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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 80 files omitted.
1q3x9
?
No.120780
120781
[1d20+5 = 12]
>>120779
Nope.
Now lets let her take a 5 foot step, and move to a position where she isn't flanked, towards Yeeck.
I'll have Yeeck also start Fighting defensively, and use the Aid Another action to increase Lucy's AC.
Kavern Master
1q3x9
?
No.120781
120783
ff6c4d9c4f8e9453b8bf02d0614b2a1a.jpg
>>120780
Lucy gains +2 AC vs the rats for this round.

Cold Boi is visibly enraged as it sees Isla jump into the pool. It charges after her with a "WRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!"
The creature doesn't seem at all inhibited by the knee-high water, gliding through it smoothly as if it were air.
It drops its shield with a clank and lunges right towards with its spear in both hands.
Kavern Master
1q3x9
?
No.120782
120783
Isla's AC is 14, right?
Anonymous
bjKQf
?
No.120783
120784
>>120781
Isla readies her stance, activating her Counter Charge against the charging cold boi, using her faster reflexes against it
[1d20+4 = 11]
<Dex Roll.
>>120782
Correct.
Kavern Master
1q3x9
?
No.120784
>>120783
The Demon proves itself to be much faster than Isla in water, easily succeeding its check.
Sadly for cold boi, it would have missed anyway, even with the bonus it got for winning the check.
It howls in a primal fury, brandishing its spear.
Kavern Master
1q3x9
?
No.120785
120786
The Wererats attack Yeeck, who is now blocking their path to Lucy.
Kavern Master
1q3x9
?
No.120786
120787
>>120785
*Dire rats
And they all miss, Yeeck easily blocking them with his shield.
Isla's turn.
Anonymous
bjKQf
?
No.120787
>>120786
Isla, hoping this big thing doesn't have any more surprises under its sleeves, prepares the tripping on it.
[1d20+6 = 14]
<Melee Touch Attack
1q3x9
?
No.120788
[1d100 = 91]

Kavern Master
1q3x9
?
No.120789
120790
The attack lands. Make your opposed check.
Anonymous
bjKQf
?
No.120790
120791
>>120789
[1d20+6 = 16]
<Trip Attempt (STR check)
Kavern Master
1q3x9
?
No.120791
120792
>>120790
The creature trips, snarling and gargling unintelligible curses through the waters.

Also, Isla never made that fortitude Save.

And gosh darn it, there's supposed to have been a spell debuffing the party this whole time.The fight might suddenly get harder...
Anonymous
bjKQf
?
No.120792
120794
>>120791
But first.
[1d20+8 = 10]
<Free Trip Attack (Improved Trip)
Now.
[1d20+2 = 18]
<Fort Save
Bro(Chef)
7yEM9
?
No.120793
120794
Chef enters the mine.
Kavern Master
1q3x9
?
No.120794
120795
>>120792
Miss
>>120793
The little hooded figure still has a long way's walk before he gets to the mine.
It's late pretty late in the afternoon, and the goblin doesn't encounter very much.
I'm going to have him roll a survival check though. Roll 1d20 + wisdom

Rolling function is "dice 1d20+1"
3AVq9
?
No.120795
120796
[1d20+1 = 17]
>>120794
Lucy attacks the rat with her channel touch
Kavern Master
1q3x9
?
No.120796
120797 120802 120804
>>120795
Since she's behind Yeeck, she'd have to risk a move action to get in reach first.
Lucy's attack hits, but she forfeits cover and takes a nasty bite as part of the creature's AoO.
She takes 4 damage and has to roll fortitude.

Also roll damage for the touch.
3AVq9
?
No.120797
120800
[1d20+2 = 18]
>>120796
Heres fort
7yEM9
?
No.120798
120800 120801
[1d20+1 = 2]
Survival roll
Kavern Master
1q3x9
?
No.120800
120803
>>120798
Oooooooh
Roll a Spot check, your mod should be +5
>>120797
>>120799
Hmmmmm
Anonymous
dGVwR
?
No.120801
>>120798
F
3AVq9
?
No.120802
120805
[1d8 = 7]
>>120796

7yEM9
?
No.120803
120805
[1d20+5 = 9]
>>120800
Spot(vibe) check.
3AVq9
?
No.120804
[1d8 = 8]
>>120796

1q3x9
?
No.120805
120806 120807
[1d20+5 = 23]
>>120802
The rat vanishes with a puff of Smoke.
>>120803
I'm going to be nice and let you roll listen to see whether or not you die from this.

Yeeck attacks another rat.
Not a witch
GaMrJ
?
No.120806
>>120805
"I Hate Rats."
Kavern Master
1q3x9
?
No.120807
>>120805
Yeeck easily kills the summon,
Kavern Master
1q3x9
?
No.120808
120812
The Angry Snowman, meanwhile, attempts to stand up.
Isla gets an AoO
7yEM9
?
No.120809
120810
[1d20+1 = 19]
Listen check
Kavern Master
1q3x9
?
No.120810
120811
>>120809
Chef hears the sounds of what seem to be yapping dogs ahead up from around the curve of the mountain.
A lot of dogs.

He's already passed the treeline, but the mountain is covered in boulders that might provide cover if he thinks fast.
7yEM9
?
No.120811
120813
[1d20+7 = 25]
>>120810
Chef hides. Hide check.
Anonymous
bjKQf
?
No.120812
120813
>>120808
Isla bonks the evil cold thing with her feet, swirling water around as she does it.
[1d20+6 = 20]
<Melee Attack Roll
"Stop yer incessant twattery, ye cold, daft... thing!"
Kavern Master
1q3x9
?
No.120813
120814 120815
>>120811
Very good idea, although you forgot your +4 size bonus.
The chattering grows closer and up ahead he sees a troupe of kobolds. A whole warband to be precise. It seems to be 4/5ths combatants, 1/5th noncombatants, and even a dire weasel.
The kobolds appear to be wounded, some of them even visibly ill. Several unconscious reptilians are being carried on stretchers.
The warband is of standard size, made up of about 20-something kobolds altogether. They're all armed with various weapons, including longspears, Greatpicks, and crossbows.
They're chatter among each-other, evidently not having seen him yet.

What does he do?

>>120812
That barely hits, because cold boi dropped its shield.
roll damage
He falls back, gargling in frustration.
Anonymous
bjKQf
?
No.120814
120816
>>120813
[1d6+2 = 7]
<Damage
Bro(Chef)
7yEM9
?
No.120815
120818
>>120813
Chef sits right behind the boulder and waits for them to pass. Offering to help with the wounded isn't his style, and he hasn't survive by taking risks.
Kavern Master
1q3x9
?
No.120816
120817
>>120814
The creature takes a kick to the ribs and gargles in pain.

The a rat snaps at Lucy and misses.

It should be Isla's turn, iirc.
Anonymous
bjKQf
?
No.120817
120818
>>120816
Isla tries to stomp on the big mean cold thing some more.
"I've had it with this curse! Yer the reason I turned intae cheese by some lizards!"
[1d20+8 = 18]
<Melee Attack roll
Kavern Master
1q3x9
?
No.120818
120819 120820
>>120815
Good idea, because kobolds don't need an excuse to kill goblins.
He hears them chatter as they pass
>"Stinky kave... not worth fighting for.."
>"We find new mine, or dig our own."
>"Komrades down. N like karrying.."
>"Mountain kold.. lizardfolk hypothermia imminent."
>"But we not lizardfolk, we kobolds. Maybe we no get lizardfolk hypothermia?"
>"No.. kobold hypothermia much worse.."
>"Forge ahead.. We find new mine soon, or we return to klan.."

All of the demoralized kobolds pass him without notice, due to his beastly Hide modifier. The weasel sniffs in his direction, but is ushered on by its handler.
>>120817
Miss
The beast manages to block her foot with its claw.

Lucy's turn.
i738b
?
No.120819
120821
[1d8+1 = 3]
>>120818
Lucy heals herself
Bro(Chef)
7yEM9
?
No.120820
120821
>>120818
Chef waddles on towards the mines while huffing and puffing. He wipes some sweat from his pudgy little face and sighs.
1q3x9
?
No.120821
120822 120823
[1d20+5 = 12]
>>120819
Did that have a +1 mod?
Oh well, she's only one below full hp.
She can take a move action if she wants too.
>>120820
It takes a while for the kobolds to reach a safe distance, but he moves on eventually.
Now roll survival again.

Yeeck attempts to squish the last rat.
Kavern Master
1q3x9
?
No.120822
120824 120826
>>120821
Yeeck Misses the rat.

The creature grabs a small engraved skull from its belt and crushes it in its hand, this time not even risking being kicked in the face.

The rat attacks Yeeck.
And fumbles.

Isla's turn.
7yEM9
?
No.120823
120825
[1d20+1 = 12]
>>120821
The obese goblin does his best to hold onto dear life, but that seems like a challenge seeing as how he's working up a sweat merely by walking. "Oh lawdy. This is wun hailluva fuckn trip. I fuckn hope this shiet's warth eet." He says to himself.
Kavern Master
1q3x9
?
No.120824
120825
>>120822
Eventually, he makes it to the mines, described in >>118500
Kavern Master
1q3x9
?
No.120825
120828
>>120824
>>120823

Anonymous
bjKQf
?
No.120826
120827
>>120822
Isla backs away from the creature as much as a move action can take her before throwing a prodding javelin to keep up the pressure.
[1d20+4 = 20]
<Ranged attack roll
Kavern Master
1q3x9
?
No.120827
120829
>>120826
Move action provokes AoO, even from a prone creature.
The creature vengefully kicks at her as she steps away.
And rolls a freaking 1.
The javelin connects. Roll damage.
7yEM9
?
No.120828
120830
[1d20+1 = 3]
>>120825
Chef enters the mine and behind looking for his bounty. He gives his club a test swing while wheezing.
Anonymous
bjKQf
?
No.120829
120830
>>120827
[1d6+2 = 8]
<Damage
Isla cheers to herself slightly over her streak of average luck.
(Knew water would save meh from death.)
Kavern Master
1q3x9
?
No.120830
120833
>>120828
He feels the mountain shake beneath him, subtly.
The tunnel stretches further than the reach of his darkvision.

Eventually he comes up to a room described in >>118522
There is nothing of immediate interest in this room, except for the dead goblin in the middle of it.
>>120829
Gotcha.

Lucy's turn.