Hello, and welcome to the Kaverns & Kobolds Klub!
In this thread, I, the dungeon master, will be honing my skills in hosting a third edition dungeons and dragons adventure over an online medium, with a team of four promising adventurers who embark on a a treacherous quest. On their adventure, our heroes will encounter magic, monsters, tragedy, treasure, traps, and much much more. Will they survive the ordeals I've prepare for them? The dice shall decide their fates.
Our story takes place around a small mining village known as Duvik's pass:
Duvik’s Pass is a small town nestled within one of the few valleys that cross through the Serpentcoil Mountains. It has long been a waystop for travelers and adventurers seeking to rest aching limbs and drown painful memories within her gates. Moreover, it has also gained attention recently as a potential power in the area’s commerce, due to a discovery of substantial silver deposits buried in the mountains nearby. Over the past three years, the men of Duvik’s Pass have burrowed into the ground seeking the wealth therein. Able-bodied folk from neighboring villages flocked to the town, hoping to lend their strength within the mines and garner some share of the prize. A wide variety of creatures may have had their own reasons to cross these mountains, but it was the smell of silver that drew the nose of a certain merchant-wannabe some time before our story takes place.
Schlomo Goldsteinbergwitz Jr. was a young goblin who travelled across this region some six months ago. The goblinoid came from a rather prestigious family of (((merchant))) Archivists in a far away region, and like all in his family, he had a nose for silver, the silver of Duvik's pass. Schlomo Jr. had only just finished his bar mitzvah and unpacked his presents when he got wind of a the prospects that'd been dug up in the promising town, and so he made off towards those very mountains, taking a dozen of his uncle's irreplacible bank notes with him. Infuriated, his uncle, Harold Goldsteinbergwitz, placed a heavy bounty on the theif's nose, prosising a reward of 4,000 gold pieces to whoever could bring back the young prospector, alive.
It's for this reason that our heroes, to be described, have gathered in Duvik's pass. Each of these young lads happened to pick up wind of the bounty as they were crossing the mountains. They've traveled far for the chance at fortune, perhaps even bumping into eachother once or twice along the way. The four cloaked figures enter the town at different entry points, stopping and asking less-than-friendly commoners for directions that may lead them to their fortune. To call the townsfolk unfriendly would be an understatement, as each of our four cloaked heroes would find brutally clear as they make frustrated ill attempts to communicate with the locals. The entire town seems to be on-edge, paranoid, and almost hollow in some ways. Our four unnamed heroes would find that the promising village of Duvik's Pass isn't all it was cracked up to be, at least not since a grim misfortune that had befouled the town long before their arrival.
Hope and industry of Duvik's Pass turned to despair and potential ruin with the advent of the Burning Plague four months ago. It began quietly enough, with the miners returning home from their work at nightfall complaining of blistering sores and an unbearable thirst. Shortly thereafter, the town’s livestock was decimated by an unknown illness and her crops began to wither. The elders of Duvik’s Pass declared that the well water had been soured by an unknown disease, but by then the Burning Plague had already begun claiming the young and the sickly. To make matters worse, the last few men still strong enough to plumb the wealth of the mine have yet to return from their last endeavor. The townsfolk know not what happened to their loved ones; they continue to await the return of their missing sons and husbands, while praying for an end to the sickness that continues to spread within their home.
Needless to say, few of the despairing commoners have anything nice to say to the cloaked strangers traveling about the town looking for clues to the whereabouts of the goblin merchant; some turn away in disgust, others point in various directions, some even throw rocks, but most of them just shrug in ignorance. Frustrated and annoyed, the four cloaked figures eventually find themselves marching across the town in the same general direction; they shuffle awkwardly alongside one another, trying and failing to avoid eye contact, perhaps vaguely aware of their common prospects. Together, willingly or not, the haphazard squad make their way to the town's largest pub and community center: The Old Plot Hole Inn. One by one, they squeeze past each-other through the doors of the tavern.
The first to make it in is a rather athletic young lady, bounding towards the front of the squad and kicking through the doors like a marathoner, hat and cutlass in hand and ready for adventure. The girl is none other than our hero: Isla Allaway.
Our little explorer stands just over 5 feet tall, but what she lacks in height she makes up for with enthusiam, letting out a shout so loud and annoying it can only be that of a fantasy protagonist. The girl has the speed and litheliness of a fledgeling ninja warrior, her medium-length brown hair flowing behind her as she dashes to the scene.
The little hero, physically fit and trained and carrying herself with martial discipline, has traveled from afar to test her mettle and sate her hunger for adventure and self-perfection, chasing the path of Setting Sun. Her explorer's outfit and matching hat seem well-worn, having seen more than their fair share of weather since she first hopped off the ship all those months ago. The young martial artist makes her appearance.
>"[indignant grumble]"
>"That was fast!"
>"Rather cocky, ain't she?"
>"Look at the thighs on that one."
>"She a wild one, I'll tell ya' that."
>"Damn foreigners."
>"Oh look, fresh meat for the beasts.."
>"[lecherous whistle]"
Next to enter the scene in a more discrete but just as extravagant fashion is our next hero: Kiara Teagan. She dances into the pub gracefully, her gypsy-style entertainer's outfit decorated of shiny copper coins, and she twirls into the room giving a note from her exquisite viola as she enters. Ms. Teagan radiates a pompous aura of culture and privilege, but also of of lady who knows how to defend herself, as the longsword sheaved at the hem of her dress would show. Indeed, the woman has had plenty of experience looking out for herself after spending so many months alone, having recently fled from a turf war with a rival gang, smuggling thirty two gold pieces away with her in her tambourine. Her charisma and skill is unmatched, for she is indeed a powerful Bard, a jack of all trades, and a talented individual with the uncanny power to draw magic from soul.
>"Ey, that one's a looker now."
>"She's still got all o' her teeth."
>"What a nice tune."
>"Must be one o' those travelin' minstrels. Wait till she finds out this town is flat broke."
>"I know her type, gypsy! They'll steal the shirts of your backs."
>"[lecherous whistle]"
A small and disheveled figure scurries behind her into the tavern, discreetly as can be. Is it a possum? A dog? An Iguana? It's none other than our third hero: Rhyd the Kobold.
Despite being a lowly Kobold, he is indeed an ideal specimen of his kind, even if being unfortunate enough to be a dragonblood born without the gift of sorcerery. He is quick as a lizard can be, and fierce to boot, his orange scales shining with a coppery speckled hue. He hold his bow in hand, looking either way for anyone who may seek to rob him of his precious treasure.
A little thing about this Kobold that makes him unique is the way he so furtively a small object in his claw. Rhyd is a thief; no, not a rogue, or a burglar, but a thief who has managed to steal the most precious treasure of them all: power. The purple gem he clutches in his right hand gives of a faint glow; it is a a precious dragonshard that he risked life and limb to obtain, unable to resist the beckoning call of the mystical arcane in a moment of opportunity. It is a gem stolen from the hands of the powerful Eldritch Knights who serve the goddess of magick in a far away land, the Shooting Star Rangers, and Rhyd has traveled a great distance to outpace his chasers, reveling in his pilfered magick, relying on his unmatched stealth to escape the his devoted trackers.
Indeed, the gem proved to be a treasure work the risk, for in the months since he first found it Rhyd has grown into a powerful Mystic by studying the arcane symbols that glow within the gem. Already, he's learned to conjure up orisons from the forces of nature, and has even learned to master every one of the Wizard cantrips inscribed in the gem. Drawn to the the prospects of the mine line a moth to light, our tiny hero embarks on what may be a fortuitous quest.
>"Is that a stray dog?"
>"Ew, it's one o' those filthy mange-rats."
>"That reptilian must've got some bollocks, just waltzing in 'ere like that.."
>"Do dem kobolds even 'ave bollocks?"
>*loads crossbow*
And last, but not least, walks in our fourth hero: Lucy Malkavian.
Well-endowed in both breast and soul, the gloomy, pale, raven-haired girl arrives in the tavern almost ominously, her haunting presence hanging in the air around her. The blood of ancient creatures flows through her veins, and her family's crest shine boldly on her being. The tiny iron arcane signet seems to shine boldly, as if brimming with arcane power; it seems to stand out on the young lady, contrasted by the dirty rags she wears, that may have once been a rather expensive Gothic dress at one point. A vengeful and fearsome aura haunts the young lady's being, her arcane might too great to contain in her otherwise nonthreatening body. If you find the courage to stare at the mysterious girl for long enough, you might notice ominous noises emanating from her, or red-purple sparks crackling in the air where she walks.
>"That's a witch, if I've ever seen one."
>"A pretty one though."
>"Look at that rack!"
>"Don't look at 'er, you'll be cursed."
>"You reckon she's the one who poisoned the well?"
>"[yet another lecherous whistle]"
One thing that these four ragtag young lads have in common is the peculiar swagger they carry themselves with. It's the attitude of someone perhaps vaguely aware of their own demigod-like stats; the aura of a hero.
Having traveled from far away lands, some chased-away, some hunted, some escaped, some just wishing to explore, the four characters have no home, or any real place to which they can safely return to. They are all of a peculiar occupation: a line of work some like to call murder-hobo "adventurer".
And so, their story unfolds.
Players are free to respond now.
The kobold hurries to the bar, and jumps up on a stool. He orders in a thick, hissy reptilian accent.
"One ale please."
With a spirited gait, Allaway saunters over to the counter, sitting a chair. She waves her hand at the bartender with a smile
"Give meh a good ol' whiskeh, lad."
>>118419The bartender, a old, seasoned man with a gray mustache and an eye patch, seems confused for a moment as he stops washing polishing his glass, before he leans over the counter and sees the smol reptile.
"So- *cough* so would I.." He grumbles back, in such a tone that Rhyd can't tell means he's out or he just doesn't want to serve him, punctuated by a rather nasty snort.
>>118395>>118412Lucy whistles back
>>118421The bartender opens a half-full jug and pours it into the glass that
looks clean.
"Grog. That's what we got." He grumbles, as he slides the glass towards her.
>>118425[visible confusion]
The commoner turns around and moves away.
Kiara exaggerates the sway in her hips as she walks lithely toward the counter. She leans provocatively (but 'innocently') against the counter looking for the keeper. "Hello?"
>>118427She Smiles as she walks over to the bar and sits down.
"One Red Wine please~."
>>118427Isla looks a little perturbed by the lack of proper alcoholic beverages fit for a woman of her caliber, catching the glass out of courtesy.
She peers inside the glass, examining the contents through smell and vision.
>>118423"Ah! Hello good sir, I was wondering if you had any rooms available!" She smiles sweetly.
>>118430The bartender stifles a cough and swivels his good eye towards her.
".. What?" he groans
>>118432This just draws a wistful chuckle from him, and he looks down at another dirty glass.
>>118433It doesn't smell appetizing.
>>118436"Ya, plenty o' rooms open, since the last half dozen tenents gone dropped dead. The sheets 'll kill ya though."
>>118442Isla recoils slightly over the sight, but decides she's no coward.
She dutifully drinks up the grog in one go without hesitation.
>>118445Time to die~[1d20+2 = 22]<Fortitude against below average alcohol
>>118427>>118423"Then I'll take a grog as well."
He looks suspiciously at the three lassies now around him, clutching at something under his robe.
>>118442"Oh thank
heavens. I can't remember the last time I slept in an actual bed." She seems relieved, and pulls out a pouch. "How much please?"
>>118442"Something funny?"
She smiles at him
>>118449The brave ninja warrior fears no grog.
>>118450The Bartender grunts indignantly, but pours him a glass.
[1d20+7 = 17]>>118451Before the Innkeeper can answer, she adopts a started and dismayed look. She opens the pouch and pours the contents out onto the counter; except nothing pours out. "Oh no!" she exclaims, putting her hand into the pouch and putting her finger through the bottom of it. "All my money is gone!"
(bluff check for all this btw)
"I wonder if you'll allow me to play you a tune?" she asks sheepishly hopeful.
(this is all a ruse of course, a very practiced one)
>>118455He grabs it, eyeing it before taking a chug.
Fort save time.
[1d20+3 = 14]
>>118451The bartender looks up at her exasperated that the cazy lady is even considering laying her head in this cursed town.
He seems ready to shout some angry when.
>>118458His expression immediately softens with the music. A lone tear falls from his remaining eye, which he wipes away immediately.
".. Well, if ye
insist, it'd be five silvers a night. No, make it two silvers. Not like there's any business these days..."
Then he leans in
"Tell ya what, lassie, for your own good, ye'd be better off sleepen out in the woods with the beasts than here in Duvik's Pass. The Plague be nestin' 'ere, and there be no sign of it gettin' any better."
>>118459:3
He swallows it. It's not very good.
>>118460"But mister, I heard that the plague was from contaminated water, not from beds,..."
>>118460>>118458Alright, I fucked up that last comment. Sorry, mutitasking. Thought that was a perform check.
>>118460The Plague comment makes the (Not a witch)'s perk up
"A Plague? what type of plague?"
>>118460He suppresses a gag as he chokes it down, his scale-ridge-that-isn't-an-eyebrow raising at the comments of a plague
>>118462Improvising.
>>118461"The water, grain, the soil, the air, the bloody cheese, even our blimey sweat is blighted by that pestilent plague!" The old man cries as he pulls a handkerchief from his dirty shirt and coughs harshly into it
>blood>>118463"It'd be no normal plague, lassie.." The old man says.
"I know cursed earth when I smell it, and this town stinks! Gods have mercy!"
[coughing fit]
"Maybe it was the mines. Maybe the boys disturbed somethin' down there.. Or maybe the gods thought to judge us for how gratuitously we spent the riches from the silver mountains. This half the town has a foot in the graveyard, and our last boys still haven't gotten back from their prospecting trip. I worry some beast gottem, or worse..." The man moans
>>118465Rhyd's eyebrow is really raising now at the mention of mines and prospectors.
"Where were they last seen?"
[1d20 = 13]>>118465Kiara's face grows somber as the men relate their replies. Without a word, she conjures a viola, and draws her bow across it in song.
Performance check. +4 music, +4 dance, +4 tumbling, and +4 dex/cha (remove any modifiers at will)
>>118466"Last time I saw my son he was headin' up to the mines with the last of the young men who weren't too sick to move. 'Miner's pride', he called it.. That was wore than two weeks ago, and nobody's heard of 'em since.." she old man says with a sniffle
>>118465"these boys you are talking about. they went down into the same mines?"
>>118468"The mines.... If you would be willing, would you point me on this path later? I would reward you for the trouble."
He rakes his hand inside his robe, and the familiar clink of coins can be heard.
>>118467Routine performance.
A few of the commoners, mostly old men and women, seem decently impressed, more encouraged by the strange woman's attempts to lift their spirits.
Six of the old men toss silver coins towards her, accompanied by winks that might make her uncomfortable, were she not used to it.
>>118469"ya, dey all work together. The mine's up in the mountains."
>>118470The man points in the general direction of the nearest mountain.
"That way. Follow the trail."
>>118453She drinks the grog with no fear, shaking out of her trance.
(I gotta stop me daydream.)
>>118471>>118470>>118469Isla listens intently at the conversation of mines, the plague and other tidbits, shuffling her seat closer.
"Sound like ye lot want tae go to the mines, eh?" she whispers to the other two inquisitve folk next to her.
>>118471She smiles faintly and picks up the coin. She goes to each of the men and gives them their coin back. "Thank you all, but its not necessary. I'm sorry for your troubles, but I'll do what I can to lift this,... curse(?). When I get back, then I'll give you a real performance." She half smiles, half frowns, bows, and leaves the tavern.
>>118471>>118473"Yea i was thinking about heading over there."
>>118471He nods
"Thank you sir"
Rhyd gets up and runs out the door, a single gold coin left on the bar where he sat.
>>118473The retired miner stifles another cough
"If I were young, I would'a hiked up dere to investigate it meself, plague or no plague.. My knees aren't what dey used to be though.." he says grimly
This comment is followed by a rather harsh coughing fit, the tissue almost completely red now.
>>118474"Be careful now, lassie. Dis town may be cursed to de abyss, but there be savages in those mountains. I reckon they may've had a run-in up our boys." The seasoned miner warns, his single milky eye shooting brief but murderous glance at the cloaked creature below him.
>>118475[grunts and nods]
>>118476[grumbles and nods]
>>118475>>118476Isla at first looked dumbfounded at the small folk running off somewhere, turning to the other, more receptive woman.
"Aye, me too."
>>118477She looks at the bartender with pity, deciding to set 3 gold coins on the table.
"Here, lad. Thank ye for the drink."
>>118475He turns back at the female stranger with similar goals.
"Name's Isla, lassie. You came for the stories too, aye?"
Assuming that Kiara knows which way to the mines, she sets off there keeping her eyes peeled and her ears open for signs of trouble.
The kobold steps outside and gains his bearing before setting of towards the mines...
As quickly as a small ass kobold with a short stride can.
>>118478The Bartender doesn't seem at all hesitant to accept the 3 gold pieces for the mediocre and possibly unclean drink.
It's almost as if the town has run out of potable water.>>118480Alright
Are y'all ready for some dungeoneering?
>>118478Lucy Extends her hand to shake
"The Name is Lucy. I Did i heard there was a problem in town. i stopped by to see what was going on."
Alright, so the our ragtag band of heroes needed surprisingly little motivation to delve headfirst into
certain doom adventure. They may have different reasons to explore the mines, but nevertheless, they share a common goal as they steadily make their way up into the mountains.
>>118481Roll Survival
>>118484Oh boy, a skill I can use!
[1d20+7 = 9]
>>118485....
Would anybody like to roll Aid Another?
>>118482Allaway nods at the bartender, giving him a thumbs up, before turning at the woman next to her.
Soon I shall join the speedrunners.>>118483She spins her body towards her rapidly, quickly extending her arm to shake the hand offered.
"Aye, me too," she answers with a grin. "Want tae go to the mines together? I would like sum company that is not a bunch of dismissive twats."
(I bet that goblinoid is there.)
>>118486>>118485So it's one of THOSE campaigns now is it?
>>118488"Its always better to have company. lets go."
>>118485[1d20 = 12]<Trying to help
>>118490She nods, standing up and going to the mines.
Would anybody else like to roll to walk up the hill?
>>118491>>118493Nevermind. That one is good enough.
Let me find my notes.
Alright alright, hearing noises behind her, Kiara ducks into bushes to wait and see who is following, only to realize its those other three. She steps out as they approach, tl;dr "Hi, I'm Kiara. Nice to meet you!"
>>118495"Hi that's a nice tambourine you have. My name is Luy"
>>118498Kiara looks confused at the viola she's still holding (but would probably vanish any time now). "Nice to meet you Luy."
A cool breeze drifts down from the towering peaks of the Serpentcoil Mountains as you behold the entrance to the caverns. The frost-rimed ground is littered with tools, picks and shovels, some of which protrude from soft banks of snow. A single darkened shaft leads into the depths of the mine ahead. The dirt path beneath its wooden support structure is covered with stone debris, a few pieces of which occasionally glint with the slightest hint of ore. No light issues forth from the tunnel. Burnt-out torches are strewn across the floor, their brackets torn from the shaft walls. Behind you, the worn road leads back through the crags to the valley below. Aside from the quiet whistling of the wind, complete silence fills the small clearing within the mountains.The tunnel is 15 feet wide and 10 feet tall.
It is entirely unlit.
Rhyd's darkvision allows him to see 60 feet into the tunnel with no end in sight.
>>118495>>118496>trying this hard to split the partyNigger, did I not tell you that she only left within moments of the rest of the group?
Kiara veers off the road 5 steps ahead of the group and nearly walks off a cliff, only to be caught by Isla and set back on the path.
>>118499>>118498Reeeeeee my C key is broken slightly
>>118500>>118499Thank you, GM.Isla is confused at Kiara's accident.
"Lassie, ye trying tae kill yerself or something? Come on."
With that, she goes back to search a bunch of usable torch near the entrance of the mine.
[1d20+2 = 18]<Search roll for torches
>>118500He pauses at the entrance, staring down the tunnel and breathing a sigh of relief
"ahh, the mines"
>>118500Kiara unhooks a bullseye lantern from her pack and lights it with flint and steel.
>>118502"I would have been fine. The Teagans tell me I have the blessing of Fharlanghn!" She smiles brightly.
>>118502Lucy pulls out her flint and steel.
>>118502The torches are burnt-out, a few broken lanterns litter the area, but Isla can attempt to make a torch out of what's left.
Roll an untrained craft check (1d20+int)
Her search also reveals that the wooden supports to the tunnel are chipped and torn, as if having been damaged by something recently.
>>118504Her lantern clearly illuminates 60 feet of the tunnel, and just
barely hints at a cavern at then end of it's shadowy illumination 60 feet past that.
>>118505>>118503Lucy and Rhyd's inhuman vision allows her to see in the lantern's faint light that a room opens up into a room 120 feet ahead, but they cannot see into the room.
>>118506The lantern's light lets Rhyd know "oh shit, there are people here
"Hello, are you looking for the prospectors as well?
>>118506"I don't see anything." she says, strapping a buckler to her left arm.
>>118507"Oh hello little lizard, yes we are."
>>118505>>118506Isla attempts to craft a makeshift torch with a grimace
"Shite. Somebody just came here."
She turns to her female acquaintance with a smile at seeing her bring out the flint and steel.
"Help me out here."
[1d20+2 = 19]<Building torches? Reminds me of childhood.>>118504She looks at the minstrel with worry.
"Alright, lassie."
>>118511"Oh silly me."
She pulls out a lantern as well and hands it to Isla
>>118507Rhyd's Wisdom score is high enough for him to have been vaguely aware of the people who's been traveling within a few yards of him for the past few hours. He actually had to follow Isla to get to the top.
>>118511Isla successfully makes a couple handheld torches, pouring oil from the broken lanterns onto the burnt-out torches to make them last.
Her search in the illuminated area reveals a smelly red blotch near the damaged wooden shaft
(it's blood)We medieval slang nao.>>118512You packed
one lamp, you do not have one to give away.
You also don't have shoes, because you neglected to buy any set of clothes. The rags (commoner's outfit) are on-the-dungeon.
>>118510"I'm not a lizard! I'm a kobold!"
>>118513>>118512>>118514Isla grins to himself.
"Now that's more like it."
But seeing the blood make her frown.
"That is not good."
He turns to the group.
"We have someone either injured or dead in there, lassies. Have yer eyes open."
>>118515The kobold grumbles
"I'm a lad"
He prepares his bow as stands at the entrance.
Lucy's feet, wrapped only in strips of cloth for protection, have been bleeding throughout the last quarter of the trip, getting ugly black and blue sores from the abuse they've taken.
Lucy however, like it's second nature, clicks her heels together and hums as her blistered feet return to their pale but healthy complexion.
Fucking witch.
Alright, who's heading into the dungeon first?
>>118513Yea i was giving her the lantern i packed.
Lucy sighs as she steps on a rock that stabs her in the foot.
>>118514She pats his head if he lets her
"Sorry little one."
>>118515That's worrisome, what will the town do without miners? they didnt look to be in the best of shape."
>>118516She glances back at the kobold.
"Sorry, lad."
>>118518"There is far worse than no miners back at the town," she comments.
>>118517Since I believe I have the highest reflexIsla enters the dungeon first.
>>118519He grunts and swiftly follows her.
>>118519Lucy enters behind Isla
The Bard hasn't responded, so i'm just going to shift her ahead a little until... :3
Alright, the tunnel is wide enough for 3 hoo-mans and one slight-build kobold to walk side-by-side, so I'll have y'all walk in, with one torch, a lamp, and a bullseye lantern to guide your way.
The tunnel opens into a small, roughly rectangular chamber. Scattered chunks of silver ore surround an overturned pair of wooden carts. The lower half of what appears to be a body juts out from beneath one of the cart’s edges. It shows no signs of movement. Dried blood is smeared across the northern wall in several places. Exits lead to the west and the east.
We're looking a a 25 by 25 foot space here.
Still completely unlit.
>>118522Kiara removes a large sack from her backpack and begins to grab reasonably-sized chunks of silver and stuff the sack with them.
>>118522"Oh my Lord," she whispers.
She rushes over to the lower half of what appears to be a body, inspecting it closely.
[1d20+2 = 20]<Search roll (Yes. Another one.)
>>118524For that she'd have to take off her buckler and put down her lantern. Does she wish to do that first?
>>118526Lucy uses Detect Magic on the inside of the mine
>>118526Can she absently hand off the lantern to the closest party member?
>>118522>>118524I'll also note that most of the ore is under the cart.
>>118525Dammit.
Isla otices a suspicious line attached to the cart, rigged to some point in the ceiling. Disturbing the body or the cart will pull the line.
>>118527Is she "using" it, as her 1/Day SLA, or is she "casting" it out of a 1st level slot?
>>118528Only if they have a free hand.
>>118529the 1st level slot
>>118529>>118528>>118527>>118520Isla, being a perceptive gal, figures that this may be a trap.
"Lassies, do not disturb the body or the cart. It seems to be rigged tae something."
She points at the line at the ceiling.
>>118530e_e
Lucy uses one of her precious 1st level spell slots to determine that there is no discernible magic aura in this area, or at least nothing stronger than signet brooch.
She can concentrate on the spell for up to one minute, but she wouldn't be helping anybody.
>>118522The kobold seems more at ease in the mine. He walks over to inspect the cart and body.
>>118533"Do not move the cart or body, lad. I figured it's a trap for greedy twats," she comments to the kobold.
>>118533e_e
You gotta pay attention, m8... or else i gotta assume that your PC wasn't paying attention either..
Rhyd ignores Isla's warning and greedily scurries over to the cart.
You get one (1) search check.
>>118536Fail.
The kobold nudges the cart with his wee lil' arms, pulling the line and triggering the trap.
BANGEverybody's going to have to roll a fortitude save.
>>118537Oh great.[1d20+2 = 20]<Fer Fuck's Sakes, lads.
>>118538Pass
>>118540Pass
>>118541Pass
>>118539Fail.
Everybody but Lucy can hear the reverberating "..-ANG.. -AND.. ANG..!" echo throughout the dungeon as the results of the thunderstone trap send chills down their spines and leave a ringing in their ears.
>>118539Lucy, however, cannot hear anything at all. She's been struck deaf.
>>118540You technically get a trapmaking roll to recognize that that was a thunderstone trap, but it doesn't really matter at this point.
>>118542Kiara draws her sword
>>118542>>118540Isla rubs her ears in annoyance after the loud bang, glaring at the kobold, before shaking her head, walking over to the exit to the west with her torch, stopping right at the end to see if something approaches from the darkness.
(Fer fuck sakes', these lads are gonna get me killed.)
>>118542Lucy can only sigh in annoyance
and then says
"I'm Deaf."
Rhyd winces before drawing his arrow, glancing around for anyone that could be coming.
Rhyd's search check also tips over the cart and reveals a dried-out goblinoid corpse.
By the legendary nose on his face, it can be none other than the husk of Schlomo Goldsteinbergwitz Jr., dressed in a tattered uniform that distinguish him as the (((acting chief))) mining engineer of the crew. How he got that position, nobody knows. He lies in a mess, his spidery arms greedily clutching hold onto the pile of silver ore, even in death.
He is obviously the victim of foul play, having suffered several puncture wounds to the chest and neck area.
Anybody with a suitable Heal mod can roll the skill to find out more.
>>118547"What is that thing?"
Lucy says louder than she normally talks
>>118548Rollin' spot
[1d20+6 = 14]
>>118551You don't see anything.
Anybody want to roll to poke the Jew corpse?
[1d20+3 = 22]>>118549Listen check
>>118550>>118547>>118554Shaking her head, she goes back to Lucy. On her way to meet the deceased Schlomo, her eyes widening.
"No way."
She gets closer to the corpse of Schlomo, deciding that taking an identifying item of his should be good to collect the bounty.
>>118555You don't hear anything in this immediate area.
Anything you may have heard would probably be either too far away, or masked by the reverberating echoes.
>>118556Roll Heal (1d20+Wisdom)
>>118557[1d20+3 = 17]<Poking a dead body is fun.
>>118558Isla determines that Schlomo has symptoms akin the Plague as she would've heard about in town, and determines that he's been dead for about two weeks.
As she looks closer, she notices some crude broken crossbow bolts that Schlomo seemingly died from.
Everybody is free to gather ore now. There is nothing else of value in this room.
To the West, is an exit tunnel that leads 30 feet, shining a light or looking with darkvision reveals a door at the end of it.
To the east, there's tunnel that slopes downwards to who knows where.
Oh, somebody can roll search if they want a clue of wtf happened in this chamber.
>>118561Rolling search cause of curiosity.
[1d20+3 = 15]
>>118559>>118551>>118550>>118541Isla sees with worry the plague ridden kobold, standing up.
"We are not alone. He was taken out with a crossbow. Died two weeks ago, from the smell."
She coughs once from it, before remembering Lucy has no hearing, beckoning with her hand to look at the body while holding the least broken crossbow at hand.
Isla takes a closer look at the goblin.
(We may need to take the corpse for the bounty prize.)
>>118560Kiara sets the lantern down facing easy, and begins stuffing her sack with the goods
>>118562I'm also gonna let you take 10 on profession (miner) to determine that this area served as a commons area for sorting, weighing, cataloging, and shipping out ore.
There look like there may have been signs of a struggle in this room. smashed lanterns, broken pickaxes, a few splotches of blood. It appears as though Schlomo is the only body though.
>>118563Roll Sense Motive
>>118564Roll Bardic Knowledge
>>118565[1d20+7 = 16]<Sense Motive
>>118566Isla begins to feel some doubt as to whether or not the notoriously-stingy Goldsteinbergwitz clan would be very willing to compensate her for the delivering the corpse of the deceased goblinoid.. without the prized bank notes, which do not appear anywhere on the body.
In the meantime, there's some one on the ground that looks like it
could be valuable. Only a miner can judge its actual worth though.
>>118567Kiara begins to feel the same thing.
>>118568Isla shrugs, before picking it up and stuffing it in one of her sacks, making sure there's some for the rest of the group.
>>118563Lucy walks over to Isla with a curious look on her face
"What is that green thing?"
Alright, I'm gonna assume everybody spends time loading their pockets with possibly-valuable rocks.
So, what now? I've described both exit tunnels. Which way do y'all go?
>>118570She drags her free finger along her throat, followed by gurgles to a feigned dead expression.
>>118571I vote West.
It is now that i notice that some of you didn't list the weights for your equipment...
There's a lot of shiny rocks here.
>>118573I'll just take 20 pounds worth of rocks.
>>118574You cannot tell the exact weight of the rocks, unless you have the skill.
You shouldn't be encumbered though.
>>118573Lucy takes a pocketful
>>118575Darn. Can Isla feel the shift from light to medium load?
>>118573Kiara fills her burlap or equivalent sack and shifts it near to the exit of the room
>>118575Rhyd takes a simple sample, hoping he can come back later.
>>118572I vote west as well
>>118577Forget what I said about weight. Don't worry about it.
>>118579You can roll profession (miner) to appraise the rocks, if you want.
Alright. Y'all head west and see a door.
Who goes first?
I need to crop a map. Please sort yourselves out until then.
>>118581Appraise the rocks you say?
I like rocks
[1d20+9 = 16]
>>118581Thanks.
Isla pipes up.
"Alright, lassies... and lad," she pipes up.
"I say we go to the West, with me at the front. Anyone of ya has any other opinions 'bout it?"
>>118583Lucy looks at her with a Confused expression
And Shrugs.
>>118582The chunks of silver ore can be salvaged and are worth 200 gp.
Sorry. Trying to eat a hotdog.
The party has gone west, buy who goes first?
>>118585Isla, cuz she a brave and honorable lass.
>>118586You see a door.
What do you do?
>>118585Kiara is holding back with the 'flashlight'. She sheathes her sword and pulls out her bow (stringing it if necessary).
>>118587Isla checks the door with her eyes, looking for any traps before getting near the door, from what happened last time.
[1d20+3 = 14]<I better not be fooled twice
>>118585His eyes go wide as he stuffs it in a pocket.
"Keep ahold of that ore, you'll want it"
>>118588I'm gonna need you to be precise in which hand is holding the buckler, the lantern, the bow, and the arrow.
>>118589If that's a search check, she doesn't see anything that stands out on this side of the door.
>>118590"I figured from how shiny it was, but thank ye, little drake," she smiles at the kobold.
>>118591She tentatively places her ear on the door, trying to listen for anything on the other side of the door.
[1d20+7 = 10]<Why does my class doesn't have spot as a class skill?
>>118591Left
-Buckler, Lantern
Right
-Bow
No arrow drawn yet
>>118592She does not hear anything.
>>118594Thinking there is nothing to worry about, Isla slowly opens the door.
>>118595I'm gonna assume the rest of the party is just a couple squares behind her.
The large door is not locked, and opens easily. The PCs may enter, if they wish.
>>118596The lizard slips between legs and into the room
>>118596Lucy is in the middle of the party
>>118596Kiara goes through the door
>>118597Isla is shocked to feel the lizard swoop inbetween her short legs, jumping a little as he passes through.
"Oi!" she calls out to the little guy. "Don't ye pass through me legs."
>>118596With another shake of her head, she enters the room as well.
>>118597Racial preference aside, Rhyd cannot help but notice that Isla has
very nice legs.
>>118599Alright, I'm gonna assume she goes first, followed by Lucy, followed by Isla and Rhyd (occupying the same space).
Alrght, now to find my description... Ah, there it is:
This large, square room houses four long wooden tables, each with a bench on either side. On top of the tables lie a number of wooden bowls and eating utensils. In the southeast corner of the room, a small stewpot steams over a fireplace carved into the floor. A pungent odor hangs in the air. The table furthest from the door is flipped over.
Sorry for the wait.
And now, the surprise round. Buckle up motherfuckers.
Kiara feels a projectile wiz towards her, which would've gone for her face, if not for the buckler attatched to the lantern.
But then feels another one go straight for her stomach...
Lucy feels another one embed itself into her leather vest, just narrowly missing her tits.
Another flies by Isla, and doesn't even come close.
Kiara has taken 4 damage. Roll Initiative.
>>118602[1d20+5 = 25]<Time to see if my brain is fast
>>118606-4, cuz deafened
>>118604Initiative doesn't crit, but she's still going first.
A desperate, high-pitched chatter resounds across the room, the ambushers yapping that Isla doesn't understand (sorry, Isla, if you don't list your languages, I lave to assume you don't speak any.
>>118605Rhyd finds that, to his luck, Isla's athletic thighs managed to provide him with total cover during the surprise round. A feat only possible due to high Slight Build trait.
>>118608Skinny for the win!
>>118609Thicc thighs save lives.
>>118607>>118608AlrightIsla attempts to spot the attackers that just shot at both her and her current companions, feeling the kobold under her.
(Fer fuck sakes. Yer lucky we're being ganged upon, wanker.)
[1d20+3 = 19]<cries in non-class skill
>>118611Fail.
Whatever is holding the line back there is damn quick. She didn't even get a glimpse of it, or how many there are, or what weapon it just fired.
Isla still has a full round of actions
I just realized i forgot to upload my pic. This is what the room would've looked like before the enemies flipped the table.
>>118612Reeeeeee. So close.(Ah bollocks. Can't see the wanker.)
>>118613She decides to try her best to close the distance between where the shots came from and herself, hoping she stumbles onto the crossbow wielding foe as a move action.
(I'm going tae gut yer sorry arse, mongrel.)
Sorry, kobold. The legs are moving away.
>>118616[1d20+8 = 23]<I hope I don't trip into a chair and break my neck
>>118617Isla manages to spot and carefully maneuver around the caltrops and marbles scattered all over the floor, but is now completely flat-footed.
She may use her remaining move action to make another spot check
>>118618Drat. Shouldn't have rushed. Cmon Isla, you can do it!Isla curses to herself, attempting to spot the enemies again.
[1d20+3 = 6]<I hope my eyes can see
>>118619Sorry, can't even give you partial info for that.
She does notice a smol crossbow aimed at her though.
And...
She takes two damage
Kiara's turn.
It hits her in the leg.
>>118620Kiara is falling back outside the angry room
>>118621Alright, that's a move action.
She can attempt a heal check to fish the bolt out of her navel if she wants.
>>118623Good enough.
Kiara manages to pull the rusty bolt out of her belly button, feeling relief in that it didn't hit any vital organs.
Another bolt wizes past her, hitting the door beside her head.
Lucy's turn.
Lucy's faggot is gonna take a bit..
[1d100 = 42]>>118624A burst of Smoke and Fog appears around Lucy
as she uses summon undead 1
Dammit, Lucy
Alright, she said that she wanted to cast a spell that takes a full-round action so-
>>118626She successfully pronounces the verbal components for her spell, despite being deafened.
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.A first level human warrior skeleton appears in the middle of the room, unaffected by the caltrops and awaiting orders.
pic related.
>>118627The skeleton moves immediately after hr initiative and is considered to be telepathically under her command. What does she order?
Come on, Lucy, at least finish your round.
>>118628To Slaughter the crossbowmen
>>118630It's a mindless creature that lasts exactly one (1) round. You're going to have to be more specific with it's actions.
>>118631to attack the crossbowmen that shot isla
[1d20+3 = 5]>>118632Attack as in charge?
Fuck it. Sir Bones charges valiantly, attacking one of the creatures, which only has partial cover, with his ancient scimitar.
>>118633Annnnnnd swishes.
His charge was not in vain though, for the panicked creatures behind the table bark in horror before focusing fire on him.
One shoots him, and misses, the shot going straight through his ribcage.
Rhyd's turn
>>118634Rhyd takes aim and hopes this arrow will find it's mark.
Rolling to shoot.
[1d20+8 = 14]
>>118635Good shot, but no cigar.
The shot narrowly misses a creature's head, it only escaping by the benefit of partial cover.
At this point, Rhyd hears some more panicked yapping from across the room..
Roll Listen
[1d20+3 = 8]
Oh fuck it. I feel like I have to roll for him.
[1d20+3 = 12]>>118637Close enough. They're only 10 feet away.
>"He just shoot us?!">"I no see him before.">"He with man?">"Man try crush him earlier though."Because he's the only character in the party who's sheet says that he speaks draconic.
Since nobody had local knowledge as a trained skill, nobody was able to distinguish the enemy combatants. Rhyd is able to distinguish 4 kobolds, ambiguous gender.
One of them loses a crossbow to complete the round.
And hits Isla.
4 damage.
The party is at a standoff with 4 enemies, who have a home-field advantage. Let's start the next round tomorrow.
[1d20+3 = 10]>>118638Actually, strike that.
I neglected to consider my prior assertion that the kobold was prioritizing the spooky boi right in front of it.
It aims, Sir Bones gets an AoO misses, Sir Bones narrowly misses with his scimitar, the kobold fires into Bones's eye sockt, and bounces around harmlessly because it doesn't penetrate his DR.
Isla has only taken 2 damage this round.
>mfw considering if adding the caltrops and marbles to this encounter at the last minute should count as a CR-increasing trap, or if I should just treat it as a consequence of the thunderstone trap
A few inconveniently-placed marbles and caltrops really do make a world of difference at this level. Fucking kobolds.
Alright, we didn't get as far as I hoped last night, but I'm still free today.
All players please tell me if/when you'll be available today. I really want to get through this adventure.
>>118639Isla takes out a javelin from her sack, aiming at one of the unknown combatants, hoping to at least do some damage after rushing to her current position.
[1d20+2 = 7]<Ranged Attack Roll/Javelin
>>118645The javelin embeds itself in the mine wall.
The creature responds with a shot of its own.
And hits.
Isla takes a crossbow bolt and takes 4 damage
Kiara's turn.
She's retreated to the doorway. Is she still aiming the lamp inside?
>>118647Sets the lamp down facing the kobold table.
Steps
outside the doorframe, so she has full cover.
"Fall back you knobs, you're gonna get turned into cheese!"
IF she has available action, she's gonna start playing an invigorating tune - Inspire Courage
>>118648Kiara uses her special ability:
Inspire Courage!All allied combatants receive a +1 morale bonus on attack and damage rolls, and a +1 bonus to saves vs charms and fear.
An enemy takes a full-round action to shoot the unattended lamp.
.... and crit fails, the lamp somehow seeming brighter, and the creauture letting out a frustrated yap as it fiddles with its unloaded crossbow.
[1d4 = 3]>>118650Lucy casts Cause fear on the kobold that shot her
>>118651Is that a 1d100 roll? (i can't tell on this computer)
>>118652It's not. Seems to be a 1d4
>>1186521d4 rounds, so its afraid for 3 rounds
[1d100 = 81]>>118653>>118651Okay rolling for spell failure, because deafness
>>118656The creature fails its save and is now frightened.
However, since it has nowhere to flee, it fights.
and misses.
Rhyd's turn
Rhyd is't here, so we'l have to pause for a bit.
Arrows are a good choice when you don't know what's going on!
Shoot the enemies!
[1d20+8 = 15]
>>118660That darn table.
Miss.
Return fire
Return shot also misses.
sorry, now it was me who was distracted>"Orange? We no have orange.">"No klan. Stranger!">"Leader say hold line!">"Fire!"
>>118661Isla decides that her attempts to rush down her opponents is not going so well, moving to the nearest table, flipping it over and hiding behind it to provide partial cover from all the pesky arrows that keep hitting her mark, grunting along the way as a full round action.
(My luck is not on my side. Bloody 'ell.)
>>118662Alright, that no roll is necessary for that.
Isla wises up and flips the southeast table, turning it into an improvised cover panel."
Her peculiar stance makes her seam almost invisible as she moves, before she disappears behind the flipped table.
>"[Konfused Kobold noises]She is now prone, experiencing all of
The kobold who Lucy frightened with her spell reloads his krossbow and fires.
It hits.
Lucy takes 2 damage.
>>118665Maintain song
and cover
>>118666She'd have to move at least 5 feet back for that, since the northwest table has a direct line of fire with the doorway.
I'm gonna assume she does.
A kreature fires at Lucy.
And makes a kritikal hit, but doesn't konfirm.
The Witch takes 2 damage, and is now at one (1!) HP.
A ghost of her ancestor warns her that it may be time to run for cover and maybe try to use her unlimited self-healing ability.
>>118667Lucy uses ray of enfeeblement on the kobold that just shot her
>>118670>wasting more precious spell slots when ur at 1 hp and in direct line of fireNigger, what did I just say?
>>118669>>118671>1 hpOOF
Lucy takes cover behind the table isla flipped over
>>118672That's a move action.
Would you like to heal yourself with your unlimited negative energy, with your standard action?
>>118676As lucy puts her hand to her breast, her otherworldly power repairs her body. Crossbow bolts push themselves out of her flesh, and her wounds close.
Another
Also, I should've said this earlier, but Isla would've had to drop her torch to flip that table without provoking any actions from the enemies.
Lucy can still hold onto her lamp though.
Another kreature shoots at Rhyd, who is the only combatant in the room without cover.
A bolt that would've gone for Rhyd's heart is just barely blocked by his armor.
His turn.
>>118678The kobolds ducks for cover as well, casting guidance on himself.
>>118679Alright.
Due to his size and slight build, Rhyd can use the table as cover without falling prone.
>"Shoot life elf!">"No krossbow.">"Manstink!">"No klan!"The last kobold holds back its initiative, in a readied action.
>>118681Now that Isla is finally away from constant bolt fire, picks up her torch while prone if possible and waits in her position.
"These lads are impenetrable," she says
>>118682>"Manstink!">"Wimps!">"Kowards!">"Kobold masterrace!"The creatures shout various insults in their dog-like language.
Another creature readies an action, holding back its initiative.
Kiara's turn.
Alright, Kiara's back, but we lost Rhyd.
I'm gonna pause, probably for the night.
>>118683I recognize that shitposting type
"Yououghta"
"Canyoubemoreofaknob?"
"AFUCKINGHUMAN"
"Thisjokeisold,letsgobacktothebar"
Sorry
>>118686>"Dat knome?!">"Worse than man!">"Dirty knome!">"Leader say krush da knomes!"
>>118687"..."
"..."
"AFUCKING...wtfarethose?Theylooklikelizards,butIdon'tknow,Isupposetheycouldbekoboldsbuttheirmarkingsare..."
"Shutup.Pleaseexcuseus."
>>118688>"Redhat bad!">"Stinky knome!">"Knome weak! Leader strong!">"No knomes in klan kavern!"
Kiara, frustrated, wounded, demoralized, and a bunch of other adjectives cries "You blazing pile of orc-trash, fall back!"
Konsidering the fakt that Rhyd neglected to add his racial bonus to his search chekk and might've aktually made that chekk if he were paying attention (which I may have noticed earlier if he made a mythweaver's sheet like I asked), I'm going to exploit this unexpekted standoff to give away a little bit of the meta knowledge I might have used to reward the party for noticing th trap and using stealth to sneak up on the kobolds.
The four(4) smol sniffling kloaked kreatures seem almost surprised to have lasted this long (no roll is necessary to sense this bit), their tiny noses poking out from behind their improvised kover, twitching and sniffling, not unlike rats. They yip and yap and bark at one another in their primitive drakonik dialect.
>"W-w-we hold the line! Kaptain right!"
>"Only four mans? Man-klan no storm us already?"
>"Diggermans gone. Maybe klan-mans have kold too?"
>"Diggermans dumb. Let stinky gobbo be kaptain."
The kreatures kakkle sadistically, chattering various spiteful and misanthropic insults in their squeeaky, high-pitched voices about ear-mans, food-mans, drink-mans, the redkap menace, and the "smelly" and "foolish" hoo-mans.
>"Hoo-mans so silly! Why gobbo lead diggermans if gobbo no man-klan?"
>"Gobbo koward. Make poor diggermans klamber around gobbo. No kunning like kaptain."
>"Mans is also STINKY!"
>"Mans stink. Spread manstink to kobold klan.." *kertchoo!*
>>118690The kruel and kowardly kreatures kakkle in response, reveling in their primitive and sadistic ways. Kiara kan't understand their language, but somehow she gets the message loud and klear...
>"Gonna kry?">"Gonna pee yer knickers?">"Maybe krap and kum?">"Stinky mans no kill kobold klan! Kobold squad hold the line!"I kouldn't resist.The kreatures all have their little krossbows kokked with readied actions. Their kowardice is klear even behind their hooded kloaks, but they don't seem nearly as desperate or frantik as they did when the party first entered the room.
>>118711Reminder that only Rhyd speaks the drakonik language (Lucy still hasn't posted languages though). If you want to exploit this info, you need to kommunikate in kharakter.
The Kaverns & Kobolds Klub will assemble again next weekend.
In the meantime, I'm going to deal with meatspace strife, and prepare some original content as my take on the consequences of these four (4) puny Kobolds managing to hold the party off for so long, while their komrades kontinue to expend the useful treasure in the dungeon to set more traps :3
>"Yes, I put all of my skill ranks into Knowledge (Dungeoneering), Profession (Miner), and Craft (Trapmaking).How could you tell?"
Sadly, it seems as though the next KKK meeting may have to be delayed, due to prior scheduling contraints of a key player that could not be avoided.
The adventure shall resume as soon as I'm able to organize everypony to play on the same day.
The next KKK meeting shall assemble Saturday of next week. All players please clear your schedules.
Unless there's a disaster, or we figure out how to play earlier.
>adventurers when the cavern starts speaking draconic
The next KKK meeting shall assemble on this board on Saturday at 10:30 AM (EST).
Unless I can get everypony online tomorrow?.
Be there or be square.
To remind our heroes where we left off:
Kiara is in the hallway beside the room, benefiting from total cover. She is currently using her only use of her Inspire Courage ability to buff the party; her buff provides +2 to attack and damage rolls, because i neglected to correct that she doesn't actually qualify for the feat that lets her do that at this level (to be fixed later, but okay for this encounter). She left her lantern on the northeast table.
She is wounded, and has called to her allies to fall back.
Isla is prone on the ground behind the southeast table that she just flipped over, rolling in some dirty food that was spilled all over the place. While prone, she benefits from near-complete cover. Though prone, I'll rule that this position doesn't
She is also wounded, has lost her javelin, and is perhaps currently regretting her decision to not own a crossbow...
Lucy decided to imitate Isla, and is spooning her. She has used up 3 spell slots today, and might have to go melee for the rest of the adventure, since she also doesn't own a crossbow.
She has been wounded twice, but has been able to heal her body with her unlimited pool of negative energy. Fucking immortal witch.. She is still deafened as a result of the thunderstone trap though.
Rhyd subsequently joined the pile. Due to his smol size and Slight Build trait (making him count as tiny whenever favorable) he can use the table as total cover if he crouches, and one half cover standing. He may have trouble shooting from this position though.
He is also the only character who would have recognized that these 4 smol creatures shooting at the party are kobolds, being the only character fluent in their draconic language. They've noticed his orange color in the dim light and have determined that he is in fact not one of their clan. They didn't shoot at him on the surprise round, but I wouldn't count on that now..
If he wants to communicate any of this knowledge to the rest of the party, he can attempt to speak over Kiara's violin music during any creatures turn as a free action.
The 4 kobold's have held back their initiatives and prepared readied actions, crossbows loaded and ready.
It is Isla's initiative.
There may be some delays, due to unexpected blips in a certain player's schedule...
It looks like we might have to cancel... I can't DM this dungeon with only 3 active players (it's more dangerous than it looks), and only 1 has shown up thus far (the one I considered to be most likely to sleep through it; thank you for exceeding my expectations).
One player has announced that he is being dragged off against his will to do random bullshit later today, and two other players have not responded to repeated pinging...
Maybe we could've crammed a couple hours in if everyone were present, but it looks like we're not doing it after all.
Let's try to aim for:
10:30 EST TOMORROW
This time
Please be sure to inform any and all parties who may interfere of your scheduled plans.
I am disappointed...
>>119692Okay, scratch that. A party member has church at that time.
We'll meet whenever I can get everypony together.
Newsflash, another delay, and possible cancellation...
One of the players has been dragged out to do random bullshit again; and another player has evidently become depressed by unrelated drama, because said player abruptly signed off and has not responded yet...
Why would anyone involve themselves in crap that makes them so unhappy, in their free time?
>>119904
Kiara innocently continues playing her viola, pretending to not have heard anything amiss.
>>119916All I am saying is don't start shit by badmouthing me like in
>>119875
>>119917I'm not even going to bother unhiding that.
Go away.
Hopefully, we can play as soon as our last player gets back, if they do.
Sorry we couldn't have a game-day today, but maybe we can get through this encounter tonight.
Let's try to plan ahead a bit better in the future.
Oh, nevermind... That player has been dragged off yet again..
Well, this weekend has been a letdown, but it couldn't be helped.
I'm free to play whenever the group is ready, although I'd need to push aside college stuff to make it work during the week, which means I need a schedule. Everyone remember to DM me when you're available.
Aright, it looks like once again we have players busy with unexpected shit today. Shit happens; it can't be helped.
Seeing how this is a one-shot, I can delay it for as long as it takes to get to the one day where we can finally finish it. It was only supposed to take one day to begin with, but lasted longer because I spent way too long typing and retyping the intro.
I'm sure one of these days we'll get together so y'all can finally conquer this dungeon, but for now it looks like we'll have to leave it at this stalemate (with the kobolds winning, lol). Until that fateful day, I guess I could try to prepare some original content, for the lot of you to enjoy.
I've got a lot of important stuff this week, but i'd push it all aside if I can be certain that all four could be available on any day of the week (Tuesdays and Thursdays are hard though).
Until next week, klansmen.
>>119926I'll keep an eye out, it'll happen eventually
It also seems as though a player i busy next week, o the KKK may not meet again for a while, unless we miraculously manage to play this week.
I'm busy all wee, but technically free on Wednesday, Friday, and evenings.
pic unrelated
Ah, here's a related one:
I technically have the day off, but I have to study a lot.
On the slim plausibility that y'all have a couple free hours, I'm down to finish this one encounter. Ping me if you find the time.
Alright, there has been a change of plans. We'll be continuing the thread, but sadly, one of our players is unable to play.. On the bright side, another player has agreed to play, so I've got the right number of players to not-TPK the party so easily.
We'll continue where we left off.
All present players please post to show me you're ready.
>>119958I am here and ready to slay any and all kobolds
*Viola playing intensifies*
We're waiting on two players.
It's Isla's initiative though, so she may attempt an action.
She's prone, a couple squares away from the door, which is open.
>>119961Isla decides to pull the table back, trying to move her cover back to the door the party entered the room, hoping the other two follow)
(Bloody Tartarus.)
Note: I want to keep the other two covered characters as she pulls the table back to the entrance. No leaving them coverless.
>>119962She would have to forfeit cover and stand up to move the table.
She could crawl to the door at half her speed, if she wants to, she gains partial concealment while doing so.
Note that the table is big enough and positioned so it provides partial cover to anyone crawling out of the room.
>>119963>>119964Ah, that's good to know.
If that's the case, Isla simply crawls out of the room.
>>119965Alright, I'm going to treat that as a Withdraw, full-round action.
A crossbow bolt wizzes over her head as she leaves.
Kiara's turn.
>>119959*attacks random tree in the mountains that resembles a kobold*
>>119967Yeeck, the random
murder hobo wandering warrior makes his way across the mountains.
roll survival
>>119966Kiara continues the onslaught of musics
>>119969Kiara continues playing her viola in the hallway
>"Man no fight?">"Dat music?">"Why play music nao?">"silly mans">>119970Yeeck notices a familiar set of footprints on the path pointing up the mountain.
Lucy's turn
>>119970Would he like to follow them?
>>119972She crawls out after isla.
>>119972"A KOBOLD!"
*begins running after the tracks*
>>119973With a full round action, the fledgling necromancer retreats from the room, crawling on her hands and knees.
She narrowly avoids stepping on the caltrops and broken glass that litter the room.
Rhyd follows shortly after, receiving a similar treatment from the kobold firing squad.
>"manstinker!">"Traitor!">"Koward!">"Get bullied, loner!"Two crossbow bolts fly past his head, to no avail.
All PCs have made it to the hallway.
What do you do?
>>119976First of all, Isla closes the door when all the party present is out of the room, wanting to avoid any more sneaky crossbow shots from behind.
Then she turns to the party, panting slightly.
"Damn traps..."
The Mess Hall goes dark as two of the cloaked figures succeed in shooting out Kiara's lantern and Lucy's lamp, which they sadly forgot to take with them as they left the room.
>>119976Kiara visibly relaxes once and stops playing once the others have made it back into the room
>>119978A pity that's not where I said she would set it, but w/e
>>119979Tossing her viola in no particular direction, she draws an arrow and nocks it.
>>119977Lucy Sighs
"I Think we're gonna need to head back to town."
>>119977As she closes the door, she hears sniffing and exasperated cheering.
>"Viktory!">"Enemy repelled!">"Kaptain give medals for valor.">"Kobold masterrace!"The four figures rejoice, surprised to have made it this far.
>>119979They are in the hallway, atm.
They may now discuss what to do next, although Lucy will need a bit of extra instruction since she's still deaf for the time being.
>>119979She put it on the table, iirc.
>>119974Roll another survival check
>>119981She pants slightly.
"Aye... We're not cut out fae this."
>>119980>>119979Isla looks at Kiara's actions intently.
>>119982She sighs.
"Damn things..."
>>119984"These creatures are craftier than I expected. They won't catch ME unaware again,...."
Everyone feel free to keep talking. I'm going to take 10 minutes to eat a sandwich.
>>119984"Maybe we can find someone else to help us there?"
>>119987"Stand clear of the door. I've got an idea." Once everyone is clear of the line of sight of the door, Kiara stands to the side of the door (should have total cover) and reopens the door. She pulls one of her spare oil flasks out, un-stoppers it, spends a round preparing it with a fuse.
>>119989Isla does as instructed, walking directly away from the door by 10 feet, watching with interest.
>>119989Lucy Moves back and then whispers
"What is that?"
>>119991"These little faggots aren't the only ones who play dirty," Kiara says, holding up a tindertwig (match)
>>119988Yeeck successfully follows the trail up the mountain.
It gets colder as he climbs, and he notices several other sets of footprints appearing in the frost.
Meanwhile, in the kavern, the PCs may be startled to hear a subtle whoosh as pic related manifests behind them.
>>119994*Holds my hammer high* I HUNT!
>>119995Isla jumps as she sees the spider thing.
"Oh fer crying out loud."
How close behind them is this thing?
Sorry, rolling dice
The giant blue Nope lunges out and grabs Rhyd with its jaws, in a fearsome swoop that would have hit even if he were not flat footed. The beast vanishes as quickly as it came, it's earie blue body dissolving into ethereal mist, taking Rhyd with it...
And just like that, he's gone.
No initiative. The surprise round ended as soon as it began.
>>119997Right behind them. The motherfucker jaunted in as a free action, grappled, and left as a move action. Rhyd is nowhere to be seen.
Also, check'em
>>119998Kiara blinks a few times and returns to preparing her molotov coctail.
You know where I'm going with this right? Once its ready, she'll use the tindertwig to light the fuse and throw it at the kobold's overturned table.
>>119998>>119999Isla blinks profusely as a shiver crawls up her spine.
"Oh."
Checked.
>>120000Supposing that Kiara was not distracted by the giant spider that just took one of her allies out of the blue, she could hear some scurrying, as the kobolds push tables around, put away the damaged lamp and reset caltrops, before they suddenly become silent once more.
>>119998Lucy stands there jaw slightly agape
"D-Do we go after it? To save the Little guy?"
>>119996Yeeck's kobold-murdering endeavor leads him to the front of an open mineshaft in the mountain.
A cool breeze drifts down from the towering peaks of the Serpentcoil Mountains as you behold the entrance to the caverns. The frost-rimed ground is littered with tools, picks and shovels, some of which protrude from soft banks of snow. A single darkened shaft leads into the depths of the mine ahead. The dirt path beneath its wooden support structure is covered with stone debris, a few pieces of which occasionally glint with the slightest hint of ore. No light issues forth from the tunnel. Burnt-out torches are strewn across the floor, their brackets torn from the shaft walls. Behind you, the worn road leads back through the crags to the valley below. Aside from the quiet whistling of the wind, complete silence fills the small clearing within the mountains.The tunnel is 15 feet wide and 10 feet tall.
It is entirely unlit.
>>120003Isla grabs Lucy's shoulder and shakes her head.
"That thing will probably kill us all if we tried, lass."
She turns her neck to Kiara's attempts at anti-lizard arson.
>>120003She's free to try, if she can figure out wtf even happened.
As of now, the party is down to 3. They will be outnumbered by even the smallest encounter they've faced thus far.
Oh, and i guess anyone with ranks in the skills can roll knowledge (arcana) or knowledge (the planes), to understand wtf they just saw.
>>120004*darkvision bitch*
Kobold Slayer marches in shield and hook hammer drawn ready to slay kobolds*
[1d20+6 = 24]>>120006Rolling knowledge arcana
>>120007The brave gnomish warrior marches into the dark, down a 120 ft tunnel, littered with smashed lamps and broken pickaxes.
Eventually, it opens up to a 25 by 25 foot room described in
>>118522
>>120010Kiara peeks into the room. What does she see?
>>120010I yell out banging my hammer on my shield
"KOBOLDS COME OUT TO PLAYYYYY!"
>>120008With a check like that Lucy may have once heard of an infamous magical creature called a "phase spider", known for its teleportation ablities.
>>120011The little shits worked quickly.
Roll a strength check.
>>120012Roll a listen check.
>>120013Have i heard anything about it specifically?
>>120015Rolling to assist Kiara.
[1d20+2 = 9]
>>120014Yeah, you know of its teleportation abilities, supposedly possessing the power to travel between spaces, but you'd need a higher check to know specifics.
>>120015The door doesn't budge
>>120017Almost got it
>>120017>>120011"I Think our little friend is gone for good. that was a Phase spider."
>>120019Isla groans slightly as the door doesn't seem to budge.
"I figured from how easy it ate him, now could you help with this door? These little lizard things blocked it with stuff."
>>120019"F. Can you help us with this door?"
>>120016You year a subtle draconic screech to the west, before silence.
Lucy, Isla and Kiara are entitled to Listen checks
>>120023Where does that +3 come from?
[1d20 = 13]>>120021"Sure."
>>120022*runs to the west screaming like a madman*
>>120023Sorry, I haven't had any caffine today...
Kiara hears shouting to the east of the tunnel.
>>120025Nevermind, i forgot you're still deaf.
[1d20 = 20]>>120022Listen
>>120028Lucy notices a sharp ringing in her ears, but she's still deaf for now.
She does see a smol armored figure charging towards her from the east though.
>>120029>>120020Lucy grabs isla by the shoulder and points at the figure
>>120026Yeeck sees 3 figures in the tunnel.
Tall, visibly humanoid, armed, and maybe female?
>>120030>>120029>>120031Isla turns around, trying to see what's coming towards them.
(What is she on about?)
>>120032A smol figure in leather armor charges forward with a pickaxe.
>>120031I run up to them and look them up and down
"You're not kobolds, have you seen any kobolds?"
>>120034"A gnome? Greetings!" Kiara says in gnomish.
>>120034>>120032Lucy gets behind isla
>>120033>>120034>>120036Isla points to the door behind her, making sure to cover Lucy in case things get hectic.
"There are some behind this door, lad. Four o them, in fact."
She glances at the door.
"Door's stuck, though."
>>120035"I am a gnome and you are not a kobold"
>>120036*glances over at the hiding girl*
>>120037*pulls out a crowbar*
"Not for long"
>>120038Roll a str check.
Anyone interested can roll to aid.
>>120039>>120038Isla nods, before helping the gnome.
[1d20+2 = 13]
[1d20+1 = 14]>>120039>>120040Rolling to assist
>>120040Fail
I'm going to assume you guys are going to take 20 on this.
After a minute or two of pushing, a wooden bar snaps, and the PCs successfully push through the barricade behind the sealed door.
[1d20+1 = 12]>>120042Also assisting
>>120044I kick the door the rest of the way open and throw a torch in
"WAKE UP YOU LITTLE SHITS IM HERE TO SLAY YOU"
The room appears as described in
>>118614 >>118601 , except that the tables are all over the place
>>120046He is greeted with silence.
>>120046Isla jumps in surprise.
"Watch your step, lad! They have marbles and caltrops on the floor!"
Nothing greets Yeeck as he enters the room.
I need to know who enters and in what order.
>>120048"Good point" I say before I chuck a container of oil in after my lit torch
>>120049Isla definitely doesn't enter the room this time, deciding to ready her sling and taking cover behind a wall, awaiting the moment a kobold tries to jump Yeeck with a crossbow bolt.
[1d20+3 = 14]>>120048Kiara throws her molotov at the furthest overturned table
>>120050Did you just set the room on fire?
The oils splatters all over the stone floor, setting the place on fire.
>>120052She'd need to enter the room to do that.
>>120051Lucy is still hiding behind isla
>>120054yes. yes i did.
"Kobolds receive no quarter" I say as I draw my crossbow
[1d20+3 = 23]>>120054The room is 25x25. Alchemists fire (which governs oil flasks as splash weapons) has a range increment of 10'. That means an 11 (-2 because of the range) lands.
>>120056Nothing responds.
The grease-fire makes an awful smell as it burns, mixing with some soup that's been spilled all over the stone floor.
>>120061Too bad that was an unintended reroll.
My point stands though
[1d20 = 20]>>120060>>120060I slowly and carefully walk into the room, avoid possible caltropes and marbles
>>120059I'm going to let you do it just because it's a 20.
She hits the table on the far side of the room.
estimates table hardnessIt takes fire damage, and begins to burn.
>>120064With her next available action, Kiara re-nocks her bow, and readies an attack.
>>120063He successfully steps around the caltrops, indicating experience in dealing with kobolds.
I'm going to have you roll a reflex save to avoid catching fire though.
>>120066Fair enough, I suppose.
[1d20+6 = 22]
>>120067I don't recall you entering the room, but that would have been enough to walk through the greasefire without your pants lighting up.
Nothing responds.
So far, no kobolds have shown themselves.
PCs are free to explore the room, if they wish. There's caltrops everywhere and a greasfire in the middle of the room though.
[1d20 = 12]>>120066I try to avoid the fire as I look around for kobolds
"I was told there were kobolds here"
[1d20+2 = 11]>>120069Search check
>>120070That ceck probably wouldn't have succeeded with the kobold's monstrous hide bonuses, but Yeeck feels that if there were kobolds in this room, they probably would have attacked him by now.
>>120071She doesn't see very much interesting besides a pot of foul-smelling soup beside a dimly lit fireplace.
Also, there's a door to the north, if I didn't make that clear earlier.
[1d20+3 = 19]>>120071Rolling to assist.
>>120073Is her lantern still there? Its all metal, so even if shot and disrupted, it should still be serviceable
[1d20 = 19]>>120074>>120073I turn and point at the big tiddie goth girl
"why are you hiding, make with the kobold slaying, don't look at me in that tone of voice"
>>120076Nope, apparently the lizzers took it with them wherever they scurried off to.
Isla's javelin is gone too.
Further inspection reveals that there's nothing in this room besides half-eaten food, caltrops, broken crossbow bolts, and a pot of soup.
The table is still on fire, and continues to burn.
The greasefire dies down overtime, but still smolders on the stone floor.
[1d20 = 5]>>120080the fire isn't a kobold so I let it do it's thing as I walk to the door to the north
[1d20+3 = 16]>>120080rolling search to find any foot prints
>>120082What was that roll for?
The door is locked.
>>120083All over the place. Apparently there were a lot of them here at some point.
[1d20 = 15]>>120084I pull my crowbar out again and star beating the door with it
"Open this door you overgrown salamanders I'm gonna cut your dicks off!"
>>120084"More than three have been here."
>>120085Success, he breaks halfway through the door.
Whatever is behind it remains silent.
Roll again to finish the door.
[1d20 = 16]>>120088I put my crowbar away and pull out my crossbow, before I go to kick it in the rest of the way
>>120090What's left of the door is kicked to the side easily.
A draconic voice barks something:
>"Company, fire!"What's your flat-footed AC?
>>120068Shit, you're right.
>>120069Isla walks carefully along the edges of the room, trying to follow the others, standing next to the door's wall with a bullet on her sling, ready to fire at anything she can see.
[1d20 = 5]>>120091it's 14
>>120093Yeeck is greeted by a volley of crossbow bolts.
He takes two, then 2, then 6, then 6 points of damage, drops, and is now at -1 damage.
He is now
dying.
Alright, surprise round over, now everyone roll initiative, except for Yeeck who is unconscious.
Anybody around can attempt to stabilize him.
>>120095*screams in unconscious*
Sorry yeek...
You've got at least 9 rounds before you're actually dead though.
Also, to anyone who saw, which is everyone, there's a lot more kobolds in the next room than there were in this one.
6 crossbow bolts flew past Yeeck before the last one dropped him.
>>120095[1d20+5 = 11]<Initiative
Meanwhile, the table continues to burn.
I still need Kiara's initiative
Okay, got it written down.
Scurrying emanates from the next room, as the kobolds try to make the best of their homefield advantage, holding back their initiative with readied actions.
Kiara's turn. It's a low-light environment, but the burning table makes it easy to see within this room.
Alright, I'm going to steer kiara out of the way of immediate harm and keep her arrow knocked.
No kobold responds, evidently waiting for PCs to get closer so that they can snipe them.
Camping little shits...
Lucy's turn.
*continues bleeding out*
x.x
>>120105Lucy summons a skeleton and commands him to Drag yeecks back into the room
>>120107*is skele dragged*
>>120107As the skeleton appears, 5 creatures fire at it, 2 of which bounce off of its body, unable to penetrate its damage reduction.
Where does he drag him? One side of the room has a burning table. The middle of the room has an active greasefire.
I'll allow the skeleton to drag the gnome 30 feet.
Actually, I'm just going to assume its the northwest corner.
Isla's turn. She may cross the room to stabilize Yeeck, if she wishes.
>>120109He drags him right next to lucy
>>120111Lucy is still outside the room.
Sure, I'll let him go there. I'm not even going to bother with the logistics of avoiding the greasefire.
>>120110Shaking her head at the possibility of getting shot yet again, she simply readies her sling in case a kobold tries to enter the room.
(This place is too hard to pierce.)
>>120114Whatever's in the room evidently doesn't want to come out.
All remaining creatures within the room prepare readied actions, whispered barks emanate from the dark room.
The table continues to burn, and is beginning to smoke up the place.
>>120113Roll fortitude
[1d20 = 11]>>120115*twitches*
[1d100 = 1]>>120117*cough*
x.x
>>120118You are so lucky stabilization rolls don't crit..
Yeeck takes one point of damage, and is now at -2 HP as she bleeds from his multiple crossbow wounds.
Everything in the room that had higher initiative than Kiara prepares a readied action.
I put her at the southeast corner, so I'm going to have her roll to stabilize Yeeck
Kiara fails miserably to stabilize Yeeck, and he continues to bleed out, squirting blood all over the place.
Another creature shuffles about, in the room as it prepares a readied action, plausibly loading a weapon, or putting it's claw on the trigger to a trap.
[1d20 = 5]>>120121Lucy moves over to yeeck to try and help him
Heal check
>>120122Fail.
Yeeck's blood squirts all over her already-dirty clothes.
[1d100 = 93]
x.x
*spurt spurt*
>>120125With a sigh, she abandons her overwatch, deciding to give stabilizing the gnome a shot.
[1d20+3 = 4]
[1d100 = 43]>>120130Whups
>>120129Fail.
The creatures in the room shuffle about as they plan their next move, at a tone and distance that only a high-DC listen check could make out.
Everything in the room prepares a readied action.
The fire spreads across the table, and it begins to crumble.
I'm gonna roll to see if Yeeck stabilizes on his own.
[1d100 = 32]>>120131Yeeck is now at -3 HP, and still dying.
Some blood squirts on Isla, to her dismay.
Since everything is readying an action, I'm going to let all of you roll 1d20+Wis. I'll use the highest roll as the primary skill check, and every check above 10 after that as an aid roll.
>>120133Fair enough.
[1d20+3 = 21]<Heal
>>120134Success.
Isla stabilizes the strange gnome. He is now stable, and unconscious at -2 HP.
The burning table crumbles, filling up the room with smoke.
Everyone roll a fortitude save.
[1d20 = 7]
x.x
*dreams of killing kobolds*
>>120137[1d20+2 = 12]<Fort saveIsla huffs in frustration.
(This place is a deathtrap.)
>>120138As the gnome begins to breath again, he begins to choke.
In fact, everybody at the entrance of the room begins to choke as the burning table crumbles.
>>120139Theres not that much smoke, and your at the entrance of the room, so I'll let that one pass.
Kiara leaves the room, getting away from the smoke.
>>120141Lucy reaches into her backpack and pulls out a potion, she brings it to yeecks lips and tilts his head back to make him drink it.
its a cure light wounds potion
>>120142I told you Lesser Vigor was better...
Roll 1d8+1 to see how much HP he heals.
The kobolds continue to chatter from their improvised camp, plotting their next course of action.
Barking, yapping, and a suspicious growling emanates from the far room, but PCs are too far away to hear unless they roll god-tier listen checks.
Fuck it. I'm just ruling that Cure Light Wounds potions don't exist in my setting, and there's no reason why Lucy would carry one, since it's poison for her.
Yeeck takes a potion of lesser vigor, and stabilizes immediately, and then recovers 11 HP over the course of 11 rounds.
>>120145Oops...
Lets go with the lesser vigor, since that's the more favorable outcome.
The vigor potion puts Gnome at 9 HP, awake.
Smoke has filled the room.
The smoke is slightly oppressive, but not thick enough to be a hazard to anyone outside the room on either side.
>>120141*I shoot up and look around, seeing lucy I smile and pat her on the head*
"Thank you, now I can kill more kobolds"
I move to the exit without standing too high to avoid being a target*
>>120149Isla gets out of the smoke filled room from the door Kiara left through, not wanting to die needlessly for a bunch of lizards.
>>120150You're already at the southeast exist.
>>120150>>120151Lucy follows behind them.
>>120152then I guess it wont take long will it
I make sure the girls all get out ok, counting
>>120154The gnome, in his kobold-slaying experience, knows that taking on this many kobolds at once is inadvisable when they have the home-field advantage
Like a gentleman, he escorts the ladies back to the lobby room.
Meanhile, on another plane...
Nothing of interest happens on the way to the lobby room.
Everyone is wounded, except for Lucy.
t looks like I've once again failed to finish this adventure in one afternoon, like I planned to...
I'm going to have to stop for now. Hopefully we can finish the module this evening, when Kiara's player gets back.
I pause for a moment to listen for enemies and then turn to ask everyone for a rest so we can heal up
>>120157>>120159Isla nods at the idea.
>>120159The kobolds get cocky and chatter loudly to eachother as the PCs leave the room.
roll listen
>>120162Fail, but I'm gonna post this banter anyway.
>"Mans fall bakk! Kobold masterrace!">"Dat Redcap?! Kill now!">"We charge?">"Kaptain say hold the line tho">"Kaptain not here though..">"No kobolds stay in line!">"Mans kome back, we finish just like smelly redkap">"Smelly smoke.." *koughs*>"We leave, they kill us, kobolds hold the line."
>>120162I forgot that he has a racial bonus, so he hears it.
He also makes out a suspicious snarling coming from that room that makes him second-guess charging in blindly.
All of this is stuff he would have heard before retreating.
[1d20 = 3]>>120165I find the safest point of saftely and move myself and others towards the safe
>>120166There are no immediate threats available in the lobby room, although he can be sure that all of the kobolds in the kavern are working round the clock to make the PCs miserable in the next encounter.
I'm going to have to go eat soon.
[1d20 = 1]
I drape a blanket around lucy and lay out a bedroll for a nap
z.z
>>120168"Thanks. sorry you almost joined the dead."
>>120169"It's cool, I would just be among the legions of kobolds I've slain so I can kill them again"
>>120170"I Actually worship the raven queen."
>>120171I worship Baravar Cloakshadow, he'd let me kill kobolds til the world ends and the hells extinguish
>>120172"oh wow. tell me some more about that."
>>120173well oddly enough though I worship him, most every other gnome thinks im too wild to be a "true follower" see he's a god of illusion and deception and I kick in doors yelling 'I'm here to slay kobolds and eat slated pork, and im all out of pork' which they feel is in direct contradiction. however I've seen his miracles work before, I've been standing surrounded by fifty kobold all looking right at me and they saw nothing, though I am not a cleric, his blessings have still kept me alive that I might slay more kobold."
>>120174She looks impressed by his story.
"What Kind of Miracles have happened?"
he looks over at her and stretches
"Well lets see... this one time there was a bunch of kobold who had dammed a river so they could divert it into thier cave system, a nearby town was going to starve without it. I climbed the dam and set a fireball scroll, cost me every gold I had, while I was setting it a group of kobold walked right past me, they looked and one said "What a weird rock" before they walked on. when the dam blew every kobold was drowned."
"Then this one time I was in a cave system, I had nothing but my armor and a hat on when I walked into a cafeteria of kobold. I was about to draw my sword and star killing them off when one of them said, 'oh look a new guy, get ready for war' and went back to eating. I took the opportunity to walk straight up to the pot of soup and pour poison in and walked right back out. nothing short of a miracle"
It looks like Kiara's player is back.
Y'all can decide what you want to do next now.
>>120119Yeeck is a gurl?
>>120131It would take way longer for a table to burn to crumbling,...
>>120176"That's incredible. did they not attack you while you were walking out?"
>>120179"They thought I was a kobold"
>>120178I didn't really bother to calculate how many hit points the table had, but it took 11 rounds for Yeeck to get back to health.
>>12018111 rounds = just over a minute. Depending on the thickness of the wood, and being as though its not on a fire, the oil would go out before the table crumbled.
[11d6 = 39]>>120182Well, I'm going to list it as no longer burning then. It took 1d6 damage per round, so...
>>120183Which is more HP than most of the statted objects I have.
What do y'all do next?
There's a tunnel to the east, and then there's the tunnel y'all came from.
"Might as well go that way" Kiara offers, pointing east
>>120186Sorry
You came from the west tunnel.
You entered the mine through the South tunnel.
The east tunnel is unexplored.
>>120186I want to slay kobolds
>>120186>>120187Isla nods with a weary sigh.
"I hope there's no more lizard things."
I'm also going to need a marching order, regardless of which path you take, because reasons.
>>120190"The Teagans used to say that 'Hope is the first step toward... something bad. I don't remember how it exactly goes."
Just tell me who goes first, second... and third, and last..
>>120192And Kiara is NOT leading because apparently she left her lantern on the table instead of just inside the doorway like I specified.
>>120194She can fuel a torch with one of the several broken lamps littered about the floor.
>>120192"That's a nice metaphor."
>>120195I stand up and put away my bedroll and blanket
>>120195Are any of them serviceable? Kiara has 1 more flask of oil
>>120192She chuckles slightly as she rubs her temple.
"Fair enough."
>>120197She looks at the recently cured gnome warrior, unpacking his things.
"Aye, care tae go first, lad? I sure dun want tae steal yer kills against these kobold folk."
>>120198No, they've all been smashed, perhaps intentionally by creatures who knew that they had an advantage when fighting in the dark.
There's still oil in a few of them that could be poured onto a torch though.
Anctually, didn't you have Mending? You could try casting that, but all of the lamps in the mine have been broken.
There's also a few broken pickaxes if you want a club, or a torch.
>>120199I lift my hook hammer and tower shield
"sounds like a plan, keep the light on my back and out of my eyes, I have darkvision so you'll just blind me"
I've got Yeeck headed in first.
I need to know who's moving immediately after him though.
>>120201She gives him a thumbs up.
"Aye, I'll keep that in mind while I'm behind ye."
>>120200>mendingNope
>>120202Kiara will follow, arrow nocked
The eastern tunnel leads down a slope.
When the party is 40 feet down the slope leading from the lobby, the incline suddenly becomes much steeper. A soft blue luminescence glows in the distance farther down the ramp.
>>120206Well, do you proceed, or would you like to make some rolls?
>>120207Are you implying an absence of passive spot and listen checks?
>>120208In this case, yes.
I'm going to wait on Yeeck's player, since he's feeling sick.
Both Yeeck and Kiara need to make Reflex saves.
[1d20 = 15]
*march march march*
Lucy too, now that I look at it
>>120213Yeeck falls into a 20 foot hole as the ground crumbles beneath him.
>>120214Kiara narrowly avoids falling into the same hole, tumbling back with a backflip.
>>120216Down she goes.
>>120217Kiara readies to fire at anything coming from down the hall (ready attack)
[1d20 = 6]>>120217I grab lucy so she doesn't hit the ground
>>120217Isla readies her sling in case something comes.
>>120218Nothing comes up the tunnel.
She can roll a Bardic knowledge check rn, if she wants.
Yeeck takes 6 fall damage.
Lucy takes 7 damage.
>>120221Lucy is barely holding on to consciousness.
[1d20 = 17]
can I give lucy my healing potion??
>>120223You might want to save that for yourself, because...
>>120222You can heal yourself with your touch attack, as usual.
[1d20+1 = 16]>>120221*sigh* Since it pertains to something that might come to mind in context, sure. For future reference, since it might be contextual, you can just say 'roll check'. If its knowledge (meaning the character knows it) its obtuse to suggest rolling a check.
>>120225Kiara can tell that the trap has been freshly dug.
[1d20 = 7]
"Lucy get on my back" I say indicating
I pull out two daggers to climb the wall with
>>120229She holds on to yeeck
>>120227That was bardic knowledge?Search, to determine the constraints of the trap
Assuming PCs have some rope, or take a while to take 20 on their climb checks, they can eventually get themselves out of the pit.
Yeeck is at 3 HP.
>>120225It was originally supposed to be a craft (trapmaking) check, or profession (miner) check, but I figured Bardic knowledge counted. I picked this when I thought we'd have a kobold in the party, in which case it could have revealed a bit more about 'bold lore.
>>120229It takes him a few minutes, but he gets out.
Isla has some rope. I'm going to take the liberty of assuming she helps Lucy out.
The tunnel ahead opens up into a large cavern.
Would the PCs like to proceed?
>>120233Kiara has 50' of rope. What about the trap?
[1d20 = 17]>>120233yes I want to kill kobolds
And by the fact that the trap is freshly dug, Kiara can infer that kobolds have definitely been here..
>>120235What was that roll for?
>>120236OIC, n/m about the trap
>>120233I suppose.
Isla's current mood is wary, though. If this keeps up she's going to have lizard nightmares.
>>120239Good :3
Alright, Are we continuing with the previous marching order, or would y'all like to mix it up?
>>120240Keep current. Isla at the back.
>>120240Assuming no one died, yeah I'm planning on maintaining the marching order, arrow nocked
>>120240at the front so I can kill kobolds
I start smacking the ground in front of my with my tower shield so I can find potential traps
Yeeck is going to want to be cautious. He's at 3 HP, and any shot could kill him.
As for the cavern ahead:
This enormous cavern extends upward for at least 100 feet, climbing high into the bowels of the mountain. Glowing blue-green lichens creep across the rough walls and man-sized stalagmites protruding from the ground in this area, their faint light growing and then diminishing again every few seconds. The illumination occasionally highlights small flecks of silver, which glitter in the face of the great western wall of the cave. Several cables hang down from the edge of a wide hollow within that wall. The hollow penetrates deep into the west face of the cavern and begins about 20 feet above where you stand. The air here feels cool and damp.
Something like this
You've reached the main mine.
drinks my potion of healing
>>120247Do you do that before, or after you enter the kavern?
Lesser vigor heals more hp, but takes longer to heal.
>>120244"We can assume that we don't have the element of surprise, and unless they have superior numbers, they're gonna wait for us."
Kiara says, maintaining a ready position, pointed toward their progressive front, but scanning as they go.
>>120249Good idea.
>"FIRE!"A voice barks in draconic, from above the party.
A few seconds after Isla enters the room, hail of crossbow bolts rains down on the party, from the upper ledge of the groto.
2 bolts fly past Yeech, and then another grazes him on the cheek, dealing 1 damage.
Kiara blocks one with her buckler, but then another hit her her the arm and deals 4 damage.
Lucy takes one hit, and then a confirmed crit that deals minimum damage, taking 4 damage total.
Isla takes 6 damage from a shot, and then another flies past her.
Surprise round over. Everyone roll initiative,
>>120251I seem to recall saying something about passive spot checks. Should I assume I failed?
>>120252yeah shouldn't we be doing spot checks for that? I almost died again
Kiara and Isla are both at 1 HP.
Yeeck is at 12
Lucky is at 4.
If they feel a bit overwhelmed, they might want to know that the giant stalagmites in the room could provide up to total cover from the direction where the arrows came from.
>>120252Yeah, the little motherfuckeers get +9 to Hide, plus cover. I rolled her check just out of courtesy.
Everyone roll initiative, so i can have it while we pause for homosexuality
I need Kiara's initiative
[1d20+7 = 23]
Rolling for Kiara
Got it written down.
Kiara goes first.
Se can run for cover as a move action, if she wishes. She'd still have time to take her potion, which she really, really, really might want to do soon..
>>120268Kiara identifies one of them and casts Daze
Desperate and frantic barking echoes from above, the several other voices bark in response.
>"Mans find; vllage come. Hold the line!">>120269She's too far away to target them with Daze.
In fact, she can't even see them past the ledge.
>>120270Actually, she can see them, barely. They're not in range for short-range spells though.
[1d20+3 = 7]>>120270e_e
Well gee, I guess I'll just hide. Oh wait, nevermind.
Kiara fires an arrow at one, assuming she can see any, since its obviously stacked against the party
>>120272Bla bla, go ahead and kill me. No tears were lost from this
farce game
>>120272I'm only going to ask this once.
Are you sure you want to do that?
Because what she can she is a lot of crossbows aimed at her from the ledge albeit, most of them aimed at the gnome.
[1d20 = 3]>>120275I use my turn to actually see what the fuck is going on
>>120274Apparently I was stuttering when I said "pause". Apparently I was stuttering again when I said "fire". IDGAF anymore, just go with it nigger
Okay, Kiara stays where she is and lops an arrow off.
>>120276You can see an indeterminate number of kobolds shouting angrily down at you from the cavertops.
Two of them shoot arrows down, focusing fire on the gnome, because that's what kobolds do.
They scream down at him in draconic
>"Dirty redkap! Die!">"Eat steel!"One bolt flies by him, the other bounces off of his shield.
>>120278Relax, you're not dead yet, but you might be if you don't take that potion and find cover before the lizzers drop the gnome.
Or you could keep shooting, it's an option. You have a pretty clean shot at the frontline.
>>120280Lucy heals herself.
>>120283She can still move during this turn. Would she like to?
>>120281What potion? I didn't get any. Quit metagaming my character.
[1d20 = 1]>>120279kobold arrows are pretty weak, they might do good against flesh but a bedroll is made of cotton and the tight weave should help slow the arrows down (google gambison), I hold my shield in the direction of the kobold and throw the bedroll over lucy. I then aim my crossbow up to the nearest one and fire
>>120284She trys to take cover.
>>120286It's not your initiative yet
>>120287Lucy finds a man-sized stalagmite to hide behind. Roll 1d8 to see how much you heal.
Isla's turn
>>120285Huh, it looks like you don't.
I could have sworn everyone had one.
Okay then, guard that last point.
>>120290Lucy heals herself completely, the bolts pushing themselves out of her flesh as her wounds close, fueled by the negative energy.
Friggin immortal witch.
Isla's turn
>>120291Isla jumps for cover to one of the stalagmites as she starts to swing her sling, firing at one of the kobolds.
[1d20+4 = 22]<Ranged attack rollShe breathes heavily.
(Come on...)
>>120292I'll let her run for cover as a move action, shoot her sling, and then take a 5 foot step to return to cover.
Hit.
Roll damage
>>120293[1d4+2 = 4]<Damage
>>120294oof
The kobold barks in pain as the stone projectile hits it straight on.
Another kobold drops it's weapon and goes prone, leaping to stabilize its dying comrade.
another follows suit, yapping frantically before another 'bold barks angrily at it.
Two more kobolds shoot down at Yeeck, failing to penetrate his armor.
Yeeck's turn.
I'll have Yeeck know that he may use his tower shield for cover, if he aims it upward diagonally.
There are also plenty of rocks and columns big enough to hide behind.
[1d20 = 19]>>120296>>120295I do the thing I said before
>>120297I'm going to assume your crossbow was pre-loaded
Looking at your dex, and racial bonus to killing kobolds.. it hits.
Roll to confirm threat, and roll damage too.
[1d20 = 13]>>120298literally no point to owning a crossbow that isn't loaded
[1d8+2 = 7]
shit wrong die
>>120300You don't apply dex to damage, but that shot still drops the kobold.
Pretty well too, you did more than twice its hp..
Another kobold drops prone in an attempt to stabilize its dying ally.
And then, a kobold points towards him menacingly, and a bolt of blue light flies past him, frost slicking the stone ground beside him.
Kiara's turn.
>>120302Kiara takes a move action to draw an arrow, and stabs herself in the throat
>>120303le sighKiara coup-de-grace's herself in despair, dealing 6 damage to herself. She fails her fortitude save and dies.
The kobold rejoice, the one who shot the ice-beam cackling evilly.
Being that Yeeck is now the only target without cover, two kobolds fire at him.
Ooooh, one misses, but the other confirms a critical hit, and deals 10 damage... He is now at one HP.
Lucy's turn
>>120306Lucy loads a sling.
Lucy takes a suitable-sized stone from the ground and loads her sling, as a full-round action.
Isla's turn.
Oh, yeah, Isla is at 2 HP now.
>>120309>>120308Isla reloads her sling with another bullet as a full round action.
>>120310Sling loaded.
Isla is at 3 HP now, as the vigor potion begins to reconstruct her body.
It was worth the investment.
Meanwhile the kobold rolls again to stabilize its ally.
Succeeding, it reloads its crossbow, with a relieved whimper.
The next isn't so lucky, clumsily fumbling with their only med pack. It whimpers desperately as its comrade bleeds out.
Another kobold takes a shot at Yeeck, its bolt bouncing harmlessly off of his shield.
Yeeck's turn. He's at one HP.
I got mixed up. Isla never took her potion.
A red kobold laughs sadistically, after seeing a PC drop. It cackles so loud it breaks out into a rather nasty coughing fit, followed by a sneeze.
Video related.
It looks rather worriedly at the two kobolds who dropped already though, rummaging through its bag and barking more orders at its allies.
[1d8+2 = 9]
I run for cover behind a stalagmite and wonder where it all went wrong
Seeing as how Yeeck's player
thought he had cover while he was attacking, I'm going to negate that last crit and pump his HP up to 8.
>>120314He succeeds.
A kobold assists its ally in stabilizing the downed comrade.
The red kobold snaps its claws and casts a spell.
... to no avail, seeing as how Lucy is already Deaf...
Two kobolds hold back readied actions, preparing to snipe the first PC to retreat from cover.
Lucy's turn.
She feels a strange ringing in her ears.
[1d20+2 = 11]>>120316Lucy throws a rock at the one that io giving orders
>>120317Alright.
Lucy uses her 5 foot step to retreat from cover, and hurls her sling as a standard action.
and misses
The two kobolds with readied actions fire back at her
And both miss
Lucy can use her remaining move action to return to cover
>>120319She returns to cover
>>120320Isla, now aware there's a vague branch of command, decides to focus her bullet throwing to the red lizard giving out orders, moving out of cover to hurl one at it and quickly returning to cover.
[1d20+4 = 10]<Ranged attack roll
>"Get bullied, stinkymans!"
>"No mess with kobold klan!"
>"Kobolds fight, and kobolds win!"
>"Kobold masterrace!"
Four of the remaining kobolds bark down, in draconic.
>>120322Luckily, the kobolds with readied actions all used up their action on Lucy.
Three more kobolds take aim. The next creature to retreat from cover may not be so lucky...
[1d10000 = 9697]
I set a nuke and take out all the kobold
>>120325It's your turn, but you forgot to put "nuke" in your inventory.
[1d10000 = 8256]>>120326I sit patiently and start praying to my god since leaving cover will kill me from the inifnite kobolds surrounding us in unfathable ways that must resemble an escher print
>>120327A decent course of action.
Another kobold lets out a frustrated bark and takes aim.
The red Kobold throws down a object into the middle of the room.
Magical (but not too magical) darkness fills the room, swallowing the torchlight.
all vision except for darkvision is obscured by the spell, meaning only Yeeck can see.
Several other kobolds forfeit their turns for readied actions, preparing to rain hell down on the next idiot who leaves cover.
A kobold laughs evilly in draconic
>"AHAHAHAHAHAA! Stinky mans no see with no light. Kobold masterrace!"
>>120330Lucy Draws her scythe
Then she Readies an action.
On second thought, it's midnight...
This encounter is one of the party's major hurdles. If you get past this one, the rest will be much more straightforward.
I have tomorrow off; could we push this off until tommorow? I know this was supposed to be a one-shot, but it seems as though it's going to take longer than I thought..
>>120331What action does she ready?
>>120332An attack.
>could we push this off until tommorow?Sure.
Alright, I'm going to cut it here.
Hopefully, we can finish this game tomorrow.
Then maybe I can have some time to figure out a new approach to encounter design, since this module was evidently a bit too gygaxian for some player's liking.. Also, it's taken way too long to finish..
We'll finish this game as soon as Lucy's player wakes up.
Okay, now we play as soon as another player gets back..
Now I'm second-guessing if we could finish this module tonight..
It's Isla's turn, when her player gets back
>>120338Isla puts her hat on the blunt end of her javelin, trying to lure out some shots from enemy kobolds by slowly moving it out of cover.
She uses her sense motive abilities to gauge if they're being fooled, as well as other possibly exploitable tidbits of the enemy.
[1d20+7 = 25]<Oh yeah, it's big brain time.
>>120339Ah, I see you have mastered the art of the 10-foot pole.
Isla finds that the lessons in Draconic that her parents made her sit through
Despite their evident advantage, the kobolds seem desperate. She hears once whimpering something along the lines of "mans kom to finish us off", before being silenced by a louder barking sound that orders him to fall back in line. Even in their strange dialect, Isla can make out feelings of fear, worry, and despair among the kobolds; the creatures making whimpers and whines not unlike cowering puppies.
By the sounds of it, one of them is clearly the leader, and that voice seems more desperate than any of the others. It orders its subordinates to "hold the line; buy klan time", in frantic barks.
Roll bluff to see how many kobolds shoot the hat.
>>120340Oh boy.
[1d20 = 12]<Bluff-u
>>120341Good enough.
Several kobold snipers shoot the hat as it pokes out, expending their readied actions.
Isla, however, cannot tell how many kobolds took the bait, due to the fact that her torch is no longer providing her with light in this magical darkess.
Yeecks turn.
He was able to witness several kobolds shooting through the hat.
The darkness does not obscure his darkvision, it being a technique used to kill creatures who could not kill in the dark.
He can see the darkness grow thicker around a small object on the ground, within move-action distance. He may move while readying his tower shield for cover, if he wishes.
>>120342* could not see in the dark
>>120340>Isla finds that the lessons in Draconic that her parents made her sit through*weren't so useless after all
[1d10000 = 2754]>>120342I scurry for the object with my sheild as cover
>>120345It's a small stone object, unappealing other than the smol skull carved into it.
[1d20 = 17]>>120346roll for insight?
>>120347As he wraps his fingers around it, he sees the torchlight return around him. He can intuit that the spell can be suppressed if the object is stowed away.
A smol "reeeeee" emanates from the caverntop.
None of the earlier archers attack him, evidently having forfeited their turns trying to shoot Isla's hat.
Another creature readies an action.
Another creature barks an incoherent draconic phrase, punctuated by an echoing "SNAP">
Isla takes 1 sonic damage, and is now staggered. She needs to make a Fortitude Save.
Two more creatures ready actions.
It's Lucy's turn. She can see again.
>>120349Lucy loads her sling again.
>>120350Good idea.
Isla's turn.
She needs to roll a fortitude save, and is currently Staggered (0 HP)
>>120351[1d20+2 = 17]<Oh boy. I feel faint from all the previous good rolls. Going to SLUMBER
>>120352Isla avoids being deafened by the sonic attack.
More creatures ready actions.
It is Yeeck's turn
[1d20 = 15]>>120354I pocket the stone and retreat to safety with lucy
>>120355Yeeck finds plenty of cover behind the stone pillar next to lucy
More creatures ready actions, and i need to step out for 20-30 minutes (sorry)
Back
One of the kobolds shouts a strange draconic slur as it casts a spell. A bolt of light flies down from the ledge and Strikes Isla, dealing 2 Force damage.
She is at -1 HP and unconscious. The potion she took automatically stabilizes her, and continues to heal her even when at negative HP.
All remaining archers ready shots, ready to attack the next creature who forfeits cover.
Well, shit.
It seems as though Isla never posted on the thread that she was about to drink her potion.
She said so elsewhere though, so I'll have her do it.
I'm going to skip over Lucy, because of the 3 minute rule, and the fact that there's little she can do RN without facing a firing squad.
The remaining creatures on the ledge are in position to take their turns at a predetermined opportunity.
Yeeck's turn.
[1d20 = 6]
I grab lucy and drag her under my shield as I walk towards the forward exit, my shield covering us both from the kobold
>>120360Lucy is conscious and at full HP. He'd have to grapple her if he wants to drag her.
Your shield isn't exactly big enough to cover you both, but Lucy's position provides her with full cover.
[1d20 = 11]>>120361I'm taking her by the hand like a gentleman who wants that good cush, plus I'm using my bed roll as a makeshift gambison to help cover
Point being, you can't take someone else's turn for them.
You may attempt to communicate that to Lucy (she is currently Deaf), for her to act on her turn.
>>120362Are you going to try to tell her what you're doing, or are you just grabbing her?
Just FYI, she can kill you with one touch, so think wisely.
Lucy? You get an AoO, but you can use that action to refuse.
>>120364Lucy Goes with yeeck
>>120362>>120365Normally, I'd make Yeeck roll bluff to communicate a joint action, but I don't feel like it rn.
Yeeck and Lucy may move together on Lucy's turn.
Yeeck's tower shield is small sized and cannot accommodate cover a medium sized creature from attacks raining from above.
The bedroll... I'm going to consider that partial soft cover.. It's not exactly a shield.
The far tunnel is at a distance that would take Lucy two move actions, or Yeeck 3 move actions to traverse.
A kobold barks an order, and both Yeeck and Lucy can see all the remaining archers pointed
directly at them.
Another bolt of light zooms down past the cover, and strikes Lucy between the tiddies.
She takes 2 force damage. A sadistic cackle emanates from the top of the groto
>"AHA! Only two mans left. Klan fight, and klan win! Ready fire!"
All of the archers ready shots.
Lucy is at 6 HP.
Lucy and Yeeck may move together now.. If they're confident in using their large pillow as a shield..(It's only a tiny shield-bonus to AC. It's a gnome-sized bedroll.
Are they going to go forward with this plan, or not?
Lucy's turn, btw
[1d20+2 = 18]>>120368Lucy Slings a rock at the kobold that looks like the leader.
>>120369To do that, she'd have to forfeit cover. She can see 6 archers aiming right at her.
Does she use her 5 foot step, or her move action to leave cover?
>>120371.....
She misses him, barely. The rock only grazes one of his horns.
All 6 of the archers use their readied actions to snipe her.
Only one of them hits though, and deals 4 damage.
Lucy is at 2 HP now.
It's Yeeck's turn. Lucy may still move with him, but she may only take a single move action.
She's at very low health.
>"AHAHAHA! Silly man!" The red kobold shouts, as it readies itself to finish her with a spell
I'll note that there's a few more stalagmites halfway to the tunnel that could still provide cover.
IT's technically still Lucy's turn. Yeeck readied his action to move with her.
Lucy could move 30 feet, and the movement would cost Yeeck two move actions, or a single full-round retreat action.
If Yeeck looks up, he could see that all of the snipers spent their shots on Lucy.
Isla returns to consciousness as the potion brings her to 0 HP.
Yeeck's move
If his player does not respond soon, I might have to apply the 3 minute rule, since he did not announce he was stepping away.
[1d20 = 17]>>120373I pick lucy up and run with her to the nearest exit and assume I make it because I have a high srength and the exit can't be that far away
>>120375You cannot pick up Lucy at your size.
She's a big girl, for you.
Even if you could, you'd be moving at like 5 feet per action.
However, you can use two move actions in conjunction with Lucy's single move action to get to a Stalagmite closer to the other tunnel.
Roll Listen, if you want to hear the Kobold's hushed chirps in response to this peculiar action.
[1d20 = 20]>>120376>>120376I do the thing you just said
>>120377A natural 20 with +2 Racial bonus lets him hear all 7 distinct voices.
He can hear the kobolds chatter amongst themselves
>"What dey doing?">"Why dey go there? We here.">"Redkap no kome kill klan?">"Redkap always kome to kill klan.">"Maybe they skout for Man-klan. Danger!">"Only two left, we charge?"The last one is the Red Kaptain
"NO charge. Let
Demon finish them..."
The other 6 whimper in fear at this, klutching their krossbows, readying shots towards the tunnel.
Isla's turn.
She has regained consciousness, and can hear additional information if she rolls.
She can roll Sense Motive as well.
>>120380>>120379She slowly cracks one of her eyes open, relieved to be out of the death zone.
Laying on the ground, she tries to infer more information on the kobolds through hearing while pretending to be still down for the count.
[1d20+7 = 9]<Sense motive[1d20+7 = 10]<Listen
>>120381At this distance she does not hear very much, nor can she infer from the barking what the kobolds are planning.
She can tell that the crossbows are not aimed at her though, if she opens one eye and looks. The Red kobold readies his claws as he acts out the somatic components for a spell.
Yeeck's turn. That last move was on Lucy's Turn.
Since Lucy attacked last turn, he'd have to wait until her next action to move with her.
[1d20 = 9]
I huddle down until lucy is ready to move
[1d8 = 7]>>120382Lucy Heals herself and then heads towards the stalagmite closest to them.
>>120383Good call.
The Kobold, who was about to finish off Lucy, fires its Magic Missile at "The Redkap Menace" instead.
OOf, max damage (5), with all of the fury of Kurtulmak: that definitely would have killed her.
It brings him down to 3 HP.
THe Red kobold barks in frustration as the bolt fails to kill him, realizing that he let his hatred get the better of him and made a strategic mistake
(low Wisdom)>>120384She needs to wait until after Isla's turn, but that'd bring her back up to full health.
Isla's turn. She regains another point of HP.
It seems as though the kobolds haven't noticed her; as they aim their crossbows at the stalagmite that Lucy and Yeeck are behind.
>>120385Isla remains playing dead, trying to get some intel from the kobold menance.
[1d20+7 = 23]<Listen[1d20+7 = 20]<Sense Motive
>>120386Kiara can hear the kobolds chattering among themselves. She's closest to the ledge and can hear most of their cacophonic barks, but they pay her no heed, taking her for dead.
She can tell that the kobolds are wholeheartedly frightened and unwilling to fight to the death, but also quite desperate and resolute. They seemingly fear retribution from "the man klan"; and cower at the mention of "The Demon". Their leader barks orders not to let the "scouts" get away, and to hold the line for when the "next wave" arrive.
The kobolds archers, in turn, all ready their shots at that stalagmite, ready to execute Lucy and Yeeck as soon as they leave cover. He orders them to hold their fire until "the redkap and the hoo-man" forfeit cover.
Even the leader reloads his own crossbow, muttering to himself in frustration.
>>120387Isla decides to slowly and gently pick up a rock, throwing it into the opposite end of the room in an attempt to distract the kobolds for the turn, while still trying to keep up the guise of being dead.
Lucy spent her turn Healing
Yeeck may move, if he Wishes.
He'd have to spot to know how many 'bolds are aiming at them, but he can safely assume several are.
>>120388That's going to require a bluff check
>>120390[1d20 = 10]<Oh boy, hope this works.
>>120392Nah
The kobolds are once again aware of Isla's presence.
Yeeck's turn. If he wishes to spend his turn behind cover, he may. He is at low HP.
Isla's rock-throw informed him that she is still alive and conscious.
Yeeck has passed 3 minutes, so I'm going to assume he spent his time trying and failing to communicate with the deaf Lucy.
The red kobold raises its hand to fire off another missile at Isla and...
Only a smol blue spark flies out..
He barks in dsmay, before readying his crossbow.
Another archer readies it towards Isla.
Lucy's turn
[1d20 = 3]
I'm trying to move to the door constantly with lucy if she doesn't come I don't move so our movement is dependent on her
>>120394Lucy reloads her sling.
>>120395There is no door
HE would have to wait until Lucy's turn to move, if he wants to move with her.
He may use his shield for cover, but Lucy would be uncovered if she moved.
>>120396...And Lucy spends her full-round action reloading her sling. Sorry Yeeck.
Isla is at 3 HP now.
Just FYI, y'all can communicate in-character, if y'all want to wait together. You're in shouting distance. It's only Lucy who is Deaf.
Isla may wait a few rounds to get back to full health. If she wants her allies to know that, she may say so.
>>120399Can lucy see isla?
>>120401The moss provides low-light illumination, so Lucy can see that Isla is indeed alive an conscious, biding her time as the potion closes her wounds.
>>120402"Isla! Back Here!"
>>120398Isla, knowing she's too far away to rejoin the group without getting penetrated further, prepares her sling
And with that, she tests her luck by shooting at the red kobold with her sling before dashing back to cover, hoping not many penetrations happen to her.
[1d20+4 = 12]<Ranged Attack Roll.>>120403"I'm pinned!" she shouts back. "I can't move to ye!"
>>120395>>120404"What did she say?"
[1d20 = 6]>>120405mimes "I can't move to ye"
"shit that's right :c"
>>120404Fail
The red kobold, and another kobold, shoot back.
She takes 4, then 3 damage, and is at -4 HP.
She's automatically stabilized, and recovers one more point this round.
It seems as though coup-de-graces cannot be made at this range, so only a single kobold readies an action to shoot her when/if she "comes back from the dead" again, while the others ready their shots at Lucy and Yeeck.
[1d20+2 = 20]>>120407Lucy slings a rock at ome of the underlings.
>>120408I told you she'd get sniped...
5 kobolds fire back the moment she leaves cover
Lucy takes 3 crossbow bolts to the chest. taking 4, then 4, then 3 damage.
She is at -3 hp and is now
dyingThat roll would have hit, but she never got to make it.
Isla is passed out, and returns to -2 HP
Yeecks turn. Since Lucy is right beside him, he may drag her back to cover and stabilize her if he wishes, without losing cover.
All remaining archers who haven't spent actions this round take aim at the rock where Yeeck is.
[1d20 = 17]
I try to save lucy
>>120411Yeeck successfully removes both the crossbow bolts and stops Lucy's bleeding. She breaths.
All remaining archers before Yeeck's initiative take aim at his hiding Spot.
Isla gets no turn because she's unconscious, now at 2 Hp, and stabilized.
Yeecks turn. Not much he can do.
He'd need to roll spot to tell if Isla is still alive at this distance.
Actually, I guess since you can't coup-de-grace at 60 ft away, Yeeck could try to go closer to the other tunnel, while dragging Lucy at half speed, using his tower shield for cover. It'd take him a few rounds to get there though.
[1d20 = 16]
I do the thing that'll save lucy :c
*drag drag*
>>120416He gets about 10 feet, Lucy's being twice his weight.
Multiple crossbow bolts bounce off of his shield to no avail. The red kobold barks in frustration: either Yeeck is out of range of its spells, or its out of spell slots.
Isla is unconscious for two more rounds.
I'm going to put this round on repeat, Isla gaining 1 HP for every 10 feet Yeeck drags Lucy.
Isla returns to consciousness at about the same time Yeek enters the mouth of the next tunnel. She can vagely make out his shadow slipping away in the dim light.
Isla's turn. She is at 0 HP, the potion will continue to heal her for a few rounds.Maybe this time she might want to wait until she's at full health before she moves.
She can roll perception checks, if she'd like
>>120418>>120419She slowly halfopens an eye to see her incidental companions.
(Bollocks.)
She remains playing dead, obviously not wanting to try to fight back yet.
>>120420She tries to take stock of her surroundings, as well as the enemy's current mood.
[1d20+7 = 8]<Sense Motive[1d20+7 = 25]<Listen[1d20+3 = 16]<Spot
>>120420Alright. I think it'd take her 7 (?) rounds to get to full health, less than a minute.
She may make rolls to examine her surroundings.
Yeeck has made it to the tunnel, and benefits from total cover.
>>120421She can't tell what the kaptain has said, but she sees one kobold pointing its crossbow at her for a while.
Two more kobolds drag the wounded kobolds to the back of the camp.
Three kobolds aim towards the tunnel to finish him off if he tries to come back.
another 3 aim towards the tunnel where the party came from.
One looks like it's about to crawl down one of the caples to loot Kiara's corpses, before the red 'bold slaps it and barks at it to treat the wounded.
[1d20 = 8]
I check to see if I can do anything for lucy now that I've made it to safety
>"Stinky redkap. Demon finish..."
The Red kobold grumbles, at a distance that only Isla an hear.
>"Manklan find us. Klan squish soon."
>"We leave?"
>"We leave now, manklan kill us."
>"Komrades down.. Blood no stop.. kold getting worse.."
>"Too many kasualties. Hold the line."
>"No like this kavern.."
>"Miners squishy, sliver pretty.. too easy.."
>"Bad juju.. Kavern kursed.."
>"Gaurd komrades, ghost snatch bodies.."
>"Me skared..."
After 20 seconds, the kobold aiming at Isla gets bored, and turns back to help the red kobold with something at the back of the camp.
There are currently 3 kobolds with crossbows pointed at the spot from which the party came, and one pointed at the unexplored tunnel. The red kobold is out of sight.
>>120424Isla ponders internally as she keeps her dead act.
(Demon? Here? Are they talking about the spider thing?)
She can't help but sweat a little from knowing this information.
(Is that why they're scared? Maybe I could speak tae them?)
A shiver runs up her spine.
(I hope that ghost doesn't snatch meh before I can get the chance...)
She remains still until fully healed.
>>120425(No kobold aiming at me. Good.)
She glances around for any sign of still being watched.
[1d20+3 = 5]<Spot
The tunnel stretches down further than Yeeck's darkvision can see.
He sees some unidentified object about 40 feet down though.
[1d20 = 2]
I take a quick rest
>>120426She's not being aimed at, but there are 3 kobolds on watch, pointed at either tunnel, seemingly afraid of whatever might come from either of them.
They seem focused, but she'd need to roll stealth to not be noticed immediately if she moved.
Isla's torch has gone out. It's a low-light environment, and she can only vaguely see the entrance to the next tunnel.
[1d20 = 14]
*instant communication*
isla remain calm im coming to get you
>>120431.....
The kobolds are alerted by this.
One of them steps away from the other tunnel and points their weapon at his
>>120429>>120430>>120431Isla, for her part, does so, trying her best to figure out her surroundings in the offchance she can move, particularly to avoid being taken by this spider demon thing.
(Bollocks. This is going tae take a while.)
She glances at the lizards.
(Maybe I could try sum diplomacy, but how can I appear non-threatening tae them?)
She looks at her clothed form.
(I may have tae discard meh stuff.)
>>120433Interesting.
Go on.
The kobolds seem to be focused on the tunnels, shivering and kowering as they ready their lil krossbows.
[1d20 = 1]
*blue scadoo we can tooo* as I sneak back to where isla lies without lucy
>>120435What's your AC again?
>>120434Isla ponders for a bit before letting out a short exhale as she crawls back to cover, fearing she may attract the ghost before the gnome can reach her.
>"Hello! Would you little dragons hear me out?!" she shouts out to the little camp.
Since it's technically Isla's turn first, I'm going to let her do her less-suicidal before I roll to see how many holes Yeeck gets shot full of.
>>120439>"How man still alive?!"The kobolds bark, aiming their crossbows at her rock, conveniently forfeiting their free shot at Yeeck,
who might want to turn around right now.A red kobold pokes its head past the ledge, its golden eyes glowing and its crawls crackling with sparks as he holds the charge for a spell.
>"Hmmmph, you speak just like a silver..."It barks at its komrades to keep their shots ready, some at the tunnels, some at Isla.
It doesn't fire yet though.
It's saving its slot.
That's its way of saying "keep talking"
[1d20 = 13]
I investigate the tunnel abaondoning the idea I previously had but did not go through with
>>120441Isla hums for a bit, a little relieved no shots had been fired at her yet.
>"I believe there has been a misunderstanding between us due to tense circumstances."She breathes in a little.
>"I have a small deal between you and me, little dragon: I transport shiny rock from dead woman to you as a token of trust between man and little dragon."A pause
>"Sound good, yes?"
>>120443You see a kobold halfway down the tunnel.
It's either dead, or damn good at pretending.
>>120444Trips of circumstantial bonus.
The red kobold snarls
>"M'dok understand.. Manklan send you..!"You don't need to roll to see that he is very, very afraid, by how much he's shivering.
[1d20 = 10]>>120445I chuck a hammer at him with my warhammer ready
>>120445Isla breathes in
>"Manklan did not send me to do anything to little dragons. I simply came here for a bounty on goblin thief. No little dragon business."She stops for a second.
>"I see you are afraid of demon. Maybe I can help with it in exchange for safety?"
>>120446He's 60-70 feet away. Don't bother.
Psst. "manklan" means the village. It thinks the villagers have come to exterminate them for killing the miners.>>120447One of the kobolds seems to chuckle at the mention of the goblin, before the red leader snaps at it.
>"Hmmmph, you go down there, you die. Try if will."The kobold replies, evidently glad to just get rid of her.
>>120449His archers haven't let go of their aim though...
Yeeck may investigate the kobold, if he wishes
>>120449Isla seems a litte surprised at the answer, trying to gauge the kobold's current mood.
(Maybe I can convince 'im of pointing meh where it is?)
[1d20+7 = 17]<Sense MotiveShe tries prodding a bit.
>"What do you mean by demon, little dragon?"
[1d20 = 2]>>120451I try my best to not walk into a trap
>>120452Desperate, worried, unsure, confused, visibly weakened. It seems its not as touch as it seems, and certainly unwilling to lose more kobolds.
>"The Demon... This kavern haunted. kurse eat away at body. Wounds no klose. Shivers no stop. Four komrades die.. bodies disappear when not looking.."The kobold says, looking behind its shoulder nervously as it recalls the tale, shivering feverishly.
"Beast no seen, but heard. Komrade go down to to skout; skreams shake whole kavern.."
>>120453It's not a trap (surprisingly), just a dead kobold.
It's in bad shape, something really tore into it, blood and entrails dragged up the tunnel behind it. It seems to have been reaching into its bag before it died.
[1d20 = 1]>>120454insight!
The other kobolds whimper in unison, shivering and sniffling as they recall the events.
>>120455The kobolds claw is in a bag.
Would you like to loot it?
[1d20 = 5]>>120457I lightly kick the bag to check for a trap but not break anything in it
>>120458The bag rolls.
It doesn't explode, or bite him, or shoot poisoned darts.
>>120454Isla nods to herself, unsure on staying on this death trap.
(That sounds rather shiver-inducing. Fuck's sake.)
>"Do you want to leave this place?"She tentatively exposes a hand up.
>>120460She is not shot.
Most of the kobolds have re-positioned their bows towards the tunnels, only the red kobold pointed at her, ready to to shoot her if she tries anything funny.
It seems as though its decided only to shoot her if she tries to attack or retreat to the last room. She is otherwise free to move about the kavern,
if she dares.Oh, and there's a dead bard, if you wanna loot that.
>>120460The kobold does not respond
Roll sense motive
>>120461Isla tentatively steps out of her cover, walking slowly to the dead bard.
(I'm sorry, lass. I hope yer hubris will be lifted on whatever afterlife ya believed in.)
She cautiously checks her contents, looking particularly for shiny rocks for the kobolds.
>>120462[1d20+7 = 26]<Sense Motive roll
>>120463The kobold seems to be unwilling to leave the relative safety of the mine, but might be convinced, if it means cutting losses for its comrades
>>120463Isla strips Kiara of all of her valuable, leaving the dead bard ass-naked with her throat slit on the mine floor.
She may keep speaking while she does so, or she could just leave down the tunnel the gnome went down.
[1d20 = 7]
I go through the dead kobolds shit
Yeeck, meanwhile finds:
>A dagger.
>A longspear (or a regular spear, for a medium-sized creature)
>11 gp in silver pieces
>A light crossbow, with 7 bolts
>A med pack, with 7 uses left.
>2 vials of some icky green goo.
The kobold is wearing simple leather armor. Not as good as his studded leather.
[1d20 = 10]>>120467sweet next chance I get I'm gonna try to use that med pack on lucy
>>120469Lucy is already stabilized, and won't wake up naturally for a while.
Roll craft (alchemy), if you want to identify the goo.
>>120465>>120464I'm feeling bold.After looting Kiara from her stuff, she turns to the red kobold, taking a step closer to the campsite
>"I believe we may come to a solution for both of us if we work together."She clears her throat.
>"Has any of your attacks wounded this creature?"
[1d20+1 = 17]>>120471craft?
>>120472The kobold gives an disgruntled snarl
>"we no stupid. If skout no return, we no risk loss."Two more kobolds aim crossbows at her, ready to shoot her if she takes even one more step towards their camp.
>>120473+2 racial bonus
It's alchemical healing paste: A primitive concoction, made by an arcane alchemist who was unable to brew true healing potions. It can be smeared on wounds as a full round action to close them and restore HP.
Evidently, the kobold was trying to reach for this in its dying moments, but sadly, it died beforehand, and the paste wouldn't have put his organs back...
>>120472The kobolds do not respond to her offer, but don't shoot her either.
Sorry, so long as they've got the advantage against her, this'll take a diplomacy check.
>>120474>>120475Isla stops herself in her tracks, pouting.
>"Yet you believe staying in the demon's den is a good idea?"She raises her arms up as she kneels.
>"Either you must learn the enemy and defeat it or leave the cavern. Otherwise, the looming threat of losing your compatriots will remain. Either from the demon or lack of substinence."She pauses
>"You want your brothers and sisters to survive this ordeal, correct?"[1d20 = 4]<Diplomacy roll.
>>120476The kobolds raise their crossbows at her.
>"Go die with redkap, manstink."The red leader snarls, gesturing towards the tunnel.
The other kobolds look ready to shoot.
I think we'll cut it for tonight.
I meant to start this a lot earlier today, but it wasn't to be.
The PCs have made it to a (relatively) safe point.
The kobolds haven't made swiss out of Isla yet, but they might if she continues to stand out in the open alone. She's free to join Yeeck though.
>>120477Isla pauses, unsure of leaving with just her life.
She pulls out a block of silver ore from her person after being multiplied from looting the dead bard.
>"Maybe you can have this delivered to your camp? I heard at least some of the little dragons want to have this shiny, precious rock."
>>120479The kobold narrows its golden eyes, reaches into a pocket on it's cloak, and reaches out another, larger, chunk of unprocessed ore.
>"M'dok no like games.. Go, or be squish now!"It barks, gesturing to the tunnel that the "Redkap" came through.
Evidently, it didn't take the bait for whatever Isla is trying to do. Its comrades stand still, aiming their crossbows at Isla to see if she tries any more tricks.
They haven't shot her yet though, roll Sense Motive if you want a snippet of insight.
Also, Kiara left all of her ore near the entrance of the mine.
>>120480*"redkap" left through
>>120480[1d20+7 = 17]<Sense Motive rollIsla still has her own little silver ore pieces to offer though, although they seemed uninterested judging from their own reserves.
>>120482The kobolds just want her gone, but are afraid to just shoot her, lest she down another one of them in returned fire (they're squishy).
A few are shuffling around in the back if the camp, evidently in a hurry to prepare some operation that she can't make out.
They seem unlikely to attack unless she stays for too long or gets closer.
The Red Leader gestures to the tunnel Yeeck went through.
>>120483Isla pouts a little, knowing deep down these lizard folk need help, even though they just shot her a lot with bolts.
She nonetheless turns to the tunnel that was pointed at, pondering on stuff to say but ultimately coming up with nothing, eventually deciding to follow what the red kobold had offered to her at crossbow point,
(Bugger. They can't survive down 'ere but I can't pierce their stubborn nature. I may visit these lizards when I have something worthy to give 'em.)
>>120484One kobold looks like it's ready to shoot her in the back before the red leader barks at him to get back to work.
>>120485Isla turns back one last time
>"Are you sure there is nothing worth to you that I can grant?"She clasps her hands together as she cocks her head with a little, hopeful smile.
>"I have always wanted to see a little dragon up close."
>>120487[1d20 = 4]<Diplocheck
>>120488The kobolds seem unimpressed.
A few sneer in what may either be confusion or disgust (she can't tell at this difference), before turning away to work on something that is evidently more important, M'dok (red leader) included.
>"Mans is strange.. different every time.."The kobold grumbles as it crawls out of sight.
There are now only two kobolds stationed by the ledge; one keeping guard on either exit tunnel, crossbow readied.
The kobolds seem to believe Isla isn't about to attack them. None have shots readied against her, or at least none that she can see.
>>120489Isla pouts slightly.
>"Please, pretty please? I will do anything to get to know you little dragons better."Her eyes attempt to widen in the vain hopes of the kobolds taking enough pity at her to let her be on the same space as them.
[1d20-2 = 17]<Diplocheck
>>120490There are only two kobolds visible. Is she addressing one of them, or is she shouting to see if M'dok will hold conversation?
>>120491*if M'dok will return
>>120491The latter, but it can be directed at the kobolds standing guard.
>>120493Roll a Reflex save
>>120494[1d20+6 = 17]<Reflex save
>>120495Four bright orange balls of magical light zoom over the far end of the camp. They sail harmlessly past Isla and dissipate on the ground beside her.
The shot is punctuated by a bark.
It seems M'dok isn't out of spells after all...
>>120496*by a loud bark from the back of the camp
The archers are still not pointed at her, but glance towards her in suspicion.
>>120496>>120497Isla pouts.
(Alright, that's enough pushing. Bugger, it'd had been cool if those lizards were nicer.)
She walks out through the tunnel provided with her shoulders sagged.
(I hope at least one of 'em were interested. Gon' hurt mae ego if not.)
She chuckles to herself.
I'll add an extra note to Isla's last Sense Motive check that Isla has successfully modified M'dok's attitude from unfriendly to indifferent.
The KKK shall assemble once more on Wednesday, when one of our players is feeling better.
Hopefully, we'll finally get over this module then.
I did not expect this last encounter to take this long or do that much damage.
The KKK will assemble as soon as all of the players have time.
I don't mean to spoil, but there aren't very many rooms left to explore in this dungeon, or at least not very many that aren't currently guarded by the surprisingly-formidable kobold boogaloo.
Lucy and Yeeck are faced with no immediate threats. If Yeeck wants to rest for an hour or 8 while Isla continues to provoke the kobolds, he's free to wait for her.
I'll not that half of the 70-foot tunnel seems fine, but a bit past the spot where Yeeck found the dead kobold, the tunnel gets kind of hot and humid and the air quality starts to get kind of bad. His sensitive gnome-gnose can detect the stench of corruption. It would seem inadvisable to bring the unconscious Lucy past that point alone.
On the bright side, the dead kobold he looted had some useful supplies that he could possibly use to treat himself or Lucy, or even Isla if she doesn't talk the kobolds back into shooting her first. The medpack includes a few cave-spider silk bandages, medicinal cave-herbs, a vial of antitoxin, and two flasks of alchemical healing ointment, presumably concocted by the Kobold warband's alchemist. He may also roll a heal check for forensics to try to tell what horrible fate befell the poor disemboweled kobold scout.
Also, I'll illustrate what happened to Rhyd as soon as his player actually has time.
You didn't think I'd just randomly ghost away him with a CR 5+ monster without a fighting chance, did you?
I was mistaken. Isla has indeed already entered the tunnel where Yeeck is.
It is entirely unlit, spared even from the glowing moss that lit the earlier cavern. She could light a torch, but it might be safer to wait and see what Yeeck's player is doing first.
Today's KKK meeting has been suspended due to injury for one of our players. We hope to resume when we can all play comfortably.
I would like to aim for the (hopefully) final session of this particular adventure to take place either Friday or this weekend.
After that.. I think i might take a bit off to reconsider how I prepare content, supposing players still want to play. I kind of thought that just reading things straight out of a WoTC book would lead to a smooth and enjoyable adventure, but I'm rethinking that now. Perhaps a game over this sort of medium would have been better with some loosely-threaded, site-based encounters rather than a distinct module. Still, I think I've learned quite a bit over the course of this agonizingly stretched-out adventure, and I've filled a whole notebook with do's and don'ts.
There's only a little bit left of this adventure. I'll go for a last ditch effort.
The KKK shall assemble as soon as it's convenient for players to meet this weekend. Today/tonight at the earliest, sunday at the latest (unless shit happens again, in which case perhaps never).
No kobolds bother to shoot Isla as she makes it to Yeeck's tunnel, this half of the warband presumably occupied by new orders from their kaptain who has been revealed to be the Mage M'dok; she can assume some might still be watching though, the "little dragons" being ever so militant as their kaptain barks their instructions.
Also, Isla, remind me what your readied maneuvers are, because you might need them later.
You can also spend five minutes meditating to recover them, or just pick new ones as a full round action, since you've got Adaptive Style.
It's unclear if the KKK will be able to meet today. I have not heard back from some players.
However, if they meet within the next half-hour, we might be able to finish this today.
I'd like to get everyone online at 9:30 EST tomorrow, if we can manage to pull it off. I'm aiming early, because I know we'll get delayed anyway.
Players, please set your alarms. The earlier we start, the more likely it is that we can finish this train-wreck of a module.
We play as soon as Yeeck's player shows up.
>>120538It'd be nice if he
said something these past couple days...
Be warned, the next fight is going to be hard, and not just because of strategic positioning and clever tactics.
Lucy, you wasted a spell slot when you used Detect Magic as a spell instead of an SLA, but I've decided to retroactively change that so that you used your racial ability instead.
You have one(1) spell slot left for the day; use it tactically. That means maybe not using it to summon skeletons that only last one round, or casting "cause fear" on kobolds that you could have easily just used your intimidate skill on. Your
Charnel Touch could one-shot almost any kobold in this dungeon (it's not just for healing), you've got 7 uses of rebuke undead, and you've got 13 str to handle that scythe.
I'm only giving you this spell slot because it's been do to my own failure that you had to ration 4 spells over the course of a freaking month; that was a situation that I wanted to avoid at all costs, and for that I apologize. Playing a spellcaster has to suck if the adventure moves so slowly.
Pic unrelated, but also the sample Dread Necromancer.
Okay, Yeeck's player hasn't said anything in the past 3 days.. I'm unsure how to proceed, but I really want to get this adventure over with today.
I'm sorry, Yeeck, but I can't keep delaying sessions forever if you won't at least communicate with me. I'm going to take control of Yeeck, due to popular demand. I apologize in advance if he dies (likely), but I'm not going to fudge any dice for it.
This module has outlived my patience. Maybe you can participate in some other encounters next time, if there is a next time.
Yeeck's first action is to attempt to resuscitate Lucy with the healing paste. It does not kill her, as a Cure Light Wounds potion would have, but the alchemical paste stings so badly that Lucy regains consciousness momentarily, before Yeeck can use-up the paste.
Naturally, Lucy would then use her charnel touch to heal herself. She doesn't need to declare that because i won't allow her to proceed without that common sense move.
Yeeck then hands the flask to Isla and explains to her it's healing properties in gnomish-alchemist jargon. If she wishes to use it on herself, she can roll 1d8+1 to see how many HP she's healed.
>>120541Isla watches Yeeck with slight surprise before taking the flask and drinking it.
[1d8+1 = 5]<Heal
The next thing the party can do is decide who goes first.
They may elect to send the mute Fighter with Darkvision in first if they wish; he seems rather complacent suddenly.
>>120544"Ye got shot tae bits, lass," she answers.
>>120543She looks to the gnome fighter.
"Ye can keep going first, lad."
>>120545"Didnt you die? i thought i saw you get shot."
>>120546Isla shrugs.
"Aye. but I got better."
She smiles.
"Magic does that, I suppose."
>>120547She pauses for a moment
"I Thought i could finally be with the raven queen."
She sighs
"Lets finish these kobolds then, how did youu kill the ones on the ledge?"
[1d20-1 = -9]>>120542What's your HP now?
Yeeck would have used the other flask on himself,
but you could take it from him.>>120544I'm going to assume this is Lucy's proxy.
Yeeck explains to Lucy how he dragged her into a cave and rubbed lotion all over her chest while she was passed out.
The gnome complies, bravely marching forward into the dark chamber.
Due to his encumbrance and his Loudmouth flaw, he makes an awful lot of noise...
Rolling on the board to see how his sneak check turns out.
I'm going to Assume Isla follows at the back with her lit torch, and Lucy in the middle taking advantage of her low-light vision. IF you object to the marching order, speak up.
>>120548She laughs.
"I dun have that much whiskey in me tae do that, lass. Leave them be."
>>120549No complaints from me.
>>120549im fine with the order.
Yeeck communicates tat the smell becomes almost unbearable later on.
As the PCs approach, they begin to feel an uncomfortable heat emanating from the room ahead. Although initially mild when the party first begins feeling its effects, it reaches sweltering intensity by the time the characters reach the entryway of the kavern.
The first thing Yeeck says is that the room is "crawling with rats" and filled with corpses. It's "the worst thing he's ever smelled in his life."
Do you wish to proceed past this point just behind Yeeck?
>>120553>>120552Isla would not react with any prepping beforehand, so yes.
[1d20+2 = 7]I'll also point out that Lucy is no longer deaf. She got every detail of Yeeck explaining how she moisturized her.
It also means she can communicate precisely with the party, which means please speak in-character.
>>120554Since she only has a torch, she can only see dimply into the kavern. She can smell decay.
Yeeck boldly marches into the room.
"Looks like everything in ere' is dea-
motherfucker!"
Isla, from her position, can see a couple figures rise off of the ground.
Lucy can see that some of the closest figures appear to be kobolds, but... dead? Another one appears to be a man, or perhaps it used to be. She'll have to roll knowledge (religion) to find out wtf they are.
Moar moaning emanates from the back, Isla's torch not reaching that far for even Lucy's keen vision to see. They'd have to advance into the room or light a second torch (move action) to proceed.
Everyone roll Initiative.
Rolling for Yeeck
[1d20+5 = 15]>>120555Rolling
[1d8+1 = 9]>>120557How do you have +7 initiative with only 16 Dex?
Also, rolling Yeeck's HP
>>120558Yeeck is at full HP
[1d20+2 = 8]>>120558That was my knowledge religon roll.
Heres my initiv
>>120557Lucy has heard of her family's tradition of reanimating corpses. These corpses in particular are zombies: simple but formidable monsters.
Her check is enough to let her know that the zombies won't easily be felled with bludgeoning or piercing weapons, needing neither organs nor ribs. Cutting the flesh affects these monsters normally.
These monsters are minimum hit dice.
The first kobold zombie charges Yeeck, brandishing its greatpick. Isla gets a glimpse of it in the dim torchlight.
I'm considering to have Yeeck fighting defensively.
The pickaxe bounces off of Yeeck's shield, the zombold moaning in mindless rage, it's chitin armor glistening in the torchlight.
Another zombold charges him, with a similar result.
It moans in fury.
>>120561"Cut them. it works the best."
[1d20+1 = 20]>>120561I use my shield to bash them back right as they hit
It is now Isla's turn.
She must move forward if she wants to get a proper view.
>>120565Isla takes this time to light another torch to properly see the foes in front of her.
>>120564Sorry, it's not your initiative. You didn't get the chance to ready an action.
I have his tower shield drawn, which is the only reason why that last attack missed him. You can change shields as a move action, on your turn.
>>120566She can do that as a move action.
She could hand it to Lucy as another move action, if she wishes. Lucy has no weapons drawn.
SHe can also take a 5 foot step
>>120568Isla hands Lucy said torch to end her turn, seeing she's not in apparent danger.
>>120569She is absolutely in danger. The tunnel is 10 feet across: not enough to bottleneck, especially not for the zombolds.
The human zombie charges, swinging its Heavy Pick with both hands at Yeeck.
Oooh
It
barely misses yeeck, with a shot that would have been grizzly had I not decided he was fighting defensively.
Yeeck is going to take -4 on his next attack roll, -2 due to defensive fighting, and another -2 due to tower shield.
Another human miner zombie charges out of the darkness, from barely out of the reach of Yeeck's Darkvision.
It also misses, thanks to Yeeck's trusty tower shield.
At this point, he can see that there's a lot of zombies in this room.
>>120571Lucy rebukes the human-zombie.
>>120572Unless this is a last minute change to the Turning Presence ACF, Rebuking is an AoE attack.
Roll 1d20+6
>>120574Narrowly saved by flash from her family's crest, Lucy is able to rebuke undead with up to 3 HD with that check.
Now roll 2d6+5
Lucy can see 6 zombies, btw.
Isla can see 4
Yeeck can see 8.
>>120576All three of the kobold zombies, and both of the human zombies raise their arms in horror at the sight of her family's crest, moaning unintelligibly as if begging for mercy.
One kobold zombie, however, kneels down, also moaning.
Roll knowledge (religion).
Yeeck's turn.
[1d20+1 = 21]
I roll to figure out what the hell just happened
>>120580She is unable to tell why the dead have been repelled, or what it means that one is kneeling.
>>120579The undead seem to be cowering before Lucy's evil magic. They look easier to hit, unless y'all would rather just push past them.
Still your turn. Knowledge checks are a free action.
>>120582I keep my shield leveled and try to move to lucy
"Psst I say we get the hell out of here"
>>120583That's a move action.
You can also attack, unless you'd like to use it as cover vs anymore charges.
Btw, you can all talk to eachother in-character if you'd like to communicate.
Lucy rolled a very useful fact about the zombies' DR earlier. Perhaps she'd like to reveal that to her allies.
>>120584I know it's an action, I'm trying to push through but I don't want to leave them behind
Okay, Yeeck hasn't attacked in 3 minutes, so I'm glossing over.
The third kobold zombie charges.
Just barely missing him, because I decided to take away it's racial slight build.
Two more miners charge Yeeck, who is the first thing they see.
Both are deflected by Yeeck's shield.
And another zombold attacks, missing pitifully.
IT screeches its unintelligible racial jihad, even in death.
Everyone is going to need to roll a fortitude save.
The first two zombolds are rebuked. They spend their round cowering.
It is Isla's turn. She can see 8 zombies in front of Yeeck. Four of them are cowering, four are brandishing pickaxes, ready to strike.
Oh, torchlight illuminates half the room at this point:
Waves of heat wash through the cave, thickening the air and making breathing difficult. This small, bowl-shaped cavern’s floor is littered with humanoid corpses. Rats skitter through the sea of bodies within the sunken floor, pausing occasionally to nibble at a choice morsel. A host of their brethren lie nearby on their backs, some of them still twitching with a few remnants of life.
A tunnel’s opening is visible (to Yeeck alone) in the eastern wall of the chamber and, in the distance, the sound of rushing water can be heard.
Lucy can faintly make out the tunnel ahead>
Isla is in the back. She'd have to move at least 10 feet forward to see it.
>>120589Isla, seeing the enemy still eager to attack, unsheathes her cutlass from the sheathe, slashing at one of the non-cowering zombies, prioritizing the little dragons if applicable.
[1d20+4 = 21]Weapon Finesse'd Melee Attack roll
>>120589[1d20+2 = 6]<Fort Save
>>120592Meh, I'll accept that. I'll assume you drew it ahead of time and charged.
Roll damage.
>>120593You need to declare your action before you roll. What are you doing?
>>120593>>120596pass
>>120594Isla feels sick to her stomach, but isn't visibly inhibited.
>>120595[1d6+2 = 4]<Damage>>120597Isla gags slightly.
>>120598The zombie moans painlessly. I assume that was a miner. The kobolds look pretty heavily armored.
Another miner zombie wastes it's round cowering.
The zombie that Isla attacked goes in for a grapple.
And misses her.
She gets an AoO
>>120599[1d20+4 = 10]<AoO Melee Attack Roll
>>120600nah
It's Lucy's turn.
She can see 8 zombies before her, 4 of which are the ones she rebuked earlier, 4 are still attacking.
You have to declare before you roll
I'm going to take that to be a rebuking check, which would have failed.
A kobold zombie charges past Yeeck, in an attempt to attack LUcy.
Yeeck gets an attack opportunity.
The kobold zombie appears to be heavily armored, thick scaly plates glistening in the torch light. It brandishes it's greatpick with skill as it charges, the weapon nearly as big as its body..
[1d20 = 7]
I attack the kobold
[1d6 = 5]>>120608bring my fucking hammer down on it's head
>>120608"Cut them! Hammers dont work"
By the sight of these kobolds, Isla can now see what was going on as M'dok described the corpses of his warriors dissappearing in the night.
The dead are restless, having risen from the grave to serve some horrible phasm.
>>120608Miss.
It misses Lucy though.
>>120609That would have been your turn, it also misses.
The Miner zombie that isn't attacking Isla goes in for a grapple on Yeeck.
He gets an attack opportunity.
[1d6 = 1]>>120610it's my hook hammer, I used the bladed end
>>120612That's a piercing weapon, and it misses.
Te zombie grapples you.
roll opposed grapple/escape artist.
Iirc, Yeeck's grapple mod is actually higher than his escape artist mod. It should be 1d20+5
[1d20+5 = 17]>>120613I roll for grapple
>>120615Yeeck
barely manages to overcome the zombie's size modifier and wrestles free.
The next human zombie attacks him the same way though, moaning something about brains.
Make an attack of opportunity.
[1d20 = 18]>>120616I punch the zombie in the head with my spiked gauntlett
Wait a minute. Yeeck doesn't have combat reflexes.
The zombies dogpile him.
Roll an opposed grapple instead.
>>120617Fuck it. Nevermind.
Roll damage
[1d20 = 8]>>120618*flails uncontrollably*
grapple check
>>120617Your strength bonus is +3, right?
the punch barely deals enough damage to stop the grapple.
3 zombies cower, and it's Isla's turn again.
The zombies moan an odd mantra that can only be interpreted by an intelligence check.
>>120622Isla casts Distracting Ember near Yeeck to have the zombies around him and Lucy flanked as she backs away slightly to avoid being grappled again by about 20 feet.
>>120624Alright.
She still has a standard action and a 5 foot step. Would she like to attack?
>>120625Isla slices at the zombie that tried to grapple her again, if that's the case.
[1d20+4 = 20]<Melee Attack roll
>>120627[1d6+2 = 6]<Damage
>>120628Nice
The zombie is evidently a lot tougher than it looks, the cuts not seeming to phase it.
It attempts to grapple her
AoO
>>120629Isla swings yet again, a bit unnerved over how resilient the zombie looking thing is, her palms starting to get covered in sweat.
[1d20+4 = 5]<AoO roll
>>120630You're lucky I'm not one of those bitch DMs who expands fumble tables.
Auto-miss.
It grabs her chest.
Roll opposed grapple, although i think your Escape Artist mod might be higher.
>>120631*insert moans here*Isla tries to wriggle free using her body instead of tearing the perverted arms off her.
[1d20+4 = 22]<Escape Artist check
>>120632She wiggles out of it's grasp.
Lucy's turn.
[1d20+6 = 8]>>120633Lucy attempts to rebuke the zombie that groped isla.
>>120634Even with the bonus from her family's crest, the remaining 4 zombies are not impressed.
Yeeck's turn.
Be reminded that your racial bonus still applies to zombolds.
She rebuked 5 of them. There are only 3 left.
Two miners, and one kobold.
[1d20 = 10]>>120622>>120635I try to rape the kobold to death using a dagger
>>120638I'm assuming +3 str, +1 size, +1 BAB, +1 racial bonus
This kobold is unarmored, so it hits.
Roll damage: 1d3+3
[1d3+3 = 5]>>120639rollin for damage
That wouldn't have killed it no matter how well it hit. It's got a ton of HP
It swings its greatpick into Lucy, not at all distracted by Yeeck's slash.
And it misses, moaning in fury.
The zombie that tried to grapple Yeeck goes for nother grapple.
He gets an attack of opportunity, despite being Flanked.
[1d20 = 14]
my turn or not I crowbar the fucker for grappling me again
>>120643The crowbar is a bludgeoning weapon, and you can't draw weapons during an AoO.
I'm going to accept that with the dagger. Rolling damage.
The zombies attack is disrupted. It doesn't seem to be slowed down by its wounded hand.
The other miner attempts to fondle Isla once more. She gets an AoO.
>>120646Isla frowns as she slices at the invading zombie.
"Stop that, ye dead... thing!"
[1d20+4 = 22]<Slicey Slicey melee roll
>>120648[1d6+2 = 3]<Damage"Get off meh!" she shouts out as the slice connects, biting her lip slightly.
>>120649The zombie's attack is dirupted, but it's got a lot of HP.
Lucy's turn.
[1d20+6 = 24]>>120650Lucy tries to rebuke again,on the one that tried to bite her
>>120650>>120651>>120643Isla pipes up.
"Oi! Can't we keep moving? These lads don't seem fazed by our moves."
>>120651Now that's what I'm talking about.
there's 3 zombies left, and you've got a +5 mod so... You automatically rebuke all of them.
All of the zombies are rebuked, but they won't be forever.
There's a tunnel ahead.
[1d20 = 11]>>120653I run for the tunnel like a bat out of hell screaming
"I'VE BEEN WANTING TO LEAVE THIS WHOLE GOD DAMN TIME"
Would everybody like to follow him?
As Yeech runs ahead, he sees that the kavern is illuminated by a dim blue light.
>>120655Indeed she does, as she bolts past them while still behind Lucy.
At this point, Isla can see: there really is a 'Demon' in Duvik's Pass.
Or, at least a very nice statue of one.
Before the party stands a monolithic monument. The face of a howling monster carved into a giant stone pillar in the middle of a pool of water. It appears to be a cyclops with jagged tusks, its eye glowing with a faint red light.
The jagged pillar of rock lined with glowing blue-green moss emerges from the depths of the pool within the center of the cavern. Water courses down from the statue's mouth near its tip, cascading into the pool below. The pool feeds a widestream that flows rapidly along the length of the room and then under the rock wall at the southern end of the cave. Several glyphs are carved deep into the stone face of the pillar, their out-lines just visible beneath the light of the moss. An eerie sense of discomfort pervades this place.
The cavern is about 70 feet wide by 120 feet long. The pillar in the center is fairly massive, having a 10-foot radius and stretching 20 feet up into the air. The pillar can be climbed by way of a narrow trail, about 2 feet wide, that loops around it, with the exception being the area smoothed over by the waterfall from the springs.
>>120659Isla hums in thought.
"Strange. Why are they scared of a statue?"
She goes closer to the statue, trying to read the glyphs.
[1d20+7 = 8]>>120659Lucy Examines the Statue
Knowledge Religion.
[1d20 = 15]>>120659I throw a rock at it
FUCK YOU STATUE
>>120662Isla looks at the gnome incredulously before giggling slightly.
"Relax, little lad. A statue didn't do anything."
>>120662The rock bounces off of the statue, landing in the water with a *plop*
>>120661It's not a religion you recognize.
>>120663>>120660You don't recognize the writing.
>>120664Isla looks bummed out before glancing at the springs with a little smile, slowly getting closer to it, looking for anything out of place.
[1d20+3 = 18]<Spot roll
And now... The surprise round.
A thundering roar emanates from the top of the pillar as it leaps down fro the shadows behind the pillar: The Demon of Duvik's Pass.
The Beast is corpse white from head to toe, pulsating with red and black veins. It's scaly hide appears like armored plates and oozes with blood, puss and corruption. The stench of decay washes over the party as descends upon them. It's fangs are jagged like the tusks of a boar. It's jagged horns point directly upward, sharp and deadly. Along it's back flap frills of red and purple skin. A wicked, freezing aura emanates from around it. It stands nearly seven feet tall, towering over the party.
It brandishes its weapon and shield in and howls in a gragling language in a shill gurgle that sounds somthing like "TaAg t0r gruuUUUUUUmsh!"
A flash of blue light emanates from behind you, as the doorway is sealed off by frigid cold energy. The only path of escape has been sealed off. It appears
Everyone roll Initiative.
[1d20+2 = 10]>>120666>tripsoh-oh no
>>120666>>120667Isla jumps as she turns to face the Demon of Duvik's Pass.
"Gah!"
[1d20+5 = 13]<Initiative
>>120670With a +2 mod, Yeeck goes first
[1d20 = 14]>>120671I throw a fishing net over the demon
>>120672A fishing net is not the same as a combat net, which is an exotic weapon.
The net doesn't even slow it down, it charges him brandishing its harpoon.
The blow
*narrowly* misses him.
>>120674>>120673Isla immediately moves backwards as far away from the demon as her legs can take her this turn, sheathing her cutlass in the process, hoping to equip her sling at the earliest.
[1d20 = 1]>>120676Rolling to identity this abomination
>>120677Mystery
What do you do with your turn?
[1d20+2 = 15]>>120678Lucy gets behind both party members the she takes out her sling and throws a rock at it
>>120679Miss
The Demon takes a 5 foot step back from Yeeck, then a move action.
It waves an arm and mumbles in an unintelligible language.
The floor, wet already, freezes over with slippery black ice.
PCs will need to make balance checks if they want to move without falling over.
The Demon is now out of Yeeck's melee reach.
The Floor is slippery.
Yeeck's turn.
[1d20 = 20]>>120680I shit my pants and check for balance
>>120682pants successfully shided
>>120682With a check like that, he may move at one half speed across the ice with no problem this round. He is flat-footed though.
Actually, full speed, because I'm feeling generous.
The Demon is 35 feet away, and his speed is 20.
I move as far away from him as I can and ready my crossbow
Alright, back to the wall.
Isla's turn.
>>120687Bullet ready on her sling, Isla fires at the mean looking thing that seems to be the demon of Duvik's pass.
[1d20+4 = 12]<Ranged attack roll
[1d20 = 3]
I fire a bolt right at his stupid fucking face
Miss.
It roars in respons, before retreating behind the pillar and mubling some demonic mantra
An earie fog begins to fill the room, the demon using its ice magic to control the battlefield. It is now cloaked in a thick clod of frigid fog, virtually invisible.
>>120699Isla takes this opportunity to use some of the oil the bard had on her and combines it with a piece of cloth, knowing that she needs something to hit it while it's invisible to normal attacks.
3 Minute rule. Lucy loses her action.
Yeeck's turn.
[1d20 = 7]
I reload and shoot that fucker again! >:C
>>120706Fail
The cloud sails towards him, the creature gliding over the ice as if on skates.
... And misses him
He can't see anything, and neither can Isla or Lucy.
>>120708Isla throws oil at the demon thing, hoping to coat it in flammable liquid
[1d20+2 = 12]<Melee Touch Attack roll
>>120709'm just going to let you have that, even though you're not in melee range, and it has concealment.
I was unclear.
Lucy's turn. It's have her Draw her weapon and start fighting defensively.
Yeeck's turn.
Isla heard her oil slash on the demon's body within the cloud..
It screams in rage.
[1d20 = 9]
I sob as I reload and fire again
>>120712*swish*
An icy whit hand points out of the cloud directly at him.
Roll a Will Save.
[1d20 = 13]>>120713I roll a will save
>>120714Fail.
Yeeck is parayzed, as if held my a giant hand. He can't move a muscle.
Isla's turn
>>120715Isla, looking at how the gnome paladin got hit super hard to make him look weird, figures it might be best to charge at the being, attempting to trip the big bad.
[1d20+8 = 23]<Balance for optimal skating speeds
>>120716success
>paladinlol
Make your attack.
>>120717Isla attempts to trip the evil thing to the ground.
[1d20+6 = 11]<Improved Trip attempt
[1d20 = 12]>>120713we get it you vape
Sorry. It has higher dex than that.
Isla fails her tough attack and kicks aimlessly into the cloud.
Lucy's turn.
>>120719Fail. Still paralyzed.
[1d20+1 = 18]>>120720Lucy Slashes at its ankles
You would have had to charge.
Roll balance
[1d100 = 71]
Meanwhile, I'll roll for partial concealment.
[1d100 = 97]>>120724Fail.
Lucy plobs down on her butt right in front of the demon at about cocksucking distance.
Yeeck is still held.
The demon roars, icy hatred hanging in its breath.
It grabs her by the chest in an attempt to choke her.
Roll 1d20+1 for an opposed grapple.
>>120726She barely manages to break away.
It screams in anger.
That was an AoO. Now for its turn.
Yet another grapple, except this time it fumbles.
Isla's turn.
>>120728Isla casts Distracting Ember on the BBEG to hopefully ease up her incidental allies' attacks against it.
>>120730The Demon is flanked.
Furthermore, the elemental's heat melts a small patch in the ice, and creates a gap in the fog.
It reels in confusion.
You won't suffer miss chance this round. Go ahead and make your attack.
>>120731Isla attempts to trip the evil person once again with a swift sweep of her legs.
[1d20+6 = 10]<Improved Trip Attempt
>>120732Weapon focus, flanked. Yeah, that touch succeeds.
Roll your trip check.
>>120733Nice.[1d20+6 = 15]<Trip
>>120734Yeah, this bad boi rolled a 3. That wins.
The creature is tripped.
Lucy's turn.
Yeeck, go ahead and make another Will save now
>>120735Isla uses this opportunity to kick its shins in full force.
[1d20+8 = 10]<Melee Attack roll
[1d20+1 = 6]>>120735Lucy stands up and slices at the demon
[1d20 = 4]>>120737Miss
>>120738That would have missed even if it were a touch attack
Rolling Yeeck's Will save
[1d20 = 18]>>120739oh no my will ;-;
>>120740Oh fine...
That succeeds.
Yeeck spends his full-round action being unfrozen.
The creature rolls away with it's 5 foot step and draws an object before mumbling something.
3 giant rats appear on either side of Isla, and then Lucy.
They Flank Isla, both going in for bite attacks.
One misses, but the other bites hard. She takes 5 damage and needs to make a fortitude save.
Lucy is similarly bitten. She takes 4 damage and needs to roll fotitude.
Also it seems Isla's last kick hit, so roll damage.
Also, Isla's turn
[1d20+2 = 21]>>120741fort
>>120741[1d20+2 = 7]<Fort Save
>>120745[1d3+2 = 4]<Unarmed damage from kick
5 damage last turn
Isla, make your turn now
>>120747>>120751Whoops.Isla turns to meet the two new foes that flanked her, deciding to activate Mighty Throw, starting with a trip attempt against the rat that just bit her.
[1d20+6 = 11]<Melee touch attack
>>120752Miss, sorry.
Lucy's turn. She's at half health.
>>120753Grunting in frustration, she takes a 5 foot step and move to get away from being flanked.
(I hope that bugger's bite wasn't anything bad.)
[1d8 = 4]
Lucy hasn't responded, so I'll move for her.
She takes a 5 foot step away from the rat that bit her, a move action to retreat 30 feet away, and then heals herself with her Charnel Touch
rolling
Lucy is at full health.
Yeeck's turn
[1d20+4 = 6]
3 minute rule
I'll have Yeeck try to shoot a rat
[1d20+4 = 15]
The demon crawls 15 feet away with its move action, and stands up.
Isla's turn.
>>120758Whups. Ignore that roll
>>120758Isla's panting lightly from all the exertion, sneaking a glance at the pool of water as she bites her lip.
(Maybe if I jump into the water...)
She starts to run towards the springs, trying to enter it desperately.
>>120760.....
Isla jumps into the unhallowed waters, because it's not like she's busy fighting a freaking demon.
It's actually pleasantly warm, like a hot bat.
Roll Fortitude.
She gains partial concealment until the end of her turn, because reasons.
Lucy's turn.
Wait, I didn't roll for the rats.
Oh forget it, they take the Total Defense Action this round.
FFS, we were almost there.
Yeeck dropped. It's midnight where I am.
What do we do?
We'll try to wrap this up tomorrow.
The creature looks a lot like a cross between these two pictures, only much paler and scalier, and covered in white frost.
Exposed ribs are visible on its pale, emaciated torso, as if lingering on the brink of death.
[1d20+7 = 26]>>120765Lucy Thinks back to all the Tomes and Manuscripts she has read. She tries to identify what this thing is.
Rolling Knowledge religion.
>>120766It's not any sort of undead monster that Lucy has ever heard of before. It doesn't
seem undead to her, but perhaps close to death in some other way... Her magic-sensitive nature reveals that it is cloaked in a vengeful negative energy.
From her check, she's able to tell that this creature has been casting spells. The verbal components are barely intelligible; they are mostly in a language that she doesn't understand, but a few Abyssal words slip through now and then. They sound strangely melodic, as if the creature is chanting a horrible hym as it slings out hexes.
She can roll Spellcraft as a free action during anyone's turn to try to make out the chants.
[1d20+7 = 27]
Lucy Listens to it's chanting and tries to determine what its doing.
Skills don't crit, but I'm in a car and don't feel like drawing this out.
From the Abyssal hyms, and the way the creature was waving it's arms at the beginning of the encounter Lucy can tell that some of these hymns are not just spells, they are prayers; they sound like baleful moans in
The Creature's words are slurred in a language she doesn't recognize, but there's enough Abyssal for her to make out:
>"... Oh... [something].. Lord... [something, something, something] ..this ordeal..! [Something] challenge...!"
>"....[something] give me the [something]...! Give me the [something]...!"
>"I am [something]...! Your [something], of the [something]... [Something] me! [Something], [something], [something]..."
>"For the [something]..! [Something] them! For [something]..! [Something] rain down upon them! Freeze! Blister! Spread! In the name of [something]..! We will [something] them, for our [something]..!"
>"[Something] brothers.. Rise [something]..! Hear [something]..! For [something]..! [Something] deliver you.. Revenge...! [Something] will [something]...!"
So yeah, Lucy can interpret the presence of Divine Magic, and the creature appears to be casting Divine spells. She can also tell that the Creature's magical powers far exceed her own, perhaps one of the most powerful casters she's ever seen.
The first spell that covered the floor in ice was a creation spell. It doesn't look like it'll last that long. The fog spell seems similar, but it looks like it'll last a lot longer..
The rats were summons. They won't last that long, but they'll be around long enough to potentially kill her or an ally if not stopped.
>>120760>>120740"It's praying to Something. This Demon is the most powerful Being that i have ever encountered."
Lucy looks Afraid for the first time.
"Isla kill those rats!"
Yeeck's player, if you're there, it'd really be appreciated if you could just tell me when you're online, so that we could plan sessions ahead.
We'll play whenever Yeeck's player decides to communicate. It'd be a shame to cut him out of the boss fight, so I'd really like a message more than once a week.
Unless I lose patience and take control of Yeeck for the remainder of the fight, in which case he'll probably die.
Along the one of the trails of the Serpentcoil mountains, a smol, hooded figure, no bigger than a child, hobbles along the path.
[1d20-1 = -2]
Okay, Lucy is away from the keyboard, so I'm going to have her start Fighting Defensively, then try to kill one of the rats with her Charnel Touch.
Rolling her attack roll
[1d20+5 = 12]>>120779Nope.
Now lets let her take a 5 foot step, and move to a position where she isn't flanked, towards Yeeck.
I'll have Yeeck also start Fighting defensively, and use the Aid Another action to increase Lucy's AC.
>>120780Lucy gains +2 AC vs the rats for this round.
Cold Boi is visibly enraged as it sees Isla jump into the pool. It charges after her with a "WRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!"
The creature doesn't seem at all inhibited by the knee-high water, gliding through it smoothly as if it were air.
It drops its shield with a clank and lunges right towards with its spear in both hands.
>>120781Isla readies her stance, activating her Counter Charge against the charging cold boi, using her faster reflexes against it
[1d20+4 = 11]<Dex Roll.>>120782Correct.
>>120783The Demon proves itself to be much faster than Isla in water, easily succeeding its check.
Sadly for cold boi, it would have missed anyway, even with the bonus it got for winning the check.
It howls in a primal fury, brandishing its spear.
The Wererats attack Yeeck, who is now blocking their path to Lucy.
>>120785*Dire rats
And they all miss, Yeeck easily blocking them with his shield.
Isla's turn.
>>120786Isla, hoping this big thing doesn't have any more surprises under its sleeves, prepares the tripping on it.
[1d20+6 = 14]<Melee Touch Attack
The attack lands. Make your opposed check.
>>120789[1d20+6 = 16]<Trip Attempt (STR check)
>>120790The creature trips, snarling and gargling unintelligible curses through the waters.
Also, Isla never made that fortitude Save.
And gosh darn it, there's supposed to have been a spell debuffing the party this whole time.
The fight might suddenly get harder...
>>120791But first.
[1d20+8 = 10]<Free Trip Attack (Improved Trip)Now.
[1d20+2 = 18]<Fort Save
>>120792Miss
>>120793The little hooded figure still has a long way's walk before he gets to the mine.
It's late pretty late in the afternoon, and the goblin doesn't encounter very much.
I'm going to have him roll a survival check though. Roll 1d20 + wisdom
Rolling function is "dice 1d20+1"
[1d20+1 = 17]>>120794Lucy attacks the rat with her channel touch
>>120795Since she's behind Yeeck, she'd have to risk a move action to get in reach first.
Lucy's attack hits, but she forfeits cover and takes a nasty bite as part of the creature's AoO.
She takes 4 damage and has to roll fortitude.
Also roll damage for the touch.
[1d20+2 = 18]>>120796Heres fort
[1d20+1 = 2]
Survival roll
>>120798Oooooooh
Roll a Spot check, your mod should be +5
>>120797>>120799Hmmmmm
[1d20+5 = 9]>>120800Spot(vibe) check.
[1d20+5 = 23]>>120802The rat vanishes with a puff of Smoke.
>>120803I'm going to be nice and let you roll listen to see whether or not you die from this.
Yeeck attacks another rat.
>>120805Yeeck easily kills the summon,
The Angry Snowman, meanwhile, attempts to stand up.
Isla gets an AoO
[1d20+1 = 19]
Listen check
>>120809Chef hears the sounds of what seem to be yapping dogs ahead up from around the curve of the mountain.
A
lot of dogs.
He's already passed the treeline, but the mountain is covered in boulders that might provide cover if he thinks fast.
[1d20+7 = 25]>>120810Chef hides. Hide check.
>>120808Isla bonks the evil cold thing with her feet, swirling water around as she does it.
[1d20+6 = 20]<Melee Attack Roll"Stop yer incessant twattery, ye cold, daft... thing!"
>>120811Very good idea, although you forgot your +4 size bonus.
The chattering grows closer and up ahead he sees a troupe of kobolds. A whole warband to be precise. It seems to be 4/5ths combatants, 1/5th noncombatants, and even a dire weasel.
The kobolds appear to be wounded, some of them even visibly ill. Several unconscious reptilians are being carried on stretchers.
The warband is of standard size, made up of about 20-something kobolds altogether. They're all armed with various weapons, including longspears, Greatpicks, and crossbows.
They're chatter among each-other, evidently not having seen him yet.
What does he do?
>>120812That
barely hits, because cold boi dropped its shield.
roll damage
He falls back, gargling in frustration.
>>120813[1d6+2 = 7]<Damage
>>120813Chef sits right behind the boulder and waits for them to pass. Offering to help with the wounded isn't his style, and he hasn't survive by taking risks.
>>120814The creature takes a kick to the ribs and gargles in pain.
The a rat snaps at Lucy and misses.
It should be Isla's turn, iirc.
>>120816Isla tries to stomp on the big mean cold thing some more.
"I've had it with this curse! Yer the reason I turned intae cheese by some lizards!"
[1d20+8 = 18]<Melee Attack roll
>>120815Good idea, because kobolds don't need an excuse to kill goblins.
He hears them chatter as they pass
>"Stinky kave... not worth fighting for..">"We find new mine, or dig our own.">"Komrades down. N like karrying..">"Mountain kold.. lizardfolk hypothermia imminent.">"But we not lizardfolk, we kobolds. Maybe we no get lizardfolk hypothermia?">"No.. kobold hypothermia much worse..">"Forge ahead.. We find new mine soon, or we return to klan.."All of the demoralized kobolds pass him without notice, due to his beastly Hide modifier. The weasel sniffs in his direction, but is ushered on by its handler.
>>120817Miss
The beast manages to block her foot with its claw.
Lucy's turn.
[1d8+1 = 3]>>120818Lucy heals herself
>>120818Chef waddles on towards the mines while huffing and puffing. He wipes some sweat from his pudgy little face and sighs.
[1d20+5 = 12]>>120819Did that have a +1 mod?
Oh well, she's only one below full hp.
She can take a move action if she wants too.
>>120820It takes a while for the kobolds to reach a safe distance, but he moves on eventually.
Now roll survival again.
Yeeck attempts to squish the last rat.
>>120821Yeeck Misses the rat.
The creature grabs a small engraved skull from its belt and crushes it in its hand, this time not even risking being kicked in the face.
The rat attacks Yeeck.
And fumbles.
Isla's turn.
[1d20+1 = 12]>>120821The obese goblin does his best to hold onto dear life, but that seems like a challenge seeing as how he's working up a sweat merely by walking. "Oh lawdy. This is wun hailluva fuckn trip. I fuckn hope this shiet's warth eet." He says to himself.
>>120822Eventually, he makes it to the mines, described in
>>118500
>>120822Isla backs away from the creature as much as a move action can take her before throwing a prodding javelin to keep up the pressure.
[1d20+4 = 20]<Ranged attack roll
>>120826Move action provokes AoO, even from a prone creature.
The creature vengefully kicks at her as she steps away.
And rolls a freaking 1.
The javelin connects. Roll damage.
[1d20+1 = 3]>>120825Chef enters the mine and behind looking for his bounty. He gives his club a test swing while wheezing.
>>120827[1d6+2 = 8]<DamageIsla cheers to herself slightly over her streak of average luck.
(Knew water would save meh from death.)
>>120828He feels the mountain shake beneath him, subtly.
The tunnel stretches further than the reach of his darkvision.
Eventually he comes up to a room described in
>>118522There is nothing of immediate interest in this room, except for the dead goblin in the middle of it.
>>120829Gotcha.
Lucy's turn.
Chef doesn't have time to consider the danger of the mine. He trips, and his fat body rolls down to the bottom. He gets up and dusts himself off.
>>120831There is no bottom. This room is flat.
Would he like to inspect the dead goblin?
>>120830Lucy shifts closer to demon by 5 feet. Then summons a skeleton and orders it to charge and attack the demon
He inspects the dead goblin.
[1d20+5 = 21]>>120833With her last spell slot, Lucy summons a spooky boi who charges the prone monster.
[1d6+1 = 6]>>120835And Hits!
The monster takes damage from the scimitar.
>>120836Nice damage too.
Yeeck sheathes his hammer and draws his crossbow, then takes a 5 foot step to complete its turn.
The beast, now free to stand, stands up. It mutters a prayer and the fog around it thickens as the temperature drops. The warm water around it turns to slush, and Isla can feel the hotspring's waters around her legs turn frigid by the effects of the deadly aura.
>>120834It seems chef didn't need to look far to find the goblin he was looking for. Schlomo GOldstienbergwitz Jr. lies before him, his body pierced in various places by crude crossbow bolts.
However, he lacks the banknots that the Goldstienbergwitz tribe set the bounty on.
Isla's turn.
>>120837Chef grumbled and hurriedly males his way farther into the mines while holstering his club and drawing his shortbow.
>>120838There's a tunnel to his left and to his right.
Where does he go?
>>120837Isla, focusing on her master's teachings, readies Distracting Ember from within herself, her body and mind linking together as a full round action
>>120840Sure.
You can take a 5 foot step too, if you want it.
Lucy's turn.
>>120841She'll use it to slightly close the gap between the big bad and her, then.
I'll not that ever since that creature crushed that skull, it's wounds seem to have been closing. It seems not that much worse off than after it took the first blow.
>>120842Are you sure you want to do that?>>120843He enters what appears to be a mess hall.
Burnt and overturned tables litter the area. A pot of rank-smelling soup sits by a dimly-lit fireplace. The smell of smoke hangs in the air.
There is also an open door to the north.
>>120841Lucy steps five feet again. then loads her sling
>>120841Lucy steps five feet again. then loads her sling
Did i say open? I meant axed-open.
There was certainly a fight in this area. He'd need to roll search to get the full gist of what happened.
>>120844He heads back into the previous room and heads right after doing so.
>>120846Your sling is loaded. Roll to attack.
>>120841Lucy steps five feet again. then loads her sling
>>120848There's still an unexplored room, just fyi
[1d20+2 = 4]
I'm just going to roll for Lucy
[1d20+5 = 14]>>120852She misses.
Yeeck puts away his shield and fires.
>>120851He enters the mess hall and begins eating a bit of everything he sees.
He misses.
the beast walks towards Isla menacingly as the water turns t slush and ice around it. She can feel her strength being sapped by the frigid aura.
She takes 8 cold damage, collapses, and is now
dying. Drowning sets in immediately.
The creature sees her drop and grunts in victory, then proceeds to get out of the hotspring and walk towards Lucy at a menacingly slow pace.
>>120855That'd be the pot of soup...
Roll Fortitude.
[1d20+1 = 8]>>120856The fatass tries to choke down the soup.
It's Isla's turn, but she's unconscious.
Lucy's turn.
It's been revealed that this horrible fog-shielded creature can kill just by walking near its enemies.
>>120858He vomits.
The queasiness doesn't go away, and he stands there dry-heaving for several rounds.
What next?
[1d100 = 99]
Lets see if Isla sinks or floats.
>>120860Isla floats even while unconscious, and automatically stabilizes. She is stable and is no longer dying.
Chef explores the room to the north.
>>120863Wait, nevermind
You easily see and disarm a 0 CR trap that would have dumped a bag of flour on your head
[1d3+1 = 4]
Lucy hits the boss with her sling and deals dice damage.
[1d20+5 = 18]
The creature is as angry as an ice monster can be.
Yeeck drops his shield, reloads his crossbow, and fires.
Yeeck misses.
The creature walks towards Lucy almost nonchalantly, albeit murderously, since she wanted to sling a bullet instead of get to a safe distance.
As soon as it gets within 30 feet of her, she takes 7 cold damage and sinks to 1 HP.
it narrowly misses a grapple, foiled by its own concealment.
Lucy is at 1 HP, and if she stays in the aura for even one more second she'll be an icicle.
>>120862The room appears to be a larder.
The kobolds evidently ransacked the place before they left, but did so in a hurry. He's free to search the room.
>>120867Lucy retreats as far as she can go
>>120867Chef investigates the room in the north of the mess hall.
>>120869Lucy takes a 5 foot step back and then a run action, conveniently on the same round the Ice Slick wore off.
She moves 125 feet south.
Yeeck copies her, moving in the opposite direction.
The creature lets out a frustrated wail and draws a loaded crossbow, shooting it after him.
>>120870Roll Search,.
Ooof...
Yeeck takes a critical hit, and takes 7 damage from the crossbow bolt.
Lucy's turn. From her position, she has cover vs the creature's crossbow fire, but it only has to walk around the pillar to get within shooting distance.
She is at 1 HP. She may move and heal on the same turn if she wishes.
You find
>A barrel of expensive-looking wine
>A barrel of lamp oil
>A barrel of rats fighting over strips of rotting meat
>A barrel half full of ale
>A barrel with a half-eaten wheel of cheese that, upon further inspection, has a secret compartment with a small leather satchel in it.
Would you like to look further.
[1d20+8 = 26]
Chef takes the barrel of ale and pours it into the barrel of rats. He is attempting to drown the rats, so he doesn't fill it all the way. After making sure there's enough to drown the rats with, he stops pouring and loots the barrel of expensive looking wine, and then takes the half-eaten wheel of cheese. Finally, he checks out the small leather pouch.
>>120869>>120874Lucy heals herself
[1d8+1 = 7]>>120875The rats aren't drowned easily. They climb out and scurry away as the ale pours into them.
The wine looks expensive. Perhaps it could be resold.
The leather satchel contains a moonstone, a gold brooch with a jaded inlay, and three pieces of moss agate.
There's also 24 gold pieces, and a strange potion.
What stands out the most though, is the tiny ivory stamp with the Banker's family seal on it; it seems as though this is where Schlomo kept his stolen treasures. The bank notes themselves, however, appear nowhere to be found.
>>120876You want to move after that?
>>120877Lucy looks for cover closer to the demon and then moves there.
Yeeck steps back 25 feet and reloads his crossbow.
The creature sees that he's beyond its charging distance, and walks towards him as it reloads its own ranged weapon.
>>120879
Noted.
Your turn again. You're at full HP. The exit is still blocked-off by that deadly looking barrier. Your weapon is unloaded.
[1d20+5 = 17]>>120881Alright.
Yeeck is backed into a corner.
He fires
And misses.
He reloads and steps to the side.
The creature advances forward with a charge action.
It misses, but Yeeck is at 4 HP from the cold damage.
The creature's blue aura blinks out.
Lucy's turn.
[1d20+1 = 18]>>120883Lucy fires her sling
[1d3+1 = 4]>>120885Max damage
The creature appears distracted. Yeeck steps away and runs 88 feet towards Lucy with the run action..
The creature attempts shoot him in the back, missing him as it advances forward.
Lucy's turn.
[1d20+7 = 24]>>120887Yeeck runs up beside her and readies his longspear.
The creature, now visibly wounded and no longer regenerating, grips its spear in both hands and charges Yeeck.
Yeeck uses his readied action to attack with his spear.
[1d8+3 = 4]>>120889Oh, double damage
Sadly, the creature's normal spear reaches just as far as his longspear, it impales him.
>>120890Goddamn minimum on a 1d8 roll!
The creature lost some organs as the spear imaled him, but it's alive, somehow.
The same can't be said for Yeeck...
Lucy's turn. She's close to melee range of the creature.
[1d8 = 5]>>120891Lucy uses channel touch on tge demon.
Fail.
It stabs her in the chest, dealing 7 damage.
[1d20+1 = 9]>>120892Lucy knowing this is a do or die situation slashes at it with her scythe.
>>120895Absolute fail.
THe creature stares into her eyes, a burning hatred piercing into her soul as mutters the verbal components for a spell.
"Gaj!" it howls, as it lunges towards her
The creature finishes her off with its strongest spell, groping her bleeding breast with a deadly touch attack.
And it connects...
....
Lucy is healed 3d8+5 damage.
The dumb fuck failed it's knowledge check and didn't realize negative energy healed her.
Lucy's turn.
[1d20+1 = 17]>>120897Lucy cackles maniacally as she realizes what happened.
Lucy touches the monster with her hand and channels energy into it.
>>120898The Witch easily absorbs the spell that would have been a death sentence for any other living creature of her level, and boops the iceman on the nose.
Roll damgae
>>120900Yep, that did it.
Iceman is unconscious and dying.
Yeeck is at -7 HP and will die in 18 seconds if not stabilized.
[1d20 = 11]>>120902Lucy rushes to yeecks side and tries to stabilize his wounds
[1d100 = 24]>>120903Fail...
>>120906In the nick of time, Lucy manages to stop the bleeding and stabilize the dying gnome.
The iceman tosses and turns beside her as it bleeds out. Muttering some weird (nonmagical) prayer. It appears to be clutching a small silver object.
It's helmet has fallen off the scaly crust that covers its chest begins to crumble away into white scales.
It appears to be a pale white humanoid with a heavyset build and tusk-like jaws and icy blue eyes. Long locks of shaggy silver-white hair sprout from its head.
>>120907Lucy takes pity on the dying beast. Lets it finish the part of the prayer it's saying, then coup de graces it, with her scythe.
The Red and purple frills on its back, upon closer inspection, aren't frills at all. They're robes, ceremonial robes.
As the scaly husk crumbles away, Lucy stands before the corpse of a an orcish shaman. Pale white from head to toe, and emaciated by disease.
She'd have to make an intelligence check to discern what kind of orc it is.
>>120908"... We.. Wuz.. Kangs..." the orc murmurs, before its decapitated, a silver circlet falling off of its head and rolling across the floor.
It's praying arm falls to the ground beside it, still clutching the silver symbol.
>>120910It's an "ice orc"
A Frostblooded, Arctic Water Orc.
Meanwhile, Isla chills peacefully in the hot-tub, which has since reheated.
>>120912Lucy searches his corpse.
All immediate threats are gone. Lucy is free to resuscitate her allies, loot the body, or explore the kavern.
>>120912Lucy searches his corpse.
>>120913>An ornate spear>130 silver pieces>A spiked heavy steel shield>Bracers with spines on them>A horned helmet>Two shrunken heads with runes in them>A scroll>A spare set of chainmail (for some reason)>A light crossbow + 15 bolts>A bright blue sapphire>A silver circlet>A silver (un)holy symbol>What looks like a white wolf's pelt
Alright, the boss fight is over. The rest will be a breeze.
I'm probably going to move the rest of this adventure to discord, but I'll keep the rest of the narrative here for archiving purposes.
Everybody.
Y'all soaked up a lot of XP for that one. You might even level up.
>>120916Lucy takes the scroll, the circlet, and the sapphire. She picks up yeeck and walks iver to isla. Lucy checks on isla's wounds
>>120917*Goodnight everybody
Gosh, I'm tired
>>120918I'm going to bed.
I'll describe what happens whenever I have the time tomorrow.
Alright, it looks like the PCs who participated in this fight get to level up.
I'm willing to let Lucy or Chef continue to look around before we go ahead and change mediums. There's still a bit of this adventure I'd like to narrate.
I'm going to be busy with Thanksgiving for most of today.
Spoiler Alert: that was the hardest fight in this module; the ordeal is finally over, and the rest is epilogue that I'll type when I have the time.
In the mean time, before I go:
Defeating the shaman has a visible immediate effect on the fountain. The runes on the pillar change from angry red to a faint blue. The violent flow of water gushing from the statue's mouth tapers off, and it is replaced by only a steady trickle of from its lone eye. The water changes, no longer appearing to be murky and foul, but crystal clear and pure, bubbling faintly around the unconscious-but-totally-alive Isla.
The light from the runes fades, but they still go faintly. They appear to be etched partly in Abyssal in addition to some other unknown language. Lucy may make a Decipher Script check to make out the markings; and she is entitled to a new knowledge (religion) check to recognize them. I think she also still has a use of her Read Magic SLA, iirc. Heck, go ahead and use your Detect Magic SLA too, since you leveled up.
You can roll that while I'm gone. I'm also gonna say that Isla is restored to 1 HP because she leveled up and of the "healing properties" of the purified waters. She can go ahead and chat with Lucy if she feels like it until I get back.
The Ice wall that the shaman conjured looks deadly, but it might fade in a few minutes, hopefully.
I'll type the end to this shitshow either tonight or tomorrow.
[1d20+8 = 10]
>we wuz kangz
[1d20+8 = 15]>>120923Chef looks around for more stuff to take while rubbing his big goblin nose.
>>120932The rats he tried to drown earlier seem to have come back with a vengeance. It seems as though they were only surprised by the ale, but are visibly aggressive, maddened even..
Chef takes 2 rat bites, each doing 1 damage.
He's also going to have to make 2 Fortitude saves.
There appear to be 8 of them, squealing with unnatural anger.
Also, roll Initiative.
I'm still waiting for Lucy to read the rocks and then we can wrap this module up.
I'll also note that chef doesn't find anything else of value in this room. There's just scraps of poor quality food, that cask of whine that looks a bit too heavy for him to carry, and several very angry, hungry rats.
[1d20+1 = 16]>>120936Chef gets out of dodge and runs as far as he can to get out of the mines.
Rolling fort
>>120937>>120938Hmmmmmmmmmmmmmm
scribbles downThe maddened rats snap at him as he leaves, but he evades their reach easily.
>>120935She Reads the statue
>>120940Did you cast Read Magic?
>>120942The runes are written in a convoluted mixture of Orcish, Abyssal and Draconic, but Lucy can read it clearly with her cantrip. They begin to glow faintly as she reads them.
Roll a Will Save
>>120945The pillar does
not turn her brain to mush by forcefeeding her 6 gorrillion years of orcish history.
Lucy is able to tell the the statue is a monument to Gruumsh One-Eye, the patron deity of the orcs.
At the top of the pillar, a line reads:
Gather and breed, and your numbers shall flourish.Rise up in hordes and seize that which is rightfully yours.Raid. Kill. Conquer.Followed by several eons worth of runic script that would take a high DC Decipher Script check to understand (you're welcome to try, it's a class skill for you), pertaining to a clan of orcs who inhabited these mountains for centuries: The Ice Orcs known as the Tornclaw People.
What sticks out the most though are the red runes on the far side of the pillar, glowing brightly. They're written in Abyssal moreso than orcish. The markings were carved by
the Shaman Jakk Tornclaw, as a prayer to Gruumsh to Smite Down the "weak ones" who inhabit these valleys. They also tells the story of the fate of the Tornclaw Clan:
The pillar tells the tale of Jakk of the Tornclaw clan, an Ice Orc shaman who sought vengeance upon the people of Duvik’s Pass for an old wrong. It was ten years ago that Jakk saw his tribe slain by the humans of the valley. The young Jakk was one of the few of his clan to survive a concentrated effort by the militia of the Pass to eradicate the threats nesting in the mountains above. The Tornclaw were made up of savage barbarians and powerful shamen, but they were outnumbered, out-maneuvered and eventually destroyed by the human militias that stormed the mountains after a grueling and bloody war. Jakk, only a fledgling adept at the time, managed to escape the carnage with his life and several relics of his faith, at the cost of his pride and glory knowling that his brethren were no more. Jakk stored the treasures of The Tornclaws' faith in one of the clan's secret temples and wandered the mountains alone, wallowing in grief for his people, and shame in not having died in battle with his brothers.As the years passed, Jakk devoted his life to watching the men of Duvik’s Pass and their efforts, and preparing his revenge. His prayers to Gruumsh One-Eye, the God Of Vengeance, gave him resolve as he watched the “weak ones” steal the riches that should have been his clan’s. After the god revealed to him the secret of the Burning Plague, Jakk used his newfound power to infect the springs feeding the town’s wells as well as the other creatures dwelling within the mines and across the mountains. He bided his time, watching from the shadows as his plans slowly came to fruition.Yet all had not gone as planned. Gruumsh, being a harsh deity who values strength above all things, had decided to test his disciple. Jakk had contracted the Burning Plague himself and had, despite his prayers, not been able to escape its grip. Although he grew near to death, the shaman would not rest until all of the peoples of the valley are laid low. He maintained his encampment by the springs below the earth, continuing to reinforce their corruption awaiting another sign to prove himself to his lord.
Lucy can also see the glyphs begin to fade from their statue, their glow having dimmed ever since the shaman was felled.
It seems as though the cause of the curse that ravaged this land has been defeated, or at least from what she can make out.
There's more to be read, but she'd need a decipher script check to make out the messages in the orcish runes and surrounding paintings.
That means y'all can leave.
[1d20+4 = 21]>>120947>>120946Lucy tries to make out the script
>>120949Nice check.
Time to make up some orcish history.The paintings around the caverns describe many centuries of orcish history. The orcs of the surrounding mountains revere caverns such as this one to have been created by Gruumsh, so that his people would always have a place of refuge after battle. One such painting describes their lord poking holes into the mountains with his mighty spear. The paintings suggest that several such sacred kaverns exist in this region.. but none of them are really precise in location. The Tornclaw were a clan of adepts who practiced in and guarded these kaverns, until their fall 10 years ago.
The Tornclaw were allegedly descendants of the first humanoids to have inhabited this region. The glyphs and paintings describe their god shepherding the Ice Orcs from the mystical "white lands". They were herders, raiders, and nomads, and they both hunted and venerated the white dragons who followed them from their old homeland. Their violent but intimate connection to the dragons was so deep that over the eons they became more dragonlike themselves, turning frosted white with silver hair and icy blue eyes. The Tornclaw themselves were only one tribe of many, but perhaps the furthest south-dwelling of all of the Ice Orcs who made the pilgrimage. They had good relations with most of the surrounding Orc clans of the mountains, trading, hunting, and even fighting alongside each other at times. They too shared an eternal jihad against the elves of the forests beyond the valleys, and the far side of the cave is dominated by a battle scene that depicts orcs, elves, humans, goblins, dwarves and dragons of various color in an all-out brawl.
A diminutive, one-eyed fish nibbles one of isla's fingers (dealing no damage), the peculiar creature seemingly having suffered no ill effects from the waters that just moments ago seem foul enough to force saving throws.
>>120952Lucy takes a moment to appreciate their history.
Is the spring that was poisoned near the kavern?
>>120954The waters in the pool surrounding the statue run off in various connections, trickling away into cracks to small to squeeze through.
Another part I forgot to mention was that the Tornclaw revered elemental water. They considered these springs in particular to be sacred, because they were connected to the groundwater across the mountains.
The water was visibly contaminated just moments ago, but cleared as Jakk drew his last breaths.
>>120955Lucy walks over to isla and tries to drag her out of the kavern along with yeeck
>>120957Isla is conscious and can move on her own freely.
Yeeck, i'm going to decide is barely conscious too, because reasons.
>>120958Ah i didnt realize she was awake.
Lucy Takes the Shrunken heads off the ork's corpse and then looks around for anything that was hidden in the kavern by the ork
A few weird mushrooms, those weird eyeless fish, cracks and chasms too narrow to squeeze through, lots of silver leaf on the cave paintings (don't bother scraping, it's thin as heck), more paintings, unintelligible runes... not much else here.
Evidently, Jakk hasn't hidden anything in this particular kavern, aside from his immediate equipment.
Not even any rations on him: he guy was wasting away, spending his every waking moment hexing the waters.
Oh yeah, and the blue barrier-thing vanished in a few minutes.
The zombies haven't responded though.
>>120960Isla stretches while still floating on the lake as she opens her eyes.
"That felt horrible," she comments as she glances around the area.
>>120963The "demon" is laying on its back across the kavern, with its head cut off and its scaly armor slowly disintegrating.
Lucy is currently reading the pillar, her eyes glowing and muttering strange tongues as the prophetic glyphs feed her information.
Yeeck is visibly wounded, but twitches somewhat. He raises a thumbs up to signify that he's okay.
The water seems a lot cleaner than when she stepped in it, it's gone from murky red to crystal clear. The temperature is pleasant.
A diminutive, one-eyed fish nibbles at one of her legs, apparently having suffered no ill effects from the recently corrupted waters. A few others swim about the pool, their singular eyes breaching the surface of the pool, seeing clearly in the dim blue light from the luminous moss in the kavern.
>>120964She breathes a sigh of relief.
"Thank goodness. Maybe that'll stop this plague thing."
Isla glances at herself, knowing she's floating on the water with her clothes on.
"Ah, bugger."
She looks to the edges of the lake for a place to leave the clothes to dry for a bit.
>>120965There are a few stalagmites near the walls of the kavern that might work for that, maybe 15-20 feet away.
The kavern's floor is otherwise sculpted bare, with no obstacles or interposing structures, other than the statue on the pillar.
>>120966Lazily swimming over to the stalagmites, she proceeds to drop her goods in a small pile as she starts to take off her clothes slowly, starting from her boots to her chest, sneaking a wary glance to try and hide her privates with a spare arm if she can manage.
After that, she finds a comfortable spot at the edge of the lake neck-level deep as she gives a small sigh.
>>120967The stalagmites were near the walls outside the pool, but I'm going to just put a couple sticking out of the hot-springs. There's a few smooth rocks in the pools too.
Yeeck is all but KO. Lucy is the only immediate humanoid that might see her, and shes barely dressed herself. The pillar is big enough to provide total cover, even if the angry one-eyed god statue looks a bit unnerving, staring down judgmentally at the mortals who killed his ordained priest.
It's really not a lake, persay but a subterranean spring, the pool being 30-35 feet across, it's deep enough to submerge completely in at its deepest point. It runs off in a small creak across the kavern and branches off into a small hole.
The water is is pleasantly warm, getting hotter at its deepest point. She feels almost refreshed by the purified springwaters.
A few more one-eyed fish swim about lazily, their pale pink bodies gliding through the clear waters, their enlarged pectoral fins almost making them look like diminutive angels.. or demons. They recoil slightly as she lights her torch, their singular eyes dilating in the increased light, but they go back to swimming peacefully in a few moments unaccustomed to visitors in their little sanctuary.
>>120968While the statue itself is kind of unnerving for her from how there could be a second demon lurking in the statue, waiting to jump out, she figures they would have jumped both at once instead of trying to get the jump on them after one of his buddies died.
She looks in the water, a bit curious of what's in it aside from fish, as the pleasant heat coats her body, an arm trying to poke one of the fish out of curiosity.
(This is way better than a lake or pond.)
>>120969There doesn't seem to be much visible to her in the dim torchlight but rock and a bit silt, the fishes only visible near the surface of the pool.
They circle the statue, seemingly roused from hibernation now that the waters have cleared.
Poking a fish is going to require a touch attack, lol.
>>120970[1d20+4 = 13]<Touch Attack roll
>>120972She frowns, seeing the fish as a little time sink as she relaxes and waits for her clothes to dry.
Her finger tries to touch another fish.
[1d20+4 = 17]<Touch attack
>>120973The fish is poked.
It blinks and wriggles in distress and tries to swim away, darting off into a deeper zone where the torchlight does not reach, albeit rather slowly.
>>120974She giggles.
"Nice."
Putting her head in the water, she seeks for something of note under the water.
>>120975Some movement near the bottom, although nothing she can make out, lacking low-light vision.
>>120976Isla, being the adventurous, reckless human that she is, disregards the lack of visibility as she attempts to swim to the bottom, exploring her surroundings with her touch.
>>120977The pool's deepest point is near the base of the statue, isla can feel the force of hot water gushing from a hole, fish swimming around it, seemingly picking at detritus.
She cannot swim to the bottom and hold the torch at the same time.
There's two rocks that look like they might hold a torch if she wanted to set it down though.
Meanwhile, I'm going to have Chef leave the room with the rats and explore the next tunnel, since that's what he wanted to do. He notices the springed pitfall trap, and carefully balances around the side of the hole. He comes up to a vast cavern, dimly illuminated by glowing fungus.
[1d20+1 = 21]
Chef goes the opposite way that he went the first time. Heading into the main room of the mine, and then going right instead of left.
>>120979Depending on whatever it is you just tried, it probably succeeded.
What do you do?
[1d20+1 = 8]>>120980Chef is attempting to find the guy he came here for. Where is Chef currently located?
>>120981The guy he came here for was the dead goblin he saw near the entrance.
He found the Banker's Stamp, but no bank notes.
He's located in the main mine, as illustrated in
>>120244Cables hang from the upper groto leading to a ledge, and Chef can see another tunnel on the far side of the kavern.
>>120982Chef investigates this newfound tunnel that he spied.
>>120983The tunnel is dark, long and runs downward, a sickening stench hangs in the air as he marches downwards.
At what appears to be the halfway point, he finds a dead, mutilated kobold, and an empty sack.
The tunnel ahead appears to lead into a larger cavern at the edge of his darkvision. The air is hot and humid, and the smell is atrocious.
Now, does he enter the tunnel? Is he sneaking or searching?
>>120984>>120985Chef rubs his hands and loots the kobold. He then sneaks farther ahead.
>>120987The kobold has already been looted, it seems. It's bag has been slashed open. All that's left on it is a dirty set of leather armor.
>>120988He takes the leather armor and sneaks further into the tunnel.
Rolling move silently
>>120990The tunnel is littered with corpses and shambling rats. The air is thick, the stench of decay is unbearable, and he finds it hard to breath.
If there were any creatures in this room, they haven't responded to him.
There's another tunnel ahead. A faint blue light glows at the end of it.
[1d20+1 = 3]
Rolling a will save to see if he has the balls to press forward.
>>120995I mean, he's not subject to a fear effect, but he might not want to stay in this room for too long...
Roll Fortitude
I'm probably going to stop doing these on-board announcement things. I'm preoccupied with exams, and I can reach you all on discord much more easily.
As for the adventure, there's really not left of this saga other than getting back to town to get your rewards and level up, and maybe introduce a couple plot devices. spoiler. It's kind of a shame this thing dragged out over the coarse of a month, but I guess it just couldn't be helped; life happens.
As for the KKK... idk what to make of it. I did learn quite a bit from this """""""""""""one-shot""""""""""""", but it really depends what the group thought. After the party wraps up, I'd gladly explore any ideas for games you would like in the respective channel. I've kept content preparation on the backburner, but I really would rather wait until Rhyd's player is finally free again so we could all play together. I feel kind of bad for leaving him out, since i picked this module with him in mind.
I was aiming to keep the entirety of this adventure on the board for archiving purposes and my own personal taste, but I could go ahead and move it to discord now if you would prefer it. A couple players expressed discomfort in playing on the site, and I'm suspecting that perhaps this might not be the best medium for a high-speed game... Still, I find it comfy.
It looks like it may be quite a while until we have every player present. Exam seasons are a bitch. Because of that I think I'm not going to DM anymore plot-based modules for a while, since I'd rather have the whole group together when we finally have the time; I've got plenty of site-based content prepped if players would like to explore the region in the next month or so though. It depends what the rest of you would like to do; I'm pretty burnt out from college though.
Chef is free to continue through the tunnels until he bumps into the party. Lucy has read everything I'm willing to let her decipher without being able to speak Orcish. Yeeck can walk, and will probably continue to be alive in the time being, in case his player gets his life back together (good luck, m8). He'll follow the party out of the kavern when they decide to leave.
Pic unrelated
Alright, I'm off of work. Hopefully I can DM Rhyd's arch later, if his player finds the time.
I know I already made the RP arch on the server, and this medium has been agonizingly slow, but could we just get to the outside of the cavern before switching? I wanted to keep this adventure on one thread.
I'll note that Chef's psicrystal, since i rolled its perception, would alert him of the presence of passive creatures in the charnel pit (it's the zombies). I'm going to just shove him into the next tunnel sneaking, because I don't feel like running the encounter for the second time, and also because they'd tear him to pieces without a chance.
The first thing he sees before him is a monolithic statue of a fearsome one-eyed god in the center of a pool of running water. Blue moss illuminates the room so that he can see the entire kavern with his low-light vision.
Two bare humanoid legs seem to be sticking up out of the pool.
Also, Chef has not designated his psicrystal's personality type. He'll have to decide sooner or later.
>>121347Chef attempts to identify whether the legs are masculine or feminine while hiding in the shadows. I will roll the hide check shortly.
>>121349>identify a creatureRoll knowledge (local).
This is common knowledge, so you can make an intelligence check.
..... And I have to step out for 20 mins..
[1d20+4 = 8]>>121350Rolling knowledge (local).
[1d20+10 = 20]
Rolling hide.
>>121352Gee, the psicrystal make all the difference.
Lucy can roll opposed, if she wishes.
[1d20+10 = 16]>>121360The +3 hide makes me nut. This is not an action.
>>121362Ur hide check is reduced to 16. Xp
[1d20 = 20]>>121347Lucy pulls Isla's head out of the water.
>>121360Spot.
Isla is simply exploring the small lake for any noteworthy nooks and crannies at the deepest the pond will go.
>>121365You notice some fatass goblin trying to check out Isla's feet by the poolside.
The pulling would require a grapple check. She could just tap her.
Yeeck snores in the corner.
>>121366The hot water flows from a small, narrow hole. She can't see anything, but she thinks she can feel some movement deep down.
>>121368Chef continues hiding. He clutches his psi crystal while continuing to attempt to identify if the feet belong to a male or a female.
>>121368Not her feet!Isla, curious, starts to tap the rockbed at random, trying to feel the movements a bit better.
[1d20+4 = 20]
Rolling knowledge
>>121371Close inspection of Isla's feet reveal that the logs belong to a female of the human subtype, most likely human.
>>121370She thinks she can hear a subtle humming sound.
>>121372Chef continues hiding. He sits criss-cross applesauce style while in the shadows.
>>121372(Strange,) she ponders as she tries to listen in closer.
[1d20+7 = 21]<Listen Check
>>121373Te only shadow is the shadow of the statue. A torch is wedged between the rocks by the upside down legs.
>>121374Like... static? It's a sort of humming, crackling sound.
>>121375With a blubbed woe, she decides that's enough deepdiving for now, opting to pull her head out of the surface.
>>121375Chef waits outside the entrance of the room in an attempt to continue hiding.
>>121368"What the fuck are you doing (((GreenSkin)))?!"
>>121376Roll spot
>>121377He sees a bunch of motherfucking zombies with pickaxes looking right at him.
None make moves to attack though.
>>121378Actually, it's blue.
Oh wait, Isla doesn't need to roll. Lucy alerted her of the goblin behind her.
>>121379Chef runs back into the room while screaming in horror. He cowers in the far side of the room while crying.
Isla can she a fat, blue goblin, at the edge of the pool, right behind her.
Yeeck's snoring shakes the kavern.
>>121382Startled by both Lucy screaming about green skinned people and the blue goblin in front of her, she jumps slightly, briefly exposing her chest before sinking back to head level.
"Oi! What are ye doin' 'ere, lad?!"
>>121381Alright, pretty much everyone in the room is completely aware of the screaming blue goblin.
Yeeck, however, is too tired to give a shit, racial jihad be damned.
>>121383The goblin continues to scream and cry. Snot bubbles out of his nose as he sinks to his knees and bows to the party, "Please don't k-kill me! I d-d-don't w-wanna d-die! I d-d-don't w-w-wanna d-dieee!"
>>121383Isla can feel a slight tingling in her legs, although she can't really tell if its from the water or from shock at this point.
>>121385>>121386Shivering from the feel and the fat goblin, she deems it necessary to step out of the water, covering her bits with her arms.
"Fine! Look away fer a bit!"
Is there anyplace Isla can hide from most of the prying eyes?
Okay, Discord is being shitty today, so I'd prefer if you asked all these meta questions on the thread.
>>121387There's the statue. It's big enough for an ogre to hide behind.
>>121388Grabbing her hopefully clean parts, she takes them and hides behind the statue, trying to dry herself up and get dressed.
>>121389Considering that she was soaking in the pool for about 15-30 minutes while Lucy was reading the glyphs, she's probably cleaner than she's ever been in years, or at least since she started traveling alone.
>>121385Does he grovel too?
>>121390He grovels as well.
>>121390I meant her clothes, but that's good, too.
Not to mention I screwed up the wording.Hopefully dry enough to wear clothes comfortably, she dresses herself with her equipment.
>>121391Do it in-character.A big scary witch looms over him, her torn, dirty rags covered in blood.
The naked ninja darts behind the statue, seeming to disappear into shadows momentarily due her peculiar stance.
Her clothes are still damp but she can wring them out enough to be wearable down the mountain.
Lucy, if you have stuff to say, say it on the board, because Discord isn't working for me. It's been on-and-off all day.
>>121393The fat goblin sweats a little as his crying and snotting continues. "P-please d-d-don't kill me, s-scary p-pretty witch lady!" He screams while grovelling.
>>121395I'm going to change his debuff to Shaken, just because of his flaw.
It would be a shame if somebody spammed intimidate on him...
The zombies continue to linger at the tunnel entrance, but they do not advance through. Their tortured moans echo in the hallway.
But they don't match the cacophony of Yeeck's absurdly load snoring Xp
>>121393>>121395She wrings her clothes, still hidden behind the statue.
"Quit yer crying!" she shouts out.
[1d20 = 3]<Accidental Intimidate roll
>>121399The goblin continues to cry and scream.
Lucy or Isla can make relevant checks to see why the zombies haven't stormed in yet, but they'd have to get closer to do so.
>>121399Chef automatically fails his opposed check and is now Frightened, his debuff increasing with the river of gooy green snot pouring down his chubby cheeks.
>>121401>>121400With an aggravated sigh, she finishes putting on her stuff, walking towards the goblin.
"Stop it, already! Yer hurting mae ears!"
[1d20 = 9]<Accidental Intimidate roll
>>121402The goblin looks at her with wide eyes. Excitement and terror dance across his eyes before he curls up into the fetal position and begins to quietly sob while physically shaking.
>>121402chef becomes Panicked, and is compelled to flee back towards the tunnel.
... Only to run back, in fear of the zombies that greet him.
[snot intensifies]
>>121403I warned you the danger of stacking fear effects.. Better to experience it for the first time now, and not when an orc or hobgoblin NPC is doing it.
>>121405This was always my intention.
>>121404Chef is now
cowering. He loses his dex bonus to AC in addition to taking a -2 penalty to AC, and he can take no actions other than to beg for his life.
He can still communicate though, because I feel like it.
>>121404>>121405With a frustrated sigh, Isla walks to where the goblin ran off to, being sure to notify Lucy and Yeeck.
>>121408He's right in front of her.
The goblin is all but helpless, although not enough to coup-de-grace. He has blue skin, and is dressed in dirty rags. A large sack and a backpack are strapped to his sides.
>>121406Beg harder, gobbo!
>>121409Isla glances up to see the zombies who don't seem to be interested in them.
She waves her hand to them.
"Hello, rotters. Mind givin' this lil' lad sum space?"
Lucy player is having sort of a rough time, so I'm going to move her along while Chef attempts to introduce himself.
The spooky witch looms over the goblin for a few minutes, before she gets bored and turns to see if she can salvage some less-dirty rags from the dead orc in the corner.
>>121411The goblin, compelled by his debuff, crawls away slowly, leaving a slug-like trail of slime in his wake.
>>121412With a sigh, she simply walks around the goblin, standing on the other end, impeding his crawly escape towards the zombies.
"Ooh," she says with a deadpan expression. "I'm spooky human. I'll eat ye so ye better crawl to the lake."
The Wrags that the Orc was wearing are the remains of Ceremonial Clerical robes; maybe they were masterwork at some point, but they've clearly not been well taken care of over the past 10 years... They are red, as is traditional for champions of Gruumsh. The symbols are blotched out enough so Lucy could wear them without standing out.
Thy're certainly better than the 1 cp peasant's outfit she's currently wearing. They even come with sandals.
>>121413I'm going to let the gobbo's player respond
>>121410The goblin rolls onto his back and lifts his shirt- presenting his soft tender belly to the tall scary woman as a wolf would do with another when submitting to it. "P-please don't k-kill me! I c-c-can be useful! W-would mistress like to s-spit on me, b-beat me up, o-o-or st-step on me!? I'm j-j-just a little worm not e-even w-worth the effort of k-k-killing!" He shouts while breathing heavily.
Fucking discord.
What i meant to post in the #graveyard is that y'all still haven't properly looted the orc.
>>121415Scruching her face in disgust, she takes a step back.
"Crawl to the lake, would you? Yer makin' me uncomfortable."
The goblin crawls into the lake to wash himself.
(LMAO)
>>121415Living up to the character, I see. Nice work.
>>121419Am I playing him well? Lol.
>>121418With a shiver of second-hand embarrasment, she looks at him go before turning to the zombies.
>>121418The gobbo crawls to the edge of the lake and defiles the Pool Of Sacred Tears.
>>121420Very goblin-like.
>>121418>>121420He can hear a faint buzzing sound, as he sticks his face in the water.
>>121423He pulls himself out of the water after wiping away the snot on his face.
This is the part where you introduce yourselves.
Lucy's player has been prevented from doing so because reasons, so pretend she's in the conversation. Her player is still lurking.
>>121426I got the message.Isla, seeing the zomboes aren't reacting much, turns to walk back to the lake area, glancing at the goblin creature.
>>121427You can roll a sense motive check, if you want.
You'd need a high DC though, since they're mindless creatures.
>>121428I'll give it a shot
[1d20+7 = 23]<Sense Motive roll
The zombies are well aware of her presence, swiveling their heads towards her with sickening [cracks], but do not make motions to attack.
The gruesome automatons fixate their heads towards the previous tunnel once more, ready to attack anything that enters the cavern.
Lucy can infer that the mindless zombies, capable of processing only the most basic commands, were programmed to attack whatever entered the cavern, but perhaps not what was leaving it...
*Isla can infer
Or Lucy, this is her area of expertise
With a curious rise of one of her eyebrows, Isla pokes one of the zombies.
>>121432Yeah, that's a step to far.
The zombie, one of the miners, lacking sophisticated object permanence, mistakes her for an intruder and swings at her with its pickaxe.
...And misses.
Then Lucy steps into the room and rebukes them all for as long as it takes for the plot to advance, while Yeeck gathers the rest of the shaman's loot in his bag for the party to kill each-other over later.
>>121433Isla jumps back, looking at Lucy with a sheepish smile.
"Sorry, lass."
>>121434Lucy looks like she about to respond before a cave frog hops into her mouth, distracting her.
>>121435Straining to hold a giggle, she walks back to the lake, beckoning Lucy to follow.
She looks at the goblin thing, wondering what sort of being is he.
The goblin seems to have calmed down a bit. He's still hyperventilating, but has composed himself more. "Wh-who are y-you?" He asks to the party.
>>121437"Name's Isla, lad," she responds. "Feelin' better now?"
If y'all don't mind, I'm going to advance things a little bit with some meta knowledge. There's nothing else in this room of interest except for whatever was making that buzzing sound earlier, so if you'd like to leave and introduce yourselves later, you're free to go.
>>121436Lucy runs around randomly trying to dislodge the frog from her tongue, managing to stumble in the general direction Isla was pointing her too.
Local knowledge is a class skill for you, so i'm going to let you roll it untrained to identify this humanoid.
>>121437The Witch is distracted by a frog in her throat. Ask again some other time.
>>121438"Y-yes. My n-name's Chef-f. I c-came here to find b-bank notes."
>>121440"You too?" Isla asks. "I haven't seen a sliver of it either, but there were sum fancy rocks."
>>121441"I d-d-didn't find a-anything." The goblin says.
>>121443Roll bluff with a -2 Penalty
[1d20+2 = 5]
Rolling bluff
Isla, your opposed check, just for courtesy.
>>121447The little shit is lying. He's a lying liar lying out of his lying hole.
He totally found something.
>>121448>>121445"Ya mind bein' honest with me, lad?" Isla responds. "I'd rather you'd be honest."
[1d20+2 = 12]>>121449I m-may have found some st-stuff. A-all I have is this half-eaten cheesewheel." He says while producing a half-eaten cheesewheel from his backpack.
Rolling bluff.
>>121450Opposed
[1d20+7 = 17]<Sense Motive
>>121451>>121450He found something alright. Something worth hiding.
>>121450>>121452"Cut the lying, ye moneygobbler!" Isla shouts. "Tell the truth!"
[1d20+2 = 18]>>121453The goblin cowers while showing her what's in his bag.
>>121454I could have sworn he had a few etra weapons.
The dead kobold had a crossbow and a shortspear, btw.
>>121455>>121454With a sigh, she looks at the goblin.
"Good. That is all I needed to see. Thank you."
She pauses.
"Who are you?"
[1d20+2 = 7]>>121456"Ch-chef."
>>121456Do you take his stuff?
>>121457>>121458Good alignment forbids me of that.With a nod, she holds out a hand to shake.
"Isla."
>>121454Oi, you forgot the golden brooch with the jade inlay, and the 3 pieces of moss agate.
>>121459I wouldn't have said so, but if you insist..
>>121460Don't leave those behind. They're worth taking.
Do y'all want to leave, or do you want to look at whatever's buzzing in the pond? I want this adventure to be over.
[1d20+2 = 18]>>121464I wanna leave the dungeon.
>>121459"Ch-chef."
>>121465Good. There's no treasure left in this mine.
>>121464I vote leave as well.
Alright. The party leaves. Lucy rebukes the zombies at bay for Yeeck to smash and/or push past.
The only unexplored area s the kobold camp, which Isla, upon climping there out of curiosity, find a trap door leading to a room filled with absolutely nothing, since the kobolds ransacked the place on their way out.
Nothing kills them as they make their way out of the mines, and they're free to go home down the mountain. They should be in town before sunset.
Whoever's leading, roll survival
[1d20+1 = 11]
Rolling survival to try to be helpful.
>>121470rolls diceChef is attacked by a fucking eagle, bigger than he is.
Roll an opposed grapple check.
"KYAAAAAAAAAAAAAAAAAAAAAA!!!" cries the raptor
Also, everyone roll initiative, since this thing actually has a chance to carry him off.
[1d20-4 = -9]
Rolling to not die from a frickin bird. Lol.
>>121472>>121473>>121471I leave for dinner for 10 minutes.[1d20+5 = 7]<Initiative
>>121475Fail, the eagle manages to lift his fat ass off the ground and begins to carry him off, at reduced speed albeit.
It lifts him about ~30 feet in the air, carrying him away from the trail, towards the cliff.
"KYAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!" Another eagle responds, swooping in
>>121476Tat's alright. We can get back to this later. Take your time to eat.
[1d20-4 = -1]>>121477Chef attempts to hold onto the bird for dear life while screaming and pissing his pants.
Rolling grapple.
>>121478Roll initiative.
Also fail.
He takes 2 nonlethal damage.
[1d20+3 = 18]
Rolling initiative
>>121480Alright, but he just made his check trying to escape the grapple.
The other eagle just circles overhead, cawing to its mate.
Lucy's turn.
[1d20+3 = 12]>>121481Can I attempt to punch it in tue balls/vagina, or poke out it's eyes?
>>121482He has to win a grapple for that
Which he fails, lol
Okay, Lucy's player is still feeling intimidated, so I'm going to have her load her sling.
Yeeck tries to shoot it.
And fails, because he doesn't have precise shot..
Isla's turn.
>>121484Isla fires at the eagle flying away with the fat goblin with her newly acquired crossbow.
[1d20+4 = 15]<Ranged Attack Throw
>>121485Due to the fact that she's shooting into the melee, that fails to hit.
The eagle struggles to carry Chef's fat ass further away from the trail.
He can roll an opposed grapple. to slow it down.
[1d20-4 = -16]>>121486Rolling grapple. Chef is having a panic attack.
[1d20-4 = -11]>>121487NATTY 20, BAAAYBEEEEE
Chef knocks the eagle unconscious with a lucky punch.
>>121487Chef manages to escape the raptors grasp before its able to carry him to the cliff.
Now roll tumble, to see how hard he falls.
>>121488Nope. He fell out of its grasp and is now falling from a considerable height.
Roll tumble
[1d20+3 = 15]>>121489>>12149 →Rolling tumblre
>>121491I'm going to treat this as a deliberate jump
He takes 5 nonlethal damage, and 4 lethal damage from the fall. He is now staggered.
He is at 1 HP.
The other eagle swoops at him, but seems to be unwilling to take on the group.
The two eagles fly off, in search of some less heavy prey.
[1d20+3 = 10]>>1214921 HP, with 7 non-lethal. He's KO'd.
The PCs managed to make it halfway down the mountain before the bird attack.
I'm going to be nice and not make them roll again to survive the rest of the trip.
>>121493He's just staggered. He'll survive, so long as he doesn't malign any cats that might scratch him.
I'm gonna give Chef 75 XP for the escape.
The PCs make it to the town.
What's the first thing they do?
>>121496Isla decides to ask the locals about the plague, particularly who were the first ones that got infected.
[1d20+3 = 8]>>121496Chef wants to buy a prostitute.
>>121497Well, if you want to look for information, the best place to go would be the Plot Hole Inn.
*Enter party, arriving through the gates*
The one-eyed bartender looks up.
"Oi, would'ya lookit dat. The rascals made it down from the mines." he says, putting down the dirty glass he was polishing
Then his expression turns morbid.
"So.. what became o' our boys?" The old man says
>>121498I'm assuming that was a diplomacy roll?
>>121498I accidentally left the dice on. It's cool if you just do fade-to-black with the hooker.
>>121499It wasn't, but I am assuming you would have me make a bluff check to get the likely human hookers to fuck him.
>>121500A peasant barmaid slaps him, knocking him out nonlethally.. (sorry, it was a crit before i even read that message)
>>121499"Dead," Isla utters. "There was some strange stuff happening in there, with little dragons and a big, blue muscular thing."
She turns around to see Chef, pointing at him.
"Like that, but double my size."
https://www.youtube.com/watch?v=3IUew6G9bg0This is Chef getting yeeted by the barmaid. I'll just wait for him to wake up from the KO lol.
>>121503The old man looks deeply sad, but the way he shakes his head makes it obvious that he expected so much.
".. damn savages..!" He growls
".. Anyway, 'tanks fer givin' it a look.. I woulda' been up there meself, if it weren't for these old knees of mine.." The
Orcs don't actually look like Goblins.
And Jakk was white, not blue.
>>121504lmao
Yeeck walks in behind Isla, with his bag full of junk.
As he moves forward, something seems to catch the old man's eye.
"No.. It can't be..!" he gasps, reaching a shaky arm out across the table pointing straight at Yeeck's bag.
"I'd know dat pike anywhere. That'd be da rod of the Tornclaw!"
The other peasants loitering in the inn seem to be perturbed by the old man's outcry, giving him confused looks.
The bartender turns to Isla.
"Say, young lassie, what in blue blazes did you see up there?"
>>121506"There was a big statue of... sumthing," Isla mutters. "I think it was tae same thing that attacked us, tae white orc. It chanted pretty dicey stuff."
>>121507The old man seems shocked, then confused, then exasperated. Isla doesn't need a check to sense a flurry of emotions washing across the old man's face: Disbelief, horror, anger, guilt, fear, confusion.. it's all there.
He lifts a shaky finger
"Ten years ago.. That very spear took my eye.." he mutters
"I never would'a thought the last of 'em would'a still been crawling around these mountains after all these years." He says, lowering his head
>>121509"Who?" Isla ignorantly asks, cocking her head.
I'm going to take this chance to point out that the spear that nobody bothered to loot is very ornate, with a silver haft and ivory carvings, and is definitely worth keeping.
>>121510The old man seems visbly uncomfortable, glancing at the spear every now and then, as if he can't really believe it's there.
"The orcs.. The Tornclaw. Dey were once the top dogs in this region, before the Zarians decided to push 'em out. Long family of mages; dey were the baddest brutes in the mountains.
"Ten years ago, was the end to a long war my brothers and I fought under the flag of Zaria against the orcs un dese mountains.. They were tough, savage, and strong, but not too many of 'em. There were hardly any left by the time we'd won. Just a few running off into the mountains, and one more who fought till he was near dead before escaping; he took my eye with him.."
>>121511lolIsla nods in interest.
"I see."
A pause
"Did they use some sort of dark magic stuff, maybe? Something related to zombies?"
>>121512"Am not so sure. Am no expert on dat orc juju. Dey sure as heck had some powerful hexers among 'em though. Der even had a pair o' dragons on their side. The Zarians won in the end, but they took out more than half of militia army. My comrades.. we're told to take out da shaman first.. it was easier said than done, cuzip those juggernauts could take a dozen bolts to the chest and still keep going. I thought we'd had em by the time it was over. The blasted savage was already being eaten by rats by the time I turned around, but then the bastard sprang at me and jabbed mr eye out, muttering his dark mumbo jumbo before skatin for the hills with a whole sled's worth of treasure on his back.. and none of us ever heard from him again...
.... until today..."
Seeing as how Lucy's player isn't feeling well, and I still haven't had the chance to reintroduce Rhyd, I think we outtalked cut it for the night.
I did a random ecounter, but i'll probably do them on discord from this point on. I just wanted to get the party back together before the adventure ended. There isn't much left here.
Goodnight.
Since it looks like some of the players would not like to play on the board for the remainder of this adventure, I thik I'll just cu the dialogue and narrate the closing of te story as follows:
The commners are at first skeptical of Lucy's "quick rundown", but are hushed by forceful words of the one-eyed elder. Word travels quickly of the supposed curse that the curse that ravaged the land had supposedly been lifted.
Defeating Jakk had an almost immediate visible effect upon the waters of the wellspring, which began to clear themselves of the muck of the Plague shortly after his death. The mine itself remains in need of purification and most of the contagious elements therein will have to be burned before it is safe to wander through the mountain’s interior once more. Even so, most of the able bodied young men left in Duvik's pass died at the hands of M'dok's Warband, and it could be quite sometime until the mines of Duvik are productive once more.
The Plague symptoms affecting the town of Duvik’s Pass begin to subside with the cleansing of its water supply. The townsfolk are most greatful, and are told that whenever they come back to Duvik, they will never need to pay for lodging or any supplies within reason during their returns to that place. The party find themselves cashing in immediatey though, for not a day after their descent frm the mountain, they all find that the themselves have all contrated a particularly horrid case of the burning plague, in addition to the filth fever that had been spread to them by the rats. They find themselves bedridden by ability damage, gracious for the free hospitality of of he Plot Hole Inn. The effects of direct exposure are so severe that they spend weeks tossing and turning in their beds in hot spread tormented by mad fits and nightmares, just barely managing to avoid permanent ability drain (Isla came pretty close though). Upon the fifteenth day, they find that they've all recovered, having been treated by Sister Morgan, the town's only Adept, finally free from her room in the Mayor's palace.
The next day, the party are all given the chance to meet the Mayor, a silver-haired human aristocrat named Cristofar Sendars, who is eventually convinced to leave the safety of his mansion after a heated dispute with and some name-calling from Scout Tungstan, the old barkeeper himself, who threatened to break down the door with his pickaxe if he didn't "get his sorry ass out of there". The Mayor obliges, but never takes off his plague mask for the duration of the meeting.
Mayor Sendars offers a reward of 100 gp taken from the mine’s anticipated profits to each adventurer who helped reclaim the mines (including the freaking goblin who didn't do anything but help himself to th last of the treasure). He also treats them and the town to a feast meal (cooked from the stocks he'd hoarded in preparation to wait out the plague).
Yeeck is given a free pony, and rides off ito the sunset, to never to return until or unless his player is able to play once more in future games.
Kiara, who tragically took her own life in despair of being tortured by the kobolds, is dragged out of the mine and buried to avoid her turning into one of a list of a hundred different kinds of undead monsters that make up this word's insane foodchain.
The fate of Rhyd remains unknown, but nobody seems vey optimistic given how he was abruptly taken by that giant spider..
The Banknotes of the Goldstienbergwitz Clan are nowhere to be seen, perhaps traded of to the Hobgoblin parade that visited the town three months prior. Mayor Sendars seems unwilling to speak of his dealings with the infamous goblinoid, but makes a remark that "That thieving bastard nearly ruined this town with his worthless paper mony!". The ivory stamp in Chef's possession, however, is proof that the notes were there, although it's uestionable if it would really be worth the effort to travel to the clan's homeland with neither the notes nor the living goblin in hope to extract a reward from the infamous (((bankers)))...
It's unclear what the future will brng for ou little band of murder hobos.
As for further adventures, rumor has it that word has spread among neighboring orc clans that the PCs slew the last son of the Tornclaw Clan. The wrath Gruumsh One-Eye, The God Of Vengence, is an ever present omen in the background, as the fearsome lord whispers to his shamen sends word to his followers that warriors who bring him the heads of the meddlers who thwarted his Burning Plague will gain his favor.
M’dok remains alive, trekking back to his clan with his wounded warband. Perhaps the little red Sorcerer may return in the future as well, leading another army to reclaim the mine he still considers his, for his people believe here is no obstacle in the multiverse that cannot be overcome with sheer numbers.
For now, however, the day has been won and the dangers of the Plague averted. The PCs (and their players) should take some time to enjoy the satisfaction of a quest completed. Perhaps one day they'll seek to investigate who Schlomo was trading with months prior, or maybe they'll search the mountains in hopes to find where Jakk stashed away the last of his people's treasures, but for now, they rest. The PCs who finished the adventure taking all the time they need to level up.
The KKK is dismissed for now, or at least won't return to the board for more than a week or three.
Thank you all for playing; it was a lot of fun! :D
I'll see you all on discord, so you can make any retroactive changes to your characters, and maybe try some encounters of mine if you're interested.
I'll narrate whatever happened to Rhyd (spoiler alert: he hasn't been eaten by spiders yet) whenever his player has the time. Last thing his player knew, he was cocooned in the ethereal plane, praying for salvation from the 8-legged menace.
The KKK will probably not formally meet again for a couple weeks, maybe even a month, since it looks like some of our players need some time to sort out their schedules.
In the meantime, I'll be reading up on some better and more original Content than The Burning Plague, and maybe trying out some crash course encounters while I contemplate mediums. I'm not entirely satisfied with how that adventure went (particularly how it lasted a month instead of just one day), so I'd prefer to be a bit more prepared if any future plot-based adventures are to occur.