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<blockquote data-quote="Quickleaf" data-source="post: 6060943" data-attributes="member: 20323"><p>Yeah...ok here's a first shot at this:</p><p></p><p><strong> Weight of Hundred Eyes</strong></p><p>Level 12 Warder</p><p></p><p><em>Beady red faintly glowing kobold eyes peer at you from the darkness, a supernatural malevolence behind their gaze weighing down upon you.</em></p><p></p><p>Hazard/Trigger: When PCs enter the area, the hazard begins.</p><p></p><p>Initiative: end of the round</p><p>Target: All non-kobolds in the encounter area</p><p>Attack: +15 vs. Will (gaze)</p><p>Hit: Until the hazard is resolved, the target grants combat advantage and takes a -2 penalty to defenses against traps and -2 Perception to notice traps.</p><p></p><p>Effect: Each round the power of the eyes is not countered (see below), the kobolds gather reconnaissance on the PCs and the next kobold encounter they face gains one of these benefits:</p><p>* +4 Stealth checks for ambush</p><p>* +4 initiative</p><p>* Combat advantage during first round and all kobolds deal double damage with combat advantage</p><p>* Apply "kobold thieves" or "kobold kidnappers" template to 4-8 kobolds</p><p></p><p>Countermeasures: </p><p>* Defeating all kobolds in the current encounter</p><p>* Being immune to a gaze attack means that PC cannot be targeted by the attack</p><p>* Bright light or radiance attacks used against the hazard prevents its effect/attack that round</p><p>* Area spells cast on the hazard prevent its effect/attack that round</p><p>* Intimidate (hard DC) prevents the hazard from attacking that round, but doesn't revent it's effect</p><p>* Stealth (individual, medium DC) prevents the hazard from attacking that PC</p><p>* Stealth (group, hard DC) avoids the hazard altogether</p><p>* Obscuring magic and effects likewise can bypass the hazard entirely</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6060943, member: 20323"] Yeah...ok here's a first shot at this: [b] Weight of Hundred Eyes[/b] Level 12 Warder [i]Beady red faintly glowing kobold eyes peer at you from the darkness, a supernatural malevolence behind their gaze weighing down upon you.[/i] Hazard/Trigger: When PCs enter the area, the hazard begins. Initiative: end of the round Target: All non-kobolds in the encounter area Attack: +15 vs. Will (gaze) Hit: Until the hazard is resolved, the target grants combat advantage and takes a -2 penalty to defenses against traps and -2 Perception to notice traps. Effect: Each round the power of the eyes is not countered (see below), the kobolds gather reconnaissance on the PCs and the next kobold encounter they face gains one of these benefits: * +4 Stealth checks for ambush * +4 initiative * Combat advantage during first round and all kobolds deal double damage with combat advantage * Apply "kobold thieves" or "kobold kidnappers" template to 4-8 kobolds Countermeasures: * Defeating all kobolds in the current encounter * Being immune to a gaze attack means that PC cannot be targeted by the attack * Bright light or radiance attacks used against the hazard prevents its effect/attack that round * Area spells cast on the hazard prevent its effect/attack that round * Intimidate (hard DC) prevents the hazard from attacking that round, but doesn't revent it's effect * Stealth (individual, medium DC) prevents the hazard from attacking that PC * Stealth (group, hard DC) avoids the hazard altogether * Obscuring magic and effects likewise can bypass the hazard entirely [/QUOTE]
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