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Encounter R1: 500XP Fire Beetles!

Setup:
2 Fire Beetles 1 Kobold Slinger 2 Kobold Skirmishers Use random map.

Fire Beetle Level 1 Brute Small natural beast XP 100


Initiative +1 Speed 6 HP 32; Bloodied 16 AC 13; For 13, Ref 12, Wil 11 Resist 10 fire Bite (standard; at-will) +5 vs. AC; 2d4 + 2 damage. Fire Spray (standard; recharge Fire ) Close blast 3; +4 vs. Ref; 3d6 fire damage.

Kobold Slinger Level 1 Artillery XP 100


Initiative +3 Senses ; darkvision Speed 6

HP 24; Bloodied 12 AC 13; Fort 12, Ref 14, Wil 12; see also trap sense Dagger (standard; at-will) Weapon Beetle Lore +5 vs. AC; 1d4 + 3 damage. Nature DC 15: A fire beetle has two fiery glands that Sling (standard; at-will) Weapon continue to glow for 1d12 hours after the beetles death; Ranged 10/20; +6 vs. AC; 1d6 + 3 damage; Special shot. these can be removed and used as torches. Special Shot Dungeoneering DC 15: The group notices traces of Fire Firepot (Fire): The target takes ongoing 2 fire damage (save ends). Beetles. Shifty (minor; at-will): The kobold shifts 1 square. Equipment leather armor, dagger, sling with 20 bullets and 3 rounds of firepot.

Kobold Lore

DC 15: Kobolds often dwell near a dragons lair, Kobold Skirmisher Level 1 Skirmisher XP 100 maintaining a safe distance but bringing sacrificial Initiative +5 Speed 6 offerings to their god. Most dragons ignore kobolds, as HP 27; Bloodied 13 a crocodile ignores the birds that pick its teeth clean. AC 15; Fort 11, Ref 14, Will 13; see also trap sense Once in a great while, however, a young dragon takes an Spear (standard; at-will) Weapon +6 vs. AC; 1d8 damage; see also mob attack. interest in its kobold cult, which then becomes a real Combat Advantage menace to the dragons enemies. DC 20: Kobolds are skilled at making traps, which they The kobold skirmisher deals an extra 1d6 damage on melee and ranged attacks against any target it has combat use to capture prey and to acquire sacrifices for their advantage against. dragon lords. Mob Attack: The kobold skirmisher gains a +1 bonus to If the party notices the beetles, they can get ready, if not, Shifty (minor; at-will): The kobold shifts 1 square. they almost walk on them and both parties are surprised, Trap Sense +2 bonus to all defenses against traps. roll initiative. The kobolds are in a different room, and theEquipment hide armor, spear slinger enters in round 2, the skirmishers enter in round Kobold Slinger Tactics 3.
attack rolls per kobold ally adjacent to the target.

Battle Chart: Fire Beetle , HP: 32: _________________ Kobold Skirmishers , HP: 27: __________ Kobold Slinger , HP: 24: ______________ Kobold Skirmishers , HP: 27: __________ Fire Beetle , HP: 32: _________________

Kobold slingers avoid melee combat. They prefer to stay behind cover and bombard foes with special shot and sling stones.

Kobold Skirmisher Tactics


Kobold skirmishers gang up on a single target to gain the benefit of mob attack, shifting as a minor action to gain combat advantage. They retreat when the fight turns against them, leading pursuers through passages and rooms riddled with traps, if possible.

Fire Beetle Tactics


A fire beetle uses its fire spray power if several enemies clump together; otherwise, it relies on bite attacks.

Loot: 70 gp

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