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<blockquote data-quote="Quickleaf" data-source="post: 6108883" data-attributes="member: 20323"><p>Next session is our final session of Dragon Mountain! </p><p></p><p>So, what can the party expect? Well, for starters there is a kobold horde pursuing them. I intended this to be about 300-400 kobolds, but since they opted to rush through the last sections of the dungeon, I think around 200 kobolds is fair since the horde hasn't gathered full strength yet. I'm running this as a solo encounter...but one where the battlemap is largely irrelevant. The basic idea is to make skills and choices matter, rather than minis & maps. If the PCs take a short rest, the horde may be able to surprise them after, but they can (more or less) choose the battlefield. If they press ahead, the horde catches up with them later, without chance of surprise, though the circumstances/battlefield won't be under their control. </p><p></p><p>Here's the Kobold Horde stat block for review. I had a lot of fun designing a monster horde that still felt like you were fighting cowardly, sneaky kobolds <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>[sblock=Kobold Horde]</p><p><span style="font-size: 18px"><span style="color: Green"><strong>Kobold Horde</strong></span></span><span style="color: Green"><strong></strong></span></p><p><span style="color: Green"><strong>Level 9 Solo Skirmisher (XP 2,000)</strong></span></p><p><span style="color: Green"><strong>Zone-based natural humanoid (swarm)</strong></span></p><p></p><p>HP 368; Bloodied 184</p><p>AC 23; Fortitude 21; Reflex 22; Will 21</p><p>Speed 6</p><p>Resist half damage from melee and ranged attacks; Vulnerability 10 against close and area attacks</p><p>Saving Throws +5; Action Points (None)</p><p>Initiative +10</p><p>Perception +13, Darkvision</p><p></p><p><span style="font-size: 15px"><span style="color: Green">Traits</span></span></p><p><strong>From All Sides:</strong> The kobold horde occupies an enormous undefined area, and it can move into and thru enemies' spaces and does not provokes opportunity attacks. It is considered to be adjacent to all enemies in the encounter at all times, and has combat advantage from flanking on opportunity attacks unless the enemy succeeds a DC 25 Insight/Perception check.</p><p></p><p><strong>Swarm Attack:</strong> At the start of each of the horde's turns, all enemies in the area are grabbed, and the kobold horde does not need to spend a minor action to sustain a grab. An enemy starting their turn grabbed by the horde takes 5 damage.</p><p></p><p><strong>Horde Immunities:</strong> The horde is immune to all conditions that don't originate from area effect powers, though conditions like dazed and stunned cause it to let go of the nearest grabbed creature. In addition, the horde may take 92 damage to shake off any condition.</p><p></p><p><span style="font-size: 15px"><span style="color: Green">Standard Actions</span></span></p><p><strong>Any Weapon You've Got!</strong> (melee) • At-Will</p><p>Attack: +14 vs. AC</p><p>Hit: 2d8 + 8 damage, and the target is knocked prone and grabbed. Against targets granting combat advantage, deal +2d8 damage.</p><p></p><p><strong>Overwhelming Surge</strong> • At-Will</p><p>Effect: Make an "Any Weapon You've Got!" attack against each enemy in the encounter. If an enemy was disarmed of a magic weapon (and it hasn't been reclaimed yet) then one of these attacks is made with that weapon.</p><p></p><p><span style="font-size: 15px"><span style="color: Green">Move Actions</span></span></p><p><strong>The Horde Presses Down</strong> • At-Will</p><p>Effect: Each enemy in the area makes a DC 25 Dungeoneering, Intimidate, Perception, or Stealth check. A failed check indicates the PC has been separated from the rest of the party, in addition to the following guidelines: </p><p>If a PC fails Dungeoneering, they’re forced into a tight passage until the end of their next turn (their speed is halved, -5 attack, and grant combat advantage). </p><p>If a PC fails Intimidate, they’re restrained until end of their next turn and the kobold horde gets a free basic attack.</p><p>If a PC fails Perception, they’re forced into a trapped passage (roll on Random Trap Table) until the end of their next turn. </p><p>If a PC fails Stealth, any light source they have is lost and they are forced into a dark passage until the end of their next turn.</p><p></p><p><span style="font-size: 15px"><span style="color: Green">Minor Actions</span></span></p><p><strong>Swarm the Fallen</strong> (melee) • At-Will</p><p>Attack: All prone enemies in the encounter; +14 vs. Fortitude</p><p>Hit: 2d8 + 8 damage and disarmed of one held item (if a light source it is extinguished).</p><p></p><p>Skills Stealth +13, Dungeoneering +13, Thievery +13</p><p>Str 9 (+3) Dex 18 (+8) Wis 13 (+5)</p><p>Con 12 (+5) Int 9 (+3) Cha 9 (+3)</p><p>Alignment evil Languages Common, Draconic</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6108883, member: 20323"] Next session is our final session of Dragon Mountain! So, what can the party expect? Well, for starters there is a kobold horde pursuing them. I intended this to be about 300-400 kobolds, but since they opted to rush through the last sections of the dungeon, I think around 200 kobolds is fair since the horde hasn't gathered full strength yet. I'm running this as a solo encounter...but one where the battlemap is largely irrelevant. The basic idea is to make skills and choices matter, rather than minis & maps. If the PCs take a short rest, the horde may be able to surprise them after, but they can (more or less) choose the battlefield. If they press ahead, the horde catches up with them later, without chance of surprise, though the circumstances/battlefield won't be under their control. Here's the Kobold Horde stat block for review. I had a lot of fun designing a monster horde that still felt like you were fighting cowardly, sneaky kobolds ;) [sblock=Kobold Horde] [size=5][color=Green][b]Kobold Horde[/b][/color][/size][color=Green][b] Level 9 Solo Skirmisher (XP 2,000) Zone-based natural humanoid (swarm)[/b][/color] HP 368; Bloodied 184 AC 23; Fortitude 21; Reflex 22; Will 21 Speed 6 Resist half damage from melee and ranged attacks; Vulnerability 10 against close and area attacks Saving Throws +5; Action Points (None) Initiative +10 Perception +13, Darkvision [size=4][color=Green]Traits[/color][/size] [b]From All Sides:[/b] The kobold horde occupies an enormous undefined area, and it can move into and thru enemies' spaces and does not provokes opportunity attacks. It is considered to be adjacent to all enemies in the encounter at all times, and has combat advantage from flanking on opportunity attacks unless the enemy succeeds a DC 25 Insight/Perception check. [b]Swarm Attack:[/b] At the start of each of the horde's turns, all enemies in the area are grabbed, and the kobold horde does not need to spend a minor action to sustain a grab. An enemy starting their turn grabbed by the horde takes 5 damage. [b]Horde Immunities:[/b] The horde is immune to all conditions that don't originate from area effect powers, though conditions like dazed and stunned cause it to let go of the nearest grabbed creature. In addition, the horde may take 92 damage to shake off any condition. [size=4][color=Green]Standard Actions[/color][/size] [b]Any Weapon You've Got![/b] (melee) • At-Will Attack: +14 vs. AC Hit: 2d8 + 8 damage, and the target is knocked prone and grabbed. Against targets granting combat advantage, deal +2d8 damage. [b]Overwhelming Surge[/b] • At-Will Effect: Make an "Any Weapon You've Got!" attack against each enemy in the encounter. If an enemy was disarmed of a magic weapon (and it hasn't been reclaimed yet) then one of these attacks is made with that weapon. [size=4][color=Green]Move Actions[/color][/size] [b]The Horde Presses Down[/b] • At-Will Effect: Each enemy in the area makes a DC 25 Dungeoneering, Intimidate, Perception, or Stealth check. A failed check indicates the PC has been separated from the rest of the party, in addition to the following guidelines: If a PC fails Dungeoneering, they’re forced into a tight passage until the end of their next turn (their speed is halved, -5 attack, and grant combat advantage). If a PC fails Intimidate, they’re restrained until end of their next turn and the kobold horde gets a free basic attack. If a PC fails Perception, they’re forced into a trapped passage (roll on Random Trap Table) until the end of their next turn. If a PC fails Stealth, any light source they have is lost and they are forced into a dark passage until the end of their next turn. [size=4][color=Green]Minor Actions[/color][/size] [b]Swarm the Fallen[/b] (melee) • At-Will Attack: All prone enemies in the encounter; +14 vs. Fortitude Hit: 2d8 + 8 damage and disarmed of one held item (if a light source it is extinguished). Skills Stealth +13, Dungeoneering +13, Thievery +13 Str 9 (+3) Dex 18 (+8) Wis 13 (+5) Con 12 (+5) Int 9 (+3) Cha 9 (+3) Alignment evil Languages Common, Draconic [/sblock] [/QUOTE]
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