Meepo

Kobolds's page

13 posts. Alias of OberonViking.


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Round 3
Stabitty, stabby!
AoOs from Kobolds 1 & 2:
1 - 1d20 + 5 ⇒ (18) + 5 = 23
2 -1d20 + 5 ⇒ (2) + 5 = 7
Damage: Jobo is flat-footed as he stands: AC 11.
1 - 1d6 + 3 + 1d6 ⇒ (3) + 3 + (3) = 9
2 - 1d6 + 3 + 1d6 ⇒ (2) + 3 + (2) = 7
Jobo is hit for 9.

Kobold 11, turns as the tentacles almost reach him, rub against his tail. He shrieks and jumps back. Then fearing a short life on the end of an axe he tries to regain his feet before he has landed. Overbalancing he throws his spear as though this will correct it, and lands dramatically admidst the tentacles.

Most of the kobolds are caught up in Lorelei’s Black Tentacles. They scream and squeal. They bend and break. They crack and are crushed. Soon enough, they are silent and the tentacles continue to writhe, still seeking further victims.
I assume Lorelei would not dismiss it before they are all killed.

The five kobolds at the back turn and flee, and are quickly, though noisily, out of sight.

Perception DC 26:
The turned at a corridor, turning right it would seem.


Round 3
Kobolds 1 & 2 set thrust their spears at Jobo’s heels, hoping to trip him over.
1 Trip = 1d20 + 2 ⇒ (17) + 2 = 19
2 Aid = 1d20 + 2 ⇒ (8) + 2 = 10
Trip attempt = 19 +2 =21 vs Jobo's CMD: 18
This action provokes AoO's from Jobo, but not from Drakr, as per RAW - which is something I didn't know till just now.

Jobo is whacked in the back of his right knee as a kobold brings his spear between his legs and levers one leg against the other. He falls prone. The two kobolds watch eagerly, waiting for him to attempt to stand, cackling evil-like.

Kobolds 11, 12, 13 work together to attack the flanked Fire Beetle.
1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage:
1d6 + 3 + 1d6 ⇒ (5) + 3 + (4) = 12
1d6 + 3 + 1d6 ⇒ (4) + 3 + (6) = 13
1d6 + 3 + 1d6 ⇒ (1) + 3 + (2) = 6
It is thoroughly defeated and returns to its plane.


Round 2

Kobolds 5, 7, 8 and 10 drop their spears and scratch at their eyes. They back away slowly from the enemy, at half speed.

Kobolds 1 & 2 attack the adventurer in front of them…
1 vs Drakr - 1d20 + 5 ⇒ (2) + 5 = 7
2 – vs Jobo - 1d20 + 5 ⇒ (20) + 5 = 25
Damage:
1 vs Drakr - 1d6 + 3 ⇒ (6) + 3 = 9
2 vs Jobo - 1d6 + 3 ⇒ (1) + 3 = 4

… as everyone else moves forward.
No AoOs have been provoked, so far as I can tell.


Round 1
”Itrewic nomenes darned mitneic stoda! Jaka! Thric mitneic persvek tenpiswo! Hak svent astahi,” a voice from among the crowd yells, towards the back.

Draconic:
Get those darned lights off! Now! No lights in here! Then kill them.

They all rush forward. And they continue to surge forward, stabbing at our heroes with their spears.
They all wear the same leather armour, and are all holding good quality Small spears.

Kobolds 1 & 2 (AC 13)
Both provoke AoOs from Jobo and Drakr. EDIT: no they don't - Jobo and Drakr are unarmed.
Charging Attacks:
1 - vs Jobo - 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
2 - vs Drakr - 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage: PCs are flat-footed until they act.
1 - 1d6 + 3 + 1d6 ⇒ (6) + 3 + (3) = 12
2 - 1d6 + 3 + 1d6 ⇒ (5) + 3 + (1) = 9

Spoiler:
[ooc]no need for this as you are unarmed...
Kobolds 3 & 4 try to avoid AoOs from Jobo, vs CDM = DC 18:
3 - 1d20 + 6 ⇒ (19) + 6 = 25
4 - 1d20 + 6 ⇒ (11) + 6 = 17

The rest of the kobolds continue to surge forward.


The two nearest kobolds see the greatly feared sight of Adventurers storming their home. These two look to their brothers and yap and bark and whine with hands outstretched through the thick iron bars of the porticulus. The other four turn to flee. 


Ahead, 40' from the corner, one of the kobold working the gear wheel yells "Got it ! " in Draconic. Suddenly a porticulus drops from the ceiling, leaving the two with sticks separated from their allies. The four who are working the wheel, continue to wind it upwards, and soon one of them places an iron bar between the wall and the bottom tooth. They carefully let go of the wheel and the tension within it holds the bar in place and prevents the wheel from turning. 


Three of the kobolds suddenly decide to take a little nap, including the one with the fez. The other three panic, and scoot back up their ropes. They climb up and out of sight.

Three of them remain on the ground asleep.


"Yippy yap? Yap-yup-yap yap."
"Yap, yap yyyyiip yarp."
"Yee yap yip-yip, hehehehehehe!"
"YARP!"

Three kobolds have a merry moment, before the one in the fez yells at them.

Draconic:

"Are these just illusions? Maybe the caster lost concentration nearby."
"Maybe they just cast Slow on themselves."
"Or Daze or Hold Non-Monster, hehehehehehehe!"
"Keep your mind on the job or I'll rip you arms off and feed them to your mothers!"


Guided by their leader, the Kobolds mercilessly send all their arrows at the nearest foe – and a dwarf at that. The one in the crimson fez seems to dance about on the spot - half-joy, half-panic.

Attacks at Drakr, may all dwarven scum rot slowly and unburied!
 
Nearest Kobold:
Point Blank Shot 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 1d6 + 1 ⇒ (3) + 1 = 4 MISS
Point Blank Shot 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 1d6 + 1 ⇒ (1) + 1 = 2 HIT
 
Others:
1d20 + 4 ⇒ (9) + 4 = 13 1d6 ⇒ 1 MISS
1d20 + 4 ⇒ (1) + 4 = 5 1d6 ⇒ 3 MISS
 
1d20 + 4 ⇒ (8) + 4 = 12 1d6 ⇒ 4 MISS
1d20 + 4 ⇒ (5) + 4 = 9 1d6 ⇒ 5 MISS
 
1d20 + 4 ⇒ (17) + 4 = 21 1d6 ⇒ 1 HIT
1d20 + 4 ⇒ (4) + 4 = 8 1d6 ⇒ 4 MISS
 
1d20 + 4 ⇒ (20) + 4 = 24 1d6 ⇒ 1 HIT crit threat, see below
1d20 + 4 ⇒ (14) + 4 = 18 1d6 ⇒ 2 MISS just
 
1d20 + 4 ⇒ (2) + 4 = 6 1d6 ⇒ 6 MISS
1d20 + 4 ⇒ (14) + 4 = 18 1d6 ⇒ 3 MISS just

Crit confirm:
1d20 + 4 ⇒ (17) + 4 = 21 2d6 ⇒ (2, 3) = 5 HIT

Three arrows hit for 9 points of damage.
Hmmm, it seems the dice are with you, Drakr.


There is a different kobold voice yelling commands, his hoarse barking echoing through the cave [The one in the Fez, IF you can see that far].

Draconic:
Shoot the dwarf first! They move too fast in here.

We well practiced ease they release a hail of arrows at Pedro.
1d20 + 4 ⇒ (7) + 4 = 11 1d6 ⇒ 2 MISS
1d20 + 4 ⇒ (5) + 4 = 9 1d6 ⇒ 1 MISS

1d20 + 4 ⇒ (15) + 4 = 19 1d6 ⇒ 3 HIT
1d20 + 4 ⇒ (20) + 4 = 24 1d6 ⇒ 1 HIT Critical threat, see below.

1d20 + 4 ⇒ (8) + 4 = 12 1d6 ⇒ 5 MISS
1d20 + 4 ⇒ (3) + 4 = 7 1d6 ⇒ 5 MISS

1d20 + 4 ⇒ (18) + 4 = 22 1d6 ⇒ 1 HIT
1d20 + 4 ⇒ (20) + 4 = 24 1d6 ⇒ 6 HIT Critical threat, see below.

1d20 + 4 ⇒ (15) + 4 = 19 1d6 ⇒ 1 HIT
1d20 + 4 ⇒ (6) + 4 = 10 1d6 ⇒ 2 MISS

1d20 + 4 ⇒ (17) + 4 = 21 1d6 ⇒ 1 HIT
1d20 + 4 ⇒ (5) + 4 = 9 1d6 ⇒ 1 MISS

Critical confirmations:
1d20 + 4 ⇒ (20) + 4 = 24 2d6 ⇒ (1, 3) = 4 YES
1d20 + 4 ⇒ (7) + 4 = 11 2d6 ⇒ (5, 3) = 8 NO

Six arrows hit Pedro for 17 damage.


The kobolds look at each other and, having determined that there scale hides will last longer inside, turn to retreat into their cave.
They both have to take some care to move in the Grease area (Acrobatics DC 10)…
Left, standing up 1d20 + 7 ⇒ (3) + 7 = 10 Success, standing up, AoO.
Left moving 1d20 + 7 ⇒ (2) + 7 = 9 Fail.
Right moving 1d20 + 7 ⇒ (16) + 7 = 23 Success, moving away.
…before moving into the cave through the narrow opening. [Withdrawal Action]


Lorelei wrote:
Lorelei will move up so that she is 30 ft from the opening and then casts Grease underneath the kobolds standing there. She hopes that if a horde of kobolds comes spilling out of the opening that they will just go sliding on their asses as they hit the slick area.

Reflex Saves DC 15

1d20 + 5 ⇒ (17) + 5 = 22
The one on the right stays on his feet, as

1d20 + 5 ⇒ (3) + 5 = 8
The one on the left falls flat on his scaly tail.

Prone:
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Grease:

School conjuration (creation); Level bard 1, magus 1, sorcerer/wizard 1, summoner 1

CASTING
Casting Time 1 standard action
Components V, S, M (butter)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Save see text; SR no

DESCRIPTION
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.


The kobold drops his bell and it clatters and clangs loudly to the ground. He reaches behind his watch-mate, retrieves a loaded heavy crossbow, and shoots at Pedro.

Attack vs Flat Footed: 1d20 + 5 ⇒ (5) + 5 = 10 MISS
Damage 1d8 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7

The second kobold carelessly drops his crossbow, and turns behind him to grab something. He returns to facing outward with a loaded heavy crossbow in his hands, trained on Pedro.

Attack vs Flat Footed: 1d20 + 5 ⇒ (8) + 5 = 13 MISS
Damage 1d8 + 1 + 1d6 ⇒ (8) + 1 + (2) = 11