish number over limit.
**Marshy’s personality that causes him to go against the other heads.
^Heads trying to hold the fish down.
Hydras are the result of a fusion of two dragon eggs that are of opposite gender before the eggs are laid by the dragon. The eggs are unique compared to the others, and due to hydras being hated by other dragons, are left to die amongst the rocks. Due to having multiple heads, young hydras are able to fend for themselves better than others, but not all are able to survive. Sometimes, a hydra egg is found by another hydra, whom takes the egg into its care, improving the hatchling's chance for survival. A majority of hydras are have only one part of themselves fertile, but there are occasionally those that have both parts fertile.
Unless you specifically state you are against an action taken by the majority, I am going to post like your head will participate, since you didn't disagree.
He can't nip me, I have Visionary Defence.
Walton cancels nip, target went into mood.
Please do not give yourselves powers that have not been granted within one of the turns that are run. That only makes for bad characters, in my opinion.
Feel angry being stuck with these fools, attempt to overthrow German government anyways. (As in the badguys fake badguys)
"I'm the one with the normal text. Do I have cancer? Also hooray for breaking the fourth wall."
This is not our reality. This is a completely different universe. Also, CyberUrist has already claimed the black font style.
Turn 4: Finding Cultists
You begin your search of the local area, starting with the non-foilage covered land piece that your lair is on
(http://i1079.photobucket.com/albums/w505/Zanzetkuken/path_zps73ec069c.png)
[Difficulty:15 Roll:13]
where you do not find anything further. You move your search to the islands that are closest to that landmass
[Difficulty:19 Roll:14]
where you also find nothing. You check the land to the south of your lair
[Difficulty:14 Roll:12]
where you find nothing. You move to the piece to the west of that land
[Difficulty:16 Roll:9]
where you still find nothing. You move to the islands to the south-east of your lair
[Difficulty:12 Roll:2]
where you still yet find nothing. You move to the heavily foilaged area of the land piece to the south of your lair
[Difficulty:12 Roll:17]
where you finally find an altar on the westernmost portion of the foilaged area. It has an image of your likeness, and contains multiple offerings that would be left by
(http://i1079.photobucket.com/albums/w505/Zanzetkuken/Altar_zps5dc1ea7b.png)
[1-uncivilized(no structure, stone age technology) 10-civilized (structure, but with early bronze age of technology) 20-townfolk(structure, and middle iron age level of technology) Roll:10]
a civilized race of beings that utilize bronze-era tools. It appears that the civilization may have risen with you a central figure, despite your knowledge. There is a small entrance to a cave, too small to fit a human.
A small
[Mammalian:1 Reptilian:10 Plant-based:20 Roll:14]
reptilian figure, dressed in priest-like robes appears from the cave, and upon seeing you, calls out to what appears to be the rest of his order.
(http://images.wikia.com/mspaintadventures/images/7/7e/Secret_Wizard.png)
[Roll=number in the order Roll:18]
seventeen more figures emerge and all fall upon their knees in worship.
What is your next action?
Hydras tend to gain cults amongst the uncivilized, who utilize their worship to propel themselves into a society. Each head typically has two priests devoted to them, and further ones waiting for the future heads to arrive. Due to this organization, the priests tend to be the ruling class, below the hydra itself. The hydra's speech tends to be only utilized by the leaders, unless the hydra wills the lower of the race's caste system to use it as well. The hydra that the race worships tends to be what is called the incarnation of their creator, allowing the hydra to rename the race into what it wants once, as well as changing the order of their society at the same time, though it is rare for hydras to do the latter.
Some times, hydras utilize the priests who will worship the next heads to cut off one, to bring out the next. The process is long-winded, so this is not always used, but if this is done, the hydras get a new head, along with the one that grows back.
Turn 5: The High Priest Speaks
While some of the priests cowered at the words of some of the heads, the eldest of the priests did not flinch. He spoke to all of the heads stating, “We are of greater value to you alive than dead. Our aboveground village has a population of over three hundred around a kilometer to the west. We are primarily thieves, due to our natural talent for it. Throughout our thievery, we have managed to collect a fair amount of wealth that we can offer to you. Our martial skill is not much, but our skill with spells is better. The rune we etched into your lair was poorly done, due to necessary haste, but we can improve it if you let us have the time. Our network has access to a number of human towns that are around a kilometer from our village, which we can scope out for your raids, as well as interfere with their defenses in your strikes. Do those that doubt us not consider that worth letting us live?”
The high priest of a hydra cult and his apprentice are not affiliated with any of heads, and act as liaisons between the hydra and the rest of the priests, whom are further liaisons to the rest of the people. This arrangement in order to prevent any of the heads or priests from getting a ‘bragging’ right over the rest.
Population
50xroll roll:7 number-350
Location
Aboveground:1 Underground:10 Roll:6
Direction
North:1 West:5 East:10 South:15 Roll:5
Distance
Just outside of map(.25 kilometers):1 .5 km away:5 1 km:10 2 km:15 4 km:20 Roll:12
Societal Structure
Theives:1Artisans:10 Roll:4
Natural Talent for societal structure
None:1 Low:5 Medium:10 High:15 Roll:15+1*=16
*size
Wealth
Low: 1 Moderate:5 Medium:10 Fair:15 High:20 Roll:19
Strategy
Spellcasting:1 Martial:10 Roll:3
Tunnel network radius (does not include path to shrine)
250meters:1 500 meters:5750 meters:10 1 kilometer:15 1.25 kilometers:20 Roll:19
Turn 6: Head-to-head combat
F.Y.R. attacks Walton, but Walton avoids the attack. Walton retaliates, and causes F.Y.R.’s head to sever. The neck does not seal, so F.Y.R.’s head regrows, along with a new head, Scraps. In retaliation, for the attack on F.Y.R., his priests attack Walton, severing his head. Walton regrows, as well as the new head, Doplis. The other heads attempt to instruct their priests to do various deeds, but only manage to prevent any further bloodshed by restraining Walton’s and F.Y.R.’s priests, as well as Marshy’s, whose priests attempted to help Walton’s.
F.Y.R. vs. Walton
(1vs15)
Walton vs. F.Y.R.
(20vs4)
(Required to sever:10+2=12 Total after combat:16)
(Resistance against permanent loss (Hydra only roll): 17 Roll:13)
Priests vs. Walton
(19vs8)
(Required to sever:2+3=5 Total after combat:11
Due to their method of creation, Hydras have two pairs of wings, but the ability to utilize them can be anywhere from not at all, to both pairs of wings working. Hydras are also unable to breathe fire, due to their synthesis damaging the glands normally utilized for the creation of fire.
Whenever a hydra head is severed, all of the neck to the base falls off, wherein the heads regrow.
Whenever hydra heads fight each other, their priests also fight. If one head is severed, those same priests go after the severer.
Turn 7: Not much to say
The priests leave to relay your instructions to the rest of your cult. Before that, they inform you about their village. It has individual housing for each extended family. It only has a small temple, so each portion of the population each has a different day of worship. There are 18 notable individuals besides the priests, 10 master thieves, 5 forge masters, and 3 master warriors. Their military strength is 60 warriors, nearly entirely composed of F.Y.R. worshipers, but with enough worshipers of the other heads to prevent them from going on a mass slaughter. There are 3 human towns, 1 elven retreat, and 1 dwarven hold within range of their ability to thieve (3 kilometers). All of which are Northwest of their village.
The priests have left. What do you do now?
Housing
1 large complex:1 Individual buildings (extended family):10 Individual buildings (immediate family):15 Roll:14
Temple size
Small:1 Medium:5 Large:10 Extremely Large:15 Roll:1
Notable Individuals
Roll=# Roll:18
Military Strength
Roll*3=# Roll=20
Neighbors
Human towns=Roll/2 Elven retreats=Roll/5 Dwarven Holds=Roll/7 Roll=6
I can't think of anything to post right now.
Joe goes into a Secretive Mood!
(http://www.pantheon.org/areas/gallery/mythology/europe/greek_people/hydra.gif)
(http://phraseologyproject.com/temp/imgsizer/assets/uploads/phrases/Awesome-Sauce-960x960.jpg)
(http://carriev.files.wordpress.com/2012/08/pula-temple.jpg)
(http://upload.wikimedia.org/wikipedia/en/thumb/5/5e/Lizard_Man_(D%26D).JPG/200px-Lizard_Man_(D%26D).JPG)
(Let's do awesome heroic things, then the lizards and things will see how awesome we are and worship us)
Turn 8: Quite Possibly Going to be the Shortest Turn, and the Longest Title
One of the heads tries to shout to the priests, but they do not hear it. You begin to think of heroic things to do, and you could raid one of the settlements that the priests told you about.
Elves and Humans have the great amount of hatred towards Hydras. They view the hydras as a perversion of nature that needs to be removed from the face of the earth. This viewpoint was brought about by their tendencies to have both dragons as their gods, and the hatred at anything that does not fit into their ideas that there can only be a single being in charge.
Dwarves and Goblins, on the other hand, do not take dragons as their gods, and have complex systems of government that put a multitude of people in charge. The dwarves having an emulation of the governmental system of Greece city-states, and the goblins having an emulation of the governmental system of the early Roman republic. Due to these facts, the dwarves and goblins have a lesser hostility towards hydras, with dwarves being more likely to take on hydras due to being polytheistic compared to the goblins' worship of ancestors.
Goldie's Shouting
Difficulty:17 Roll:13
Hostility
(1: a lot 15:some 20:none)
Humans: 13
Elves: 10
Dwarves: 15
Goblins: 17
Government
(1: Absolute Monarchy 5: Limited Monarchy 10:Greece city-states 15:Early Roman Republic 20: Democracy)
Humans: 7
Elves: 4
Dwarves: 10
Goblins: 17
Worship
(1: None 2: Dragons 12: Own pantheon (non-draconic) 15: Own monotheism (non-draconic) 18: Ancestors)
Humans: 5
Elves: 3
Dwarves: 13
Goblins: 18
Turn 9: The Dwarves
You arrive at the dwarven hold. There are signs that a battle recently occured outside of its gates, with the dwarves cleaning up the mess, bringing their dead into their catacombs, and burning those of their enemies. You cautiously approach, ready to leave if things turn dangerous for you. Some of the dwarves notice you, most raising their weaponry warily, a few lighting torches, just in case, with the remaining hurrying to their fortress on their bears. One of their leaders they fetched from their fortress approaches upon his grizzly bear. He stops around 20 yards away from you, shouting "What is it you are doing at Mamgozugog, hydra? Speak quickly, or the archers will fire into your body, which will kill you. Yes, we do know all of your kind's weaknesses."
Mamgozugog is a influentual city-state in the 3rd Dwarven Empire, which has the technology of the late Iron Age (which I think is the area between Pax Romana-the End of the Roman Empire). It is a militaristic state that has over 1/2 of its population in the military, with the other half supplying the military with food, weapons, armor, and other supplies. It tamed the bears of its original location long ago, but was forced away from there durring the fall of the 2nd Dwarven Empire. It settled in this area durring the chaos afterwards, and fought for its survival against the elves and the humans that had settled here at an earlier time. It gained an extreme amount of wealth from raids durring that time, and through conquering and taxation durring the past years. However, it has some major problems with theivery. They have not taken care of this, due to its conquered enemies begining to rise up against their rule. They know a large amount about hydras, due to being in conflict with them in their previous location.
Mounts
Ponies:1 Large Wolves:10 Bears:17
Roll:17
Structure
Socialist:1 Democratic:5 Multiple Kings:10 Militaristic:15
Roll:16
Theiving Problems
Major:1 Mid-level:5 Minor:10 Solved:15
Roll:2
Wealth
Extreme:1 Major:5 Mid-level:10 Minor:15
Roll:2
Technology
Stone Age:1 Bronze Age:5 Iron Age:10 Dark Age:15 Renisance:20
Roll:14 (Pax Romana-End of Empire)
Population Capacity
1000xroll Roll:11 =11000
Population
500xroll Roll:16 =8000
Military
400xroll Roll:11 =4400
Relations
Has Conquered:1 Conflict:10 (10-12 Revolt 13-14 War) Peace:15
City#1:12
City#2:11
City#3:8
Retreat#1:17
Retreat#2:15
Attitude towards Hydras
Kill-on-sight:1 Cautious:10 Welcoming:15
Roll:11
Listen, there hasn't been much participation from many people here. Of the players that actually posted, there have only been 3 that have made more than 2 posts over the past (nearly) week. And of those that posted, there was barely enough to make this turn. Are you people not that interested anymore? Do you not like my GMing style? Or is it something else? Any response should must go in the OOC thread that I have linked in the first post.
Anyway, normal rambling: you are walking on ice here. Thin ice. Very, very thin ice. Might want to be careful with what you say. And yes, I will be using the DF dwarf language.
((I can't speak here, because I'm still in secretive mode, but here's some picture messages for dwarf guy.))
(http://www.wizards.com/dnd/images/DEV_02-06-13_hydra.gif)
(http://www.opensecrets.org/news/spyglass.jpg)
(http://www.elfwood.com/art/d/a/dahlberg/dwarf.gif)
(http://www.biology.wisc.edu/images/TreatyProjectWEBLarge.jpg)
(http://cmi.community-mediation.org/wp-content/uploads/2011/02/handshake-drawn.jpg)
(http://www.vanderbilt.edu/religiouslife/wp-content/uploads/dove.jpg)
Turn 10: Raising Favorability
The dwarf slams his hammer against his sheild. "Will you shutup! I don't want to hear all of you speaking at once! You, gold head, I share your opinion about the elves, and I am the representative of our council."
Prior:5
Change this turn:+3 (+2 from respect +1 from insulting the elves [one time only] +1 from insulting the humans [one time only] -1 for speaking all at once)
Current:8
Firing point:1 Lowering of their bows:18 Alliance proposed:20
The third dwarven empire has a large hatred towards the elves, on a whole. However, they realize that to do so would bring about their doom, due to the dragons favoring the elven race. Instead, they war with the humans, due to the humans caring less about honor than they [the dwarves] do. The dwarves are allies to the goblins, whom share the opinion of honor.
Panic Level
Speaking all at once:1 Nearly all speaking at once:10 Speaking in turn:20 Roll:1
Impatience
No patience:1 Much:10 Slight:15 None:20
Roll:12
Attitude towards other major races
Hates them:1 Neutral:14 Favorable:20
Elves:4
Humans: 11
Goblins: 19
Honor system
Matters little:1 Dark Age Chivalry:10 Feudal Japan:20
Dwarves: 19
Elves: 9
Humans: 7
Goblins: 20
Slavery
Much:1 Little:10 Emancipation:15
Dwarves: 9
Elves: 4
Humans: 10
Goblins: 11
Turn 11: More Raising of Favorability
Some of the dwarves become nervous at F.Y.R.'s outburst, but a few laugh at the panic of the other heads at that same outburst. A few might be placing bets upon how long it will take till F.Y.R. is bitten off.
The dwarf speaks to you once again, saying, "What you say is logical. You can wait at the swamp edge. If you run into any elves or humans, you have our permission to kill them, especially those rebels. I will summon the council, and we will consider your request for two hours before giving our response. Do not leave the sight of our archers, or your idea will not be considered, and we shall consider you an enemy. Is that understood?"
Prior:8
Change this turn: +3 (Civility: +2 F.Y.R. Outburst:-2 Reaction to former by the rest of the heads:+2 Reaction to Marshy's statement:-1 Reaction to what the rest of the heads did in response: +2)
Current:11
Firing point:1 Lowering of their bows:18 Alliance proposed:20
Turn 12: Waiting...Waiting...Wait-Human!
You wait for 45 minutes as the dwarves continue their deliberations, their archers lowering their bows at some point during the wait. You see a human scout of hostile intent nearby. The human appears to have an iron shortsword, a high quality bow with a decent amount of arrows, and black leather armor with an enchantment that reduces visibility of the wearer by 50%. Due to the armaments, this scout is exceptionally skilled in combat and avoiding detection. What do you do?
Prior:11
Change this turn: +7 (Marshy:-1 Listening to them:+3 Deliberations: +5)
Current:18
Firing point:1 Lowering of their bows:18 Alliance proposed:20
Enchanted weaponry and armor are only utilized by those with the highest skill levels in their careers, due to the rarity and difficulty it takes to create the items.
[Further detail when I get home]
Time passed
Roll times 5 equals minutes passed (1 encounter roll and 1 deliberation roll every 15 minutes, unless a result is gained, then time advancement stops for conflict) Roll:55
Deliberations by the council
1-4:-2 5-8:-1 9-12:0 13-16:+1 17-20:+2
Roll:18
Roll:16
Roll:17
Encounter
1-8: Nothing 9-14: Human Scout 15-18: Human Scouting Party 19: Elven Scouting Party 20: Elven Scout
Roll: 6
Roll: 1
Roll: 12
Armaments and Skill Level
1:Mediocre 10:Average 20:Exceptional
Roll: 19 (very good)
Turn 13: The human is BA
Jimmie-Bob attempts to warn the dwarves of the presence of the human, but the body is moving in the direction of the human, who is hiding amoungst the grasses of the battlefield. The method utilized however, is grabbing and throwing a tree at the human, who hears it coming and attempts to jump over the trunk of the tree, but has its foot tangled in some branches. The dwarves notice the quick shift of the Chameleon spell, but hold back to let you take care of the foe.
You come upon the human, which just got its foot out of the branches that entangeled it and Doplis tries to wrap the human in coils of his neck, but fails. Goldie then successfully manages to trap the human in its jaws, but the human begins to slide down Goldie's throat. The human then stabs through Goldies throat and spins, cutting off Goldie's head. He jumps and lands on Jimmie-Bob's head. F.Y.R. charges the human, who fires an arrow through the head's eye, damaging the brain to such a degree that the head disintegrates in order to regrow.
Dorius then tries to bite the human, but misses when the human dodges, ramming into Jimmie-Bob, sending the human flying, causing him to land on Joe's neck. He launches a downward slash, detaching Joe's head. Jimmie tries for a revenge strike, and grabs the human by the torso, causing a multitude of puncture wounds that are barely lessened to non-lethality by the armor. The human manages to get a stab in with his free arm, causing Jimmie to release him as an arrow is buried lethally in the brain, causing the head to disintegrate. The human lands on the ground, clutching his sword, the bow being broken by the bite and the other arrows falling to the ground durring the fall.
The human makes a final slash at the overloaded-by pain hydra, decapitating Doplis. The human quickly draws out a scroll, sacrificing it to activate a Teleport Home spell. After the human left, the heads regrew with five new ones, Fluffy, Eligor, Auris, Frost, and Darvic.
Prior:18
Change this turn:+5 (attacking a scout: +5)
Current:23
Firing point:1 Lowering of their bows:18 Alliance proposed:20
Human Location
1:Grassland Battlefield 10: Treeline
Roll: 2
Method Employed
1:Signal 10:Shout 15:Throw Tree
Reflexes
Difficulty: 18
Roll: 11
Dwarven Archers
Hold back:1 Let Loose Arrows:10
Roll: 3
Untangling
Difficulty:15
Roll:16
First Strike, Hydra vs. Human
1:Human 10:Hydra
Roll:10
Order of Combat, Heads
(random.org - 1-9)(uses order of head spoilers in OP)
Roll:9
Grapple
Difficulty:14
Roll:1
Second Strike, Hydra vs. Human
1:Human 10:Hydra
Roll:16
Order of Combat, Heads
(random.org - 1-9)(uses order of head spoilers in OP)
Roll:1
Trap within Mouth unharmed
Difficulty:17
Roll:16
Slash
Difficulty:10
Roll:20
Landing
1:Ground 10: Neck 15:Head
Roll:16
Head:2
Third Strike, Hydra vs. Human
1:Human 10:Hydra
Roll:1
Bow shot
Difficulty:10
Roll:15
Head:5
Fourth Strike, Hydra vs. Human
1:Human 10:Hydra
Roll:13
Order of Combat, Heads
(random.org - 1-9)(uses order of head spoilers in OP)
Roll:4
Bite
Difficulty:14
Roll:10
Landing
1:Ground 10: Neck 15:Head
Roll:13
Head:7
Fifth Strike, Hydra vs. Human
1:Human 10:Hydra
Roll:8
Slash
Difficulty:12
Roll:19
Sixth Strike, Hydra vs. Human
1:Human 10:Hydra
Roll:20
Order of Combat, Heads
(random.org - 1-9)(uses order of head spoilers in OP)
Roll:2
Bite
Difficulty:10
Roll:20
Lethality/u]
Difficulty:14
Roll:10
Sixth Strike, Hydra vs. Human
1:Human 10:Hydra
Roll:7
Stab
Difficulty:15
Roll:19
Landing
1:Ground 10: Neck 15:Head
Roll:6
Seventh Strike, Hydra vs. Human
1:Human 10:Hydra
Roll:6
Slash
Difficulty:14
Roll:15
Head:9
Magic Usage
Difficulty:16
Roll:20
Worship grants priests magic (mostly without the object of worship knowing), and priests are the only mortals who can write scrolls (one-time usage) and symbols (permanent until removed). Scrolls disintegrate when used and the magic is released in the way described upon the scroll, and can be utilized by any race. The teleport spells send the user to a predetermined location, with the teleport home spell sending the user to the location where the scroll was created, which is frequently a infirmary. Due to their nature, symbols cannot be inscribed to utilize the teleport home spell.
Considering the extent of the injuries, the suggestion game will be started in another in-game day, due to the magic of Clerics. As you can see, order of combat is determined by a roll to see who attacks, with an additional roll for the hydra to see which head gets the attack off.
Turn 14: How's an alliance sound?
Your conversation is interrupted rather suddenly by the sound of a warhammer being struck against a sheild. When you look towards the source of the sound, you see the general from before. When he has the attention of all of the heads, he begins to speak, "The council has decided that we will conduct some negotiations with you, in order to create an alliance, so long as it serves for the betterment of our people. It is tradition to ask the entity who proposed the possibility of an alliance first, so what can you offer us, and what would you want in exchange?
Turn 15: Rocky Start
"Do you really think that we would accept something that favors you, but gives us nothing! That is quite an insult that you are sending our way. We will not grant you a place upon our High Council of Generals, nor allow you to be around when we are meeting. Know that we will provide you food and shelter, but only when you are fighting alongside our armies, as you yourself have said. Any other time you will need to make-do yourselves. You will also fight alongside our armies when we choose to request your assistance. These terms are mildly negotiable, but not by much."
Reaction to what you ask
1:Poorly taken 20:Accepted
Roll:3-1(nothing offered)=2 (effect:-4 to demands and negotiability rolls)
Demands
1:Harsh 20:Low
Roll:6-4=2
Negotiability
1:None 20:High
Roll:9-4=5
Yeah, you really should have given them some things in what was said. It would have given you a boost that may have prevented this.
(I appologize if this is sudden, but I couldn't resist.)
Turn 16: Why You Don't Shout 'Revolution' in Front of Dwarves
At the very second Marshy had finished shouting 'revolution' and began his attack, a bolt launched out from a crossbow impacting Marshy right between the eyes, causing Marshy to disintegrate, then regrow with another head. The rest of the heads looked to where the bolt came from in shock, and saw the General lower a crossbow and hand it to a subordinate.
"I want no mention of 'revolution' from any of you. We are currently fighting some 'revolutionaries' and that very word has become a symbol for death if used in the context that you just used it in. As for your question, Gold, we are not giving you a place, because your ability in battle has been terrible of the fights we have seen. You aren't even able to agree on anything. So why should we? You can give us no reason at all."
Accuracy
1: Miss 10:Hit 15:Where Intended 20:Crit
Roll:19
Attitude of General
1:Unforgiving 20:Forgiving
Roll:10
Turn 17: Another Conflict
Jimmie-Bob launches at Marshy, but misses and runs into Goldie, causing Goldie to recoil back from the attempted attack. Marshy attempts to take advantage of the opening caused in order to wrap Goldie, but Auris gets in the way, and is wrapped instead. Marshy does not realize the blunder, and breaks Auris's neck, causing it to begin its dissolve. Goldie attempts to use one of the forelimbs to strangle Marshy, but not enough heads are allied with the goal of protecting him in order to allow this to be successful. Marshy then sees that his target is still living, and attempts to strike Goldie's eyes, but misses completely. Fluffy then attacks Goldie from a different direction, but also fails to strike Goldie as well. Darvic then tries to strike forth at Marshy, successfully taking out a portion of the flesh, leaving a disabling wound, but not enough to kill Marshy for two more minutes. The heads pull back, and Auris regrows along with yet another head, Ouroboro.
Bite
Miss:1 Hit:10 Sever:15
Roll:2
Miss trajectory
Complete:1 Runs into the next attacking head (causes recoil for that head preventing the action attempted):10 Runs into Target:20
Roll:10
Sealing of neck
Nothing happens:1 Sealed:17
Roll:13
Prevent Wrap
Nothing:1 Stops, but is accidentally wrapped (if successful):10 Completely stops the wrap:20
Roll:12
Wrap
Miss:1 Successful:12
Roll:15
Snaps Neck
Doesn't:1 Does:15
Roll:20
Forelimb Use
Minimum number of heads:8 Number:7
Bite Eyes Out
Miss:1 Hit:15
Roll:14
Miss trajectory
Complete:1 Runs into the next attacking head (causes recoil for that head preventing the action attempted):10 Runs into Target:20
Roll:3
Bite
Miss:1 Hit:8 Sever:12
Roll:5
Miss trajectory
Complete:1 Runs into the next attacking head (causes recoil for that head preventing the action attempted):10 Runs into Target:20
Roll:8
Target
Low (came first in the game):Marshy High (came later in the game):Fluffy
Roll:15
Bite
Miss:1 Hit:10 Sever:15
Roll:12
Combat Round Count
Roll=rounds remaining without treatment
Roll:2
As you can see, I have decided that each round of combat is going to be around one minute apiece. I need to start getting a timescale on this, due to the 'scout' thread going to be relying upon this one. Considering all that has happened, it should be, roughly, sometime in the middle of the afternoon, with the cultist search and travel to the dwarves taking up a fair portion of the day. Thoughts on if I should change this estimate? Post them in the OOC thread.