D&D 5e (sorta) Catch The Pidgin- Enc#3 Return of the Kobold Ambush aka Egg-Nog Sings the Blues- Both Parties Complete

Goonalan

Legend
Supporter
Catch The Pidgin

Intro.

So, we play most weeks (The Dark Squad) but not every week, and particularly not during the summer months when there's almost always one player unavailable, so- to fill the gaps, on those weeks when we are one player short, I thought we'd have a little madness.

This sort of thing.

WARNING DOUBLE MASSIVE EXTRA SPOILERS.

THIS IS AN ONGOING GAME.

IF THERE'S ANYTHING HERE YOU RECOGNISE FROM SOMEWHERE ELSE- AND THAT'S VERY LIKELY, THEN PLEASE DON'T TELL THE PLAYERS WHERE I STOLE IT FROM BECAUSE... HOW BEST TO PUT THIS- PLAYERS ARE REPROBATES, ALL OF THEM. DON'T FALL FOR THEIR WINNING SMILES OR EXPENSIVE LOOKING DICE- THEY ARE, AS A COLLECTIVE- A WRETCHED HIVE OF SCUM AND VILLAINY. THEY MOVE THEIR PLAYER TOKENS ON FANTASY GROUNDS WHEN THEY THINK I'M NOT WATCHING, THEY DON'T DELETE THEIR HEALING POTIONS WHEN THEY USE THEM... AND THEY ARE PERFECTLY CAPABLE OF DOWNLOADING A PDF OF THE SCENARIO THAT THEY ARE CURRENTLY PLAYING AND THEN BECOMING QUIETLY (AND INCREASINGLY) PRESCIENT AS THE ADVENTURE UNFOLDS.

DON'T LET THAT HAPPEN HERE.

WE ARE DMS, NOT PLAYERS, A MORE ADVANCED SPECIES ALTOGETHER.

PLEASE DON'T POST ANYTHING HERE THAT WILL GIVE THE PLAYERS HOPE.


Cheers goonalan
 
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Goonalan

Legend
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NEW RULES

It's D&D 5e except... it's all in the encounter.

XP
You need a lot of it, 3,000 XP to get to level 2, that's about 10-12 encounters.

Kill monsters gain XP. Find out info that progresses the plot and... you gain XP. Everything else is for show. Simple as.

Your PC earns a bunch of XP for surviving/overcoming an encounter, they receive more XP if they kill more stuff.

To make this clear- you are in competition with the other PCs in your party- the more stuff YOU KILL the more XP YOUR PC gets.

REST
You can get a Short Rest (thirty seconds or so) after every encounter to regain powers and use healing HD,
A Medium Rest is about an hour- as Short Rest plus you can attune &/or identify magic items + EAT (see below) &
A Long Rest as per usual.

EAT
Food & drink is now a resource to be bought (2sp/meal, weight 1lb). Eat a meal to regain 1d4 HP on a Medium or Long rest.

POTIONS OF HEALING
Are better.

THE ENCOUNTER

This game is all about the encounter, and more specifically the combat encounter- your job is to survive, to win. There is no run away, no retreat- if you PC dies (although that's harder to do than you think) then your next PC arrives from somewhere just off screen to save the day... maybe. Or die trying. At which point... oh look, here comes your third PC.

This of course will never happen- it really is harder to die than you think.

Put it to the test.

ROLEPLAYING BETWEEN ENCOUNTERS

Is nice, but this is a simple story/plot- this isn't the main game keep in mind. So, you chatter to NPCs with purpose here- to forward the plot. In precis- find NPC to talk to, chatter and RP- make successful check- get another parcel of the plot and earn your PC some more XP. That's it. Obviously you need to find the right NPC, the one that's going to tell you what you need to find out.

In town your PCs roll initiative, and then decide what they (individually) want to do- you can make one check on your turn- to persuade someone to tell you what you need to know, or else to direct you to someone who can further enlighten.

Obviously there's also shopping and other services available.

Four Turns on the combat tracker and Morning/Afternoon/Evening is done. Time moves on.

THE TURN
Is no longer just six seconds longs. It's as long as it takes- see below.

Free Actions- as many as you can (change weapons 4 times max in a turn).

Bonus Actions- as normal.

Actions- as usual (only longer, you have more time). Can change Action into Move or Minor.

Move- as normal. Can change Move into Minor.

Minor- BIG CHANGE- you can make a skill roll to enhance the action, or- make a Monster Knowledge check to identify an enemy, or- grab out and drink a potion, or- Save against an ongoing condition (that can be saved against).

Give up either Move or Minor = +2 To Hit for all attacks on your turn.

Give up both Move & Minor = +5 To Hit for all attacks on your turn, or Advantage on all attacks, or gain extra action to make another (single) attack.

ACTION POINTS

Now on the Action Tab of the Fantasy Grounds character sheet.

You have Action Points equal to your Prime stat bonus plus one, and recover all on a short rest (that's after every encounter!)

On your turn (Max 1) you can spend an Action Point to- heal 1 HD, or to make another (single) attack.

Between turns you can use as many Action Points as you like to re-roll your dice (D20 only) for instance to re-roll a failed saving throw. Or you can use an Action Point to force the DM to re-roll a dice (D20 only), in this instance the outcome of the re-roll only effects your PC, this is not about helping your friends.

MONSTER KNOWLEDGE CHECK
Success Low = name of the creature,
Success Med = name and a few details,
Success High = the creature’s stat card on Fantasy Grounds is revealed to the Players.

Identify the creature (High Success only) and you get some free XP.

KILL! KILL! KILL!
Kill a creature- attack again, as free action, same as the last attack- if you can.

Unlimited- keep killing, keep attacking.

Casters REMEMBER if you kill with a spell then you can continue firing off Cantrips (that do damage), as long as you keep on killing you keep on firing.

SUPERNAUGHTYWORDGOESHERENOVA POWERUP
Every PC starts with 1, MAX 2.

One additional use is given to the PC with the most XP at the end of every encounter.

When you use SUPERNOVA, for 5 turns you PC gains the following-
Advantage on everything- attacks, saves, checks, skills etc.
Disadvantage on all attacks against you.
Resist All, and…
Regen 1.

You are indestructible-ish.

DYING!
It’s much harder to do.

ENEMIES
Lots and lots, and some of them much too tough for you.

HAVE FUN!
 
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Goonalan

Legend
Supporter
Catch The Pidgin


The Genocide Squad.

The PCs.
Maggie_O1.jpg

Maggie 'O (played by Jim)
Female Half-Elf (Entertainer) Cleric of Umberlee Level 1
Str 18 Dex 14 Con 14 Int 13 Wis 16 Cha 13

Top o the day to ya, the names Margret Eliza Charlotte O; but you can call me Maggie. Yes just "O", me mammy wasnt too sure of me Da but shes pretty sure he was an O'something. Ive always been a fortunate lass though, what with having two mammies and all, I havent seen the salty slag that pushed me into the world in years, but praise to Umberlee, I've been a daughter of the Sea Bitch since she saved me all those years back. I make my living entertaining scallywags during the night and making sure they sail well in the day; for a small donation of course. Im a sweet girl really, quick with a kind word or a mostly harmless jab, but i must admit ive developed quite a skill for doing the murder since I met up with Big green, Creepy and Nutpuncher; good folk really, although I cant shake the feeling that I am in as much competition with them as I am with the ones we be doing a killing.

Sadie1.jpg

Sadistica Ashdaughter, Spawn of the Demon Dragon aka Sadie (played by George)
Female Drow (Acolyte) Sorcerer Level 1
Str 13 Dex 19 Con 15 Int 14 Wis 14 Cha 19

Hello Loves, My name is Sadistica Ashdaughter, Spawn o'the Demon Dragon, Mistress o'the Cruel Night, She-Who-Revels-in-Agony; but I'm retired, so y'can call me Sadie.

About three 'undred year ago I were a bit wild, you know 'ow some young girls get when they're raised all religious. Burnt and enslaved a few towns near Cormyr, the usual stuff, once you start with that blood sacrifice and “demonic congress” it can get very quickly out of 'and. Anyway, I ran into a lovely young man with very shiny armour and a lot of stamina. Can't remember 'is name for the life of me, but 'e were very convincing, so I stabbed old dad in the back and I turned meself in. Now, they wanted to hang me of course, but he were obviously pretty good at speeches so they settled for locking me up for a bit.

Little while ago they decided I'd been in there long enough, and everyone who'd been involved were long dead anyway, so they kicked me out.

Not really sure what to do with meself if I'm honest. That shiny young lad killed most of the demons holdin' me contracts while I were in there, so I've got a bit of a clean slate.

I do miss the lad, he'd tell me all these lovely stories about travelling and adventure while we got our breath back, might be time to go see if 'e were just sayin' it to keep me interested.

Thugg1.jpg

Thrunorus Garn aka Thugg (played by Bear)
Male Half-Orc (Soldier) Barbarian Level 1
Str 17 Dex 14 Con 16 Int 6 Wis 11 Cha 14

My name is Thrunorus Garn - most call me Thugg.
I am war.
I’ve fought, everything, everywhere, everywhen.
I know not 'ow far from 'ome I've come or 'ow long it’s been.
One-day, when I've killed enough stuff, Bradlust will let me into The Warriors Hall.
Until then you best 'ope I'm in your side.
Today is a good day to die.

Yen1.jpg

Yen Stonefinger (played by Kev)
Male Lightfoot Halfling (Hermit) Monk Level 1
Str 13 Dex 20 Con 14 Int 12 Wis 18 Cha 14

I am Yen Stonefinger, born of the Littlefinger Clan, trained in the Way of the Stonehand, and I have a destiny. There was no alignment of planets or falling stars when I was born, no mystic pronounced words of wisdom and wonder to either my parents or myself, nor did The Master of Stonehand see it in me when I first entered the temple in the days of my youth. Yet I know, without doubt, down to the depths of my soul, that a great destiny awaits.

Until that moment comes, I walk this world, continue to practice the Way of the Stonehand, and take up the challenges before me. I have taken up with an odd group of mostly uninteresting fellows to rescue the Fat Pidgin. I care little for the Fat Pidgin, or for these fellows. After all, they are ultimately irrelevant. But I walk my path with patience and humility, awaiting the day my destiny and I meet face-to-face.

AND THE COMPETITION-

Psylk's Cutters

Lunk2.webp

Lunk Hammer (played by Pete)
Male Rock Gnome (Outlander) Barbarian Level 1
Str 16 Dex 15 Con 16 Int 12 Wis 14 Cha 10


Muldoonsm.jpg

Muldoon (played by Rob)
Male Human (Charlatan) Rogue Level 1
Str 16 Dex 19 Con 18 Int 12 Wis 12 Cha 14


Psylk.jpg

Psylk (played by Rob)
Female Drow (Spy) Ranger Level 1
Str 17 Dex 20 Con 14 Int 13 Wis 17 Cha 12


Stonk.jpg

Stonk Drubbins (played by Pete)
Male Mountain Dwarf (Soldier) Cleric of Dumathoin Level 1
Str 20 Dex 11 Con 17 Int 10 Wis 16 Cha 14
 
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Goonalan

Legend
Supporter
Catch The Pidgin

Backstory:
The PCs do not know each other, or at least they didn't (it's presumed) until they all got hired for this job.

However you all know Dicky Bird.

0001.jpg

That's Dicky on the left. Edna Gingster on the right.

So, Dicky went missing about a month or so past, and although that wasn't particularly odd, what was odd was that each of you were contacted individually just over a tenday ago and invited to a meeting with, Edna Gingster.

But let's back up a bit.

There are a few reasons you might know Dicky Bird.

And between the four of you, on your journey so far, you have discussed Dicky Bird quite a lot, and so this is your cumulative knowledge-

Dicky Bird is a middle-aged halfling, a happy-go-lucky sort of fellow, always with a smile and enough coin to stand his round.

Those of you who didn't know Dicky well presumed that the halfling worked in a trade of some sort, or else he was a cook, or a cobbler, or...

But Dicky Bird, aka the Fat Pidgin, was the best second storey guy this side of Baldur's Gate, although in later years the Fat Pidgin contented himself to be the watch bird, or overseer, for various 'untoward' operations.

Dicky was/is an excellent burglar, but getting on in years.

Those that knew Dicky well, also knew that he was on the way out of the business. Not forced out you understand, just had enough- and getting old. Dicky was always going to retire while he was at the top of his game...

And so when he disappeared, well... you didn't think too much about it.

That is until Edna summoned you.

You, Edna assured you during your individual audiences, were the best person(s) for the job.

The job being to find Dicky Bird- and quickly, and safe and sound.

First things first, Edna and Dicky it seems were/are an item, or else... well, there's something going on there.

Edna Gingster, sole heiress of the Gingster Hand-Pie fortune. That got you thinking.

Then she offered you 1,000gp.

Each.

For the safe return of HER fluffy little Pidgin.

You took the job.

You, and the three other new hires, spent the next few days finding out what you could- about Dicky's various (underhand) activities, you found a few folk to chat to that he had previously worked with.

The story you revealed beggar's belief, it goes a little like this-

Dicky was done with the thieving game, he was looking forward to retirement, although... all his years he'd always put a little of what he'd 'acquired' aside, and thus built a small fortune for himself.

Then he met Edna, and she was all that he could talk about, and while he was in love with the Gingster heiress, there was something that didn't feel right. That bothered him.

Dicky, all of his colleagues said, didn't want folk to think that he was dating Edna because of her fortune.

The Gingster fortune making anything Dicky had saved look like a pittance.

Dicky's pride got hurt, and so he got foolish... maybe.

He knew, he told his colleagues, where there was an ancient dragon burial site, just hidden away in the country less than fifty miles outside of the city.

A secret that had been passed to him by his father, and from his father's father before that.

A dragon's treasure, just waiting for the taking.

Of course Dicky didn't tell anyone where the treasure was hidden, he gave no clues.

But, a few days later you discovered that a fat halfling with at least a passing resemblance to Dicky was seen departing the city a tenday past.

For the last four days you have been following Dicky's trail, which brings us very nicely to the here and now.

You are on a merchant's wagon, having signed on for free to guard the merchant (Parp Lowder) and his provisions, your and his destination- Kirkgate, the next village up the road.

Kirkgate is just short of fifty miles away from Dicky's (and your) home city, could Kirkgate be the place Dicky was heading too?

To make clear, you are looking for two things-

1) Dicky Bird, although you think Dicky may be travelling incognito. You doubt he will be using his real name.

2) An ancient dragon burial site, that's what Dicky was looking for after all. If you find the site then you may be able to find Dicky. Maybe.

Oh, but one more thing.

Parp Lowder (the Merchant) only agreed to travel to Kirkgate because you came on board- he's a little fretful, there has been trouble reported on the road to Kirkgate- bandits have been attacking merchant wagons.

You'd better keep an eye out.
 
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Goonalan

Legend
Supporter
Catch The Pidgin

ENCOUNTER #1: The Battle at Dunghill Hill aka The Singing Kobolds.

Encounter 1.jpg

The map- the PCs start in the cart, or close to it.

Parp goes on to say that the hill is the last obstacle on the road to Kirkgate, the village is just a mile or else twenty minutes up the road from here.

It's at that point that the bandits ambush the cart.

Your Task: Survive, and kill all of the bandits.

Number of Enemies: 26.

Kill Points: 120.

XP for Success: 540 (divided by 4, buckle up kids it's going to be a long and bumpy ride).

Total possible XP: 660.

Important Information: This is the only encounter you will be subject to today, after this you will get a long rest. The point being- it's time to go all in. Smoke 'em if you've got 'em.

Here are the bandits-

Encounter 1 Bandits.jpg

They're all very short, in fact they're Kobolds!


What happens next...
 
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Goonalan

Legend
Supporter
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-
  1. Find Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, keep in mind Dicky could be travelling incognito.
  2. 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…

0004.gif

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…

0005.jpg

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-

0003.jpg

Not bad.

And so, they get a good look at three types of kobolds in the fight-

0006.jpg

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…

0007.jpg

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…

0008.jpg

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.

0009.jpg

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.

0010.jpg

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).

0011.jpg

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.

0012.jpg

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.
 
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Goonalan

Legend
Supporter
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.

ENCOUNTER #1 STATS

Bad Guys

Kobold Mook x20 (1 KP each)
Kobold Stoner x2 (10 KP each)
Kobold Warrior x4 (20 KP each)

KP = Kill Points, that's the amount of XP a PC gets for delivering the killing blow.

XP
Maggie O’ 196 XP
Yen 171 XP
Sadie 167 XP
Thugg 156 XP

KILLER KING/QUEEN
Maggie 14
Yen 7
Sadie 3
Thugg 2

KILL POINTS
Maggie 51 (11 x Mook + 2 x Stoner + 1 x Warrior)
Yen 26 (6 x Mook + 1 x Warrior)
Sadie 22 (2 x Mook + 1 x Warrior)
Thugg 21 (1 x Mook + 1 x Warrior)

Stay safe and well you lovely people.

Cheers- Not The Dark Squad and goonalan.
 
Last edited:

Richards

Legend
There's a song I recall from an old episode of The Goodies called "Stuff That Gibbon" that I've had running in the back of my mind as I read through this Story Hour - although I've mentally reworded it as "Catch That Pidgin." Interesting read-through thus far!

Johnathan
 

Goonalan

Legend
Supporter
Competition.

But then a funny thing happened, about three weeks after we played the above one of my other D&D (player) friends got in touch, Pete. Pete has appeared many times in my other write ups here. Anyway- Pete was looking for a game, something stupid- no heavy thinking. Keep in mind that Pete hasn't been in touch for 18 months so, out of the blue.

So, we got in contact with Rob (who had also dropped off the radar) and... Psylk's Cutters were born- go here.

The issue with Pete and Rob is however, Pete is in Brazil- but waiting on a new contract at which point... Dubai, he thinks, is his next destination; while Rob moved to Japan a year or so ago. It doesn't help that Pete's job, when he gets back to it, entails very odd hours. So, we're a bit hit and hope, but the idea is (now)- two adventuring parties playing the same adventure. Same rules- obviously, same (very linear) plot/story and with the same encounters in the same order.

It just might work... we'll see.

Oh, and Kev, Jim, Bear & George (also known as the Dark Squad) have decided to call their new adventuring party The Genocide Squad.

The Genocide bit is an acronym, but I can't for the life of me remember what for.

Oh, and here's the thing- they don't know (until they read this) about Pete & Rob and Psylk's Cutters- and the whole competition thing.

So, that'll be nice for them when they find out.

Who will win D&D?

It's funny how things work out- I sold this oddity to the (initial) players with the idea that it was going to be competitive D&D, as it turned out... that's what we've got.

Stay safe and well you lovely people.

Cheers the players and goonalan.
 

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