Massive four-way fight
So there's a town, with four groups of people (6-8 people in each group) all defending the town, one group at the South, one at the North, one at the East, and one at the West gates. They're mostly level 2's although there are a few level 3-5's. The players are mainly age 9-14 years old. Any suggestions?
Kingdom Defense
Successive waves. First wave, highest level character in the party +2 halfling barbarians attack (highest level character is level 4, then 6 halflings -- if highest level character is level 1, then 3 halflings). Then the boss, Drusinna, attacks. Time to heal, etc., between waves, then next wave attacks. +1 attack, +1 damage to everything, +1 halfling. Halflings will tend to attack from range unless taunted into melee range.
At 15 minutes to the end of the period, end waves, gather everyone together for the awards ceremony in the center, who had the most killing blows against baddies, who did the most damage in one attack, whatever other awards you can think of. We'll give out a couple awards, break for water, etc., then the hydra will attack everyone.
Drusinna, Human, in Skull Knight fullchain -- will stand back and let helfling followers fight ranged from a distance unless taunted into battle.
Can heal 10 hp with Lay on Hands 1/day
Detect Good, Smite Good (+2 attack and +2 damage) 1/day
Can rage for 6 rounds
hp 33 (41 when raging); Init +4; Spd 40 ft.
AC 14 (touch 12)
Melee +6 bastard sword 1d10+3 19-20/x2
Melee Rage +8 bastard sword 1d10+6 19-20/x2
Ranged +8 hand crossbow 1d4+2 19-20/x2
Fort +10, Ref +6, Will +8
Str 14, Dex 18, Con 12,
Int 12, Wis 18, Cha 14.
Random halfing barbarians no armor, barely any clothes -- will fight from a distance, shooting, unless taunted into close range or to protect Drusinna
Can rage for 6 rounds
hp 15; Init +0; Spd 30 ft.
AC 10 (touch 10)
Melee +2 great axe 1d12+0
Melee Rage +4 great axe 1d12+3
Ranged +2 comp longbow 1d8
Ranged rage +2 comp longbow 1d8+2
Fort +4, Ref +0, Will +0
Str 10, Dex 10, Con 13,
Int 10, Wis 10, Cha 8.
For variation, give each halfling a net. Ranged touch attack, if successful then target is entangled, -2 penalty attack rolls, -4 penalty to Dexterity, if target fails opposed Str check, halfling can drag the person where they want. DC 20 Escape Artist (full round action) or DC 25 Str check (full round action) to burst, or deal 5 damage to the net.
The hydra attacks, every group splits back up to attack a separate head or the body (protected by the armored wings and spiked tail)
Each head:
fast healing 15 (heals 15 each round)
hp 11; Init +1; Spd 20 ft, long neck so within reason
AC 15 (touch 9)
Melee +6 bite 1d10+3, reach 15'
Fort +9, Ref +5, Will +3
Str 17, Dex 12, Con 20,
Int 2, Wis 10, Cha 9.
Sunder attack (provokes AoO) cuts head off
When a head is dead, two heads regrow within 1d4 rounds unless stump/mangled head is burned with fire.
Body of hydra
fast healing 20 (heals 15 each round)
hp 50; Init +1
AC 20 (touch 16)
Melee +8 spiked tail smack 2d6+4, reach 15'
Fort +9, Ref +5, Will +3
Str 17, Dex 12, Con 20,
Int 2, Wis 10, Cha 9.
When a head is dead, two heads regrow within 1d4 rounds unless stump/mangled head is burned with fire.
Hydras are too stupid to plan anything. That one happened to attack right then, who's behind it, why did this happen?