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 77 files omitted.
>>118482Allaway nods at the bartender, giving him a thumbs up, before turning at the woman next to her.
Soon I shall join the speedrunners.>>118483She spins her body towards her rapidly, quickly extending her arm to shake the hand offered.
"Aye, me too," she answers with a grin. "Want tae go to the mines together? I would like sum company that is not a bunch of dismissive twats."
(I bet that goblinoid is there.)
>>118486>>118485So it's one of THOSE campaigns now is it?
>>118488"Its always better to have company. lets go."
>>118490She nods, standing up and going to the mines.
Would anybody else like to roll to walk up the hill?
>>118491>>118493Nevermind. That one is good enough.
Let me find my notes.
Alright alright, hearing noises behind her, Kiara ducks into bushes to wait and see who is following, only to realize its those other three. She steps out as they approach, tl;dr "Hi, I'm Kiara. Nice to meet you!"
>>118495"Hi that's a nice tambourine you have. My name is Luy"
>>118498Kiara looks confused at the viola she's still holding (but would probably vanish any time now). "Nice to meet you Luy."
A cool breeze drifts down from the towering peaks of the Serpentcoil Mountains as you behold the entrance to the caverns. The frost-rimed ground is littered with tools, picks and shovels, some of which protrude from soft banks of snow. A single darkened shaft leads into the depths of the mine ahead. The dirt path beneath its wooden support structure is covered with stone debris, a few pieces of which occasionally glint with the slightest hint of ore. No light issues forth from the tunnel. Burnt-out torches are strewn across the floor, their brackets torn from the shaft walls. Behind you, the worn road leads back through the crags to the valley below. Aside from the quiet whistling of the wind, complete silence fills the small clearing within the mountains.The tunnel is 15 feet wide and 10 feet tall.
It is entirely unlit.
Rhyd's darkvision allows him to see 60 feet into the tunnel with no end in sight.
>>118495>>118496>trying this hard to split the partyNigger, did I not tell you that she only left within moments of the rest of the group?
Kiara veers off the road 5 steps ahead of the group and nearly walks off a cliff, only to be caught by Isla and set back on the path.
>>118500>>118499Thank you, GM.Isla is confused at Kiara's accident.
"Lassie, ye trying tae kill yerself or something? Come on."
With that, she goes back to search a bunch of usable torch near the entrance of the mine.
[1d20+2 = 18]<Search roll for torches >>118500He pauses at the entrance, staring down the tunnel and breathing a sigh of relief
"ahh, the mines"
>>118500Kiara unhooks a bullseye lantern from her pack and lights it with flint and steel.
>>118502"I would have been fine. The Teagans tell me I have the blessing of Fharlanghn!" She smiles brightly.
>>118502Lucy pulls out her flint and steel.
>>118502The torches are burnt-out, a few broken lanterns litter the area, but Isla can attempt to make a torch out of what's left.
Roll an untrained craft check (1d20+int)
Her search also reveals that the wooden supports to the tunnel are chipped and torn, as if having been damaged by something recently.
>>118504Her lantern clearly illuminates 60 feet of the tunnel, and just
barely hints at a cavern at then end of it's shadowy illumination 60 feet past that.
>>118505>>118503Lucy and Rhyd's inhuman vision allows her to see in the lantern's faint light that a room opens up into a room 120 feet ahead, but they cannot see into the room.
>>118506The lantern's light lets Rhyd know "oh shit, there are people here
"Hello, are you looking for the prospectors as well?
>>118506"I don't see anything." she says, strapping a buckler to her left arm.
>>118507"Oh hello little lizard, yes we are."
>>118505>>118506Isla attempts to craft a makeshift torch with a grimace
"Shite. Somebody just came here."
She turns to her female acquaintance with a smile at seeing her bring out the flint and steel.
"Help me out here."
[1d20+2 = 19]<Building torches? Reminds me of childhood.>>118504She looks at the minstrel with worry.
"Alright, lassie."
>>118511"Oh silly me."
She pulls out a lantern as well and hands it to Isla
>>118507Rhyd's Wisdom score is high enough for him to have been vaguely aware of the people who's been traveling within a few yards of him for the past few hours. He actually had to follow Isla to get to the top.
>>118511Isla successfully makes a couple handheld torches, pouring oil from the broken lanterns onto the burnt-out torches to make them last.
Her search in the illuminated area reveals a smelly red blotch near the damaged wooden shaft
(it's blood)We medieval slang nao.>>118512You packed
one lamp, you do not have one to give away.
You also don't have shoes, because you neglected to buy any set of clothes. The rags (commoner's outfit) are on-the-dungeon.
>>118510"I'm not a lizard! I'm a kobold!"
>>118513>>118512>>118514Isla grins to himself.
"Now that's more like it."
But seeing the blood make her frown.
"That is not good."
He turns to the group.
"We have someone either injured or dead in there, lassies. Have yer eyes open."
>>118515The kobold grumbles
"I'm a lad"
He prepares his bow as stands at the entrance.
Lucy's feet, wrapped only in strips of cloth for protection, have been bleeding throughout the last quarter of the trip, getting ugly black and blue sores from the abuse they've taken.
Lucy however, like it's second nature, clicks her heels together and hums as her blistered feet return to their pale but healthy complexion.
Fucking witch.
Alright, who's heading into the dungeon first?
>>118513Yea i was giving her the lantern i packed.
Lucy sighs as she steps on a rock that stabs her in the foot.
>>118514She pats his head if he lets her
"Sorry little one."
>>118515That's worrisome, what will the town do without miners? they didnt look to be in the best of shape."
>>118516She glances back at the kobold.
"Sorry, lad."
>>118518"There is far worse than no miners back at the town," she comments.
>>118517Since I believe I have the highest reflexIsla enters the dungeon first.
>>118519He grunts and swiftly follows her.
The Bard hasn't responded, so i'm just going to shift her ahead a little until... :3
Alright, the tunnel is wide enough for 3 hoo-mans and one slight-build kobold to walk side-by-side, so I'll have y'all walk in, with one torch, a lamp, and a bullseye lantern to guide your way.
The tunnel opens into a small, roughly rectangular chamber. Scattered chunks of silver ore surround an overturned pair of wooden carts. The lower half of what appears to be a body juts out from beneath one of the cart’s edges. It shows no signs of movement. Dried blood is smeared across the northern wall in several places. Exits lead to the west and the east.
We're looking a a 25 by 25 foot space here.
Still completely unlit.
>>118522Kiara removes a large sack from her backpack and begins to grab reasonably-sized chunks of silver and stuff the sack with them.
>>118522"Oh my Lord," she whispers.
She rushes over to the lower half of what appears to be a body, inspecting it closely.
[1d20+2 = 20]<Search roll (Yes. Another one.) >>118524For that she'd have to take off her buckler and put down her lantern. Does she wish to do that first?
>>118526Lucy uses Detect Magic on the inside of the mine
>>118526Can she absently hand off the lantern to the closest party member?
>>118522>>118524I'll also note that most of the ore is under the cart.
>>118525Dammit.
Isla otices a suspicious line attached to the cart, rigged to some point in the ceiling. Disturbing the body or the cart will pull the line.
>>118527Is she "using" it, as her 1/Day SLA, or is she "casting" it out of a 1st level slot?
>>118528Only if they have a free hand.
>>118529>>118528>>118527>>118520Isla, being a perceptive gal, figures that this may be a trap.
"Lassies, do not disturb the body or the cart. It seems to be rigged tae something."
She points at the line at the ceiling.
>>118530e_e
Lucy uses one of her precious 1st level spell slots to determine that there is no discernible magic aura in this area, or at least nothing stronger than signet brooch.
She can concentrate on the spell for up to one minute, but she wouldn't be helping anybody.
>>118522The kobold seems more at ease in the mine. He walks over to inspect the cart and body.
>>118533"Do not move the cart or body, lad. I figured it's a trap for greedy twats," she comments to the kobold.
>>118533e_e
You gotta pay attention, m8... or else i gotta assume that your PC wasn't paying attention either..
Rhyd ignores Isla's warning and greedily scurries over to the cart.
You get one (1) search check.