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.
>>118585Kiara is holding back with the 'flashlight'. She sheathes her sword and pulls out her bow (stringing it if necessary).
>>118587Isla checks the door with her eyes, looking for any traps before getting near the door, from what happened last time.
[1d20+3 = 14]<I better not be fooled twice >>118585His eyes go wide as he stuffs it in a pocket.
"Keep ahold of that ore, you'll want it"
>>118588I'm gonna need you to be precise in which hand is holding the buckler, the lantern, the bow, and the arrow.
>>118589If that's a search check, she doesn't see anything that stands out on this side of the door.
>>118590"I figured from how shiny it was, but thank ye, little drake," she smiles at the kobold.
>>118591She tentatively places her ear on the door, trying to listen for anything on the other side of the door.
[1d20+7 = 10]<Why does my class doesn't have spot as a class skill? >>118592She does not hear anything.
>>118594Thinking there is nothing to worry about, Isla slowly opens the door.
>>118595I'm gonna assume the rest of the party is just a couple squares behind her.
The large door is not locked, and opens easily. The PCs may enter, if they wish.
>>118596The lizard slips between legs and into the room
>>118596Lucy is in the middle of the party
>>118596Kiara goes through the door
>>118597Isla is shocked to feel the lizard swoop inbetween her short legs, jumping a little as he passes through.
"Oi!" she calls out to the little guy. "Don't ye pass through me legs."
>>118596With another shake of her head, she enters the room as well.
>>118597Racial preference aside, Rhyd cannot help but notice that Isla has
very nice legs.
>>118599Alright, I'm gonna assume she goes first, followed by Lucy, followed by Isla and Rhyd (occupying the same space).
Alrght, now to find my description... Ah, there it is:
This large, square room houses four long wooden tables, each with a bench on either side. On top of the tables lie a number of wooden bowls and eating utensils. In the southeast corner of the room, a small stewpot steams over a fireplace carved into the floor. A pungent odor hangs in the air. The table furthest from the door is flipped over. Sorry for the wait.
And now, the surprise round. Buckle up motherfuckers.
Kiara feels a projectile wiz towards her, which would've gone for her face, if not for the buckler attatched to the lantern.
But then feels another one go straight for her stomach...
Lucy feels another one embed itself into her leather vest, just narrowly missing her tits.
Another flies by Isla, and doesn't even come close.
Kiara has taken 4 damage. Roll Initiative.
>>118606-4, cuz deafened
>>118604Initiative doesn't crit, but she's still going first.
A desperate, high-pitched chatter resounds across the room, the ambushers yapping that Isla doesn't understand (sorry, Isla, if you don't list your languages, I lave to assume you don't speak any.
>>118605Rhyd finds that, to his luck, Isla's athletic thighs managed to provide him with total cover during the surprise round. A feat only possible due to high Slight Build trait.
>>118607>>118608AlrightIsla attempts to spot the attackers that just shot at both her and her current companions, feeling the kobold under her.
(Fer fuck sakes. Yer lucky we're being ganged upon, wanker.)
[1d20+3 = 19]<cries in non-class skill >>118611Fail.
Whatever is holding the line back there is damn quick. She didn't even get a glimpse of it, or how many there are, or what weapon it just fired.
Isla still has a full round of actions
I just realized i forgot to upload my pic. This is what the room would've looked like before the enemies flipped the table.
>>118612Reeeeeee. So close.(Ah bollocks. Can't see the wanker.)
>>118613She decides to try her best to close the distance between where the shots came from and herself, hoping she stumbles onto the crossbow wielding foe as a move action.
(I'm going tae gut yer sorry arse, mongrel.)
Sorry, kobold. The legs are moving away. >>118617Isla manages to spot and carefully maneuver around the caltrops and marbles scattered all over the floor, but is now completely flat-footed.
She may use her remaining move action to make another spot check
>>118618Drat. Shouldn't have rushed. Cmon Isla, you can do it!Isla curses to herself, attempting to spot the enemies again.
[1d20+3 = 6]<I hope my eyes can see >>118619Sorry, can't even give you partial info for that.
She does notice a smol crossbow aimed at her though.
And...
She takes two damage
Kiara's turn.
It hits her in the leg.
>>118620Kiara is falling back outside the angry room
>>118621Alright, that's a move action.
She can attempt a heal check to fish the bolt out of her navel if she wants.
>>118623Good enough.
Kiara manages to pull the rusty bolt out of her belly button, feeling relief in that it didn't hit any vital organs.
Another bolt wizes past her, hitting the door beside her head.
Lucy's turn.
Lucy's faggot is gonna take a bit..
[1d100 = 42]>>118624A burst of Smoke and Fog appears around Lucy
as she uses summon undead 1 Dammit, Lucy
Alright, she said that she wanted to cast a spell that takes a full-round action so-
>>118626She successfully pronounces the verbal components for her spell, despite being deafened.
The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can't shake the impression of screaming faces in the cloud's tendrils.A first level human warrior skeleton appears in the middle of the room, unaffected by the caltrops and awaiting orders.
pic related.
>>118627The skeleton moves immediately after hr initiative and is considered to be telepathically under her command. What does she order?
Come on, Lucy, at least finish your round.
>>118628To Slaughter the crossbowmen
>>118630It's a mindless creature that lasts exactly one (1) round. You're going to have to be more specific with it's actions.
>>118631to attack the crossbowmen that shot isla
[1d20+3 = 5]>>118632Attack as in charge?
Fuck it. Sir Bones charges valiantly, attacking one of the creatures, which only has partial cover, with his ancient scimitar.
>>118633Annnnnnd swishes.
His charge was not in vain though, for the panicked creatures behind the table bark in horror before focusing fire on him.
One shoots him, and misses, the shot going straight through his ribcage.
Rhyd's turn
>>118634Rhyd takes aim and hopes this arrow will find it's mark.
Rolling to shoot.
[1d20+8 = 14] >>118635Good shot, but no cigar.
The shot narrowly misses a creature's head, it only escaping by the benefit of partial cover.
At this point, Rhyd hears some more panicked yapping from across the room..
Roll Listen
[1d20+3 = 8]
Oh fuck it. I feel like I have to roll for him.