As Kane moves ahead, he spied two kobold slingers in the distance who have not yet spotted the bugbear. As he moved closer to them, the floor gave in slightly under his foot, and Kane heard soft clicks. The barbarian had stepped on some sort of trigger, but a trigger to what he did not know.
[sblock=Encounter 8/9 Begins]
Encounter 8 is the hazard, Encounter 9 is the combat. The two will blend.
Round 1 began with Kane's move; not surprisingly, he failed the passives. He still has minor and standard actions. Everyone else can take their normal turn.
Ren, this round, you can wait until the others go before you finish your actions, if you want to take advantage of their superior perception skills.
All, please double check my work in the status block.
[/sblock]
[sblock=Skill Checks]So, back to the honor system. If you are reading this in your e-mail, go to the forum. If you don't make the rolls/passives, then don't peak!
[sblock=Perception 17]You notice thin marks on the floor like cuts, running north and south. they recur, relatively evenly spaced, in every column from 12 to 4. So, for example, the mark runs north-south thru I12 to G12, and again thru I11 to G11, etc.
[/sblock][sblock=Perception 22]You notice thin slots in the ceiling directly above the marks on the floor.[sblock=Dungeoneering 15]It is a swinging blade trap (Pendulum Scythes, L4). Each round 2 blades will swing randomly. [sblock=Guessing the targets]Once you know what trap it is, you can make a dungeoneering check of 22 to identify which rows will attack next.
[/sblock][/sblock][/sblock][sblock=Perception 27]You see a hidden control panel at I11[sblock=Skill Challenge]If you move to I11, you can initiate a skill challenge to turn off the trap. Thievery DC 22, 4 successes before 2 failures. Success disables the trap. Failure causes 1D4 extra blades to attack each round.
[/sblock][/sblock][/sblock][sblock=Mechanics]
[/sblock][sblock=Status]
Wil Rando: M12
33/33 HS 9/10 AP 1,
Mervin: K14
23/23 HS 4/7 AP 1,
Hergunna: L14
36/36 HS 8/9 AP 1
Kane: H11
37/41 THP
0/3 HS 8/10 AP 1,
Stanng: [Miner Hut] 28/31 THP 0/3 HS 7/10 AP 1
Enemies:
Slinger: E-5
24/24
Slinger: E-3
24/24
?
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Kobold Slinger
Initiative +3 Senses Perception +1; darkvision
HP 24; Bloodied 12
AC 13; Fortitude 12, Reflex 14, Will 12
Speed 6
Dagger (standard, at-will) Weapon
+5 vs AC; 1d4+3 damage.
Sling (standard, at-will) Weapon
Ranged 10/20; +6 vs AC; 1d6+3 damage.
Special Shot
The kobold slinger can fire special ammunition from its sling. It typically carries 3 rounds of special shot, chosen from the types listed below. A special shot attack that hits deals normal damage and has an additional effect depending on its type:
Stinkpot: The target takes a -2 penalty to attack rolls (save ends).
Firepot (Fire): The target takes ongoing 2 fire damage (save ends).
Gluepot: The target is immobilized (save ends).
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +8, Stealth +10, Thievery +10
Kobold Dragonshield
Initiative +4 Senses Perception +2; darkvision
HP 36; Bloodied 18
AC 18; Fortitude 14, Reflex 13, Will 13
Resist 5 Cold
Speed 5
Short Sword (standard, at-will) Weapon
+7 vs AC; 1d6+3 damage, and the target is marked until the end of the kobold dragonshield's next turn.
Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts away or an enemy moves adjacent; at-will)
The kobold dragonshield shifts 1 square.
Mob Attack
+1 to hit and damage for each other identical creatures attacking the same opponent
Shifty (minor; at-will)
The kobold shifts 1 square as a minor action.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +5, Stealth +7, Thievery +7
Kobold Slyblade
Initiative +10 Senses Perception +3; darkvision
HP 42; Bloodied 21
AC 18; Fortitude 12, Refl ex 16, Will 14; see also trap sense
Speed 6
Short Sword (standard; at-will)
+9 vs. AC; 1d6 damage.
Twin Slash (standard; at-will)
Requires combat advantage; the kobold slyblade makes 2 short sword attacks. If both attacks hit the same target, the target takes ongoing 5 damage (save ends).
Combat Advantage
The kobold slyblade deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.
Sly Dodge (immediate interrupt, when targeted by a melee or a
ranged attack; at-will)
The kobold slyblade redirects the attack to an adjacent kobold minion.
Shifty (minor; at-will)
The kobold shifts 1 square.
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Alignment Evil Languages Common, Draconic
Skills Acrobatics +11, Stealth +13, Thievery +13
Kobold Underboss (Reskinned: Goblin Underboss)
Initiative +4 Senses Perception +8; low-light vision
HP 110; Bloodied 55
AC 18; Fortitude 17, Refl ex 15, Will 16; see also survival instinct
Speed 5; see also superior goblin tactics
Short Sword (standard; at-will)
+9 vs. AC; 1d6 + 4 damage. Miss: An adjacent ally makes a free basic attack.
Superior Goblin Tactics (immediate reaction, when missed by a
melee attack; at-will)
The goblin underboss and up to two allies within its line of sight shift 1 square.
Survival Instinct
The goblin underboss gains a +3 bonus to defenses while bloodied.
Alignment Evil Languages Common, Goblin
Skills Stealth +10, Thievery +10
[/sblock]