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.
Chef doesn't have time to consider the danger of the mine. He trips, and his fat body rolls down to the bottom. He gets up and dusts himself off.
>>120831There is no bottom. This room is flat.
Would he like to inspect the dead goblin?
>>120830Lucy shifts closer to demon by 5 feet. Then summons a skeleton and orders it to charge and attack the demon
He inspects the dead goblin.
[1d20+5 = 21]>>120833With her last spell slot, Lucy summons a spooky boi who charges the prone monster.
[1d6+1 = 6]>>120835And Hits!
The monster takes damage from the scimitar.
>>120836Nice damage too.
Yeeck sheathes his hammer and draws his crossbow, then takes a 5 foot step to complete its turn.
The beast, now free to stand, stands up. It mutters a prayer and the fog around it thickens as the temperature drops. The warm water around it turns to slush, and Isla can feel the hotspring's waters around her legs turn frigid by the effects of the deadly aura.
>>120834It seems chef didn't need to look far to find the goblin he was looking for. Schlomo GOldstienbergwitz Jr. lies before him, his body pierced in various places by crude crossbow bolts.
However, he lacks the banknots that the Goldstienbergwitz tribe set the bounty on.
Isla's turn.
>>120837Chef grumbled and hurriedly males his way farther into the mines while holstering his club and drawing his shortbow.
>>120838There's a tunnel to his left and to his right.
Where does he go?
>>120837Isla, focusing on her master's teachings, readies Distracting Ember from within herself, her body and mind linking together as a full round action
>>120840Sure.
You can take a 5 foot step too, if you want it.
Lucy's turn.
>>120841She'll use it to slightly close the gap between the big bad and her, then.
I'll not that ever since that creature crushed that skull, it's wounds seem to have been closing. It seems not that much worse off than after it took the first blow.
>>120842Are you sure you want to do that?>>120843He enters what appears to be a mess hall.
Burnt and overturned tables litter the area. A pot of rank-smelling soup sits by a dimly-lit fireplace. The smell of smoke hangs in the air.
There is also an open door to the north.
>>120841Lucy steps five feet again. then loads her sling
>>120841Lucy steps five feet again. then loads her sling
Did i say open? I meant axed-open.
There was certainly a fight in this area. He'd need to roll search to get the full gist of what happened.
>>120844He heads back into the previous room and heads right after doing so.
>>120846Your sling is loaded. Roll to attack.
>>120841Lucy steps five feet again. then loads her sling
>>120848There's still an unexplored room, just fyi
[1d20+2 = 4]
I'm just going to roll for Lucy
[1d20+5 = 14]>>120852She misses.
Yeeck puts away his shield and fires.
>>120851He enters the mess hall and begins eating a bit of everything he sees.
He misses.
the beast walks towards Isla menacingly as the water turns t slush and ice around it. She can feel her strength being sapped by the frigid aura.
She takes 8 cold damage, collapses, and is now
dying. Drowning sets in immediately.
The creature sees her drop and grunts in victory, then proceeds to get out of the hotspring and walk towards Lucy at a menacingly slow pace.
>>120855That'd be the pot of soup...
Roll Fortitude.
[1d20+1 = 8]>>120856The fatass tries to choke down the soup.
It's Isla's turn, but she's unconscious.
Lucy's turn.
It's been revealed that this horrible fog-shielded creature can kill just by walking near its enemies.
>>120858He vomits.
The queasiness doesn't go away, and he stands there dry-heaving for several rounds.
What next?
[1d100 = 99]
Lets see if Isla sinks or floats.
>>120860Isla floats even while unconscious, and automatically stabilizes. She is stable and is no longer dying.
Chef explores the room to the north.
>>120863Wait, nevermind
You easily see and disarm a 0 CR trap that would have dumped a bag of flour on your head
[1d3+1 = 4]
Lucy hits the boss with her sling and deals dice damage.
[1d20+5 = 18]
The creature is as angry as an ice monster can be.
Yeeck drops his shield, reloads his crossbow, and fires.
Yeeck misses.
The creature walks towards Lucy almost nonchalantly, albeit murderously, since she wanted to sling a bullet instead of get to a safe distance.
As soon as it gets within 30 feet of her, she takes 7 cold damage and sinks to 1 HP.
it narrowly misses a grapple, foiled by its own concealment.
Lucy is at 1 HP, and if she stays in the aura for even one more second she'll be an icicle.
>>120862The room appears to be a larder.
The kobolds evidently ransacked the place before they left, but did so in a hurry. He's free to search the room.
>>120867Lucy retreats as far as she can go
>>120867Chef investigates the room in the north of the mess hall.
>>120869Lucy takes a 5 foot step back and then a run action, conveniently on the same round the Ice Slick wore off.
She moves 125 feet south.
Yeeck copies her, moving in the opposite direction.
The creature lets out a frustrated wail and draws a loaded crossbow, shooting it after him.
>>120870Roll Search,.
Ooof...
Yeeck takes a critical hit, and takes 7 damage from the crossbow bolt.
Lucy's turn. From her position, she has cover vs the creature's crossbow fire, but it only has to walk around the pillar to get within shooting distance.
She is at 1 HP. She may move and heal on the same turn if she wishes.
You find
>A barrel of expensive-looking wine
>A barrel of lamp oil
>A barrel of rats fighting over strips of rotting meat
>A barrel half full of ale
>A barrel with a half-eaten wheel of cheese that, upon further inspection, has a secret compartment with a small leather satchel in it.
Would you like to look further.
[1d20+8 = 26]
Chef takes the barrel of ale and pours it into the barrel of rats. He is attempting to drown the rats, so he doesn't fill it all the way. After making sure there's enough to drown the rats with, he stops pouring and loots the barrel of expensive looking wine, and then takes the half-eaten wheel of cheese. Finally, he checks out the small leather pouch.
[1d8+1 = 7]>>120875The rats aren't drowned easily. They climb out and scurry away as the ale pours into them.
The wine looks expensive. Perhaps it could be resold.
The leather satchel contains a moonstone, a gold brooch with a jaded inlay, and three pieces of moss agate.
There's also 24 gold pieces, and a strange potion.
What stands out the most though, is the tiny ivory stamp with the Banker's family seal on it; it seems as though this is where Schlomo kept his stolen treasures. The bank notes themselves, however, appear nowhere to be found.
>>120876You want to move after that?
>>120877Lucy looks for cover closer to the demon and then moves there.
Yeeck steps back 25 feet and reloads his crossbow.
The creature sees that he's beyond its charging distance, and walks towards him as it reloads its own ranged weapon.
>>120879
Noted.
Your turn again. You're at full HP. The exit is still blocked-off by that deadly looking barrier. Your weapon is unloaded.
[1d20+5 = 17]>>120881Alright.
Yeeck is backed into a corner.
He fires
And misses.
He reloads and steps to the side.
The creature advances forward with a charge action.
It misses, but Yeeck is at 4 HP from the cold damage.
The creature's blue aura blinks out.
Lucy's turn.