The blade trap swung again, and this time one of the blade came down in Wil's row. Hearing the sound, the Bard spun in place, the blade nearly cleaving into his head, missing only by inches.
The underboss stood up and backed away from the action, barking orders.
"You two, ssstick the big one in the pit! The ressst of you ssstay where are!"
Both slingers moved to the edge of the pit and fired heavy glue shot at kane, But both missed high, plastering the sticky substance on the wall above Kane's head. Each retreated from the edge after their attack, pitiful looks on their lizard faces.
"Can you do nothing right!?" the leader demanded. The slyblade moved in the background, positioning itself; but this movement irritated the underboss.
"I told you not to move!" it said,
"Or you!" It was not clear which kobold the last comment was directed at.
[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 G7 to I7, G4 to I4
Attack:
1d20+9 → [6,9] = (15) 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]
Underboss
Move: Stand up
Standard: Move F0 to G-1 to G-2 to H-3
Slinger K-3
Move: K-3 to J-2 to I-1 to H0
Standard: Special shot vs Kane
Attack:
1d20+6 = 10 Miss
Minor: Shift to I-1
Slinger D-4
Move: D-4 to E-3 to E-2 to F-1 to G0
Standard: Special shot vs Kane
Attack:
1d20+6=11 Miss
Minor: Shift F-1
Slyblade
Move: to K-4
[/sblock][sblock=Status]
Wil Rando: I4
28/33 HS 9/10 AP 1,
MW used once.
Mervin: I3
16/23 HS 3/7 AP 0,
Hergunna: H3
36/36 HS 8/9 AP 0
Kane: G2 [Pit]
27/41 THP
0/3 HS 8/10 AP 1,
Stanng: [Miner Hut] 28/31 THP 0/3 HS 7/10 AP 1
Enemies:
Slinger: F-1
18/24
Slinger: I-1
24/24
Slyblade: K-4
30/42,
Underboss: H-3
90/110, Prone
???
Dragonshield: D3 10/36, dead
[/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]