Zevi immediately creeps back out to inform the others.
Stealthin' my way out of the clearing 1d20+8=11
I am the WORST ELF.
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FiggyFighter of the night manChampion of the sunRegistered Userregular
Zevi heads back the way he came, trying to avoid making any excess noise. Suddenly, his foot carelessly snaps a large twig in half, sending an echoing *SNAP* through the forest.
And yet, with the combination of the waterfall and the kobolds milling about, the noise goes unnoticed.
With a sigh of relief, yet certain worse is to come, Zevi rejoins the others and describes what he's seen. He recommends we concentrate initial ranged fire on the kobold in the glowing ring, as he's almost certain the 'S' stands for Shaman it's attempting some sort of magical ritual.
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FiggyFighter of the night manChampion of the sunRegistered Userregular
edited March 2012
The adventurers move forward through the brush, splitting up and taking up position. Zevi, Dire, and Barran circle to the south, sticking to the trees to avoid detection, while keeping the clearing and the kobolds within in sight.
Panmorn and Halvard wait for their companions to situate themselves before making their move. With a silent count, they brandish their weapons and run straight for the waterfall clearing, taking little care to conceal their advance. The sound of the rushing water betrays the kobolds, who are caught completely by surprise as Panmorn crashes through. Their expressions turn from annoyance at their work to twisted anger until, close behind the paladin, a nearly eight-foot-tall Goliath shatters bushes and sends the river bed rocks flying with each monstrous foot fall.
The nearest kobold's expression is priceless. But it's nothing compared to that of the adventurers, who only now notice the rest of the kobold party, hidden in the trees.
You'll have a surprise round to start the encounter. (One action (and any free actions) in initiative order. Opponents grant combat advantage.)
El SkidThe frozen white northRegistered Userregular
edited March 2012
Barran looks around at the other kobolds and rolls his eyes. On the bright side, by not protesting just charging in he'd saved the half hour of discussion that would have preceded this moment regardless...Now they just had to deal with the mess, as usual. If only the kobolds had let him get to his nice warm bed in the nice warm inn with a nice warm lady....
FiggyFighter of the night manChampion of the sunRegistered Userregular
edited March 2012
An Unlikely Kobold Lair - Round 1
The adventurers have caught the kobolds unaware, who stop what they are doing and turn to face their attackers. Magic emanates from the circle at Panmorn and Halbred's feet.
Dire
Arcana: Now closer, you can feel the magical energy coming from the circle of stones. The kobold in the middle pulses with a surge of strength, and your magical training attunes you to its purpose. Any living being within the circle is affected and is granted intense focus.
Kobold Dragonshield [KD] ► ■ HP 36/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Skirmisher [KSK] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Slinger [KSL] ► ■ HP 24/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄
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
Trees/bushes provide cover (+2) as well as a penalty if shooting from within or into (-2). Melee combat within the trees works as normal.
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
Dire calls up the arcane words and symbols for fire that are always close to hand for a tiefling, fixing them in his mind and projecting them at a group of the kobolds. Even surprised, 2 of the 3 manage to jump clear, but one is burned asunder as a burst of flame rushes out to attack them.
El SkidThe frozen white northRegistered Userregular
edited March 2012
Barran put his flute to his lips and attempted to peer through the trees at the dragonshield, but couldn't get a bead on him. I'll have to get closer he thought.
The dragonshield was surrounded by his teammates and seemed well in hand. Zevi deemed it wise to eliminate the kobolds nearest the ambushers, instead. His arrows seemed to find their marks as if the trees didn't exist.
Standard Action: Twin Strike vs KM2, KM5 Attack Rolls:1d20+6=26, 1d20+6=24Damage Roll: minions with one hp, both are DEAD
Forgot to include the -2 in the rolls, but both are hits regardless. [Up Next: @Hensler]
Panmorn raises his longsword and strikes out at the kobold in front of him. The kobold was able to partially deflect the blow but Panmorn's strike found purchase.
FiggyFighter of the night manChampion of the sunRegistered Userregular
edited April 2012
An Unlikely Kobold Lair - Round 1
As the dust settles momentarily, the adventurers perfectly poised for another attack, the kobolds only now realize what is happening. A great, sudden explosion of flame thunders over the sound of the waterfall, and the clearing bursts into hot, bright light. Time seems to slow very briefly for the surprised kobolds, as one in the trees crumbles to the forest floor in a smoldering pile. Time returns to normal, and the two nearby look to the south to see Dire grinning, through the trees on the opposite shore. The trees around the ashes-once-kobold almost vaporize in the intense heat, leaving a small clearing in memorial to the dead beast.
Three kobolds stand watch at the crook of the river, chittering softly to each other. One kobold looks up to see that an arrow sticks out of each of his companion's chests. Before either of them seem to notice the amount of holes in their chest has simultaneously increased from the once very comfortable 'none,' they fall face-first into the water and go slowly floating southward. The third kobold looks around for the bow the arrows belonged to.
At the sacred circle, the kobold standing in the center--only moments before just kicking at the glowing symbol to see what would happen--feels a sudden pang of agony in his ribs, as the flesh parts to make room for a cold, polished blade. He snaps back and puts his scaled fists in the air, His short sword still sheathed at his side. The little creature can hear one of his comrades let out a quick yelp. A hulking barbarian's back blocks his view of what happened, but there is blood trickling into the circle.
The smaller kobolds catch on quicker than the rest and spring to action. The small reptile creatures dart in and out of the trees as they descend upon the adventurers. Panmorn is surrounded first, around the magical stone circle. The tiny spears lunge out at the paladin, and two of the devils connect. Halvard takes a spear to the ribs from another that slides in to replace his fallen brethren. Zevi and Barren to the south easily avoid injury as one kobold crashes through the water and manages to look even less threatening, soaked from head to toe, and barely able to lift his small sword as it goes 'THWUNK' into the mud at the elf's feet. A javelin twangs harmlessly into a tree about fifteen feet away. Barren and Dire look anxious for a brief moment, thinking there was someone else nearby the kobold must have been aiming at. Turns out, it was just a terrible shot.
▐ Kobold Minion 1 (KM1) ▌ Move Action: to I6Standard: MBA vs Panmorn Attack Roll:KM1 @ I6 vs Panmorn: 1d20+57 - MISS!
▐ Kobold Minion 4 (KM4) ▌ Move Action: to P7Standard: MBA vs Zevi Attack Roll:KM4 @ P7 vs Panmorn Zevi: 1d20+59 - MISS! messed up desc. on the roll, but it was Zevi all along.
▐ Kobold Minion 6 (KM6) ▌ Move Action: to J6Standard: MBA vs Panmorn Attack Roll:KM6 @ J6 vs Panmorn: 1d20+5+121 - HIT for 4 damage!
▐ Kobold Minion 7 (KM7) ▌ Move Action: to I5Standard: MBA vs Panmorn Attack Roll:KM7 @ I5 vs Panmorn: 1d20+525 - HIT for 4 damage!
▐ Kobold Minion 8 (KM8) ▌ Move Action: to L4Standard: MBA vs Halvard Attack Roll:KM8 @ L4 vs Halvard: 1d20+521 - HIT for 4 damage!
Kobold Dragonshield [KD] ► ■ HP 31/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Skirmisher [KSK] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Slinger [KSL] ► ■ HP 24/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄
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 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 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
Notes
Trees/bushes provide cover (+2) as well as a penalty if shooting from within or into (-2). Melee combat within the trees works as normal.
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
El SkidThe frozen white northRegistered Userregular
edited April 2012
Barran bursts into the clearing and shouts an encouraging word to Panmorn, before bringing his flute to his lips and....fumbling it around in his hands for a few seconds. Smooth
Up next: @ronrab, who can still have that free shift if he wants.
El Skid on
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El SkidThe frozen white northRegistered Userregular
edited April 2012
Zevi Moves out of the trees and takes aim at the 2 kobolds who are farther away, deciding not to take his first shot but instead recalibrating and firing off a moment later. The arrows he unleashed sped into the two kobolds, embedding themselves into a shoulder and a thigh respectively. The kobolds do not seem amused.
Move: to O11
Standard: Split the Tree against KSL and KSK
FiggyFighter of the night manChampion of the sunRegistered Userregular
An Unlikely Kobold Lair - Round 1
With the adventurers continuing the assault, the kobolds continue to respond in kind. Zevi finds himself facing both creatures he attacked. While he is able to easily fend off the charging skirmisher, the sling-carrying reptile retreats into the trees and hurls a ceramic orb at the elf. It sails through the air with expert precision and breaks on his chest, leaving half-sunken shards as well as a poisonous fume of gases. Zevi coughs and wheezes, trying to shake the feeling of disorientation that has come over him.
Meanwhile, at the sacred circle, the larger kobold rolls in behind Panmorn and lashes out with its sword, striking beneath armour.
▐ Kobold Skirmisher (KSK) ▌ Move Action: to I11Standard: Charge Zevi Attack Roll:KSK vs Zevi @ O11: 1d20+6+111 - MISS!
▐ Kobold Slinger (KSL) ▌ Move Action: to E13Standard: Range vs Zevi Attack Roll:KSL @ E13 vs Zevi @ O11: 1d20+525 - CRITICAL HIT!! (9 damage and Stinkpot: Target takes -2 hit on attack rolls. Save ends))
▐ Kobold Dragonshield (KD) ▌ Move Action: Shift to K5Standard: MBA vs Panmorn Attack Roll:KD@K5 vs Panmorn: 1d20+7+3+1+2261d6+34 - HIT for 4 damage!
[/color]
Kobold Dragonshield [KD] ► ■ HP 31/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Skirmisher [KSK] ► ■ HP 10/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄ Bloodied!
Kobold Slinger [KSL] ► ■ HP 7/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄ Bloodied!
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 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 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
Notes
Trees/bushes provide cover (+2) as well as a penalty if shooting from within or into (-2). Melee combat within the trees works as normal.
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
Panmorn shouts a challenge at the kobold that slipped in behind him, "I will deal with you after I've taken care of your friends." He then turned his focus to the small one flanking him. Channeling the power of Pelor and the magic circle into his swing, he is able to just get past the creature's defense and strike him down.
Relishing in the power provided by the circle, Halvard holds his ground, swinging his massive weapon against the kobold between him and Panmorn. He lets out a primal howl as his halberd tears through the creature's armor.
FiggyFighter of the night manChampion of the sunRegistered Userregular
An Unlikely Kobold Lair - Round 2
Kobolds continue to fall across the forest clearing. Panmorn takes an expert stroke from one of the beasts but deflects another. Halvard, distracted by the commotion, is unable to stop his own assailant, who digs a spearhead into the barbarian's calf.
To the south, the lone kobold in the trees lashes out at the bard and connects before letting loose an ear piercing cry. The sound echoes throughout the wood, and the kobold makes a mad dash to the east.
"Irontooth!" it screams. "Irooontoooth!"
His shouts are not unlike a child running home to his mother.
Kobold Dragonshield [KD] ► ■ HP 14/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)Bloodied!
Kobold Skirmisher [KSK] ► ■ HP 10/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄ Bloodied!
Kobold Slinger [KSL] ► ■ HP 7/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄ Bloodied!
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 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 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
Notes
Trees/bushes provide cover (+2) as well as a penalty if shooting from within or into (-2). Melee combat within the trees works as normal.
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
Fire has worked well in this battle so far, and Dire sticks with it, throwing a carefully aimed blast at the melee in the trees. The two westernmost kobolds are torn apart by flames, evening the odds for Halvard and Panmorn.
Free Action: Wand of Accuracy (+2 to one attack roll)
El SkidThe frozen white northRegistered Userregular
edited April 2012
Barran bursts away from the kobold to stand in the middle of the battlefield. Bringing his flute to his mouth, he lets lose a piercing melody that leaves the slinger staggering forward, barely able to stay on his feet as the notes wash over him.
Move to J9: (provoke AoO from minion)
Standard: Blunder on Kobold Slinger
Zevi faded back into the trees, but his location wasn't a mystery for long. Two arrows soared out at the skirmisher. A split second of relief for the kobold ended abruptly as the second shaft pierced its heart.
Move Action: Shift 1 to P11Standard Action: Twin Strike on KSK Attack Roll:1d20+6-2=9, 1d20+6-2=18 MISS, HIT Damage Roll:1d10+1=11 IT FALLS! [Up Next: @Figgy]
ronrab on
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FiggyFighter of the night manChampion of the sunRegistered Userregular
An Unlikely Kobold Lair - Round 2
The kobolds continue the assault, further injuring the bard as he advances on the kobold slinger. Quickly losing their will to attack, the creatures begin eying the waterfall hopefully.
I actually had KM4 move last turn, but I forgot to reflect it on the map. My bad. Retcon says he stays put!
▐ Kobold Minion 4 (KM4) ▌ Attack of Opportunity:AOA vs Barren: 1d20+510 - MISS!
▐ Kobold Dragonshield (KD) ▌ Standard: MBA vs Panmorn Attack Roll:KD vs Panmorn: 1d20+7+115 - MISS!
▐ Kobold Slinger (KSL) ▌ Standard: Ranged vs Barren Attack Roll:Slinger vs Barren: 1d20+6211d6+37 - Hit! 7 damage.
Kobold Dragonshield [KD] ► ■ HP 14/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)Bloodied!
Kobold Slinger [KSL] ► ■ HP 1/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄ Bloodied!
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 8 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Notes
Trees/bushes provide cover (+2) as well as a penalty if shooting from within or into (-2). Melee combat within the trees works as normal.
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
A splatter of kobold blood from Panmorn's strike is all it takes to finally send Halvard over the edge. He opens his body to the primal spirits of rage flowing in his veins, and with the overpowering force of the rage drake, runs the dragonshield through with his halberd. In the same motion, he brings the dead kobold up over his head and slams it down on top of the other foe next to him, leaving two dead kobolds in a pile of blood and broken bones on the ground. Turning toward the kobold with the sling, he points his weapon and growls, "You are going to die." In the same breath, he launches himself forward, bounding over dirt and rocks to plant his halberd in the kobold's chest. "Right. Now."
Standard Action Rage of the Rage Drake vs. KD Attack Roll1d20+6+2+2=26Damage Roll3d10+4=18 KD is dead. Free Action Rage Drake free attack vs KM8 Attack Roll1d20+6+1=24Damage Roll1d10+4=13 KM8 is dead. Free Action Swift Charge (Howling Strike) to H9 vs. KSL Attack Roll1d20+6+1=19Damage Roll1d10+1d6+4+2=18 KSL is dead. Up Next@Figgy
FiggyFighter of the night manChampion of the sunRegistered Userregular
An Unlikely Kobold Lair - Round 3
The last remaining kobold, his companions vanquished, loses his steel and runs straight for the waterfall.
"They're upon us!" it cries, as it tries its best to make it through the crashing water, before any of the adventurers are able to give chase.
▐ Kobold Minion 4 (KM4) ▌ Move: Run to L13
Note: I will sometimes not post an updated map for a round. This will only happen when the map update would be very, very simple. This round, for example, all you need to know is that a single minion remains, and he resides at L13.
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
Notes
Trees/bushes provide cover (+2) as well as a penalty if shooting from within or into (-2). Melee combat within the trees works as normal.
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
"I'll finish this, friends - but WATCH THAT WATERFALL!" Dire yells over the noise of the water as he aims his wand at the fleeing kobold. Pure magical energy flies out and blasts through the creature.
Standard Action: Magic Missile on KM4 Automatically hits for 7 damage, killing KM4 [Up Next: @Figgy]
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FiggyFighter of the night manChampion of the sunRegistered Userregular
edited April 2012
The last kobold falls, bloodied at the foot of the waterfall. One more step and he would have broken through the wall of water, to whatever was waiting on the other side. The adventurers stand ready, but no further attacks come. The clearing is quiet, aside from the deafening roar of the waterfall.
Panmorn says a quick prayer to Pelor, "I am your servant, guide my sword and your will be done." He then looks at the direction of the waterfall to see if he can make out anything going on beyond it.
"We have a difficult decision, now. Clearly more enemies lie behind the waterfall, but we're expanding well beyond our initial goal of locating their lair. We are starting to tire. If we leave for a longer rest overnight, they will find the bodies and no doubt have a trap or ambush waiting."
"I assume we will catch our breath and push on beyond the waterfall? Not optimal, but it seems likely to be the way of things," he says with resignation.
"I'd recommend wasting more of your time. The damn things are everywhere."
"Yes, yes, this is clearly their lair. I'm just not sure we want to assault it in our current condition. Now that we know where it is, do we want to go back to town, tell them, and rest?"
Halvard leans against a tree, breathing heavily as he comes down from his rage. "Whether we do it now or later, we'll kill them either way. Just point me in the right direction."
El SkidThe frozen white northRegistered Userregular
Barran walked around the clearing playing a quiet melody on his flute to lift his friends' spirits, stopping occasionally to rifle through a kobold's corpse.
This all started with a clue from a dead kobold...may as well look for some more...
Posts
1d20+8=11
I am the WORST ELF.
And yet, with the combination of the waterfall and the kobolds milling about, the noise goes unnoticed.
Panmorn and Halvard wait for their companions to situate themselves before making their move. With a silent count, they brandish their weapons and run straight for the waterfall clearing, taking little care to conceal their advance. The sound of the rushing water betrays the kobolds, who are caught completely by surprise as Panmorn crashes through. Their expressions turn from annoyance at their work to twisted anger until, close behind the paladin, a nearly eight-foot-tall Goliath shatters bushes and sends the river bed rocks flying with each monstrous foot fall.
The nearest kobold's expression is priceless. But it's nothing compared to that of the adventurers, who only now notice the rest of the kobold party, hidden in the trees.
KM3 is prone, knocked down by Halvard's charge.
Map
The adventurers have caught the kobolds unaware, who stop what they are doing and turn to face their attackers. Magic emanates from the circle at Panmorn and Halbred's feet.
Map
Stats Sheet
Kobold Minions 1 → 10 (22)
Dire (21)
Barran (18)
Zevi (14)
Kobold Skirmisher (13)
Kobold Dragonshield (10)
Kobold Slinger (8)
Panmorn (7)
Halvard (4)
◄Stat Blocks►
Barren - 23/23
Dire - 21/21
Halvard - 31/31
Panmorn - 28/33
Zevi - 23/23
Kobold Dragonshield [KD] ► ■ HP 36/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Skirmisher [KSK] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Slinger [KSL] ► ■ HP 24/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄
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
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
Players gain a Surprise Round!
[Up Next: @Hensler]
Attack Rolls:
KM1 : 1d20+6-2 9 Miss
KM10: 1d20+6-5 17 Hit
KM6: 1d20+6-5 6 Miss
Damage Roll: 1d6+5 7 KM10 is killed.
Up Next: @El Skid
Up Next: @ronrab
Attack Rolls: 1d20+6=26, 1d20+6=24 Damage Roll: minions with one hp, both are DEAD
Forgot to include the -2 in the rolls, but both are hits regardless.
[Up Next: @Hensler]
Attack Roll: Melee Attack on KD (1d20+7=22) Damage Roll: Damage on KD (1d8+4=5)
Up Next: @Denada
Attack Roll 1d20+6=14 +1 for the circle = dead minion, and I gain 3 Temp HP
Up Next Round 1
As the dust settles momentarily, the adventurers perfectly poised for another attack, the kobolds only now realize what is happening. A great, sudden explosion of flame thunders over the sound of the waterfall, and the clearing bursts into hot, bright light. Time seems to slow very briefly for the surprised kobolds, as one in the trees crumbles to the forest floor in a smoldering pile. Time returns to normal, and the two nearby look to the south to see Dire grinning, through the trees on the opposite shore. The trees around the ashes-once-kobold almost vaporize in the intense heat, leaving a small clearing in memorial to the dead beast.
Three kobolds stand watch at the crook of the river, chittering softly to each other. One kobold looks up to see that an arrow sticks out of each of his companion's chests. Before either of them seem to notice the amount of holes in their chest has simultaneously increased from the once very comfortable 'none,' they fall face-first into the water and go slowly floating southward. The third kobold looks around for the bow the arrows belonged to.
At the sacred circle, the kobold standing in the center--only moments before just kicking at the glowing symbol to see what would happen--feels a sudden pang of agony in his ribs, as the flesh parts to make room for a cold, polished blade. He snaps back and puts his scaled fists in the air, His short sword still sheathed at his side. The little creature can hear one of his comrades let out a quick yelp. A hulking barbarian's back blocks his view of what happened, but there is blood trickling into the circle.
The smaller kobolds catch on quicker than the rest and spring to action. The small reptile creatures dart in and out of the trees as they descend upon the adventurers. Panmorn is surrounded first, around the magical stone circle. The tiny spears lunge out at the paladin, and two of the devils connect. Halvard takes a spear to the ribs from another that slides in to replace his fallen brethren. Zevi and Barren to the south easily avoid injury as one kobold crashes through the water and manages to look even less threatening, soaked from head to toe, and barely able to lift his small sword as it goes 'THWUNK' into the mud at the elf's feet. A javelin twangs harmlessly into a tree about fifteen feet away. Barren and Dire look anxious for a brief moment, thinking there was someone else nearby the kobold must have been aiming at. Turns out, it was just a terrible shot.
Move Action: to I6 Standard: MBA vs Panmorn
Attack Roll: KM1 @ I6 vs Panmorn: 1d20+5 7 - MISS!
▐ Kobold Minion 4 (KM4) ▌
Move Action: to P7 Standard: MBA vs Zevi
Attack Roll: KM4 @ P7 vs Panmorn Zevi: 1d20+5 9 - MISS! messed up desc. on the roll, but it was Zevi all along.
▐ Kobold Minion 6 (KM6) ▌
Move Action: to J6 Standard: MBA vs Panmorn
Attack Roll: KM6 @ J6 vs Panmorn: 1d20+5+1 21 - HIT for 4 damage!
▐ Kobold Minion 7 (KM7) ▌
Move Action: to I5 Standard: MBA vs Panmorn
Attack Roll: KM7 @ I5 vs Panmorn: 1d20+5 25 - HIT for 4 damage!
▐ Kobold Minion 8 (KM8) ▌
Move Action: to L4 Standard: MBA vs Halvard
Attack Roll: KM8 @ L4 vs Halvard: 1d20+5 21 - HIT for 4 damage!
▐ Kobold Minion 9 (KM9) ▌
Move Action: to K13 Standard: Throw javelin
Attack Roll: KM9 @ K13 throw vs Barren: 1d20+5-2 5 - MISS!
Map
Stats Sheet
Kobold Minions 1 → 10 (22)
Dire (21)
Barran (18)
Zevi (14)
Kobold Skirmisher (13)
Kobold Dragonshield (10)
Kobold Slinger (8)
Panmorn (7)
Halvard (4)
◄Stat Blocks►
Barren - 23/23
Dire - 21/21
Halvard - 27/31
Panmorn - 20/33
Zevi - 23/23
Kobold Dragonshield [KD] ► ■ HP 31/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Skirmisher [KSK] ► ■ HP 27/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄
Kobold Slinger [KSL] ► ■ HP 24/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄
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 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 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
Notes
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
[Up Next: @Hensler]
Attack roll on KSL: 1d20+6 7 Miss
Attack roll on KM9: 1d20+6 17 Hit
1d6+5 10 KM9 is dead.
Up next: @El Skid
Minor: Majestic Word on Panmorn- He heals 8+5hp, he is at full HP again
Attack Roll: Staggering Note vs Will on Dragonshield (13) (1d20+6=7) Another 1! Awesome!
Up next: @ronrab, who can still have that free shift if he wants.
Standard: Split the Tree against KSL and KSK
Attack Rolls:Split the tree vs KSL and KSK (1d20+6=13, 1d20+6=16, 2d10+5=17) HIT one (stupid cover)
Elven Accuracy reroll (1d20+6=11, 1d20+6=20) Hit both for 17 damage.
Up next: @Figgy
With the adventurers continuing the assault, the kobolds continue to respond in kind. Zevi finds himself facing both creatures he attacked. While he is able to easily fend off the charging skirmisher, the sling-carrying reptile retreats into the trees and hurls a ceramic orb at the elf. It sails through the air with expert precision and breaks on his chest, leaving half-sunken shards as well as a poisonous fume of gases. Zevi coughs and wheezes, trying to shake the feeling of disorientation that has come over him.
Meanwhile, at the sacred circle, the larger kobold rolls in behind Panmorn and lashes out with its sword, striking beneath armour.
Move Action: to I11 Standard: Charge Zevi
Attack Roll: KSK vs Zevi @ O11: 1d20+6+1 11 - MISS!
▐ Kobold Slinger (KSL) ▌
Move Action: to E13 Standard: Range vs Zevi
Attack Roll: KSL @ E13 vs Zevi @ O11: 1d20+5 25 - CRITICAL HIT!! (9 damage and Stinkpot: Target takes -2 hit on attack rolls. Save ends))
▐ Kobold Dragonshield (KD) ▌
Move Action: Shift to K5 Standard: MBA vs Panmorn
Attack Roll: KD@K5 vs Panmorn: 1d20+7+3+1+2 26 1d6+3 4 - HIT for 4 damage!
[/color]
Map
Stats Sheet
Kobold Minions 1 → 10 (22)
Dire (21)
Barran (18)
Zevi (14)
Kobold Skirmisher (13)
Kobold Dragonshield (10)
Kobold Slinger (8)
Panmorn (7)
Halvard (4)
◄Stat Blocks►
Barren - 23/23
Dire - 21/21
Halvard - 27/31
Panmorn - 29/33
Zevi - 14/23
Kobold Dragonshield [KD] ► ■ HP 31/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes)
Kobold Skirmisher [KSK] ► ■ HP 10/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄ Bloodied!
Kobold Slinger [KSL] ► ■ HP 7/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄ Bloodied!
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 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 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
Notes
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
[Up Next: @Hensler]
Attack Roll: Attack on KM7 (1d20+7+4+1=15)Damage Roll: Damage on KM7 (1d8+4=7)
[Up Next: @Denada]
Attack Roll 1d20+6+1=20+2(forgot flanking)=22 Damage Roll 1d10+1d6+4=17
Up Next @Figgy
Kobolds continue to fall across the forest clearing. Panmorn takes an expert stroke from one of the beasts but deflects another. Halvard, distracted by the commotion, is unable to stop his own assailant, who digs a spearhead into the barbarian's calf.
To the south, the lone kobold in the trees lashes out at the bard and connects before letting loose an ear piercing cry. The sound echoes throughout the wood, and the kobold makes a mad dash to the east.
"Irontooth!" it screams. "Irooontoooth!"
His shouts are not unlike a child running home to his mother.
Move: Shift I5 Minor: Shifty Shift J4 Standard: MBA Panmorn
Attack Roll: KM1 vs Panmorn: 1d20+5+2 27 - Critical Hit! 4 damage.
▐ Kobold Minion (KM6) ▌
Standard: MBA vs Panmorn
Attack Roll: KM6 vs Panmorn: 1d20+5+2+1 14 - MISS!
▐ Kobold Minion 8 (KM8) ▌
Standard: MBA vs Halvard
Attack Roll: KM8 vs Halvard: 1d20+5 25 - Critical Hit! 4 damage.
▐ Kobold Minion 4 (KM4) ▌
Standard: MBA vs Barren Minor: Shifty Shift Q7 Move: Run to O13 (avoids OA)
Attack Roll: KM4 vs Barren: 1d20+5 22 - Hit! 4 damage.
Wasting 20s on minion rolls err'day.
Map
Stats Sheet
Kobold Minions 1 → 10 (22)
Dire (21)
Barran (18)
Zevi (14)
Kobold Skirmisher (13)
Kobold Dragonshield (10)
Kobold Slinger (8)
Panmorn (7)
Halvard (4)
◄Stat Blocks►
Barren - 19/23
Dire - 21/21
Halvard - 23/31
Panmorn - 25/33
Zevi - 14/23
Kobold Dragonshield [KD] ► ■ HP 14/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes) Bloodied!
Kobold Skirmisher [KSK] ► ■ HP 10/27 ■ AC 15 ■ Fort 11 ■ Ref 14 ■ Will 13 ■ ◄ Bloodied!
Kobold Slinger [KSL] ► ■ HP 7/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄ Bloodied!
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 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 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
Notes
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
[Up Next: @Hensler]
Standard Action: Scorching Burst vs Reflex, Target: K3:
Attack Roll vs KM1: 1d20+8 21
Attack Roll vs KM 8: 1d20+6 24
Damage Roll: 1d6+5 8. KM1, KM8 are killed.
Up Next: @El Skid
Standard: Blunder on Kobold Slinger
Attack Roll: Blunder on Kobold Slinger vs Will(12) (1d20+6+1-2=24, 1d6+5=6) HIT... And I roll a 1 for damage. Brilliant- he's still up with 1 hp, shift him to G11.
Up Next: @ronrab
Attack Roll: 1d20+6-2=9, 1d20+6-2=18 MISS, HIT Damage Roll: 1d10+1=11 IT FALLS!
[Up Next: @Figgy]
The kobolds continue the assault, further injuring the bard as he advances on the kobold slinger. Quickly losing their will to attack, the creatures begin eying the waterfall hopefully.
▐ Kobold Minion 4 (KM4) ▌
Attack of Opportunity: AOA vs Barren: 1d20+5 10 - MISS!
▐ Kobold Dragonshield (KD) ▌
Standard: MBA vs Panmorn
Attack Roll: KD vs Panmorn: 1d20+7+1 15 - MISS!
▐ Kobold Slinger (KSL) ▌
Standard: Ranged vs Barren
Attack Roll: Slinger vs Barren: 1d20+6 21 1d6+3 7 - Hit! 7 damage.
Map
Stats Sheet
Kobold Minions 1 → 10 (22)
Dire (21)
Barran (18)
Zevi (14)
Kobold Dragonshield (10)
Kobold Slinger (8)
Panmorn (7)
Halvard (4)
◄Stat Blocks►
Barren - 12/23
Dire - 21/21
Halvard - 23/31
Panmorn - 25/33
Zevi - 14/23
Kobold Dragonshield [KD] ► ■ HP 14/36 ■ AC 18 ■ Fort 14 ■ Ref 13 ■ Will 13 ■ ◄ Resist fire 5 - Dragonshield Tactics (see notes) Bloodied!
Kobold Slinger [KSL] ► ■ HP 1/24 ■ AC 13 ■ Fort 12 ■ Ref 14 ■ Will 12 ■ ◄ Bloodied!
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 8 ► ■ HP 1/1 ■ AC 15 ■ Fort 11 ■ Ref 13 ■ Will 11 ■ ◄ Takes -2 to all defenses when not adjacent to another Kobold
Notes
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
[Up Next: @RedDawn]
Attack Roll: Piercing Strike on KD (1d20+7+2=25)Damage Roll: Damage on KD (2d8+4=7)
[Up Next: @Denada]
Attack Roll 1d20+6+2+2=26 Damage Roll 3d10+4=18 KD is dead.
Free Action Rage Drake free attack vs KM8
Attack Roll 1d20+6+1=24 Damage Roll 1d10+4=13 KM8 is dead.
Free Action Swift Charge (Howling Strike) to H9 vs. KSL
Attack Roll 1d20+6+1=19 Damage Roll1d10+1d6+4+2=18 KSL is dead.
Up Next @Figgy
The last remaining kobold, his companions vanquished, loses his steel and runs straight for the waterfall.
"They're upon us!" it cries, as it tries its best to make it through the crashing water, before any of the adventurers are able to give chase.
Move: Run to L13
Note: I will sometimes not post an updated map for a round. This will only happen when the map update would be very, very simple. This round, for example, all you need to know is that a single minion remains, and he resides at L13.
Stats Sheet
Kobold Minions 1 → 10 (22)
Dire (21)
Barran (18)
Zevi (14)
Panmorn (7)
Halvard (4)
◄Stat Blocks►
Barren - 12/23
Dire - 21/21
Halvard - 23/31
Panmorn - 25/33
Zevi - 14/23
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
Notes
While the river does not abstruct your movement, the rocky areas do. Squares with triangle symbols are considered difficult terrain. The waterfall tiles are also considered difficult terrain.
Kobold Dragonshields are tricky! As an immediate interrupt, they can shift 1 when an adjacent enemy shifts away or when an enemy moves into an adjacent space. That means if you move next to one, he's going to shift away. If you charge however, you can make your attack before he moves away since the reaction would occur after the attack. Also, an immediate action can only occur once per round. So, if the kobold shifts away from one player, another player can easily move in and strike.
[Up Next: @Hensler]
Standard Action: Magic Missile on KM4
Automatically hits for 7 damage, killing KM4
[Up Next: @Figgy]
What do you do?
Roll: Perception Check on Waterfall (1d20+2=19)
"We have a difficult decision, now. Clearly more enemies lie behind the waterfall, but we're expanding well beyond our initial goal of locating their lair. We are starting to tire. If we leave for a longer rest overnight, they will find the bodies and no doubt have a trap or ambush waiting."
"I assume we will catch our breath and push on beyond the waterfall? Not optimal, but it seems likely to be the way of things," he says with resignation.
"Yes, yes, this is clearly their lair. I'm just not sure we want to assault it in our current condition. Now that we know where it is, do we want to go back to town, tell them, and rest?"
"I'll be damned if we leave here and someone dies because of it, they are vermin and they need to be taken care of."
This all started with a clue from a dead kobold...may as well look for some more...