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.
1207 replies and 75 files omitted.
[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?