Catch The Pidgin: Psylk’s Cutters
Encounter #002: The Ancient Dragon Burial Site aka Hagrid’s Lament
It’s a Massacre.
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.
Find the lair of the kobold bandits and kill ‘em all.
For the intro to this fight then see the Genocide Squad’s playthrough up above- all of the encounters here are going to be played exactly the same for both adventuring parties.
And so…
Psylk’s Cutters explore the map, this part of their sneaking about skill challenge, there are no enemies on the map at this point.
Then after some good perception checks, to go with the stealth checks above, the PCs get a chance to make a few Monster Knowledge checks on some of the bad guys.
Then, as per the Genocide Squad playthrough the cut scene, Hagrid and the voice from the mirror, and then…
Psylk’s Cutters are in place (and hidden) for when the fighting starts, and with a surprise round in the bank.
Ready?
Here we go…
Psylk, of Psylk’s Cutters fame, starts us off- and with her SUPERNOVA button already pressed.
It’s a massacre.
The drow ranger slips out of the shadows and a moment later first one, and then the other, halfling bastard grows an arrowy appendage.
Then they both drop dead.
Psylk’s third arrow catches Hagrid, the strange looking gnome, in the arm- and triggers the little bugger’s Blur spell- this an immediate reaction after taking a hit.
She quickly realises that Hagrid is no longer a viable target, or else she realises that killing Hagrid isn’t going to be easy, and so, Psylk turns on her heel- hard right, and spies the folk in the chamber there. A bunch of shabbily dressed young men with clubs (mercenary rabble- mooks with 1d8+3 HP each), the humans gawp at the drow. There’s also a yapping, snapping drake in there with the mercenary gang/patrol.
When the ranger stops firing three of the mercenaries lie dead, the other- the last, is heavily wounded and leaning on a wall- one hand holding a fairly important part of him in.
Psylk nods.
Stepping out of the shadows just a little ahead of the drow comes Muldoon, the good-looking and often very charming, rogue. Muldoon has his bow in hand too, and an arrow nocked- a brief moment later and the last heavily wounded mercenary in the chamber is… no more. Dead.
The rogue launches a pair of arrows at the snapping drake and rolls a ‘1’ followed by a ‘2’, and so- no hits there. He curses.
And looks pissed.
Muldoon nods.
A grunt is heard in response.
While the artillery is at their work the hefty Stonk Drubbins, drunken priest of Dumathoin levers himself to the upright and then half-staggers, half-runs- yelling something loud but unintelligible as he charges into the natural caverns to the south.
The priest’s warhammer glows with a radiant light, courtesy of his divine favour- a frightened looking human mercenary looms before the dwarf and then… falls, the poor fellow’s head caved in. Dead before he hits the dirt.
Seconds later and all four mercenaries here are dead (two of them taken out with throwing hammers- one a Crit), and the snapping drake here is making noises like a cornered cat- the small dinosaur-like beast’s upper limbs hang limp and broken. It’s really not happy to have met Stonk.
For good measure the priest yacks on the snapping mongrel.
Stonk yells back at his companions to let them know that he has everything under control here, he does this by yelling the word “Sausages!” loudly, and repeatedly. Although how this conveys… but let’s not go there.
Stonk is a very drunk and very confused individual.
Apparently.
Lunk, the gnome barbarian, grunts again- and then races straight past Muldoon heading for the other drake, in the chamber recently peppered by Psylk and Muldoon.
Lunk rages and then smashes the snapping drake twice- both big hits, but alas drake still yaps, and snaps.
Note the snapping drakes have 6d6+12 HP each, so- they can stick around.
But that’s the end of the first (surprise) turn of combat- both halfling bastards are dead- eight human mercenaries likewise, both drakes are badly wounded, and Hagrid, now all on his lonesome, is lightly wounded.
That was a pretty much the perfect opening- except maybe for Muldoon’s rolls.
We go on… the fight back.
Although…
As it turns out, for all concerned, this is a very easy encounter. You win some, you lose some.
Psylk’s bow sings- the snapping drake that Lunk is swatting wildly at suddenly grows one… then two arrows. It drops dead- the drow ranger turns back to Hagrid- she grins, the odd (and very blurry) gnome grins back, and then grows another arrow. Hagrid starts screaming.
Psylk measures her steps backwards- sinking into the cold embrace of the shadows.
Still smiling.
Leaving Muldoon front and centre- the rogue aims, and… fires.
Hagrid grows another arrow, more remarkably the gnome yet again makes his concentration check, the blur spell is still working.
Although not that well. Obviously.
Hagrid grows another arrow, and…
Stays on his feet.
Muldoon’s smile slips.
Hagrid grabs up his crossbow and fires a bolt right back- a hit, even after Muldoon spends an Action Point to try to make it go away.
Muldoon is bloodied, but thankfully the poison on Hagrid’s crossbow bolt fails to make its mark, the rogue clutches the wound and staggers back.
Just as Hagrid, spitting threats and curses, rushes off to find somewhere to hide.
Stonk meantime smashes the drake he’s fighting repeatedly- until it’s dead, and then comes lurching back towards his comrade’s last position- hollering as he run-staggers, “I’ve got ‘er get ‘em, I’ve gone an’ got ‘em. They’re gone. Gone-gone!”
He’s a great communicator, the priest of secrets.
And then suddenly Lunk is no longer alone-
A bunch more club-wielding mercenaries rush into the chamber- with another drake. Note, Stonk is also rushing back to join his friends, the dwarf is just to the south of Muldoon and Psylk.
Lunk scurries forward to meet the mercenary charge and rolls, a ‘1’, followed by a ‘2’; just like Muldoon did.
And that’s the end of the second turn.
And so…
There are now eight human mercenaries rushing into the chamber, with two more snapping drakes in tow.
Stonk- wild-eyed, grunts a bit and then paws at the ground- all the while threatening the approaching mob with his battleaxe.
Psylk steps back out of the shadows, and then starts firing- remember she’s still got her SUPERNOVA going and so is at advantage for most things.
Moments later five more mercenaries are dead.
Muldoon lopes forward- north bound, slinging his bow over his shoulder, and grabbing out his rapier- he spots the still blurred gnome- Hagrid, hiding just around a corner, fumbling to reload its crossbow.
Muldoon stabs and… Hagrid clutches the spot, then sinks to his knees- the rogue looming over him. Hagrid looks up and, in a bloody whisper, utters the following-
“Evil Kenneth will revenge my death, yours will be much less pleasant.”
Hagrid spits blood.
Like dying villains do in films.
And then face plants the dirt. Dead.
Muldoon gets a free SUPERNOVA.
Meantime the raging Lunk is taking hits- the three remaining mercenaries are beating him with their clubs. The gnome barbarian spends an Action Point for me to re-roll a Crit form a drake- I miss the second time around.
Then, out of the dark and hollering like… well, a mad dwarf, comes Stonk.
Seconds later and the three remaining human mercenaries are dead.
Moments more and one of the drakes is now heavily wounded.
Stonk is about his work.
There are only two drakes left in the fight.
Lunk immediately smashes the wounded beast down and then gets to work on the other- soon after, it too is heavily wounded.
That’s the end of the third turn, and this is turning out to be an absolute massacre.
Psylk steps forward a pace or two, settles herself- back to the wall, and then from very close-range fires two arrows into the last drake standing.
It falls.
The fight is won.
Well, that didn’t last long.
Stonk gets the Lucky Fat Pidgin Amulet.
The adventurers take a well-earned rest, some of them eat a meal- then they search the ancient dragon burial site and discover- well, not a lot.
Dicky Bird has obviously been here- else why would Hagrid be wearing the Fat Pidgin’s magical amulet. There’s a chance that Dicky is still alive, the adventurers concur- and the hot money is on Evil Kenneth having something to do with it.
The extra SUPERNOVA power is for Psylk again.
Then identifying enemies, totting up XP, and rolling to see who gets the most copper pieces.
So, that’s what happened.
It’s a competition.
Like I said.
Stay safe and well you lovely people.
Cheers- Pete & Rob and goonalan.