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Dragon Mountain (4e conversion - complete!)
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<blockquote data-quote="Quickleaf" data-source="post: 6058735" data-attributes="member: 20323"><p>I really like Trap-Gang method! Is that from a book or did you make it up?</p><p></p><p>Actually, I've given the generic "kobold chiefs" (there are some which have unique stat blocks) at-will versions of your Living Shield and Slink Away, meaning to kill them you either need to focus fire, isolate them, or prevent them from moving.</p><p></p><p>I think I posted a kobold stat block earlier which gave them the "Ooze" trait from the Monster Vault, allowing them to squeeze at no penalty (full speed, no -5 attack, no granting combat advantage)...similar to your Tunnel Scuttle.</p><p></p><p>Since Dragon Mountain involves large number of minions, I'm avoiding using encounter powers, with the exception of the chiefs, the king, and the wizard. It would just be a pain to track. That said, I think some of your suggestions could be turned into traits or at-will powers without breaking the game unfairly. Thanks!</p><p></p><p></p><p>EDIT: Ah, here's the generic kobold stat block I'm using...with the updates...The XP 50/100 refers to a more accurate valuation of minion XP value being about 1/8 of a monster, but that the DM might present them with such extreme terrain advantage (something not normally factored into encounter design "budgets") that they are worth normal minion XP.</p><p></p><p><strong>Kobold</strong></p><p>Level 9 Minion Skirmisher</p><p>Small natural humanoid (XP 50/100)</p><p></p><p>HP 1; missed attacks never damage a minion,</p><p>AC 23; FORT 21; REF 22; WILL 21 (+4 defenses vs. traps)</p><p>Initiative +10</p><p>Speed 6</p><p>Perception +5 Darkvision</p><p></p><p><strong>Traits</strong></p><p>Mob Tactics: The kobold gains +1 attack per kobold ally adjacent to the target (max +5)</p><p></p><p>Skirmish: Kobolds can split move before and after attacking.</p><p></p><p>Trap Sense: Kobolds get +4 defenses against traps.</p><p></p><p>Tunnel Savvy: When squeezing, kobolds move at full speed (not half), don't grant combat advantage, and don't suffer -5 attack penalty.</p><p></p><p><strong>Standard Actions</strong></p><p>Javelin (Melee/Ranged Basic), At-Will: +14 vs. AC; 7 damage; if thrown ranged 10/20</p><p></p><p><strong>Minor Actions</strong></p><p><strong></strong>Shifty (At-Will): The kobold shifts 1 square</p><p></p><p><strong>Triggered Actions</strong></p><p>Narrow Escape (Immediate Reaction, At-Will): When a close/area attack misses the kobold, it shifts 3 squares.</p><p></p><p><strong>Skills</strong> Athletics +8, Stealth +13, Thievery +13</p><p><strong>Ability Scores</strong> Str 9, Con 12, Dex 18, Int 9, Wis 13, Cha 10</p><p><strong>Languages</strong> Common, Draconic</p><p><strong>Alignment</strong> evil</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6058735, member: 20323"] I really like Trap-Gang method! Is that from a book or did you make it up? Actually, I've given the generic "kobold chiefs" (there are some which have unique stat blocks) at-will versions of your Living Shield and Slink Away, meaning to kill them you either need to focus fire, isolate them, or prevent them from moving. I think I posted a kobold stat block earlier which gave them the "Ooze" trait from the Monster Vault, allowing them to squeeze at no penalty (full speed, no -5 attack, no granting combat advantage)...similar to your Tunnel Scuttle. Since Dragon Mountain involves large number of minions, I'm avoiding using encounter powers, with the exception of the chiefs, the king, and the wizard. It would just be a pain to track. That said, I think some of your suggestions could be turned into traits or at-will powers without breaking the game unfairly. Thanks! EDIT: Ah, here's the generic kobold stat block I'm using...with the updates...The XP 50/100 refers to a more accurate valuation of minion XP value being about 1/8 of a monster, but that the DM might present them with such extreme terrain advantage (something not normally factored into encounter design "budgets") that they are worth normal minion XP. [B]Kobold[/B] Level 9 Minion Skirmisher Small natural humanoid (XP 50/100) HP 1; missed attacks never damage a minion, AC 23; FORT 21; REF 22; WILL 21 (+4 defenses vs. traps) Initiative +10 Speed 6 Perception +5 Darkvision [B]Traits[/B] Mob Tactics: The kobold gains +1 attack per kobold ally adjacent to the target (max +5) Skirmish: Kobolds can split move before and after attacking. Trap Sense: Kobolds get +4 defenses against traps. Tunnel Savvy: When squeezing, kobolds move at full speed (not half), don't grant combat advantage, and don't suffer -5 attack penalty. [B]Standard Actions[/B] Javelin (Melee/Ranged Basic), At-Will: +14 vs. AC; 7 damage; if thrown ranged 10/20 [B]Minor Actions [/B]Shifty (At-Will): The kobold shifts 1 square [B]Triggered Actions[/B] Narrow Escape (Immediate Reaction, At-Will): When a close/area attack misses the kobold, it shifts 3 squares. [B]Skills[/B] Athletics +8, Stealth +13, Thievery +13 [B]Ability Scores[/B] Str 9, Con 12, Dex 18, Int 9, Wis 13, Cha 10 [B]Languages[/B] Common, Draconic [B]Alignment[/B] evil [/QUOTE]
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