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.
1307 replies and 79 files omitted.
[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.
>>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 >>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
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.
>>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.
>>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.
>>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 >>120717Isla attempts to trip the evil thing to the ground.
[1d20+6 = 11]<Improved Trip attempt 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.