As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
Options

[D&D 4e] The Siege of Underdeep (IC)

2456789

Posts

  • Options
    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited August 2011
    With the string already taut on her bow, Lya sprang back from the verminous reptile. She scarcely had to aim, the arrow burying itself in a gap of the kobold's mismatched armour. The fey caught herself grinning at the look of fear in the creature's eye. She scowled quickly to hide it, and spied the slinger now exposed. You're next her glowing eyes seemed to say.


    Actions
    Shift to C12
    Standard: RBA vs Dragonshield 22 vs AC HIT
    Dragonshield takes 18 damage.
    If it tries to shift after me, I'm happy to eat the OA for a ranged attack, since both that and shifting will provoke OAs from Dermond. :)

    Status
    Encounter Features
    The slingers have superior cover (-5 to attack rolls) against ranged attacks from the "green" cave floor.
    The dragonshield has cover (-2 to attack rolls) against ranged attacks from the "green" cave floor while the door is open.
    The stone door is immobilized until the dragonshield or another adjacent kobold passes a DC 15 Strength check.
    The landing in front of the stone door and the north set of stairs are covered in a slick oil. Any creature that makes an attack or uses a move action while in this zone of oil must pass a DC 10 Acrobatics check or fall prone before the action can be completed. Oil Slicked Squares: D8, D9, D10, E8, E9, E10, E11, F10, F11

    The Good
    (E11) Dermond Ewald • HP 26/29
    -- Stink Pot -2 to attack rolls (save ends)
    (B10) Eli Constanz • HP 16/24
    -- Immobilized (save ends)
    (F11) Helena Milner • HP 8/28 Bloodied!
    -- Marked by Dragonshield
    (C12) Lyashanna • HP 21/25
    (B9) Rho Dramon • HP 18/29
    -- Immobilized (save ends)
    -- +2 to all defenses until the start of Helena's next turn

    The Bad
    (E10) Kobold Dragonshield 1 • HP 8/36
    --Bloodied!
    (E7) Kobold Slinger 1 • HP 24/24
    -- Vulnerable to ranged attacks! The slinger has lost the protection of the alcove.
    (E15) Kobold Slinger 3 • HP 24/24

    The Vanquished
    (E6) Kobold Slinger 2 • HP 0/24
    (??) Kobold Slinger 4 • HP 2/24 Bloodied! Out of Combat!

    [ Map ] Round 4
    [ On Deck ] Eli, Helena, Rho
    [ Up Next ] The Kobolds





    Grog on
  • Options
    LockedOnTargetLockedOnTarget Registered User regular
    edited August 2011
    With a fierce battle cry, Helena lunges at the wounded kobold, the tip of her mace shimmering. She brings it down on him in an explosion of light as bright as the sun. The gunk bothering Eli and Dermond dissolves instantly, and the warm glow fills the party with a new resolve. Helena falls to the floor...as does the kobold, dead. Helena couldn't help but smile as she picked herself back up...that felt good.
    Rho's defense bonus wears off
    Standard: Attacking Dragonshield with Sun Burst: 1d20+6 15, IMMEDIATE REACTION: Heroic Effort, 15+4 = 19 HIT!
    Sun Burst Damage: 1d8+4 11 DIE DIE DIE!
    Everyone in the party gets 5 Temp HP and makes a saving throw
    Dermond Save vs. Stink Pot: 1d20 15 SUCCESS!
    Eli Save vs. Immobilized: 1d20 19 SUCCESS!
    Rho Save vs. Immobilized: 1d20 4 FAIL
    Helena Acrobatics Check: 1d20-1 6 FAIL, Helena falls prone
    Move: Helena stands up from prone

    Status
    Encounter Features
    The slingers have superior cover (-5 to attack rolls) against ranged attacks from the "green" cave floor.
    The stone door is immobilized until the dragonshield or another adjacent kobold passes a DC 15 Strength check.
    The landing in front of the stone door and the north set of stairs are covered in a slick oil. Any creature that makes an attack or uses a move action while in this zone of oil must pass a DC 10 Acrobatics check or fall prone before the action can be completed. Oil Slicked Squares: D8, D9, D10, E8, E9, E10, E11, F10, F11

    The Good
    (E11) Dermond Ewald • HP 26/29(+5 Temp)
    (B10) Eli Constanz • HP 16/24(+5 Temp)
    (F11) Helena Milner • HP 8/28(+5 Temp) Bloodied!
    (C12) Lyashanna • HP 21/25(+5 Temp)
    (B9) Rho Dramon • HP 18/29(+5 Temp)
    -- Immobilized (save ends)

    The Bad
    (E7) Kobold Slinger 1 • HP 24/24
    -- Vulnerable to ranged attacks! The slinger has lost the protection of the alcove.
    (E15) Kobold Slinger 3 • HP 24/24

    The Vanquished
    (E10) Kobold Dragonshield 1 • HP 0/36
    (E6) Kobold Slinger 2 • HP 0/24
    (??) Kobold Slinger 4 • HP 2/24 Bloodied! Out of Combat!

    [ Map ] Round 4
    [ On Deck ] Eli, Rho
    [ Up Next ] The Kobolds





    LockedOnTarget on
  • Options
    wildwoodwildwood Registered User regular
    I'll say this much, Eli thought to himself, this cleric really knows her drama.

    "When in doubt, go with what works," he says. Circle-and-tap, and an arc of energy flies at the exposed kobold.

    I'm free, free to move around! ...guess I'll stay right here.
    Standard: Magic Missile at KS1, automatic 7 damage.

    Status
    Encounter Features
    The slingers have superior cover (-5 to attack rolls) against ranged attacks from the "green" cave floor.
    The stone door is immobilized until the dragonshield or another adjacent kobold passes a DC 15 Strength check.
    The landing in front of the stone door and the north set of stairs are covered in a slick oil. Any creature that makes an attack or uses a move action while in this zone of oil must pass a DC 10 Acrobatics check or fall prone before the action can be completed. Oil Slicked Squares: D8, D9, D10, E8, E9, E10, E11, F10, F11

    The Good
    (E11) Dermond Ewald • HP 26/29(+5 Temp)
    (B10) Eli Constanz • HP 16/24(+5 Temp)
    (F11) Helena Milner • HP 8/28(+5 Temp) Bloodied!
    (C12) Lyashanna • HP 21/25(+5 Temp)
    (B9) Rho Dramon • HP 18/29(+5 Temp)
    -- Immobilized (save ends)

    The Bad
    (E7) Kobold Slinger 1 • HP 17/24
    -- Vulnerable to ranged attacks! The slinger has lost the protection of the alcove.
    (E15) Kobold Slinger 3 • HP 24/24

    The Vanquished
    (E10) Kobold Dragonshield 1 • HP 0/36
    (E6) Kobold Slinger 2 • HP 0/24
    (??) Kobold Slinger 4 • HP 2/24 Bloodied! Out of Combat!

    [ Map ] Round 4
    [ On Deck ] Rho
    [ Up Next ] The Kobolds





    [/quote]

  • Options
    BaronSamediBaronSamedi Same dude as yesterday. The AlamoRegistered User regular
    edited August 2011
    The Blackguard watches as the light from the Warpriest's attack is absorbed into the symbol in his hand. He feels the aid Helena has provided fade and says to the small steel symbol, "We must do this ourselve's then, Cullain?" The tattooed mercenary makes a small gesture and calls out to the great dominator. "Cullain aid your servant."
    ...all fluff.
    Saving thow vs Immobilization Succeeds!

    Status
    Encounter Features
    The slingers have superior cover (-5 to attack rolls) against ranged attacks from the "green" cave floor.
    The stone door is immobilized until the dragonshield or another adjacent kobold passes a DC 15 Strength check.
    The landing in front of the stone door and the north set of stairs are covered in a slick oil. Any creature that makes an attack or uses a move action while in this zone of oil must pass a DC 10 Acrobatics check or fall prone before the action can be completed. Oil Slicked Squares: D8, D9, D10, E8, E9, E10, E11, F10, F11

    The Good
    (E11) Dermond Ewald • HP 26/29(+5 Temp)
    (B10) Eli Constanz • HP 16/24(+5 Temp)
    (F11) Helena Milner • HP 8/28(+5 Temp) Bloodied!
    (C12) Lyashanna • HP 21/25(+5 Temp)
    (B9) Rho Dramon • HP 18/29(+5 Temp)

    The Bad
    (E7) Kobold Slinger 1 • HP 17/24
    -- Vulnerable to ranged attacks! The slinger has lost the protection of the alcove.
    (E15) Kobold Slinger 3 • HP 24/24

    The Vanquished
    (E10) Kobold Dragonshield 1 • HP 0/36
    (E6) Kobold Slinger 2 • HP 0/24
    (??) Kobold Slinger 4 • HP 2/24 Bloodied! Out of Combat!

    [ Map ] Round 4
    [ On Deck ] The Kobolds
    [ Up Next ] Dermond, Eli, Lya Helena, Rho

    BaronSamedi on
    "Have you ever noticed that their stuff is shit, and your shit is stuff?"--George Carlin
  • Options
    SkyCaptainSkyCaptain IndianaRegistered User regular
    End of Combat

    The kobold slingers disappear into the shadows without a parting shot. With the heavy stone door open now, you hear the sounds of scurrying feet, gurgling water, crackling fires, and the fevered rise and fall of kobold yipping and barking. You've earned a brief respite. The Kobold Dragonshield has little of worth beyond the crude scale armor (small), heavy shield (small), and short sword (small).

    Treasure: Crude Scale Armor (small), Heavy Shield (small), Short Sword (small), 4 gp

    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • Options
    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Dermond listened as the slingers' footsteps died away and quickly made his way towards Helena to help her up. "If this is the kind of threat you have to deal with all the time, I've much more respect for the Thunder Guard. These creatures are...devious," he spat out the word as if it poisonous, "and having to do it in tunnels that could collapse at any minute..." The knight trailed off as he eyed the ceiling warily and shuddered ever so slightly.

    "I apologize for not coming to your aid sooner," Dermond turned to Eli and Lya, "and you two: your skills are impressive. I'm glad to have you along. As for you...." Dermond turned to address Rho and opened his mouth, but couldn't think of anything to say. "Well, let's bandage our wounds before continuing on. We can't take too much time, it sounds like the creatures past the door and itching for a fight."

    3basnids3lf9.jpg




  • Options
    BaronSamediBaronSamedi Same dude as yesterday. The AlamoRegistered User regular
    edited August 2011
    Rho shakes off the knight's gaze. Make those faces when you can stay on your feet, the blackguard thinks, but keeps his visage neutral. He makes his way carefully to the landing where he places a rough, though impotent, kick in the ribs of the dead kobold.

    "These creatures are vile. It will be a pleasure to bring this place down on their heads." He kneels over the drangonshield, "I have a promise to keep. Panardians repay their transgressors." The blackguard takes the edge of his ax and begins the bloody work of removing the kobold leader's ears. When done, the tattooed warrior skewers one scaly ear on each spike in the haft of the ax below the head.
    Rho uses one surge to get to 25/29 HP, 10/12 surges remaining.

    BaronSamedi on
    "Have you ever noticed that their stuff is shit, and your shit is stuff?"--George Carlin
  • Options
    LockedOnTargetLockedOnTarget Registered User regular
    "Thank you, sir. I'm just glad everyone's okay."

    Helena winced as pain shot through her shoulder. Placing her palm on the wound, she channels energy through it, sealing it magically. She tried to remember that each hit she took was a hit someone else didn't, and found comfort in that as the pain slowly subsided.

    "We shouldn't linger long. If any of them get away, no doubt it'll be back with friends to menace the innocent once more."

  • Options
    LockedOnTargetLockedOnTarget Registered User regular
    edited August 2011
    Helena uses three surges to get back to max HP

    LockedOnTarget on
  • Options
    wildwoodwildwood Registered User regular
    Eli straightens his clothes, surveys any damage that has stuck with him, and does his best to put it behind him, at least mentally speaking.

    "Agreed. Let's move on."
    Spending one surge to get back to 22/24 HP.

  • Options
    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited August 2011
    There wasn't a bloodthirsty bone in Lya's body, but her shout of frustration as the last slinger slunk off could have convinced people otherwise. She knew the little buggers would cause them even more trouble now, and she knew seeing what was coming round the next corner was vital when it came to fighting in tunnels.

    With a disgruntled huff she eased her grip on the string of her bow and looked round to see the others tending wounds and looting corpses. Adopting her (hopefully convincing) mystical airs, she sauntered over toward the earthen corpses. With a deft movement she pocketed one of the eye-stones These'll be more impressive than some lizard parts
    Thievery: 28
    Spending no surges

    (C12) Lyashanna • HP 21/25

    Grog on
  • Options
    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited August 2011
    Helena the Warpriest, an untested recruit in the Thunder Guard, has exemplified the ideals of the former mercenaries turned city guards of Underdeep. Her valor in battle helped lead the ragtag band of adventurers to a quick victory over the devious and infuriating kobolds. Gathered at the entrance, they catch their breath for a moment or two before pushing deeper into the caverns. The kobolds have doused all the torches, relying on their natural ability to see in the dark. Re-taking the twisting warren of narrow tunnels and presents a rather daunting task to the adventurers.

    Status
    (E11) Dermond Ewald • HP 26/29
    (B10) Eli Constanz • HP 22/24
    (F11) Helena Milner • HP 28/28
    (C12) Lyashanna • HP 21/25
    (B9) Rho Dramon • HP 25/29

    OOC
    Please roll initiative and move your token to a starting square anywhere on the map in the main tunnel (E10 to O11) or the two side tunnels that go north and then west towards the "green" cave floor. Post that you're rolling initiative and choosing your spot, and then paste the link to your updated map via bit.ly as per usual. Some in-character fluff as you move deeper into the dark tunnels would be nice. Finally, the visibility in the tunnels is limited to three squares, regardless of the light source used due to the twisting nature of the tunnels, the stalagmites and the stalactites that create shifting shadows, hidden entrances that aren't really there, and more when you move through them. It's very disorientating and disconcerting.

    Current Map: http://bit.ly/oeZUcx

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • Options
    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited August 2011
    Carefully picking her way up the stairs, Lya gripped her longbow tightly. Great. Some nice, small spaces. Guess there's a reason there're no fletchers in Underdeep.
    K11
    Initiative: 24 BAM

    Map

    Grog on
  • Options
    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    The Warden moved to the front as they worked their way through the tunnels. His every sense was strained to the limit trying to pick up any sound of footsteps, any hint of a shadow shifting, any hint of getting blasted in the face with slippery oil and falling on his keester. The past fight had been an embarrasment for him and he was looking forward to redeeming himself against the next group of kobolds. As they moved through the narrowest tunnels his breathing sped up slightly, but enough to be noticed. It seemed he was so busy worrying about the walls closing in, that he would be slow to react when trouble arose.

    3basnids3lf9.jpg




  • Options
    LockedOnTargetLockedOnTarget Registered User regular
    Helena followed the lead of the Warden, staying close. He seemed shook up, and she couldn't help but feel a little worried about him. She noticed all the bends and twists the tunnels would be taking up ahead, and made sure that if any tried to ambush from the north, they'd have to go through her to get at the eladrin girl.
    Starting at L10, Map: http://bit.ly/nvlT0K
    Initiative: 1d20 17

  • Options
    wildwoodwildwood Registered User regular
    edited August 2011
    Eli follows along behind, not wanting to crowd anyone, waiting at the feet of two stairs north and south. They're probably not up there, anyway, he thought. He also wondered how he had gotten this far in life without the Light cantrip.
    Starting at J10, Map: http://bit.ly/nsO6DE
    Initiative: 2

    wildwood on
  • Options
    BaronSamediBaronSamedi Same dude as yesterday. The AlamoRegistered User regular
    edited August 2011
    Rho gathers his ax and moves out with the rest of the group. He falls in next to the Knight. Maybe the next time we see the scaly bastards it will be more fun.

    Starting at M10. Map
    Roll for initiative: 12

    Status
    (E11) Dermond Ewald • HP 26/29
    (B10) Eli Constanz • HP 22/24
    (F11) Helena Milner • HP 28/28
    (C12) Lyashanna • HP 21/25
    (B9) Rho Dramon • HP 25/29

    BaronSamedi on
    "Have you ever noticed that their stuff is shit, and your shit is stuff?"--George Carlin
  • Options
    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited August 2011
    Mangler & Blighter - Surprise Round
    (Combat Map)

    The ragtag group presses onward into the warrens, seeking payback against the devious kobolds. The tunnel narrows and widens randomly with a maze of stalagmites and stalactites to weave through. Even with a sunrod ignited, the adventurers can see little more than a handful of paces. Howls of fury echo all around the party as skirmishers leap from the side tunnels and hidden alcoves, jabbing spears and hurling javelins. Rho is struck by the first kobold to appear out of the shadows, his leg starts bleeding heavily from the piercing wound. The kobold leaps back out of a feeble backswing from the Blackguard's axe. Two more kobolds manifest from the darkness and both strike at the Panardian merc. With his axe, he easily deflects both javelins. Contempt lines his scowling features.

    Dermond is attacked next, by two skirmishers that hide among the stalagmites. They hurl javelins at the young knight and both strike the Iron Warden. One find a vulnerable rip in the chainmail beneath the steel plates of his armor. The final attack comes directly from the south. The kobold appears only briefly and hurls his spear at the Warpriest, Helena. The javelin strikes her in the shoulder, failing to pierce her chain armor, but leaving a might bruise nonetheless. The kobold then vanishes into a side tunnel.


    Initiative
    Lyashanna (Grog)
    Blighter
    Mangler
    Kobold Slingers
    Kobold Skirmishers
    Helena (LockedOnTarget)
    Rho (Baron Samedi)
    Dermond (DaMoonRulz)
    Eli (wildwood)

    Actions
    Kobold Skirmisher 6
    Move Walk to M9
    Standard Spear+8 vs Rho -- 20 vs AC 16, hit for 4 damage!
    Minor Shift to M8

    Kobold Skirmisher 7
    Move Walk to M9
    Standard Spear+8 vs Rho -- 15 vs AC 16, miss!

    Kobold Skirmisher 8
    Move Walk to M7
    Standard Throw Spear+8 vs Rho -- 14 vs AC 16, miss!
    Minor Shift to L7

    Kobold Skirmisher 3
    Move Walk to O12
    Standard Thrown Spear+8 vs Dermond -- 21 vs AC 20, hit for 4 damage!
    Minor Shift to P13

    Kobold Skirmisher 4
    Move Walk to O12
    Standard Thrown Spear+8 vs Dermond -- 28 vs AC 20, critically hit for 6 damage!
    Minor Shift to O11

    Kobold Skirmisher 5
    Move Walk to M13
    Standard Thrown Spear+8 vs Helena -- 23 vs AC 17, hit for 4 damage!
    Minor Shift to N14

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (E11) Dermond Ewald • HP 16/29
    (B10) Eli Constanz • HP 22/24
    (F11) Helena Milner • HP 24/28
    (C12) Lyashanna • HP 21/25
    (B9) Rho Dramon • HP 21/29

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (P13) Kobold 3 • HP 1/1+5
    (O11) Kobold 4 • HP 1/1+5
    (N14) Kobold 5 • HP 1/1+5
    (M8) Kobold 6 • HP 1/1+5
    (M9) Kobold 7 • HP 1/1+5
    (L7) Kobold 8 • HP 1/1+5

    The Dead

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • Options
    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited August 2011
    Mangler & Blighter - Round 1
    (Combat Map)

    TOKEN-Dermond.pngTOKEN-Eli.pngTOKEN-Helena.pngTOKEN-Lyashanna.pngTOKEN-Rho.png

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (E11) Dermond Ewald • HP 16/29
    (B10) Eli Constanz • HP 22/24
    (F11) Helena Milner • HP 24/28
    (C12) Lyashanna • HP 21/25
    (B9) Rho Dramon • HP 21/29

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (P13) Kobold 3 • HP 1/1+5
    (O11) Kobold 4 • HP 1/1+5
    (N14) Kobold 5 • HP 1/1+5
    (M8) Kobold 6 • HP 1/1+5
    (M9) Kobold 7 • HP 1/1+5
    (L7) Kobold 8 • HP 1/1+5

    The Dead

    [ Map ] Round 1
    [ On Deck ] Lyashanna
    [ Up Next ] Crimson Claws
    [ Waiting ] Helena, Rho, Dermond, Eli

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • Options
    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited August 2011
    Leaping into action once the kobolds had made their presence known, Lya leapt forward without thinking. Drawing and firing were as easy as breathing, but the crackle and smash of ice shattering shocked even her. She watched, amazed, as the ice splintered out from the reptile she had struck, as if attempting to choke the life from it's allies.
    She looked at the others as if to say 'Yeah, I meant to do that'.

    Actions
    Move walk to M13
    Standard Elemental Spirits vs K6: +5+1(stance)-2(cover) vs AC= 20 Hit!
    K6 takes 14 cold damage, and enemies adjacent (K7, K8) take 5 cold damage at the start of their turn.


    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (E11) Dermond Ewald • HP 16/29
    (B10) Eli Constanz • HP 22/24
    (F11) Helena Milner • HP 24/28
    (C12) Lyashanna • HP 21/25
    (B9) Rho Dramon • HP 21/29

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (P13) Kobold 3 • HP 1/1+5
    (O11) Kobold 4 • HP 1/1+5
    (N14) Kobold 5 • HP 1/1+5

    (M9) Kobold 7 • HP 1/1+5
    (L7) Kobold 8 • HP 1/1+5

    The Dead
    (M8) Kobold 6 • HP 1/1+5

    [ Map ] Round 1
    [ On Deck ] Crimson Claws
    [ Up Next ] Helena, Rho, Dermond, Eli

    Grog on
  • Options
    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited August 2011
    The young Eladrins arrow, bound with summoned Spirits of Winter, freezes the shifty kobold in its tracks. It's allies look on in horror for a brief moment. That horror is then shattered as the kobold explodes in a spray of razor sharp shards of ice. The kobolds are slashed to ribbons and the Spirits of Winter cavort and dance among them, draining them of vital heat and life. Despite the sudden cold, the kobold leap in to attack. Unable to strike at the hated archer, the kobold in the northern tunnel takes out his anger on Rho, jabbing deeply into the Blackguards shoulder. It then does a shifty dance-like footwork with the other kobold, making it hard to know which is which. Another spear jabs out of the dim light in the north tunnel, but Rho deflects this second attack.

    From the west, two of the skirmishers dance in and out of range of the Knight and Blackguard. Ignoring the hard to hit, metal armored Dermond, the kobolds both strike at Rho. Again, only one manages to hit, leaving the Blackguard with a bit of a limp. Lyashanna hears a click behind her and looks over her shoulder to see a kobold to the south grinning as it flicks aside a piece of burlap painted and dusted with dirt to hide it on the wall and then pull a lever hidden behind that burlap. A whoosh and clang of stone on metal draws her attention back north and she sees Dermond ducking and throwing his shield up as a boulder the size of an Earthen swings through the narrow tunnel just inches away from her own head. Thick ropy vines vanish up into the shadows of the caverns stalactites and the boulder ponderously swings upward. Behind her, she hears the click of talons on stone and she whirls to the side as the kobolds crude spear flashes through the space where she was.


    Actions
    Kobold Skirmisher 3
    Move Walk to N11
    Standard Spear+8 (Mob Attack +2) vs Rho -- 19 vs AC 16, hit for 4 damage!
    Minor Shift to O11

    Kobold Skirmisher 4
    Move Walk to N10
    Standard Spear+7 (Mob Attack +1) vs Rho -- 15 vs AC 16, miss!
    Minor Shift to O12

    Kobold Skirmisher 5
    Minor Trigger the Swinging Boulder Trap
    Move Walk to M13
    Standard Spear+6 vs Lyashanna -- 10 vs AC 18, miss!

    Swinging Boulder
    Standard Attack+6 (CA) vs Dermond -- 12 vs Reflex 13, miss! Dermond takes 4 damage.

    Kobold Skirmisher 7
    Standard Spear+6 vs Rho -- 22 vs AC 16, hit for 4 damage!
    Minor Shift to O12

    Kobold Skirmisher 8
    Move Walk to M9
    Standard Spear+6 vs Rho -- 13 vs AC 16, miss!

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (M11) Dermond Ewald • HP 12/29 Bloodied!
    (J10) Eli Constanz • HP 22/24
    (L10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (O12) Kobold 3 • HP 1/1+5
    (O11) Kobold 4 • HP 1/1+5
    (M13) Kobold 5 • HP 1/1+5
    (M8) Kobold 7 • HP 1/1
    (M9) Kobold 8 • HP 1/1

    The Dead
    (M8) Kobold 6 • HP 0/1

    [ Map ] Round 1
    [ On Deck ] Helena, Rho, Dermond, Eli
    [ Up Next ] Round 2, Lyashanna
    [ Waiting ] Crimson Claws

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • Options
    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited August 2011
    OOC:
    Do you want me to always activate Defernder's Aura?

    Dermond grunted as he got his shield up in time, but the impact from the rock still left his arms aching and his head spinning. The Knight took a moment to gather his wits about him and locked eyes with the Kobolds facing him. He flipped the warhammer to strike with the spiked end of the head, took a step back, and charged at the nearest enemy. The head of the warhammer reared back and swung forward striking the creature in the neck with such force that it picked the corpse off its feet and maintained enough momentum to strike the adjacent kobold's shoulder, wounding it, but not fatally.

    "I could use a hand, healer," the Warden shouted over his shoulder, not willing to remove his eyes from the wounded enemy in front of him. Often a wounded opponent fought the hardest.

    DaMoonRulz on
    3basnids3lf9.jpg




  • Options
    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited August 2011
    Actions
    Minor: Activate Cleaving Assault
    Move: Shift back one square to L11
    Standard: Charge to N11 MBA vs Kobold 4 hits for 6 dmg. Cleaving Assault hits Kobold 3 for 2 dmg.

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (N11) Dermond Ewald • HP 12/29 Bloodied!
    (J10) Eli Constanz • HP 22/24
    (L10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (O12) Kobold 3 • HP 1/1+3
    (M13) Kobold 5 • HP 1/1+5
    (M8) Kobold 7 • HP 1/1
    (M9) Kobold 8 • HP 1/1

    The Dead
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1

    [ Map ] Round 1
    [ On Deck ] Helena, Rho, Eli
    [ Up Next ] Round 2, Lyashanna
    [ On Deck ] Crimson Claws [/quote]

    DaMoonRulz on
    3basnids3lf9.jpg




  • Options
    BaronSamediBaronSamedi Same dude as yesterday. The AlamoRegistered User regular
    edited August 2011
    "Waaaugh!" The blackguard's growl is a mixture of pain and elation as he swings his ax at the nearest kobold. The wounds that the servant of Cullain has sustained make his swing unwieldy and the ax misses sending sparks from the wall as it hits the rock passageway. Rho growls again at the scaly creature in impotent rage and calls out "Cullain, the dark is yours." He swings again at the kobold and the wily creature ducks narrowly under the blade, hissing at the tattooed hume in taunting glee.

    Actions
    Standard: MBA vs K8. misses
    Action point spent for extra standard action.
    Standard: Dominator's Strike ...misses

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (N11) Dermond Ewald • HP 12/29 Bloodied!
    (J10) Eli Constanz • HP 22/24
    (L10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (O12) Kobold 3 • HP 1/1+3
    (M13) Kobold 5 • HP 1/1+5
    (M8) Kobold 7 • HP 1/1
    (M9) Kobold 8 • HP 1/1

    The Dead
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1

    [ Map ] Round 1
    [ On Deck ] Helena, Eli
    [ Up Next ] Round 2, Lyashanna
    [ On Deck ] Crimson Claws



    BaronSamedi on
    "Have you ever noticed that their stuff is shit, and your shit is stuff?"--George Carlin
  • Options
    wildwoodwildwood Registered User regular
    edited August 2011
    "Hands off those levers." With a circle-and-tap of his staff, Eli sends a bolt of energy at the kobold to the south, striking it dead. He moves over to it, moving the corpse away from the controls, looking to see what indications there are of other traps.

    Actions:
    Standard: Magic Missile at KS5, 7 points damage - dead.
    Move: Walk to M13

    (Do I need a perception roll or anything looking at the controls?)

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (N11) Dermond Ewald • HP 12/29 Bloodied!
    (M13) Eli Constanz • HP 22/24
    (L10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (O12) Kobold 3 • HP 1/1+3
    (M8) Kobold 7 • HP 1/1
    (M9) Kobold 8 • HP 1/1

    The Dead
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1

    [ Map ] Round 1
    [ On Deck ] Helena
    [ Up Next ] Round 2, Lyashanna
    [ On Deck ] Crimson Claws


    wildwood on
  • Options
    SkyCaptainSkyCaptain IndianaRegistered User regular
    As the young Mage pushes the still corpse of the kobold aside, he notices some scratches in Runic beneath the hidden opening with the lever. Even with his schooling, it takes him a few moments to decipher the crudely carved Earthen runes.

    "Duck twice," Eli sounds out finally.

    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • Options
    LockedOnTargetLockedOnTarget Registered User regular
    edited August 2011
    Helena hear Dermond call for her aid, and without a second thought she blasts her commander with healing energy. The kobold advances on her, thinking he has an opening, but she deftly swings her mace around, striking it in the head, sending it crumpling to the ground. She places a hand on Rho's shoulder, infusing him with a light protective spell.

    "May the scales of Bahamut keep you safe, mercenary".
    Minor: Healing Word targeting Dermond. Dermond loses a surge and regains 7HP plus Bonus HP: 1d6 4 for a total of 11
    Standard: Blessing of Battle targeting Kobold 8 attack roll: 1d20+6 18 HIT! damage: 1d8+4 6, Rho is granted resist 3 until end of Helena's next turn

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (N11) Dermond Ewald • HP 23/29
    (M13) Eli Constanz • HP 22/24
    (L10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!
    --Resist 3 to all damage until the end of Helena's next turn

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (O12) Kobold 3 • HP 1/1+3
    (M8) Kobold 7 • HP 1/1

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1

    [ Map ] Round 1
    [ On Deck ]
    [ Up Next ] Round 2, Lyashanna
    [ On Deck ] Crimson Claws

    LockedOnTarget on
  • Options
    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited August 2011
    Mangler & Blighter - Round 2
    (Combat Map)

    TOKEN-Dermond.pngTOKEN-Eli.pngTOKEN-Helena.pngTOKEN-Lyashanna.pngTOKEN-Rho.png

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (N11) Dermond Ewald • HP 23/29
    (M13) Eli Constanz • HP 22/24
    (L10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!
    --Resist 3 to all damage until the end of Helena's next turn

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (O12) Kobold 3 • HP 1/1+3
    (M8) Kobold 7 • HP 1/1

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1


    [ Map ] Round 2
    [ On Deck ] Lyashanna
    [ Up Next ] Crimson Claws
    [ Waiting ] Helena, Rho, Dermond, Eli


    Grog on
  • Options
    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited August 2011
    Sending an arrow arching into another fiendish reptile, Lya glanced round to see the wizard staring at a lever as if it held all the secrets of the Deep. "Look, mate, it's a lever. Just pull the damn thing and-" A heavy clunk accompanied the fey's jerk of the handle. "Oh. Woops."

    Actions
    Standard RBA vs K7 +8+1-2 vs AC = 25! Hit.
    K7 takes 11 damage and dies.
    Minor Thievery Check to disable traps 10. Crit fail fuuuuu-

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (N11) Dermond Ewald • HP 23/29
    (M13) Eli Constanz • HP 22/24
    (L10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!
    --Resist 3 to all damage until the end of Helena's next turn

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (O12) Kobold 3 • HP 1/1+3

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1
    (M8) Kobold 7• HP 0/1

    [ Map ] Round 2
    [ On Deck ] Crimson Claws
    [ Up Next ] Helena, Rho, Eli, Dermond



    Grog on
  • Options
    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited August 2011
    The vine wrapped boulder swings back on a ponderous arc towards the back of the Knight's head. With a heavy thud followed by a clatter of armor and bellow of pain, Dermond is knocked forward into a stalagmite head first and then falls to the ground, shell shocked and unable to stand. The last of the kobold skirmishers yips and barks in glee and darts forward, stabbing at the knight. The tip of the kobold's spear gouges the knight's armor leaving a deep scratch down the side, but the attack does not draw blood. Hissing frustration at the crablike knight, the kobold runs off into the shadows and vanishes behind the maze of stalagmites and stalactites.

    Actions
    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (P11) Dermond Ewald • HP 19/29
    -- Prone (save ends)
    (M13) Eli Constanz • HP 22/24
    (L10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!
    --Resist 3 to all damage until the end of Helena's next turn

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (V13) Kobold 3 • HP 1/1+3

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1
    (M8) Kobold 7• HP 0/1

    [ Map ] Round 2 (TinyURL) | Round 2 (Bit.ly)
    [ Up Next ] Helena, Rho, Eli, Dermond
    [ On Deck ] Round 3, Lyashanna
    [ Waiting ] Crimson Claws

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • Options
    LockedOnTargetLockedOnTarget Registered User regular
    edited August 2011
    Helena immediately bolts down the corridor to Dermond's side, after he took that nasty blow to the head. She kneels over the Iron Warden, quickly evaluating his condition. On instinct alone, she deduces the best response to this terrible situation, and applies her great knowledge of medicine to...slap him across the face really hard.

    "Wake up, sir!"

    She slaps him again, for good measure. Dermond's eyes blink a few times as he snaps out of his daze. Helena gives him a quick salute with one hand as she pulls him up with the other.

    "I apologize for striking you, sir!"
    Move: Go to P10
    Standard: Heal attempt to grant Dermond a saving throw, Heal check: 1d20+11 19 SUCCESS! Dermond's save: 1d20 12 SUCCESS!

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (P11) Dermond Ewald • HP 19/29
    (M13) Eli Constanz • HP 22/24
    (P10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (V13) Kobold 3 • HP 1/1+3

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1
    (M8) Kobold 7• HP 0/1

    [ Map ] Round 2 (Bit.ly)
    [ Up Next ] Rho, Eli, Dermond
    [ On Deck ] Round 3, Lyashanna
    [ Waiting ] Crimson Claws

    LockedOnTarget on
  • Options
    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited August 2011
    The Warden spent years honing his skill in battle. Countless were the hours he had spent in his armor with his shield and weapon at his side, so many that he did not even notice the extra weight. And now he was getting beaten up by little reptilian creatures in the most humiliating manner; the first aid delicately administered by Helena helped him get the bearings the boulder knocked out of him and he stood, shakily at first.

    "By Erathis' grace I don't know how you can stand living down here. The walls are closing in, you can't see the sun rise or set or the stars at night and worst of all you have to deal with these....things. It's a wonder you're not mad by now," The knight wore a sour expression as he moved forwards, signalling the rest of the merry band to come forwards. "It sounds like the rest of the creatures are up ahead, though the echo in here makes it hard to tell for certain. When we're ready I'll run towards the sound of their chittering, probably slip on a banana peel, or trip over a rope held by two of them and the rest of you follow behind me and raise all sorts of hell. Any questions?" Dermond looked from one to the next with a surly expression that seemed to say No, you don't have any questions, and I don't have any answers so why are you going to ask them?

    Actions
    Move: Stand
    Double Move: move/squeeze to R10
    Minor: Switch to Defend the Line stance (hit slows enemy)

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (R10) Dermond Ewald • HP 19/29
    (M13) Eli Constanz • HP 22/24
    (P10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!

    Bad
    (Y11) Blighter • HP 36/36
    (Z12) Mangler • HP 42/42+5
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (V13) Kobold 3 • HP 1/1+3

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1
    (M8) Kobold 7• HP 0/1

    [ Map ] Round 2 (Bit.ly)
    [ Up Next ] Rho, Eli, Dermond
    [ On Deck ] Round 3, Lyashanna
    [ Waiting ] Crimson Claws


    DaMoonRulz on
    3basnids3lf9.jpg




  • Options
    wildwoodwildwood Registered User regular
    edited August 2011
    Edit: please disregard.

    wildwood on
  • Options
    wildwoodwildwood Registered User regular
    edited August 2011
    "The tunnels aren't so bad once you get the hang of them. Here, watch me."

    Eli squeezes and pushes his way through the tunnels, until it opens out. The fleeing kobold right in front of him, some others lurking behind a waterfall. He takes a deep breath, and decides that now is the time. He traces a square on the ground with his staff, muttering slowly. As he re-traces it, a glowing red outline follows the staff, leaving a glowing red square in front of him. He raises his hand, lifting the square above his head, then points at one of the kobolds behind the waterfall. The square shoots forward, ignoring the water and everything else.

    "No more hiding!" Eli shouts, knocking away a furtive attack by the nearest kobold, and the area around the target kobold erupts into flame. The sounds of burning and kobold screams fill the air.

    Actions:
    Move: Double move (walk/squeeze) to U14.
    Action point: Fountain of Flame on the kobold in Y11 (map and status disagree on its name), burst 1 - hit SLY, missed KW - 17 fire damage to SLY, 8 fire damage to KW (half SLY's damage)
    A pillar of flame now fills the square from X10 to Z12, lasting to the end of the encounter. Any kobold which enters it or ends their turn in it takes 5 fire damage. The fire only affects enemies, not allies.
    Eli's Staff Expertise prevents KS3 from getting an OA.

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (R10) Dermond Ewald • HP 19/29
    (M13) Eli Constanz • HP 22/24
    (P10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!

    Bad
    (Y11) Blighter • HP 19/36
    (Z12) Mangler • HP 39/42
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (V13) Kobold 3 • HP 1/1+3

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1
    (M8) Kobold 7• HP 0/1

    [ Map ] Round 2 (tinyurl)
    [ Up Next ] Rho
    [ On Deck ] Round 3, Lyashanna
    [ Waiting ] Crimson Claws

    wildwood on
  • Options
    BaronSamediBaronSamedi Same dude as yesterday. The AlamoRegistered User regular
    edited August 2011
    Rho's frustration is clearly etched on his face as he moves through the darkened tunnels. He moves around the rocky protrusions carefully. His grip on his ax becomes so tight in his rage that the knuckles on his right hand begin to turn white.


    Actions:
    Move: Double move (walk/squeeze) to U11.

    Status:
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (R10) Dermond Ewald • HP 19/29
    (M13) Eli Constanz • HP 22/24
    (P10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!

    Bad
    (Y11) Blighter • HP 19/36
    (Z12) Mangler • HP 39/42
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (V13) Kobold 3 • HP 1/1+3

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1
    (M8) Kobold 7• HP 0/1

    [ Map ] Round 2 (tinyurl)
    [ Up Next ] Round 3, Lyashanna
    [ On Deck ] Crimson Claws
    [ Waiting ]Helena, Rho, Dermond, Eli


    BaronSamedi on
    "Have you ever noticed that their stuff is shit, and your shit is stuff?"--George Carlin
  • Options
    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited August 2011
    Mangler & Blighter - Round 3
    (Combat Map)

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (R10) Dermond Ewald • HP 19/29
    (M13) Eli Constanz • HP 22/24
    (P10) Helena Milner • HP 24/28
    (M12) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!

    The Bad
    (Z12) Blighter • HP 19/36
    (Y11) Mangler • HP 39/42
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (V13) Kobold 3 • HP 1/1+3

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1
    (M8) Kobold 7• HP 0/1

    [ Map ] Round 3 (TinyURL)
    [ Up Next ] Lyashanna
    [ On Deck ] Crimson Claws
    [ Waiting ] Helena, Rho, Dermond, Eli

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • Options
    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited August 2011
    -

    Grog on
  • Options
    GrogGrog My sword is only steel in a useful shape.Registered User regular
    edited August 2011
    Weaving through the stalactites with what she hoped was grace, the fey started to feel like she was getting lost. Spying a particularly mean looking kobold, Lya considered the difficulty of the shot. Cramped conditions, obscured vision, waterfall. Lining up the shot, she breathed deeply. After what seemed an eternity she loosed the arrow, which flew with such pinpoint accuracy... into a chair.

    Actions
    Move: Walk to R8 (squeezing)
    Standard: RBA vs Blighter 12 - all kinds of stuff= miss :(

    Status:
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.

    The Good
    (R10) Dermond Ewald • HP 19/29
    (M13) Eli Constanz • HP 22/24
    (P10) Helena Milner • HP 24/28
    (R8) Lyashanna • HP 21/25
    (M10) Rho Dramon • HP 13/29 Bloodied!

    Bad
    (Y11) Blighter • HP 19/36
    (Z12) Mangler • HP 39/42
    (Z8) Kobold Slinger 1 • HP 23/24+5
    (AA15) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (V13) Kobold 3 • HP 1/1+3

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1
    (M8) Kobold 7• HP 0/1

    [ Map ] Round 2 (tinyurl)
    [ Up Next ] Crimson Claws
    [ On Deck ] Helena, Rho, Dermond, Eli
    [ Waiting ] Lyashanna

    Grog on
  • Options
    SkyCaptainSkyCaptain IndianaRegistered User regular
    edited August 2011

    The falling water from the black recess in the ceiling of the cavern flashes into steam as it falls into the raging flames dancing across the floor and the surface of the water. Billows of steam quickly fill the cavern, swirling across the floor in twisting eddies and currents around the stalagmites and the combatants. One of the fleeing skirmishers pauses in his flight as the Mage, Eli, follows through the same tunnel the kobold fled through. Rho pierces the maze-like warren of tunnels and is greeted by a slingstone that leaves a gouge of torn flesh and blood on his forehead.

    Eli starts casting a spell, tracing a symbol of fire in the air. The kobold jabs at the Mage, trying to disrupt the spell, but Eli bats away the spear expertly with his staff. The kobold hisses in frustration and jabs again, piercing the spinning staff defense the Mage relies on and slices through the leather straps on the side of Eli's shin. Hopping in pain, Eli is narrowly missed by a flying rock. The Wyrmpriest howls at the other kobolds and they all scatter into the tunnels north and south. Mangler vanishes into the fog briefly and reappears next to Rho. Twin jagged edged short blades flash twice and the Blackguard crumples to the ground, his ragged wounds bleeding heavily. Mangler skitters a short distance away, cruelty painted in his eyes and in the gleam of his snarling muzzle. The Wyrmpriest flees from the inferno created by Eli the Mage and hurls an orb of crimson fire at the hume spellcaster. The fire splashes harmlessly against the stalactites above Eli's head, momentarily burning away the fog. Blighter then shifts around the corner of a tunnel and slips out of sight.


    Terrain Features Update - The caverns are filled with a mist of light steam as the waterfall is heated by the raging fire from Eli's attack. Everyone has concealment. All melee and ranged attacks take a -2 penalty to attack rolls. Close and Area attacks are not penalized.

    Actions
    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.
    • The caverns are filled with a mist of light steam as the waterfall is heated by the raging fire from Eli's attack. Everyone has concealment. All melee and ranged attacks take a -2 penalty to attack rolls. Close and Area attacks are not penalized.

    The Good
    (R10) Dermond Ewald • HP 19/29
    (U14) Eli Constanz • HP 18/24 Bloodied!
    (P10) Helena Milner • HP 24/28
    (R8) Lyashanna • HP 21/25
    (U11) Rho Dramon • HP -2/29 Bloodied! Dying!
    -- Prone
    -- Ongoing Damage 5 (save ends)

    The Bad
    (U18) Blighter • HP 28/36
    (W12) Mangler • HP 30/42
    (U4) Kobold Slinger 1 • HP 23/24+5
    (Z19) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (W19) Kobold 3 • HP 1/1+3

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1
    (M8) Kobold 7• HP 0/1

    [ Map ] Round 3 (TinyURL)
    [ Up Next ] Helena, Rho, Dermond, Eli
    [ On Deck ] Lyashanna
    [ Waiting ] Crimson Claws

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • Options
    DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    edited August 2011
    Dermond opened his mouth to stop the Blackguard from advancing too far ahead, but before he could get the words out the knight heard a cry of pain and the clattering of armor as Rho fell to the ground. He quickly overcame the sense of dread that squeezing through these cramped tunnels caused to get to Rho's position and dropped to his knee beside him. "Healer, you're needed up here immediately. The mercenary is alive, but down," Dermond looked up at the snarling Mangler and shot to his feet. "None shall perish under my command!" the Iron Warden bellowed and charged.

    The knight's shield hit the Kobold forcefully, pushing it back into the fire that Eli created. Dissatisfied with merely letting the creature burn Dermond brought his weapon down on the creature's knee forcing bone to break through the skin in a sickening display. Dermond's jaw was set and he quickly brough the weapon back around striking the kobold in the ribcage in the hopes of breaking a few more bones.



    Actions
    Move: Squeeze to T11
    Standard: Bull rush Mangler it's SUPER EFFECTIVE Mangler is pushed back to X12 and Dermond follows to W12
    Action Point: MBA vs Mangler 17vs AC misses. Heroic Effort activated, 21 vs AC hits for 14 damage. Mangler is slowed.
    Free: Power Strike vs Mangler for an additional
    9 points of damage

    Status
    Terrain Features
    • The narrowest tunnels require medium size creatures to squeeze through them. The kobolds, being small, do not suffer any penalties for moving through them. If you're in doubt about a tunnel, assume that it is too narrow for normal movement if less than the full width of the square is visible on the map.
    • The pool of water at X12:Y13 is in a depression that is slightly lower than the surrounding terrain. A DC 15 Athletics check is required to swim from X12 to P17. It takes 11 squares of movement to travel between the two areas.
    • The waterfall at Y12 that feeds the pool of water provides cover/superior cover against any ranged attacks that would pass through it.
    • The caverns are filled with a mist of light steam as the waterfall is heated by the raging fire from Eli's attack. Everyone has concealment. All melee and ranged attacks take a -2 penalty to attack rolls. Close and Area attacks are not penalized.

    The Good
    (W12) Dermond Ewald • HP 19/29
    (U14) Eli Constanz • HP 18/24 Bloodied!
    (P10) Helena Milner • HP 24/28
    (R8) Lyashanna • HP 21/25
    (U11) Rho Dramon • HP -2/29 Bloodied! Dying!
    -- Prone
    -- Ongoing Damage 5 (save ends)

    The Bad
    (U18) Blighter • HP 28/36
    (X12) Mangler • HP 7/42 Bloodied!
    --Slowed until End of Dermond's Next turn. In Flame Fountain.
    (U4) Kobold Slinger 1 • HP 23/24+5
    (Z19) Kobold Slinger 2 • HP 8/24+5 Bloodied!
    (W19) Kobold 3 • HP 1/1+3

    The Dead
    (M9) Kobold 8 • HP 0/1
    (M8) Kobold 6 • HP 0/1
    (O11) Kobold 4 • HP 0/1
    (M13) Kobold 5 • HP 0/1
    (M8) Kobold 7• HP 0/1

    [ Map ] Round 3 (full link)
    [ Up Next ] Helena, Rho, Eli
    [ On Deck ] Lyashanna
    [ Waiting ] Crimson Claws

    DaMoonRulz on
    3basnids3lf9.jpg




Sign In or Register to comment.