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.
[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
>>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
>>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.
>>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.
>>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!"
[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.