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.
[1d20 = 1]
*blue scadoo we can tooo* as I sneak back to where isla lies without lucy
>>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
>>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.
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?" >>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[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.)