Team Dwarf/Gnome in Elves vs Dwarves -- ELVES KEEP OUT (Inactive)

Game Master Chainmail

Homebrew old school campaign where elves and dwarves interact in an ever increasing way as the game continues.
current map


651 to 700 of 3,400 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

Hon Reflex#1: 1d20 + 4 ⇒ (3) + 4 = 7
Hon Reflex#2: 1d20 + 4 ⇒ (7) + 4 = 11
And the 12 pts of damage no save does indeed make for a crispy Hon.
Feel like a pinball or a burnt up and forgotten tatertot.

Editted for woe-is-me commentary: "And once again whenever I roll combat, the dice gawds forsake me."

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

Chainmail:

Spoiler:
Did the skeletons fire reach G5 where I moved last round? If so, I'd like to state the Hon is most definitely stablized (deeply in the negatives) as the all wounds are cauterized.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Thanks Thograt. Are the new skeletons burning as well?

With a surge of power, Kragg feels the burns from the skeletons fade away into nothing more than a dull ache. Moving in to the fight once more, Kragg approaches the skeletal warrior and tries to protect the flank of the noble bannerman Big Mug. Hoping to draw some of the attention away from the injured dwarf, Kragg attacks with a 2-handed blow hopin to shatter the bones of the skeleton. He keeps himself prepared for the inevitable retaliation. Unfortunately not enough power was behind the blow to fell the skeletal warrior.

move to B9
Defensive Slashing attack on SW in B10, 1d20 + 10 - 4 ⇒ (16) + 10 - 4 = 22 damage 1d8 + 6 ⇒ (3) + 6 = 9

Big Mug, step back an protect youself an the banner. Don't let it fall.

status:

HP: 14
AC: 19
Aoo if needed 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12 damage 1d8 + 6 ⇒ (1) + 6 = 7
reflex if needed 1d20 + 5 ⇒ (6) + 5 = 11


Kragg notes that the urgosh formerly known as the mwork urgosh is enchanted after extended fighting with it--the weapon is a +1 urgosh with a market value of 4000gp.
Quite a score, by the way.

"That skelly got a lucky hit. Just help me out on the line."

The larger skeletons are not burning.


secret rolls:
DEM Ninni 1d20 ⇒ 4

Thograt notices the leader of the skeletons with the large red burning eyes and the glaive is from his vision the day before. Defeating him should break most of the unholy power in this place.


Male Dwarf Fighter 4

I'm not sure where the initiative count is ATM. If possible, I'd like to add a 5-foot step C8-B9 to Khazad's last turn.


Same here, but here's Brask's actions. Acrobatics:1d20 ⇒ 15

Brask moves up 20 feet to E10, while trying to dodge the skeleton at G8.

He swings his hammer at s5

Attack: 1d20 + 4 + 2 + 2 ⇒ (20) + 4 + 2 + 2 = 28 (+4 attack bonus, +2 from banner and Bless, +2 from flank)
Crit Confirm:1d20 + 4 + 2 + 2 ⇒ (6) + 4 + 2 + 2 = 14 (I dunno if that will make it but just in case)
damage:2d4 + 2 ⇒ (1, 4) + 2 = 7 (if it confirmed, if not, it's just 2 damage)

"Hon! Magnum! Protect Ninni!"

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

A prone Hon merely gives off whisps of vapor as bits of crispy flesh flake off. His gear and parts of a pressure trap propping up the last plate G4. It looks safe.
As situation currently stands, there may be some miscomms regarding Hon's location. Unless the range of effect and associated heat damage did not extend to G5, then Hon would be in a much healthier postition to take action. I'll be happy to retcon upon confirmation.


Checking Hon's posting history, Hon was never repositioned on the map after clearly posting moving back to G5. He was clearly out of range of the exploding skeletons and the 12pts of unsaveable fire damage.
1d20 ⇒ 13

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

To all:

Spoiler:
Explosive Skeletons! Out of range! woot! Don't worry Chainmail There will be a next time! Does Hs7 activate the pressure plate of H6?

I'll assume that my efforts at disabling the plate were successful, otherwise a reflex action will likely be needed.
Feeling the heat and a sense of impending doom, Hon discards his thieves tools alongside the propped pressure plate. He draws his warhammer and turns around with a mighty and near desparate swing at SW on Plate G6.
Crunch
Spoiler:
Warhammer: to hit 1d20 + 2 + 1 + 1 + 1 ⇒ (12) + 2 + 1 + 1 + 1 = 17; Damage 1d8 + 1 ⇒ (6) + 1 = 7
(+2 BAB, +1 strength, +1 Banner, +1 Bless)
Crit autoroll1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11; Damage 1d8 ⇒ 8

"Safe path! Now just need to mow down the skeletons!


Skeleton Warrior attacks BigMug 1d20 + 5 ⇒ (11) + 5 = 16
Skeleton Warrior attacks BigMug 1d20 + 5 ⇒ (7) + 5 = 12
Skeleton Warrior attacks Magnum 1d20 + 5 ⇒ (16) + 5 = 21
Skeleton Warrior attacks Magnmum 1d20 + 5 ⇒ (10) + 5 = 15
Magnum takes 1d12 + 6 ⇒ (11) + 6 = 17 and obviously can't take another shot like that.
Skeleton leader throws a black crystal sphere exploding in E8 - a toxic cloud with a 20 foot radius engulfs almost the entire room. 1d20 + 5 ⇒ (6) + 5 = 11
The effects are similar to a stinking cloud effect DC14 Fortitude save for everyone in the area. As soon as this save is failed -- only move actions can be taken until leaving the area.

The hardy racial abiity gives dwarves +2 vs spell like effects and +2 vs poisons - for this cloud consider the two +2s to stack for a +4.


Round 4
Ninni 22 Unconscious
Neji 11 <--
Kragg 8
Brask 5
Hon 4
Khazad 4
Magnum 2
Big Mug 2
Thograt 2
Undead 1

So, anyone acting except Neji must make a DC14 Fort save or become nauseated and reduced to move actions only. Obviously skeletons don't need to breathe. Dwarf hardy trait gives +4 vs this effect.
The cloud is equivalent to a fog cloud and reduces vision.
All creatures have concealment (20% miss chance) at five feet and a 50% miss chance beyond five feet.


Fort: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12 ouch.

Brask chokes on the fumes and begins to cough.

"Damn skeleton. Can't take a li'l beatin', eh?"

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

Hon's Fort save

Spoiler:
1d20 + 5 ⇒ (15) + 5 = 20 (+1 Luck Feat, +2Spell, +2Poison)

Catching his breath before being engulfed by the thickening cloud, he catches a whiff and his stomach takes a little twist. Holding his breath and his breakfast, he holds his own against his obscured adversary.


Neji to act - magic missiles are not effected by concealment

The skeletal warrior hit with the magic urgosh is quite damaged.

The very corner (I4) may be a place for those nauseated to try to overcome the effects as it is not currently in the area of effect.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

What was Thograt's actions this round? I know he healed me the previous round that is why Kragg stepped up to attack the SW. Just wondering as I did not see his or Khazad's.

Fort save1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23


Kragg Stoneheart wrote:

What was Thograt's actions this round? I know he healed me the previous round that is why Kragg stepped up to attack the SW. Just wondering as I did not see his or Khazad's.

Fort save1d20+6+4

I thought my action was healing you...now I'm waiting for my turn to come around when I will use the specail channel that Chainmail has offered.

have I missed a turn Chainmail?


Brask moves out of the cloud to C13, muttering curses the whole way towards the skeleton that throw the crystal sphere.


No, Thograt healed Brask. Was waiting to see if you wanted to substitute the empowered channel for the heal of Brask or wait to use it next round. A 2d6 heal for everyone seems much better than a 1d6 heal, so I wanted that option on the table for you. I think you healed Brask unaware the banner power was there.

Either way, the use of your healing spell will stop the unholy flames, so it is up to you. Invoking you diety though spell or channeling postive power stops all unholy flame in this room. By the way Ninni was automatically stabilized from the massive fire damage.


FORT save Big Mug 1d20 + 4 + 6 ⇒ (7) + 4 + 6 = 17
FORT save Magnum 1d20 + 4 ⇒ (13) + 4 = 17
Kragg, Big Mug and Magnum are fine this round. In melee roll d100 and for concealment check in cloud--skeletons must do the same. 1-20 = miss.
Polearm jabs from 10' miss on 1-50.


I don't believe I've taken any damage so far.


I healed Kragg.


Neji to go. Magnum attacks a skeleton.
His two hammer strikes are uncannily accurate, but the first misses due to the fog. The second, a head shot, would be devastating versus a normal opponent, but not the skeleton.
1d20 ⇒ 131d20 ⇒ 201d4 ⇒ 11d4 ⇒ 21d100 ⇒ 141d100 ⇒ 74
The skeleton stands hurt.


Male Dwarf Fighter 4

Fort save: 1d20 + 6 ⇒ (15) + 6 = 21
Khazad manages to hold his lunch inside. He can now barely see the silhouette of the skeleton leader. He drops the near-useless glaive and draws a big sturdy axe, striking the wounded skeleton in front of him.
concealment: 1d100 ⇒ 35
Attack: 1d20 ⇒ 5
Back when we were dividing loot, I asked for a dwarven axe (I assume it's this kind of axe?), and I think no one else claimed it. Can I assume Khazad has it?

Yes:

Attack = 5+9 = 14
Damage: 1d10 + 4 ⇒ (9) + 4 = 13

No:

Attack = 5+8 = 13
Damage: 1d12 + 4 ⇒ (8) + 4 = 12


1d2 ⇒ 1
Khazad misses the armored skeleton warrior. He realizes he has a magic (+1) dwarven waraxe that ignores the skeleton damage resistance.

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

Looks like I missed my round. Corrective action now

Squinting into the mist and a quick short exhalation through his nose blowing out the stink, Hon takes another swing at SW on G6. Warhammer: to hit 1d20 + 1 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 + 1 = 6; Damage 1d8 + 1 ⇒ (8) + 1 = 9
(+1 BAB, +1 strength,+1 Feat, +1 Banner, +1 Bless)
Crit Autoroll1d20 ⇒ 14; ExtraDamage 1d8 ⇒ 6

If the skeleton goes down:

Spoiler:
He'll take a 5' step to G6. "Magnum! Step back towards me. Plate safe. Make'em dodge the blades!

If not:
Spoiler:
"Magnum! Step towards the arch behind me. Plate safe. Make'em dodge the blades!

Edit: See! Combat is NOT my forte! Well, blew another round...


Neji shoots the hurt small skeleton previously on fire and the injured big one facing Hon and Magnum. Two missiles from the want unerringly hit throught the fog and obliterate the skeletons.
1d4 + 1 ⇒ (3) + 1 = 41d4 + 1 ⇒ (4) + 1 = 5


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg's actions although I am not sure if this is the same round or not. Itseems I am posting twice after Thograt so if so please ignore this post.

Move to D8 and attack the skeleton in C9.
Slashing attack fighting defensively 1d20 + 4 + 2 + 2 + 1 + 1 - 4 ⇒ (14) + 4 + 2 + 2 + 1 + 1 - 4 = 20
damage 1d8 + 6 ⇒ (5) + 6 = 11
miss 1-20 1d100 ⇒ 80
fort save for poison cloud 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21

status:

AC: 19
HP: 14
AOO: attack 1d20 + 10 ⇒ (1) + 10 = 11 damage 1d8 + 6 ⇒ (3) + 6 = 9


Round 4
Ninni 22 Unconscious
Neji 11
Kragg 8
Brask 5 retching
Hon 4 <--- save and go
Khazad 4 <--- has a magic dwarven waraxe (+1)
Magnum 2 acted
Big Mug 2 acted
Thograt 2 <---
Undead 1

Kragg shatters the skeleton with his enchanted Urgosh.

Three skeletons left. The leader of the skeletons is agitated.

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

I can do that.
Round 4
Hon's eyes starting to tears up when taking another breath.
Fort 1d20 + 1 + 1 + 2 + 2 ⇒ (2) + 1 + 1 + 2 + 2 = 8 (Con+Stonecrusher feat+Dwarven hardiness+Resistance)
Seeing one more skeleton on the other side of Magnum and Ninni, unmoving on the stone floor, Hon tightens his warhammer grip with visions of heroics before being overcome by a lung-wracking coughing fit. Eyes watering from shame and stinking cloud, He retreats back 20'(G1?) where the fog is thin enough to catch his breath.

/round 4

Cripes! It is what I get. Live and learn Hon! Mark IV gas mask will be added to inventory!


Hon rushes to I4 to try and recover from the gas.


Round 4
Ninni 22 Unconscious
Neji 11
Kragg 8
Brask 5 retching
Hon 4 recovering in G1
Khazad 4 has a magic dwarven waraxe (+1) attacked and missed
Magnum 2 acted
Big Mug 2 acted
Thograt 2 <---
Undead 1

Thograt to go then the undead. Thograt to save first of course.


Fort save: 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12
You've got to be kidding!

Thograt coughs and splutters in the cloud and tries to find away to get out.


The skeletal leader advances drawing a wicked two handed sword and cleaves into Kragg hoping to hit Khazad too (-2 AC if he does).
1d100 ⇒ 141d100 ⇒ 541d20 + 8 ⇒ (10) + 8 = 181d20 + 8 ⇒ (20) + 8 = 282d6 + 6 ⇒ (3, 4) + 6 = 132d6 + 6 ⇒ (4, 3) + 6 = 13
The warrior next to him goes for Big Mug.
1d100 ⇒ 21d20 + 5 ⇒ (13) + 5 = 181d10 + 3 ⇒ (7) + 3 = 10
The last one tries for Magnmum.
1d100 ⇒ 201d20 + 5 ⇒ (3) + 5 = 81d10 + 3 ⇒ (8) + 3 = 11
Luckily for the heroes, the mist confounds the skeletons and they all miss.


Remember to act you need to save each round in the cloud
Round 5
Ninni 22 Unconscious
Neji 11 <----
Kragg 8 <----
Brask 5 poisoned move only
Hon 4
Khazad 4
Magnum 2
Big Mug 2
Thograt 2 poisoned move only
Undead 1
Brask and Thograt have spent one round recovering
Brask and Thograt can recover if the spend the required time outside the cloud
Brask rounds 1d4 + 1 ⇒ (2) + 1 = 3
Thograt rounds 1d4 + 1 ⇒ (1) + 1 = 2


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Well if the big guy wants to close in then I will be happy to oblige.

Come on Khazad lets bring this pile of bones down.

Full attack on SC
Slashing attack 1d20 + 8 ⇒ (12) + 8 = 20 damage 1d8 + 5 ⇒ (8) + 5 = 13
miss 1-20 1d100 ⇒ 73

Piercing attack 1d20 + 8 ⇒ (4) + 8 = 12 damage 1d6 + 3 ⇒ (2) + 3 = 5
miss 1-20 1d100 ⇒ 27

Fort save 1d20 + 6 + 4 ⇒ (12) + 6 + 4 = 22

status:

AC: 17
HP: 14
AOO: attack slashing 1d20 + 8 ⇒ (16) + 8 = 24 damage 1d8 + 5 ⇒ (2) + 5 = 7
miss 1-20 1d100 ⇒ 83


Male Dwarf Fighter 4

Fort save: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27
"Go go Kragg! Ashes to ashes, dust to dust, bones to oblivion!"
Furious at having missed two times in a row and reveling in the newfound power of his magical waraxe, Khazad makes a series of quick disorienting strikes aimed at the big skeleton's arms, before following up with a powerful overhead blow aiming directly for its strange helm:
Concealment: 1d100 ⇒ 58
Power Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d10 + 8 ⇒ (4) + 8 = 12

Sczarni

Rogue3/Wiz1 by training, Machiavellian by temperment

Round 4 RetconI'll move to I4 as recommended to better support Magnum. Hon makes an acrobatic check and/or reflex to avoid blades while crossing H4
Acrobatics 1d20 + 6 ⇒ (20) + 6 = 26(+2skill+1Dx+3Class) and/or reflex if needed 1d20 + 6 ⇒ (5) + 6 = 11(+3class,+1Dex,+1Banner, +1Feat)

End round 4.

Round 5
Catching his breath in the corner of the room, while the reek still clings to his clothes with wispy mingles at the magical boundry, Hon stands once again ready to do battle with the remaining Skeletal Warrior that stands between him and Ninni. Once again, grabbing a lungful of not-so-pleasant air, he moves to I5 with an under cutting swing at the very obvious but obscured kneecaps.
Status and crunch

Spoiler:
Fort save1d20 + 8 ⇒ (15) + 8 = 23(Con+Stonecrusher feat+Dwarven hardiness+Resistance)
Warhammer: to hit 1d20 + 1 + 1 + 1 + 1 + 1 ⇒ (9) + 1 + 1 + 1 + 1 + 1 = 14; Damage 1d8 + 1 ⇒ (5) + 1 = 6
(+1 BAB, +1 strength,+1 Feat, +1 Banner, +1 Bless)
Crit Autoroll1d20 ⇒ 5; Damage 1d8 ⇒ 7
20% chance of miss 1d100 ⇒ 41
Status:AC 14, touch 12, flat-footed 13(Leather armor +2, dex +1, Luck +1))
HPCurrent = 14


Hon is catching his breath for 1d4 + 1 ⇒ (4) + 1 = 5 rounds in the corner.
Khazad and Brask land two nasty hits on the skeletal leader with their magic weapons. Brask's backhand with the urgosh goes wide.
He is close to falling when Ninni puts two magic missiles in him from the wand 2d4 + 2 ⇒ (3, 1) + 2 = 6 finishing him off and he falls in a pile of splintered bones.
Magnum slams at the single skeleton with two quick hammer blows none of them hit due to the mist.

fort/attacks:
1d20 ⇒ 151d20 ⇒ 151d20 ⇒ 31d100 ⇒ 171d100 ⇒ 281d4 ⇒ 21d4 ⇒ 1

Skeletons retaliate on Magnum/Kragg

attacks:
1d20 + 6 ⇒ (5) + 6 = 111d100 ⇒ 762d6 + 6 ⇒ (3, 2) + 6 = 111d20 + 6 ⇒ (10) + 6 = 161d100 ⇒ 722d6 + 6 ⇒ (6, 3) + 6 = 15

Both attacks miss. Kragg is saved by the luck of Stonecrusher from a nasty swipe of a two handed sword.


Round 5
Ninni 22 Unconscious
Neji 11 <--
Kragg 8
Brask 5 poisoned
Hon 4 poisoned
Khazad 4
Magnum 2
Big Mug 2
Thograt 2 poisoned
Undead 1


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Big boy down and the rest to follow. Nice shot Khazad. Finish this one off as well Khazad. Kragg laughs as only a dwarf can with a weapon in hand and foes falling before good dwarven steel.

2 attacks on the skeleton that attacked me: On the map it doesn't show anyone adjacent to Kragg but since I got attacked I am retaliating in kind.

slashing attack 1d20 + 8 ⇒ (15) + 8 = 23 damage 1d8 + 5 ⇒ (6) + 5 = 11
miss 1d100 ⇒ 17 missed

piercing attack 1d20 + 8 ⇒ (15) + 8 = 23 damage 1d6 + 3 ⇒ (3) + 3 = 6
miss 1d100 ⇒ 89

status:

AC: 17
HP: 14
AOO: attack slashing 1d20 + 8 ⇒ (13) + 8 = 21 damage 1d8 + 5 ⇒ (6) + 5 = 11
miss 1d100 ⇒ 6


Cloud is still there, need a FORT 14 save in the cloud.


Male Dwarf Fighter 4

Fort save: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
"Come on Thograt, it doesn't smell worse than soldiers' barracks after a drill!"
Having freed the blade of his axe from the skeleton leader's skull, Khazad made a wild jump to the right to protect Big Mug against one of the remaining skeletons. 5ft step C8-B8. He used the inertia of the jump to deliver a wicked sideways blow to the skeleton's ribcage.
Concealment: 1d100 ⇒ 74
Power attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d10 + 8 ⇒ (10) + 8 = 18


Fort1d20 + 4 ⇒ (6) + 4 = 10
Magnum succumbs to the gas and withdraws to stand beside Neji dancing over Hon's cleared tiles.

Khazad dispatches the skeleton on his side of the room. FORT Kragg 1d20 ⇒ 16
Kragg charges over to get the last one on the other side of the room after resisting the gas and hits him with the pointy end.
The last skeleton flails at Kragg missing badly.
1d20 + 6 ⇒ (1) + 6 = 71d100 ⇒ 722d6 + 6 ⇒ (1, 4) + 6 = 11
Neji shoots a ray of divine light doing minimal damage to the remaining skeleton.
1d100 ⇒ 551d20 + 4 ⇒ (18) + 4 = 221d4 + 1 ⇒ (1) + 1 = 2
"Kragg and Khazad, finish this sucker off." Says the couging human ranger.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

oops I thought of it during the post just never included it. Sorry.

fort save 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19


Male Dwarf Fighter 4

Fort save: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30


Male Dwarf Fighter 4

Khazad rushes over to the other side of the room, through the smoking ashes of the bonfire, trying not to trip over Ninni's body, and finishes his run with a slash of his waraxe:
Concealment: 1d100 ⇒ 61
Attack: 1d20 + 9 ⇒ (20) + 9 = 29 (+2 if there's a straight line to charge)
Damage: 1d10 + 5 ⇒ (10) + 5 = 15
Crit confirmation: 1d20 + 9 ⇒ (1) + 9 = 10


Khazad, Kragg, and Ninni finish up the last skeleton and the cloud dissipates. Save crush 1d20 ⇒ 7

Unfortunately in the wreckage of the skeleton leader another black globe is discovered, but it is crushed.

The cloud dissipates and the threat seems to have abated.

Magnum looks down at a huge two handed sword cut in his side.

"I think it is time to hunker down in the front room again and heal up. We have plenty of time left."


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg takes a look at the rest of his companions, most of them seem to be bleeding, choking on gas or unconscious. Again it seems like he escaped the worst of the punishment. After a quick thanks to the dwarven gods, he grabs Ninni and carries her over to Thograt outside of the cloud. I don't know about spending the night, but let's get the others up an goin before any decisions are made. Its Thograt's and Brask's decision anyways. They're the ones leadin. I listen ta them. If they say we stop, then we stop. If not thean I will keep going on as long as I can or until they say stop.

Who is this human that thinks that he can make decisions. It just aint right. He don't know how to follow his superiors orders. One of these days he may get into trouble and find there isn't anyone to save his sorry a$$. Especially me.


The smoke dissipates and at the end of the long chamber where the bonfire used to burn the entire 15' left side of the wide passageway descends in a set of well constructed stone stairs. The right side has a five foot stone wall that extends for the right 15'.

The acrid smoke slowly settles over the battlefield of shattered skeletons and armor. Another suit of half plate on the leader and four suits of chainmail on the larger skeletons are human-sized. The death of the leader of the skeletons seems to lift much of the chill from the place.

651 to 700 of 3,400 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Team Dwarf / Gnome in Elves vs Dwarves -- ELVES KEEP OUT All Messageboards

Want to post a reply? Sign in.