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 looks to/at Wil,

"No, seriously. I say we hire an Alchemist and frag it from a rilly long way a-ways...OR from rily high up an' a long way a-ways. T'is tha' only way ta' be sure."

:P


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 laughs at that. "I know your serious, the thing moved like a battering ram with legs, I know. So does Eiriel and Azlain. I shudder to think of how we will tackle another but this time we can't let it get the drop on us..."


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.

"Maybe some long poles? With knives on'a top?" Suny suggests.

"Like folks do when they's huntin' wild boar?" Suny sighs.

"Mmmm....bacon...."

XD


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 chuckles again and continues to smile warmly, glad to be alive. For now at least.

]ooc]Hey CM wil's feat change like everyone elses or did he get a different god watching over him?[/ooc]


Just like everyone else--a souped up bonus to Will Save (a 1 and a half strength iron will feat)


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

Eirel returns to the meeting just as the dwarves battling the elves is mentioned.

We should warn them that this is the state of affairs, and see what can be done to shore up their own defences and if necessary fight side by side. We must work with our allies on this.

He is determined, and amusingly enough, Who apes his stance as best he can.


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

Yes. We should warn them, if we can.


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

"Elder, do you need us to slay this other monster or have we your leave to depart? You have doubtless deduced as much, but the Wood Elves are our allies and we have a duty to warn them about any such factor as may shape the course of our peoples' fates."


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.

"Or...we could catch up ta' these Dwarfs? An' maybe find out why they's want ta' be so unpleasant?" Suny suggests.


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

"A valid option, Elesandriel. No doubt the diggers-in-caves would never suspect our falling upon them from behind," he smiles in a sort of razor-sharp contemplation, completely misunderstanding her intent.


The elder smiles:
"It appears the dwarves only number in a group similar to yours. Can they really affect a battle of two armies?"

He explains:
"We can send Velma with you to your ship. She should be able to help you navigate to find the battle site. She may be even able to contact the elven army in the field."

He then adds:
"The dwarves were traveling with gnolls and witches. I am told the gnolls and witches were polite while the dwarves were somewhat rude. Is that typical? I thought it would be the other way around."

I assume you want to head back. They only had a day or two head start. Your ship is definitely faster.


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.

*Nods* Sounds like a good thing to do. Lets go catch us some Drwarfs! (^_^)


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 agreement. "We will return t clear out the mines but I agree we need t aid our cousins. Thank you for allowing Velma to accompany us Elder." He bows his head respectfully before rising. "So shall we head off then? They've already gained considerable distance on us."


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 go. We'll come back when we're done.


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 nods, giving friendly 'good bye' hugs to those of these new folks she has met. Skipping off back to the boat, where she intently looks over the balista mounted there.

"Maybe...if we could put some wheels on one of 'em...." She muses quietly.


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

What do you mean, Suny? Could we have movable ballistae?


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 shrugs at Seltyn's question.

"I dunno. I jus' feel like I in't hittin' as hard as I should, maybe. Ya know?" Ans she sighs


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,

"I've seen that done. It's easier than you might think. The real problem is reloading."


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 agreement. "As we have all experienced already..." He gathered his things quickly and got ready for their swift boarding of the Slipstream in the hopes that they could catch these dwarves before too much damage was done. He hoped Diplomacy would be enough to form an alliance with the ground breakers.


After departing through the magical portal you are quickly shown to your ship. You bundle your newfound riches (12000gp in wealth) and board your quick craft.

Velma smiles and produces a statue of a whirling tornado of air. Chanting a medium sized creature of air forms, rises into the masts, and begins to help propel the already speedy ship. Before you know it, the boat is whipping along at an even faster speed. She confers with Windfavor and they discuss possible locations to make landfall.

You sail farther north than you have ever been and make for the entrance of a large man-made canal that joins up with an interior river system.

You have a few hours to talk at another large seaport at the mouth of this wide canal. The 10gp toll is worth gaining access inland.

Velma informs you: "We helped dredge this canal with some magical aid. We are heavily invested in this operation here. We also have a magic shop here we run."

Dinner at a large restaurant is in order while fresh supplies are loaded on your ship. Luckily the small draft of the ship with the board pulled up will allow you to easily navigate this river.

Anything you are looking for in town?


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

2000 each? I'll hang on to mine.


A quick run down on everything we own? Yeah, no time atm to peruse the Ultimate Equipment Guide, but some iterations of 'Suny' in other games have come across some interesting toys. Very much cheers to all. (^_^)


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

"Your pardon, Velma, but what city is this? This is clearly a large trade center, and I am curious to know if we've heard of or treated with its people before," Thalas asks, the desire for knowledge coming to the fore.


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

I'm interested in Velma's response but I will push ahead~ ;)

Wil decides to enter the town and make good relations with the local shopkeepers. He takes in the sights and makes note of whats for sale to let the others know. He does look for an enchanter for his new armor and shield. Hoping to boost his defense prior to the next bloody fight.

What notable items are for sale CM?


OK, forward it is.

"This is a magic depot we have set up here. All manner of potions and wands are for sale. We sell at a premium, but I will get you what we charge our own citizens."

All potions and wand at 120% of core prices. 40% chance to have any miscellaneous magic item in core rulebook at 120% of cost. Velma will get you the book price.


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 looks to Velma a warm smile on his face as he takes in the sights with his new eyes. "So an enchanter lives here about then? Perhaps it would be prudent to get our gear enchanted?


Velma replies: "Enchanting will take some time. I am surprised you turned down our wand of enhanced conjuration, but you may be able to buy many lesser items for the same price."


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

What does the wand do?


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

Eirel will follow Wil, looking at the wares more than buying anything currently. He hasn't much need for the gold that is his fair share, and is unsure what to do with it. For the moment, he might just hoard it for later.


Velma adds: "We don't want to backtrack to find the conjuration wand, especially having taken the money. We can spend it here and I can find you some used wands if you need."

Velma finds a fireball wand, endure elements wand, and standard summon monster 2 wands.
charges left fball/ee/ms2: 1d50 - 1 ⇒ (26) - 1 = 251d50 - 1 ⇒ (6) - 1 = 51d50 - 1 ⇒ (26) - 1 = 25

fball wand costs 15*5*3*25 gp
summon mon 2 wand costs 15*3*2*25 gp
endure elements wand with 5 charges is 75gp


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

"Seltyn, a wand with which to summon the aid of planar creatures would be very useful to us - do you concur? We should take advantage of this opportunity to acquire what aid we can. Speaking more callously, it would be better for Azlain and Wil to avoid taking injury at any cost," asks/says Thalas.


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

Good point, Thalas. A summoned creature or two can be a big help. Let's get the wand. I think you should have it.


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 get his armor enchanted while we are here and purchase a wand of Cure Light Wounds if possible. I am still here and enjoying the game. :) Just had a way baaaaaaad two weeks home. :( So I needed a mental break and now I am making a comeback!

Wil spent his time in town carousing and seeing the wears until he found an enchanter for a simple wand of healing (used or new doesn't matter~) and getting his armor improved for the battles ahead. While he was out he reserved seats at a restaurant prior to returning to the Slipstream. As his gear was being taken care of he arrived back at the ship and searched for his companions. For the ladies he lays on the charm, giving them a warm smile that reached his storm cloud grey eyes. While standing there, armor-less and with only Oneshot across his back, as the magical artifact was invited as well. He's wearing a pair of finely crafted leather breeches with a plain white button up shirt with the two upper buttons unclasped to reveal a glimpse of his toned chest as he speaks.

"I would be most honored if you fine ladies would join us for dinner, I have seats reserved and I thought it a fine time to taste the local delicacies."

He didn't forget his other companions and turned to address any present. "I have seats reserved and thought it prudent we sit down and plan our strategy over some dinner. I hope to see you there brothers." He offers one arm to Suny and his other to Velma before guiding the lovely pair off the Slipstream.


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 spends most of her time swimming about the ship, the cover/harbor in which it rests and a little out into the surrounding bay.

When Wil does catch up to her (And she's dry and clothed) she smiles shyly at his introduction and happily allows herself to be escorted off the ship, her attire being a simple dress of mainly yellow and green silks, with slight black trimming. Sandals wrap her feet.

Through out the evening though Suny is distracted by something....


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

Waited long enough... lol

Diplomacy - Improve Velma's attitude: 1d20 + 11 ⇒ (10) + 11 = 21

Wil spends a good portion of the evening speaking with the girls in a mixed attempt to make Velma a stronger ally and to ensure their bond with the Elothian's remained strong. However as the evening wore on he noticed Suny's unusual quiet and looked over to her, concern tinged his words as he spoke to her. "Is everything alright? You seem troubled."


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, as usual, goes back to the ship to quietly and patiently wait.


Velma introduces you to the slightly built magister that runs the shop here. She informs him you get 'native' rates.

As the simple enchantment Wil desires will take a single day with some effort, the magister and a talented craftsman take his equipment to enchant it. I will be ready the next day around the same time. You will be spending 24 hrs here

As the item is completed, Velma explains: "I have never been in a real fight. I do not know what will happen. It may mean hurting some people."


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

"That's what a real fight is, Velma. Magic can help avoid, prevent, or repair wounds - but that doesn't change the fundamental 'idea' of using force to achieve one's goals. Oh, and we'd like to purchase the wand of Summons as well," Thalas adds once they'd reached the magic shop.


After the purchases are made and the armor enchanted, the elven group sets out with their human mage.

As they travel along a large road through the desert, they notice a placard along the well-built road.

"This road built by White Wizard Construction" With an emblem of man wearing an all white pointy wizard hat.

Emerging from the desert after two days and two nights and approaching the dwarven stronghold visible well off in the hill you notice a few things. First, many carriages are out and around of noble design with obviously rich humans in them.


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

Wand of Summon Monster II with 25 charges added to character sheet.

"Wil, do you recognize of any the sigils on the carriages?"


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

Apologies my game page didn't show any updates D:

Wil looked at the many carriages and tried t discern what nobility may or may not be present at the dwarven fort they had arrived near...

K-Nobility: 1d20 + 4 ⇒ (19) + 4 = 23


Wil determines that the noble houses are all human families from before the war. The human cities tend to allow the nobles to stay in power as it makes the people feel better to know the nobles are around.

Some of the carriages include retainers and bodyguards.

As the group passes into the hills, they see an impressive fortification on the hill made of granite. What appeared to be the beginning of works to surround the fortress have been smashed and destroyed.

Camped quite a distance away is a tent with a large pavilion in front. An elven banner of a yellow unicorn and sun on a field of light green trees is prominently displayed. A group of humans and elves seems to be trying to keep the nobles from getting too close.


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 cranes her neck to peer at the goings on, "Now that looks interesting." She comments.

"Perhaps we should wander by and have a look?" She asks those around her.


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

"I couldn't agree more Suny." He made sure to cover Oneshot, hopefully shielding the relic bow from sight as he moved alongside the others toward the large pavillion with the elven banner.

Identify Elven Banner: 1d20 + 4 ⇒ (11) + 4 = 15

Diplomacy - Improve Attitudes: 1d20 + 11 ⇒ (14) + 11 = 25

Unless there was a good reason not to Wil pulls off his helm as he gets closer to the elves around the pavillion. He hails them once at a safe distance and asks to meet with their commander. He introduces the group as the Foxes and points out Seltyn as the leader of the group. If questions arise about Velma he politely but firmly explains that she is an ally of Elfhome and the chosen dignitary of her people which hopefully would get her some respect among this foreign band. However he sticks close to Velma, lest some undesirable tries to put a dagger in her ribs...


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

know. local: 1d20 + 10 ⇒ (4) + 10 = 14 to identify the banner.

Liberty's Edge

The Explored Lands Downrightamazed

I meant to do k-nobility to identify the banner sorry lol!


No idea what the banner represents.

Only that it is probably a wood elf one given the similarity to other elven banners and the design.

Approaching the pavilion there are approximately tents set for a military operation of about one hundred mixed infantry and cavalry.

As the group approaches, the noble carriages full of mixed nobles attempt to get close to see into the camp. The guards seem adamant about keeping them out.

Perception DC25:
One carriage approaching seems to be weighed down as the springs are loaded to the maximum. The horses seem to be pulling an inordinate weight for a noble carriage.


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

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Wil eyes the Noble Carriages before continuing forward into the wood elf like encampment.


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

Perception: 1d20 + 12 ⇒ (15) + 12 = 27

Spotting the carriage, Eirel points it out to the others.

Assuming that there are only passengers in that carriage, then it is too laden down. I suspect we should take a look. Unleash the banner, and lets continue in closer. Are we not trusted advisors to the Lady?

He heads in, Who close by.


Now that the government has shut down and most of the civilians are furloughed, I can work on the map. Map is up with Eirel and Who approaching the carriage. Humans crowd around the wood elf checkpoint.

Eirel sees the wagon is speeding up.

Anyone else intervening can place themselves on map in chase position

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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.

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