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Kaverns & Kobolds: A Level 1 Adventure
Anonymous
1q3x9
?
No.118395
118425
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.
Kavern Master
1q3x9
?
No.120567
>>120564
Sorry, it's not your initiative. You didn't get the chance to ready an action.
I have his tower shield drawn, which is the only reason why that last attack missed him. You can change shields as a move action, on your turn.
Kavern Master
1q3x9
?
No.120568
120569
>>120566
She can do that as a move action.
She could hand it to Lucy as another move action, if she wishes. Lucy has no weapons drawn.

SHe can also take a 5 foot step
Anonymous
bjKQf
?
No.120569
120570
>>120568
Isla hands Lucy said torch to end her turn, seeing she's not in apparent danger.
Kavern Master
1q3x9
?
No.120570
>>120569
She is absolutely in danger. The tunnel is 10 feet across: not enough to bottleneck, especially not for the zombolds.

The human zombie charges, swinging its Heavy Pick with both hands at Yeeck.
Oooh
It barely misses yeeck, with a shot that would have been grizzly had I not decided he was fighting defensively.

Yeeck is going to take -4 on his next attack roll, -2 due to defensive fighting, and another -2 due to tower shield.

Another human miner zombie charges out of the darkness, from barely out of the reach of Yeeck's Darkvision.

It also misses, thanks to Yeeck's trusty tower shield.
At this point, he can see that there's a lot of zombies in this room.
Kavern Master
1q3x9
?
No.120571
120572
It's Lucy's turn now.
Not a witch
QQiAK
?
No.120572
120573
>>120571
Lucy rebukes the human-zombie.
Kavern Master
1q3x9
?
No.120573
120574
>>120572
Unless this is a last minute change to the Turning Presence ACF, Rebuking is an AoE attack.
Roll 1d20+6
QQiAK
?
No.120574
120575
[1d20+6 = 16]
>>120573

Kavern Master
1q3x9
?
No.120575
120576
>>120574
Narrowly saved by flash from her family's crest, Lucy is able to rebuke undead with up to 3 HD with that check.
Now roll 2d6+5
QQiAK
?
No.120576
120578
[2d6+5 = 10]
>>120575

Kavern Master
1q3x9
?
No.120577
Lucy can see 6 zombies, btw.
Isla can see 4
Yeeck can see 8.
Kavern Master
1q3x9
?
No.120578
120580
>>120576
All three of the kobold zombies, and both of the human zombies raise their arms in horror at the sight of her family's crest, moaning unintelligibly as if begging for mercy.
One kobold zombie, however, kneels down, also moaning.
Roll knowledge (religion).

Yeeck's turn.
LRHHY
?
No.120579
120582
[1d20+1 = 21]
I roll to figure out what the hell just happened
QQiAK
?
No.120580
120581 120582
[1d20+7 = 8]
>>120578

Not a witch
QQiAK
?
No.120581
>>120580
nooooooooo
Kavern Master
1q3x9
?
No.120582
120583
>>120580
She is unable to tell why the dead have been repelled, or what it means that one is kneeling.

>>120579
The undead seem to be cowering before Lucy's evil magic. They look easier to hit, unless y'all would rather just push past them.
Still your turn. Knowledge checks are a free action.
Kobold Slayer
LRHHY
?
No.120583
120584
>>120582
I keep my shield leveled and try to move to lucy
"Psst I say we get the hell out of here"
Kavern Master
1q3x9
?
No.120584
120586
>>120583
That's a move action.
You can also attack, unless you'd like to use it as cover vs anymore charges.
Kavern Master
1q3x9
?
No.120585
120587
Btw, you can all talk to eachother in-character if you'd like to communicate.
Lucy rolled a very useful fact about the zombies' DR earlier. Perhaps she'd like to reveal that to her allies.
Kobold Slayer
LRHHY
?
No.120586
>>120584
I know it's an action, I'm trying to push through but I don't want to leave them behind
Not a witch
QQiAK
?
No.120587
>>120585
>>120563

Kavern Master
1q3x9
?
No.120588
Okay, Yeeck hasn't attacked in 3 minutes, so I'm glossing over.
The third kobold zombie charges.
Just barely missing him, because I decided to take away it's racial slight build.
Two more miners charge Yeeck, who is the first thing they see.
Both are deflected by Yeeck's shield.
And another zombold attacks, missing pitifully.
IT screeches its unintelligible racial jihad, even in death.
Kavern Master
1q3x9
?
No.120589
120590 120592 120594 120596
Everyone is going to need to roll a fortitude save.

The first two zombolds are rebuked. They spend their round cowering.

It is Isla's turn. She can see 8 zombies in front of Yeeck. Four of them are cowering, four are brandishing pickaxes, ready to strike.
LRHHY
?
No.120590
120593
>>120589

Kavern Master
1q3x9
?
No.120591
Oh, torchlight illuminates half the room at this point:

Waves of heat wash through the cave, thickening the air and making breathing difficult. This small, bowl-shaped cavern’s floor is littered with humanoid corpses. Rats skitter through the sea of bodies within the sunken floor, pausing occasionally to nibble at a choice morsel. A host of their brethren lie nearby on their backs, some of them still twitching with a few remnants of life.

A tunnel’s opening is visible (to Yeeck alone) in the eastern wall of the chamber and, in the distance, the sound of rushing water can be heard.
Lucy can faintly make out the tunnel ahead>
Isla is in the back. She'd have to move at least 10 feet forward to see it.
Anonymous
bjKQf
?
No.120592
120595
>>120589
Isla, seeing the enemy still eager to attack, unsheathes her cutlass from the sheathe, slashing at one of the non-cowering zombies, prioritizing the little dragons if applicable.
[1d20+4 = 21]
Weapon Finesse'd Melee Attack roll
LRHHY
?
No.120593
120595 120597
[1d20+5 = 23]
>>120590

Anonymous
bjKQf
?
No.120594
120597
>>120589
[1d20+2 = 6]
<Fort Save
Kavern Master
1q3x9
?
No.120595
120598
>>120592
Meh, I'll accept that. I'll assume you drew it ahead of time and charged.
Roll damage.
>>120593
You need to declare your action before you roll. What are you doing?
QQiAK
?
No.120596
120597
[1d20+2 = 16]
>>120589

Kavern Master
1q3x9
?
No.120597
120598
>>120593
>>120596
pass
>>120594
Isla feels sick to her stomach, but isn't visibly inhibited.
Anonymous
bjKQf
?
No.120598
120599
>>120595
[1d6+2 = 4]
<Damage
>>120597
Isla gags slightly.
Kavern Master
1q3x9
?
No.120599
120600
>>120598
The zombie moans painlessly. I assume that was a miner. The kobolds look pretty heavily armored.

Another miner zombie wastes it's round cowering.
The zombie that Isla attacked goes in for a grapple.
And misses her.
She gets an AoO
Anonymous
bjKQf
?
No.120600
120601
>>120599
[1d20+4 = 10]
<AoO Melee Attack Roll
Kavern Master
1q3x9
?
No.120601
>>120600
nah

It's Lucy's turn.
She can see 8 zombies before her, 4 of which are the ones she rebuked earlier, 4 are still attacking.
QQiAK
?
No.120602
120603
[1d20+6 = 9]

Kavern Master
1q3x9
?
No.120603
120605
>>120602
What did you do?
Kavern Master
1q3x9
?
No.120604
120605
You have to declare before you roll
Not a witch
QQiAK
?
No.120605
>>120603
>>120604
Rebuke
Kavern Master
1q3x9
?
No.120606
I'm going to take that to be a rebuking check, which would have failed.

A kobold zombie charges past Yeeck, in an attempt to attack LUcy.
Yeeck gets an attack opportunity.
Kavern Master
1q3x9
?
No.120607
The kobold zombie appears to be heavily armored, thick scaly plates glistening in the torch light. It brandishes it's greatpick with skill as it charges, the weapon nearly as big as its body..
LRHHY
?
No.120608
120609 120610 120611
[1d20 = 7]
I attack the kobold

LRHHY
?
No.120609
120611
[1d6 = 5]
>>120608
bring my fucking hammer down on it's head
Not a witch
QQiAK
?
No.120610
120612
>>120608
"Cut them! Hammers dont work"
Kavern Master
1q3x9
?
No.120611
By the sight of these kobolds, Isla can now see what was going on as M'dok described the corpses of his warriors dissappearing in the night.
The dead are restless, having risen from the grave to serve some horrible phasm.
>>120608
Miss.
It misses Lucy though.
>>120609
That would have been your turn, it also misses.

The Miner zombie that isn't attacking Isla goes in for a grapple on Yeeck.
He gets an attack opportunity.
LRHHY
?
No.120612
120613
[1d6 = 1]
>>120610
it's my hook hammer, I used the bladed end
Kavern Master
1q3x9
?
No.120613
120615
>>120612
That's a piercing weapon, and it misses.
Te zombie grapples you.
roll opposed grapple/escape artist.
Kavern Master
1q3x9
?
No.120614
Iirc, Yeeck's grapple mod is actually higher than his escape artist mod. It should be 1d20+5
LRHHY
?
No.120615
120616
[1d20+5 = 17]
>>120613
I roll for grapple
Kavern Master
1q3x9
?
No.120616
120617
>>120615
Yeeck barely manages to overcome the zombie's size modifier and wrestles free.
The next human zombie attacks him the same way though, moaning something about brains.

Make an attack of opportunity.