Tenchuu
First Post
[sblock=OOC]When you see more ice, it's (surprise) more Treacherous Ice. But, before you start cursing at your monitor, know its on the other side of the map, and you don't have to walk on it at all, if you don't want to.
John - I think you have an opportunity from last turn to give Mervin some free hit points via virtue of valor. Go ahead and make a post if you want to do that. Also, shouldn't it be 4 THP? I read it as 1 + your CON modifier, which looks to be 3.
[/sblock]
"uh-yes, yes. Please just hurry!" The captive said in a hushed, but firm tone.
Kane moved with stealth to the wall and peered around the corner, to see a group of Kobolds bowing before a small white dragon. The Slyblade from before was moving toward a wyrmpriest, but moving slowly and with its head bowed with respect. Kane leaned back behind the cover, and could hear their hushed tones.
"My masster, there are intrudersss," the slyblade said.
"Where isss the girl," the wyrmpriest said, ignoring the underling's statement.
"Massster, you mussst underssstand..." The slyblade began, but the elder kobold cut him off.
"No! You underssstand. Bring me the girl at once. Do not keep our god waiting! You! and You! Go with him. Ensure there is no delay. If there are othersss, bring them asss well," The wyrm priest ordered. "The minersss of thisss island are weaklingsss. I will tolerate no excusses."
With a snort that sounded like thunder, the Dragon lifted its head from the ground. "Where is my offering!?"
"But momentsss away, my lord," The wyrmpriest said, bowing and grovelling.
[sblock=Kane's Peek]
[/sblock][sblock=Ice Hazard]
OKay... so since the OA once per turn seems to make this thing no longer impossible, going back to the original trap. I'd say the fire spell would melt the ice in that area +1, but with my DM insight, I would save the encounter power for the battle ahead.
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=Mechanics]
All Talking by the enemies this round.
[/sblock][sblock=Status]
Wil Rando: -K8 26/33 HS 8/10 AP 1 MW 2,
Mervin: -J10 27/27 THP 0/3 HS 2/7 AP 1,
Hergunna: -J8 35/41 HS 8/9 AP 1
Kane: -L2 41/47 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: -L0 1/1
Kobold Slyblade: -L-2 42/42
Kobold Dragonshield: -L-3 36/36
Kobold Wyrmpriest: -K-4 36/36
Young White Dragon: -K-8:-J-7 200/200
???
Kobold Minion: -L3 0/1 DEAD
Kobold Minion: -J3 01/1 DEAD
[/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
Kobold Dragonshield
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.
Kobold Wyrmpriest
HP 36; Bloodied 18
AC 17; Fortitude 13, Reflex 15, Will 15
Speed 6
Spear (standard, at-will) Weapon
+7 vs AC; 1d8 damage.
Energy Orb (standard, at-will) cold
Ranged 10; +6 vs Reflex; 1d10+3 cold damage.
Incite Faith (minor, encounter)
Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square..
Dragon Breath (standard, encounter)
Close blast 3; +6 vs Fortitude; 1d10+3 cold damage. Miss: Half damage.
Shifty (minor; at-will)
Shift 1 square.
Young White Dragon
Initiative +1 Senses Perception +7; darkvision
HP 200; Bloodied 100; see also bloodied breath
AC 18; Fortitude 20, Refl ex 16, Will 17
Resist 15 cold
Saving Throws +5
Speed 6 (ice walk), fl y 6 (hover), overland fl ight 10
Action Points 2
Bite (standard; at-will) ✦ Cold
Reach 2; +6 vs. AC; 1d8 + 4 plus 1d6 cold damage (plus an extra
1d6 cold damage on a successful opportunity attack).
Claw (standard; at-will)
Reach 2; +6 vs. AC; 1d8 + 4 damage.
Dragon’s Fury (standard; at-will)
The dragon makes two claw attacks. If the dragon hits a single
target with both claws, it makes a bite attack against the same
target.
Breath Weapon (standard; recharge ⚄ ⚅ ) ✦ Cold
Close blast 5; +4 vs. Refl ex; 3d6 + 4 cold damage, and the target
is slowed and weakened (save ends both).
Bloodied Breath (free, when first bloodied; encounter) ✦ Cold
The dragon’s breath weapon recharges, and the dragon uses it
immediately.
Frightful Presence (standard; encounter) ✦ Fear
Close burst 5; targets enemies; +4 vs. Will; the target is stunned
until the end of the dragon’s next turn. Aftereff ect: The target
takes a –2 penalty to attack rolls (save ends).
Alignment Evil Languages Draconic
Skills Athletics +15
[/sblock]
John - I think you have an opportunity from last turn to give Mervin some free hit points via virtue of valor. Go ahead and make a post if you want to do that. Also, shouldn't it be 4 THP? I read it as 1 + your CON modifier, which looks to be 3.
[/sblock]
"uh-yes, yes. Please just hurry!" The captive said in a hushed, but firm tone.
Kane moved with stealth to the wall and peered around the corner, to see a group of Kobolds bowing before a small white dragon. The Slyblade from before was moving toward a wyrmpriest, but moving slowly and with its head bowed with respect. Kane leaned back behind the cover, and could hear their hushed tones.
"My masster, there are intrudersss," the slyblade said.
"Where isss the girl," the wyrmpriest said, ignoring the underling's statement.
"Massster, you mussst underssstand..." The slyblade began, but the elder kobold cut him off.
"No! You underssstand. Bring me the girl at once. Do not keep our god waiting! You! and You! Go with him. Ensure there is no delay. If there are othersss, bring them asss well," The wyrm priest ordered. "The minersss of thisss island are weaklingsss. I will tolerate no excusses."
With a snort that sounded like thunder, the Dragon lifted its head from the ground. "Where is my offering!?"
"But momentsss away, my lord," The wyrmpriest said, bowing and grovelling.
[sblock=Kane's Peek]

[/sblock][sblock=Ice Hazard]
OKay... so since the OA once per turn seems to make this thing no longer impossible, going back to the original trap. I'd say the fire spell would melt the ice in that area +1, but with my DM insight, I would save the encounter power for the battle ahead.
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=Mechanics]
All Talking by the enemies this round.
[/sblock][sblock=Status]
Wil Rando: -K8 26/33 HS 8/10 AP 1 MW 2,
Mervin: -J10 27/27 THP 0/3 HS 2/7 AP 1,
Hergunna: -J8 35/41 HS 8/9 AP 1
Kane: -L2 41/47 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: -L0 1/1
Kobold Slyblade: -L-2 42/42
Kobold Dragonshield: -L-3 36/36
Kobold Wyrmpriest: -K-4 36/36
Young White Dragon: -K-8:-J-7 200/200
???
[/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
Kobold Dragonshield
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.
Kobold Wyrmpriest
HP 36; Bloodied 18
AC 17; Fortitude 13, Reflex 15, Will 15
Speed 6
Spear (standard, at-will) Weapon
+7 vs AC; 1d8 damage.
Energy Orb (standard, at-will) cold
Ranged 10; +6 vs Reflex; 1d10+3 cold damage.
Incite Faith (minor, encounter)
Close burst 10; kobold allies in the burst gain 5 temporary hit points and shift 1 square..
Dragon Breath (standard, encounter)
Close blast 3; +6 vs Fortitude; 1d10+3 cold damage. Miss: Half damage.
Shifty (minor; at-will)
Shift 1 square.
Young White Dragon
Initiative +1 Senses Perception +7; darkvision
HP 200; Bloodied 100; see also bloodied breath
AC 18; Fortitude 20, Refl ex 16, Will 17
Resist 15 cold
Saving Throws +5
Speed 6 (ice walk), fl y 6 (hover), overland fl ight 10
Action Points 2
Bite (standard; at-will) ✦ Cold
Reach 2; +6 vs. AC; 1d8 + 4 plus 1d6 cold damage (plus an extra
1d6 cold damage on a successful opportunity attack).
Claw (standard; at-will)
Reach 2; +6 vs. AC; 1d8 + 4 damage.
Dragon’s Fury (standard; at-will)
The dragon makes two claw attacks. If the dragon hits a single
target with both claws, it makes a bite attack against the same
target.
Breath Weapon (standard; recharge ⚄ ⚅ ) ✦ Cold
Close blast 5; +4 vs. Refl ex; 3d6 + 4 cold damage, and the target
is slowed and weakened (save ends both).
Bloodied Breath (free, when first bloodied; encounter) ✦ Cold
The dragon’s breath weapon recharges, and the dragon uses it
immediately.
Frightful Presence (standard; encounter) ✦ Fear
Close burst 5; targets enemies; +4 vs. Will; the target is stunned
until the end of the dragon’s next turn. Aftereff ect: The target
takes a –2 penalty to attack rolls (save ends).
Alignment Evil Languages Draconic
Skills Athletics +15
[/sblock]