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

Encounter #001: The Battle at Dunghill Hill aka The Singing Kobolds

As Smooth as Psylk’s Cutters.


The Adventurers (in alphabetical order).
Lunk (played by Pete),
Male Rock Gnome (Outlander) Barbarian Level 1
Muldoon (played by Rob), Male Human (Charlatan) Rogue Level 1
Psylk (played by Rob), Female Drow (Spy) Ranger Level 1
Stonk Drubbins (played by Pete), Male Mountain Dwarf (Soldier) Cleric of Dumathoin 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-

Skip it.

And then skip all the other stuff that happens- as explained, in the previous- The Genocide Squad’s, go at this encounter.

Now for Pete and Rob, and keep in mind that neither of these two sets of players know what the other has done, I’m only going to be posting these when both parties have been through the encounter.

Now to the action-

00100.jpg

Here we all are again, or else new grist to the mill.

Javelins rain in on Parp Lowder and the adventurers huddled in the back of his cart.

Lunk, the rock gnome barbarian, must quickly burn an Action Point to get the DM to roll again, and miss this time- that would have been a Crit, and that was my first attack roll in this encounter.

A sign? A portent? We’ll see.

Other PCs are more fortunate- three or four more javelin flinging kobold mooks on the bluffs miss their targets.

Also, a screaming (“Chopper-Chop!”) kobold warrior manages to climb into the cart with the adventurers.

That’s not a great start.

Lunk however is thinking of changing his name to Unlucky.

The verbally retarded rock gnome stops a javelin the hard way- he’s wounded- and then Raging, and then straight into the action- vaulting out of the cart and attacking one of the javelin flinging mooks.

He’s burned his Minor Action- that makes him +2 To Hit on all attacks this turn.

He misses, spends his Action Point and then rolls a ‘1’.

Unlucky Lunk.

But then…

Psylk, the stick thin female drow ranger notches an arrow and then draws- having burnt her Minor and Move Actions- that’s +5 on all of her To Hits. Then she starts firing.

And when she stops…

Here’s our first picture of the action-

00101.jpg

Sixteen kobold mooks lie dead…

I’ve numbered them- the 17th shot was at one of the kobolds with slings, and another miss. Keep in mind Psylk also burnt an Action Point in there (after her first miss). But… sixteen, that’s the record to beat- in a turn.

If you look closely at the image above, you’ll see that four kobold mooks (Type A) have survived the onslaught- one on the northern bluff, hiding behind a kobold warrior- a difficult shot, and the other three mooks to the west.

The reason the three on the west survived- Rob (who plays Psylk) had his screen zoomed too far in and didn’t spot that they were there.

So, the fight is won?

Keep reading.

Stonk Drubbins, the alcoholic mountain dwarf priest of Dumathoin stops a javelin, he’s wounded.

Muldoon, the smooth-talking human rogue, attempts to slaughter the kobold warrior that has just climbed up into the cart- his rapier dances, but he manages only to cut the armoured warrior once, even burning an Action Point to try again to connect. Another miss.

Note at this point the adventurers here have identified none of the enemies in this encounter- their rolls at the start of this encounter were low (all PCs get a Perception check and, on a success, get a chance to identify one of their attackers). Although, they have obviously worked out from Psylk’s killing spree that Kobold Type A’s- the mooks, are very easy to kill.

Muldoon gets hit by a javelin, he tries to make it go away with an Action point- but I re-roll and hit again, he’s wounded- but just a scratch.

Lunk gets hit by another javelin.

Stonk, at last, gets into action- he half-clambers half-rolls out of the cart and is straight into a stand-up fight with a kobold warrior, three attacks later (War Priest Bonus attack and an Action Point) and he connects just once. The kobold warrior stares the dwarf down, unimpressed, although now bloodied.

Two seconds later a second kobold warrior barrels down the bluff and straight into the fight with Stonk. The dwarf is quickly stabbed twice, he tries in vain to make the second hit go away with another Action Point, but I hit again.

Stonk falls.

00102.jpg

Stonk is the bloody heart just to the north of the cart, and that’s the bastard kobold warrior that put him down.

Dead?

But it’s hard to die.

A note appears on the screen in Fantasy Grounds-

So, You Think You Are Dying Part 1.

You’re probably not.

Do you have any healing HD left to spend today?

If so spend one now.

The kindly DM will remove any untoward statuses- like ko'd and prone, and...

You fight on!

Note, one last thing- you can press the Supernova button now, if you like.
You don't have to, but it could keep you alive for longer... maybe.

FURTHER NOTE- IN CAPITALS.

YOU CAN DO THE ABOVE JUST ONCE IN AN ENCOUNTER-
IF YOU ARE REDUCED TO 0 HP OR BELOW AGAIN, GO TO THE NEXT STAGE.

So, Stonk lives to fight on, and he doesn’t press his SUPERNOVA button.

Told you, it’s harder to die.

As we will find out.

Read on…

Lunk manages to hold off/dodge the Frenzied Attacks (that’s one of their powers) of the kobold warrior that’s now threatening the barbarian gnome.

Psylk dodges a sling stone, Muldoon doesn’t- not even after burning another Action Point, the rogue is now critically wounded.

Well, that was the first turn.

Sixteen kobold mooks lie dead- Psylk killed them all. Stonk is blowing hard, Lunk is wounded and Muldoon critically so.

Ready?

Here we go again.

Remember Stonk Drubbins, by the cart- being set upon by a pair of kobold warriors.

00103.jpg

Here he is.

Stonk gets stabbed again.

He burns an Action Point to make it go away.

I re-roll a… Crit.

Stonk is down.

Again.

00104.jpg

Stonk is all heart. Again.

You’ll note Muldoon, in the image above, is also looking a bit peaky.

But then, a miracle.

A note appears on the screen of Fantasy Grounds-

So, You Think You Are Dying Part 2.

You’re probably not you know, read on-

Do you have any healing potions about your person?

If so at the last moment you grab one out and... swig it down.

Do it.

Do it now.

The kindly DM will remove any untoward statuses- like ko'd and prone, and...

You fight on!

Note, one last thing- you can press the Supernova button now, if you like.
You don't have to, but it could keep you alive for longer... maybe.

At least longer than last time.

FURTHER NOTE- IN CAPITALS.

YOU CAN DO THE ABOVE JUST ONCE IN AN ENCOUNTER-
IF YOU ARE REDUCED TO 0 HP OR BELOW AGAIN, GO TO THE NEXT STAGE.

But what’s this- Stonk has a potion of healing in his pack, all PCs start with one, and so…

Stonk, roars his barbaric yawp and while a little staggered by his latest wound, he fights on…

Blimey, that was close.

Stonk is adamant- he’s not spending his SUPERNOVA power in the very first fight.

No way!

The raging Lunk meanwhile burns his Minor and Move Actions (+5) and keeps on swinging at the kobold warrior before him, he hits twice- both biggish hits (just over twenty damage in total) and… the now heavily wounded kobold warrior snarls and then comes on again.

Psylk, back on the cart gets into action with her shortsword, and even with all of her bonuses (no Move + no Minor = +5, again) she only manages to wound one of the kobold warrior’s menacing Stonk.

A third kobold warrior climbs into the cart with the PCs at this point.

Muldoon only manages to land a hit with an Action Point, but with his extra Sneak Attack damage… Nope, the now heavily wounded kobold warrior fights on too.

Psylk and Muldoon were initially trying to rescue Stonk.

Stonk is of the opinion that he doesn’t need rescuing.

A kobold mook comes racing down the bluff and straight into-

Stonk.

Javelin first.

YES!

Stonk survives.

The surly hiccupping dwarf smashes his warhammer into the new kobold mook arrival, the one that just stabbed him.

The mook’s head is caved in.

The warhammer almost slips from the staggering dwarf’s grip- it circles, as Stonk circles, and then crunches into one of the two kobold warriors in the fight.

Somehow the poor bastard survives (on 1 hit point) holding a large portion of his head on/in.

Stonk has one Action Point left- he spends it.

THUNK!

Note Stonk has also burnt his Minor and Move Actions- he’s +5 on all of these hits.

The critically wounded kobold warrior sags and deflates- dead.

Stonk smashes again- while flapping wildly and trying to remain on his feet, and the second kobold warrior takes a clump in the mush too.

Not enough.

The now Frenzied (it recharged) kobold warrior slides it’s shortsword into Stonk’s gut- Stonk is out of Action Points, and…

Stonk lives- he’s on one hit point.

Not for long, the kobold warrior’s second swing is also a hit.

OH NO!

STONK IS DEAD!

00105.jpg

Nope, this isn’t the same picture- I promise.

But what’s this…

A note?

On Fantasy Grounds?

But. That’s…

So, You Think You Are Dying Part 3.

You’re probably not you know, although at this point
You’re probs not surprised about this, now read on-

Do you have any skills or powers that your PC possesses that would
(if you had the actions left to spend them) heal you right now.

If so at the last moment you manage to gable the spell,
or else activate the wotnot, and....

Do it.

Do it now.

The kindly DM will remove any untoward statuses- like ko'd and prone, and...

You fight on!

Note, one last thing- you can press the Supernova button now, if you like.
You don't have to, but it could keep you alive for longer... maybe.

At least longer than last time.

Do you see how tough you are?

FURTHER NOTE- IN CAPITALS.

YOU CAN DO THE ABOVE JUST ONCE IN AN ENCOUNTER-
IF YOU ARE REDUCED TO 0 HP OR BELOW AGAIN, GO TO THE NEXT STAGE.

A… miracle!

Stonk is a priest, he has a Cure Wounds spell, and he’s not used any of his spells because… well, you’d probably have to ask Pete about that. I think he might have been raging (Pete, not Stonk- Stonk doesn’t have Rage, Pete does).

STONK LIVES!

And as Stonk said at the time.

“Come on, I’ll tek tha lot o’ yer!”

Very deep.

You’ll note in the last image above that another one of the kobold warriors has climbed into the cart with the adventurers, and that’s Lunk- still in a fight with a kobold warrior, those three mooks nearby have been throwing javelins at him (and missing).

The three are however just about to reinforce their colleague.

Lucky Lunk.

Lunk gets hit by a strange-looking clay ball/shot, which hurts where it hits but then suddenly bursts into flame (a flame shot), somehow the nimble gnome avoids all of the burny stuff.

Psylk, moments later- manages to avoid a similar fate, thanks only to an Action Point.

The kobold warrior in the cart swings wildly at a critically wounded Muldoon, and then at Psylk- but they’re both misses.

The second turn of combat is, at last, over.

Seventeen (out of twenty) of the kobold mooks are dead, as is one of the four kobold warriors, the kobolds with the slings are both still in action.

Lunk, at last, gets into the swing of things, the gnome manoeuvres to slash at one of the incoming kobold mooks (with +2, burning his Minor Action). He cuts the mook in two with his battleaxe, and grunts excitedly for a while.

He cuts down another mook as it too arrives to the fight, but that’s the end of the slaughter, the gnome is still facing off against a kobold warrior.

Psylk meantime critically wounds the last kobold warrior in the cart with her and Muldoon, it lives still- on just one hit point, but not for long- an Action Point, and a Crit- it’s decapitated.

The drow, without a flicker of emotion- sheathes her blade and quickly switches to her bow, she’s still ideally positioned- with Muldoon, in the back of the cart. She fires at the nearest slinger- high and wide.

Muldoon follows the ranger’s example, seconds later and his shortbow sings- the kobold warrior menacing Stonk grows an arrow, it’s now heavily wounded, and then after an Action Point- Muldoon’s last one. The kobold warrior is dead, the rogue’s second arrow through its throat.

Muldoon aims and fires again.

The nearest kobold slinger, positioned still on the northern bluff, takes an arrow in the gut, it survives- but is now heavily wounded. It staggers away- but not fast enough.

A grunting, grumbling Stonk Grubbins makes it up the slope, just, and then from behind beans the slingy bastard kobold dead.

That done, and wheezing terribly, the drunken priest sits down heavily- heaves and spews over himself, and then slip-slides off the bluff.

That’s style.

Meantime Lunk gets stabbed by the kobold warrior that he’s failing, repeatedly, to kill.

Lucky Lunk is still raging. It’s the only thing keeping him alive (or else on his feet- it’s hard to die).

That’s the end of the third turn of the combat.

There’s only one of each flavour of kobold left- one mook, one of the guys with the slings (and strange bullets/shots) and- the warrior, very badly wounded, still battling Un/Lucky Lunk.

00106.jpg

Here’s the end.

Lunk cuts the last kobold mook in two, and then spins and buries his battleaxe into the last- now critically wounded, kobold warrior.

Lunk has no Action Points left to spend.

Lunk grunts.

Expressing his acute disappointment.

Psylk leaps off the back of the cart, her shortsword whirls out of its sheathe and into her hand. She rushes past Lunk, slices, and then… runs on.

Behind the drow the last kobold warrior concertinas and collapses onto Lunk, although the gnome quickly shrugs the dead creature aside.

Psylk runs on- straight towards the last kobold standing- actually, fleeing, the uninjured slinger. Her blade lancing down and into its scaled back, and then (Action Point) again.

The last kobold falls.

The fight is won.

Only just four turns to put an end to 26 kobold bandits. Not bad, not as quick as the last lot.

But keep in mind this was just the intro- the easy first encounter.

I enjoyed it, immensely.

Pete, at one point- the second death of Stonk Drubbins, was laughing so hard that he fell off his chair and headfirst into his PC/camera, and hard enough to bloody his own nose.

Psylk, played by Rob, won D&D this evening.

But Stonk Drubbins won our hearts.

Then all the rest of the stuff that comes after an encounter- an extra SUPERNOVA power for Psylk, identifying enemies, totting up XP, and rolling to see who gets the most copper pieces. Note, there were also some silver and a few (very few) electrum pieces to be had. Riches indeed.

So, that’s what happened.

It’s a competition.

Like I said.

Stay safe and well you lovely people.

Cheers- Pete & Rob and goonalan.
 

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Goonalan

Legend
Supporter
Catch The Pidgin

Encounter #001: The Battle at Dunghill Hill aka The Singing Kobolds

As Smooth as Psylk’s Cutters.


The Adventurers (in alphabetical order).
Lunk (played by Pete),
Male Rock Gnome (Outlander) Barbarian Level 1
Muldoon (played by Rob), Male Human (Charlatan) Rogue Level 1
Psylk (played by Rob), Female Drow (Spy) Ranger Level 1
Stonk Drubbins (played by Pete), Male Mountain Dwarf (Soldier) Cleric of Dumathoin 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, Dicky might be there.

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
Psylk 201 XP
Stonk 176 XP
Muldoon 165 XP
Lunk 138 XP

KILLER KING/QUEEN
Psylk 19
Stonk & Lunk 3
Muldoon 1

KILL POINTS
Psylk 66 (16 x Mook + 1 x Stoner + 2 x Warrior)
Stonk 31 (1 x Mook + 1 x Stoner + 1 x Warrior)
Muldoon 20 (1 x Warrior)
Lunk 3 (3 x Mook)

ZERO HERO
Stonk 3

Stay safe and well you lovely people.

Cheers- Pete & Rob and goonalan.
 
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Goonalan

Legend
Supporter
Catch The Pidgin

Encounter #001: The Battle at Dunghill Hill aka The Singing Kobolds

The Adventurers (in alphabetical order).

The Genocide Squad
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
&

Psylk's Cutters
Lunk (played by Pete),
Male Rock Gnome (Outlander) Barbarian Level 1
Muldoon (played by Rob), Male Human (Charlatan) Rogue Level 1
Psylk (played by Rob), Female Drow (Spy) Ranger Level 1
Stonk Drubbins (played by Pete), Male Mountain Dwarf (Soldier) Cleric of Dumathoin 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, Dicky might be there.

ENCOUNTER #1 STATS

XP

Psylk 201 XP
Maggie O’ 196 XP
Stonk 176 XP
Yen 171 XP
Sadie 167 XP
Muldoon 165 XP
Thugg 156 XP
Lunk 138 XP

KILLER KING/QUEEN
Psylk 19
Maggie 14
Yen 7
Sadie, Stonk & Lunk 3
Thugg 2
Muldoon 1

KILL POINTS
Psylk 66
Maggie 51
Stonk 31
Yen 26
Sadie 22
Thugg 21
Muldoon 20
Lunk 3

ZERO HERO
Stonk 3

Stay safe and well you lovely people.

Cheers goonalan.
 
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Richards

Legend
Goonie, you've managed to do something I wouldn't have believed possible: make an already interesting Story Hour twice as interesting! Well done - this is going to be a fun ride.

Johnathan
 

Goonalan

Legend
Supporter
Goonie, you've managed to do something I wouldn't have believed possible: make an already interesting Story Hour twice as interesting! Well done - this is going to be a fun ride.

Johnathan
I can't wait till the Dark Squad/Genocide Squad players (Kev, Jim, Bear & George) find out.

Thanks, as always, for taking the time.

Cheers Paul
 

Goonalan

Legend
Supporter
Catch The Pidgin

Kirkgate Interlude #1

The Adventurers (in alphabetical order).

The Genocide Squad

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

&

Psylk's Cutters
Lunk (played by Pete),
Male Rock Gnome (Outlander) Barbarian Level 1
Muldoon (played by Rob), Male Human (Charlatan) Rogue Level 1
Psylk (played by Rob), Female Drow (Spy) Ranger Level 1
Stonk Drubbins (played by Pete), Male Mountain Dwarf (Soldier) Cleric of Dumathoin 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, Dicky might be there.
Also, what’s with the kobold bandits?

And so, to Kirkgate…

But first a note about PC names- I like them to be short, just so when the pictures get taken you can read them on Fantasy Grounds.

I tell the players this all of the time- like a broken record.

The shortest name George has ever done for a character in one of my games- 47 characters in it.

Pete & Rob have been on Fantasy Grounds with me pretty much from the start, and Maptools before that… so they know the rules, hence- Lunk, Muldoon, Psylk & Stonk (Drubbins).

Then, to the action- actually there’s no action, so…

Here it is.

Kirkgate.

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And the only place open when the PCs arrive is The Old Gatehouse Inn, to which the adventurers therefore decamp.

Keep in mind that this is a no-heavy-lifting(-for-me) type adventure, and so- a linear narrative, which the adventurer’s/player’s will of course attempt to mess with but, I ain’t for bending- no, siree.

So, it goes a little like this- roll initiative, then in init order PCs go where they want (or else where’s open) and talk to who they please; then a bit of roleplay followed, always, by a check.

The DCs are always going to be 11, so hardly onerous.

Make the check and the PC gets a little more info for the plot/story (and a little XP) and we move on to the next guy in initiative order. Of course they need to be asking the right questions, of the right people, but… it’s pretty basic. I’m not going to let the players stray too far from the plot/story.

PCs can only make one check on their turn, and buying and selling stuff (if you want to haggle) is a check, so…

Four turns through the combat tracker and that’s the morning/afternoon/evening done, and thus time moves forward.

So, there are around fourteen (I just counted them) nuggets of new info or plot points to be had here in Kirkgate, all the PCs need to do is unlock them. It’s very mid-80’s/90’s electronic RPG-game you will have noticed (age-dependent), that’s not an accident.

So, the new info gained is, and initially from Dreb Webfoot, the owner of The Old Gatehouse Inn-

Dicky Bird aka The Fat Pidgin is travelling under the new name of Mr. Pidgin, it took the Genocide Squad twenty minutes to get to this revelation (they had to guess) and…

Pete: “What do you think he’s calling himself.
Rob: (Thinks) “Pidgin?”

The Psylk’s Cutters exactly four seconds.

Mr Pidgin had been staying at the Inn (for three days) mostly exploring the village and talking to a few locals. On the fourth day he packed his bag and headed off- direction unknown.

Mr Pidgin didn’t come back that day, but then on the evening of the day after- he came back, only with two small friends in tow- Mr Pidgin cleared his room- with the help of his friends, and then departed without saying a word to Dreb. He had paid to the end of the tenday, so Dreb didn’t think much of it. It didn’t help that the Innkeep was busy with the Meat Raffle (always popular) when the three little folk arrived, and so he didn’t get a chance to have a word.

1001.jpg

Dreb Webfoot, owner of The Old Gatehouse Inn, and the first source of info to be tapped.

The PCs also learn that Mr Pidgin spoke at length with Girton Crowstanley, a local man, an old farmer who has lived in Kirkgate all of his life.

Dreb also mentions that ‘Flanella’ knows the region better than anyone else- ‘Flanella’, actually Fionulla (the locals can’t/won’t say her name correctly) is a half-elf, and a ranger.

1002.jpg

Fionulla, it’s not that difficult to say.

Fionulla and Girton are both in the bar, and so-

The PCs chat with Fionulla goes awry (for both adventuring parties- funny that), they learn nothing- and soon after the ranger excuses herself, and hot foots it out of the Inn.

Sadie (from The Genocide Squad) follows the half-elf out of town and into the local woods, where she loses the ranger.

The Genocide Squad are certain that Fionulla is up to no good.

Psylk’s Cutters barely notice she’s gone.

1003.jpg

Oh look, there’s Girton Crowstanley.

Girton’s opening line- “I remember when all of this was fields…” sets the tone. Everything hereabouts is all still fields.

To begin with Girton has to be persuaded that the adventurers are friends of Mr Pidgin, this before he will say anything, and then- when assured- he needs to be bought a number of drinks while he rambles on.

And so-

Girton spoke to Mr Pidgin about an ancient site said to be the last resting place of some equally ancient great dragon’s treasure. Girton tells the PCs exactly what he told Mr Pidgin- it’s all a lot of nonsense, the ‘ancient dragon burial site’, is-

“A great bluddy dark cave, wiv girt ‘oles in the flur, and likesee bumps yer ‘ead.”

In short there’s no treasure to be had there. But Mr Pidgin, according to Girton, was adamant, and going to check it out, anyway.

“An’ tha’ wuz thu las’ I seez ov ‘im, luverlee littul feller- gor me a chaser wiv evry roun’”

I tried to make Girton as unfathomable as possible- have fun with it is my motto.

Girton is further persuaded to draw the PCs a map to the locale, it only costs them three more pints of Ol’ Tadger.

The adventurers purchase rooms in the Inn for the night, take supper and then breakfast when they rise and shine the next day.

Both adventuring parties spend the morning in the village, exploring the place.

1004.jpg
Hammertime, prop. Gonk Hammerschlag. He also does a fifteen-minute skit at the local Chuckle Hut. He’s a laugh-riot.

1005.jpg

Rondo A La Turk, she’s in charge at the Kirkgate Barracks, although don’t get your hopes up there are only six paid guards in the walled village.

1006.jpg

Jefron Puddleduck, the sage- every village has one.

So, the PCs head out of the Inn and do a little light exploring of the village- still trying to get any more info there is to be had about the whereabouts of Dicky Bird aka The Fat Pidgin aka Mr Pidgin.

But there’s also a new topic of conversation, or else enquiry.

Dreb has convinced the various PCs that something needs to be done about the kobold bandit problems hereabouts.

So, the adventurers are also discussing this with a variety of folk- there’s a consensus, someone needs to see the local Lord and offer to get things sorted.

Note prices in the shops in Kirkgate are 150% PH, because the merchants are not getting through… because of the blasted kobold bandits.

Anyway, the PCs (both groups- it’s very linear) head to see Lord Gethwyn Crumble to offer their services only…

1007.jpg

Derek & Clive the very sweary guards will not grant the PCs an audience with Lord Crumble, unless they bribe them (very expensive) or else get four ‘respectable’ locals to come and see them to demand that something be done.

And so, the PCs briefly revisit several of the places they have already been to garner the support that they need, and then a few more new places beside-

1008.jpg

Sister Margaritta, and the Church of Chauntea (I could have found a better picture, but I didn’t).

1009.jpg

What-Ho Smythe, prop. WH Smythe, they sell everything.

And eventually, after a little more effing and jeffing from Derek & Clive the PCs get an audience with-

1010.jpg

Lord Gethwyn Crumble.

And soon after they get hired.

The PCs will be paid 50gp (total, not each) for ‘fulsome proof that the kobold menace has been curtailed’, and with an additional 1gp paid for every kobold tail they return with- a bounty.

Get in.

And with that, and after a little more provisioning the two adventuring parties head out of Kirkgate, next stop the ‘ancient dragon burial site’.

Just a note- The Genocide Squad actually picked up two maps of how to get to the ‘ancient dragon burial site’ (from Girton and Jefron), which may account for the fact that Psylk’s Cutters (with just one map- Girton’s) got lost and spent an extra hour tramping through farmer’s fields.

Of more significance perhaps, Psylk’s Cutters spent a lot of money on ammunition- the archers have two quivers of arrows each. Is that significant? Well, again- maybe…

Psylk’s Cutters have quickly learned that shooting mooks is easy to do, and at +5 (burn the Move and Minor) well, fish in the barrel-ish.

Note, Yen (played by Kev) was absent for this session, and because it was all info gathering and roleplay- or else this bit of it was, then he received no XP (for this bit). Keep in mind the Genocide Squad are only doing the encounters here when one of their number is away for the session. Otherwise, we’d be playing the Dark Squad.

So, new XP totals, the PCs get 10 XP for every new bit of info unearthed/or plot/story advanced-

Maggie ‘O (Genocide Squad) 246 XP
Psylk (Psylk’s Cutters) 231 XP
Sadie (Genocide Squad) 217 XP
Muldoon (Psylk’s Cutters) 215 XP
Stonk (Psylk’s Cutters) 205 XP
Thugg (Genocide Squad) 196 XP
Yen (Genocide Squad) 171 XP
Lunk (Psylk’s Cutters) 168 XP

It’s a competition, remember.

Stay safe and well you lovely people.

Cheers- the players (various) and goonalan.
 

G eneral
E xplorers
N ow
O pen to
C ulling
I ndiscriminately
D ozens of
E nemies

The finest work 5 minutes of furious "thinking" could provide.

And now knowing we are in competition with some strange folks from foreign lands im sure that will make us focus up and take everything more seriously.

Vinnie/Moonboar/Daktari/Daki-Kong/Maggie O
 

Goonalan

Legend
Supporter
Catch The Pidgin

ENCOUNTER #2: The Ancient Dragon Burial Site aka Hagrid's Lament.

Just to say, and obvious really, but both parties experience the exact same encounter, basically whatever happens in the first play through I try to replicate as close as possible in the second. Obviously, the location, enemies et al are the same, but also the enemies behave in the same way- employ the same tactics etc.

Here's the map of the Ancient Dragon Burial Site-

Enc2 Map Set Up.png

The PCs had to complete a skill challenge as part of this one- sneaking through the lair to the cut scene ahead (see the actual encounter for the cut scene). So the skill challenge involved mainly stealth and perception checks. A successful stealth check also enabled the various PCs to explore the map a little- move their PCs the full distance (this was done without the bad guys on the map) just to simulate the exploration phase. The perception checks allowed the PCs to spot enemy numbers and to make Monster Knowledge checks ahead of the fight/encounter.


And so...

ENCOUNTER #2

The Ancient Dragon Burial Site


Ready for the free-for-all?

This one is slightly different, Hagrid is a named bad guy- that means he has a few extra hit points, and is maybe slightly tougher.

Although only slightly, this is your first boss monster.

Named guys are also good because if you kill one, i.e. deliver the killing blow, then you can press your SUPERNOVA button for free.

That's right- for free.

One more thing about this one.

In the rewards for this encounter is your first magic item, woo-hoo.

Ask your friendly DM about Magic Items, and their distribution amongst PCs.

Your Task: Survive, kill all of the bad guys and either kill, or capture, Hagrid. Also, where's Dicky Pidgin?

Number of Enemies: 23.

Kill Points: 152.

XP for Success: 828 (divided by 4, buckle up kids it's going to be a long and bumpy ride).

Total possible XP: 980.

Important Information: Remember you are looking for Dicky Pidgin here.

ANY QUESTIONS?
 

Goonalan

Legend
Supporter
Catch The Pidgin: The Genocide Squad

Encounter #002: The Ancient Dragon Burial Site aka Hagrid’s Lament

Triple Supernova!

The Genocide Squad (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.
Find the lair of the kobold bandits and kill ‘em all.

And so, as per the Intro to the Encounter above.

2000.jpg

The Genocide Squad start at the door, this is for the sneaky skill challenge, and…

2001.jpg

Sneak about a bit.

2002.jpg

There are no enemies on the maps here, this is just the exploration phase- to get the lie of the land, as it were.

2003.jpg

And that’s the end of the exploring bit.

2004.jpg

The Genocide Squad were also making perception checks as part of the skill challenge, from which they get an idea of numbers of enemies, and to make some Monster Knowledge checks.

Which are remarkably successful, I think all of the PCs rolled 20+ and they identified pretty much all of the bad guys in advance and got access to their stat cards- a few of them.

Shown above is the stat card (some of it) for the Human Mercenary Rabble (with only 1d8+3 HP each). They’re the mooks, it seems, in this encounter- there are four groups of mercenaries in the lair, each group consisting of four Human Mercenary Rabble members and a Snapping Drake (with 6d6+12 HP and a nasty bite).

Also present is Hagrid (6d4 + 30 HP, and with a few tricks), the boss here. And his two Halfling Bastard cronies (3d6 HP each, and with a nice AC, and a multi-shot sling attack).

So, the Genocide Squad have snuck into the lair.

Then to the cut scene-

2005.jpg

It begins, and the text is in the chat window on the left, it goes a little like this-

Ahead of you see within the cavern, three small figures, all cloaked and ready for adventure.

Their hoods are down- two of the small fellows are halflings, the last is a very odd-looking gnome.

The gnome turns in anger to one of the halflings-

"Who am I?"

The first halfling sings-

"You are Hagrid!"

The other halfling sings, but aside-

"At school you were the mad kid, the bad kid."

Hagrid snarls again-

"Who am I?"

The first halfling sings again-

"You are Hagrid!"

The other halfling sings, but aside (again)-

"The bloody mad kid, the one with his own naughty word in his hair."

Then in the far side of the chamber something comes alive- a light shines.

And a voice calls out from that spot.

"Eek Calling. Eek Calling Hagrid. Come in Hagrid... where the bloody hell are you?"

The voice and the light seem to be coming from a mirror in the cavern, the mirror is leant up against the stone wall. Most odd.

Hagrid quickly moves to the mirror, bows before it- then down on one knee.

"Master, I am here."

The voice from the mirror comes again.

"Good, that is... My plan continues as... well, planned. The portal is befouled, it is almost ready, the ceremonies and sacrifices continue apace. I shall be ready to proceed at midnight in a tenday from now."

Hagrid beams, gets up to do a jolly dance.

"Oh, master! Joyous news master, the dead will come to Kirkgate to dance."

Hagrid capers and dances, he's not very good at it.

"Yes, yes- stop that blithering nonsense. The Dark Lord will send his servants, and they will be mine to command. MINE Hagrid. All mine. DO YOU HEAR ME!"

Hagrid stutters to reply, fawning all the while- "Yes, master. YES!"

"Listen!" The voice from the mirror comes again.

"The Bloody Heck are sending more of their number; they should be here before my rituals are complete. Send a message to the lunatic goblin when they arrive. That is all."

"Yes master, yes master." Hagrid fawns some more but already the light from the mirror has gone out, and then...

The Genocide Squad, with surprise, launch their attacks.

Yen first, and the halfling monk starts by going SUPERNOVA, he now has advantage on pretty much everything- while all enemies have disadvantage on attacks against him, he’s also resistant to all forms of damage and is regenerating 1HP/turn. So, he’s tanked. I think this lasts about 5 turns.

The monk deftly, silently runs into the cavern to the north, and then spins his staff twice in quick succession, his weapon a magnificent thrumming blur in his hands. Both attacks however are misses- he rolls (with advantage)- ‘3’ and a ‘3’- so, ‘3’ then; followed by a ‘5’ and a ‘5’, so ‘5’ then.

The halfling bastards, the subjects of Yen’s attacks, don’t even notice he’s there.

Somewhat annoyed the monk kicks the nearest halfling bastard and more by luck than judgement manages to connect- the now hoping screeching crony is not amused.

That’s the end of Yen’s turn- so much for the SUPERNOVA.

Maggie ‘O dashes into the chamber to the east and blasts the enemies there with a Thunderwave, alas her damage rolls are rubbish and most of the enemies make their saves- therefore three members of the mercenary rabble are left wounded, as is their snapping drake. But only a very little.

Maggie grabs out her warhammer and does it the hard way- caving in the skulls of the three wounded mercenary rabble- one-after-another, and in quick succession. She then clocks the fourth mercenary here in the side of his head- leaving the poor fellow staggering and spitting out teeth (and on one hit point).

Thugg enters his Rage, sings his battle song, and rushes past the two halfling bastards (one still hoping), one of the halfling bastards reacts in time and stabs at the half-orc- but, just a scratch.

Thugg runs on and smashes his greataxe into Hagrid.

Note, this is Thugg’s big plan, or else Bear’s big plan. Thugg is going to take out the main guy- get all of the kill points, go SUPERNOVA and then clear up the rest. It’s not a bad plan, as it goes.

Alas, the moment after Thugg’s greataxe strikes Hagrid- causing the gnome to scream out in pain (and fright), the fey creature suddenly shimmers and shifts. Thugg can barely make out where the odd-looking gnome is standing.

Hagrid is Blurred.

But Thugg is out of actions already, he had to double move to get to Hagrid.

Note, I’m not going to be telling you every time a PC burns an Action Point, or else they forfeit their Minor or Move to get some bonuses to hit. I did all that in the first instalment, you get the idea.

Sadie spins into action- Firebolts fly- two of them.

They both fly into the ceiling.

George playing Sadie rolls (with advantage still)- ‘1’ and ‘6’- only just a miss, the ‘6’ with Sadie’s bonuses, and- ‘1’ and a ‘1’. Nice grouping- in the ceiling though.

There is swearing- that’s the end of the Genocide Squad’s surprise turn- three mooks lie dead thanks to Maggie, otherwise... well, not a blinder.

Here’s a picture-

2006.jpg

From top to bottom- Thugg confronts Hagrid. Yen gets to know the halfling bastards. Sadie blasts, and then hides- she’s spotted another group of enemies to the south. Maggie ‘O gets into ‘em.

Here we go again-

Yen spins up his staff and caves the first halfling bastard’s head in, the hoping guy- it sucks to be him. Then, with the backswing, the monk oof’s the other bastard in the ribs. One moment of chop-socky goodness later and the second halfling bastard, neck broken, flops to the floor.

Yen runs on, ducking a swing of Thugg’s circling greataxe, the monk dashes in and attempts to side-swipe club Hagrid with his staff, only… Hagrid’s not there.

2007.jpg

But he is for Yen’s return pass, the monk’s staff thunks hard into the back of Hagrid’s head, the odd-looking gnome curses.

Maggie, meantime, can hear screams and shouts- the rest of the mercenaries (another twelve of them), with their snapping drakes (three of ‘em), are heading in the Genocide Squad’s direction, and fast.

Maggie ‘O goes SUPERNOVA.

Note, Maggie ‘O has two SUPERNOVAs atm, the most a PC can have is… two. So, she’s burning one to make room for another when she wins this fight.

Remember the SUPERNOVA goes to the PC who earns the most XP in the encounter- which translates to, the PC that kills the most stuff- or else the stuff with the most Kill Points.

Maggie bludgeons the last member of the human mercenary rabble in the room into jellied paste (well, almost- good hit). She then starts in on the already (but only slightly) wounded snapping drake- two big hits later and the beast is heavily wounded, but still in the fight (6d6+12 hit points for the drakes, they hang around).

And then… or else, while all of this is going on- Thugg’s plan comes to fruition.

Big time.

It goes a little like this…

Thugg swings wildly with his greataxe- singing all the while, and only just misses braining Yen (again).

He therefore swings even more wildly, spinning- briefly, like a top.

And when he opens his eyes and stops spinning.

Hagrid has been cut clean in two.

That was a Crit for 29 damage, and after the previous hit from Thugg, and the follow up from Yen- both big hits. Hagrid is dead, and he started with 48 hit points (from memory).

Bloody heck, that was quick.

Thugg goes SUPERNOVA (for free- for killing a named boss).

That’s everyone except Sadie.

A Triple Supernova!

However, more enemies are arriving- over the course of the next few seconds five more mercenary rabble members burst into the chamber with Maggie ‘O and bringing with them another snapping drake.

Sadie instantly dodges into the chamber and with a wave of her hands sends three of the newly arrived mercenaries to Sleep, the trio fall to the floor and begin snoring heartily.

The ex-Demon Dragon adherent then starts up with her Fire Bolts- the first (a Crit) explodes a human mercenary’s head. The second thumps into another and leaves him critically wounded.

That, however, is the end of the second turn of action.

There are twelve (I think) mercenaries still alive- although three of these are slumbering, with all four snapping drakes still in play, although one is very badly wounded.

2008.jpg

Top to bottom, as usual. Thugg and Yen with dead Hagrid, and a pair of dead halfling bastards. Maggie and Sadie playing with mercs and drakes.

2009.jpg

Note, there’s another group of mercs with a drake coming up from the south, and now all four snapping drakes are in the fight.

Yen starts moving south, flinging a trio of darts as he goes- aiming at the mercenaries arriving from the same direction, all three missiles fly true, and the forerunner of the mercenary rabble is killed outright, while the second in line slews to the side and staggers- critically wounded.

Maggie meantime unleashes another Thunderwave- this one shakes the room, and in its wake three more members of the mercenary rabble lie unmoving- deceased. Maggie then gets to work with her warhammer again, leaving the nearest wounded snapping drake now critically so.

However, there are more mercenaries, and yet another drake fast approaching from the east.

Thug charges screaming into the fast-approaching snapping drake and starts pounding on it- two monster hits later and the drake is critically wounded, too.

2010.jpg

Sadie shapes her hands, screams profane curses and sends a sea of flame spewing from her splayed fingers- Burning Hands. Her damage roll, as usual, is terrible, two snapping drakes are left slightly singed.

The drow sorcerer is also being threatened by a club-wielding mercenary, she backs herself into a corner, avoiding a flailing strike, and slams another Fire Bolt directly into the ceiling of the chamber.

That was another ‘1’.

The mercenary closes the gap immediately and swings hard again at Sadie, she ducks at the very last instant.

A snapping drake bites and tears into Maggie, the priestesses blood flows- she unleashes the Wrath of the Storm and lightning blasts the drake right back, leaving it too critically wounded.

A few more human mercenaries make it to the fight and start swinging- but no hits to report, initially.

Although the drake Thugg is beating on manages to bite the half-orc.

While, moments later, Sadie takes a critical hit (from another member of the rabble) but then burns an Action Point and it’s a miss on the re-roll.

That’s the third turn over- and still all four of the snapping drakes are in the fight- although three of them are much the worse for wear. The drakes have five human mercenaries for company- and two more lying down snoozing. Note, the third snoozer got blasted to smithereens in Maggie’s second Thunderwave- sweet dreams.

Here we go again…

Yen & Thugg are now facing off against two human mercenaries and a badly wounded snapping drake; Yen makes them all go away- forever. In quick succession the halfling monk smashes one, then the other, mercenary down with his whirling staff. A follow up lancing prod almost breaks the neck of the snapping drake, seconds later his roundhouse kick hits the same spot and… its dead.

Yen runs on.

Simultaneously the warhammer wielding Maggie ‘O brains one of the three drakes that she (and Sadie) are fighting, seconds later she accounts for another. These two were both already badly wounded.

Only one, just arrived and therefore uninjured, drake left in the fight.

2011.jpg

Yen and then Maggie rampage.

Not content Maggie steps to the side and thumps her warhammer into the back of the human mercenary flailing at Sadie, the poor fool dies screaming.

“Away with yer.” Maggie winks at Sadie, the sorceress screams and then ululates her reply, as Maggie quickly hefts her warhammer and moves forward to meet the second to last mercenary still standing.

She caves the poor fool’s chest in- the fellow dies huffing.

She steps forward again and closes in on the last (uninjured) drake and starts swinging- two big hits later and the creature is left critically wounded.

Thugg comes running, flinging javelins as he goes- the first missile locates and then lodges in the throat/neck of the last human mercenary rabble in the fight. Dead.

Thugg’s second javelin flies high and wide of the last enemy- the snapping drake menacing Maggie.

2012.jpg

Thugg makes an entrance.

Note, there are still two members of the human mercenary rabble asleep.

Sadie hits the drake with a Fire Bolt, and then rolls ‘1’ for the damage.

The last drake survives.

That’s the end of the fourth turn.

Yen arrives at a canter and smashes the last drake’s head in.

Then…

2013.jpg

Well, that should be the end of the fight but, oh no- Thugg is not surrendering his initiative- it seems, and so moments later the half-orc barbarian charges over and buries his greataxe in the skull of one of the two remaining sleeping human mercenaries.

It kicks off- and now all of the PCs are back in initiative.

Sadie misses Thugg (natch) with a Fire Bolt.

Then the rest of the party combine to rugby tackle the half-orc and… there’s a lot of swearing and shouting, in and out of character, but… y’know- not too much.

Soon after-

There’s one snoozing member of human mercenary rabble left alive, and the members of the Genocide Squad are back to playing nicely.

And that’s the end of the fracas.

The PCs barely took a hit- note there were lots of attacks on them in game but I’m only going to report the hits here. It certainly helped that three of the four PCs went SUPERNOVA.

The last human mercenary is awoken, a little later- after a bit of a search and a look around, there’s nothing much else to find. Alas the poor fellow is not able to add much to the picture- he was only hired (by the halflings) three days previous; this is his first outing into mercenary work- he, of course, has a sob story to tell.

The one bit of info he knows, and is quickly persuaded to tell, is-

“Hagrid’s boss, the voice from the mirror, he’s called- [wait for it]- Evil Kenneth!”

The Genocide Squad remember the start of the encounter-

"Eek Calling. Eek Calling Hagrid. Come in Hagrid... where the bloody hell are you?"

Eek = Evil Kenneth.

Nemesis attained!

Thugg, while others argue about what to do with their prisoner, let’s the mercenary fellow with the sob story go… he’s all heart.

The adventurers also discover a beautiful gold amulet- shaped like a fat pigeon, this used to belong to Dicky Bird, several PCs remember seeing him wearing it.

The Fat Pidgin Amulet turns out to be a magic item (+1 to all saves & resistance to poison), after a furious dice-off Thugg sets about attuning his new magic item.

The mirror through which Evil Kenneth communicated with Hagrid is investigated, but it’s not magical- it is however ancient and valuable. Thugg agrees to carry it safely home to Kirkgate, note it’s a full-length mirror and unwieldy.

Then… a brief chat about the plot/story-

So, Dicky has been here- and, perhaps, he’s been captured- taken prisoner. Worse case scenario- Dicky has been killed. But by who- and where’s the body, and… But there’s no one left alive to tell the rest of the story here.

Also, who the bloody heck are the Bloody Heck?

Bugger.

Therefore, after a Medium Rest (with accompanying Meal) the PCs head on back to Kirkgate.

Next time.

Stay safe and well you lovely people.

Cheers- The Genocide Squad and goonalan.
 

Goonalan

Legend
Supporter
Catch The Pidgin: The Genocide Squad

Encounter #002: The Ancient Dragon Burial Site aka Hagrid’s Lament

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.
Find the lair of the kobold bandits and kill ‘em all.

ENCOUNTER #2 STATS

Bad Guys

Human Mercenary Rabble x16 (2 KP each)
Halfling Bastard x2 (10 KP each)
Snapping Drake x4 (20 KP each)
Hagrid (25 KP)

XP
Maggie O’ 285 XP
Yen 273 XP
Sadie 239 XP
Thugg 236 XP

Note, Maggie won the encounter because she got an extra 20 XP for a) identifying one of the enemies and revealing its stat card = 10 XP, and b) getting the last Human Merc to reveal that the voice in the mirror belonged to Evil Kenneth (another 10 XP). Otherwise, Yen would have won.

Also, Sadie picked up an extra 30 XP for identifying (and getting the stat cards) for the other three enemies in this encounter- 10 XP each one.

KILLER KING/QUEEN
Maggie 11
Yen 7
Thugg 3
Sadie 1

KILL POINTS
Yen 66 (3 x Human Merc + 2 x Halfling Bastard + 2 x Snapping Drake)
Maggie 58 (9 x Human Merc + 2 x Snapping Drake)
Thugg 29 (2 x Human Merc + Hagrid)
Sadie 2 (1 x Human Merc)

Stay safe and well you lovely people.

Cheers- The Genocide Squad and goonalan.
 

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