/vx/ - Videogames and Paranormal


If you want to see the latest posts from all boards in a convenient way please check out /overboard/

Name
Email
Subject
By clicking New Reply, I acknowledge the existence of the Israeli nuclear arsenal.
Comment
0
Select File / Oekaki
File(s)
Password (For file and/or post deletion.)

81087.png
Kaverns & Kobolds: A Level 1 Adventure
Anonymous
1q3x9
?
No.118395
118425
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.
LRHHY
?
No.120077
[1d20 = 19]
>>120074
>>120073
I turn and point at the big tiddie goth girl
"why are you hiding, make with the kobold slaying, don't look at me in that tone of voice"
Kavern Master
1q3x9
?
No.120078
>>120076
Nope, apparently the lizzers took it with them wherever they scurried off to.
Kavern Master
1q3x9
?
No.120079
Isla's javelin is gone too.
Kavern Master
1q3x9
?
No.120080
120082 120083
Further inspection reveals that there's nothing in this room besides half-eaten food, caltrops, broken crossbow bolts, and a pot of soup.
The table is still on fire, and continues to burn.
Kavern Master
1q3x9
?
No.120081
The greasefire dies down overtime, but still smolders on the stone floor.
LRHHY
?
No.120082
120084
[1d20 = 5]
>>120080
the fire isn't a kobold so I let it do it's thing as I walk to the door to the north
eHral
?
No.120083
120084
[1d20+3 = 16]
>>120080
rolling search to find any foot prints
Kavern Master
1q3x9
?
No.120084
120085 120086
>>120082
What was that roll for?
The door is locked.
>>120083
All over the place. Apparently there were a lot of them here at some point.


LRHHY
?
No.120085
120088
[1d20 = 15]
>>120084
I pull my crowbar out again and star beating the door with it
"Open this door you overgrown salamanders I'm gonna cut your dicks off!"
Not a witch :(
eHral
?
No.120086
>>120084
"More than three have been here."
Kavern Master
1q3x9
?
No.120088
120090
>>120085
Success, he breaks halfway through the door.
Whatever is behind it remains silent.
Roll again to finish the door.
LRHHY
?
No.120090
120091
[1d20 = 16]
>>120088
I put my crowbar away and pull out my crossbow, before I go to kick it in the rest of the way
Kavern Master
1q3x9
?
No.120091
120093
>>120090
What's left of the door is kicked to the side easily.
A draconic voice barks something:
>"Company, fire!"
What's your flat-footed AC?
Scot Lass
TMvdl
?
No.120092
>>120068
Shit, you're right.

>>120069
Isla walks carefully along the edges of the room, trying to follow the others, standing next to the door's wall with a bullet on her sling, ready to fire at anything she can see.
LRHHY
?
No.120093
120095
[1d20 = 5]
>>120091
it's 14
Kavern Master
1q3x9
?
No.120095
120096 120099
>>120093
Yeeck is greeted by a volley of crossbow bolts.
He takes two, then 2, then 6, then 6 points of damage, drops, and is now at -1 damage.
He is now dying.

Alright, surprise round over, now everyone roll initiative, except for Yeeck who is unconscious.
Anybody around can attempt to stabilize him.
Kobold Slayer
LRHHY
?
No.120096
>>120095
*screams in unconscious*
Kavern Master
1q3x9
?
No.120097
tenor.gif
Sorry yeek...
You've got at least 9 rounds before you're actually dead though.
Kavern Master
1q3x9
?
No.120098
Also, to anyone who saw, which is everyone, there's a lot more kobolds in the next room than there were in this one.
6 crossbow bolts flew past Yeeck before the last one dropped him.
Scot Lass
TMvdl
?
No.120099
>>120095
[1d20+5 = 11]
<Initiative
eHral
?
No.120100
[1d20+2 = 13]

Kavern Master
1q3x9
?
No.120101
Meanwhile, the table continues to burn.
Kavern Master
1q3x9
?
No.120102
I still need Kiara's initiative
fSrsF
?
No.120103
[1d20+7 = 14]

Kavern Master
1q3x9
?
No.120104
Okay, got it written down.
Scurrying emanates from the next room, as the kobolds try to make the best of their homefield advantage, holding back their initiative with readied actions.

Kiara's turn. It's a low-light environment, but the burning table makes it easy to see within this room.
Kavern Master
1q3x9
?
No.120105
120107
Alright, I'm going to steer kiara out of the way of immediate harm and keep her arrow knocked.

No kobold responds, evidently waiting for PCs to get closer so that they can snipe them.
Camping little shits...

Lucy's turn.
Kobold Slayer
LRHHY
?
No.120106
*continues bleeding out*
x.x
Not a witch :(
eHral
?
No.120107
120108 120109
>>120105
Lucy summons a skeleton and commands him to Drag yeecks back into the room
Kobold Slayer
LRHHY
?
No.120108
>>120107
*is skele dragged*
Kavern Master
1q3x9
?
No.120109
120111
>>120107
As the skeleton appears, 5 creatures fire at it, 2 of which bounce off of its body, unable to penetrate its damage reduction.
Where does he drag him? One side of the room has a burning table. The middle of the room has an active greasefire.
I'll allow the skeleton to drag the gnome 30 feet.
Kavern Master
1q3x9
?
No.120110
120113 120114
Actually, I'm just going to assume its the northwest corner.

Isla's turn. She may cross the room to stabilize Yeeck, if she wishes.

Not a witch :(
eHral
?
No.120111
120112 120113
>>120109
He drags him right next to lucy
Kavern Master
1q3x9
?
No.120112
>>120111
Lucy is still outside the room.
Sure, I'll let him go there. I'm not even going to bother with the logistics of avoiding the greasefire.
Kobold Slayer
LRHHY
?
No.120113
120115
>>120110
>>120111
x.x
Scot Lass
TMvdl
?
No.120114
120115
>>120110
Shaking her head at the possibility of getting shot yet again, she simply readies her sling in case a kobold tries to enter the room.
(This place is too hard to pierce.)

Kavern Master
1q3x9
?
No.120115
120116
>>120114
Whatever's in the room evidently doesn't want to come out.

All remaining creatures within the room prepare readied actions, whispered barks emanate from the dark room.

The table continues to burn, and is beginning to smoke up the place.
>>120113
Roll fortitude
LRHHY
?
No.120116
120117
[1d20 = 11]
>>120115
*twitches*
Kavern Master
1q3x9
?
No.120117
120118
>>120116
now roll 1d100
LRHHY
?
No.120118
120119
[1d100 = 1]
>>120117
*cough*
x.x
Kavern Master
1q3x9
?
No.120119
120178
>>120118
You are so lucky stabilization rolls don't crit..
Yeeck takes one point of damage, and is now at -2 HP as she bleeds from his multiple crossbow wounds.

Everything in the room that had higher initiative than Kiara prepares a readied action.
I put her at the southeast corner, so I'm going to have her roll to stabilize Yeeck
Kavern Master
1q3x9
?
No.120120
Kiara fails miserably to stabilize Yeeck, and he continues to bleed out, squirting blood all over the place.
Another creature shuffles about, in the room as it prepares a readied action, plausibly loading a weapon, or putting it's claw on the trigger to a trap.
Kavern Master
1q3x9
?
No.120121
120122
Lucy may move now
eHral
?
No.120122
120123
[1d20 = 5]
>>120121
Lucy moves over to yeeck to try and help him
Heal check
Kavern Master
1q3x9
?
No.120123
120124
>>120122
Fail.
Yeeck's blood squirts all over her already-dirty clothes.
Not a witch :(
eHral
?
No.120124
>>120123
She sighs
Kavern Master
1q3x9
?
No.120125
120129
Isla's turn
LRHHY
?
No.120126
[1d100 = 93]
x.x
*spurt spurt*
Kavern Master
1q3x9
?
No.120127
Isla's turn
Kavern Master
1q3x9
?
No.120128
Isla's turn
Scot Lass
TMvdl
?
No.120129
120131
>>120125
With a sigh, she abandons her overwatch, deciding to give stabilizing the gnome a shot.
[1d20+3 = 4]