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 78 files omitted.
[1d3+1 = 4]>>120885Max damage
The creature appears distracted. Yeeck steps away and runs 88 feet towards Lucy with the run action..
The creature attempts shoot him in the back, missing him as it advances forward.
Lucy's turn.
[1d20+7 = 24]>>120887Yeeck runs up beside her and readies his longspear.
The creature, now visibly wounded and no longer regenerating, grips its spear in both hands and charges Yeeck.
Yeeck uses his readied action to attack with his spear.
[1d8+3 = 4]>>120889Oh, double damage
Sadly, the creature's normal spear reaches just as far as his longspear, it impales him.
>>120890Goddamn minimum on a 1d8 roll!
The creature lost some organs as the spear imaled him, but it's alive, somehow.
The same can't be said for Yeeck...
Lucy's turn. She's close to melee range of the creature.
[1d8 = 5]>>120891Lucy uses channel touch on tge demon.
Fail.
It stabs her in the chest, dealing 7 damage.
[1d20+1 = 9]>>120892Lucy knowing this is a do or die situation slashes at it with her scythe.
>>120895Absolute fail.
THe creature stares into her eyes, a burning hatred piercing into her soul as mutters the verbal components for a spell.
"Gaj!" it howls, as it lunges towards her
The creature finishes her off with its strongest spell, groping her bleeding breast with a deadly touch attack.
And it connects...
....
Lucy is healed 3d8+5 damage.
The dumb fuck failed it's knowledge check and didn't realize negative energy healed her.
Lucy's turn.
[1d20+1 = 17]>>120897Lucy cackles maniacally as she realizes what happened.
Lucy touches the monster with her hand and channels energy into it.
>>120898The Witch easily absorbs the spell that would have been a death sentence for any other living creature of her level, and boops the iceman on the nose.
Roll damgae
>>120900Yep, that did it.
Iceman is unconscious and dying.
Yeeck is at -7 HP and will die in 18 seconds if not stabilized.
[1d20 = 11]>>120902Lucy rushes to yeecks side and tries to stabilize his wounds
>>120906In the nick of time, Lucy manages to stop the bleeding and stabilize the dying gnome.
The iceman tosses and turns beside her as it bleeds out. Muttering some weird (nonmagical) prayer. It appears to be clutching a small silver object.
It's helmet has fallen off the scaly crust that covers its chest begins to crumble away into white scales.
It appears to be a pale white humanoid with a heavyset build and tusk-like jaws and icy blue eyes. Long locks of shaggy silver-white hair sprout from its head.
>>120907Lucy takes pity on the dying beast. Lets it finish the part of the prayer it's saying, then coup de graces it, with her scythe.
The Red and purple frills on its back, upon closer inspection, aren't frills at all. They're robes, ceremonial robes.
As the scaly husk crumbles away, Lucy stands before the corpse of a an orcish shaman. Pale white from head to toe, and emaciated by disease.
She'd have to make an intelligence check to discern what kind of orc it is.
>>120908"... We.. Wuz.. Kangs..." the orc murmurs, before its decapitated, a silver circlet falling off of its head and rolling across the floor.
It's praying arm falls to the ground beside it, still clutching the silver symbol.
>>120910It's an "ice orc"
A Frostblooded, Arctic Water Orc.
Meanwhile, Isla chills peacefully in the hot-tub, which has since reheated.
>>120912Lucy searches his corpse.
All immediate threats are gone. Lucy is free to resuscitate her allies, loot the body, or explore the kavern.
>>120912Lucy searches his corpse.
Alright, the boss fight is over. The rest will be a breeze.
I'm probably going to move the rest of this adventure to discord, but I'll keep the rest of the narrative here for archiving purposes.
Everybody.
Y'all soaked up a lot of XP for that one. You might even level up.
>>120916Lucy takes the scroll, the circlet, and the sapphire. She picks up yeeck and walks iver to isla. Lucy checks on isla's wounds
>>120918I'm going to bed.
I'll describe what happens whenever I have the time tomorrow.
Alright, it looks like the PCs who participated in this fight get to level up.
I'm willing to let Lucy or Chef continue to look around before we go ahead and change mediums. There's still a bit of this adventure I'd like to narrate.
I'm going to be busy with Thanksgiving for most of today.
Spoiler Alert: that was the hardest fight in this module; the ordeal is finally over, and the rest is epilogue that I'll type when I have the time.
In the mean time, before I go:
Defeating the shaman has a visible immediate effect on the fountain. The runes on the pillar change from angry red to a faint blue. The violent flow of water gushing from the statue's mouth tapers off, and it is replaced by only a steady trickle of from its lone eye. The water changes, no longer appearing to be murky and foul, but crystal clear and pure, bubbling faintly around the unconscious-but-totally-alive Isla.
The light from the runes fades, but they still go faintly. They appear to be etched partly in Abyssal in addition to some other unknown language. Lucy may make a Decipher Script check to make out the markings; and she is entitled to a new knowledge (religion) check to recognize them. I think she also still has a use of her Read Magic SLA, iirc. Heck, go ahead and use your Detect Magic SLA too, since you leveled up.
You can roll that while I'm gone. I'm also gonna say that Isla is restored to 1 HP because she leveled up and of the "healing properties" of the purified waters. She can go ahead and chat with Lucy if she feels like it until I get back.
The Ice wall that the shaman conjured looks deadly, but it might fade in a few minutes, hopefully.
I'll type the end to this shitshow either tonight or tomorrow.
[1d20+8 = 10]
>we wuz kangz
[1d20+8 = 15]>>120923Chef looks around for more stuff to take while rubbing his big goblin nose.
>>120932The rats he tried to drown earlier seem to have come back with a vengeance. It seems as though they were only surprised by the ale, but are visibly aggressive, maddened even..
Chef takes 2 rat bites, each doing 1 damage.
He's also going to have to make 2 Fortitude saves.
There appear to be 8 of them, squealing with unnatural anger.
Also, roll Initiative.
I'm still waiting for Lucy to read the rocks and then we can wrap this module up.
I'll also note that chef doesn't find anything else of value in this room. There's just scraps of poor quality food, that cask of whine that looks a bit too heavy for him to carry, and several very angry, hungry rats.
[1d20+1 = 16]>>120936Chef gets out of dodge and runs as far as he can to get out of the mines.
Rolling fort
>>120937>>120938Hmmmmmmmmmmmmmm
scribbles downThe maddened rats snap at him as he leaves, but he evades their reach easily.