I know the Dudes acknowledged that 5e is very different from AD&D, but I think there are lots of differences they didn't even consider (for instance, the near-universality of dark vision among PCs in 5e). My idea for a third video in this trilogy: The Dungeon Dudes create a 5e version of Tucker's Kobolds that makes the adventure challenging using the modern rules.
@Scaramanga7
Жыл бұрын
Seconded. The lesser magic especially would present a problem for modern players, among other things their assumptions don't take into account.
@matiej
Жыл бұрын
This is a great idea.
@Lunaraia
Жыл бұрын
Not only that, but up casting didn't exist back then, what you saw is what you got. So casting invisibility would be a MASSIVE investment of spell slots. The party had hirelings and donkeys. I seriously doubt the wizard had the slots to cast invisibility on everyone. And Magic Missile back then were based completely on the casters highest Spellcaster level, a 12th level Spellcaster would have the maximum of 5 magic missiles. Readying actions didn't exist either. So that's out the window immediately. As for dealing with all the fire. There is a spell that could do that ridiculously easy for a party, namely, Affect Normal Fires, a spell that would allow the wizard control the intensity of, or just EXTINGUISH ALL MUNDANE FIRES IN RANGE. It's a spell that doesn't exist in these newer editions, which shoes that magic were far more varied in the past. It's a spell that would have great use, though.
@kathrynck
Жыл бұрын
4 players all level 12 = 48 divide by 4.. a total CR of 12 (divided by 1/4 each for kobold CR, you get 48 Kobolds) Quest-giver: a seemingly robust and fit fighter, who mostly just rocks in a chair hugging himself. mumbling incoherently, talking to party members who aren't there. Or drinking himself to sleep at the tavern. When pried for information, if he is drunk enough, he tells a tale of rumored treasures, protected by great monsters in a nearby lair. If the party makes any indication that they intend to go check it out, he will just scream at them, and beg them not to go. Then break down in tears, sayind "the kobolds..." over and over. - the front door is actually a series of 5 doors, one after another, each requiring an action strength check to kick down once you're locked in. - inside the front door(s) is a steep stone staircase which descends 40 ft (and it will definitely be covered in grease very soon). - spread out the kobolds, packs of 2 (pack tactics), but groups of two are never closer than 15ft apart (actually tactical pack tactics) - wooden shutters on the murder holes, 2 kobolds per murder hole, 1st free-use opens & attacks, 2nd free-use attacks and closes it. - add a lot of poison - lots of traps, which "cannot" be discovered or disarmed by the rogue, because the entire triggering mechanism is manually operated by a kobold. (out of reach log-drops, etc) - limited amounts of obvious "cover" available to the party (mind the poison tipped punji sticks hidden in the cover though... also mind that whole barrel of oil in the ceiling over it...) - a cart filled with big rocks, with the front covered in poison spikes, which rolls into the back-side of the "obvious cover", and makes doubly sure to shove players into the spikes already in the "cover". - that vine-covered lattice which goes up to the top level kobolds? That's poison Ivy. And the lattice is secured by a latch, which the 2 kobolds at the top can un-latch, letting the lattice fall ...into the 'cover' with the fun pokey-sticks - a wooden side door, seemingly getting out of the ambush area from which a voice can be overheard saying "hold the door shut!", but the door only opens to a stone wall, and a small improvised explosive. - "Rocks fall, party dies" but do you know why rocks fall? It's because 2 kobolds and a pri-bar knocked the support beam out. - when the alarm horn is blown, the party should understand that they weren't "detected", but that they're "in the center of the kill-box" - one older kobold who comes out and says "I love it when a plan comes together" while chewing a cigar, when the party runs out of the dungeon. if the party survives, AND actually get through the kobolds, then they get to the staircase and go down to level 10 ...only to find that the kobolds have already murdered all the demons and just use the lava pit down there to smoke jerky. There is treasure, and a lot of jerky. Some of the jerky meat is hard to exactly place the flavor of.
@davidioanhedges
Жыл бұрын
Tucker's Kobalds win ... you can't hit them, they can hit you, they can damage you, they outnumber you ... they win ... Most of the spells mentioned fail .. no line of sight, total cover ... Sleep .. will sleep a few who have total cover and will be woken by others.... Ready Action ... is the only valid argument.... except for the fire, traps and more traps ...
@Blobby_hill396
Жыл бұрын
I gotta play these things, man. Gonna play my first in person DnD game next week. Just subscribed.
@mrphilosophical4104
Жыл бұрын
Good on you @bobbyhill4256 I started playing about two years ago after a 20 + year hiatus. May your dice roll high
@LannyX2
Жыл бұрын
Welcome to the community brother. SKÅL!
@grog4063
Жыл бұрын
You might want to pick up 3 Books by Keith Ammann -Monsters know what they are doing, MOAR! Monsters know what they are doing and Live to tell the Tale.
@muddlewait8844
Жыл бұрын
I’d run Tucker’s Kobolds to make the party waste a bunch of resources on the way in, and especially to make them have to save resources for their retreat.
@zachariahfarris8981
Жыл бұрын
What happened to thw weeky live play videos?
@erinburke5450
Жыл бұрын
On the subject of magic missile, AD&D said that “near-total concealment, such as that offered by arrow slits” can render magic missile ineffective.
@johnbrogan6583
Жыл бұрын
THANK YOU
@adambielen8996
Жыл бұрын
I mean it was a narrow hallway. Just walk up to it and stick your wand in before firing.
@brendanmcmannis3334
Жыл бұрын
Not to mention -1 spell slot on the first level of a big dungeon that (if the kobolds are an indication) doesn't allow for long rests
@AuntLoopy123
10 ай бұрын
@@brendanmcmannis3334 To be fair, in AD&D, you didn't take a long rest, at all. You did your day's adventure, and then you went back to town to rest up before the next dungeon delve. And however long you waited between games was how much time passed between dungeon raids. So the fact that you only healed 1 or 2 points per night was OK, since you'd be resting for a whole week, and probably have your cleric casting their healing spells on someone every day, to make up the difference. AD&D was WAY different to 5e. SO very different.
@sillerbarly4927
6 ай бұрын
If I remember right ADnD was basically a rules supplement for small parties of Hero Units, because DnD was originally a Table Top War Game
@carlh7714
Жыл бұрын
I think Tucker's Kobolds is designed to hit an uninventive party.
@helixxharpell
Жыл бұрын
😂😂😂 yeah, riiiight.
@albertonishiyama1980
Жыл бұрын
Not just uninventive, but also parties that dont do much scouting. Kobolds had imunity to one element, based on what dragon type were based on. Martin asks why the players didnt prepare against the fire or used the fire against them, but even if you already know how the DM uses the kobolds the DM has six different encounters (one for fire imunity, one for poison imunity...) and can always choose wich one on the fly if the party doesnt check it beforehand (and even if they do, he could change it saying something like "a rival faction took control of the path you guys choose during the preparations" if the party doesnt act quickly). Edit: typos
@carlh7714
Жыл бұрын
@@albertonishiyama1980 Fair points and I agree. I actually didn't know about the elemental immunity in AD&D (I've played a little 3.5 and a lot of 5). That's cool and one of those details I wish they hadn't simplified out of 5e. Anyhow, it sounds (from the original story) like the players knew (or should have found out) how the DM would use the kobolds, so fair enough to call this a failure of scouting as much as a failure of ingenuity. Though I will say if the DM changed it that dramatically after I'd scouted it (unless the party dallied for months), I think I'd stop playing with the jerk.
@verzeihturncoat27
Жыл бұрын
I think Tucker´s Kobolds were designed to burn through some of the recsources that the party would need for their level 10 adventure, and the party knew that they would have to give up on their goal to fight the demons if they did not run.
@AurasFeel
Жыл бұрын
“Uninventive” is a lot kinder than how I’d say it, but I definitely agree
@DeliriumWartner
Жыл бұрын
I think Tucker's is a story designed to encourage DMs to use history as a tool for combat design. All the tactics used by the kobolds are reminiscent of guerrilla tactics used by the defending native population of Vietnam forces in the Vietnam war, something which would have been much more in the mind of the populace in the days of early D&D
@RottenRogerDM
Жыл бұрын
And since most of group were in the Army, the DM had access to military tactical manuals. One manual show how to make a contact circuit for a mine out of c-ration can, K-bar, nail, and wire. Ooops forgot the P-38,
@pzalterias5154
Жыл бұрын
Murderholes and arrow slits are basic medieval defense system, it's not even that devious
@hellacoorinna9995
Жыл бұрын
*Bardcore "Fortunate Son" begins to play*
@RottenRogerDM
Жыл бұрын
I did that once. Saw something on History channel about the Vietnam Tunnel warfare. PC took out the look outs on the hill and then decide to plug each tunnel entrance. AKA skip the adventure.
@AuntLoopy123
10 ай бұрын
@@RottenRogerDM You mean the "Pew-38 Explosive Space Modulator"? We always called it that. It made opening cans SO much more fun! "There was supposed to be an Earth-shattering KABOOM!" "Nope. Just tuna. YUM!" I remember the joy when my sister and I, upon moving to our own apartment, managed to find some "Pew-38's" at an old Army surplus store. They're fantastic! They fit right on your keychain, and they do so much more than open cans. They open boxes and letters, and hearts, with the laughter they provide. One of the best tools ever! I miss mine. I lost it during the last move, and the Army surplus store closed. Wah!
@FrostSpike
Жыл бұрын
1e Magic Users. i) Their spells were fire and forget, so if you wanted to bring along Magic Missile and/or Sleep (which are fairly useless at higher/deeper levels where the party is ultimately heading), a 12th Level MU would have to sacrifice a one-shot memory slot (they got 4x L1-5, and 1x L6) which they might have otherwise used for a more useful "utility" spell. ii) A 12th Level MU would be evoking 6x 1d4+1 magic missiles, with all targets having to be in a 10 ft. square area. Each does only 3.5 HP damage on average, which would give a 75% kill rate against an average kobold. So 4-5 dead kobolds on a cast assuming they've been bunched up. If those murder holes are spaced apart you might only be getting half that. iii) A Sleep spell will knock out 4d4, so maybe 10, kobolds, and they'd all have to be within a 15 ft. radius circle. If there are more kobolds nearby they can awaken their friends with a round's action, so it'll buy time, but might end up not actually taking too many out of the fight long term. (Sleeping a couple of kobolds carrying a vat of oil and flaming torches whilst in amongst their fellows might be a useful cast, of course). iv) MUs had to find spells and also roll to learn them, so they just might not have more useful spells in their spell book. v) A 12th level MU is going to have around 28-29 HP (11d4+1). Dropping a 12d6 (42 HP on average) fireball with the caster in the blast zone isn't going to be a great experience for the party. A 12th level Thief wouldn't fare much better with 39 HP (10d6+4), whilst a 12th level Fighter would have, perhaps, 67-68 HP (9d10+9, +9 as a +1 CON bonus, say). Even if they do make their saving throws for half damage, they're going to be pretty badly beaten up. Plus, they'd risk having their equipment destroyed or damaged from the heat/fire (older games were much more brutal than 5e in this respect). Also, back in the day maybe around 2/3rd of the adventuring group was made up of henchmen and hirelings who would just be turned into crispy critters by such a fireball. So, not generally a good idea unless in a really sticky situation.
@tornielsen2888
Жыл бұрын
This so very much yeah. I do think this analysis goes wrong, on account of the Dudes simply not having played quite enough 2nd to catch the changes in attitude and system.
@KhaoticKatarin
7 ай бұрын
Also System Shock. Take half your hp in one turn and you roll con to see if you actually survive it at all. Death saves didn't exist.
@ala5530
Жыл бұрын
It's worth remembering that the original Tucker's Kobolds were up against a party whose magic users didn't have the flexibility of modern spellcasters. The spell slot system whereby you can cast any spell prepared as long as you have a slot of sufficient level didn't exist (or was, at best a variant system that might not be in use at that table, much like the various attempts at mana-pool based systems) at that time. Each spell had to be memorized (a process that took 10 uninterrupted minutes per spell level, after a period of rest/sleep that scaled with the highest level spell you wanted to memorise but started at a minimum of 4 hours), and disappeared from your head after a single casting. If you wanted to drop multiple fireballs (as an example), you needed to memorize Fireball multiple times. What's more, at that time you started knowing Read Magic and three random spells, and had to seek out other spells during the campaign. You didn't just learn more by levelling. And even if you found a spell, you needed to roll a % check to learn it (and failure meant you didn't get to try again until you levelled up). Not only that, the maximum number of spells you could learn was capped by your Intelligence (and INT, or indeed any given stat, at that time tended to average lower than in modern D&D). In short, a mafic user at that time was nowhere near as flexible as in modern D&D, and the spells they had available to prep for any given dungeon crawl was in a large part down to the DM, so they can perhaps be forgiven for not having the best spells for the job. To make matter's worse, it was much easier to interrupt and spoil a spellcaster's day- you declare you're casting a spell, that memorization of it will be used, regardless if the spell goes off successfully or not. Given casting times for spells back then very often meant even an enemy further back in the initiative order would get a turn before the spell went off, and Concentration checks to avoid having your casting interrupted weren't yet a thing, I find it very easy to believe that the wizard in the story had trouble doing anything useful. (Also, just as an aside, the AD&D DMG specifically mentions that arrow slits and murder holes provide near-total cover, and thus Magic Arrow won't work. Plus at the time, all additional targets needed to be within 10' of the base target. In 5e though, yeah, it's a pretty ideal spell for that situation)
@theodrax9958
Жыл бұрын
Now it’s been a long time since I played first edition. Back in the eighties when I was in high school. There are a few things I’d give the players. Dropping a fireball on yourself is a lot worse in first edition. Wizards had a d4 hit points, and I believe fireball did 10d6. Rogues had only a d6. That fireball could have messed them up. There was also no short rests, so if they couldn’t get a long rest in the dungeon they may have been trying to conserve resources and/or save their spells for the bigger monsters. All that said, yeh I th8nk with some better planning this should have been a doable challenge.
@RottenRogerDM
Жыл бұрын
And if the DM was evil, everything saved vs magical fire. So, you could lose you spell component pouch. Swapping out spell in the dungeon was harder.
@reyndor1583
Жыл бұрын
Agreed, the real lesson to learn here is how much stronger 5E PCs are than they was back in the day. Things like short rest, hit dice, and not loosing a spell when taking damage go along way. The number of spells suggested to deal with the kobolds on the first level of the dungeon would mean 2 days of down time to rest and rememorize.
@pierowmania2775
Жыл бұрын
@@RottenRogerDMHad this happen but a save vs disintegration where my fellow player survived with only a single +1 long sword. No cothes, armor or treasure. Just. The. Sword.
@johnweatherman5685
Жыл бұрын
@@RottenRogerDM Harder, try impossible. I never let a party get 8 hours of uninterrupted rest in a dungeon and was never allowed one. Most of the reason I am wizard adverse to this day was the resource management was so bad I still have flashbacks! It wasn't until 3.5 that I considered a pure wizard viable to any significant degree.
@EyeOfMagnus4E201
Жыл бұрын
Actually, it would have been worse because a fireball did 1d6 per level of the magic user, so a 12th level magic user would have done 12d6 with a fireball, not 10d6. Pair that with the fact that all classes other than fighters could only get a +2 maximum hit points per level and hit dice only were rolled up to level 9 through 11 (depending on the class of the character), and like mentioned above hit dice were smaller (except for fighters, paladins, druids, and clerics) and a level 12 magic user’s fireball could inflict a TPK on an unlucky party, though it’s likely that a fighter might be tough enough to survive with their d10 hit dice and potentially +3 or +4 CON bonuses.
@13thTemplar718
Жыл бұрын
i never knew that the party already knew they would be facing tuckers kobolds, had a map of the dungeon, and had plenty of time to plan out their path and preparations Edit: it was a partial map
@DanSolo41
Жыл бұрын
It does sound like they got cocky, and thought they could just waltz through the first level without issue, thus did not actually prepare. Or rather, preparation stopped at "have map, know enemy identity, call it a day".
@Octa9on
Жыл бұрын
yeah, that's the part that stands out the most on hearing the original version of the kobolds. at least some of the PCs in the party had encountered them before, and they had a partial map of the dungeon level. the players had everything they'd've needed to properly prepare for the kobolds, but instead their entire fail of a plan was "pick a short path and run". the party entirely deserved the utter beatdown the kobolds gave them
@Tomyironmane
Жыл бұрын
If you can make the party freak out and panic, you win.
@intrinsical
Жыл бұрын
There is an official 5e AL adventure modeled after Tucker's Kobolds. It's DDAL06-01 A Thousand Tiny Deaths for characters level 1-4. I'd like to see you guys try overcoming that adventure. Let's make it easier, you can play it with level 6 characters.
@mikeunderwood734
Жыл бұрын
Level 3 spells make it a lot easier. Hypnotic Pattern is great, probably still packing Sleep at this stage as well. Also did anyone think of actually trying to negotiate with the Kobolds and use a non combative solution to the problem?
@thatguy846
Жыл бұрын
@@mikeunderwood734A non combat solution? Negotiations? Are you MAD, boy?! This ain't the pub, this is a war(game). (I'm ofc joking, but that's probably the equivalent reaction that you'd get from the power-trippy antagonistic DM who has been looking forward to wrecking his players with a bunch of made up monsters all week)
@intrinsical
Жыл бұрын
@@mikeunderwood734 respectfully, it's not about how powerful the spell is. The kobolds are spread out in secret tunnels, firing through murder holes. It's not one single encounter, they use hit and run tactics so suddenly you are hit with two dozen attacks. You retaliate, they disappear. You will run out of spell slots before they run out of kobolds.
@Ishlacorrin
Жыл бұрын
@@intrinsical That is the biggest factor, the party has limited resources, Kobolds (and most similar humanoids like Goblins, Hobgoblins, Orcs, Gnolls, etc) come in numbers ranging from 50-500+ and often have allies and/or non-ally monsters that they know about and can use nearby.
@mslabo102s2
10 ай бұрын
That's perfect for me because I wanted to run a Viet Cong dungeon to throw against my utterly uninventive players.
@g.havardalbright7033
Жыл бұрын
1e was a different time. I'm glad you acknowledged the differences in Fireball and Lightning Bolt-- there are similar differences with many other spells (like there's no such thing as upcasting, but I think by 9th level a wizard gets 5 magic missiles per casting of the 1st level spell...so only 5 kobolds go down). I think there are two mistakes you make that it might be fun if you re-address: The kobolds are likely part of a tribe and I'd bet Tucker maxed that tribe. So you're talking 400 kobolds, not 30. And you're talking 300 eggs ready to hatch more...there are also some really scary overbearing rules in 1e. If a pack of 40 corner you in a dead end, it's over. It's been a long time since the '80s, but I also think that, as small creatures, they could cram a square with more than one per square, so it gets thick and nasty quickly. I think where y'all would be better versed to address the mistake you made is this: You put 5e tactics against 1e kobolds. You need to upgrade the kobolds to 5e in the same numbers-- say your 30-- and add in spell-casters. THIS would be why they run and choose to fight single monsters rather than the mad rush of endless kobolds.... (But a fun video as always, guys. Glad to hear from one of your DMs that the games at GenCon went well. They really bragged about the floating positions coming in with various optional adds. Bravo.)
@mixmastermike2128
Жыл бұрын
the strongest weapon they kobolds had by far was their intimidation on the players themselves. LEADER: lets run blindly past all of them instead of treating this like any other dungeon. speedrunners know what happens when you try to run past all the enemies, some or all catch up.
@negative6442
Жыл бұрын
Just gotta be quicker and smarter so they don't catch up!
@hellacoorinna9995
Жыл бұрын
@@negative6442 "Deekin don't surf!"
@scotmcpherson
Жыл бұрын
Oh the sleep spell...so under appreciated, so under used.
@WolfHreda
Жыл бұрын
We're playing Ghosts of Saltmarsh, and one of our party members is a Human Bard (no, not Variant Human) who doesn't have a single ability modifier above +2. We got into an ambush, and over two rounds, he put 3 out of the 4 attackers to sleep. Our DM took it surprisingly well.
@johnweatherman5685
Жыл бұрын
But not in this case. How many castings do you think you have against an effectively unlimited number of opponents?
@jodinsan
Жыл бұрын
And it was _even more_ powerful in older versions of D&D.
@RottenRogerDM
Жыл бұрын
Just to nitpick, at normal casting using a 40 foot cube the max number of sleepy kobolds is 40. That leaves 24 if you are only using one kobold per square. This points out the power of small numbers done large. And my current casual player love it.
@Ishlacorrin
Жыл бұрын
@@RottenRogerDM of course back in Original D&D one cast was only 4D4 1 hit dice monsters, so at MOST 16 kobolds per cast.
@leodouskyron5671
Жыл бұрын
Tuckers Kobolds is great but a couple points. 1) The kobolds are a complication to kill the mules and hirelings (more treasure means more XP) so you have to protect them. 2) The players were focused on the mid and end levels and were not prepared with extra resources to deal with the Kobolds. They could have gotten all kinds of things to have gotten though. And while Monks and Paladins were rare and Druids and Rangers uncommon and loosing your familar would suck it was possible to be really tricking and make the Kobolds show their hand and thus avoid most of the traps. But the players were lazy. 3) The fire spells were because if you have fire at the end level and so you have ice or wind before that levels are themed as are campaigns 4) The moral is all baddies can be a threat - to the unprepared. (Last point. Ad&D had limits for what we called Demi-human characters like an elf. But they multiclassed in ways we don’t have now. The story does not really say how many were in the party but if the Wizard was a Elf Magic User/fighter at 10th level then they have Magic User 5 and fighter 5. The story was focused on the Kobolds so we don’t know if that also was a factor.) (Edit Last part was had MU Twice should have been Fighter/MU)
@johnweatherman5685
Жыл бұрын
Multiclassing is not being well explained. Demihumans generally took 2 or more classes and ALL their classes advanced more or less together and generally a level behind a single class character. So if the highest level character was 12th level and the wizard was 12th level, it was almost certainly single classed. If it had been 11th level, it was likely a fighter/magic-user 11/11 or a magic-user/thief 11/12. But demihumans had level limits based on subrace and prime ability score (set by class), so it may have topped out lower in any of the classes.
@leodouskyron5671
Жыл бұрын
@@johnweatherman5685 yup I did poorly type that last bit out. I think you got to the general point I did but you would (been like 20 years) but you add them not take the high level (that is what we did at least) though my point is we don’t know exactly what the character levels were. Also this does assume they ran the game the as the books say - many didn’t or made modifications. We just don’t know without Tucker here.
@ajdynon
Жыл бұрын
One thing that occurs to me is that the party could have tried to negotiate with the kobolds, and thus avoid fighting them altogether. So many groups neglect diplomacy as an option.
@MisterWretham
Жыл бұрын
The players in Tucker's Kobolds always struck me as high school students, popcorn and soda drinkin' kids looking for some fun slaughtering old dungeon monsters that pop out when you open a new door in the dungeon. Challenged to actually think they just... didn't.
@grog4063
Жыл бұрын
Since it happened at Ft Bragg, NC "Home of The Airborne and Special Operations Forces" [where they teach specialized Small Unit [squad of 5 Adventurers] tactics. I'm not sure of their being high school, but they could have been young visiting troops, the permanent troops would have soon figured out what to do when they returned to the local village with henchmen, hirelings and pack animals killed and no volunteers for the forseeable future. they might be able to buy provisions and equipment at 200-500% of cost to partly repay the villagers for the loss of their relatives.
@TranshumanMarissa
Жыл бұрын
@@grog4063 this reads as nonesense to me. most people I know try NOT to bring their irl skills into rp. so even if this was a military game, they probably treated it as different then their actual job.
@grog4063
Жыл бұрын
@@TranshumanMarissa And how many letter grades have you been 'dumbed down??!?' I have probably played DND more years than you are old. In my first group I played in, everyone had a bow and used them regularly. Do you dare to face off against a DND Ogre with 1 hit point. In my arrogance, I did and I won. Do the same and I'll be impressed. BTDT!
@znail4675
Жыл бұрын
@@TranshumanMarissaI also think there was some roleplaying going on here with the players finding it funny to act scared.
@TranshumanMarissa
Жыл бұрын
@@znail4675 To me, it always felt like the players got a bad case of the rpg brain. Preparing for high level encounters, because they want the most loot, leaving themselves vulnerable to the viciousness of lower level encounters played well, plus generally, the tactics you develop in rpgs is very different then IRL tactics, only for the Kobolds here to go full guerilla warfare.
@ADayintheLifeoftheTw
Жыл бұрын
Easy, spend your time learning actual military small unit tactics, coordinate your team, have the morals of a seagull, and enjoy dying more than worrying about your character surviving 😎 🍀☠️
@grog4063
Жыл бұрын
Remember, the first instance was played at Fort Bragg - a military training center.
@johnweatherman5685
Жыл бұрын
@@grog4063 and if THOSE guys recognized a no win scenario....
@Calebgoblin
Жыл бұрын
It's worth mentioning that sharpshooter won't do much to negate the arrow slits and murder holes, since the kobolds can split their movement and fire, taking full cover (untargetable) after they shoot
@mxt3k
Жыл бұрын
True but like they mentioned, players can use their Ready Action to retaliate when the kobolds pop out
@aaronnunavabizniz199
Жыл бұрын
@@mxt3k Wouldn't work if there was heavy smoke already. The kobolds would likely get a few extra rounds of firing because they are closer to the ground.
@RottenRogerDM
Жыл бұрын
Or do what some of my players do is fall prone after the attack.
@helixxharpell
Жыл бұрын
@@mxt3kYou cant ready an action in 1st or 2nd ed.
@Psuedo-Nim
Жыл бұрын
@@aaronnunavabizniz199 if there is heavy smoke that keeps the players from shooting, then the kobolds cant fire either. Players ready action, as soon as the Kobold moves to a shooting position behind cover, the attack is rolled before the Kobold attacks. The Kobolds get no extra rounds of firing due to size.
@bobbycrosby9765
Жыл бұрын
A decanter of endless water? That would be fun if it were a grease fire.
@grog4063
Жыл бұрын
AD&D or 5e rules?
@spikehammer3112
Жыл бұрын
I feel like the kobolds were implied to be endless. Aside from the fireball suggestions, they never mentioned fighting back. The way that the group is always surrounded and they talk about honeycomb tunnels, I feel like it is supposed to be implied that there is no killing all the kobolds as more will just immediately replace them.
@BBP081
Жыл бұрын
The other things to remember is the asymmetry of this battle. If you use a cone of cold on level 1, that is a fifth level spell you can't use anywhere else and it netted you a few dead kobolds whereas normally those kobolds would be easy prey for a fighter without the use of any resources
@albertonishiyama1980
Жыл бұрын
One thing anout the Kobolds and the fire: They had immunity to a "random" element (not really random, but they could have any type of the Dragon Breaths options since there was one Kobolt variant to any color of dragon). So it's a enemy weirdly difficult to prepare against. In one encounter they can abuse fire, and on the next pull a cloud kill, and the one after that have corridors full pf glyph of warding that they stomp and lightning bolts fly on the party. You can know that they're there, but there's still the "what element" question that can make everything you prepared to go to waste.
@pierowmania2775
Жыл бұрын
In AD&D, Kobolds were not part of the "draconic" monster family. They were described as "dog-like" and were more of a trickster/pack monster. I fought them several times in module B1: Keep on the Borderlands (The Caves of Chaos.)
@johnweatherman5685
Жыл бұрын
I think this was from Kobold Press, Ver 3.5. It was never core rules as far as I can remember. But the variant did make things interesting.
@jameswhite3043
Жыл бұрын
I don't use "modern" kobolds in my games. They are scaly, doglike creatures, as in 1st edition.
@LucRio448
8 ай бұрын
Better: Imagine these Kobolds sounds like they have a brain, so chances are, the tribe might consist of multiple variants, so they could send a different kind each time which makes it even more troublesome, or a mix.
@snazzyfeathers
Жыл бұрын
I'd like to see Tucker's Kobolds but for 5e. Listen they're tricky buggers but its too easy with the spells available to us to just trivialize encounters like this. I think the point of the story is to show how terrifying kobolds can be despite their terrible hp.
@robertmcdonald3736
Жыл бұрын
I'm planning to use a version of Tucker's Kobolds in a mini-campaign I'm prepping for my group. I've never GMed, so I am doing a crazy amount of research
@grog4063
Жыл бұрын
I used Killer Kobolds and one player tried to avoid a trap by being a "40 pound" Tabaxi [normally 70 pounds] and he fell through the trap anyway. One of the other players captured one of the kobolds lizard mounts [which only understood kobold draconic speech] using animal handling. they never learned that they couldn't ride them unless they spoke commands in kobold draconic AND broke/gentled the lizard for riding.
@evilsquirrel0573
Жыл бұрын
I’d be willing to wager that a single well prepared scribes wizard could solo tuckers kobolds with the ability to remotely cast spells
@Ephsy
Жыл бұрын
Drone strikes.
@fatgumthegoat
Жыл бұрын
I mean he could drop like 5 spells before even entering the dungeon so yeah
@Ishlacorrin
Жыл бұрын
That is true for ANYTHING and EVERYTHING though, hardly a valid point when it's not something that is possible.
@hellacoorinna9995
Жыл бұрын
"Didi Yip"
@RottenRogerDM
Жыл бұрын
DDAL06-01 A thousand Tiny deaths mention but don't use to good effect is the murder holes on the sides of Room B, C and E. Kobolds came in 40 to 400 lots in 1E. Getting Tucker to work today, would be harder due to have quickly you can change out spell slots, healing, etc. One of my two TPKs in 5E came from this module. I didn't allow a short rest due all rooms had murderholes, so I could nickel and dime the pcs to they decided to push forward. The second was during the boss fight the pcs stayed at range and in fireball formation.
@Philographicks
Жыл бұрын
You can’t suppose they choose the spells they have access to, for wizards / magic-users, in older editions. You got the spells you found.
@IndigoCrow
Жыл бұрын
I don’t even play D&D anymore but always come back to your channel, because you two are creative, smart and entertaining. 😊 Thank you for your videos.
@FarothFuin
Жыл бұрын
Gonna use tuckers Goblins on my end campaing as the guardians of the demilich dungeon for the final arc (variant of goblins since is tematic for my setting)
@JadeFalcon07
Жыл бұрын
Party: WIZARD!!! DO SOMETHING!!!! Wizard who only prepped Fireball: 🤷♂️ Over 30 years and some things never change.
@Davidtestrake
Жыл бұрын
One of my favorite dungeons I ever made was inspired by tucker’s kobolds. They had a bunch of tricks but the main one is that they lived in an abandoned castle full of undead. Their little tunnels let them avoid the zombies and their traps would drop an elevator full of skeletons on you etc
@Korikthetwisted
Жыл бұрын
16:57 Thank you, my Dude. It always boggled my mind.
@bradcraig6676
Жыл бұрын
The takeaway from Tucker's kobolds is that any monster can be deadly if run intelligently enough. Keith Ammann's books such as The Monsters Know What They're Doing delve into this subject comprehensively.
@andrewphilos
Жыл бұрын
With this story (and other well-known exemplar stories like the 16 HP dragon), I feel like you have to take it with a grain of salt or two. You have to assume the players were giving it their best shot, and that the GM wasn't just screwing them over with things that SHOULD have worked. As you said, the point of the story (that low-level creatures can still pose an interesting challenge when utilized properly) is still there, so long as you don't pick at it too much. ...Incidentally, if you're thinking of turning this into a series, the story of the 16 HP Dragon is also a great one that provides some teachable moments. (It's a Dungeon World story, not D&D, but you've branched out to other games before.)
@grog4063
Жыл бұрын
Remember in the first video, the Hirelings, Henchmen and pack animals were killed and eaten by the kobolds while the Adventurers escaped unscathed.
@SomeoneMysterious1352
Жыл бұрын
Something else to consider: the players were going to be dealing with demons later. They couldn't just gear up to fight the kobolds because they were also going to have to deal with the demons.
@hoi-polloi1863
Жыл бұрын
Makes me wonder if the party was on a timeline or something. If they had plenty of time, they could have fought the kobolds, then camped out outside the dungeon before advancing on the demons. Better that than leaving hostile kobolds across your retreat path, right? Of course, it's possible the party was on a death-ride trying to prevent the demons from completing some unspeakable ritual "before it's too late!"...
@patrickwilkerson1728
Жыл бұрын
In First edition D&D there was no such concept of up casting a spell. Yes, Magic Missile could be cast, and still be effective without upcasting.
@Ishlacorrin
Жыл бұрын
You also got an extra missile per 2 levels, so by level 12 you had 6 missiles (level 11 technically).
@saltypork101
Жыл бұрын
"Remember the seven Ps. Proper planning and preparation prevents piss poor performance."
@adamtownsend9606
Жыл бұрын
In the AD&D days there was a number of appearing stat in monster stat blocks Kobolds and goblins always showed up in numbers between 20 and 200 so they could be a threat at any level. Beyond that some of the mechanics they said they would have used didn't exist and some the spells would still have been out of range of even a 12th level magic user because there were higher level spells than 9th back then
@carsonrush3352
Жыл бұрын
There was also Vancian spell casting, which meant you prepared a spell for each spell slot. It also meant that upcasting was nearly nonexistent, without the use of metamagic. Instead, you had spells that would get stronger as your character leveled up.
@Modhunter42
Жыл бұрын
?? No. In 1E (where the story comes from) spells were still limited to 9th Level. In fact Illusionists (&Clerics?) only went as high as 7th level spells. The rest of your points are spot-on though...
@grr-OUCH
Жыл бұрын
Kobolds were cute little dog dudes back then, not dragonlings.
@captdrastic
Жыл бұрын
I feel like I had this exact conversation with my friends Mike, Chris, and Rick in 1987 when the original article came out. 😂😂
@joem1480
Жыл бұрын
Sharpshooter wouldn't be much use with the split fire tactics, but spirit guardians would be brutal for the kobolds
@pierowmania2775
Жыл бұрын
I don't remember that spell being available in AD&D but that's probably because I never played a cleric that got high enough level.
@GM_Joe
Жыл бұрын
I think that is a 5e spell, at least I don't remember it from previous editions. That would be a 5e tactic.@@pierowmania2775
@Scaramanga7
Жыл бұрын
@@pierowmania2775no spirit guardians that far back. Clerics are spoiled for choice now, but you generally had one damage dealing spell per level, and most were decidedly inconvenient.
@jamespreston7823
Жыл бұрын
AD&D... a Mage takes 30hp damage... they💀pretty much regardless of C-level ... but yes... they should have been prepared sounds like level one PLAYERS running level twelve CHARACTERS 😆
@oxybe
Жыл бұрын
Going to give a lot context for Tucker's Kobolds, at least from the perspective of a 2e D&D fan. First... why is the group just powering through the first level? Understand that in the era of 1st and 2nd ed D&D, when Tucker's Kobolds takes place, wizards had a d4 for HP, max HP at first level was technically either a house rule or a frequently used optional one, and unless you had a high con stat (remember that stats were rolled back in the day), we're looking at 15+ for 2e at least, you're not getting any bonus HP on levelling up. in addition after level 10-ish, you stop gaining any significant amount of HP. After 10th level, wizards only get 1HP/Level and no bonuses for a high con. Comparing a 12th level wizard in 5e, assuming 14 con, they would have 72HP. A 2e wizard with 14 con, at 12th level, would have, on average 2.5 HP every level until 10th (25 HP). 14 con isn't enough to get any bonus HP on levelling, and then 1hp for level 11 & 12. so 27 HP. When the guys mentioned Fireball, in 2e it maxes out a 10d6, or 35 avg damage. even saving for half meant the wizard was down to 9-10 hp Yes you read that right, the AVERAGE damage fireball at this level of play could one-shot the wizard. The 2e thief, with a d6 for HP and 2hp/level after 10th, would have 39HP. he'd barely survive the average damage fireball but a slightly stronger one could drop him dead. monsters, for those curious, only had raw d8's for hp and could be used as a VERY rough equivalent of modern CR, at least when it came to eyeballing if a monster is a decent challenge as an encounter. Always read the stat blocks though, some monsters have nasty abilities that the low HD might confuse the newbie GM tossing in things willy-nilly. seeing as how monsters had, on average, 4.5 hp per HD, you can see why blasting spells like fireball's 3.5 damage/caster level average was much liked. This is also why the sudden fire trap is TERRIFYING and why one doesn't risk friendly-fire'ing a Fireball in close quarters. a couple rounds of d6 damage, meant your squishy mage could easily be down to 3/4 of their max hp and the rogue down to about 4/5ths after just leaving the starting gate. Good luck also casting spells to get out of the fire or put it out. Before even talking about you spell list/selection, we need to talk about how you also had to stand still when casting spells, which meant you couldn't be running away while casting or it would be disrupted (and you'd lose it). Heck casting from something like a horse at full gallop or a fast moving and rough wagon might also be impossible unless steps are taken to stabilize your posture. You also don't get any dex to AC when casting and getting hit or failing a saving throw meant losing your spell. If the kobolds who locked the door behind the pc's were still somewhere within pot-shot distance, that wizard ain't casting nothing. As for the Teleportation/Dimension Door/etc... it's not a given the mages in the original TK had access to those spells. Technically, in 2e at least, by the rules you didn't pick your initial spells. Your GM did, because those are the spells your mentor deigned to teach you. Same with levelling up. You weren't assumed to get new spells automatically and if your GM said, alright, you're level 3, you can speak to your mentor and he'll teach you a couple of spells he know, if that mentor didn't know Dimension Door, he couldn't teach it to you. You'd either have to learn it from another mage (usually with an expensive cost/quest involved), from a book/scroll (costs may vary but with a chance of failure to learn) or research it yourself (time & money not spent adventuring). As a GM I let my players pick a few level 1s on new character creation and choose a spell every level up, but by the book I don't have to let them. Same with magic items. pre 3rd ed D&D magic items weren't stupidly rare in a technical sense, a party would usually a decent amount at their disposal, especially one with 12th level characters, but they were often randomly found or taken off of a specific enemy (Your party knows that Arthur has Excalibur, thus killing him nets you Excalibur), or if you wanted to make one it would be a quest upon itself to get the materials needed to make the item or convince it's owner you're worthy of it. The fighter may very well get a +1 bardiche before a +1 longsword even though they're a swordmaster. You'd have a variety of weird items and potions and whatnot collected along the various adventures and you'd often use them in unintended ways because you find yourself in weird situations... or somehow find yourself in the absolute perfect storm of circumstances to make use of this one item you found 6 months back for maximum impact, but you rarely had your pick of an item. As for using magic pretty willy nilly, do note that in 2e spell preparation was a LONG and taxing affair. each spell took 10min PER spell level to prepare. preparing that single 6th level spell takes an hour out of the day. As such mages in older editions, especially higher level mages, didn't really swap out their spell lists on a daily basis as they would have to commit a day or two to do so. It was very much part of the "we're setting up an expedition" process that could take a week or two of preparation and researching the area and what would be needed, and then rationing those spells out to use a few every day until they got to their destination. you were hesitant to use those 4-5 level 2-4 spells on the early levels because that could cut off 2 or more hours of just prepping replacement spells (noting you still needed 8 hours of rest before doing so)... and if you're stuck in a dangerous area, like tucker's kobold lair, 2+hours of sitting around beyond the 8 hours of rest in an area where you're actively being hunted in, is simply more time where you could get jumped by a gaggle of armed kobolds out for revenge. Or if you manage past the first level, whatever might be lurking on level 2 or 3 or further down. Now how many kobolds, again 2e is my frame of reference, were there in Tucker's Kobolds? Kobolds came in clans of between 40 and 400 adult males and about half that many females, and for every 40 regular kobolds in a band you'd have 3 slightly stronger ones. This isn't talking children/teen/elderly, just the adults. A kobold warren isn't just 20 chumps. it's like 350 full grown adults and whatever menagerie of giant weasels, dire earthworms or whatever they have for guard/companion animals, most of which are ready to defend their territory for the survival of the clan. a territory they have, per the story, littered with traps and hazards and honeycombed kobold-sized access tunnels. Talking about stealth, scouting and the like, old school really only had the thief, ranger and maybe bard as decent scouters. there was no perception skill, there was no stealth skill. everyone else could attempt, technically, but those classes had better chances of sneaking around. toss in the mage having only like 4 level 2 spells available he'd have to use up his entire cache of them to keep the party invisible (assuming the mage had access to this spell), though Invisibility in 2e was cracked as hell and an absolute MVP S+++ tier spell if you had access to it. It lasts 24 hours. I assume if the party had it, they'd use it to get to their dungeon "base camp" Tucker's Kobolds, to me, is a cautionary tale of the strength of properly executed guerilla warfare VS a group of invaders prepared to fight a different battle. Would Tucker's Kobolds as written work for 5e as it did in the older edition? Likely not for a 12th level party who isn't playing with their heads up their asses, but that's because the circumstances around a 12th level party of 2e VS 5e characters are VERY different.
@tesdrenga3517
Жыл бұрын
TLDR: Tuckers Kobolds are also a way to tax the player's resources before the get to the demon on lvl 10. Genius. I think one of the major points that gets overlooked is that Tucker's Kobolds aren't the real reason the party is there. They are there to kill the demon on level 10. Perhaps the reason the players weren't using any spells (Fireball, Sleep, Magic Missile etc) is because they were trying to conserve resources for the BBEG fight they knew was coming up. IMO that just makes it an even more legendary DM move. Tucker's Kobolds probably made the BBEG on level 10 an even more challenging encounter.
@davidioanhedges
Жыл бұрын
5e is irrelevant - the Kobolds outnumber the Party ...they exit cover, attack, and return to total cover ... so can never be hit .. even with a fireball, AOE does not hit them They attack every round, so 1/20 hit for minor damage, and just continue doing damage .. the party will continue taking damage Sharpshooter ... does not overcome total cover which Tucker's Kobolds have ... You can try and sneak past ... You can try and teleport past to an unknown destination ... "You can Try" ... There are a lot of them they are all observing ... Magic Missile needs line of sight ... guess what you don't have ... Sleep will sleep some of them ... guess what advantage they have ... and they will wake each other ... Most of the spells you list - That you can see ... which you can't ... Fireball ... will kill your party first ... they have total cover , you don't Prepare Action ... will kill a few ... then they will change tactics .. ...The party ran way because in 2e preparing for level 10 means you have to not prepare for level 1 which means you will fail ... in 5e preparing for level (any level) means 20 kobolds that are impossible to hit ... are impossible to kill ... Tucker's kobolds are designed to never be hit, vs the party who can occasionally be hit, so the Kobolds win, every time ...
@Tomyironmane
Жыл бұрын
"If my back was against the wall, I'd totally drop fireball and take the damage..." This. This is the reason my sorcerer took Careful Spell and subtle spell rather than the "optimal" choice. Maxim 20. If you're not willing to shell your own position, you're not willing to win. And if most to all of your party is rogues they have evasion, and you don't have to be *nearly* as shy about fire support.
@megan_alnico
Жыл бұрын
I don't know, playing a wizard in any addition of AD&D is really tough. At six level you have two third level spells, and you would have to choose which you would want to memorize. Not only that, but if you're four first level spells, you'd have to divide them up between shield and mage armor and magic missile. And remember there were no such thing as cantrips so once you cast your spells you were done, absolutely done. Combats lasted many many rounds and so if you're a wizard, you're probably going to blow all of your spells in one combat. Back then I used to just not do anything some rounds. I would be waiting for my opportunity to drop my one well timed spell because that's all I was going to get in the entire combat.
@thomasmonaco2829
Жыл бұрын
The problem is you are using 5e rules which is super hero role playing rather than a fantasy role playing game. Resources are way more than early editions. By the way I’m pretty sure lol old were kobolds number of appearing 40-400. That wizard could shoot 3 -4 missiles. Then their is resting in 5e it’s just too easy. Normally you din not rest in the dungeon 1e. So they could blow all their spells but you would have to leave the dungeon.
@leorblumenthal5239
Жыл бұрын
I think part of the issue is the mentality of AD&D players, who expected difficulty on level ten, but not in the entrance to the dungeon. By having the kobolds use guerilla tactics, Tucker had prepared a potentially deadly encounter with weak monsters. The party leader knew about the threat, but the AD&D mentality of avoiding unnecessary encounters was too strong. The party lost their hirelings and pack animals, and could have been defeated, all because they wanted to save their resources for the fire demons on level ten. The solution for the players was to think outside the box of their AD&D mentality, the way Tucker had. If the party magic-user had memorized Cloudkill, many of the kobolds would have been killed. But it seems like the party user was conserving spells, and the spells he had memorized were not helpful in this encounter.
@ryanmiller6303
Жыл бұрын
You also got account for how much more valuable player resources were in AD&D. You would heal only 1 hp per day as long as you did nothing more strenuous than riding a horse at a walk or 2 hp if you spent the whole day on bedrest with no activity. The wizard would have been lucky to had 25hp at level twelve and was using Vancian magic so required 10 minutes per spell level to memorize spells at the start of each day and could not change them out. He also would not have any cantrips in the the way they exist in 5e. Instead cantrips would basically be prestidigitation but broken up into multiple parts. Magic Missile also wouldn't be able to be used thru arrow slits as the offered near total concealment and Magic Missile used to act as an AOE, so you could only target creatures in a 10 cube. I might also be reading too much into it, but when the wizard asked about casting fireball, that made me think he might have been an Invoker Wizard, which would mean he would lose access to enchantment and conjuration spells, so no sleep and no summon monster. Cone of Cold would have worked but he would be using a 5th level spell on putting out fires in a 12 foot wide by 60 foot long area so probably not the best use of resources. I do agree that they definitely should have been better prepared with mundane items, but I would never use the 10 foot pole to push back against flaming debris. It would have been too big a risk with one of the most important items to have in surviving a dungeon!
@znail4675
Жыл бұрын
There is an anime series that very much reminds me of Tuckers Kobolds and how to defeat them, it's called Goblin Slayer. It's essentially a DnD campaign where the regular parties gets brutalized by the Goblins and only the veteran "player" knows how to handle them.
@darkwindplus
Жыл бұрын
In defense of Tucker’s players how many times have players forgotten about half of the things they are able to do, and have available to them in the heat of the moment.
@imolate
Жыл бұрын
hate to be raining on the parade, but a couple of things stood out. one point on the magic missile. it requires line of sight,, and most of the time the party had very little visibility on that many kobolds at a time, so it would do them little good as for pushing back against kobolds would take time,, while the party is basically burning and being fired upon by the kobolds. and most of the solutions neglect the action economy which between fire and crossbows happily can take out a target quickly, so the party dident have time to stand around doing all of that. And back in the day of ad&d, wizards got one free spell per level, and had to find scrolls to learn the rest,, ,so a much more limited selection
@nfortin24
Жыл бұрын
Gotta keep in mind this was level one of a huge dungeon.. Can't blame the players for not wanting to use up all their resources.
@dubinmarks1
Жыл бұрын
Am I the only one who is thinking of the cave of fish people almost killing the dusk wardens if it were not for Rudie and hee fire elemental.
@solar4planeta923
Жыл бұрын
If they could ever achieve surprise, life would be so much easier on them...
@williamtaylor6886
Жыл бұрын
Impatient party wants to get to the glory and rewards of level 10 without addressing the dangers of level one.
@angrymushroom26
Жыл бұрын
I think Tucker's Kobolds has a couple different lessons to be had. One and foremost is that not all parties are going to be going into combat situations with tactical brilliance and that shouldn't always be expected so while the DM can make an encounter terrorifying like them, sometimes they would be better served not doing so. but secondly, that resources of the players and the DM have a lot more utility than they imagine. a max level wizard can still get a lot of use out of low level spells just as a DM and players can make a mundane item and a little ingenuity into more threatening than a much more readily dangerous thing given the right set up. and lastly, Roleplaying and character building can be done in combat and planning just as much as the High Charisma character can while talking to nobles and such. The fear in the players can be a great idea for the characters. Sure the demon king at the core of the dungeon might be the threat the world is aware of, but these constant jousts with the kobolds and their religious fanatic like focus on these dangerous traps could put distrust int he players that they can play out, maybe they have tripped so many trip wires and have had to deal with floods of scorpions, so tripping over a bench at a tavern makes them have a more visceral reaction than they expected. Trauma can be done a bit edgy with roleplay but having a response like that can be a small thing that puts more flavor into the world.
@GuardianTactician
Жыл бұрын
New plan: Negotiate with the kobolds. Tell them you'll pay a fee in shiny coins or food if they let you pass through their territory undisturbed. If what they ask for is a reasonable amount then you both end up ahead of where you'd be if you fought each other.
@RottenRogerDM
Жыл бұрын
Dear Mr. Guardian we will take 3 mules, your state farm agent named Jake, and the mage. Rub this herb and rosemary butter on the mage before you deliver them. 😀
@grog4063
Жыл бұрын
I have seen Killer Kobolds set for level 5 that even level 7 characters had problems winning as a new dungeon. The idea is it's a new group. Now that they are a level 12 group they should do better, but they appear to an army of lions - led by a sheep. The kobolds were fire resistant. All in all, good planning on Kelly and Monty's part.
@joem1480
Жыл бұрын
magic missile wouldn't be very useful, again due to the the split fire tactics. You have to be able to see your target to cast it, and since they drop out of sight right after firing each time it keeps magic missile from being cast.
@nathanfivecoate5848
Жыл бұрын
Not to mention how taking any damage before your spell goes off instantly will break concentration
@emjayd1393
Жыл бұрын
I ran a oneshot for a 3player lvl10 (paladin, glooomstalker and wizard) party, ending with a white adult dragon which they met after going through kobolds in ice tunnels. Toxic mushrooms, pits, shambly bridges and thin ice for the heavily armoures to fall through landing in icy water with quipers all the while kobolds were shooting their crossbows. The players survived but will never forget those pesky kobolds
@ronwingrove683
Жыл бұрын
Played in one deathtrap dungeon were the lower level monsters respawned every time we left to go back to town. After a while, we'd fight our way through the top few levels (the first was goblins, the second was kobolds IIRC) for no real purpose at all. They couldn't harm us, they were no threat, we weren't even using any resources, all it was doing was slowing the session down. Eventually the druid asked the DM a flat question. "Why are we doing this again?" "Mostly because the module says the monsters respawn." "Does it say where the monsters are coming from?" "No. I mean, I guess there's a village or something nearby." "So we've slaughtered hundreds of goblins/kobolds, and they STILL want to pick a fight with us? If I was a goblin, I'd take one look at us and hide somewhere until we went past." "You know what? You're right. Let's just skip to level 4."
@grog4063
Жыл бұрын
The DM took respawning to be instantaneous and new monsters (Higher level and fewer of them) would probably move in. DM never understood that poulation increase is a small fraction of the total adult population and is not static - accidents happen too.
@jackwriter1908
Жыл бұрын
I don't have any idea what I am going to learn today, but I am sure it is going to be interesting. ...by the way, are you guys going to make a _Baldurs Gate 3_ video?
@chrisforbus9794
Жыл бұрын
15:45 i didnt ask how big the room is, i said i cast fireball
@kevinmeldrum3546
Жыл бұрын
Back when I used to play a D&D, I would keep stone to mud spell handy for dungeon crawls for just this type of situation. If the ceiling was stone, I would turn it to mud, collapsing it on the attacking monsters, and then cast mud to stone … instant cement shoes. We could then pick the monsters off at our leisure. Especially good for kobolds and goblins.
@RottenRogerDM
Жыл бұрын
I have forgotten that tactic. I think I gave the monsters a saving throw vs magic to avoid getting stuck.
@ccarrl1257
Жыл бұрын
was about to say sleep spell when you said magic missile
@matthewlaird5235
Жыл бұрын
If the kobolds are using flasks of oil to set the room ablaze, using water would be a very bad idea.
@Jordan-kq3qw
Жыл бұрын
Casts create water. Burning oil does what an oil fire does when exposed to water.
@broomemike1
Жыл бұрын
Prior preparation prevents piss poor performance!
@joem1480
Жыл бұрын
Sleep spell would be useful (AOE like Spirit guardians) but monster summoning would be...problematic. Those were Kobold size honeycomb tunnels on the other side of those arrow slits and murder holes. You would need to summon a kobold size or smaller monster to put in them. Also remember they are trying to get through this to an area where they will need their spell slots.
@grog4063
Жыл бұрын
Like a swarm of rats???!!??
@GM_Joe
Жыл бұрын
that would work!@@grog4063
@ccarrl1257
Жыл бұрын
for the fire debris just cone of cold
@garyneal3926
Жыл бұрын
Yes, the leader was scared and over-reacted. However, that may have been the best strategy. If the party makes a mad dash for the lower levels, they take damage each round. If they stay to fight, it takes more time and the party probably takes more damage. Worse, the party uses precious spell slots. The party should look for that middle ground -- using a small number of defensive or utility spells (darkness, fog cloud, dimension door, gaseous form) while they simply move through the encounters as quickly as possible.
@jb123581
Жыл бұрын
I’ve gleaned lessons over the years from rereading Tucker’s, and by far, it is incredibly fun to make that standard adventuring gear useful when the other people at the table aren’t expecting it. Expecting company to come through that door? Throw an end of a rope to the party members on the other side of the entrance and make sure to pull it taut for a fun trip and easy advantage for everyone by the entrance.
@grog4063
Жыл бұрын
They had spikes and rope and at least one of the players would have taken my favorite dungeoneering tool - the grapnel.
@daltondalton7652
Жыл бұрын
How to defeat guerilla warfare: more guerilla warfare?
@FarothFuin
Жыл бұрын
So a 10 years war siege?
@anut343
Жыл бұрын
That poor mage, years later, still getting roasted
@RottenRogerDM
Жыл бұрын
ha ha that burns.
@MercuryA2000
2 ай бұрын
Something that I think they didn't take into account: The original story explicitly says Tucker's Kobolds were never boring. Which, to me, implies that every time they come down this tunnel there's different shenanigans taking place. This time it was fire and arrow holes, but if they came back with fire resist and gas spells then they'd be dealing with pitfall traps and rolling boulders. Or rooms that fill with water and slippery floors. If the Kobolds are always using a different trick, it makes it a lot harder to prepare for them, especially if you want to keep enough gas in the tank for the actual fights later on. They still definitely could have planned around it better, and fear was the main weapon the little monsters used, but I want to give the party at least some credit. I doubt they got to "run away in blind terror" after just one encounter.
@amehayami934
3 ай бұрын
The problem is people rush in. They're kobolds. They use stratagy, make traps and team work. How to defeat them. Everyone plays rogues mulit class yes. But people need to play rogues because they got skills. Watchout for traps because you know there will be, and move slowly and quietly. And keep an eye out for higher ground if we find it get to that Sniper and sneak attack as we find them. Take them out like fantasy special forces 😊
@Soothsayer-bp8oz
5 ай бұрын
I think this shows a fundamental misunderstanding of Kobold lore. Kobolds especially are known to throw themselves into combat with no fear of death, and a fanaticism that makes a nest of angry hornets look tame. They're extremely clever and creating traps for powerful foes is a revered pass time. Plus the "multiply" extremely quickly, now take that scene from tuckers with this in mind and picture 20-30 kobolds per encounter, all being replaced by new ones as soon as they fall, working as a single unit and just flinging themselves at you with their only thought being how much damage they can inflict. And remember there is no reason they couldnt switch tactics, either between excursions by the players or in the middle of an encounter, they would be prepared for this. So even if you counter their fire they could use poison, or just throw something on the fire to create toxic smoke while they all put on fantasy/medieval gas masks. Or shrapnel bombs, or any number of clever schemes and devices. Is it an impossible encounter? No, not really. Is it way more deadly than a cr 10 demon? Heck yes it would be, and if done correctly (especially considering how common character death was at the time) this would be an incredibly dangerous endeavor. Remember, NEVER EVER mess with kobolds in their home. (At least in my game)
@RobertDills-pd2qw
4 ай бұрын
Tucker's Kobolds took place in the late 70s, Tucker left about 1980. He actually developed the dungeon using the white box rules. Most D&Ders were also war gamers. The Kobolds didn't bunch up. It was their home territory. It was possible to get past them, but getting past without using up too many spell slots or losing too many hit points was the challenge. It was quite easy to take out a couple here or a couple there, but there were about 30 of them but they fought in teams of twos and threes. They had fall back positions, and fallback positions behind those. The other thing was they adapted. As characters learned ways to fight them, they were come up with their own counters. The biggest thing working for the Kobolds was they worked as a team, whereas most PCs tend to use the Barbarian Infantry mentality--everyone is a hero. The Kobolds had no ego to defend. They had no problem just running away. They also had ways to get behind the party as the party advanced. They were particularly effective when returning from the depths of the dungeons with few hit points, and few spells left.
@stevenflaugher9318
4 ай бұрын
Great video. When I was listening to the story again, it sounds like Tucker used basic medieval siege warfare tactics used by defenders of castles. Also, your answers rely on the casters doing most of the work. How would you approach it as a predominantly melee/ranged non-magic supported team? Again , great video! 😊
@emthatyourefuse2494
3 ай бұрын
Fundamentally, I think, the name of the game on this one is attrition. The kobolds are explicitly Level 1 of a dungeon crawl, so they don't have to be lethal to be terrifying and effective; they just have to get the party good and rattled while whittling down their hit points and resources. (For extra nastiness, I'd throw some explosive traps in there and give the players a ticking clock to worry about.)
@AuntLoopy123
10 ай бұрын
As a beginning DM, who knows how I always am when I'm playing Baldur's Gate or Icewind Dale, I tend to hoard all the consumables, for "that rainy day when I'm definitely going to NEED it! I may never get another one of these again!", I actually gave a special reward (I call them Yippideedoos) to the first player who used a potion in the game. I will be ensuring that they DO get plenty of potions and scrolls, and I want them to get into the habit of USING their consumables. I think that, with the right consumables on hand, Tucker's Kobolds would have been more easily beat. You mentioned potions of fire resistance. Also, even if you don't want to use spell slots on the low-level things, carry some low-level scrolls with you, man! I know a lot of people who, as they level up, will sell off all the low-level scrolls, because "I'm beyond this stuff, now. Scrolls are for the BIG spells you can't cast, yet!" and "I need the cash!" But, honestly, sometimes a low-level spell is EXACTLY what you need. So, keep those scrolls of Magic Missile and Sleep and other such stuff. I really thought it was so bizarre, though, that they were planning, so carefully, for this dungeon crawl, checking the maps, and knowing the kobolds were there, and what they were like, because they'd seen them before. And yet, they didn't come prepared specifically for the kobolds they KNEW they would face, in favor of preparing for the "Probably OK" flaming demons they hoped to face. What if, they got through the kobolds, got down to level 10, or further, and found something else, entirely. Like, maybe the Kobold homeland, or something like that? HAHAHAHAA! That would be hilarious. "Oh, instead of 30 low-level kobolds, you're now facing 100 leveled-up kobold elders."
@franciscolanciotti5258
3 ай бұрын
They were lvl 12. They were not interested in cleaning the first level. They have low hp in first edition. They cant tank a fireball, as they still have to descend the entire dungeon. They are always in danger of dying, as dropping to 0 killed you. If they wanted to clear level 1, they would waste time, not get treasure, not get exp, not get magic items. And even if they find and kill most of them, by the time the party returns to the dungeon, kobold may have reproduced
@mephiztophelezemephiztophe31
Ай бұрын
Worth mentioning that under 1ed rules, if you wanted to cast Magic Missile twice, you had to prepare it twice. Granted the party knew what they were facing and should have been better prepared for it.
@derekbroestler7687
11 ай бұрын
Something I think y'all may have not considered...It's not always about the game mechanics / minmaxing, sometimes it's JUST about the players, and it CAN be a valuable teaching tool.... Consider, the story originated at Fort Bragg (now Fort Liberty), NC... In the late 80's... That means that at that time, the instillation was home to, not only standard training of US Army soldiers, it was also, essentially, the US's training ground for waging unconventional, asymmetric, and phycological warfare for not only Airborne units, but also SOCOM units, and would have been staffed by senior enlisted and officers who had served in prior real life wars, including Korea and Vietnam. D&D started with a table top wargaming.... Those senior enlisted and officers would have come up playing TTWGs either for fun, or in the case of officers, as part of training. Jus sayin... "Seemingly weak opponents using "primitive" tools and tactics and a system of traps and tunnels to overwhelm a "more trained / more skilled" unit preventing them from their mission objectives"... Sounds like a teachable moment to me.
@grog4063
Жыл бұрын
The second problem is starting combat at Melee Range. Combat in Farmland, Grassland, Desert. Arctic or plains could be up to (6d6)x10 ft could be up to 360' (5 combat round to close for Dragonborn, 6 for those with 30' movement dashng and 7 dashing for those with 25' movement dashing. 200' is max range for all other environments. [Up to 4 dashes to close to melee range.] Most of the 'Combat Maps' start at melee, negating the use of bows due to bow attacks at 5' are at disadvantage [which they should be.] 5-7 Ranged attacks [-1 to hit for speed of travel] will cut down 2-5 attackers, making melee more survivable. Firing at the fire pushing kobolds could kill up to 4 enemies leaving the fires to burn out or be avoided.
@sandmanlives3
Жыл бұрын
Thank you.
@tedcoop4392
Жыл бұрын
Talking about what the PCs "would have had" in an AD&D game in.the early '80s (remember, the story was published in '87 but took place several years earlier, when Moore was at Ft. Bragg) isn't pertinent -- in earlier editions, it was canonical that unusual equipment, magic items, and even arcane spells were almost 100% what had been found during the campaign; the magic-user would have had Dimension Door or cold & water spells if, and only if, he'd found scrolls of such spells, inscribed them into his spellbook at significant monetary expense, and then memorized them that morning.
@Ephsy
Жыл бұрын
The Party wasn't worried about themselves. They were worries about their hirelings with 10hp top, the donkeys carrying all their shit. Easily 3 Kobolds for each hireling. Why? Because Gold = XP. Dead hirelings and donkeys means you get no XP. That's why the players were despondent about coming that way back to exit the dungeon.
@EyeOfMagnus4E201
Жыл бұрын
15:26 Thing is, fireballs did more damage in AD&D (1d6 per level, so a level 12 magic user (wizard) would have done 12d6 with a fireball. Combine that with the fact that rangers, thieves, monks, magic users and illusionists all had smaller hit dice (d8 for rangers, d6 for thieves, and d4 for the rest), and only fighters could get over +2 CON bonuses per level, a fireball from a level 12 magic user could easily kill many 12th level characters, with only level 12 druids, clerics, paladins, and especially fighters potentially having a better than average chance of survival.
@hoteldumort3852
11 ай бұрын
Also, don' t forget than in raw potential, ancient ADD level 12 is arguiably around level 6 to 8 of current DD. If the players didn'thave access to powerfull magic items, they were actually WAY weaker than in the present (5th) edition.
@clementinefillianore715
Жыл бұрын
Moral of the story is, "This is how weaker but cultured(limited or not) creature that can think like kobold or goblin, should behave and used" since BBEG big bad evil guy mostly are big bad that are big and powerful loners, so DM are encouraged to be creative with weaker enemies, be as viciously cunning as you can. Now unto what I actually want to say. my biggest disappointment is that tucker kobold is a fun story. Sarcasm obviously. The player might or might not be prepared, but lets just assume 2 guys being the wizard and the leader are veterans, the rest are new player or have a reasonable experience to get out "newbie" tag, so assuming that is the case, other than the leader and the wizard, the rest are just that unprepared, too used with the tutorial style go to x place, a fight here and there, and gladiatorial style boss battle, not a fully dynamic battlefield. This is some high level shit play on the DM that demands player to be creative, TO THINK (shocking I know, some are just idiot and incapable of doing so), KNOW what to do and what to bring in a mid to high level play, so KNOW YOUR CLASS and THINK type of situation. also the fact the leader knows "tucker kobold" and hilarity happened, and becomes a story, means that the players are just having fun and roll with the chaos, "assuming" of course. What a big disappointment that, they, the players MIGHT just be having FUN. My disappointment is that, things turned from a tactical analysis on how to beat them mechanically here is how to "disappointed the player don't rise up to the challenge"
@johnweatherman5685
Жыл бұрын
Somehow I expect this to be followed by "and Tomb of Horrors is for wusses". If you place an individually weaker but massively more numerous force against a more skilled but majorly undersized force, Napoleon took Europe until the peasants ran out. Quantity has a quality all its own. The kobolds 1) know they are individually week, 2) want to survive and 3) have had generations to dig in (required for the level of tunneling expressed). They know what spells casters are likely to carry trying to get to the lower levels, having seen it all, and have planned accordingly. The kobolds never need attack individually. Assuming a 30 creature detail, 5 attack and 5 more support each, granting a +10 to hit with advantage on top. Using smoke to so flood the tunnels no one can see actually helps them as they are lower to the ground, so less effected, and the default +10 handles the blind penalties pretty well. You can barely respond due to near total cover that essentially limits retaliation as you can't get LOS on more than a couple of the buggers at a time in most cases, if that due. The fallen are easily replaced from the main dens. The tunnels have stone door screens and cutbacks...with murder holes set to screen the cutbacks. Floors can be littered with dust and debris to reveal invisible intruders, along with thread-wire alarms. Walls are laced with griffon-blood blocking clairvoyant and transportation magic alchemically (which was common in 1/2 Edi dungeons, BTW). It's not flasks of oil, it's alchemists fire and that's a whole lot harder to put out (and is what 1 ed flaming oil flasks were anyway). Here's what everyone tends to forget, in the 70s/80s the DMs WERE your opponent, they WERE going to kill you eventually and they felt absolutely no discomfort at throwing everything they possibly could at you, fair or not. If you were lucky and had a good DM, they wouldn't break any rules, if they were sadists then house rules could suddenly appear to make life even more difficult. This is the environment that bread Tucker and Tomb. Before dismissing the kobolds, think how difficult life would be if you assume the DM will do absolutely everything they can to negate every tactic they have ever seen used in any game. Their goal is not to have a "fun time", it's to kill your character, period. If they fail, the fun is survival. If they succeed, the fun is a glorious death (which is honestly a lot of Tucker's terror, no one wants to reminisce about the time the kobold got them). In general, part of the modern game is the DM does NOT go out of his way to engage of military tactics with an army against 4-5 characters. It would be an exercise in slaughter and reek of the DM "attacking" the players. But "I will kill them" is the mindset of a DM running a Tucker's Kobolds encounter. I miss the days of making a stack of characters to get through an evening play and 9-12th level was "name level" where you retired cause NO ONE was going to risk a character that had survived that much. Giants and Bloodstone being exceptions because you created characters at high level.
@Rcoutme
Жыл бұрын
0:37 Before having seen the video: My idea of how to defeat the little b@st@rds; 12th level wizard can certainly take Protection From Normal Missiles. Protection From Fire scroll (or spell) is also needed. You might want some means of going ethereal in order to get through the wall, since I am uncertain (since my memory of spells in AD&D, 1st Ed. from 40 years ago is not all that great) if you could use Passwall, Dimension Door or some other spell to get past the wall barrier between you and those damned dragon kin. Now you start slinging fireballs (since you are protected from the fire that they had already planned to burn you with), and give them a taste of their own medicine. Just a quick idea of how I would initially approach the problem.
@DreadMerlot
Жыл бұрын
I think you're assuming a bit about the party's level. In the 80s (I DMed in the 80s), a party in a multi-level dungeon usually was expected to level up in a multi-level dungeon. In this way, such big dungeons were basically campaigns. So I could see the party starting at level 3-5, and growing to level 10 by the time they get to the 10th dungeon level.
@HistorysRaven
Жыл бұрын
I accidentally made a "Tucker's Kobolds" situation with Shadowdancers in a friend's campaign I was co-DMing. I say "accidently" because of the situation. The party didn't know the Shadow Dancers were there, but the entire situation could've been avoided if a PC had just shut a door. But the door stayed open, the PC didn't actually check the room they were looking in, and three Shadow Dancers exited behind the party and took a PC down. Should note, there were nine PCs at level 10 and rated a "Medium" encounter.
@adamdrake6242
Жыл бұрын
One thing not mentioned is the likely over reliance on AC and saves to protect the tank. This is why the flame attacks were a huge problem as they only likely did d6 damage unless they had the expensive Greek fire (3d6) but they made the AC 0 tanks take damage. The mage likely had poor AC buffed by spells so the bolts were a pain for breaking casting as in ADnD a bunch of THAC0 20 attacks were bad for wizards esp if they tried to cast big spells which were slow. Being on fire was also bad. Also, we don’t know what spells and items they had, esp as the backfire chances from spells due to simulation being a rules goal was high. Fireball for example would spread to effect a volume, and yes in closed spaces the DM would stop for 15 mins to do maths for a kobold warren then gleefully tell you to roll damage for yourself! Finally, it can be hard to remember that back then we didn’t have the benefit of 40 years of video and tabletop games teaching us sophisticated fantasy problems and solutions. Tuckers Kobolds were terrifying in the 80s and are ‘just’ a good lesson today, still fun to think about. My favourite implementation of all time was in a city where the packed buildings of the poor quarter were defended like the kobold warrens…
@Psuedo-Nim
Жыл бұрын
Any average 5th level 5e party, should trounce Tuckers Kobolds, and there's no conceivable way for them to be more than an annoyance to a 12th level party barring sheer lack of knowledge of how to play. So many 4th level spells or above will auto defeat all the Kobolds, its not even worth going through the list. Many third levels ones make it super easy. Tactically, now, the Kobolds wont get the protection of full cover due to reaction based spellcasting or readied attacks. But taking all of the 5e rules aside..the party in the legendary Tuckers Kobolds story just seemed to just panic and give up (maybe from killer DM abuse tramua). Its hard to imagine why any 12th level 1e party wouldn't have made paste of Tucker's Kobolds if they had bothered to try. Now, i'm not saying they are useless, but those Kobolds against the higher level party shouldnt be looking to be a viable direct combat menace, as much as annoy and frustrate, strike and run away. Steal, create obstables, lead more dangeorus things to them. Or support something nast enough to threatent the party. Now, to make actually deadly Kobolds, keep pack tactics, and give them just a few levels in fighter and rogue. Battlemaster or heck, just Champion, and maybe assassain for Round 1 fun.
@coombscharlie
Жыл бұрын
If I remember AD&D 1st edition correctly, wizards had 'spells known', not 'spells prepared'. The 12th level mage couldn't swap Fireball for Cone of Cold if he had never learnt the latter. But he must surely have known Magic Missile or Sleep!
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