Elven team in Campaign Elves vs Dwarves -- Dwarves and Gnomes Keep Out (Inactive)

Game Master Chainmail

An old school homebrew campaign for a party of Elves. They will interact with a party of dwarves on an increasing basis.
Current map


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Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Suny raises a hand. "Um..in't there a spell whut can make a spell look like another spell...or maybe make it look like no spell at all?" She suggests in her heavily accented 'common'. Having quietly listened to every one's talking back and forth, obviously spending the time thinking.


Male Elf Rg 3 / Dr 2 HP: 30/33 AC:18

I can run fairly well it is true. I suggest we carry this test out upon the dawn, that should I need to, I can still prepare whatever I might need for later on, should we press deeper in immediately. I will take Who with me, we work well as a team. Eirel looks around.

The matter is settled then?


HP 40/45, AC 21*, Fort +4, Ref +6, Will +8, ArcRes 2/8 Active Effects: Heightened Senses, Defending Bone (45), Extended Shield, Unseen Servant,

Azlain was typically quiet as the others talked but he was glad that they were discussing sound tactics. He cynically hoped they would remember them when the next fight happened.


Stats:
Wood Elf Paladin lvl 4 Init +1; Low-Light Vision; Per +5; HP: 39/39 (healthy)
Saves & AC:
Fort +9, Ref +6, Will +8; AC 21, T 12, FF 20

Wil had nothing more t add as scouting was a needed necessity when confronted wit the unknown. He merely nodded in agreement with the plan at least he knew that the Druid and his hairy animal could handle me selves if discovered. Especially if the rest of the front liners were nearby and on standby. All they could do now is hope that luck was on there side...


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Very well. Eirel will take his magic sword in there, and see if they detect the weapon before they detect him. That will answer the question.

Seltyn removes his masterwork longsword and hands it to Eirel. If they snatch your weapon, you can use this.

If you get mobbed, withdraw, fight defensively, or go full defense, whatever gets you out alive. We can't cast so much as a cantrip on you.


Male Elf Rg 3 / Dr 2 HP: 30/33 AC:18

If I end up needing to use your blade, I will bring it honour. Thank you for trusting me with it. Eirel looks at the fine blade, assessing the balance and weight. Then forms an improvised scabbard and stows it upon his back.


Velma leads you to platform made of tough, springy, fibrous material. A grey-robed figure directs you to stand in the middle of the material, which is surrounded by a circle of runes.

After Velma directs you to stand in place with here inside the circle, the grey-robed figure quickly encants and you find yourself on a similar platform outside a large mining operation.

Spellcraft DC 21:
You were the subject of a strange teleportation spell.

Spellcraft DC 26:
You know this teleportation spell was made more efficient by fusing another spell to it.

Kn:Geography DC15:
You realize you are on another island significantly farther away given the position of the sun in the sky and the weather.

The mining operation has four shafts in a large black, volcanic rock unlike any you have seen on the island so far. Mine carts go in and out of all the shafts but the easternmost one, which has an armed guard up top.

A large circular stairwell has been carved that drops into the earth around a central pillar the looks like it has an air pump to pass air up and down run by magical means. The eleventh and last level of the mine is where the creatures were discovered.

You are briefed by the mining director who unrolls a rough map of level 11. A fifteen foot wide corridor extend for 150 feet before it meets up with a large area that has been carved out and numerous five feet wide exploratory tunnels exiting this large 'room' roughly 80' on a side. Six men in gray scholar's robes direct the operation.

"I can get no one to go into those tunnels in the eastern mine anymore." the mining director comments sadly.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

spellcraft 10+13
spellcraft: 1d20 + 13 ⇒ (1) + 13 = 14
geography 10+10

We'll see what we can do about that.

Seltyn points out that we've been teleported a good distance from where we were.

I guess we go the the 10th level, and let Eirel poke around a little further.


Male Elf Rg 3 / Dr 2 HP: 30/33 AC:18

Yes, I will take point. Stay close, if there is going to be a fight, then it will be a fast one, and I do not wish to die upon this dawn. Let's get this done with. Underground areas are for dwarves and the damned. I feel naked without my spells.

Eirel walks hurridly towards the deeper areas of the mine, Who following him closely.

Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Let's bring some torches. We've got no light spells! :0


Stats:
Wood Elf Paladin lvl 4 Init +1; Low-Light Vision; Per +5; HP: 39/39 (healthy)
Saves & AC:
Fort +9, Ref +6, Will +8; AC 21, T 12, FF 20

Will had his weapons at he ready. Unsure if how things would turn out.


The search of the level above the source of the attacks reveals a perfectly ordered mine with exploration shafts, carts, and well maintained picks left behind.

The level is extensive and takes till noon to search thoroughly for signs of the creatures.

It looks like an ordinary abandoned mine, though you find traces of dark, volcanic rock that looks extremely unusual and hard. It is probably what this mine is looking to extract.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Dungeoneering, engineering and planes: take 10 for 20. Spellcraft: 23.

Seltyn combs his memory for any idea of how magic eaters could be found here.

Okay, Eirel. You'll need light. See what you can find out.


Male Elf Rg 3 / Dr 2 HP: 30/33 AC:18

Assuming there are torches in the area, Eirel will take a lit one, and also take 5 unlit ones, before heading even close to the way to get down again a level. Before even heading down the ladder with Who, he stops for several minutes at the top of the ladder, just listening.

Perception: 1d20 + 12 ⇒ (2) + 12 = 14

Urgh


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Suny pads along with the rest of the group.

Perception:1d20 + 5 ⇒ (18) + 5 = 23(Plus the usual bonuses for Elven 'Low-light' vision)


On the level where the problems occured....

At the bottom of a spiral stairway, Eirel and Who are at the end of a fifteen foot wide and ten foot high well-carved hallway with a mine-cart track in the middle. It has not been used in a while. The tunnel is ominously quiet, with five foot wide entrances every 70 feet on both sides of the hallway.


Stats:
Wood Elf Paladin lvl 4 Init +1; Low-Light Vision; Per +5; HP: 39/39 (healthy)
Saves & AC:
Fort +9, Ref +6, Will +8; AC 21, T 12, FF 20

If we aren't currently accompanying Eirel~

The volcanic rock and the quiet raise the hairs on the back of Wil's neck and he can't help but look for defensible position's.

Perception - Anything that can be used to create a makeshift barricade 1d20 + 5 ⇒ (20) + 5 = 25

"I think we should create makeshift barricades, that way that can't hem us in from multiple directions without some kind of resistance. We can seal off excess avenues of attack while keeping the path to Eirel open. Also does anyone have something to mark are path? Best not to get lost down here..."


Per +5, Low-Light Vision | HP 33/33 | AC 20, Touch 11, Flat 19 | F +4, R +2, W +10

As the group descended into the darkest bowels of the earth, Thalas couldn't help but mutter in sour irony, "This is Dwarf work... Labelas Enorath see me to the light of the sun once more."


Let me know where everyone is waiting and who are going into the fresh mine.


HP 40/45, AC 21*, Fort +4, Ref +6, Will +8, ArcRes 2/8 Active Effects: Heightened Senses, Defending Bone (45), Extended Shield, Unseen Servant,

Azlain quietly retrieved a few sticks of chalk from a pouch at his belt and began marking their path.

Very first thing on my equipment list. One of those "never leave home without it" adventurer items. :)


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

We might as well be on the same level. Eirel will skulk ahead, and we'll wait until he finds out if his magic item draws their attention. If he can spot them before they spot him, he'll know if they sense all magic, or just spell effects. I'm hoping for the latter. If anyone has a better idea, I'm all pointy ears!


Stats:
Wood Elf Paladin lvl 4 Init +1; Low-Light Vision; Per +5; HP: 39/39 (healthy)
Saves & AC:
Fort +9, Ref +6, Will +8; AC 21, T 12, FF 20

Wil was out of his comfort zone, having never been this deep in the the soil before. He wondered how dwarves could stand it momentarily but shrugged it off as he refocused on the task at hand. Everything we do is for Elfhome, for our people and to push back the servants of the beast. We will break them, through strength of bond and unwavering loyalty to one another. We are coming, wait a little longer...

"Thank you Azlain, I apologize for being so poorly equipped." He looks to his healing supplies and his many weapons and grimaces, never any room for simple useful things. "Seltyn how much distance shall we keep between us and Eirel? I would hate for him to be caught completely alone and us being to far behind to aid him."


HP 40/45, AC 21*, Fort +4, Ref +6, Will +8, ArcRes 2/8 Active Effects: Heightened Senses, Defending Bone (45), Extended Shield, Unseen Servant,

Azlain shrugs and hands Wil a piece of chalk.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

For the moment the wonder of this new element and place has Suny's attention, easily driving off the thoughts and fears which might be consuming others. She absently pokes at a passing lump in the rocky wall.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17
Wilaml Fmelvam wrote:
"Seltyn how much distance shall we keep between us and Eirel? I would hate for him to be caught completely alone and us being to far behind to aid him."

Let's have Suny follow him. She's pretty quiet, too. We keep her in sight, she keeps Eirel in sight, and we noisy folks won't be too far away to help, if he gets in trouble.

So, Eirel, moving at 1/2 speed, taking 10 on stealth and perception, Suny keeping him in sight, then us keeping Suny in sight. If Eirel gets in a jam, he can go full defense or withdraw, and Suny can call us up for the rescue.


Stats:
Wood Elf Paladin lvl 4 Init +1; Low-Light Vision; Per +5; HP: 39/39 (healthy)
Saves & AC:
Fort +9, Ref +6, Will +8; AC 21, T 12, FF 20

Wil nods in complete agreement with Seltyn's wise suggestion. He kept the suggested distance and kept Oneshot at the ready incase action was required...


Male Elf Rg 3 / Dr 2 HP: 30/33 AC:18

Yeah taking 10 seems reasonable. I believe it gives me something like a 20. Will be doing the same for perception checks, meaning that for anything not traplike, I am at a 22, and for a trap I am at 23 to perception

Eirel will head slowly down the passage, taking care where he places his feet and looking around him. However, before taking a look and walk down the shaft, he will take a look at the mining cart, including its contents.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Seeing that he's only armed with a dagger, Seltyn asks to borrow someone's bow, and Flambeaux's longsword (he's not proficient with her morningstar, oddly enough).


Map is done, I assume Eirel is following the cart path. How far behind is Suny?

map


Male Elf Rg 3 / Dr 2 HP: 30/33 AC:18

Yes I will be following the cart path, being quiet. Only proceeding further down into the shaft once I have checked inside the cart though


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Suny will be 30' behind him, then us 30' behind her. Seltyn will hold the torch.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Are we in a position to 'take ten' on things atm?


I have the characters placed on the map. I think that is following the plans. What are you using for light sources?


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Just torches. Eirel, Suny, and me. We're not casting any spells!


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Not seeing where we are.


Had problems with google drive and my updates to google chrome, see if it works now.

Initiative
Seltyn 1d20 + 2 ⇒ (19) + 2 = 21
Azlain 1d20 + 3 ⇒ (2) + 3 = 5
Suny 1d20 + 2 ⇒ (10) + 2 = 12
Elorin 1d20 + 2 ⇒ (5) + 2 = 7
Bannermaiden 1d20 + 3 ⇒ (6) + 3 = 9
Eirel 1d20 + 3 ⇒ (1) + 3 = 4
Wil 1d20 + 1 ⇒ (7) + 1 = 8
Thalas 1d20 + 1 ⇒ (7) + 1 = 8
Enemy 1 1d20 + 4 ⇒ (18) + 4 = 22


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Aye map is workin'.


Male Elf Rg 3 / Dr 2 HP: 30/33 AC:18

Oooooh boy, I am about to get caught hard huh?


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Try to see if they go for your weapon or for you. Just protect yourself, and we'll be right behind you.


Eirel can hear the a sound similar to the chattering of teeth. The grinding sound of a hard material on a hard material many times over. It appears to be in the room to his left. The shadows from the torchlight do not illuminate the large opening to the left yet.

Feel free to place Who nearby.

Order of Actions
Unknown Enemy (moved and made a chattering noise)
Party to go


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

spellcraft: 1d20 + 13 ⇒ (17) + 13 = 30

arcana: 1d20 + 13 ⇒ (9) + 13 = 22

Seltyn whispers, I think Eirel's found them. I'll take Oneshot, Wil. It's not our magic weapons they notice. Must be spells. So, we don't cast any. We fight them with steel. Azlain and Will to the front! Time for a beatdown.

Seltyn spends the round getting the bow from Wil, and nocks an arrow.

Enemy 1
Seltyn
Suny
Bannermaiden
Wil
Thalas
Elorin
Azlain
Eirel
map


Stats:
Wood Elf Paladin lvl 4 Init +1; Low-Light Vision; Per +5; HP: 39/39 (healthy)
Saves & AC:
Fort +9, Ref +6, Will +8; AC 21, T 12, FF 20

When it's Wil's turn~

Seltyn taking Oneshot was a relief for the moment, the weight of carrying the Elven relic had weighed heavily on him. He had been however honored and proud to carry it on their journeys, however for the fight ahead the relic wouldn't be needed. "Yes, sir keep Oneshot safe. Lets go clean up Azlain." He strode forward with purpose and as he walked he drew forth Ammilanir preparing to unleash all his wrath at this strange magic consuming foe...

Double Move up to Eirel, draw Bastardsword as part of move action.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Suny quietly scampers along, doing her best to keep up with people so that she can help in the altercation which seems to be forming.

Which way is every one going? Left or Right?


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Left to right. Wil caught up w/ Eirel.


Male Elf Rg 3 / Dr 2 HP: 30/33 AC:18

Move action- get another torch out.
Standard action- light the new torch and throw it ahead of us, to give some illumination.

Well we ran into something. Not entirely sure what though


A huge creature leaps out of the opening after Eirel throws the torch in.
Acrobatics: 1d20 + 9 ⇒ (18) + 9 = 27
The druid is able to defend himself as the huge 'landshark' with an incredible magic aura attacks. After the incredible leap of the heavy and surprisingly agile creature, it lashes at Eirel with four razor sharp claws.

Attacks: 4d20 ⇒ (16, 19, 13, 3) = 516d8 ⇒ (5, 7, 1, 2, 5, 6) = 26

Three claws rip almost to the bone leaving Eirel unconscious on the ground. at -8hp


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Seltyn drops his torch, takes a 5' and fires Oneshot (it's a +1, right?).

atk: 1d20 + 5 ⇒ (3) + 5 = 8

dmg: 1d8 + 1 ⇒ (5) + 1 = 6

Grab the torch, Flambeaux! Let's kill this thing!


Male Elf Rg 3 / Dr 2 HP: 30/33 AC:18

Round 1 fort save to not die Fort: 1d20 - 3 ⇒ (15) - 3 = 12

Phew, stable but unconscious at -8, hopefully it won't hit me again, otherwise its back to character generation for me.


M Elf Wiz 9 Init +4/ HP 65/65// AC: 22 18/T:17/FF:14 - Percep: +11/ F 8/R 9/W 8 /CMB 4 - CMD 17

Sorry, Eirel. It jumped out so fast, we're still not sure what it does or doesn't do to magic items. I guess we'll find out! You're stable, and the rest of the elves haven't gone, yet. I was hoping to answer some questions about how it "eats" magic: Items, arcane or divine magic, spell-like abilities, etc. We'll know more if we can get through this one.


Spoiler:
HP: 08/22, AC: 17(Max 21(T13,FF14), DR: 1(Water Based Critters), F:+4, R:+7, W:+2, Perc: +6, Init: +3.

Suny raises her voice, doing her best with the acoustics, to bolster every one now the fight has started.

(So...a +1 to hit and things) Even as she moves to get into a better position to support the fight.

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