Catch The Pidgin
Encounter #001: The Battle at Dunghill Hill aka The Singing Kobolds
Maggie! Maggie! Maggie! O! O! O!
The Adventurers (in alphabetical order).
Maggie 'O (played by Jim), Female Half-Elf (Entertainer) Cleric of Umberlee Level 1
Sadistica Ashdaughter, Spawn of the Demon Dragon aka Sadie (played by George), Female Drow (Acolyte) Sorcerer Level 1
Thrunorus Garn aka Thugg (played by Bear), Male Half-Orc (Soldier) Barbarian Level 1
Yen Stonefinger (played by Kev), Male Lightfoot Halfling (Hermit) Monk Level 1
DEAD PCs
Waiting.
To-do list/Quests-
- Find Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, keep in mind Dicky could be travelling incognito.
- Find and investigate the ancient dragon burial site Dicky was looking for, he might be there.
The new rules (that count) are-
If a PC kills a bad guy s/he makes another attack as a Free Action, a turn therefore can be a very long time, particularly as this has no limit. Kill and go again…
A PC can get bonuses to hit by discarding their Move or Minor actions, or they can have another Free Attack. However, a PC can do lots of things with even a Minor Action (see the New Rules above for more details).
PCs also have Action Points (four or more each- prime stat bonus plus one) that refresh every encounter, they can use an Action Point to roll again, or make another attack, of heal or… lots of other things including make me roll a D20 again. They can only use one Action Point on their turn, but as many as they like between turns- see the New Rules above.
The PCs have also got a SUPERNOVA power which makes them indestructible, well… for level one. Although once this is spent the only way to get another is to win (get the most XP) in an encounter. So, once it's spent...
It’s hard to die- but that’s all the PCs know about this atm.
Keep in mind this game is all about the encounter, the plot is limited- there’ll be a bit of chatter with a variety of NPCs etc. some associated skill checks to go with these, and then the story moves on- straight to the next encounter. Also, this is just for fun- no heavy lifting for me, not much in the way of complexity but mad, bad & dangerous to play. Well, if it works.
And so…
The kobold bandits rush out of hiding, or at least two of them do (initially). This pair are armed with slings and… they fire. Both missiles (little clay pots) shatter on the forelegs of Beef Wellington (the great slow-moving oxen pulling the cart on which the PCs travel). The beast moo’s plaintively- it cannot move, the oxen’s legs are somehow glued to the dusty track.
And then…
The rest of the kobold bandits arrive, and sing…
And dance, of course.
The kobold type A's (on the map- there are lots of these guys, dressed in rags and wielding javelins) circle on the spot- lifting their legs real high- knees up, and with their arms outstretched to either side of them. Like someone combining walking in deep water or thick mud, while trying to circle like a light-as-a-feather flying fairy.
The kobold type B's (both of them, they’re the guys with the slings) climb imaginary ladders- pretending to scurry up and down as they sing. Every now and then one, or sometimes both, salute the adventurers. Or else they salute in the PCs general direction.
The kobold type C's (four of them, wearing polished leathers, and wielding shortswords and shields) stand like opera singers, one hand on their breast, the other hand extended towards the PCs.
Their audience.
They change hands, and therefore stance, every now and then.
The Type A's sing throughout what follows, they’re the chorus-
“Ko-Bold, Ko-Bold”- on repeat and in a whispered hiss, while flapping and dancing.
Try it.
The Type B's suddenly sing-
"We are the Kobolds!", they repeat this phrase loudly and as often as they can, or else remember too.
The Type C's (individually- one line apiece) sing-
"I bet that you've been told."
"That we are not so bold."
"But whoever told you that..."
"Is a twa..."
At which point all of the kobolds break into a furious/maniac chant.
They all also take to high-stepping on the spot, while repeatedly slapping their thighs, to the rhythm- some of them.
Here’s the chant-
"Chopper-Chop"
"Chopper-Chop"
"Chopper-Chop"
"Sez, chop off their HEADS!"
The kobolds (all of them) jump into the air- arms and legs outstretched (like a mad star-jump), screaming their barbaric yawps, and then- on landing- rush to attack.
Most of them still gibbering and shouting as they come on.
That's the kobold’s surprise round over.
Typical start to an encounter, really.
Just to say, the PCs managed to make some good perception checks before the fight started-
Not bad.
And so, they get a good look at three types of kobolds in the fight-
Kobold type A, on the top- there are easily twenty of these; kobold type B are the fellows with the slings- just two of these guys; and kobold type C, armoured and with a shield, there are four of these small-ish brutes.
Note at some point either during (or else after) the fight the PCs also manage to identify two of the three enemies here. Monster Knowledge checks are very useful in this game.
Kobold type A is a Kobold Mook, with only 1d6+1 hit points, the players get to see the creature’s Stat Card in Fantasy Grounds, if they roll high enough on their Monster Knowledge checks. And they do. Or else Sadie does and gets some XP (10) for doing so.
Kobold type C is a Kobold Warrior, and tough 6d6+6 hit points- and with two attacks (on a recharge & with pack tactics of course), so- potentially very nasty.
Note the PCs identified the Mooks early on in the encounter, and the Warriors at the end of the fight. Which is why Thugg, initially, struggled- keep reading.
Kobold type B remained unidentified, the two little guys with the slings.
Now to the action-
Sadie, the crazy drow sorcerer, is the first to the fight- a gout of acid erupts from the air and splashes down on a pair of the fast-approaching maniac kobolds, alas both of the buggers quickly scamper out of harm’s way, both only a little wounded.
Seconds later the Demon Dragon Mistress’ fire bolt zooms way over one of the acid-splashed kobold’s head.
Sadie screams wildly while swaying on the wobbling cart, she swears up a storm.
George (playing Sadie) is still playing 'normal' D&D 5e.
Jim (playing Maggie) has however figured it out.
Maggie spits tobacco over the side of the cart and then takes up her Schmidt & Vest-On pump action crossbow, and soon after chaos reigns. She also spends her Minor & Move action to give herself +5 on all of her attacks this turn.
She fires- a kobold mook suddenly sprouts a crossbow bolt somewhere about its person and then swiftly collapses, like a (the) fallen soldier.
Maggie fires again, another kobold mook falls.
And again, and again…
Maggie mid-spree. Eight kobold mooks finally succumb to the feisty red-haired sharpshooter.
The kobolds with the slings fire back, Sadie- still screaming at the front of the cart- ducks and dodges their odd-looking missiles.
While all of this is going on…
Unseen, initially- Yen drops off the back of the cart, and then runs fast and low for the nearest (southern) bluff- and the kobolds eagerly rushing to meet him there. Seconds later and three of the creatures (all kobold mooks, of course) lie bent and broken, dead or dying, splayed and sprawled around the three-foot tall chop-socky would-be-master.
Kev (playing Yen) burned his Minor Action for +2 To Hit on all his attacks, and then with his Bonus Action Martial Arts, and then an Action Point- it’s just a shame his attack rolls weren’t better.
Still, three more enemies down.
Thugg- already raging, also vaults off the merchant’s cart, and makes for the kobolds on the bluff to the north- singing his killing song as he rushes forward. He’s on the opposite side of the vehicle to Yen. The barbarian slashes furiously at the heavily armoured kobold before him, cutting the little creature deeply- but this kobold it seems is a tough little bugger.
It’s a kobold warrior. The PCs find out all about this enemy, and how tough they are, after the encounter.
The kobolds fight back- slashing at Thugg, flinging or else stabbing with their javelins at Yen. I get to make a dozen or more attacks here and… only land two of them- the raging Thugg bleeds but only a little.
And that’s the end of the first turn of combat- eleven kobold mooks lie dead, but now the kobolds are in the cart and threatening Maggie ‘O and Sadie (see the image below).
Sadie is cut deep, trying to get away from the kobold cart-invaders, leading the attackers here is another tough kobold warrior.
The bleeding sorcerer throws herself out of the cart and then staggers up the bluff- blasting (fire bolt) a kobold en route, a mook- but not enough fiery damage to kill it.
She staggers forward screaming- and unleashes a Thunderwave, the air explodes and… several more kobold mooks stagger (‘1’ + ‘1’ = 2 Thunder damage, save for half, and most of them do).
Sadie is not in a good place; she’s also critically wounded (on less than 25% hit points left), she staggers away again screaming very rude things.
Maggie, having also escaped the cart, and having already stowed her crossbow, runs up the northern bluff and goes on the rampage with her warhammer.
Two more kobold mooks bite the dust, and a kobold warrior gets thumped hard.
Over on the other side of the cart and Yen is still going strong, his whirling quarterstaff accounts for three more kobold mooks, although the halfling monk- as with Thugg, and Maggie ‘O, and Sadie too- has also located a tough kobold warrior. It seems there’s one for each of the PCs present.
Sadie meantime continues swearing wildly while she dodges javelins, she’s now making her way back to the safety of the cart.
The cart provides cover.
Thugg keeps smashing his greataxe into the kobold warrior before him, it’s all too much for the little varmint- the half-orc cuts it dead, and then with the weapon’s backswing he breaks the neck of a nearby gawping kobold mook.
Maggie O’ is scored- leaving a red trail along her arm, by a flying javelin, although she's only lightly wounded.
Note the kobold mook's attack on Maggie was a Crit- however she spent an Action Point to make me roll again- turning a Crit into just a normal hit.
There’s no retreat for either the PCs or the kobolds in this encounter, the hits therefore keep on coming, or else more dice are rolled.
For every Ying there’s a Yang, it seems.
Yen is subject to instant karma (Maggie’s)- one of the sling-wielding kobolds launches a sling bullet into the halfling monk’s chest- he too spends an Action Point to make me re-roll, and… I re-roll and get a Crit.
Yen survives but now he’s heavily wounded (on less than 50% hit points left).
Seconds later the kobold warrior facing off against the mini monk also lands a hit- Yen has to burn another Action Point to make me roll again, and… a miss.
The players are getting it.
That’s the end of the second turn- six more kobold mooks have gone to meet their maker, as has one of the kobold warriors, thanks to the furious Thugg.
There are only three kobold mooks left standing, the two kobolds with slings, and three more tough kobold warriors. Many of the remaining enemies are however already wounded.
Sadie, at last, gets on the score board, wincing and holding her side she climbs back up onto the cart, once there and situated she shoves Parp (the merchant) down and then unleashes a carpet of flame (burning hands) into the kobold invaders. Two of the three are kobold mooks- they’re both crisped, fleeing briefly off the back of the cart- both swathed in flames, they don’t get far.
The last cart-invader, the now badly burned kobold warrior snarls threats in draconic, which the sorcerer replies to in kind- she then lances her dagger out and stabs the stern little fellow in the chest, Sadie’s critical hit reduces the kobold warrior to just one hit point.
An Action Point, and a second thrust of the blade, and the kobold warrior’s dead body tumbles over the side of the cart.
A screaming and cackling Sadie turns again, climbs up and then stands upon the front seat of the cart-for all the remaining kobolds to see, screeching terrible words she slams a fire bolt into one of the sling-wielding kobolds, leaving the creature staggering, and heavily wounded.
Sadie goes bonkers.
Bonkers turns out to be contagious.
Maggie ‘O, priestess of the Sea Bitch, suddenly grasps the head of the kobold warrior before her- the kobold’s skull shatters as she closes her fist. The remains of the poor fellow sags to lie still on the bloody brain-spattered dirt.
That was a critical hit Inflict Wounds.
She giggles with delight, coquettishly- although she’s a heavy smoker, and then quickly grabs up and loads her crossbow.
Phung!
Another critical hit.
A kobold mook’s head explodes.
And then another… and another (hits not Crits), and the last three mooks are gone.
Phung!
And the badly wounded kobold with the sling, already burnt by Sadie, grows a crossbow bolt in the center of its chest- dead.
PHUNG!
That’s the sound of another Crit.
The second kobold slinger’s head explodes.
Maggie is clearing up.
The last bolt she fires thumps into the kobold warrior still menacing Yen.
“Yer got it, little man!”
The mini monk grins, and then spins up his staff and beans the staggering kobold warrior- the last enemy standing, it falls- dead before it hits the ground.
The fight is won.
Just three turns to put an end to 26 kobold bandits. Not bad.
But keep in mind this was just the intro- the easy first encounter.
I enjoyed it.
The players were giggling like loons at times- and Jim (playing Maggie O’) was very smiley/happy afterwards.
Jim (Maggie 'O) won D&D- tonight.
Just to say after the fight the PCs get a chance to identify their enemies, and if they roll high enough, they get to see the monsters Stat Card in Fantasy Grounds- it’s very tactical. They also get some XP for doing this, and XP is hard to come by.
With regard to XP- that too is dished out at the end of each encounter, and for info all of the monsters have two different pots of XP attached to them, so for example-
A Kobold Mook is worth 10 XP in total, that’s 9 XP that goes into the big encounter pot- which is divided between all surviving PCs at the end of the encounter; and 1 XP which is given to whichever PC delivers the killing blow to the monster. This second type of XP is called Kill Points- nice.
A Kobold Warrior (and there were four of them in this fight) is worth 90 XP in total, 70 XP for the encounter pot and 20 XP/Kill Points. Got it.
The more you kill, the more XP you get.
The PC with the most XP at the end of the encounter also gets another SUPERNOVA use (Max 2).
But that’s not all- there’s a little coin/treasure to be found on the enemies here, this too is divided between the PCs, as per normal. However, each monster also has some additional money/treasure- and to the winner the spoils. So, if a PC kills 10 Kobold Mooks in the encounter, and each Kobold Mook has 1d6 cp (which they do) then they get to roll 10d6 (exploding dice- roll again on a ‘6’) to see how much additional treasure they get.
It’s a competition.
So, all of the above gets done.
Then… back on the cart, Beef Wellington (the oxen, remember) having been un-glued, and on to Kirkgate.
Next time.
Stay safe and well you lovely people.
Cheers- Not The Dark Squad and goonalan.