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.
>>121347Chef attempts to identify whether the legs are masculine or feminine while hiding in the shadows. I will roll the hide check shortly.
>>121349>identify a creatureRoll knowledge (local).
This is common knowledge, so you can make an intelligence check.
..... And I have to step out for 20 mins..
[1d20+4 = 8]>>121350Rolling knowledge (local).
[1d20+10 = 20]
Rolling hide.
>>121352Gee, the psicrystal make all the difference.
Lucy can roll opposed, if she wishes.
[1d20+10 = 16]>>121360The +3 hide makes me nut. This is not an action.
>>121362Ur hide check is reduced to 16. Xp
[1d20 = 20]>>121347Lucy pulls Isla's head out of the water.
>>121360Spot.
Isla is simply exploring the small lake for any noteworthy nooks and crannies at the deepest the pond will go.
>>121365You notice some fatass goblin trying to check out Isla's feet by the poolside.
The pulling would require a grapple check. She could just tap her.
Yeeck snores in the corner.
>>121366The hot water flows from a small, narrow hole. She can't see anything, but she thinks she can feel some movement deep down.
>>121368Chef continues hiding. He clutches his psi crystal while continuing to attempt to identify if the feet belong to a male or a female.
>>121368Not her feet!Isla, curious, starts to tap the rockbed at random, trying to feel the movements a bit better.
[1d20+4 = 20]
Rolling knowledge
>>121371Close inspection of Isla's feet reveal that the logs belong to a female of the human subtype, most likely human.
>>121370She thinks she can hear a subtle humming sound.
>>121372Chef continues hiding. He sits criss-cross applesauce style while in the shadows.
>>121372(Strange,) she ponders as she tries to listen in closer.
[1d20+7 = 21]<Listen Check >>121373Te only shadow is the shadow of the statue. A torch is wedged between the rocks by the upside down legs.
>>121374Like... static? It's a sort of humming, crackling sound.
>>121375With a blubbed woe, she decides that's enough deepdiving for now, opting to pull her head out of the surface.
>>121375Chef waits outside the entrance of the room in an attempt to continue hiding.
>>121368"What the fuck are you doing (((GreenSkin)))?!"
>>121376Roll spot
>>121377He sees a bunch of motherfucking zombies with pickaxes looking right at him.
None make moves to attack though.
>>121378Actually, it's blue.
Oh wait, Isla doesn't need to roll. Lucy alerted her of the goblin behind her.
>>121379Chef runs back into the room while screaming in horror. He cowers in the far side of the room while crying.
Isla can she a fat, blue goblin, at the edge of the pool, right behind her.
Yeeck's snoring shakes the kavern.
>>121382Startled by both Lucy screaming about green skinned people and the blue goblin in front of her, she jumps slightly, briefly exposing her chest before sinking back to head level.
"Oi! What are ye doin' 'ere, lad?!"
>>121381Alright, pretty much everyone in the room is completely aware of the screaming blue goblin.
Yeeck, however, is too tired to give a shit, racial jihad be damned.
>>121383The goblin continues to scream and cry. Snot bubbles out of his nose as he sinks to his knees and bows to the party, "Please don't k-kill me! I d-d-don't w-wanna d-die! I d-d-don't w-w-wanna d-dieee!"
>>121383Isla can feel a slight tingling in her legs, although she can't really tell if its from the water or from shock at this point.
>>121385>>121386Shivering from the feel and the fat goblin, she deems it necessary to step out of the water, covering her bits with her arms.
"Fine! Look away fer a bit!"
Is there anyplace Isla can hide from most of the prying eyes?
Okay, Discord is being shitty today, so I'd prefer if you asked all these meta questions on the thread.
>>121387There's the statue. It's big enough for an ogre to hide behind.
>>121388Grabbing her hopefully clean parts, she takes them and hides behind the statue, trying to dry herself up and get dressed.
>>121389Considering that she was soaking in the pool for about 15-30 minutes while Lucy was reading the glyphs, she's probably cleaner than she's ever been in years, or at least since she started traveling alone.
>>121385Does he grovel too?
>>121390I meant her clothes, but that's good, too.
Not to mention I screwed up the wording.Hopefully dry enough to wear clothes comfortably, she dresses herself with her equipment.
>>121391Do it in-character.A big scary witch looms over him, her torn, dirty rags covered in blood.
The naked ninja darts behind the statue, seeming to disappear into shadows momentarily due her peculiar stance.
Her clothes are still damp but she can wring them out enough to be wearable down the mountain.
Lucy, if you have stuff to say, say it on the board, because Discord isn't working for me. It's been on-and-off all day.
>>121393The fat goblin sweats a little as his crying and snotting continues. "P-please d-d-don't kill me, s-scary p-pretty witch lady!" He screams while grovelling.
>>121395I'm going to change his debuff to Shaken, just because of his flaw.
It would be a shame if somebody spammed intimidate on him...
The zombies continue to linger at the tunnel entrance, but they do not advance through. Their tortured moans echo in the hallway.
But they don't match the cacophony of Yeeck's absurdly load snoring Xp
>>121393>>121395She wrings her clothes, still hidden behind the statue.
"Quit yer crying!" she shouts out.
[1d20 = 3]<Accidental Intimidate roll >>121399The goblin continues to cry and scream.
Lucy or Isla can make relevant checks to see why the zombies haven't stormed in yet, but they'd have to get closer to do so.
>>121399Chef automatically fails his opposed check and is now Frightened, his debuff increasing with the river of gooy green snot pouring down his chubby cheeks.
>>121401>>121400With an aggravated sigh, she finishes putting on her stuff, walking towards the goblin.
"Stop it, already! Yer hurting mae ears!"
[1d20 = 9]<Accidental Intimidate roll >>121402The goblin looks at her with wide eyes. Excitement and terror dance across his eyes before he curls up into the fetal position and begins to quietly sob while physically shaking.
>>121402chef becomes Panicked, and is compelled to flee back towards the tunnel.
... Only to run back, in fear of the zombies that greet him.
[snot intensifies]
>>121403I warned you the danger of stacking fear effects.. Better to experience it for the first time now, and not when an orc or hobgoblin NPC is doing it. >>121405This was always my intention.
>>121404Chef is now
cowering. He loses his dex bonus to AC in addition to taking a -2 penalty to AC, and he can take no actions other than to beg for his life.
He can still communicate though, because I feel like it.
>>121404>>121405With a frustrated sigh, Isla walks to where the goblin ran off to, being sure to notify Lucy and Yeeck.