| Sefra |
start at J21
Steel wind movement and attack, moving to N15
Steel wind targeting K5 1d20 + 5 ⇒ (10) + 5 = 15 vs ref
Steel wind targeting K10 1d20 + 5 ⇒ (13) + 5 = 18 vs ref
damage 1d8 + 5 ⇒ (1) + 5 = 6
Centered Flurry of Blows K10 takes 5 damage and is slid to O15
Sefra charges forward towards a small group of kobolds with fists and feet flying she knocks them around.
| Heimoth |
"Stand and deliver, runt! These radishes will be ours!"
I'll mark the kobold in N18 with my Divine challenge. I then move to O19 before attacking him with Holy strike. As I'm wearing light armour, I have enough movement to run around the radish patch. Attack roll 12+7=AC 19, damage 6+4+2(WIS bonus against marked enemy)=12.
| Aubrey the Demented/Malformed |
Sefra surges forward, landing blows on two kobolds that thought they were out of reach. One staggers out of the radish patch, carefully manoeuvred by the elf into a more vulnerable position but still managing to mash the vegetables underfoot. Heimoth also moves on the offensive, his battlecry rooting his foe to the spot as surely as if it were a radish itself. His sword carves bloody misery through its hide. But so far, none of the kobolds fall to the assaults of the monarchs-in-waiting.
Terra.
| Terra Everbloom |
Terra lets out a grow as she shifts into a panther. shift to l22 as part of wild shape, then move action to p17 around the radish patch "As Terra opens her maw to voice a challenge a great stream of locusts rushes forth." close blast 3 effect: creates a zone of swarming locusts that lasts until the end of your next turn. While within the zone, enemies grant combat adv 1d20 + 6 ⇒ (16) + 6 = 22 vs Ref on K10 dmg 1d8 + 5 ⇒ (6) + 5 = 11
| Aubrey the Demented/Malformed |
| Aubrey the Demented/Malformed |
The kobold shrieks as ravenous insects gnaw at its scaly hide.
Nasty. Map updated.
| Aubrey the Demented/Malformed |
Four javelins fly at Marc as the kobolds swing into action.
Kobolds 1 to 4 form a bit of a skirmish line and concentrate javelin fire on the nearest target: the stupid human who was talking to them - Marc.
Kobold 1: 1d20 + 5 ⇒ (20) + 5 = 25 vs AC, damage 4.
Kobold 2: 1d20 + 5 ⇒ (19) + 5 = 24 vs AC, damage 4.
Kobold 3: 1d20 + 5 ⇒ (2) + 5 = 7 vs AC, damage 4.
Kobold 4: 1d20 + 5 ⇒ (5) + 5 = 10 vs AC, damage 4.
Two more kobolds dance nimbly about Sefra, spears jabbing for an opening. Another heads for Marc, then skips back as its spear probes the sorcerer's defences.
Kobolds 5 and 6 attack Sefra. 5 shifts forward 1 square, then attacks, then shifts back 1 as a minor action. 6 moves 6, then an extra 1 (a shift) as a minor action, then attacks. Shifting 1 as a minor action is the kobold's key racial ability - sneaky little buggers.
Kobold 7 attacks Marc, then shifts away 1 as a minor action.
Kobold 5: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 v AC, damage 1d8 ⇒ 4
Kobold 6: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 v AC, damage 1d8 ⇒ 8
Kobold 7: 1d20 + 6 ⇒ (10) + 6 = 16 v AC, damage 1d8 ⇒ 7
Heimoth's adversary slithers backwards, just beyond the range of Heimoth's sword. It then fires from its sling a clay pot which explodes on contact, spraying a resinous glue everywhere.
Kobold 8 shifts 1 as a minor action. It then fires its gluepot at Heimoth before taking a move action out of danger.
Kobold 8: 1d20 + 6 ⇒ (3) + 6 = 9 v Reflex, damage 1d6 + 3 ⇒ (4) + 3 = 7 and the target is immobilised (save ends).
Another sneaky dogman insinuates itself into the fight with Sefra. It then jumps back, pushing its compatriot into range of Sefra's feet and fists instead.
Kobold 9 moves to N14 and attacks Sefra. It then uses its Shift and Slide power (a variant on the normal kobold shift) to shift 1 into the space that kobold 5 was in, and to put kobold 5 where it was. I'm sure kobold 5 is pleased.
Kobold 9: 1d20 + 6 ⇒ (20) + 6 = 26 v AC, damage 1d8 ⇒ 3
Pursued by ravenous locusts, the last kobold ducks back and out of the cloud of insects. Quivering with righteous anger, it hurls a sack from a pack on its back at its attackers. The sack explodes as it hits the ground, throwing shards of pottery and sharpened flinders of wood about.
Kobold 10 shifts 1 and then takes a move action well out of the cloud of locusts. It then hurls a sack o' junk which explodes as a burst 1 in O16, affecting Sefra and Terra.
Kobold 10: burst 1 centred on O16, 1d20 + 6 ⇒ (18) + 6 = 24 v Reflex on Sefra, 1d20 + 6 ⇒ (19) + 6 = 25 v Reflex on Terra, damage 1d6 + 3 ⇒ (6) + 3 = 9
| Aubrey the Demented/Malformed |
| Hasren Gunnarrsson |
EDIT: kobolds 5 and 9 both critted, so the do maximum damage instead of that rolled, being 8 damage in each instance.
Phew, that took a long time. Marc next.
It'll likely make my job of getting people back on their feet harder, but it looks to me like kobold #1 got a crit on Marc too. (I know, I know... same team! same team! shaddup you, stop "helping" the DM.)
EDIT: Oh... wait... 4pts vs rolled damage? Could kobold #1 be a MINION!?! Geeze. That's what I get for checking instead of sleeping. Maybe I should sleep before I post more...
| Hasren Gunnarrsson |
Kobolds 1 to 4 do look a bit weedier, now it is mentioned...
Not big enough to get their fair share of the radishes... which means they stay smaller & weaker. It's a vicious cycle. We should help them with the problem... slay them all! No more unfair distribution of moon radishes among the kobold population! (And then sing a ballad about the great slaying of the kobold infestation!)
| Marc Wyvernspur |
HM? I'm confused, (Which is nothing new!) I thought I was attacked by Kobolds 1-4, but they are still across the clearing? Ah well, one clear target! :)
"Ow! Stop it. OW! I said STOP that! OWCH! Why that hurts you little,..." Marc declares in indignant tones as the little creatures hop in and away again, perforating him like a large, demonic hoptoads, and Marc is a pincushion. He slashes the air with his long wavy dagger, and breathes. A wave of electricity flows forth, arcing over the kobolds in front of him, and leaving a halo of small electrical discharges playing over his own body afterwords.
"And STAY back! Annoying little devils, aren't they?"
Using Lightning Breath to catch as many as I can. (Close burst 3) Miss: Half Dmg
Effect: Until the end of your next turn, whenever an enemy hits you with a melee attack, you push that enemy 1 square.
Dragon Magic: That enemy also takes 5 lightning dmg
Sustain Minor: The effect persists
[ooc]
[ooc]Rolling for K1,2,3,4 & 7, since I know they were close enough at one point.
1d20 + 4 ⇒ (9) + 4 = 131d20 + 4 ⇒ (14) + 4 = 181d20 + 4 ⇒ (20) + 4 = 241d20 + 4 ⇒ (20) + 4 = 241d20 + 4 ⇒ (20) + 4 = 24
Electrical Dmg:
3d8 + 7 ⇒ (8, 6, 6) + 7 = 27
| Aubrey the Demented/Malformed |
HM? I'm confused, (Which is nothing new!) I thought I was attacked by Kobolds 1-4, but they are still across the clearing? Ah well, one clear target! :)
1-4 chucked javelins at you, 7 was up close and personal. On that basis, you can only really get one kobold from there, which might be a bit of a waste of a Blast 3 area effect. For the avoidance of doubt, you totally crisp kobold 7 if you do do it, so it would be at least the first kill. I leave it up to you - you can do something else, or move to a better position, or just run with what you've got.
| Marc Wyvernspur |
Ah-HAH! Ok, Javelins is what I missed! (Stoopid speed-reading course!) ;P In that case, I request to switch to Chaos Bolt, on K7. New to-hit roll if needed, and Psychic dmg:
1d20 + 4 ⇒ (14) + 4 = 181d10 + 7 ⇒ (10) + 7 = 17
And with the dagger slash, a bolt of iridescent energy flies, changing colors as it slams into the kobold in front of him,...
| Hasren Gunnarrsson |
Depending on what happens to kobold #7, Hasren will either step up to L19 utter a Majestic Word to heal Sefra for a surge+3 HP, shift her 1 square to the location of her choice & then throw a War Song Strike 1d20 + 6 ⇒ (11) + 6 = 17 at kobold #7 for 1d8 + 3 ⇒ (2) + 3 = 5 damage, or he'll advance to M16, utter the Majestic Word for surge+3 HP, shift Sefra to N16 & ready a War Song Strike to attack the first kobold that gets in reach.
Also, if it matters, any ally who hits the target of a successful War Song Strike before the end of Hasren's next turn gains 3 temp HPs. i.e. If Hasren hits, then anyone who hits his target gains 3 temp HP.
| Aubrey the Demented/Malformed |
Marc's bolt of chaotic energy flies true and strikes the kobold, making it shriek. Hasren steps up and with a powerful voice urges Sefra back on her feet again, and she staggers back as she gathers her wits after being struck down. Hasren then has at the kobold that Marc just hit with his sword, smiting it and giving heart to his allies. The kobold now looks a sorry state ans must surely fall soon.
Sefra heals and moves a space.
Aleph.
| Aleph |
Aleph moves to n19, being careful not to step on anything there. He moves 3, so he gets concealment; the stealthy shadows of the woods lie a pattern out on the ground for him to hop amongst (that's the role playing in this description)
He curses kobold 7, calls his mom a woman without family values.
Then he eldritch blasts k6 in m14
1d20 + 3 ⇒ (9) + 3 = 12 vs. reflex
damage
1d10 + 3 ⇒ (6) + 3 = 9
| Aubrey the Demented/Malformed |
| Sefra |
Steel wind 1d20 + 5 ⇒ (20) + 5 = 25 vs ref against K5, 1d20 + 5 ⇒ (14) + 5 = 19 vs ref against K6, 1d8 + 5 ⇒ (8) + 5 = 13, crit on K5 no different same damage anyway
Move to N20
Sefra lunges forward slamming into two kobolds with a double kick, and rolls backyards to take up a defensive position behind her friends.
| Aubrey the Demented/Malformed |
| Heimoth |
"Enough chitchat. It is time to show these runts how Gorum favours his faithful!"
Initially, I drop the challenge against kobold# 8. I then move to N15 before dropping the hammer on kobold# 6. So, Paladin's judgment against the little twerp: attack roll 13+7=AC 20, damage 3d10+4=22. This also allows an ally within 5 squares to use a healing surge; I was thinking this ally should be Sefra. Finally, I challenge the nearest kobold. If #6 is still up and about, he gets challenged; if he fell, the challenge goes against #5 instead.
| Terra Everbloom |
regardless of what happens to k6 going to take following actions
Terra shifts back into her normal radiant self, and calls to the winds for aid. Terra uses Chill Wind centered on K9 burst 1 vs. Fort.
1d20 + 6 ⇒ (11) + 6 = 17 vs k9
1d20 + 6 ⇒ (18) + 6 = 24 vs k5
1d20 + 6 ⇒ (6) + 6 = 12 vs k6
1d6 ⇒ 5dmg on hit k9 would slide to n12 k5 would slide to n13 and k6 would slide to m13.
Terra then moves in a round about manner so that she doesn't harm any radishes to M21.
As Terra settles the locusts disperse to the winds.
| Aubrey the Demented/Malformed |
I'll start in L22. Unfortunately I'm only wearing leather armour and a light shield instead of my usual full metal rig. :(
By the way, 4e doesn't penalise you for wearing heavy armour like 3e does. The ethos of 4e isn't simulation but heroic action, so wandering around in super-heavy armour really doesn't have much impact on characters as it would in 3e or, indeed, real life.
| Aubrey the Demented/Malformed |
The four javelin-eers continue their assault on Marc.
Kobold 1: 1d20 + 5 ⇒ (16) + 5 = 21 v AC, damage 4
Kobold 2: 1d20 + 5 ⇒ (17) + 5 = 22 v AC, damage 4
Kobold 3: 1d20 + 5 ⇒ (6) + 5 = 11 v AC, damage 4
Kobold 4: 1d20 + 5 ⇒ (8) + 5 = 13 v AC, damage 4
The other kobolds can't help but see the tactical possibilities of a single foe drawn out ahead of the rest of his allies, and concentrate on attacking Heimoth. They form a ring about him, jabbing with spear and blade.
OK, this could be nasty. Kobold 5 moves to N14, kobold 7 shifts 1 as a minor action and then moves to N16, kobold 8 moves to M15 and kobold 9 moves to O15. They then all attack Heimoth. Some of these get bonus damage for combat advantage and also get bonuses to hit for each adjacent kobold.
Kobold 5: attack 1d20 + 6 + 2 + 2 ⇒ (15) + 6 + 2 + 2 = 25 v AC, damage 1d8 + 1d6 ⇒ (6) + (3) = 9
Kobold 7: attack 1d20 + 6 + 2 + 2 ⇒ (15) + 6 + 2 + 2 = 25 v AC, damage 1d8 + 1d6 ⇒ (1) + (5) = 6
Kobold 8: attack 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 v AC, damage 1d4 + 3 ⇒ (3) + 3 = 6
Kobold 9: attack 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 v AC, damage 1d8 + 1d6 ⇒ (6) + (6) = 12
The best advice I have is - don't let them surround you. Oh.
The last kobold manoeuvres itself into range and hurls another of its deadly explosive sacks into the main group of enemies.
Kobold 10 moves to O10 and hurls his sack, which is a burst 1 centred on M20. This will attack everyone except Marc and Heimoth.
Kobold 10: attack on Hasren 1d20 + 6 ⇒ (19) + 6 = 25 v Reflex, attack on Aleph 1d20 + 6 ⇒ (10) + 6 = 16 v Reflex, attack on Sefra 1d20 + 6 ⇒ (2) + 6 = 8 v Reflex, attack on Terra 1d20 + 6 ⇒ (7) + 6 = 13 v Reflex, damage 1d6 + 3 ⇒ (2) + 3 = 5
Marc.
| Marc Wyvernspur |
MArc stumbles and cries in surprise and pain as the kobolds once again turn him into the human pincushion!
Down to 8hp! ;P
Covered in blood spreading from numerous wounds, Marc's skin takes on a pebbled, reptilian look. Scales of the Dragon activates; Gain +2 to AC (Now AC:15) until end of encounter
The dandy stumbles to the side, trying to gain a little shelter from the barrage of spears behind Hasren and his shield,... MOVE 2 squares to teh right,
Nad unleashes another primal bolt of rainbow colored energy at the same kobold as before!
standard action, Chaos Bolt, target K7, vs. Will, if hit takes Psychic dmg,
1d20 + 4 ⇒ (12) + 4 = 161d10 + 7 ⇒ (8) + 7 = 15
What action is it to use the once/encounter surge to heal?
| Heimoth |
Heimoth wrote:I'll start in L22. Unfortunately I'm only wearing leather armour and a light shield instead of my usual full metal rig. :(By the way, 4e doesn't penalise you for wearing heavy armour like 3e does. The ethos of 4e isn't simulation but heroic action, so wandering around in super-heavy armour really doesn't have much impact on characters as it would in 3e or, indeed, real life.
Well, since you put it like that, I'd be quite happy to be fully armoured. It doesn't make much of a difference yet, but it might in future rounds.
| Aubrey the Demented/Malformed |
Aubrey the Demented/Malformed wrote:Well, since you put it like that, I'd be quite happy to be fully armoured. It doesn't make much of a difference yet, but it might in future rounds.Heimoth wrote:I'll start in L22. Unfortunately I'm only wearing leather armour and a light shield instead of my usual full metal rig. :(By the way, 4e doesn't penalise you for wearing heavy armour like 3e does. The ethos of 4e isn't simulation but heroic action, so wandering around in super-heavy armour really doesn't have much impact on characters as it would in 3e or, indeed, real life.
Fine by me.