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

Any suggestions for alterations to my prepared spells for the upcoming day/encounter?

Currently Prepared:
2 (3/day) D-Spiritual Weapons, Bull's Strength, Bull's Strength, Summon Monster II
1 (4/day) D-Magic Weapon, Bless, Protection From Evil, Protection From Evil, Protection From Evil
0 (at will) Create Water, Detect Magic, Guidance, Light


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 don't see any issues with that at all, bull strengths are excellent spells, pro evil another good one. Good booster spells are always a plus. If only Clerics had battlefield control spells. =/


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

My own spells aren't the best, although that happens I guess when you multi task. I think my general role in any combat is most likely going to end up being to try and use the sneak attack as much as possible, hence a stupidly high acrobatics score. Wil, Azlain, I need you to lock down as many people as you can so that I can shiv them. :D


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

can't you flank with your animal companion?


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 tends to run around a lot in fights. If you stick with him, I'll do my best to set you up for shanking.


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

Paladin's can't help in flanking an enemy as it's dishonorable =/

Paladin handbook fail lol


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

I had a different idea for Eirel. Not as glamorous, but...

We approach just after sunset, putting our lowlight vision to work. Eirel, up in the crowsnest with his awesome perception, can convey to us who's on deck, what to expect, etc. He'll (hopefully) be hasted, able to shoot 2 arrows a round at whatever needs shootin', and also able to climb down quickly to heal any injured, fight any creatures that board our ship, or put out fires with Create Water.

Suny and I can illuminate their ship with Dancing Lights (an awesome and underutilized cantrip- free action to move it while doing something else), giving our archers an advantage at 100'+ distance, if we like. We can turn them off, if that works better for the boarding party.

We've got scrolls of jump, bull's strength, and such to burn while we're prepping. It will take 3 rounds minimum to invisible-ize 5 people. Shoot arrows until you're buffed and invisible, then our 4 boarders leap onto their ship as the rest of us toss grappling lines.

Fighters with Invisibility, Jump and Haste up should be able to leap past the mooks and get to the bosses fairly easily. We gotta shut down the spellcasters, and disable or depopulate their catapult.

They won't hesitate to burn our ship, if they can, but we can't burn theirs. We should assume there are innocents aboard, and rescuing them from a raging conflagration is more time pressure than we need.

We'll also need people to row the liberated slaves back to land, or crew 2 ships back to Elfhome. Seltyn suspects that the smoking ship may have some evil, life-draining mode of propulsion. If that's so, we sink it, and offer safe haven or a trip back to land for whoever's not evil.

This is fun. Put your ideas on the table! To quote Jayne: "I'm smellin' a lotta 'if' comin' off this plan."

Timing our buffs (and a little luck) will be crucial. I'll give 2 rounds to the haste scroll, in case we get a repeat of our last attempt to use one. I don't need to see you to haste you.


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

Paladin's can't help in flanking an enemy as it's dishonorable =/

Paladin handbook fail lol

No one is stopping you from giving someone else (such as your 3/4 BAB Cleric!) a flanking bonus, even if you think it's dishonorable to take advantage of it for yourself. ;)


Per +5, Low-Light Vision | HP 33/33 | AC 20, Touch 11, Flat 19 | F +4, R +2, W +10
Seltyn Sevenleaf wrote:
Timing our buffs (and a little luck) will be crucial. I'll give 2 rounds to the haste scroll, in case we get a repeat of our last attempt to use one. I don't need to see you to...

With the exception of Summon Monster II, that's precisely why I chose to prepare minutes-per-level-duration spells.


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, work has been hectic and the weather here atrocious.

What level should Suny be? Will try and get posts up for her soon as possible.

Much new year cheers to all. (^_^)


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

shes supposed to be 4th level :) Maybe you leveled up and forgot to update your sheet but yeah we are all lvl 4 :)


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

hey guys im going to have to withdraw for now because of rl issues it has been fun please forgive me.


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.

*HUGZ* We'll keep your spot warm for when your things clear up.

Also, wishing you all the very best with whatever it is you're involved with/in. (^_^)


Most importantly, hope things work out in the frozen north where people work tremendous hours. Take care of home first.

Wil just visits the wood elves.


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

we are going to miss the passionate paladin. I hope it all goes well in rl. All the best and hope to see you once more on the battle field.


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.

Rollin' me HP.

Dice:1d8 ⇒ 8


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 Wil won't be with us, that changes things. I'll instead cast Blur on Eirel. That gives him 4 min. of concealment, and he can snipe from our deck.

I'd like him on our ship, so he can cast 8 gal./round fire suppression, if we need it. If we get the upper hand, he can go on the enemy ship and help with the slaughter there.


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,

Ouch. All of a sudden I feel like a much bigger target.

Hope things get easier for you Wil.


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.

Well...Suny can swim/scout ahead and perhaps cause some mischief/distraction as well. (^_^)

Liberty's Edge

The Explored Lands Downrightamazed

Okay revision... My presence will be reduced significantly for now. My wife is pregnant and very emotional, for those who have had kids we know how hormones can swing~ Know what I mean. I will be around just not posting as often. I've removed myself from games that are of less priority or dead...


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

Perhaps a brief pause until we've got a full crew would be best.


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

It's funny you mention the reason you can't post as much, since I'm writing this while my 14-month-old son is crawling all over me trying to play with the laptop. Similarly, it's good to know you've prioritized your games so that you can still participate in this one! ;)

(If you think she's emotional now, wait til about 4-6 weeks after the baby is born, it's a whole 'nother level of "emotional"....)

Regardless, congratulations!


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.

Big congratulations to you and your!

Wishing you and them all the very best.


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

Congratulations to you and your family. Sending you all the best.


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

+1!


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

May you continue to find yourself and your family in good health, and I hope the remainder of the pregnancy goes well.


Congrats. Your life will never be the same! In a good way mostly


It is Windfavor's opinion the three ships raised are completely different. Not from same fleet.


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

Huh, OK.


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

I just noticed the game hit 3000 Gameplay posts for Team Elf. I believe this calls for a "woot!".


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

Woot!


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.

Woot!

(^_^)


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

Woot


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

WOOT!


That is a record for me--WOOT!


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,

Hi folks, I'm back. :)

The wings are purely cosmetic, at least for now. Maybe later a Ring Of Featherfall or something can be 'fluffed' into the wings gaining functionality.

Also, Azlain just became rather devout.


I did not plan on creating a 260 by 80 square map of the cove for a 'maybe' battle. Especially when most of the map is water and the cove details are not visible outside low light range.

Entrance to the cove is a quarter mile wide (1300 feet).


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

Understandable. I think we should wait and use our speed to get close fast. I'm guessing they're ready for us whenever.


Well awaiting the final plan. I heard many calls for a night attack.


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

Night attack by rowing/paddling up in a canoe. We'll stop short of the Witch's ship to cast all our buff spells before making the last run in to board/assault the ship.

All in favor?


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

Nay.


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

Aye


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'd prefer to have everyone on board. Let's discuss Seltyn's concerns.


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

Does anyone remember what Suny encountered swimming around their boat? Or her capture?

We'd be sitting ducks. Hit 'em at sea, or go home with our new boat.

Let's at least have favorable light. You might want to revisit what lowlight vision can and can't do. A pair of dinghies at midnight is no advantage at all. How high can you jump? What's your swim bonus? Mine sucks.

A fast ship at twilight vs. a ship towing another ship is an advantage. Rowing in on itty bitty little boats while they watch is suicide.

Hard, fast, some invisible, all on one ship. Boarders must get around the mooks and full attack witches, ASAP. The 6 of us left on our boat must fight the mooks to the end, and endure whatever spells they get off. Windfavor will be invisible, and hopefully, alive when it's over.

I'll take 50/50. 99/1 is just wrong.

To quote GWB: "We will close with and engage the enemy at a time and place of our choosing." He's a very rich man, today. Sun Tzu said similar things...


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,

The issue, for me, is a little metagame-y. I have yet to see any fight in this game where the situation was even remotely in our favor. I'm not sure we could prepare enough, under any circumstances, to get an ambush to go right. That's just the flavor of game this is.

The real problem is boarding. If we can get a foggy night we might be able to come up on the ship they are towing unseen, sneak aboard, and then shimmy across the tow line invisible.


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...'Aye'?

Though Sunny is in a position to sneak over first by swimming and climbing up on the 'off' side of the attack....

...Assuming there isn't a Hag floating about under the boat, like last time. (>_>)


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

It is true that sometimes the situation is a little against us. However, that shouldn't be a reason to stop trying. Prep work is needed is all, and we need to play more intelligently that perhaps the current set of gamers used to. We need to play like they used to in 2nd Ed, (according to my little brother who recently started playing the edition, it can be a bit of a kill fest.)

On saying that though, I will tentatively say yes. Worst comes to worst I might be able to get us some animal backup for stuff like flanking and battle control to be useful, not to mention I have access to entangle.


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
Azlain wrote:
The issue, for me, is a little metagame-y. I have yet to see any fight in this game where the situation was even remotely in our favor. I'm not sure we could prepare enough, under any circumstances, to get an ambush to go right. That's just the flavor of game this is.

Since we're the ones who always get ambushed, I'd like to try to turn that around just once. We don't really have to fight them at all. We can take the boat home and call it a win.

Quote:
The real problem is boarding. If we can get a foggy night we might be able to come up on the ship they are towing unseen, sneak aboard, and then shimmy across the tow line invisible.

If we end up in melee with something before we reach their boats, or fail some saves vs. the sea hag, it'll be over before we get there. I'm trying to avoid a TPK.

Our plan relies on getting a ton of spells cast at just the right time, and getting our fighters on their boat, finding the witches and killing them before they can cast a lot of spells.

We've got a fast, maneuverable deepwater boat, and a vision advantage if we time it right. Paddling up to them in Dinghies right now negates any chance of surprise. Too slow, too vulnerable, too much approach time.

If I were the witches, I'd have that hag in the water, ready to warn us if anyone approaches. She's way faster than a dinghy. Then, I'd just sit back, light up their ship, and start casting and missile fire. That would mess up the elves' plans before they got close.


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
Eirel Tatenaias wrote:
On saying that though, I will tentatively say yes. Worst comes to worst I might be able to get us some animal backup for stuff like flanking and battle control to be useful, not to mention I have access to entangle.

Animals can mess up some actions. Entangle only works where there are plants.

I'd have Create Water and Stabilize prepped, and prep CLW for my 1sts. Spontaneously summon some animals when we're close enough (35'). We don't want to start any fires.

They, however, would be happy to burn our ship. We can't give them time for that.


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 asked this and no one really said anything.

Invisibility works on objects, boats are an object or do they not count as such? If they are light enough we can make them invisible. I am in agreement that we could just go home and call this a win, BUT aren't the witches heading in the direction of Elfhome?

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