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


1,051 to 1,100 of 1,690 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

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

Wil, did you mean 6+1+1=8? Hoping that's a typo...


Male Elf Ranger 4

I am going to put the extra point into Con, therefore meaning I am on 10 Con. Gets rid of my negatives which is nice. Also taking Entangle as my first spell ever.

Was debating whether to get the animal companion or whether to take the hunting companions feature. I have decided that taking an animal companion might be more useful too us, although I would like to hear any and all opinions on the matter.

Levelling up, and also taking the extra point in Con, I believe takes me to positive HP. If this is the case then I will be going around basic life on the ship, and if I see Wil getting too mopey, will either slap him, or will shoot him with the bow as part of his training.

That we lost Elorin sucks. We might well need her again in the future. Relations with the humans might be strained if she were to remain dead for example. I would advocate reviving her therefore.

I would also therefore recommend returning home. We are too wounded to be a credible mission force right now. One person dead, many of us fully wounded. Unless Thalas can spare all his channels and get us back to full HP, then with the creature still following us, I would say just go home.


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.

Sorry but my week is as hectic as anything.

Will try and update the character as soon as I can...But I don't think I'll have anything really ready before the week end. :(

Again, sorry.


Per +5, Low-Light Vision | HP 33/33 | AC 20, Touch 11, Flat 19 | F +4, R +2, W +10
Talon Moonwalker wrote:
I am going to put the extra point into Con, therefore meaning I am on 10 Con. Gets rid of my negatives which is nice. Also taking Entangle as my first spell ever.

Entangle is fantastic, especially when you cast it on/near/around Dwarfs because they've never heard of Dex bonuses. You can ask Chainmail for more details! ;)

Quote:
Was debating whether to get the animal companion or whether to take the hunting companions feature. I have decided that taking an animal companion might be more useful too us, although I would like to hear any and all opinions on the matter.

Animal Companion is the bomb-diggity. Especially the wolf, because it will Trip enemies all day long. The other option to spending a move action to grant us +1 attack/damage against ONE enemy for two rounds is lame: you may as well make a full-round attack, and likely effect more damage.


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

I picked +1 Wis for my stat increase; didn't really get any other choices this level. My character sheet's a mess, so I'll try to clean it up today.


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

Agree with Thalas about Talon's choice. We've got other ways to get bonuses.

I think some people just c+p their character sheet from herolab, and it ends up looking crappy. Use the provided statblock with spoilers, then CM can find your info easily.


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

Agree with Thalas about Talon's choice. We've got other ways to get bonuses.

I think some people just c+p their character sheet from herolab, and it ends up looking crappy. Use the provided statblock with spoilers, then CM can find your info easily.

I don't think the HeroLab output is necessarily "bad", so much as it's very incomplete. My goal is to get all of my characters' sheets looking like my most recent characters, Hermann von Rabenstrange and Maegge Weissam. It just takes a bigger chunk of time than I typically have to get everything so organized.


Talon's stat choice puts him a full 5 more hp from death, not an insignificant amount.


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,

Thalas, you're Hermann? I hadn't realized. Awesome. :)


Male Elf Ranger 4

In the most recent patches, the herolab bbcode output actually became pretty good. I still formatted it a lot to make it read more like a list, but its usable.

Chainmail, in the confusion I am actually not sure how many HP I have. I think that I am actually at full. I was on the boat with 2 HP, then got beaten down to -4 with the last grab. Levelling up put me to +1, and then the Channeling means that I went up by 28 to full HP i think. Correct me if I am wrong.


Level 4 ranger with 10con if using all FC for HP should have 10+6+6+6+4 makes 32HP

While diseases at -4 con max is 24 hp.


f Elf bard/4. Init +2/Low-Light Vision/Perception +11/ AC16, T12: FF14/

:( no level up for me, ah well. Chainmail, did The wonderful Goddess want anything from me in return for listening to my prayer? also did I help the group at all?


Elorin, level up too. You will be raised and restored to level 4

You ensured the ballista bolt was on target.


f Elf bard/4. Init +2/Low-Light Vision/Perception +11/ AC16, T12: FF14/

:) yay thank you.


Per +5, Low-Light Vision | HP 33/33 | AC 20, Touch 11, Flat 19 | F +4, R +2, W +10
Azlain wrote:
Thalas, you're Hermann? I hadn't realized. Awesome. :)

Yup! And I must say I'm looking forward to the Jonas/Ariella RP interaction over time. Oh, and you know Chainmail is Jokbur, right?


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,

Nope. Extra awesome. :)


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

Nice. :)

I'm working on changing up all my character sheets but Herolab is more portable and accessible then my PDF's. It makes the whole process a lot easier on me since I travel more, but I agree with its incomplete nature, it would be nice if it showed the ranks and such. I'm going to include all the Body Slots for magic items. It should look a lot better, but personally I dislike a ton of spoilers and it costed me more then one PBP recruitment as well so I try to avoid it unless its a length/wordy section.


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

Lol when I meant warning shot I meant like put an arrow or two across their deck or into their hull to let them know we aren't going to go quietly. Let's not start shooting people yet! Points for enthusiasm though Talon. :D


Male Elf Ranger 4

Well there is that. We might get lucky and I only clip an officer. I kinda hope not. Think Talon might be slipping into evil...


f Elf bard/4. Init +2/Low-Light Vision/Perception +11/ AC16, T12: FF14/

I dont know Elorin dies for like 5minutes and you are attacking who ever comes along lol


Male Elf Ranger 4

Grief does weird things to him. He is out for blood now, and that need will be assuaged.


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

Yeah, we're not feeling very jolly, right now...


Male Elf Ranger 4

No we aren't. That we are dropping like flies doesn't help matters. What I am wondering is how we are doing compared to the dwarves, although I doubt that Chainmail will tell us that.


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

When I originally signed on for this, I was going to play a dwarf. There weren't enough elves at the time though, so I switched sides. Glad I did, this is a fun group.

I can only guess they're on hard mode, too. They've probably got more hit points than us, though...

They're naturally resistant to magic, but not arrows. How we fare against them will depend on how prepared we are. We can use self-buffs and spells that don't allow them saves.


f Elf bard/4. Init +2/Low-Light Vision/Perception +11/ AC16, T12: FF14/

Quick Question to Chainmail, how long do you think the journey to raising Elorin will take? (I dot mind and don't want to rush, if you don't want to give the game away you could PM me.)


If I hadn't rolled random encounters, you'd be back now.

Hold me to no more than a week of real time :-)

The arrows are flying :-)


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

HERE WE GO!

HOORAH HOORAH! ELVES! HOORAH HOORAH!


f Elf bard/4. Init +2/Low-Light Vision/Perception +11/ AC16, T12: FF14/

no worries just wanted a heads up.


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 is going Defensive as he moves. Current AC 25.


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

Suny its an oar powered vessel they may not have a rudder. =/ But I wish Azlain luck in his crazy action! :) If we get te upper hand and kill most of them we should take there vessel as a prize :D make gretchen row. :P

That will most likely not happen 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

If they've got slaves doing the rowing and we don't kill them, maybe they'll row it in for us in exchange for their freedom.

I'm not optimistic about that, though...


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.
Wilaml Fmelvam wrote:
Suny its an oar powered vessel they may not have a rudder. =/

It's a boat. ALL boats have rudders. Whether an 'Oar stock' such as a Viking Serpent boat or Knarr would have or a Greek or Roman galley. (Which is what this craft seems closer to be) (^_^)


Per +5, Low-Light Vision | HP 33/33 | AC 20, Touch 11, Flat 19 | F +4, R +2, W +10
Suny wrote:
It's a boat. ALL boats have rudders. Whether an 'Oar stock' such as a Viking Serpent boat or Knarr would have or a Greek or Roman galley. (Which is what this craft seems closer to be) (^_^)

I find myself surprised at the depth of your knowledge of both equestrianism and naval history.


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 have yet to meet a gamer who wasn't a quasi-expert in at least two obscure fields.


Azlain wrote:
I have yet to meet a gamer who wasn't a quasi-expert in at least two obscure fields.

I know knife fighting and Gilligan's Island trivia. LOL


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

lol :)

I will post my final actions at Point Blank range after CM lets me know what I can see/Shot at. :)


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.

?

Um...no one's ever Googled about Roman, Greek or Viking boats?

Heck, you want a surprise? Go have a search for Japanese and Chinese 'Turtle' boats. Now there's an amazing oar set up!

(^_^)

Much cheers to all.


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

I usually just head straight to wikipedia these days. ;)


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

Wikipedia is awesome :)

Character is finally updated :( Sorry about that!

He's all good no, been a long couple of work days i've got another 10 days left... Yay~ At least its good money. :/


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

To get the green labels in your dice rolls, type

dice=Attack1d20+6/dice

Add the brackets, and you get: Attack: 1d20 + 6 ⇒ (8) + 6 = 14


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,

Something occured to me when I was thinking about this before falling asleep.

The catapult fired a burning stone at us earlier, right?

Where's it's ammo? How much is there? Can I light it?


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.

Boo-YA! You GO Azlain! (^_^)


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

You can, but it'll take a lot of move actions. I'd try to take out the guys using it. No crew, no catapult.

If we could kill the baddies, and don't kill the rowers, we'd have a ship for the elves. That could be worth something. Maybe a Raise Dead and a few goodies, on top. I, for one, am seriously under-looted.


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 already have about a gallon of burning oil in my hands. It shouldn't take much more than dropping it on something to set it on fire, especially if it's something that is designed to catch fire.


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,

Ok, so apparently my whole idea won't work because our ship doesn't have a crossbeam.

Ok. In that case, I guess I'll just hurl them.

The plan is to light them and whip them around in a circle by their ropes like a sling, then let go sending them scattering all over the back of the enemy ship.

Normally the range increment is 10. I'm hoping the addition of the ropes will increase that.

There's 10 pints. They'll probably break apart like a cluster bomb as they fly. I'm aiming for the general area of the catapult.

Do I need to make more rolls, or can I use the awesome ones from my last post?


The range increment of a single oil pint is 10' and your are going to throw 10 pints of oil in one throw all tied together? I just want to be sure, that is much more difficult to do than to throw a single pint of oil. I am not trying to stifle creativity, but if 10 flasks of oil were as easy to throw as one, no one would throw just one. The max range would be at least one tenth the max range of a single flask of oil.


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'm not aiming at a person. I'm aiming at an enormous object that should be just about impossible to miss at this range.

Imagine that This holds a pint of liquid.

Now imagine tying ropes to the handles of a bunch of them and trying to hit the house across the street.

How many do you think you could throw at a time?

Technically, any particular patch of ground has a base AC of 5. (10 plus the penalty for an AC of 0)

By my calculations, the catapult deck is between 50 and 60 feet out. That's 5-6 range increments, which is a penalty of -8 or -10. The equivalent of an AC of 15. With non-proficiancy penalties I'd to hit an AC of 19, which is what I rolled.

Even if I miss, I still get grenade-scatter, putting the oil on the ship somewhere near by.

I should be able to hammer-toss a gallon of oil that distance with almost no real chance of failure.

The reason I broke it up into multiple flasks instead of one big one was so I could have more grenade-scatter chances. Basically, more small fires over a wider areas, rather than one big one.


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,

Also, I can mitigate the distance a bit by simply waiting. Since the ships are passing each other, I can and throw when the distance is a straight line rather than a diagonal.

That reduces the range to 40 feet, which is only a -6 to hit.


I have an explosives expert I can ask. Wait while I ask him. Consensus on the forums is splash damage is all they can do if they survive the 50-50 fuse roll. I don't want to be the GM that arbitrarily says no. Stationary squares do have an AC 5, but this is a moving situation.

Anyway, should post the results this evening.


Seltyn Sevenleaf wrote:

To get the green labels in your dice rolls, type

dice=Attack1d20+6/dice

Add the brackets, and you get: [dice=Attack]1d20+6

Thanks, not in the instructions

1,051 to 1,100 of 1,690 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Elven team in Campaign Elves vs Dwarves -- Dwarves and Gnomes Keep Out Discussion All Messageboards

Want to post a reply? Sign in.