After a short rest, Accompanied by Wil's soothing tune, the four adventurers pressed ahead in the cave. They assumed the same formation as when they entered the cave, with Kane in the lead and Wil guarding their backs.
The cave continued to be well lit as they moved through tight passages north and up a flight of rough stairs. After a few minutes of cautious walking, the passage opened up again into the decent sized room. Ahead and to the right, two statues of dragonborn faced west. To the left, in the direction the statues were facing, a 10 foot wide pathway lead into another room. Kane made a signal for the group to stop as he caught a glimpse of the enemy.
"No!" a woman yelled, hands bound together in front of her. A kobold minion yanked on a rope tied to her wrist bindings, pulling the unwilling victim along. Another minion stood behind her, pushing her.
"Ssssilence! We go to ssssee god. Shhhhow ssssome ressspect."The lead minion ordered, but the woman continued to struggle. A layer of ice covers the hallway between the group and the minions. Beyond the minions, they can barely see a Slyblade.
[sblock=Skill Checks]
No check required: -K5: -J9 is an ice sheet. It is difficult terrain.
[sblock=Perception DC18]You can faintly hear draconic chanting coming from the west room.
[/sblock][sblock=Nature 22]
Treacherous Ice Sheet Level 5 Obstacle
A slick sheet of ice creates a hazardous obstacle.
Hazard: This sheet of ice fills 10 contiguous squares, turning them into difficult terrain.
Perception
No check is necessary to notice the ice.
Additional Skill: Nature DC 22: The character identifies the squares of treacherous ice.
Trigger
The ice attacks when a creature enters or begins its turn in a square of treacherous ice. It also attacks when a creature stands up from prone in a square of treacherous ice.
Attack
Opportunity Action Melee
Target: Creature on the ice
Attack: +8 vs. Reflex
Hit: 1d6+2 damage and fall prone. If the creature is already prone, no damage but its turn ends immediately.
Countermeasures
With a DC 27 Acrobatic check and a move action, a character can move into a square of treacherous ice without risk of falling. If the check fails or the character move more than 1 square, the ice attacks.
[/sblock]
[/sblock][sblock=Mechanics]
Placeholder...
[/sblock][sblock=Status]
Wil Rando: J1
33/33 HS 8/10 AP 1
MW 2,
Mervin: I2
27/27 THP
0/3 HS 2/7 AP 1,
Hergunna: H3
41/41 HS 8/9 AP 1
Kane: I0
47/47 THP
0/3 HS 5/10 AP 1,
Stanng: [Miner Hut] 28/31 THP 0/3 HS 7/10 AP 1
Captive Human: -K3
1/1
Enemies:
Kobold Minion: -L3
1/1
Kobold Minion: -J3
1/1
Kobold Slyblade: -M0
42/42
???
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
Kobold Minion
Initiative +3 Senses Perception +1; darkvision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 11, Reflex 13, Will 11
Speed 6
Javelin (standard, at-will) Weapon
+5 vs AC; 4 damage.
Javelin (standard, at-will) Weapon
Ranged 10/20; +5 vs AC; 4 damage. Ammo: x3
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 Stealth +4, Thievery +4
Kobold Slyblade
Initiative +10 Senses Perception +3; darkvision
HP 42; Bloodied 21
AC 18; Fortitude 12, Reflex 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
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