GM Kyshkumen
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As a fourth level caster Varanog gets 2 missiles.
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Varanog Steps out of a side tunnel and fires off a pair of magical bolts that seek out and strike the hound. It yelps and lets out an angry growl as if to let Varanog know he is next. Skyrahk uses the moment of distraction to attempt to get up.
AoO: 1d20 + 9 ⇒ (2) + 9 = 11
Skyrahk's gamble pays off as the mastiff's teeth only find air as it turns it's attention to Varanog.
Skyrahk gets an AoO if he has the means to do so.
In a flash the shadow mastiff is on Varnog, snaping it's fangs in an attempt to take out the kobold sorcerer.
Bite: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Trip: 1d20 + 6 ⇒ (2) + 6 = 8
Varanog feels the dogs teeth tear into his flesh again, but is able to resist the dog's pull to the ground.
Round 6
24 Shadow Mastiff (21)
23 Varanog 16 damage
21 Athrax running back rounds: 1
19 Skyrank 27 damage
19 Fazgyn running back rounds: 3
Everyone is back up.
Poog the Pregen
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Skyrahk withdraws to safety.
Checking for healing items lol. This was too close for comfort....
GM Kyshkumen
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Skyrahk has a wand of CLW (Going with 50 charges as the sheet does not specify) and a prepared cure moderate. Since you are not engaged with the hound you can safely use either one this round. I will let you recon accordingly, but going to keep things moving.
The hound continues to attack the kobold slamming it with magical projectiles.
Bite vs Varanog: 1d20 + 9 ⇒ (8) + 9 = 17
Varanog's defensive magic is enough to protect him this time and he avoids another nasty bite.
Round 7
24 Shadow Mastiff (21)
23 Varanog 16 damage
21 Athrax
19 Skyrank 27 damage
19 Fazgyn running back rounds: 2
Bold are up. I've placed Athrax back where he started.
| The Mad Bomber: Athrax |
Athrax laughs maniacally and tosses an alchemist's fire at the mastiff.
alchemist's fire, attack, point blank: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11 for fire: 1d6 + 1 + 1 ⇒ (4) + 1 + 1 = 6 plus 1 splash damage and an additional burn: 1d6 ⇒ 4 damage next round on the mastiff
-Posted with Wayfinder
Varanog the Kobold
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Varanog backs further into the tunnel, and casts again.
Damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7
I don't understand this character's equipment. He has a wand of chill touch, but with a 4 strength would make touch attacks at -3. The rod of reach doesn't work with wands, and none of his other spells would benefit from reach metamagic.
Poog the Pregen
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If it helps. I don't understand any of the Kobolds lol.
CLW 1d8 + 1 ⇒ (6) + 1 = 7
Skyrhk pulls ou her magical stick of healing and uses it on herself!
After checking to see if the coast is clear too.
GM Kyshkumen
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Varanog's missiles slam into the hound and Athrax hap-hazardly tosses an alchemist fire which manages to only singe the poor beast with some of it's residual splash. Wounded and clearly out numbered it flees off into one of the surrounding tunnels.
End of combat.
With the immediate threat gone the Sewer Dragons are able to regroup and heal.
Feel free to take 5 average for each out of combat wand charge if you wish.
Once properly recovered they find push deeper into the tunnel which ends in a small chamber.This chamber widens to become twenty-five feet across and twenty feet long. A foot-tall semicircular dais rests in the eastern end of the room. Atop the dais is a structure comprising a duo of black metallic rods connected by a series of inch-thick gray metal shafts, making it resemble a squat ladder whose steps are far too close together to be usable.
Searching the eastern caverns they find his cavern slopes upward from its southern edge. Three slopes give the chamber a stark slant. The northern edge of the cavern ends in a plateau connected to various side caverns.
With the portal secured the kobold's have some time to fortify their position before the onyx reinforcements Drandle Dreng warned them about arrive.
Thus begins the special portal defense encounter. I will post the rules here spoiler for the set up phase. Once we have finished set up there will be waves of onyx reinforcements that will try and reach the portal. Your job is to prevent them from getting there.
Please try and read all the rules and I will answer any questions.
| Faz'gyn |
Questions
1. We are guarding A7 yes?
2. They are coming from A4, and A5, but not from the brown rectangle?
3. What are the rules/timing for manual reseting of traps?
4. You want us to place our traps and then cover them so you can't see them on page 2? That the plan?
5. Fazgyn has an ability to reduce time to make a trap by one round... does that mean one phase?
6. There is an icon for a Rune Trap... but I don't see the stats for it.
Take 10 Traps
Varnog = 19
Skyrank = 18
Fazgyn = 27
Athrax = 24
So Everyone can make...
Arrow: 1Phase, 1 person, 1d8+1 ONE TIME USE
Pit: 2 Phase, All targets 10 ft Square (4), 2d6, Manual reset
Poisoned Dart: 1 Phase, 1 Person, 1d3 + poison, ONE TIME USE
Swinging Axe: 1 Phase, all targets 10 foot line (2), 1d8 + 1, ONE TIME USE
Everyone but Skyrank can make
Jabbing Spear 2Phase, , All targets 10 foot line (2), 1d8 + 1, AUTO RESET
Fazgyn, anthrax can make
Alarm: 2 Phase - Alarm, plus spell effect
Spiked Pit: 3 Phase, All, All targets 10 foot square (4), 1d6 + 1-4 spikes at 1d4 +2, Manual reset
The bolded traps have resets and good damage and number of targets... BUT take more time to make, depending on how many waves are coming the resets may be well worth it... I think if there's three waves or more the resettable traps are good... we need to see the rules on resets.
Just to get the conversation going, some ideas and some possible trap placements....
Maybe Fazgyn an Anthrax each make a Spiked pit and a Jabbing spear in their 5 phases - these have a manual and an auto reset.
Maybe varnog could make two jabbing spear and swinging axe?
and
Skyrank could make 2 pit and a swinging axe
Do we need an alarm? No damage, oh wait, we can tie a spell to the alarm... maybe an alarm and a spell at the portal?
Anthrax, you have a bomb trap ability...
Note, this leaves us with 4 traps to reset each phase... but we lose the swinging axe after use.
Ok... this is just a start... change it up folks!
Poog the Pregen
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First things first heal myself lol.2d8 + 2 ⇒ (5, 6) + 2 = 13
Skyrhak could also aid with guidance for each phrase, granting an additional +1
I can also cast alarm.
I also have a scroll of Spirtual weapon and obsuring mist which can force them into combat so that it'll make it harder to search for tr1ps!!
GM Kyshkumen
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Answers
1. Yes you are guarding A7
2. Correct, the brown rectangle represents rubble from a cave in.
3.
4. Correct, I will mark a path on the enemy turn and who ever happens to check the thread next will reveal and roll appropriate attack and damage rolls.
5. I have always seen it played that Faz'gyn gets a 1 phase reduction on any traps he makes.
6. My bad. I had an * there but forgot the notes. This is a spell trap that Varanog can construct and the notes are on his character sheet.
Glad my super long post actually made it through. Last I checked the forums ate it.
| Faz'gyn |
Ok, everyone else, look at my post, I presented some options (including putting traps on the map under the fog-of-war)... offer up any changes, I didn't know about Varanog's trap when placing. Fazgyn can probably set one more than I have placed on the map so far.
Varanog the Kobold
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Varanog uses his wand of cure moderate wounds on himself.
CMW: 2d8 + 3 ⇒ (4, 2) + 3 = 9
CMW: 2d8 + 3 ⇒ (4, 6) + 3 = 13
Varanog can use his run etraps up to 6 times. I have pre-placed 3, but as I can make one as a standard action, we can add more even during combat. Otherwise, the traps listed by Faz'gyn look good to me.
I agree with the reset plan. In addition, I have a wand of mage armor, so will hit anyone with it that can benefit from it. And a scroll of haste and a scroll of fireball might come in handy.
Poog the Pregen
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Everything looks good. I guess I'm ready as can be.
| The Mad Bomber: Athrax |
haven't had time to look more in depth than just reading Faz'gyn's post. I approve. If someone has a clever way to use a bomb trap, I'm all ears
-Posted with Wayfinder
| Faz'gyn |
Covered map we don't want the DM to see where we set our ambushes! I see one icon on the map twice, might be you Skyrhak, you probably placed one, then there are some icons ready for placing on the upper right.
Poog the Pregen
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Maybe as bait so as to give the other side problems in finding and disabling traps?
Poog the Pregen
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Skyrahnk finds a dark corner to hide and wait.
| Faz'gyn |
Added the first trap on the map SPIKED PIT. Let me know what happens here... maybe have an action. And there may be a second trap... but do we play out them getting out of the trap etc?
GM Kyshkumen
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The first two in the group stumble head first into the first trap.
Scout: 1d20 + 5 ⇒ (3) + 5 = 8
Guard: 1d20 ⇒ 1
Spikes Scout: 1d4 ⇒ 2
Spikes guard: 1d4 ⇒ 3
Spike 1 Scout: 1d20 + 10 ⇒ (7) + 10 = 17
Spike 2 Scout: 1d20 + 10 ⇒ (19) + 10 = 29
Spike 1 Guard: 1d20 + 10 ⇒ (10) + 10 = 20
Spike 2 Guard: 1d20 + 10 ⇒ (17) + 10 = 27
Spike 3 Guard: 1d20 + 10 ⇒ (14) + 10 = 24
Damage Scout: 1d6 + 2d4 + 4 ⇒ (6) + (4, 3) + 4 = 17
Damage Guard: 1d6 + 3d4 + 6 ⇒ (5) + (3, 2, 3) + 6 = 19
You hear panicked screams followed by angry shouts. "I think Jimmy's dead, but it looks like Chuck is still breathing." you manage to eventually hear as the intruders start to regroup.
At this point you can't really see what is happening, given your positions on the map. You may come out of delay or continue to hide.
| Faz'gyn |
Our positions are on the hidden map... Fazgyn is about 40' away... I presume he can hear?
Assuming so... Fazgyn sneaks up to release an arrow.
Stealth: 1d20 + 15 ⇒ (8) + 15 = 23
He lets loose an arrow at someone in the least armor helping from above the pit.
Arrow with Sneak Attack vs Flat Footed: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d4 - 1 + 2d6 ⇒ (4) - 1 + (5, 6) = 14