As Wil moved up to stand next to Mervin, he felt the trap blade whoosh just behind him, missing the two adventures by only a few feet. The other blade swung through the beginning of the trap, near Hergunna.
The dragonshield that Kane charged moved to attack the bugbear, but Wil saw the attack coming and let fly a powerful arrow. The shot could have been truer, but it still stuck deep in the kobold's shoulder. Kane took the opportunity to slash the dragonshield, opening a huge gash in it's neck, spilling blood. The dragonshield made a weak attack, but failed to land a blow. Cautiously, it stepped back.
The two slingers took aim from their positions, each firing another special shot. The bullets exploded on impact, drenching Wil and Mervin in more sticky glue.
The underboss and slyblade stood up from Mervin's attack, and still slightly burning rushed away from the magical fire. The underboss moved closer the the adventurers, while the slyblade moved towards the back.
"Good shot!" The underboss said,
"Let the trap kill them!"
[sblock=Skill Checks][sblock=Minor Action: Guessing the targets]Once you know what trap it is, you can make a dungeoneering check (minor action) of 22 to identify which rows will attack next.
[/sblock][sblock=Standard Action: Disable Trap 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.
If you do this, just do 6 rolls of your theivery skill and post the results in order.[/sblock][/sblock][sblock=Mechanics]
Swinging Blade Trap
Standard:
Attack G5 to I5, G12 to I12 (Miss)
[sblock=How I determined the trap attack]
There are nine "rows". I Roll 1D10 twice. On a 10, I re-roll, and I re-roll any duplicates until I have two unique numbers between 1-9. Those correspond to attack ranges:
1: 4G to 4I
2: 5G to 5I
3: 6G to 6I
4: 7G to 7I
5: 8G to 8I
6: 9G to 9I
7: 10G to 10I
8: 11G to 11I
9: 12G to 12I
[/sblock]
Dragonshield E3
Standard: Sword Short vs kane
Triggers: Arrow of Warning
Wil Attack:
1d20+9;3d10+6 → [2,9] = (11) Miss
Wil Damage:
1d20+9;3d10+6 → [1,10,8,6] = (25) / 2 = 12
Free Attack by Kane: Hits for another 14 damage.
Dragonshield Attack:
1D20 + 6 => 10 Miss
Minor: Shift to D3
Slinger K-3
Standard: Special Shot vs Mervin
Attack:
1D20 + 6 => 20 Hit
Damage:
1D6 + 3 => 8
Effect: Immobilized (save ends)
Slinger D-4
Standard: Special Shot vs Wil
Attack:
1D20 + 6 => 17 Hit
Damage:
1D6 + 3 => 5
Effect: Immobilized (save ends)
Slyblade E-1
Effect: Takes 2 from orb
Move: Stand Up
Standard: Move to G-5
Underboss D-2
Effect: Takes 2 from orb
Move: Stand Up
Standard: Move to G-1
[/sblock][sblock=Status]
Wil Rando: I4
28/33 HS 9/10 AP 1,
Immobilized
Mervin: H4
6/23 HS 4/7 AP 0,
Bloodied,
Immobilized
Hergunna: J14
36/36 HS 8/9 AP 1
Kane: F3
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: D-4
18/24
Slinger: K-3
24/24
Slyblade: G-5
30/42,
Underboss: G-1
98/110,
Dragonshield: D3
10/36, Bloodied
???
[/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]