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Stop, Thieves! v1.0
Stop, Thieves! v1.0
STOP, THIEVES! is not suited to “theater of the mind”-style play. The map is
small to maintain the feeling of an arena, and creatures
Stop, Thieves! is a fast-paced, competitive scenario for two can’t move or be moved beyond the boundaries of the map.
or more players made to highlight the new kobolds The battle map is divided into two halves by a deep
presented in Flee, Mortals! Packet 3. Players divide into chasm. The western half is Kobold Keep. The eastern half is
two teams, each controlling a faction of greedy, jealous the Dark Grotto.
kobolds. The factions attempt to outfight and outmaneuver
each other to steal the other’s treasure, supported by an
unending cadre of eager reinforcements. This scenario is a
PREPARATION
combat-only encounter, but the combat itself acts as a Before the scenario begins, each team builds their own
strategic puzzle. It requires no Game Master and each team roster of up to five different stat blocks from the “Kobolds”
can have as many (or as few) players controlling their section of Flee, Mortals! Packet 3, excluding the kobold
forces as they like. Stop, Thieves! is an excellent way to tiro and kobold decanus. A team’s roster determines
have a friendly competition with another adventuring what creatures they can start with and use as
group, a tense tactical challenge, an event where your reinforcements throughout the scenario. For ease of play,
regular GM participates as a player, or a hilarious sidebar it is recommended to print out or otherwise conveniently
encounter. ready the stat blocks from each team’s roster.
From their roster, each team chooses a starting group of
THE STORY SO FAR up to five creatures. The sum of these creatures’
experience points values must be no more than 500 XP.
The Irontooth Kobold bandits hide their precious For example, a team could start with one shieldscale
treasures in the Dark Grotto, while the kobolds of the drangolin (450 XP) and one kobold venator (50 XP), or
Glittering Scales stash valuables in the crumbling ruins of a start with five kobold legionaries (100 XP each).
once-great draconic citadel they call Kobold Keep. Both
factions swore oaths to take treasure from any who dare INITIATIVE
enter their valley and have each amassed a small fortune
To control the chaos of reinforcements rushing into battle,
from attacking unsuspecting caravans traveling through
initiative is determined differently than in a typical fifth
the vale. Now, the little dragons have their sights set on
edition combat encounter. Before the scenario begins, each
each other.
team notes the initiative bonus for each stat block on their
Two groups of short but fierce warriors enter this valley,
roster. Creatures act on an initiative equal to 10 + their
but only one shall claim all the treasure! Victory cannot be
Dexterity modifier. In the case of a tie, roll a d20 to
achieved through force of arms alone. With unending
determine the initiative winner, with higher numbers
waves of reinforcements on both sides, success hinges on
acting first. Additionally, each team spawns
cunning and thievery.
reinforcements on initiative count 0.
REINFORCEMENTS
BATTLE MAP
On initiative count 0 of each round, each team spawns
Use the provided battle map when running this scenario. reinforcements. A team can place one creature worth up to
Due to the placement and density of terrain features and 50 XP from their roster on one of the four reinforcement
spawn points on their faction’s side of the map, or the
closest unoccupied space to one of those spawn points if KOBOLDS VS. KOBOLDS
the point’s space is occupied. Alternatively, a team can
One player should read or paraphrase the following boxed
choose to forgo spawning a reinforcement that round and
text to begin the encounter:
instead bank 50 XP to be applied to the next time a
reinforcement is spawned. Banked XP is cumulative, but a
team loses all banked XP when they spawn a The Irontooth Kobolds are about to go to war with the
reinforcement. Glittering Scales for control of the valley and its treasure.
Newly spawned creatures act on initiative of 10 + their However, both sides have an unthinkable number of
Dexterity modifier, rolling to break ties. Each team has an reinforcements who make a war of attrition a difficult
endless number of reinforcements. proposition. But there is another way.
Through clever ploys, you have found a way to steal the
DEATH AND DYING priceless artifacts of your enemy: a shining chest bursting
with riches. Without their treasures, your enemy will be
Players are accustomed to their characters making death completely demoralized and break, scurrying back to their
saving throws when reduced to 0 hit points. However, underground homes and ceding the valley to your people.
during this scenario, each creature dies when they are Ready your defenses and set plenty of traps, your rivals
reduced to 0 hit points, rather than falling unconscious. come!
FLOW OF COMBAT
After the initial crash of starting creatures, expect the battle to COMMON FEATURES
turn more strategic as critical reinforcements slowly arrive. As
the number of active creatures dwindle, trap levers become The battlefield has the following features, which are
harder to defend and routes to the treasure chests become indicated on the map.
easier to traverse. This forces players to try to find the fastest
and sneakiest routes across the map to claim the treasure chests. DEEP CHASM
This jagged cleft opens in the earth like a rock-covered
BE SUPPORTIVE AND FUN wound. From the Kobold Keep side of the map, the chasm
is 50 feet deep. From the Dark Grotto side of the map, the
Stop, Thieves! is a competitive, head-to-head way to play a chasm is 40 feet deep.
game that is typically a cooperative storytelling experience. A creature is unimpeded when jumping from Kobold
This format has the potential for elevated emotions which, Keep to the Dark Grotto. Due to the elevation difference, a
when handled inappropriately, can lead to harmful creature jumping from the Dark Grotto to Kobold Keep
behavior and hard feelings. Since this is a new dynamic for must succeed on a DC 10 Strength (Athletics) check or hit
many groups, players should adhere to the etiquette listed the cliff face and fall into the chasm.
below:
MCDM CONTRACTORS Delfi Collard, Dennis Ware, Derek Fisher, Derek Lancaster,
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PRODUCT IDENTITY Lexie Bryan, Liam Kearney, Liam Lefferts, LlamaThor, Lucas
Chiesa, Luiz Felipe Kormann, Luke M., Luke Zich, Lynn, Lys
The following items are hereby identified as Product Identity, as Agnello, Maciej Sternik, Maegan Chiofalo, Maitreyi Viswanathan,
defined in the Open Game License version 1.0a, Section 1(e), and Marcel Theilig, Margaret Mae, Mark Bruno, Marsha Auguste,
are not Open Content: All content which is not included in the Matt Harrison, Matt Rogers, Matthew Donndelinger, Mauricio
Systems Reference Document version 5.1 or has otherwise been Pinzon, Max “Howard Moon” Turner, Max Moore, Maxwell Allen,
specifically designated as Open Game Content, including Dark Meg Hanna, Michael Paz, Michael Seeley, Mikephones, Mitchell
Grotto, Glittering Scales, Irontooth Kobolds, Kobold Keep, and all Gravenall, Mintedcopper, Misahale, Morgan “Adys” Fenwick,
Trademarks, registered trademarks, proper names (including the Nadine McAuliffe, Naif Milaat, Nasse Williams, Natalie Boles,
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Alex Chapman, Allister Scott, Alpacnologia, Anastasia Alnykin,
Andrew Cousineau, Andrew Kane, Andrew Ng, Andy Heinrich,
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