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 73 files omitted.
>>120484One kobold looks like it's ready to shoot her in the back before the red leader barks at him to get back to work.
>>120485Isla turns back one last time
>"Are you sure there is nothing worth to you that I can grant?"She clasps her hands together as she cocks her head with a little, hopeful smile.
>"I have always wanted to see a little dragon up close." >>120488The kobolds seem unimpressed.
A few sneer in what may either be confusion or disgust (she can't tell at this difference), before turning away to work on something that is evidently more important, M'dok (red leader) included.
>"Mans is strange.. different every time.."The kobold grumbles as it crawls out of sight.
There are now only two kobolds stationed by the ledge; one keeping guard on either exit tunnel, crossbow readied.
The kobolds seem to believe Isla isn't about to attack them. None have shots readied against her, or at least none that she can see.
>>120489Isla pouts slightly.
>"Please, pretty please? I will do anything to get to know you little dragons better."Her eyes attempt to widen in the vain hopes of the kobolds taking enough pity at her to let her be on the same space as them.
[1d20-2 = 17]<Diplocheck >>120490There are only two kobolds visible. Is she addressing one of them, or is she shouting to see if M'dok will hold conversation?
>>120491The latter, but it can be directed at the kobolds standing guard.
>>120495Four bright orange balls of magical light zoom over the far end of the camp. They sail harmlessly past Isla and dissipate on the ground beside her.
The shot is punctuated by a bark.
It seems M'dok isn't out of spells after all...
>>120496*by a loud bark from the back of the camp
The archers are still not pointed at her, but glance towards her in suspicion.
>>120496>>120497Isla pouts.
(Alright, that's enough pushing. Bugger, it'd had been cool if those lizards were nicer.)
She walks out through the tunnel provided with her shoulders sagged.
(I hope at least one of 'em were interested. Gon' hurt mae ego if not.)
She chuckles to herself.
I'll add an extra note to Isla's last Sense Motive check that Isla has successfully modified M'dok's attitude from unfriendly to indifferent.
The KKK shall assemble once more on Wednesday, when one of our players is feeling better.
Hopefully, we'll finally get over this module then.
I did not expect this last encounter to take this long or do that much damage.
The KKK will assemble as soon as all of the players have time.
I don't mean to spoil, but there aren't very many rooms left to explore in this dungeon, or at least not very many that aren't currently guarded by the surprisingly-formidable kobold boogaloo.
Lucy and Yeeck are faced with no immediate threats. If Yeeck wants to rest for an hour or 8 while Isla continues to provoke the kobolds, he's free to wait for her.
I'll not that half of the 70-foot tunnel seems fine, but a bit past the spot where Yeeck found the dead kobold, the tunnel gets kind of hot and humid and the air quality starts to get kind of bad. His sensitive gnome-gnose can detect the stench of corruption. It would seem inadvisable to bring the unconscious Lucy past that point alone.
On the bright side, the dead kobold he looted had some useful supplies that he could possibly use to treat himself or Lucy, or even Isla if she doesn't talk the kobolds back into shooting her first. The medpack includes a few cave-spider silk bandages, medicinal cave-herbs, a vial of antitoxin, and two flasks of alchemical healing ointment, presumably concocted by the Kobold warband's alchemist. He may also roll a heal check for forensics to try to tell what horrible fate befell the poor disemboweled kobold scout.
Also, I'll illustrate what happened to Rhyd as soon as his player actually has time.
You didn't think I'd just randomly ghost away him with a CR 5+ monster without a fighting chance, did you?
I was mistaken. Isla has indeed already entered the tunnel where Yeeck is.
It is entirely unlit, spared even from the glowing moss that lit the earlier cavern. She could light a torch, but it might be safer to wait and see what Yeeck's player is doing first.
Today's KKK meeting has been suspended due to injury for one of our players. We hope to resume when we can all play comfortably.
I would like to aim for the (hopefully) final session of this particular adventure to take place either Friday or this weekend.
After that.. I think i might take a bit off to reconsider how I prepare content, supposing players still want to play. I kind of thought that just reading things straight out of a WoTC book would lead to a smooth and enjoyable adventure, but I'm rethinking that now. Perhaps a game over this sort of medium would have been better with some loosely-threaded, site-based encounters rather than a distinct module. Still, I think I've learned quite a bit over the course of this agonizingly stretched-out adventure, and I've filled a whole notebook with do's and don'ts.
There's only a little bit left of this adventure. I'll go for a last ditch effort.
The KKK shall assemble as soon as it's convenient for players to meet this weekend. Today/tonight at the earliest, sunday at the latest (unless shit happens again, in which case perhaps never).
No kobolds bother to shoot Isla as she makes it to Yeeck's tunnel, this half of the warband presumably occupied by new orders from their kaptain who has been revealed to be the Mage M'dok; she can assume some might still be watching though, the "little dragons" being ever so militant as their kaptain barks their instructions.
Also, Isla, remind me what your readied maneuvers are, because you might need them later.
You can also spend five minutes meditating to recover them, or just pick new ones as a full round action, since you've got Adaptive Style.
It's unclear if the KKK will be able to meet today. I have not heard back from some players.
However, if they meet within the next half-hour, we might be able to finish this today.
I'd like to get everyone online at 9:30 EST tomorrow, if we can manage to pull it off. I'm aiming early, because I know we'll get delayed anyway.
Players, please set your alarms. The earlier we start, the more likely it is that we can finish this train-wreck of a module.
We play as soon as Yeeck's player shows up.
>>120538It'd be nice if he
said something these past couple days...
Be warned, the next fight is going to be hard, and not just because of strategic positioning and clever tactics.
Lucy, you wasted a spell slot when you used Detect Magic as a spell instead of an SLA, but I've decided to retroactively change that so that you used your racial ability instead.
You have one(1) spell slot left for the day; use it tactically. That means maybe not using it to summon skeletons that only last one round, or casting "cause fear" on kobolds that you could have easily just used your intimidate skill on. Your
Charnel Touch could one-shot almost any kobold in this dungeon (it's not just for healing), you've got 7 uses of rebuke undead, and you've got 13 str to handle that scythe.
I'm only giving you this spell slot because it's been do to my own failure that you had to ration 4 spells over the course of a freaking month; that was a situation that I wanted to avoid at all costs, and for that I apologize. Playing a spellcaster has to suck if the adventure moves so slowly.
Pic unrelated, but also the sample Dread Necromancer.
Okay, Yeeck's player hasn't said anything in the past 3 days.. I'm unsure how to proceed, but I really want to get this adventure over with today.
I'm sorry, Yeeck, but I can't keep delaying sessions forever if you won't at least communicate with me. I'm going to take control of Yeeck, due to popular demand. I apologize in advance if he dies (likely), but I'm not going to fudge any dice for it.
This module has outlived my patience. Maybe you can participate in some other encounters next time, if there is a next time.
Yeeck's first action is to attempt to resuscitate Lucy with the healing paste. It does not kill her, as a Cure Light Wounds potion would have, but the alchemical paste stings so badly that Lucy regains consciousness momentarily, before Yeeck can use-up the paste.
Naturally, Lucy would then use her charnel touch to heal herself. She doesn't need to declare that because i won't allow her to proceed without that common sense move.
Yeeck then hands the flask to Isla and explains to her it's healing properties in gnomish-alchemist jargon. If she wishes to use it on herself, she can roll 1d8+1 to see how many HP she's healed.
>>120541Isla watches Yeeck with slight surprise before taking the flask and drinking it.
[1d8+1 = 5]<Heal The next thing the party can do is decide who goes first.
They may elect to send the mute Fighter with Darkvision in first if they wish; he seems rather complacent suddenly.
>>120544"Ye got shot tae bits, lass," she answers.
>>120543She looks to the gnome fighter.
"Ye can keep going first, lad."
>>120545"Didnt you die? i thought i saw you get shot."
>>120546Isla shrugs.
"Aye. but I got better."
She smiles.
"Magic does that, I suppose."
>>120547She pauses for a moment
"I Thought i could finally be with the raven queen."
She sighs
"Lets finish these kobolds then, how did youu kill the ones on the ledge?"
[1d20-1 = -9]>>120542What's your HP now?
Yeeck would have used the other flask on himself,
but you could take it from him.>>120544I'm going to assume this is Lucy's proxy.
Yeeck explains to Lucy how he dragged her into a cave and rubbed lotion all over her chest while she was passed out.
The gnome complies, bravely marching forward into the dark chamber.
Due to his encumbrance and his Loudmouth flaw, he makes an awful lot of noise...
Rolling on the board to see how his sneak check turns out.
I'm going to Assume Isla follows at the back with her lit torch, and Lucy in the middle taking advantage of her low-light vision. IF you object to the marching order, speak up.
>>120548She laughs.
"I dun have that much whiskey in me tae do that, lass. Leave them be."
>>120549No complaints from me.
Yeeck communicates tat the smell becomes almost unbearable later on.
As the PCs approach, they begin to feel an uncomfortable heat emanating from the room ahead. Although initially mild when the party first begins feeling its effects, it reaches sweltering intensity by the time the characters reach the entryway of the kavern.
The first thing Yeeck says is that the room is "crawling with rats" and filled with corpses. It's "the worst thing he's ever smelled in his life."
Do you wish to proceed past this point just behind Yeeck?
>>120553>>120552Isla would not react with any prepping beforehand, so yes.
[1d20+2 = 7]I'll also point out that Lucy is no longer deaf. She got every detail of Yeeck explaining how she moisturized her.
It also means she can communicate precisely with the party, which means please speak in-character.
>>120554Since she only has a torch, she can only see dimply into the kavern. She can smell decay.
Yeeck boldly marches into the room.
"Looks like everything in ere' is dea-
motherfucker!"
Isla, from her position, can see a couple figures rise off of the ground.
Lucy can see that some of the closest figures appear to be kobolds, but... dead? Another one appears to be a man, or perhaps it used to be. She'll have to roll knowledge (religion) to find out wtf they are.
Moar moaning emanates from the back, Isla's torch not reaching that far for even Lucy's keen vision to see. They'd have to advance into the room or light a second torch (move action) to proceed.
Everyone roll Initiative.
Rolling for Yeeck
[1d8+1 = 9]>>120557How do you have +7 initiative with only 16 Dex?
Also, rolling Yeeck's HP
[1d20+2 = 8]>>120558That was my knowledge religon roll.
Heres my initiv
>>120557Lucy has heard of her family's tradition of reanimating corpses. These corpses in particular are zombies: simple but formidable monsters.
Her check is enough to let her know that the zombies won't easily be felled with bludgeoning or piercing weapons, needing neither organs nor ribs. Cutting the flesh affects these monsters normally.
These monsters are minimum hit dice.
The first kobold zombie charges Yeeck, brandishing its greatpick. Isla gets a glimpse of it in the dim torchlight.
I'm considering to have Yeeck fighting defensively.
The pickaxe bounces off of Yeeck's shield, the zombold moaning in mindless rage, it's chitin armor glistening in the torchlight.
Another zombold charges him, with a similar result.
It moans in fury.
>>120561"Cut them. it works the best."
[1d20+1 = 20]>>120561I use my shield to bash them back right as they hit
It is now Isla's turn.
She must move forward if she wants to get a proper view.
>>120565Isla takes this time to light another torch to properly see the foes in front of her.