Welcome to Auvensberg!

A small village sits nestled into a low valley. A number of small houses dot the area with chimney's of white smoke. The main thoroughfare, The Kings Road, cuts through the middle of the town going east to west. A large well kept cottage overlooks the town from the south. This is the lord's manor. The local tavern and inn, Hogswash, sits in the center of town just off the road. Small stables with a few pack animals milling about inside stands nearby. Across the well worn dirt road sits another large building, this is the local blacksmith who works tirelessly day an night.

The village is mostly surrounded by rolling hills. To the northeast a large forest encroaches on the fields near the edge of town. A small path leads off into the forest. Southwards the hills grow and grow eventually turning into mountains far off into the distance. East the Kings road meanders lazily through rolling hills and grassland. Some boulders and sparse trees dot the horizon. Westward the road comes to a small bridge just outside of the village that crosses a stream and continues on into the sunset. Across the bridge next to the road is a parcel of land surrounded by a low stone wall. Standing stones are situated haphazardly spread within enclosure. The stream flows from rocky crags in the south and cuts northward gently curving around the outskirts of the village and eventually heads off towards the forest.

Fantasy World Elements

  • magic is just beginning to be studied in earnest in the learning centers of the world
  • magic is common. The world is magical but outside of cities its just seen as folklore and fairytales
  • the world is ~60% explored. There are large established factions but also lots of untamed wilderness and 'here be dragons'. Islands of varying order in a chaotic natural world
  • the world is ancient with scattered ruins, lost civilizations and kingdoms built on the ashes of long past nations
  • outside of settlements and away from the King's road travel is hard and dangerous. Adventure lies around every corner
  • I'm defaulting to Forgotten Realms lore but will change whatever makes sense to me
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[–] [S] 1 point 5 days ago* (last edited 5 days ago) (33 children)

[OOC] there is an exit to this room. That leads further into the mine. Its next to the lever. The goblin and mephit were guarding it.

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  • [–] 1 point 5 days ago (32 children)

    Loaf tells Kigur, "Why don't you... I mean we... take a peek through that door and see if the mine has been cleared out."

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  • [–] 1 point 5 days ago (31 children)

    Huh. Was that door there before? You're the quiet one. You should look.

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  • [–] 1 point 5 days ago (30 children)

    Loaf, questioning his life choices, stealthily scouts what lies beyond the door.

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  • [–] 2 points 5 days ago

    As Loaf passes, Kigur pats him on the shoulder. Loaf feels bravery swell inside of him.

    Spell DetailsKigur casts Heroism on Loaf. He doesn't know he's doing it and it isn't for the effects, just to make his partner less scared.

    This lasts for a minute and works as follows. It does require concentration on Kigur's part.

    A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier (+3) at the start of each of its turns.

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  • [–] [S] 1 point 5 days ago (28 children)

    The doorway empties out into a square chamber. 15ft wide and perhaps 3 dozen deep. There is an archway at the far end on the left. The stone here appears to be carved but is unfinished and rough. It has an iridescent sheen. In the center of the room is a large contraption of bolted brass, festooned with a motley collection of pistons that churn endlessly with the hiss of steam. From the top of this contraption runs an 8 inch pipe up to the ceiling and then turns and goes through the wall.

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  • [–] 1 point 5 days ago (27 children)

    Loaf, feeling more heroic than ever, and the bar is low, scopes out the room for enemies and peers through the archway on the left. "What do you think this contraption does, Kigur? I wonder if there's a way to turn it off. That might attract some enemies and we can ambush them."

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  • [–] [S] 1 point 4 days ago (26 children)

    The room is lifeless save the rythmic thumping of the steam pistons. The archway leads to a hallway but you cant see beyond that.

    The pipe coming out of the contraption has several valves attached to it.

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  • [–] 1 point 4 days ago (25 children)

    Kigur enters and proceeds to examine the machine closely.

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  • [–] [S] 1 point 4 days ago* (last edited 4 days ago) (24 children)

    The piston assembly is pumping gases deep out of the ground here, super-heating them, and then passing them over a blue-white stone that can be seen through clear glass cylinder in the center of the machine. The gases are then pumped under high pressure out the brass pipe at the top that goes into the wall.

    The pipe is fitted with various gauges, dials and valves. You can't read or make sense of the gauges or dials but the valves are painted red making them easy to identify. They look like they can be easily turned.

    [OOC] give me an investigation check for more info on the machine. If you have alchemists supplies the DC is lowered.

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  • [–] 1 point 4 days ago (23 children)

    Kigur begins to suspect this may be how those steam spirits reproduce. He looks even closer at the machine, trying to figure out how to de-haunt it.

    RollInvestigation: 8 + 0 = 8
    No alchemy supplies

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  • [–] [S] 1 point 4 days ago (22 children)

    Kigur sees his reflection in the glass and notices this gold brass material might have similar attributes to his helmet. As for the contraption itself its a mystery beyond what's been gleaned already.

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  • [–] 1 point 4 days ago (21 children)

    Kigur attempts to close the inlet valve to stop the flow of spirits toward the mating stone. If the flow stops, he will then attempt to smash the glass.

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  • [–] [S] 1 point 4 days ago (20 children)

    You fiddle with some valves and the flow appears to slow. But you aren't able to completely cut it off.

    @Jilanico@lemmy.world what's Loaf up to while Kigur has been investigating the contraption?

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  • [–] 2 points 4 days ago (19 children)

    Loaf keeps a watch on the archway, crossbow at the ready. "Let's see if we can find anymore goblins down that way."

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  • [–] 1 point 3 days ago (18 children)

    Kigur agrees and moves to the archway.

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  • [–] [S] 1 point 3 days ago (17 children)

    The archway leads to a hallway that is 20ft long. It turns to the right into another doorway.

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  • [–] 1 point 3 days ago* (16 children)

    Loaf sneakily scopes out what lies beyond the doorway.

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  • [–] [S] 1 point 3 days ago (15 children)

    [OOC] I'm gonna try highlighting 'interact-ables' in bold. This doesn't mean you can't interact with non-bolded stuff. And there will still be secrets and things you can discover that won't be bolded. We'll see how it feels.

    The archway on this door is so low you'll have to crouch to get by. The room beyond is 20ft wide and 25ft deep. It also appears to have been carved out of the stone. A similar archway sits along the left wall but the tunnel beyond is collapsed. Across the room from you is a round tunnel and to the right a gaping hole leads to a tunnel that slants down and rapidly out of sight.

    The room appears to have been a staging area for the miners. Some lockers and abandoned gear is strewn about the room.

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  • [–] 1 point 3 days ago (14 children)

    Kigur moves to check out the collapsed tunnel.

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  • [–] [S] 1 point 3 days ago* (last edited 3 days ago) (13 children)

    You notice that this archway, and the one you just came from, are old like all the abandoned gear. But the other tunnels leaving this room are different. Newer. Recently dug? Carved? No, melted.

    Also you hear a whistling coming from the previous room. Faint at first it grows louder and higher in pitch before a loud bang! The contraption you fiddled with was finely tuned. It has become unstable and exploded. Luckily neither of you were standing nearby...

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  • [–] 1 point 3 days ago (12 children)

    Loaf looks at Kigur with wide eyes. "Maybe we should go see what damage we, I mean you, caused. It might attract goblins too."

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  • [–] 1 point 3 days ago (11 children)

    Kigur agrees. He wants to strip out the breeding stone before any loose spirits get to it.

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  • [–] [S] 1 point 3 days ago (10 children)

    The machine is split open and gnarled sharp bent brass points out. The pipe was detached from the top and is bent out of sorts. You can find the glowing blue white stone after some searching. While holding the stone everything looks a little bit sharper and brighter. The stone isn't warm to the touch but you sense a warmth and comfort rising up your arm as you hold it.

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  • [–] 1 point 3 days ago (9 children)

    Kigur stores the stone in his pack, then readies himself for potential attack, stationing himself just inside the archway headed deeper.

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  • [–] 1 point 2 days ago (8 children)

    Loaf listens closely for approaching goblins. If he hears nothing, he proceeds back to the room with lockers and gear in the hopes of finding something useful/valuable.

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  • [–] [S] 1 point 2 days ago (7 children)

    After a few minutes you hear a group of goblins approaching. You hear 3-4 pairs of footsteps and something flapping. Sounds like there might be a mephit with them.

    rollsperception DC 10 d20: 12 + (-1 dex) = 11 success!

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  • [–] 1 point 2 days ago (6 children)

    Kigur readies himself by the entrance to ambush whatever enters.

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  • [–] [S] 1 point 2 days ago (5 children)

    A goblin's gonna walk through first. You each get a surprise round then we'll roll for initiative.

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  • [–] 1 point 2 days ago* (4 children)

    All of Loaf's heroism dissipates as he backs away from the approaching creatures. He ducks behind the wrecked contraption but keeps his crossbow trained on the door from which he hears the sounds of goblins. If he sees a creature emerge, he'll probably squeeze the trigger without realizing what he's done.

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  • [–] 1 point 1 day ago (3 children)

    Kigur is going to let the first two past him, then strike the third.

    Greatsword AttackTo Hit: Nat 20
    Normal damage: 2d6(3,6) + 5 = 14 Slashing
    Not sure what math you want to run for crits or if it even matters here.

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  • [–] [S] 1 point 1 day ago (2 children)

    [OOC] Lol no it doesn't matter. God damn thats one way to start out combat! But I looked and its same in 5 and 5.5 (thanks for that btw). You double the damage dice. I'd accept rolling double the dice or just doubling the amount then you add modifiers.

    The first goblin walks through the archway and Loaf tenses loosing a bolt!

    Loaf's rollscrossbow ranged attack d20(Adv): 10|18 + (-1 dex) + 2 proficiency = 19 Hit! damage 1d8: 5 + (1d6 sneak attack: 3) = 8 piercing bonus action hide d20: 12 + (-1 dex) + 2 proficiency = 13

    It pierces the goblins eye and it falls forward dead on the spot. The other goblins growl and cry out! A second and third enters immidiatly after the first. The second goblin spots Loaf hide behind the contraption and draws his scimitar.

    "Get the humy!" He cries, pointing with his blade. At the same moment, The third goblin collapses under the crushing blow from Kigur's greatsword. The goblin is cleaved in two and is a crumpled mess of gore on the ground.

    The fourth goblin just outside the archway about to enter, sees this and screams. He turns and is about to bolt back the way he came.

    Loaf's initiatived20: 15 + (-1 dex) = 14

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  • [–] 1 point 1 day ago (1 child)

    Loaf gives a yelp as he's been spotted. "How are you going to get out of this one, Loaf?" He desperately tries to reload his crossbow. "Why did you even take this job?" He tries his best to keep the wrecked contraption between him and the goblin.

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  • [–] 1 point 1 day ago

    Initiative17 + 2 = 19

    Kigur reaches out to snatch goblin 4 and drag him backwards into the room.

    GrappleStr (Athletics): Nat 20 (again...)

    OOC RamblingI've seen people run crits as 2x damage with modifier doubled, 2x without, 2x dice rolled with and without doubled modifier, and roll once and add the total of a perfect attack to it. It's really variable. I like double the dice count personally.

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