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<blockquote data-quote="Tenchuu" data-source="post: 5019790" data-attributes="member: 85539"><p>[sblock=OOC]</p><p>48 hours is up, so I am posting for Tessa. </p><p></p><p>With Regard to Stanng's move, the DC is the same and he passed. When I said it was more difficult, I meant the enemies around. With his move, Stanng is now the target of the enraged Skullcrusher. </p><p>[/sblock]Stanng hoised himself out of the pit with ease, and moved into the fray. The hexer swong with his rod as he moved, but his reach was too short. The blood-raged skullcrusher slammed his battleaxe into the ground next to Stanng. </p><p></p><p>Tessa moved forward, calling the elements to do her bidding. placing her hand forward, near-defening thunder cracked in the clearing, and a gust of wind burst from her hands. But the Kobolds stood their ground as the wind wipped around them. </p><p></p><p>The kobolds closest to the adventurers burned again in Tessa's flame attack. </p><p></p><p>The Hexer, angered at the Paladin's return, struck out with his rod. The blow landed right in the shifter's face. Blood poured out from Stanng's nose. <span style="color: DarkRed"><strong>"Begone human devil!"</strong></span></p><p></p><p>The bloodied Skullcrusher yanks his axe from the ground. <span style="color: DarkRed"><strong>"AAHHHHHHHHHH!!!"</strong></span> It screams as it attacks a second time, felling the brave palladin. The hulking beast looked around to pick it's next target. </p><p></p><p>Stanng laid on the ground and could not move. He had been delt a mortal blow, and his life's blood drained from a wound in his neck. </p><p></p><p>The Sharpshooter next to Kane backed away, but the barbarian would not allow the beast to leave unscathed. Kane Massively stuck the kobold, nearly slicing the beast in two. It limped away, bleeding and barely alive.</p><p></p><p>Retreated, the sharpshooter took aim at Hergunna. The bolt flew true, and stuck in hergunna's right shoulder. </p><p></p><p>The near-dead slinger moved forward and fired a bolt at Hergunna, grazing her neck and opening a vein. Blood started to pour from the wound. </p><p></p><p>Smelling the human blood, the sharpshooter in the corner moved down. Lining up the shot, the bolt struck Hergunna in the back. The bolt stung, as it buried deep in her skin, stuck in her back. The attacks nearly killed her. </p><p></p><p><span style="color: DarkRed"><strong>"One down, another almosst dead!"</strong></span> The Hexer declared, <span style="color: DarkRed"><strong>"Pusssh the attack!"</strong></span></p><p></p><p>[sblock=Mechanics] </p><p>Stanng moves to F4 and provokes two OA. </p><p>Hexer OA Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 7</a> => 16 Miss</p><p>Skullcrusher OA Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 6</a> => 7 Miss</p><p> </p><p>Tessa</p><p>Move: J5 to I6 to H6</p><p>Standard: Thunderwave, target blast at G6 (So E5 to G7 blast area)</p><p>Attack on Skullcrusher: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 4</a> => 9 Miss</p><p> Attack on Hexer: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 4</a> => 12 Miss</p><p> </p><p>Hexer</p><p>Recharge: 1 Miss</p><p>Move: N/A</p><p>Standard: Melee Attack on Stanng</p><p>Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 5</a> => 25 (Nat 20)</p><p> Damage: 1D6+1 => 7</p><p></p><p>Skullcrusher</p><p>Move: N/A</p><p>Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 6</a> => 26 Hit (Nat 20)</p><p> Damage: 2D10+5 => 22 (3 THP granted by Maros before the attack hit)</p><p></p><p>Will Interrupt: Arrow of Warning</p><p>Damage: 6</p><p></p><p>Stanng Interrupt Basic Attack (Triggered by Arrow of Warning)</p><p>Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 6</a> => 20 Hit</p><p> </p><p>Damage: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D10 + 4</a> => 11 </p><p></p><p>Sharpshooter D5</p><p>Move: C5 to B4 to A3</p><p>Triggers OA from Kane: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 9</a> => 29 (Nat 20)</p><p> OA Damage: 1d12+6 => 18</p><p>Standard: Crossbow Attack on Hergunna</p><p>Attack:<a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 9</a> => 27 Hit</p><p> </p><p>Damage: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D6 + 4</a> => 8 </p><p></p><p>Slinger</p><p>Move: A8 to A7 to A6 to A5</p><p>Standard: Sling Attack</p><p>Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 6</a> => 16 Hit</p><p> </p><p>Damage:<a href="http://rpgp.org/dice/?p=group#" target="_blank">1D6 + 3</a> => 4 </p><p>Minor: Shift to A6</p><p></p><p>Sharpshooter A0</p><p>Move: A0 to B0 to C-1 (takes 2 damage)</p><p>Standard: Crossbow attack on Hergunna</p><p>Attack: <a href="http://rpgp.org/dice/?p=group#" target="_blank">1D20 + 9</a> => 29 Hit (Nat 20)</p><p> </p><p>Damage: 1D6+4 => 10</p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando (4): J6 <span style="color: Lime">22/28</span> HS 10/10 AP 1 <span style="color: DarkRed">ON FIRE</span></p><p> Tessa Tressd'n (6): H6 <span style="color: Lime">16/23</span> HS 7/7 AP 1</p><p> Hergunna (15): G3 <span style="color: DarkRed">4/31</span> HS 9/9 AP 0 <span style="color: DarkRed">Bloodied</span></p><p> Kane (17): D5 <span style="color: Lime">29/35</span> THP <span style="color: Lime">3/3</span> HS 9/10 AP 0 </p><p> Stanng (14): F4 <span style="color: DimGray">-11/25</span> HS 10/10 AP 1 <span style="color: DimGray">Dying</span></p><p> </p><p> Kobold Skull Crusher (6) - F5 <span style="color: Lime"><span style="color: DarkRed">7/53 Bloodied</span></span></p><p><span style="color: Lime"></span>Kobold Sharpshooter (6) - C-1 <span style="color: Lime">19/31</span></p><p><span style="color: Lime"></span>Kobold Sharpshooter (6) - A3 <span style="color: DarkRed">1/31</span> <span style="color: DarkRed">Bloodied</span></p><p>Kobold Hexer (6) - E5 <span style="color: Lime">44/46</span></p><p> Kobold Slinger (6) - A6 <span style="color: Lime"><span style="color: DarkRed">1/24 Bloodied</span></span></p><p> <s>Kobold Warrior (6) - F2</s> <span style="color: Lime"><span style="color: DimGray">0/29 Dead</span></span></p><p><span style="color: Lime"></span><s>Kobold Blackblade (6) - E2</s> <span style="color: DimGray">0/25</span><span style="color: Lime"><span style="color: DimGray"> Dead</span></span></p><p> <s>Kobold Skirmisher (6) - D3</s> <span style="color: Lime"><span style="color: DimGray">0/27 Dead</span></span></p><p> [/sblock][sblock=map]</p><p> <img src="http://i776.photobucket.com/albums/yy44/Tenchuu_n9/Byron-6.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> [/sblock][sblock=Enemies]</p><p> <strong>Kobold Sharpshooter (Goblin Sharpshooter reskin)</strong></p><p> HP 31; Bloodied 15</p><p> AC 16; Fortitude 12, Reflex 14, Will 11</p><p> Speed 6</p><p> <strong>Short Sword (standard, at-will) </strong> Weapon</p><p> +6 vs AC; 1d6+2 damage.</p><p> <strong>Hand Crossbow (standard, at-will) </strong> Weapon</p><p> Ranged 10/20; +9 vs AC; 1d6+4 damage.</p><p> <strong>Sniper</strong></p><p> When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding.</p><p> <strong>Combat Advantage</strong></p><p> The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against.</p><p> <strong>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</strong></p><p> The goblin shifts 1 square.</p><p> <strong></strong></p><p><strong>Kobold Warrior (Goblin Warrior reskin)</strong></p><p> HP 29; Bloodied 14</p><p> AC 17; Fortitude 13, Reflex 15, Will 12</p><p> Speed 6</p><p> <strong>Spear (standard, at-will)</strong> Weapon </p><p> +6 vs AC; 1d8+2 damage.</p><p> <strong>Javelin (standard, at-will)</strong> Weapon Ranged 10/20; </p><p> +6 vs AC; 1d6+2 damage.</p><p> <strong>Mobile Ranged Attack (standard, at-will)</strong></p><p>The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack..</p><p> <strong>Great Position</strong></p><p>If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn.</p><p> <strong>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</strong></p><p> The goblin shifts 1 square.</p><p> </p><p> <strong>Kobold Blackblade (Goblin Blackblade Reskin)</strong></p><p> HP 25; Bloodied 12</p><p> AC 16; Fortitude 12, Reflex 14, Will 11</p><p> Speed 6</p><p> <strong>Short Sword (standard, at-will)</strong> Weapon </p><p> +5 vs AC; 1d6+2 damage.</p><p> <strong>Combat Advantage</strong></p><p> The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against.</p><p> <strong>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</strong></p><p> The goblin shifts 1 square.</p><p> <strong>Sneaky</strong></p><p>When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade’s previous space as a free action.</p><p> </p><p> <strong>Kobold Skull Crusher (Goblin Skullcrusher reskin)</strong></p><p> Initiative +3 Senses Perception +2; low-light vision</p><p> HP 53; Bloodied 26</p><p> AC 16; Fortitude 15, Reflex 14, Will 12</p><p> Speed 5</p><p> <strong>Battleaxe (standard, at-will) Weapon</strong></p><p> +6 vs AC; 1d10+5 damage, or 2d10 + 5 while bloodied.</p><p> <strong>Bloodied Rage (while bloodied)</strong></p><p>While bloodied, the goblin skullcleaver loses the ability to use goblin tactics and can do nothing but attack the nearest enemy, charging when possible.</p><p> <strong>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</strong></p><p> The goblin shifts 1 square.</p><p> </p><p><strong>Kobold Hexer (Goblin Hexer reskin)</strong></p><p>HP 46; Bloodied 23</p><p>AC 17; Fortitude 14, Reflex 15, Will 16</p><p>Speed 6</p><p><strong>Hexer Rod (standard, at-will) Weapon</strong></p><p>+7 vs AC; 1d6+1 damage.</p><p><strong>Blinding Hex (standard, at-will)</strong></p><p>Ranged 10; +7 vs Fortitude; 2d6+1 damage, and the target is blinded (save ends).</p><p><strong>Stinging Hex (standard, recharge 5,6)</strong></p><p>Ranged 10; +7 vs Will; 3d6+1 the target takes 3d6 + 1 damage if it moves during its turn (save ends).</p><p><strong>Vexing Cloud (standard; sustain minor, encounter) Zone</strong></p><p>Area burst 3 within 10; automatic hit; all enemies within the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer can sustain the zone as a minor action, moving it up to 5 squares..</p><p><strong>Incite Bravery (immediate reaction, when an ally uses goblin tactics, at-will)</strong></p><p>Ranged 10; the targeted ally can shift 2 squares and make an attack..</p><p><strong>Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)</strong></p><p>The goblin shifts 1 square.</p><p><strong>Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)</strong></p><p>The goblin hexer can change the attack’s target to an adjacent ally of its level or lower.</p><p></p><p> <strong>Kobold Slinger</strong></p><p> HP 24; Bloodied 12</p><p> AC 13; Fortitude 12, Reflex 14, Will 12;</p><p> Speed 6</p><p> <strong>Dagger</strong> (standard; at-will) Weapon</p><p> +5 vs. AC; 1d4 + 3 damage.</p><p> <strong>Sling</strong> (standard; at-will) Weapon</p><p> Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot.</p><p> <strong>Special Shot</strong></p><p>The kobold slinger can fi re 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 eff ect depending on its type:</p><p> Stinkpot: The target takes a –2 penalty to attack rolls (save ends).</p><p> Firepot (Fire): The target takes ongoing 2 fi re damage (save ends).</p><p> Gluepot: The target is immobilized (save ends).</p><p> <strong>Shifty</strong> (minor; at-will)</p><p> The kobold shifts 1 square.</p><p>[/sblock][sblock=Wil]You are on fire, and taking 2 ongoing fire damage. At the start of your turn, you burn for two. At the end of your turn, making a saving throw of 10 or better to end. Otherwise, at the beginning of your next turn, you burn for two more. </p><p>[/sblock][sblock=Hexer]Per the judge's suggestion, and to avoid a headache for me, I won't retcon the hexer damage; but next time it uses stinging hex it will deal damage (even though you'll probably kill it before then). So be forewarned.[/sblock][sblock=Stanng]OMG dude. Rolls from hell against you. Sorry man. You need to roll a Death Saving Throw: When you are dying, you need to make a saving throw at the end of your turn each round. The result of your saving throw determines how close you are to death.</p><p>Lower than 10: You slip one step closer to death. If you get this result three times before you take a rest, you die.</p><p>10–19: No change.</p><p>20 or higher: Spend a healing surge. When you do so, you are considered to have 0 hit points, and then your healing surge restores hit points as normal. You are no longer dying, and you are conscious but still prone. If you roll 20 or higher but have no healing surges left expressed as a negative number, your condition doesn’t change.</p><p>[/sblock][sblock=OOC]Wow. There were 4 nat 20 attack rolls in that turn. At least Kane got one of them on the OA. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5019790, member: 85539"] [sblock=OOC] 48 hours is up, so I am posting for Tessa. With Regard to Stanng's move, the DC is the same and he passed. When I said it was more difficult, I meant the enemies around. With his move, Stanng is now the target of the enraged Skullcrusher. [/sblock]Stanng hoised himself out of the pit with ease, and moved into the fray. The hexer swong with his rod as he moved, but his reach was too short. The blood-raged skullcrusher slammed his battleaxe into the ground next to Stanng. Tessa moved forward, calling the elements to do her bidding. placing her hand forward, near-defening thunder cracked in the clearing, and a gust of wind burst from her hands. But the Kobolds stood their ground as the wind wipped around them. The kobolds closest to the adventurers burned again in Tessa's flame attack. The Hexer, angered at the Paladin's return, struck out with his rod. The blow landed right in the shifter's face. Blood poured out from Stanng's nose. [COLOR=DarkRed][B]"Begone human devil!"[/B][/COLOR] The bloodied Skullcrusher yanks his axe from the ground. [COLOR=DarkRed][B]"AAHHHHHHHHHH!!!"[/B][/COLOR] It screams as it attacks a second time, felling the brave palladin. The hulking beast looked around to pick it's next target. Stanng laid on the ground and could not move. He had been delt a mortal blow, and his life's blood drained from a wound in his neck. The Sharpshooter next to Kane backed away, but the barbarian would not allow the beast to leave unscathed. Kane Massively stuck the kobold, nearly slicing the beast in two. It limped away, bleeding and barely alive. Retreated, the sharpshooter took aim at Hergunna. The bolt flew true, and stuck in hergunna's right shoulder. The near-dead slinger moved forward and fired a bolt at Hergunna, grazing her neck and opening a vein. Blood started to pour from the wound. Smelling the human blood, the sharpshooter in the corner moved down. Lining up the shot, the bolt struck Hergunna in the back. The bolt stung, as it buried deep in her skin, stuck in her back. The attacks nearly killed her. [COLOR=DarkRed][B]"One down, another almosst dead!"[/B][/COLOR] The Hexer declared, [COLOR=DarkRed][B]"Pusssh the attack!"[/B][/COLOR] [sblock=Mechanics] Stanng moves to F4 and provokes two OA. Hexer OA Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 7[/URL] => 16 Miss Skullcrusher OA Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 6[/URL] => 7 Miss Tessa Move: J5 to I6 to H6 Standard: Thunderwave, target blast at G6 (So E5 to G7 blast area) Attack on Skullcrusher: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 4[/URL] => 9 Miss Attack on Hexer: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 4[/URL] => 12 Miss Hexer Recharge: 1 Miss Move: N/A Standard: Melee Attack on Stanng Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 5[/URL] => 25 (Nat 20) Damage: 1D6+1 => 7 Skullcrusher Move: N/A Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 6[/URL] => 26 Hit (Nat 20) Damage: 2D10+5 => 22 (3 THP granted by Maros before the attack hit) Will Interrupt: Arrow of Warning Damage: 6 Stanng Interrupt Basic Attack (Triggered by Arrow of Warning) Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 6[/URL] => 20 Hit Damage: [URL="http://rpgp.org/dice/?p=group#"]1D10 + 4[/URL] => 11 Sharpshooter D5 Move: C5 to B4 to A3 Triggers OA from Kane: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 9[/URL] => 29 (Nat 20) OA Damage: 1d12+6 => 18 Standard: Crossbow Attack on Hergunna Attack:[URL="http://rpgp.org/dice/?p=group#"]1D20 + 9[/URL] => 27 Hit Damage: [URL="http://rpgp.org/dice/?p=group#"]1D6 + 4[/URL] => 8 Slinger Move: A8 to A7 to A6 to A5 Standard: Sling Attack Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 6[/URL] => 16 Hit Damage:[URL="http://rpgp.org/dice/?p=group#"]1D6 + 3[/URL] => 4 Minor: Shift to A6 Sharpshooter A0 Move: A0 to B0 to C-1 (takes 2 damage) Standard: Crossbow attack on Hergunna Attack: [URL="http://rpgp.org/dice/?p=group#"]1D20 + 9[/URL] => 29 Hit (Nat 20) Damage: 1D6+4 => 10 [/sblock][sblock=Status] Wil Rando (4): J6 [COLOR=Lime]22/28[/COLOR] HS 10/10 AP 1 [COLOR=DarkRed]ON FIRE[/COLOR] Tessa Tressd'n (6): H6 [COLOR=Lime]16/23[/COLOR] HS 7/7 AP 1 Hergunna (15): G3 [COLOR=DarkRed]4/31[/COLOR] HS 9/9 AP 0 [COLOR=DarkRed]Bloodied[/COLOR] Kane (17): D5 [COLOR=Lime]29/35[/COLOR] THP [COLOR=Lime]3/3[/COLOR] HS 9/10 AP 0 Stanng (14): F4 [COLOR=DimGray]-11/25[/COLOR] HS 10/10 AP 1 [COLOR=DimGray]Dying[/COLOR] Kobold Skull Crusher (6) - F5 [COLOR=Lime][COLOR=DarkRed]7/53 Bloodied[/COLOR] [/COLOR]Kobold Sharpshooter (6) - C-1 [COLOR=Lime]19/31 [/COLOR]Kobold Sharpshooter (6) - A3 [COLOR=DarkRed]1/31[/COLOR] [COLOR=DarkRed]Bloodied[/COLOR] Kobold Hexer (6) - E5 [COLOR=Lime]44/46[/COLOR] Kobold Slinger (6) - A6 [COLOR=Lime][COLOR=DarkRed]1/24 Bloodied[/COLOR][/COLOR] [s]Kobold Warrior (6) - F2[/s] [COLOR=Lime][COLOR=DimGray]0/29 Dead[/COLOR] [/COLOR][s]Kobold Blackblade (6) - E2[/s] [COLOR=DimGray]0/25[/COLOR][COLOR=Lime][COLOR=DimGray] Dead[/COLOR][/COLOR] [s]Kobold Skirmisher (6) - D3[/s] [COLOR=Lime][COLOR=DimGray]0/27 Dead[/COLOR][/COLOR] [/sblock][sblock=map] [IMG]http://i776.photobucket.com/albums/yy44/Tenchuu_n9/Byron-6.png[/IMG] [/sblock][sblock=Enemies] [B]Kobold Sharpshooter (Goblin Sharpshooter reskin)[/B] HP 31; Bloodied 15 AC 16; Fortitude 12, Reflex 14, Will 11 Speed 6 [B]Short Sword (standard, at-will) [/B] Weapon +6 vs AC; 1d6+2 damage. [B]Hand Crossbow (standard, at-will) [/B] Weapon Ranged 10/20; +9 vs AC; 1d6+4 damage. [B]Sniper[/B] When a goblin sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding. [B]Combat Advantage[/B] The goblin sharpshooter deals an extra 1d6 damage against any target it has combat advantage against. [B]Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)[/B] The goblin shifts 1 square. [B] Kobold Warrior (Goblin Warrior reskin)[/B] HP 29; Bloodied 14 AC 17; Fortitude 13, Reflex 15, Will 12 Speed 6 [B]Spear (standard, at-will)[/B] Weapon +6 vs AC; 1d8+2 damage. [B]Javelin (standard, at-will)[/B] Weapon Ranged 10/20; +6 vs AC; 1d6+2 damage. [B]Mobile Ranged Attack (standard, at-will)[/B] The goblin warrior can move up to half its speed; at any point during that movement, it makes one ranged attack without provoking an opportunity attack.. [B]Great Position[/B] If, on its turn, the goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn. [B]Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)[/B] The goblin shifts 1 square. [B]Kobold Blackblade (Goblin Blackblade Reskin)[/B] HP 25; Bloodied 12 AC 16; Fortitude 12, Reflex 14, Will 11 Speed 6 [B]Short Sword (standard, at-will)[/B] Weapon +5 vs AC; 1d6+2 damage. [B]Combat Advantage[/B] The goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against. [B]Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)[/B] The goblin shifts 1 square. [B]Sneaky[/B] When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower. The ally shifts into the blackblade’s previous space as a free action. [B]Kobold Skull Crusher (Goblin Skullcrusher reskin)[/B] Initiative +3 Senses Perception +2; low-light vision HP 53; Bloodied 26 AC 16; Fortitude 15, Reflex 14, Will 12 Speed 5 [B]Battleaxe (standard, at-will) Weapon[/B] +6 vs AC; 1d10+5 damage, or 2d10 + 5 while bloodied. [B]Bloodied Rage (while bloodied)[/B] While bloodied, the goblin skullcleaver loses the ability to use goblin tactics and can do nothing but attack the nearest enemy, charging when possible. [B]Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)[/B] The goblin shifts 1 square. [B]Kobold Hexer (Goblin Hexer reskin)[/B] HP 46; Bloodied 23 AC 17; Fortitude 14, Reflex 15, Will 16 Speed 6 [B]Hexer Rod (standard, at-will) Weapon[/B] +7 vs AC; 1d6+1 damage. [B]Blinding Hex (standard, at-will)[/B] Ranged 10; +7 vs Fortitude; 2d6+1 damage, and the target is blinded (save ends). [B]Stinging Hex (standard, recharge 5,6)[/B] Ranged 10; +7 vs Will; 3d6+1 the target takes 3d6 + 1 damage if it moves during its turn (save ends). [B]Vexing Cloud (standard; sustain minor, encounter) Zone[/B] Area burst 3 within 10; automatic hit; all enemies within the zone take a -2 penalty to attack rolls. The zone grants concealment to the goblin hexer and its allies. The goblin hexer can sustain the zone as a minor action, moving it up to 5 squares.. [B]Incite Bravery (immediate reaction, when an ally uses goblin tactics, at-will)[/B] Ranged 10; the targeted ally can shift 2 squares and make an attack.. [B]Goblin Tactics (immediate reaction, when missed by a melee attack; at-will)[/B] The goblin shifts 1 square. [B]Lead from the Rear (immediate interrupt, when targeted by a ranged attack; at-will)[/B] The goblin hexer can change the attack’s target to an adjacent ally of its level or lower. [B]Kobold Slinger[/B] HP 24; Bloodied 12 AC 13; Fortitude 12, Reflex 14, Will 12; Speed 6 [B]Dagger[/B] (standard; at-will) Weapon +5 vs. AC; 1d4 + 3 damage. [B]Sling[/B] (standard; at-will) Weapon Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; see also special shot. [B]Special Shot[/B] The kobold slinger can fi re 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 eff ect depending on its type: Stinkpot: The target takes a –2 penalty to attack rolls (save ends). Firepot (Fire): The target takes ongoing 2 fi re damage (save ends). Gluepot: The target is immobilized (save ends). [B]Shifty[/B] (minor; at-will) The kobold shifts 1 square. [/sblock][sblock=Wil]You are on fire, and taking 2 ongoing fire damage. At the start of your turn, you burn for two. At the end of your turn, making a saving throw of 10 or better to end. Otherwise, at the beginning of your next turn, you burn for two more. [/sblock][sblock=Hexer]Per the judge's suggestion, and to avoid a headache for me, I won't retcon the hexer damage; but next time it uses stinging hex it will deal damage (even though you'll probably kill it before then). So be forewarned.[/sblock][sblock=Stanng]OMG dude. Rolls from hell against you. Sorry man. You need to roll a Death Saving Throw: When you are dying, you need to make a saving throw at the end of your turn each round. The result of your saving throw determines how close you are to death. Lower than 10: You slip one step closer to death. If you get this result three times before you take a rest, you die. 10–19: No change. 20 or higher: Spend a healing surge. When you do so, you are considered to have 0 hit points, and then your healing surge restores hit points as normal. You are no longer dying, and you are conscious but still prone. If you roll 20 or higher but have no healing surges left expressed as a negative number, your condition doesn’t change. [/sblock][sblock=OOC]Wow. There were 4 nat 20 attack rolls in that turn. At least Kane got one of them on the OA. [/sblock] [/QUOTE]
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Adventure: Lord Byron’s Economic Woes (DM: Tenchuu, Judge: H.M.Gimlord)
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