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 79 files omitted.
[1d100 = 97]>>120724Fail.
Lucy plobs down on her butt right in front of the demon at about cocksucking distance.
Yeeck is still held.
The demon roars, icy hatred hanging in its breath.
It grabs her by the chest in an attempt to choke her.
Roll 1d20+1 for an opposed grapple.
>>120726She barely manages to break away.
It screams in anger.
That was an AoO. Now for its turn.
Yet another grapple, except this time it fumbles.
Isla's turn.
>>120728Isla casts Distracting Ember on the BBEG to hopefully ease up her incidental allies' attacks against it.
>>120730The Demon is flanked.
Furthermore, the elemental's heat melts a small patch in the ice, and creates a gap in the fog.
It reels in confusion.
You won't suffer miss chance this round. Go ahead and make your attack.
>>120731Isla attempts to trip the evil person once again with a swift sweep of her legs.
[1d20+6 = 10]<Improved Trip Attempt >>120732Weapon focus, flanked. Yeah, that touch succeeds.
Roll your trip check.
>>120734Yeah, this bad boi rolled a 3. That wins.
The creature is tripped.
Lucy's turn.
Yeeck, go ahead and make another Will save now
>>120735Isla uses this opportunity to kick its shins in full force.
[1d20+8 = 10]<Melee Attack roll [1d20+1 = 6]>>120735Lucy stands up and slices at the demon
[1d20 = 4]>>120737Miss
>>120738That would have missed even if it were a touch attack
Rolling Yeeck's Will save
>>120740Oh fine...
That succeeds.
Yeeck spends his full-round action being unfrozen.
The creature rolls away with it's 5 foot step and draws an object before mumbling something.
3 giant rats appear on either side of Isla, and then Lucy.
They Flank Isla, both going in for bite attacks.
One misses, but the other bites hard. She takes 5 damage and needs to make a fortitude save.
Lucy is similarly bitten. She takes 4 damage and needs to roll fotitude.
Also it seems Isla's last kick hit, so roll damage.
Also, Isla's turn
5 damage last turn
Isla, make your turn now
>>120747>>120751Whoops.Isla turns to meet the two new foes that flanked her, deciding to activate Mighty Throw, starting with a trip attempt against the rat that just bit her.
[1d20+6 = 11]<Melee touch attack >>120752Miss, sorry.
Lucy's turn. She's at half health.
>>120753Grunting in frustration, she takes a 5 foot step and move to get away from being flanked.
(I hope that bugger's bite wasn't anything bad.)
[1d8 = 4]
Lucy hasn't responded, so I'll move for her.
She takes a 5 foot step away from the rat that bit her, a move action to retreat 30 feet away, and then heals herself with her Charnel Touch
rolling
Lucy is at full health.
Yeeck's turn
[1d20+4 = 6]
3 minute rule
I'll have Yeeck try to shoot a rat
[1d20+4 = 15]
The demon crawls 15 feet away with its move action, and stands up.
Isla's turn.
>>120758Isla's panting lightly from all the exertion, sneaking a glance at the pool of water as she bites her lip.
(Maybe if I jump into the water...)
She starts to run towards the springs, trying to enter it desperately.
>>120760.....
Isla jumps into the unhallowed waters, because it's not like she's busy fighting a freaking demon.
It's actually pleasantly warm, like a hot bat.
Roll Fortitude.
She gains partial concealment until the end of her turn, because reasons.
Lucy's turn.
Wait, I didn't roll for the rats.
Oh forget it, they take the Total Defense Action this round.
FFS, we were almost there.
Yeeck dropped. It's midnight where I am.
What do we do?
We'll try to wrap this up tomorrow.
The creature looks a lot like a cross between these two pictures, only much paler and scalier, and covered in white frost.
Exposed ribs are visible on its pale, emaciated torso, as if lingering on the brink of death.
[1d20+7 = 26]>>120765Lucy Thinks back to all the Tomes and Manuscripts she has read. She tries to identify what this thing is.
Rolling Knowledge religion.
>>120766It's not any sort of undead monster that Lucy has ever heard of before. It doesn't
seem undead to her, but perhaps close to death in some other way... Her magic-sensitive nature reveals that it is cloaked in a vengeful negative energy.
From her check, she's able to tell that this creature has been casting spells. The verbal components are barely intelligible; they are mostly in a language that she doesn't understand, but a few Abyssal words slip through now and then. They sound strangely melodic, as if the creature is chanting a horrible hym as it slings out hexes.
She can roll Spellcraft as a free action during anyone's turn to try to make out the chants.
[1d20+7 = 27]
Lucy Listens to it's chanting and tries to determine what its doing.
Skills don't crit, but I'm in a car and don't feel like drawing this out.
From the Abyssal hyms, and the way the creature was waving it's arms at the beginning of the encounter Lucy can tell that some of these hymns are not just spells, they are prayers; they sound like baleful moans in
The Creature's words are slurred in a language she doesn't recognize, but there's enough Abyssal for her to make out:
>"... Oh... [something].. Lord... [something, something, something] ..this ordeal..! [Something] challenge...!"
>"....[something] give me the [something]...! Give me the [something]...!"
>"I am [something]...! Your [something], of the [something]... [Something] me! [Something], [something], [something]..."
>"For the [something]..! [Something] them! For [something]..! [Something] rain down upon them! Freeze! Blister! Spread! In the name of [something]..! We will [something] them, for our [something]..!"
>"[Something] brothers.. Rise [something]..! Hear [something]..! For [something]..! [Something] deliver you.. Revenge...! [Something] will [something]...!"
So yeah, Lucy can interpret the presence of Divine Magic, and the creature appears to be casting Divine spells. She can also tell that the Creature's magical powers far exceed her own, perhaps one of the most powerful casters she's ever seen.
The first spell that covered the floor in ice was a creation spell. It doesn't look like it'll last that long. The fog spell seems similar, but it looks like it'll last a lot longer..
The rats were summons. They won't last that long, but they'll be around long enough to potentially kill her or an ally if not stopped.
>>120760>>120740"It's praying to Something. This Demon is the most powerful Being that i have ever encountered."
Lucy looks Afraid for the first time.
"Isla kill those rats!"
Yeeck's player, if you're there, it'd really be appreciated if you could just tell me when you're online, so that we could plan sessions ahead.
We'll play whenever Yeeck's player decides to communicate. It'd be a shame to cut him out of the boss fight, so I'd really like a message more than once a week.
Unless I lose patience and take control of Yeeck for the remainder of the fight, in which case he'll probably die.
Along the one of the trails of the Serpentcoil mountains, a smol, hooded figure, no bigger than a child, hobbles along the path.
[1d20-1 = -2]
Okay, Lucy is away from the keyboard, so I'm going to have her start Fighting Defensively, then try to kill one of the rats with her Charnel Touch.
Rolling her attack roll