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.