Block Story How Find Hydra

Facebook just launched its new, which lets you upload a slideshow-like collection of photos and/or videos. Your friends can 'like' and comment on them, and then they disappear. It also lets you know who's been creeping on your timeline by, as well as. But can you see how many times someone has viewed your Facebook story? And will people be able to know if you're watching and re-watching theirs?Nope., you cannot tell who's been visiting your story repeatedly and who's caught it only once. So, if you snoop on someone multiple times, you're safe, and you will never know who your true Facebook-stalkers are.

You can, however, see how many times total your post has been viewed. To get this information, as well as who has seen your story, tap 'x views' in the lower-left corner.Don't want so many people seeing what you've been up to?

You can limit who views your Facebook stories when you upload them using an option called Direct, which lets you select who can see it. Otherwise, it goes to all your Facebook friends. You can't block anyone from seeing a public story, unless you block them on Facebook generally.

What is?A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next.Rules.Be civil to one another - Unacceptable behavior includes name calling, taunting, baiting, flaming, etc. The intent is for everyone to act as civil adults.Respect the opinions of others - Each table is unique; just because someone plays differently to you it does not make them wrong.

You don't have to agree with them, but you also don't have to argue or harass them about it.Do not suggest piracy - Any links/tools/documents/etc. Containing closed content from WotC or any third party (any non-SRD content) will be removed without explicit consent from the content owner. Do not suggest ways for such material to be obtained.Use clear, concise title names - Titles must be clear, concise, and not worded in a misleading fashion.Do not post memes - Memes should not be posted unless used to contribute to a preexisting discussion.Limit self-promotional links - Any self-promotional external links (such as blogs, storefronts, or Kickstarters) should be posted no more than once every 14 days, regardless of the website being linked to, whether in submissions or in comments on others' posts. Affiliate links are not allowed.Homebrew must be tagged - Homebrew submissions should begin with the Homebrew tag or contain the Homebrew flair, and you may only post one new homebrew thread per day.No unrelated fundraising - No links to fundraising pages unless they're specifically related to D&D or roleplaying projects (such as Kickstarters or Indiegogo campaigns).No low-effort/OC/image posts outside megathreads - Image posts showing table set ups/minis/dice bags/character drawings/maps and other 'OC'-type material are to be limited to the weekly AutoModerator thread. Official sources, homebrew images, and new information/product photos are the exception.Useful Links.Feel free to add to the community resource folder and the resource list. EDIT: The second part to this story can be found​First of all, this is the In a nutshell, it's The Silence from Doctor Who except if it eats you everyone forgets you ever existed.​I’ve been plotting to run a False Hydra for months. And I implore you; if you’re planning on running one don’t just throw it at your players with a few sessions prep.

Finding how many concrete blocks you need for your project can seem like a confusing and challenging task, but it can be simplified using the calculator above. Just enter the dimensions of your wall project, and the concrete block calculator will figure out how many blocks are needed. I want to find hydra. So i find it everywhere but i cannot find it. If you know where is hydra, pls help., Block Story Answers for the Android.

Take your time, plan things and the payoff will be substantial.​Here’s how I ran my False Hydra; I plant Seeds.​Firstly, my PC’s backstories are important to pepper with events you can manipulate. I ran a one shot for two of my players, a halfling Druid & half-orc Paladin, and a couple friends new to D&D. I told them it was fine that they use their characters they’re playing as in the campaign as it was a one shot and it didn’t matter. I began telling them that the Druid & Paladin had been traveling together for some time. I said they’d become known as “The Holy Trio”, as two halves made a ‘(w)hole’, they’re religious characters and the Druid had a pet mouse, so there’s 3 of them.​The Holy Trio. They liked it.​The game played out as expected, and at the end, the Druid & Paladin are knocked out and I end the session with the same words I began our very first session with. It’s at this point the Druid & Paladin say “Oooooh!

This is a prequel!”. And they brought this new knowledge into the campaign game and began playing as old friends traveling together. That’s Seed One.​Months and months ago the PCs of my campaign took out a bandit camp that was threatening, Nashkel, a nearby village. They succeeded in their endeavor and find a map indicating that another village nearby is next to be attacked. The bandit leader said there was another group of bandits to the north, the players found out this info and then killed him off.

The map itself has a giant “X” on it with the word “NEXT” scrawled on it right on top of a village called Gullykin. I like giving my players physical copies of items so I printed this out and handed it to them, complete with wear and tear. This is Seed Two.​The players generally don’t think ahead with encounters and tend to almost get themselves killed nearly every occasion. This is fine, as they tend to find quite a few health potions on the enemies' bodies and have even been known to find them inside the stomachs of wyverns. They don’t think much of this and assume it’s the DM throwing them a bone.

It’s Seed Three.​Things occur and the players don’t immediately head off to save the village. They’d rather head down into some mines and help solve a mining crisis.

This is fine because there’s no real time limit on the village about to be attacked because it's not really about to be attacked.​Down in the mines, they get distracted, blow some things up and find themselves crawling through a caving system and fighting for their lives. They’re very close to the Underdark and want to get out but they blew up the main route back. After a week or so (in game) of searching they finally emerge into the sunshine.​It’s at this point that a few players have some commitment issues and can’t make it for a few games.

The players that can make the next few sessions are the Druid & Paladin and also the Ranger. Perfect, I think.​They have a chat and discuss their options. They’ve surfaced quite close to Gullykin, the village that’s under threat from bandit attack, and want to at least warn them of what’s going to happen. But they’ve also got an NPC who’s trapped in a permanent hold spell.

Best course of action, they decide, is for the Druid, Paladin & Ranger to make their way over to Gullykin to warn them whilst the rest of the PCs take the NPC back to Nashkel where they know she can get healed.​The next session the Druid, Paladin & Ranger head to Gullykin and I let the seeds grow.​When they arrive it’s late and although there are a few people wandering around the town seems quite empty. I describe them walking up a main street where they can see a tavern, a church, various houses & a grand looking home. They stop someone in the street to ask where they mayor lives, thinking the best course of action is to warn the mayor directly.​Ranger: “Hello there. Where does the mayor live?”​Villager: “Mayor? Why we’ve never had a mayor here in Gullykin!”​Ranger: “Is that so?

So what’s that grand looking building over there?”​Villager: “That? Oh, well That’s the mayoral home But we’ve never had a mayor?”​Ranger: “So who lives there?”​Villager: (flustered) “I don’t know. Nobody.”​Paladin: “DM, can I insight check him?”​DM: “Sure. He appears to be telling the truth?”​Paladin: “What? That doesn’t make sense.”​Villager: “We’ve never had a mayor.

I’m sorry I have to go.”​The villager runs into the tavern to get away. At this point the party are highly suspicious and think everyone in the village has been charmed. Half right.​They head over to the mayor’s house and begin investigating. The doors aren’t locked and there’s a layer of dust everywhere.

Inside looks quite lived in, though not for some time. There are personal effects and items pertaining to a mayor’s position. Upstairs are two bedrooms, a child’s bedroom and a larger one.

Inside the larger bedroom is a small painting of a family. Someone definitely lived here. The party are confused and trying to work out why the villager is lying. I tell them it’s getting late, what would they like to do?

Tavern for sleep.​They enter the tavern and speak with the two bartenders. They’ve apparently run the tavern together for 25 years, they’re a married couple and very much in love. Whilst the husband is off making the party’s supper the Ranger begins a terrible line of questioning to the wife hinting and indicating that the village is going to be attacked by bandits. Obviously, this terrifies her and she asks for proof, how could they possibly know this? The Ranger says they defeated a group of bandits a week or so ago and found a map, the map had this village marked off on it. He hands it over to the wife and the player gives the physical map to me, the DM.​A seed now sprouts.

What the players don’t know is that I made two copies of their map and ripped and wore them down in the exact same way. They’re identical in every way except the one I have has the bandit’s camp marked with an X. There’s no X over Gullykin. When the player passed me their copy, I look at it and pause.

Then slowly, in character, I ask him if this was some kind of joke.​Ranger: “What?”​Wife: “I said is this some kind of joke? There’s no marking on Gullykin and the bandit camp is on the other side of the country!”​Ranger: “No, it just”​I stealthily switch the two maps and hand back the updated version. Crossfire legends play store. There’s silence at the table as they all look down at a map that has an X marked in a completely different location to where they are.​Ranger: “Wait. What?”​Paladin: “Something weird is happening here.”​Druid: “I don’t like this.”​The players begin to look at one another in confusion. Why are they here?

Why has the map changed? In a huff, the wife refuses to serve the party anymore. The husband comes out with their meals and berates them for playing games with his poor wife. He says they can eat their supper and then had probably think about going straight to bed. The party hastily agree.​The party have two rooms rented out.

But, given the circumstances, decide they’re probably best all sleeping in the same room and keeping watch. A sensible decision.​Nothing strange occurs in the night and when they wake in the morning they feel rested, if a bit paranoid. They collect their belongings and a seed sprouts.​DM: “There’s another bag in the room you don’t recognise.”​Players: “What?”​DM: “There’s another bag in the room that doesn’t belong to any of you.”​Druid: “Was it there the night before?”​DM: “No.”​Ranger: “So did anyone come in our room at night?”​DM: “No, you didn’t see anyone. And you kept watch.”​Ranger: “So where’s this bag come from?”​DM: “I don’t know, you’ll have to open it and find out.”​The Paladin and Druid standing well back and the Ranger approaches the bag.​Ranger: “It’s going to be another mimic, I know it.”​I explain that the Ranger opens the bag and find it belongs to an adventurer. It’s got basic supplies in. Looks like it belongs to a Cleric, maybe?

There’s bits of holy material in there, some religious books. As he searches he finds some letters.​DM: “The letters are addressed to the Druid and someone else. You don’t recognise the other name.”​Druid: “They’re letters for me?”​DM: “You and someone else, there’s two names on the letter.

Someone called Sophia.”​Paladin: “Do you know a Sophia?”​Druid: “Do I? No, I’ve never heard of Sophia. Who’s Sophia?”​DM: “Maybe you can read the letters and find out.”​There’s 5 letters total. I’ve created them too. I split them up and hand them out to the players.

I also tell the Paladin she found a drawing.​The letters seem to be from a Mother & Father writing to their two children. One of which appears to be the Druid. Every letter is signed off “Mum & Dad”. The Druid is very confused at this point because her backstory says she’s an orphan who grew up on the streets of Baldur’s Gate. But as the letter progress the players discover that there are various inconsistencies.

People who were once spoken about aren’t mentioned. A lady had two sons but now only has one. In the next letter she never had any children. Finally the last letter is signed off just “Mum”.​There’s silence round the table.​Druid: “Oh my god. Do I have an entire family and I’ve just forgotten them?”​Ranger: “I have no idea what’s going on.”​The Paladin opens up the drawing and looks at it.

It shows a Half-Orc and two halflings. It seems to be crudely drawn by someone much younger.

Each figure is labeled with the names of Druid & the Paladin. Underneath the other halfling is “Sophia”. Written at the top of the drawing are the words “THE HOLY TRIO.”​More silence.​Druid: 'Can I check my own bag to see if I have any letters?' ​DM: 'Sure, you open up your bag and see a single letter addressed to yourself and Sophia. You open it.'

​I hand the Druid's player one final letter. Written on it in shakey scrawled handwriting is, 'HELP. IT'S EATING US.' ​Druid: 'Oh god.' ​And, let me tell you, at this point I am holding back the joyous laughter.

THIS is what it is to run a False Hydra! The party are aghast and confused and questioning everything, everyone and everywhere. They want to know what’s going on, they’re re-reading the letters. Checking their character sheets.

Talking it through with one another. They don’t understand.​They head downstairs and are greeted cheerfully by the barman from the night before. The players want to speak to him about what’s going on in town, they have many questions, but they first apologise again for upsetting his wife the night before.​Barman: “What are you talking about? I’ve never been married?”​Players: “WHAT?”​DM: “And I think we’ll end it there for tonight.”​​I know that was a lot of writing but the game was an absolute joy to run and I hope you all get to with such great players and reactions. I’m yet to run the next part of the game, but I cannot wait for it. And neither can the players. One told me it was her favorite she’s played; another said he just wanted to keep playing.​What they’re beginning to realise is that they’ve had a Cleric in the party the whole time.

The third seed, those extra potions they keep finding on the enemies. That’s Sophia the cleric casting her spells, or at least how they’re rationalising it now she’s gone. It’s ridiculous to think that enemies wouldn’t just drink the potions themselves when in a battle, and why would wyverns have health potions in their stomachs, come on now.​Next session there will be a few more mysteries, a home with the Druid’s surname on.

More questions. When the players make their way back to Nashkel and meet the rest of the party I’m going to have the other players ask about Sophia.

They’re going to remember her. Should be great.​But I’ll leave this here. Thanks for reading everyone and I hope to be able to tell you about the next part of the session!​EDIT: Words I forgot and formatting.​EDIT2: Thanks for the kindness and support. We'll be playing again next Thursday. Fingers crossed it goes well.​EDIT3: We're playing Monday now. Like OP had said, you will need foreshadowing. You need to go in with a solid plan that this is what you're doing.I had NPC's refer to the party as 2 more than there was at least a couple sessions in advance (maybe this is something you have been planning for some time and you do this from like WAAAY back).Have individuals who are 'afflicted' by mind flayers act 'a little off.'

Example: Our party entered into a small town where a youthful town crier greeted them. I told the party he was about 8 years old.

3d carpet cleaning victorville ca

During conversation the boy slid into conversation that he remembers when his father was killed 10 years ago (implying he's older than indicated). If you do it right, the party won't pick up on it until after the reveal.Some citizens of the town act somewhat robotic, watch the party intently and in unison as they walk.

This is because they are part of 'the network' of the elder brain. These are human vessels for intellect devourers.The citizens who haven't been made into hosts are cattle. See, my mind flayers don't eat the entire brain. No, no, no, no. They keep humans as cattle, re-wire their brains (during the 'extraction' phase) and leave the individual with a fixed purpose.

The town needs a cartwright so the mind flayer may wire someone to LOVE fixing carts and to hate any other profession. This keeps your population placated and docile.So what about the actual feeding? How do the mind flayers go unnoticed?Two variations:One - They hide out in town and will lure prey into compromising and secluded areas (maybe a mayor's estate but the town actually has no mayor, just illithid) and they eat a portion of the brain (the area with the memory of this encounter and maybe more).Two - The illithid wear human(oid) flesh and are hiding in plain sight in human suits. A less scary analogue of this is the roach in Men In Black.So how does this tie into the false hydra scenario? Lucky for us DM's trying to instill pure unadulterated terror that memories are the tastiest part of a mortal's brain. Emotions associated with memories have certain flavors.

Illithid may try to make someone sad for a filling yet bland meal. A terrorized memory may be like candy: sweet but not filling. And a happy memory may yield like a starchy, hearty meal. After feeding, the individual is stunned for some time and will forget the encounter happened.

So NPC's / the party will only know they've encountered mind flayers if they find written evidence or other physical evidence of their presence because once they leave the illithid may deposit false memories to cover their tracks (just like the false hydra).Any time the illithid show up in our game it quickly turns from heroic dungeon delving into Lovecraftian Eldritch Horror.tl;dr - Variant Mind Flayers eat memories in brains (usually exclusively) and leave false memories to cover their tracks.