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.
>>118536Fail.
The kobold nudges the cart with his wee lil' arms, pulling the line and triggering the trap.
BANGEverybody's going to have to roll a fortitude save.
>>118538Pass
>>118540Pass
>>118541Pass
>>118539Fail.
Everybody but Lucy can hear the reverberating "..-ANG.. -AND.. ANG..!" echo throughout the dungeon as the results of the thunderstone trap send chills down their spines and leave a ringing in their ears.
>>118539Lucy, however, cannot hear anything at all. She's been struck deaf.
>>118540You technically get a trapmaking roll to recognize that that was a thunderstone trap, but it doesn't really matter at this point.
>>118542>>118540Isla rubs her ears in annoyance after the loud bang, glaring at the kobold, before shaking her head, walking over to the exit to the west with her torch, stopping right at the end to see if something approaches from the darkness.
(Fer fuck sakes', these lads are gonna get me killed.)
>>118542Lucy can only sigh in annoyance
and then says
"I'm Deaf."
Rhyd winces before drawing his arrow, glancing around for anyone that could be coming.
Rhyd's search check also tips over the cart and reveals a dried-out goblinoid corpse.
By the legendary nose on his face, it can be none other than the husk of Schlomo Goldsteinbergwitz Jr., dressed in a tattered uniform that distinguish him as the (((acting chief))) mining engineer of the crew. How he got that position, nobody knows. He lies in a mess, his spidery arms greedily clutching hold onto the pile of silver ore, even in death.
He is obviously the victim of foul play, having suffered several puncture wounds to the chest and neck area.
Anybody with a suitable Heal mod can roll the skill to find out more.
>>118547"What is that thing?"
Lucy says louder than she normally talks
Anybody want to roll to poke the Jew corpse?
>>118550>>118547>>118554Shaking her head, she goes back to Lucy. On her way to meet the deceased Schlomo, her eyes widening.
"No way."
She gets closer to the corpse of Schlomo, deciding that taking an identifying item of his should be good to collect the bounty.
>>118555You don't hear anything in this immediate area.
Anything you may have heard would probably be either too far away, or masked by the reverberating echoes.
>>118556Roll Heal (1d20+Wisdom)
>>118558Isla determines that Schlomo has symptoms akin the Plague as she would've heard about in town, and determines that he's been dead for about two weeks.
As she looks closer, she notices some crude broken crossbow bolts that Schlomo seemingly died from.
Everybody is free to gather ore now. There is nothing else of value in this room.
To the West, is an exit tunnel that leads 30 feet, shining a light or looking with darkvision reveals a door at the end of it.
To the east, there's tunnel that slopes downwards to who knows where.
Oh, somebody can roll search if they want a clue of wtf happened in this chamber.
>>118561Rolling search cause of curiosity.
[1d20+3 = 15] >>118559>>118551>>118550>>118541Isla sees with worry the plague ridden kobold, standing up.
"We are not alone. He was taken out with a crossbow. Died two weeks ago, from the smell."
She coughs once from it, before remembering Lucy has no hearing, beckoning with her hand to look at the body while holding the least broken crossbow at hand.
Isla takes a closer look at the goblin.
(We may need to take the corpse for the bounty prize.)
>>118560Kiara sets the lantern down facing easy, and begins stuffing her sack with the goods
>>118562I'm also gonna let you take 10 on profession (miner) to determine that this area served as a commons area for sorting, weighing, cataloging, and shipping out ore.
There look like there may have been signs of a struggle in this room. smashed lanterns, broken pickaxes, a few splotches of blood. It appears as though Schlomo is the only body though.
>>118563Roll Sense Motive
>>118564Roll Bardic Knowledge
>>118566Isla begins to feel some doubt as to whether or not the notoriously-stingy Goldsteinbergwitz clan would be very willing to compensate her for the delivering the corpse of the deceased goblinoid.. without the prized bank notes, which do not appear anywhere on the body.
In the meantime, there's some one on the ground that looks like it
could be valuable. Only a miner can judge its actual worth though.
>>118567Kiara begins to feel the same thing.
>>118568Isla shrugs, before picking it up and stuffing it in one of her sacks, making sure there's some for the rest of the group.
>>118563Lucy walks over to Isla with a curious look on her face
"What is that green thing?"
Alright, I'm gonna assume everybody spends time loading their pockets with possibly-valuable rocks.
So, what now? I've described both exit tunnels. Which way do y'all go?
>>118570She drags her free finger along her throat, followed by gurgles to a feigned dead expression.
>>118571I vote West.
It is now that i notice that some of you didn't list the weights for your equipment...
There's a lot of shiny rocks here.
>>118573I'll just take 20 pounds worth of rocks.
>>118574You cannot tell the exact weight of the rocks, unless you have the skill.
You shouldn't be encumbered though.
>>118575Darn. Can Isla feel the shift from light to medium load?
>>118573Kiara fills her burlap or equivalent sack and shifts it near to the exit of the room
>>118575Rhyd takes a simple sample, hoping he can come back later.
>>118572I vote west as well
>>118577Forget what I said about weight. Don't worry about it.
>>118579You can roll profession (miner) to appraise the rocks, if you want.
Alright. Y'all head west and see a door.
Who goes first?
I need to crop a map. Please sort yourselves out until then.
>>118581Appraise the rocks you say?
I like rocks
[1d20+9 = 16] >>118581Thanks.
Isla pipes up.
"Alright, lassies... and lad," she pipes up.
"I say we go to the West, with me at the front. Anyone of ya has any other opinions 'bout it?"
>>118583Lucy looks at her with a Confused expression
And Shrugs.
>>118582The chunks of silver ore can be salvaged and are worth 200 gp.
Sorry. Trying to eat a hotdog.
The party has gone west, buy who goes first?
>>118585Isla, cuz she a brave and honorable lass.