The prisoner nodded, and moved as quickly as she can south, keeping close to the wall. She moved with a heavy limp, but managed to get to the corner.
As Kane Slammed into the dragon, it turned and unleashed a mouthful of cold breath on the barbarian; but Kane swiftly danced around, avoiding any damage, though his armor had a fresh layer of frost.
"Attack Kobold!" The dragon demanded, its voice betraying its fear.
"Yes, Great Lord," The dragonshield said with uncertainty, but acted as ordered, stepping forward. It stabbed quickly with its short sword, but Kane heard the movement and whirled around quickly to parry the attack.
While Kane was distracted, the Dragon swiped with both claws, but the weakened dragon missed its target. Sounding defeated, the dragon tried to convince the adventurers to leave.
"Begone from this place, and I shall allow you to leave with your lives."
[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]
Prisoner
Move: to -H4
Standard: Move to -E4
Immediate Interrupt: bloodied breath vs Kane Reflex
Attack:
1D20 + 4 => 10 Miss
Dragonshield
Move: to -O-2
Standard: Attack Kane
Attack:
1D20 + 7 => 8 Miss
Dragon
Recharge Breath:
1D6 => 3 Fail
Move: Stand Up
Standard: Dragon's Fury vs Kane
Attack 1:
1D20 + 6 + 2 => 15 Miss
Attack 2:
1D20 + 6 + 2 => 10 Miss
[/sblock][sblock=Status]
Wil Rando: -K4
31/38 HS 7/10 AP 0
MW 0/2, Invisible-dragon Wil-TENT
Mervin: -F1
9/27 THP
0/4 HS 2/7 AP 0,
Bloodied
Hergunna: -G1
15/41 HS 8/9 AP 0
, 5 ongoing damage,
Bloodied
Kane: -N-2
27/47 THP
4/4 HS 5/10 AP 0,
Bloodied
Wolf: -O2
20/20
Stanng: [Miner Hut] 28/31 THP 0/3 HS 7/10 AP 1
Captive Human: -E4
1/1
Enemies:
Kobold Dragonshield: -O-2
18/36,
Bloodied
Young White Dragon: -O0:-N1
89/200,
Bloodied,
Kobold Dragonshield Axe: dead
Kobold Slyblade: -J3 dead
Kobold Minion: -L3 0/1 DEAD
Kobold Minion: -L0 0/1 DEAD
Kobold Slyblade: -L-2 0/42 DEAD
Kobold Wyrmpriest: -K-4 0/36 DEAD
Kobold Minion: -L3 0/1 DEAD
Kobold Minion: -J3 01/1 DEAD
[/sblock][sblock=map]
[/sblock][sblock=Enemies]
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.
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][sblock=Another rules question I am probably wrong about]
When I read the daily power of the vanguard weapon, it reads to me like something you'd have to do before you attack, having the risk that if you miss, you wasted the daily.
That said, there is no roll associated with the power, so perhaps it is an academic question; because even if I was right, there's no way I would ever know if you really decided to use it before you rolled, or if after you knew you'd hit you add the minor action before it in your post. You know what I mean?
[/sblock]