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.
1357 replies and 81 files omitted.
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.
>>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.
>>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)
>>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.
>>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