The party maneuvers around and flings spells and magic (and a crossbow bolt, in Jorr's case) at the emerging creature. Still stumbling from its resting place it seems to evade poorly and takes hit after hit. Roaring with anger it emerges and clambers halfway onto the bog, part of its body still concealed beneath water and behind wagon, and lashes out at Bernie, being the closest. Even with his moves to evade, the six maws of the hydra bear down upon his with ravenous teeth, tearing at armour and grabbing at whatever flesh they can find. His training saves him from making some of the blows worse, but they nevertheless take their toll on him immediately.

Spoiler: Map
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Leif didn't actually get a turn yet - so fireball hasn't been used. Can change your turn this time if you want, or keep it the same.

Dex save failed vs. Acid Splash.
Cannon hit.
Sacred Flame hit.
Jorr hit with his crossbow shot - not thrown - for minimum damage (4).

The six headed hydra attacks Bernie. Dodge unfortunately didn't do much this turn, but it did turn a crit into a hit. It hit 5 times out of 6, for 6, 11, 6, 11, and 10 damage, which I think comes out to 29 post-Armour Master reductions on each hit.

Everyone is now up.

Terrain concerns:
Light green areas are difficult terrain due to being boggy. It also takes 10ft of movement to climb up to the causeway again.
Darker blue areas are deeper, and will force you to swim.
Moving along the causeway is slippery, and must be done at half speed. You can move at normal speed if you first succeed on a DC10 dex save. Failure means you can only move 5ft this turn as you struggle to maintain your balance.
Likewise, depending on your angle, cover may come into play.


Initiative Order:-
Ayalla:(1d20)[18]
Bernie:(1d20)[12]
Wuffles: (1d20)[8]
Paul:(1d20+1)[7]
Jorr: (1d20)[6]


Hydra:(1d20)[5]

Leif:(1d20)[4]