FiggyFighter of the night manChampion of the sunRegistered Userregular
Panmorn
Perception: You can see that the water falls in such a way that is bounces back into a recess as well as into the stream. There is definitely an opening of some kind behind the falling water.
Dire
Arcana: As you concentrate on the energy surrounding the circle, you feel yourself being drawn in to a powerful source of magic. Suddenly, as if a lever was thrown, the energy is gone. You open your eyes and see that the circle is no longer glowing, and you no longer sense anything of note here. Oddly enough, you feel slightly more in-tune with your own abilities right now.
+1 to attack rolls for the next encounter
Picking through the dead kobolds, you find a total of 5 gold pieces. There is an assortment of old, rusted weaponry as well: a short sword, several daggers, and several light shields.
Give me a !ready when we're good to go in guys. Just want to make sure everyone is done out here.
"No use standing around all day, let's see what we have behind this waterfall. Halvard and I are up front, Zevi and Dire take the rear," said Panmorn trying to show confidence.
"Pelor watch over us," he whispers as he grips the hilt of his sword to calm his shaking hand.
!Ready
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El SkidThe frozen white northRegistered Userregular
I would almost accept someone watching over us thought Barran wryly, because the chances of my getting back to a warm bed tonight are decreasing by the second, while my odds for a gruesome death keep increasing.
Zevi nods his head glumly. He knew this would happen. Covering his bow with his cloak in preparation for going through the tumbling water, he waits for the inevitable.
!ready
ronrab on
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FiggyFighter of the night manChampion of the sunRegistered Userregular
edited April 2012
The adventurers walk up to the waterfall and pause briefly before pushing through. Panmorn and Halvard are first. As their eyes adjust to the light, they are shocked at the size of the cavern in which they now stand. Lights bounce from sconce to dirt floor, down a long hallway at least 80 feet long. The far space ahead is, oddly, covered with dark-coloured tile. Panmorn wasn't an expert on secret waterfall caverns, but he was pretty sure that stone floor tiles were not the usual decor.
At the rear, Barran, Zevi, and Dire stepped through the water. The bard immediately notices a familiar gleam out of the corner of his eye. To the northeast, light glistens off old, golden pots and bowls. It looks like these kobolds have been hoarding treasure! Zevi elbows him in the ribs, gesturing toward something else in front of him that the ranger somehow deems more important.
It is then that Barren notices that the cavern is crawling with kobolds. Not only that, but there's a figure walking toward the treasure pile that is clearly far too big to be one of these creatures, his axe being twice the size of one of them.
Surprise round again, because no kobolds made it back through the waterfall alive to warn the others.
Amazed at the sight before him Panmorn takes a moment to size up everything he can see. This was starting to feel too familiar, and he wasn't sure if that was a good thing. "Pelor give me strength."
Kobold Skirmisher [KS1] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Skirmisher [KS2] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Skirmisher [KS3] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Minion 1 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 2 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 3 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 4 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 5 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 6 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 7 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 8 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 9 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 10 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Inspired by the sight of the kobold in front of him drop, Panmorn charges the one now standing in front of him. The beast didn't have a chance as Panmorn bore down and killed it with one quick swing of his sword.
Feeling confident from the power he drew from the magic circle, Dire points his wand and turns the very air to fire amidst the kobolds. He almost feels sorry for the oblivious creatures as they howl and burn. 2 of the smaller ones die instantly, but the bigger one is able to stay standing as his flesh burns and blisters.
vs: KS2 1d20+714 Hit
vs: KM31d20+79 Miss, (Would be Half Damage if he wasn't a minion!)
vs: KM2:1d20+717 Hit
Damage Roll: 3d8+522
KM2 is killed. KS2 takes 22 damage and is bloodied. A burst 1 zone is created at I7 - any enemy that enters the zone or ends their turn there takes 5 damage.
El SkidThe frozen white northRegistered Userregular
edited April 2012
Barran brought his flute to his lips and played a taunting tune at the singed skirmisher. It falls to the ground from a combination of flames and...demoralization.
Kobold Skirmisher [KS1] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Skirmisher [KS3] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Minion 3 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 6 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 7 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 8 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 9 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 10 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
FiggyFighter of the night manChampion of the sunRegistered Userregular
Oh good, more kobolds - Round 1
The kobolds are made aware of the presence of the adventurers in their lair only by the falling of several of their allies around them. The scaly creatures spring to action, charging at the adventurers grouped in the entryway.
A fury of spears lash out at the group, causing sizable damage. When the dust settles, they find themselves completely surrounded.
I won't spell out moves if there is a charge afterwards
▐ Kobold Minion 3 (KM3) ▌ Move Action: to J4Standard: MBA vs Halvard Minor: Shift K3 Attack Roll:KM3 vs Hal @ J4: 1d20+68 - MISS!
▐ Kobold Minion 7 (KM7) ▌ Move Action: Movin'Standard: Charge Dire @ I2 Attack Roll:KM7 vs Dire @ I2: 1d20+6+220 - Hit for 4 damage!
▐ Kobold Minion 8 (KM8) ▌ Move Action: to I3Standard: MBA vs Halvard Minor: Shift J4 Attack Roll:KM8 vs Halvard @I3: 1d20+6+2+115 - Hit for 4 damage!
Kobold Skirmisher [KS1] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Skirmisher [KS3] ► ■ HP 21/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Minion 3 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 6 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 7 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 8 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 9 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 10 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
"You will know Pelor's wrath," yelled Panmorn at the kobold in the middle of the pack as he swung. The beast heard Panmorn too late, the longsword split him open with a radiant surge of energy.
He then turned his attention to the kobold now behind him. The lizard was quick, but not quick enough. Divine energy poured out of Panmorn as his weapon connected, all of the enemies surrounding him now focused their attention on the paladin.
As the kobold's spear cuts into Dire, he lets out a monstrous howl and the creature is erased from existence by flame. The wizard's demonic origins are once again brought to front of his allies' minds.
Infernal Wrath vs KM7 : Hit automatically, Damge: 1d6+59
KM7 is dead.
Growling at the sudden sting of tiny weapons piercing his armor, Halvard lunges forward, shoving his way through two kobolds before burying his halberd halfway into the body of the one that charged him. With a primal howl, he tears his weapon through the other half, leaving the kobold dead on the cave floor.
Move Action: Shift to I4 Standard Action: Recuperating Strike vs. KS1 Attack Roll:1d20+6=26 14 damage, and Halvard gains 3 THP. Free Action: MBA vs. KS1 Attack Roll:1d20+6=26 14 damage. KS1 is dead. Up Next:@Hensler
Zevi takes two shots at the injured skirmisher. One strikes each eye neatly. The creature falls, dead instantly.
Standard Action: Twin Strike Attack Roll: vs. KS3 (1d20+6=26, 1d20+6=23)
CRITICAL HIT! Max Damage: 11; Damage Roll 2: vs KS3 (1d10+1=4)
Total Damage 15 - KS3 IS DEAD [Up Next: Irontooth's Irregulars]
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FiggyFighter of the night manChampion of the sunRegistered Userregular
Oh good, more kobolds - Round 2
The remaining two kobolds let out a high pitched scream and turn to run into the back of the cavern. Bits of rock and dust crumble from the ceiling of the cave. At first, it seems odd that such tiny creatures could cause the tremble in the cave floor that the adventurers suddenly notice.
A moment later, it becomes clear that the tremble is from something else entirely.
"Irontooth!" shrieks a reptilian voice from somewhere to the east.
▐ Kobold Minion 6 (KM6) ▌ Minor Action: Shift to K5Move:Run to K13
Kobold Minion 6 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 10 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
FiggyFighter of the night manChampion of the sunRegistered Userregular
edited April 2012
Oh good, more kobolds - Round 2
As Panmorn's sword arm recovers from the attempt, he straightens himself up and notices something troubling. Along with the two cowardly kobolds are three more. Another creature looms over them all, brandishing a battle axe.
Irontooth ► ■ HP 106/106 ■ AC 16 ■ Fort 16 ■ Ref 14 ■ Will 15 ■ ◄ Immediate reaction: Can shift 1 square when missed by a melee attack
Kobold Wyrmpriest ► ■ HP 36/36 ■ AC 17 ■ Fort 13 ■ Ref 15 ■ Will 15 ■ ◄
Kobold Denwarden 1 ► ■ HP 36/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Kobold Denwarden 2 ► ■ HP 36/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Kobold Minion 6 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 10 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Notes
Might be some retcon with Irontooth's immediate reaction. If he's missed by a melee attack, and your turn will involve him in his current position (and might not be valid if he shifts) please @ me and I'll come move him.
Steeling himself for whatever waits behind the wall, Halvard strides forward. After taking a moment to size up his new opponents, he charges at the nearest kobold, leaving the cowards to be dealt with by the others. The howl that erupts from him manages to stun his target just long enough to create an opening, which Halvard fills with the blade of his weapon.
Minor Action: Stone's Endurance (Resist 5 All until the end of my next turn) Move Action: I4 to G10 Standard Action: Charge (Howling Strike) to J13 vs. DW2 Attack Roll:1d20+6+1=26 Damage Roll: 1d10+1d6+4+2=16 Up Next:@Hensler
Dire hears Halvard's howl on the other side of the wall, and rushes forward to see what is going on. "I knew this was going too easy!" He mutters to himself as he pulls magical energy into his mind and propels it out his wand in yet another burst of flame.
Move Action: Run from J2 to H8
Starndard Action: Scorching Burst vs Reflex, Target: L13: vs KM61d20+714 = Hit
vs KM101d20+713 = Hit
vs Irontooth1d20+722 = Hit
vs DW11d20+715 = Miss, Free Action - Wand of Accuracy (Attack Roll +2) = Hit
Damage Roll: 1d6+59 KM6 and KM10 are killed, Irontooth and DW1 take 9 damage.
El SkidThe frozen white northRegistered Userregular
edited April 2012
Redacted turn
Hearing sounds of battle on the other side of the den, Barran ran forward until he was behind Panmorn. Shouting encouragement at the battered warrior, he brought his flute to his lips and played a Stirring melody that stirred a wild desire in his companions to take down the kobold champion.
Move: Run to I12
Standard: Stirring Shout vs Irontooth
Minor: Majestic Word on Panmorn (spend a surge to recover surge value+5 HPs)
(note, that was my last majestic word for the encounter. You guys should beat on the big guy if you need HPs, and don't forget your second winds!)
Up Next:@ronrab
Hearing sounds of battle on the other side of the den, Barran moves forward and shouts inspiration to Panmorn, who seems to feel better. He then brings his flute to his mouth, but the notes are drowned out by the din of battle.
Move: to G8
Standard: Staggering Note on DW2
Minor: Majestic Word on Panmorn (spend a surge to recover surge value+5 HPs)
Hearing the sounds of battle, Zevi moves up to to pick off any stragglers. He takes aim at the creature standing in front of Halvard and quickly fires off two shots. The first misses, but the second finds its mark.
FiggyFighter of the night manChampion of the sunRegistered Userregular
Oh good, more kobolds - Round 3
Irontooth lowers his enormous battle axe behind him and charges towards the two adventurers. The blade sparks off the tiled floor as he runs, and he swings in a great, wide arc, missing the paladin completely. He makes a low grunting noise, and the two kobold denwardens seem to respond to an incomprehensible command. They lunge at the others, grouped to the east. While Zevi manages to deflect a blow, Dire takes a spear in the side.
Meanwhile, a robed kobold emerges from the south, muttering an blasphemous prayer with its forked tongue. The kobolds in the cavern seem to gain strength, and the priest unleashes a glowing ball of energy that only dissipates against Halvard's hardened skin.
Changed Zevi's move by 1 square to avoid having to run and suffer -5 attack roll.
▐ Irontooth ▌ Standard Action: Charge K12 vs Panmorn Attack Roll:IT charge K12 vs Panmorn: 1d20+8+112 - MISS!
▐ Kobold Denwarden 2 (DW2) ▌ Standard: Charge G10 vs Zevi Attack Roll:DW2 crg vs Zevi: 1d20+7+19 - MISS!
▐ Kobold Denwarden 1 (DW1) ▌ Standard: Charge H9 vs Dire Attack Roll:DW1 chrg vs Dire: 1d20+7+1151d8+16 - Hit for 6 damage!
▐ Kobold Wyrmpriest (KW) ▌ Move Action: to L15Standard: Energy Orb vs Halvard Minor: Incite Faith (Close Burst 10-kobolds gain +5 temp HP and can shift 1 square) Attack Roll:Orb vs Halvard: 1d20+6181d10+36 - Hit for 3 damage! Halvard resists.
Irontooth ► ■ HP 97/106 ■ AC 16 ■ Fort 16 ■ Ref 14 ■ Will 15 ■ ◄ Immediate reaction: Can shift 1 square when missed by a melee attack
Kobold Wyrmpriest ► ■ HP 36/36 ■ AC 17 ■ Fort 13 ■ Ref 15 ■ Will 15 ■ ◄
Kobold Denwarden 1 ► ■ HP 33/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Kobold Denwarden 2 ► ■ HP 20/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Notes
Might be some retcon with Irontooth's immediate reaction. If he's missed by a melee attack, and your turn will involve him in his current position (and might not be valid if he shifts) please @ me and I'll come move him.
Panmorn took a mighty swing at Irontooth while calling out words of encouragement to Dire. Irontooth was almost able to block the attack, but Panmorn bore down and pushed passed the kobold's defense.
Panmorn wasn't sure if it was his words, or if it was seeing Irontooth take a vicious blow, but Dire seemed to recover from some of his wounds.
Minor Action: Divine Challenge on Irontooth Standard Action: Paladin's Judgment Attack Roll:Paladin's Judgment on Irontooth (1d20+7=12) Heroic Effort +4 to attack roll = 16 hit!
"Throw your magic at ME, will you?" Halvard bellows while taking a long step back from Irontooth. He turns that long step into a charge straight at the wyrmpriest's face, but forgets about how shifty these things are, missing by the slightest margin.
Move Action: Shift to I14. Standard Action: Charge (Howling Strike) to K14 vs. KW Attack Roll:1d20+6+1=16 Up Next:@Figgy I guess?
Posts
Dire
+1 to attack rolls for the next encounter
Picking through the dead kobolds, you find a total of 5 gold pieces. There is an assortment of old, rusted weaponry as well: a short sword, several daggers, and several light shields.
Give me a !ready when we're good to go in guys. Just want to make sure everyone is done out here.
"Pelor watch over us," he whispers as he grips the hilt of his sword to calm his shaking hand.
At the rear, Barran, Zevi, and Dire stepped through the water. The bard immediately notices a familiar gleam out of the corner of his eye. To the northeast, light glistens off old, golden pots and bowls. It looks like these kobolds have been hoarding treasure! Zevi elbows him in the ribs, gesturing toward something else in front of him that the ranger somehow deems more important.
It is then that Barren notices that the cavern is crawling with kobolds. Not only that, but there's a figure walking toward the treasure pile that is clearly far too big to be one of these creatures, his axe being twice the size of one of them.
The adventurers stand ready, gladdened (only slightly) by the fact that the kobolds have yet to notice them.
Map
Stats Sheet
Zevi (21)
Kobold Minions 1 → 10 (17)
Kobold Skirmisher 1(16)
Kobold Skirmisher 2(16)
Kobold Skirmisher 3(13)
Panmorn (11)
Halvard (10)
Dire (5)
Barran (2)
◄Stat Blocks►
Barren - 23/23
Dire - 21/21
Halvard - 31/31
Panmorn - 33/33
Zevi - 23/23
Kobold Skirmisher [KS1] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Skirmisher [KS2] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Skirmisher [KS3] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Minion 1 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 2 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 3 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 4 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 5 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 6 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 7 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 8 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 9 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 10 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Notes
[Up Next: @ronrab]
"Small fry first, people. They're most dangerous in numbers."
Attack Roll: vs KM1, KM4 (1d20+6=10, 1d20+6=22) KM4 HIT and is killed
[Up Next: @RedDawn]
Attack Roll: Charge on KM5 (1d20+7=24)Damage Roll: Damage on KM5 (1d8+4=11)
[Up Next: @Denada]
Attack Roll: 1d20+6=19 KM1 is dead and I gain 3 Temp HP.
Up Next: @Hensler
Fountain of Flame vs Reflex, area burst 1 at I7
vs: KS2 1d20+7 14 Hit
vs: KM31d20+7 9 Miss, (Would be Half Damage if he wasn't a minion!)
vs: KM2:1d20+7 17 Hit
Damage Roll: 3d8+5 22
KM2 is killed. KS2 takes 22 damage and is bloodied. A burst 1 zone is created at I7 - any enemy that enters the zone or ends their turn there takes 5 damage.
Up Next: @El Skid
Stats Sheet
Zevi (21)
Kobold Minions 1 → 10 (17)
Kobold Skirmisher 1(16)
Kobold Skirmisher 2(16)
Kobold Skirmisher 3(13)
Panmorn (11)
Halvard (10)
Dire (5)
Barran (2)
◄Stat Blocks►
Barren - 23/23
Dire - 21/21
Halvard - 34/31
Panmorn - 33/33
Zevi - 23/23
Kobold Skirmisher [KS1] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Skirmisher [KS3] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Minion 3 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 6 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 7 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 8 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 9 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 10 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Notes
Attack Roll:vs. KS3 (1d20+6=12, 1d20+6=20)
ONE HIT! Damage Roll: vs. KS3 (1d10+5=6) Six damage!
[Up Next: Irontooth's Irregulars]
The kobolds are made aware of the presence of the adventurers in their lair only by the falling of several of their allies around them. The scaly creatures spring to action, charging at the adventurers grouped in the entryway.
A fury of spears lash out at the group, causing sizable damage. When the dust settles, they find themselves completely surrounded.
▐ Kobold Minion 3 (KM3) ▌
Move Action: to J4 Standard: MBA vs Halvard Minor: Shift K3
Attack Roll: KM3 vs Hal @ J4: 1d20+6 8 - MISS!
▐ Kobold Minion 7 (KM7) ▌
Move Action: Movin' Standard: Charge Dire @ I2
Attack Roll: KM7 vs Dire @ I2: 1d20+6+2 20 - Hit for 4 damage!
▐ Kobold Minion 8 (KM8) ▌
Move Action: to I3 Standard: MBA vs Halvard Minor: Shift J4
Attack Roll: KM8 vs Halvard @I3: 1d20+6+2+1 15 - Hit for 4 damage!
▐ Kobold Minion 9 (KM9) ▌
Standard:Charge Panmorn @ L4
Attack Roll: KM9 vs Panmorn @ L4: 1d20+6+2 19 - MISS!
▐ Kobold Minion 6 (KM6) ▌
Standard: Charge vs Halvard
Attack Roll: KM6 vs Halvard @ K4: 1d20+6+2 25 - Hit for 4 damage!
▐ Kobold Minion 10 (KM10) ▌
Move Action: to N7 Standard: Javelin @ Panmorn
Attack Roll: KM10@N7 Javelin vs Panmorn: 1d20+5 22 - MISS!
▐ Kobold Skirmisher 1 (KS1) ▌
Standard: Charge Halvard @I3
Attack Roll: KS1 moves then charges Halv @ I3: 1d20+6+2+1+4 23 1d8+1d6 7 - Hit for 7 damage!
▐ Kobold Skirmisher 3 (KS3) ▌
Move Action: to M3 Standard:MBA @ Panmorn
Attack Roll:ks3 mba VS Panmorn: 1d20+6+2+3 27 1d6+1d8 13 - Hit for 13 damage!
Map
Stats Sheet
Zevi (21)
Kobold Minions 1 → 10 (17)
Kobold Skirmisher 1(16)
Kobold Skirmisher 3(13)
Panmorn (11)
Halvard (10)
Dire (5)
Barran (2)
◄Stat Blocks►
Barren - 23/23
Dire - 17/21
Halvard - 19/31
Panmorn - 20/33
Zevi - 23/23
Kobold Skirmisher [KS1] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Skirmisher [KS3] ► ■ HP 21/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Minion 3 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 6 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 7 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 8 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 9 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 10 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Notes
He then turned his attention to the kobold now behind him. The lizard was quick, but not quick enough. Divine energy poured out of Panmorn as his weapon connected, all of the enemies surrounding him now focused their attention on the paladin.
Attack Roll: Attack on KM3 (1d20+7+2=22)Damage Roll: Minion = Dead
Action Point! Piercing Smite on KS3
Attack Roll:Piercing Smite on KS3 (1d20+7=15) Damage Roll: Damage on KS3 (2d8+4=12)
KS3 KM9 and KM6 are now marked until the end of my next turn.
[Up Next: @Denada]
Hit automatically, Damge: 1d6+5 9
KM7 is dead.
Standard Action: Recuperating Strike vs. KS1
Attack Roll: 1d20+6=26 14 damage, and Halvard gains 3 THP.
Free Action: MBA vs. KS1
Attack Roll: 1d20+6=26 14 damage. KS1 is dead.
Up Next: @Hensler
His notes are disrupted by the beast's proximity, giving it an opening (if it dares to take it)
Standard Action: Vicious Mockery vs KS3 (provokes AoO)
Attack Roll: Vicious Mockery vs will(13) on KS3 (1d20+6=8, 1d6+5=6) MISS
Kobold gets to take a swing at Barran, but it will take damage from Panmorn's mark if it does
Up Next: @ronrab
vs KM8: 1d20+7 15 - Hit, dead minion
vs: KM61d20+7 8 - Miss
vs: KM91d20+7 17 - Hit, dead minion
Damage Roll: 1d6+5 9
Up Next: @Ronrab , I think - El Skid's turn should still be valid, we just swapped order?
Attack Roll: vs. KS3 (1d20+6=26, 1d20+6=23)
CRITICAL HIT! Max Damage: 11; Damage Roll 2: vs KS3 (1d10+1=4)
Total Damage 15 - KS3 IS DEAD
[Up Next: Irontooth's Irregulars]
The remaining two kobolds let out a high pitched scream and turn to run into the back of the cavern. Bits of rock and dust crumble from the ceiling of the cave. At first, it seems odd that such tiny creatures could cause the tremble in the cave floor that the adventurers suddenly notice.
A moment later, it becomes clear that the tremble is from something else entirely.
"Irontooth!" shrieks a reptilian voice from somewhere to the east.
Minor Action: Shift to K5 Move:Run to K13
▐ Kobold Minion 10 (KM10) ▌
Move:Run to L14
Map
Stats Sheet
Zevi (21)
Kobold Minions 1 → 10 (17)
Panmorn (11)
Halvard (10)
Dire (5)
Barran (2)
◄Stat Blocks►
Barren - 23/23
Dire - 17/21
Halvard - 31/31
Panmorn - 20/33
Zevi - 23/23
Kobold Minion 6 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 10 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Notes
Attack Roll: Charge on KM6 (1d20+7+1=10)Damage Roll: Miss!
[Up Next: @Denada]
As Panmorn's sword arm recovers from the attempt, he straightens himself up and notices something troubling. Along with the two cowardly kobolds are three more. Another creature looms over them all, brandishing a battle axe.
Map
Stats Sheet
Zevi (21)
Kobold Minions 1 → 10 (17)
Irontooth
Kobold Wyrmpriest
Kobold Denwarden 1
Kobold Denwarden 2
Panmorn (11)
Halvard (10)
Dire (5)
Barran (2)
◄Stat Blocks►
Barren - 23/23
Dire - 17/21
Halvard - 31/31
Panmorn - 20/33
Zevi - 23/23
Irontooth ► ■ HP 106/106 ■ AC 16 ■ Fort 16 ■ Ref 14 ■ Will 15 ■ ◄ Immediate reaction: Can shift 1 square when missed by a melee attack
Kobold Wyrmpriest ► ■ HP 36/36 ■ AC 17 ■ Fort 13 ■ Ref 15 ■ Will 15 ■ ◄
Kobold Denwarden 1 ► ■ HP 36/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Kobold Denwarden 2 ► ■ HP 36/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Kobold Minion 6 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Kobold Minion 10 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Notes
[Up Next: @Denada]
Move Action: I4 to G10
Standard Action: Charge (Howling Strike) to J13 vs. DW2
Attack Roll: 1d20+6+1=26 Damage Roll: 1d10+1d6+4+2=16
Up Next: @Hensler
Starndard Action: Scorching Burst vs Reflex, Target: L13:
vs KM61d20+7 14 = Hit
vs KM101d20+7 13 = Hit
vs Irontooth1d20+7 22 = Hit
vs DW11d20+7 15 = Miss, Free Action - Wand of Accuracy (Attack Roll +2) = Hit
Damage Roll: 1d6+5 9
KM6 and KM10 are killed, Irontooth and DW1 take 9 damage.
Up next @El Skid
Move: Run to I12
Standard: Stirring Shout vs Irontooth
Minor: Majestic Word on Panmorn (spend a surge to recover surge value+5 HPs)
Attack Roll: Stirring Shout on Irontooth vs Will (15) (1d20+6=18, 2d6+5=10) HIT for 10 damage. For the rest of the encounter, anyone who hits Irontooth regains 5 HP.
(note, that was my last majestic word for the encounter. You guys should beat on the big guy if you need HPs, and don't forget your second winds!)
Up Next: @ronrab
Hearing sounds of battle on the other side of the den, Barran moves forward and shouts inspiration to Panmorn, who seems to feel better. He then brings his flute to his mouth, but the notes are drowned out by the din of battle.
Standard: Staggering Note on DW2
Minor: Majestic Word on Panmorn (spend a surge to recover surge value+5 HPs)
Attack Roll: Staggering Note on DW2 vs Will (15) (1d20+6=11) MISS
Up Next: @ronrab
Standard Action: Twin Strike on DW2
Attack Roll: 2 attack rolls on DW2 (1d20+6=12, 1d20+6=23)Damage Roll: Damage on DW2 (1d10+1=5)
[Up Next: @Figgy]
Irontooth lowers his enormous battle axe behind him and charges towards the two adventurers. The blade sparks off the tiled floor as he runs, and he swings in a great, wide arc, missing the paladin completely. He makes a low grunting noise, and the two kobold denwardens seem to respond to an incomprehensible command. They lunge at the others, grouped to the east. While Zevi manages to deflect a blow, Dire takes a spear in the side.
Meanwhile, a robed kobold emerges from the south, muttering an blasphemous prayer with its forked tongue. The kobolds in the cavern seem to gain strength, and the priest unleashes a glowing ball of energy that only dissipates against Halvard's hardened skin.
▐ Irontooth ▌
Standard Action: Charge K12 vs Panmorn
Attack Roll: IT charge K12 vs Panmorn: 1d20+8+1 12 - MISS!
▐ Kobold Denwarden 2 (DW2) ▌
Standard: Charge G10 vs Zevi
Attack Roll: DW2 crg vs Zevi: 1d20+7+1 9 - MISS!
▐ Kobold Denwarden 1 (DW1) ▌
Standard: Charge H9 vs Dire
Attack Roll: DW1 chrg vs Dire: 1d20+7+1 15 1d8+1 6 - Hit for 6 damage!
▐ Kobold Wyrmpriest (KW) ▌
Move Action: to L15 Standard: Energy Orb vs Halvard Minor: Incite Faith (Close Burst 10-kobolds gain +5 temp HP and can shift 1 square)
Attack Roll: Orb vs Halvard: 1d20+6 18 1d10+3 6 - Hit for 3 damage! Halvard resists.
DW2 shifts to F9 as Free Action
Map
Stats Sheet
Zevi (21)
Irontooth
Kobold Wyrmpriest
Kobold Denwarden 1
Kobold Denwarden 2
Panmorn (11)
Halvard (10)
Dire (5)
Barran (2)
◄Stat Blocks►
Barren - 23/23
Dire - 11/21
Halvard - 31/31 RESIST ALL 5 until EONT
Panmorn - 33/33
Zevi - 23/23
Irontooth ► ■ HP 97/106 ■ AC 16 ■ Fort 16 ■ Ref 14 ■ Will 15 ■ ◄ Immediate reaction: Can shift 1 square when missed by a melee attack
Kobold Wyrmpriest ► ■ HP 36/36 ■ AC 17 ■ Fort 13 ■ Ref 15 ■ Will 15 ■ ◄
Kobold Denwarden 1 ► ■ HP 33/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Kobold Denwarden 2 ► ■ HP 20/36 ■ AC 18 ■ Fort 16 ■ Ref 16 ■ Will 16 ■ ◄
Notes
[Up Next: @RedDawn]
Panmorn took a mighty swing at Irontooth while calling out words of encouragement to Dire. Irontooth was almost able to block the attack, but Panmorn bore down and pushed passed the kobold's defense.
Panmorn wasn't sure if it was his words, or if it was seeing Irontooth take a vicious blow, but Dire seemed to recover from some of his wounds.
Standard Action: Paladin's Judgment
Attack Roll: Paladin's Judgment on Irontooth (1d20+7=12) Heroic Effort +4 to attack roll = 16 hit!
Damage Roll: Damage on Irontooth (3d8+4=17)
Dire can spend a healing surge
[Up Next: @Denada]
Standard Action: Charge (Howling Strike) to K14 vs. KW
Attack Roll: 1d20+6+1=16
Up Next: @Figgy I guess?