No really, I'm serious. So please try to stay alive :)
***Doctornoob's boots don't activate because he's fighting 1 Head alone...
Mythical Hydra (70 HP each x7) Turn 1:
Speed 5:
Alphaeus and Skeleton rush the Hydra...
Alphaeus edges out first! He attacks Head3 for 30 damage.
Head3 is down to 40HP
Skeleton sneaks up from behind and ambushes Head6 for 40*2 = 80 damage!
Head6 is defeated! Skeleton gains 2 Glory!
Speed 3:
Devour and Aquila rush the Hydra...
Aquila edges out first! He attacks Head1 for 50 damage.
Head1 is down to 20HP.
Devour attacks Head3 for 40 damage.
Head3 is defeated! Devour gains 2 Glory!
Speed 1:
devi and DoctorNoob rush the Hydra...
devi attacks Head1 for 30 damage
Head1 is defeated! devi gains 2 Glory!
DoctorNoob1 jumps upwards to the heavens and deals a whopping 75 damage on Head7! His beautiful graceful tactic earns him the ire and admiration of his fellow dungeoneers for the one hit kill and gains 1 Glory!
Head7 is defeated! DoctorNoob1 gains 2 Glory!
Hydra Attacks!
Heads Defeated: 1, 3, 6, 7
Heads Remaining: 2, 4, 5...Hydra attacks THREE times!
Alphaeus is chomped for 10 damage by Head2.
Skeleton is about to be bitten, but he drags devi's sorry ass on the last minute and he takes the hit instead!
devi takes 10 damage from Head4
devi's Spiked Helmet deals 10 damage to Head4
Head2 has 60HP remaining.
Aquila is stomped for 10 damage by Head5.
======Anyone can still counter at this pt. (Must Post if they want)=======
Room 4: Mythical Hydra | Turn 2
Type: Beast
HP: 70 per Head. Heads 2 (70), 4 (60), and 5 (70) remain
Glory: 2 per Head
Attack Pattern: Each head follows a certain pattern:
1) If the Head was damaged, it will deal 10 damage to the person who LAST ATTACKED IT.
2) For each Head that was not damaged, it will deal 10 damage to the FIRST PLAYER ONWARDS (so p1 10 then p2 10 etc).
Special Rules: The Hydra has
SEVEN Heads. You will need to coordinate to take them down, either individually fighting a Head or working together to minimize the damage.
Room Bonuses:
Rooting for the Underdog - Sometimes, the Party just feels sorry for those who have no opportunity. By the end of this Room Encounter, the 2 players with the LEAST amount of Glory (or are tied for it), will receive a Treasure!
Party:
Alphaeus (90) - 1 Glory
Devour (100) - 5 Glory
Skeleton (100) - 2 Glory
devi (80) - 3 Glory (from Helmet)
Spiky Helmet - Permanently rebounds any damage received from a Warrior or Beast Type Threat. While your are carrying this, it is worth 1 Glory.
DoctorNoob1 (100) - 6 Glory
The Boots of Speed - From now on, the Initiative Order will be revealed to you beforehand, and you can decide if you want to move up or down the placement! Attack Values will not be revealed to you.
Aquila (80) - 6 Glory (from Rubies)
6x Fire Rubies - Fire Rubies are worth 1 Glory each. However, you may during the Planning Phase, use 1 or all Rubies to add 10 damage to your attacks!
Amulet of Futuresight - If declared to use during the PM/Planning phase, everyone else's speed and power will be revealed to Aquila
before he can make his decision.
Cooldowns:
***Number in parenthesis is number of turns left before Attack can be used again.
Alphaeus - 100 ATK (1), 50 (1), 30 (1)
devi - 100 ATK (1), 40 (1), 30 (2)
Devour - 50 ATK (1), 100 (4), 40 (2)
DoctorNoob1 - 100 ATK (2), 30 (1)
Aquila - 100 (3), 50 (4)
Skeleton - 100 ATK (2), 40 (1)
Abilities:
Knife Twist (8)
From Behind (6)
Divine Strike (10)
Meatshield (8)
Charge Up (3) - Adds 30 damage to your attack.
From Behind (0) - Deals double the damage of your attack.
Fake Out (3) - This 'attack' is treated as an attack, but neither hits nor deals any damage.
Double Attack (2) - Declare another attack value. Your attack is treated as if you attack twice with both values.
Trap Attack (1) - Declare another attack value and another player. This attack will trigger before that player attacks. Ignores Initiative (is faster than everything).
BANZAI! (1) - Deal 60 damage at the expense of randomly triggering cooldowns for some of your Basic Attacks which add to 60.
Replacement (2) - Declare a 5 or any other attack and a Player. This attack replaces the target Player's attack during Resolution. You do not take credit if it kills. If you used any other value but 5, the cooldown applies to you.
Him, not me! (2) - Deal 5 damage. Declare a player. The Threat ignores its usual attack pattern and treats that Player as its first target.
Hoard (2) - Deal 5 damage. Declare an Item in the collective Inventory. For as long as you haven't used it, it is yours and cannot be used by anyone else.
Feign Injury (1) - Deal 5 damage. END THE ROUND immediately. Players after you in the initiative do not get to attack.
Knife Twist (0) - Deal 10 damage. Double the highest or lowest attack made by anyone else (your choice). If it kills the Threat, you take the credit.
Bear Hug (1) - Deal 20 damage. Halve the damage of the next 2 players in initiative.
Poisonous Tip (1) - Deal 25 damage. Deal 10 damage for each attack that goes after you. If the Threat dies this way, you take the credit.
Divine Strike (1) - Deal an unavoidable, uncounterable, totally invincible 35 straight damage.
Heavenly Strike (0) - Deal 75 damage. If this is the best attack in the turn, you instantly gain 1 Glory.
Cockblock (2) - Cancels any ability. Play during: Resolution, when an ability is activated.
Elbow Shove (3) - Cancels a Player's Action for the round and makes him miss his turn. Play during: Planning phase (when you PM attacks)
Leg Trip (3) - Cancels a Player's Action for the Round and cause them to fall, dealing 10 damage to themselves. Play during: Resolution, when attacks are shown.
Counter! (2) - Immediately deal extra damage of your choice to the Threat. Play during: Receive Threat phase (when you are attacked). Note that you must take damage to trigger this.
Parry (2) - Halve or Double another Player's attack (your choice). Play during: Resolution phase.
Meatshield (0) - Select a Player before or after you and have them take damage instead of you. Play when: You are being damaged.
Humility (1) - Take damage for an attack meant for someone else. Gain 2 Glory for your efforts. Play when: Someone else is being damaged.
Reverse Humility (1) - Redirect damage meant for you to someone else instead. Congratulate them for their Humility. Play when: You are damaged.
Thanks Mom (1) - Replace a player's attack with one of your own. This is treated as their attack (you take no credit). Play during: Resolution.
Hustle (1) - Adds 20 damage to any other Player's attack after you. You do not take credit if it kills. Play during: Resolution.
Re-Formation (1) - Rearrange 2 players' turn orders. Play during: Resolution.
Retcon (1) - Disable any ability used in Resolution...and claim it as your own. From until it is used, only YOU can use that ability. Play during: Resolution.
Bandages (2) - Gain 15 Life if used. Can also be used on another player. If used selflessly, gain 2 Glory.
Earth Potion (1) - Turn to stone. Negate all damage this turn.
Fire Potion (1) - You are empowered. Deal twice the damage for 2 turns.
Water Potion (1) - Cool and soothing. Gain 25 Life if used. Can also be used on another player. If used selflessly, gain 3 Glory.
Wind Potion (1) - Grants speed and foresight. When consumed, decreases cooldown of all abilities and attacks by 2 for the duration of the Threat encounter.
Sun Potion (1) - Explosive potential. Deal 30 damage to all targets. And 10 to each player.
Moon Potion (1) - Conceal what cannot be seen. You can make an additional attack for the next 2 turns.
Deadline of PMs is 2.5 Days from this post.