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.
>>120564Sorry, 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.
>>120566She 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
>>120568Isla hands Lucy said torch to end her turn, seeing she's not in apparent danger.
>>120569She 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.
>>120571Lucy rebukes the human-zombie.
>>120572Unless this is a last minute change to the Turning Presence ACF, Rebuking is an AoE attack.
Roll 1d20+6
>>120574Narrowly 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
Lucy can see 6 zombies, btw.
Isla can see 4
Yeeck can see 8.
>>120576All 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.
[1d20+1 = 21]
I roll to figure out what the hell just happened
>>120580She is unable to tell why the dead have been repelled, or what it means that one is kneeling.
>>120579The 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.
>>120582I keep my shield leveled and try to move to lucy
"Psst I say we get the hell out of here"
>>120583That's a move action.
You can also attack, unless you'd like to use it as cover vs anymore charges.
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.
>>120584I know it's an action, I'm trying to push through but I don't want to leave them behind
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.
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.
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.
>>120589Isla, 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
>>120592Meh, I'll accept that. I'll assume you drew it ahead of time and charged.
Roll damage.
>>120593You need to declare your action before you roll. What are you doing?
>>120593>>120596pass
>>120594Isla feels sick to her stomach, but isn't visibly inhibited.
>>120598The 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
>>120600nah
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.
You have to declare before you roll
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.
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..
[1d20 = 7]
I attack the kobold
[1d6 = 5]>>120608bring my fucking hammer down on it's head
>>120608"Cut them! Hammers dont work"
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.
>>120608Miss.
It misses Lucy though.
>>120609That 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.
[1d6 = 1]>>120610it's my hook hammer, I used the bladed end
>>120612That's a piercing weapon, and it misses.
Te zombie grapples you.
roll opposed grapple/escape artist.
Iirc, Yeeck's grapple mod is actually higher than his escape artist mod. It should be 1d20+5
>>120615Yeeck
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.