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 steps back after her spell fails to get any where. Though she leaves her small, bobbing orb in place so that Talon can have a fiddle at the hole.


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

Elorin stays a bit further back, allowing the others to do their work. reaching down to her trusted rapier and removing it from its sheath. staying as quiet as possible. She breaths slowly and steadily and prepares herself for a fight she hopes will not come.

stealth: 1d20 + 4 ⇒ (12) + 4 = 16


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 glances at Talon as he crouches at the lock and plays around with it.

"Here...whut'd ye mean by that remark o' me gettin' t'work on the door...?" She asks quietly.


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 seeing the others making little progress with the door, starts advancing past them and takes up position about ten feet ahead of the group. Raising his shield and keeping his sword ready Wil continues to watch out for the party as they fumble with locking mechanism on the door. He watched the passageway ahead with a wary eye, a fight was coming and he wasn't going to be caught flat footed again...


After the arrow moves to the left duplicating a key turning in the first groove, a clicking sound shows that a mechanism has locked. Moving the arrow to the right causes a similar clicking sound and inside the door a steady clicking sound is heard about once a second.


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 frowns......

"Now...izz'at a good sound....or a bad sound?" She asks, even as she begins to step away and off to one side of said ticking door...


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 backed up away from the door as it began to tick.

I was afraid of 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

Seltyn backs off, too, though we were already backed off. I doubt he heard the clicking, but seeing the others' reactions is enough.

Move back, Flambeaux. It might be some more of that awful gas!


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.

"I must admit. Learnin' about this whole new Door thing? T'has been quite exciting." Suny quips, even as she sidles along the wall of the tunnel, away from said item of fascination.


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 continues watching the tunnel ahead and raises his shield and slides the edge of his sword along the rim of it as he prepares to stab anything that comes at him from up ahead. With all the eyes on the door someone had to watch the front.

Perception 1d20 + 2 ⇒ (14) + 2 = 16


Male Elf Ranger 4

Talon speaks quietly to Suny as he too backs well away from the door, hands once more unleashing Oneshot.

That is an unexpected sound from the door as best as I can tell. Lets wait for a moment and work out what is going on

Perception 1d20 + 12 ⇒ (19) + 12 = 31

Stealth 1d20 + 14 ⇒ (17) + 14 = 31

Look at those dice rolls!!!

I meant nothing much by that remark Suny, I thought you were familiar with the inner workings of these types of locks and thus could work it for us. I meant nothing else by that remark.

Slightly on edge because of the ticking, but waiting for some 30 seconds before once again heading back to the door and trying to work it out and open the thing.


Talon hears a rolling sound. Then Talon notices a door open up above the opening into this alcove and three metal balls drop from high up into the five foot channel with a splash.


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

Incoming!


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.

Perception:1d20 + 4 ⇒ (4) + 4 = 8

"Huh? Was' that?" Suny says simply, looking around puzzled.


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,

Don't suppose there's anything that might be used as cover around here?


You are kind of in an exposed hallway.

Talon notices the letters Na on the side of one of the metal spheres as they hit the water.

Knowledge/Craft: Alchemy DC 15:
This metal is very combustible with water.

3 balls = 3 reflex saves
The metal balls don't even sink into the water, but bounce along the surface trailing fire.

Five pounds of Na in water.


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.

Perception:1d20 + 4 ⇒ (17) + 4 = 21

Ref Save1:1d20 + 7 ⇒ (4) + 7 = 11

Ref Save2:1d20 + 7 ⇒ (11) + 7 = 18

Ref Save3:1d20 + 7 ⇒ (9) + 7 = 16

"Ooooo! Pretty!" Are all the blond Elf coos as the spheres perform their floating dance of burinin-ation through the tunnel.

Pretty sure she's going to get singed by at least one of the darn things, though.


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,

Tell me again why no one actually checked for traps?

Reflex save: 1d20 + 5 ⇒ (19) + 5 = 24

Reflex save: 1d20 + 5 ⇒ (13) + 5 = 18

Reflex save: 1d20 + 5 ⇒ (9) + 5 = 14


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:
Tell me again why no one actually checked for traps?

No one made the perception check?


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

1 1d20 + 5 ⇒ (18) + 5 = 23
2 1d20 + 5 ⇒ (7) + 5 = 12
3 1d20 + 5 ⇒ (20) + 5 = 25

Wil barely had time to react to the splash behind him before spotting the strange looking orbs bobbing along the water and spreading fire across the top of the sewer water. "Not surprising..." He didn't have much else to add as he tried to dodge the flames and was caught barely by the trail of one of the orbs of metal...


Male Elf Ranger 4

Made the perception checks, but no training in disable device, and never personally come across traps myself, ergo would have been metagaming.

3 reflex saves

1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (11) + 5 = 16
1d20 + 5 ⇒ (12) + 5 = 17


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, whut Talon said. Why, back home, we's only jus' gettin' in't' th' idea of these Door thingies.


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 lost our rogue, who could have handled this easily. Our dexiest are out front, and minimizing the damage to all of us by doing so. Suny has the ring, so when we encounter any door/trap/etc., she has at least a chance of disabling it. Other than that, we are up against some trap-happy mofos, so be glad we won't die before we get there.


Flambeaux tries to dodge the balls of fire.

Rolls reflex/damage:
Flam ref1d20 + 4 ⇒ (14) + 4 = 181d20 + 4 ⇒ (11) + 4 = 151d20 + 4 ⇒ (12) + 4 = 16 Damage ball 1/2/3 2d6 ⇒ (5, 6) = 112d6 ⇒ (5, 1) = 62d6 ⇒ (2, 3) = 5


Male Elf Ranger 4

If you look, I made a perception check of 31 before touching the door, so slightly confused as to why I didn't notice some kind of trap. I mean its not a big issue, but a level 3 character doesn't roll a 31 every day you know. Would have been nice to know that there was something off, even if I wasn't told exactly what it was. Otherwise it feels like we are making these checks for nothing, and the results are arbitrary


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

Elorin noticing the flames head towards her and her friends she instinctive tries to move out the way. having seen the others attempt to do the same.

ref 1: 1d20 + 5 ⇒ (12) + 5 = 17
ref 2: 1d20 + 5 ⇒ (19) + 5 = 24
ref 3: 1d20 + 5 ⇒ (12) + 5 = 17


Male Elf Ranger 4

Who has the wand of CLW?

Talon will look around as best as he can, see the metal balls bounce over the surface of the water and strike Flambeaux full on. Assuming he himself is not completely incapacitated through being hit himself Looked at Flambeaux's rolls and saw that she took damage, so am assuming seeing as my rolls are worse, that I am most likely hit then he will take on the burden of picking Flambeaux up and out of the water before she is swept off and away (assuming that she has actually been knocked out and hopefully not killed)


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

Is knowledge nature ok roll for recognizing the Na etc? as knowledge alchemy doesnt exist in pathfinder as far as i know. (could be wrong on that but not sure) if so here is my roll. if not ignore roll. I wont look at spoiler till given the ok to do so.

Knowledge nat: 1d20 + 3 ⇒ (18) + 3 = 21


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'm still not sure where we all were. A map would help. We had talon and Suny well ahead, checking the door while the rest of us (including Flambeaux) were farther back.


Azlain wrote:

Azlain looks around, using the flames of his new sword to illuminate the area.

Whispering to Talon he says "Haven't these rats proven to be clever and dangerous? THis seems like a good place for a classic trap-and-ambush. We should give Suny some room and let her take a good long look at the doors and walls."

From this spot, Suny was designated to check out the door. Moving into the alcove and getting up close, Suny failed to notice the trap. She didn't take a long look, but a fairly decent attempt, and failed to notice the trap. 21 didn't do it

I made what I call a passive perception roll when Talon started fiddling with the lock, but calling out perception rolls when traps are involved is like saying you either noticed, or failed to notice, a trap. The great perception roll didn't make it from the start of hall 200' and into the alcove.

I may be somewhat old school, but no one seemed particularly concerned about traps except for Azlain.


Male Elf Ranger 4

As best as I can tell, once myself and Suny stopped and started looking at the door, Wil and Azlain at least moved to be level if not slightly ahead. That therefore seems to have meant that the whole group was understood to have moved up and to the door, meaning that the trap has affected us all. I know that some of us might not have explicitly stated that we were drawing level, but I can understand why it would have been thought that we were. I would probably make the same mistake as a GM

Just to check, a 24 wouldn't have spotted the trap either then?


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 Wil is close enough he can try to get to Flam if she is incapacitated. Remember our opponents like traps and ranged attacks. Wil is useless when it comes to ranged. he's average at best so that way talon remains free. Also Wil can cure the injured. :)

But we will see soon enough how this all plays out. ;) Also the wand was ordered I don';t think it has been made yet :(


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

Fair enough chanmail, I am used to playing and DM;ing where by if players do perceptions they are looking for traps, cool that you rule a different way, have learned something to look out for in future encounters. Each Dm to their own as they say. I did once play for a Dm who when i specifically said i was looking for traps, i got hit by a touch poison as he said ' you never said you wher e looking for poisons' works in all different ways i guess.

was the nature check ok?

Elorin didn't move forward she just got her weapon out. someone had to guard the rear lol

I wrote:
Elorin stays a bit further back, allowing the others to do their work. reaching down to her trusted rapier and removing it from its sheath. staying as quiet as possible. She breaths slowly and steadily and prepares herself for a fight she hopes will not come.


Male Elf Ranger 4

My worry is that LOH won't do a damn thing for someone who is already dead right? I play a paladin in another game, and as best as I can read the rules, if you are dead it won't do a thing alas. Just kinda washes over the body and never engages, as was the case with that cleric that stayed with us for just a couple of posts.

Depending on just how bad the damage is to us all, either we will be rolling a whole lot of new characters tonight, or will just have to say that the dwarves win, cause at least they are still alive.


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'm not rolling a save. There's no way Seltyn, Elorin and Flambeaux were that close, unless these things have a massive radius.


Male Elf Ranger 4

Trap if deemed that it goes ahead as normal. Otherwise ignore:
The spherical blobs of sodium skitter and skim over the water in crazy and truly unpredictable patterns. Unpredictable to such an extreme that all three blobs hit Talon full on, causing huge painful burns. With a small whimper of pain, he falls to the ground, the burns still expanding.

Trap damage
2d6 ⇒ (6, 3) = 9
2d6 ⇒ (4, 3) = 7
2d6 ⇒ (4, 4) = 8

Stabilisation rolls

round 1
1d20 - 3 ⇒ (7) - 3 = 4
Not made so lose a HP to -6

round 2
1d20 - 4 ⇒ (7) - 4 = 3
Not made so lose a HP to -7

round 3
1d20 - 5 ⇒ (18) - 5 = 13
Not made so lose a HP to -8

round 4
1d20 - 6 ⇒ (7) - 6 = 1
Not made so lose a HP to -9 and death.


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

reflex: 1d20 + 4 ⇒ (16) + 4 = 20
1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 4 ⇒ (3) + 4 = 7


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..does that be applyin' t Suny as well, Master DM, Sir?....(>_>)


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

So by my post, Wil is the furthest ahead of the party at the time of the trap. By 10 ft. If this gets him killed, that will be regrettable~ Let me know if I need to reroll my saves but I have them posted above. I hope I passed most of them 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

Crispy on the outside, tender on the inside. That's gooood elf!


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 made at least two unless the dc was above 20. xD Don't worry depending on how the crap is flowing and if your are on the too the river side the fire is coming your way. >:) Blackened Wizard steaks, just the way the Ratmen ordered~ ORDER UP!


Okay, I will put up a map tomorrow.
By posts, Wil, Talon, and Suny are near the door. Seltyn ordered the bannermaiden back, he was staying back, and Elorin was staying back. Azlain backed away from the door, but obviously was a frontliner - he is in the gray area. So we will get everyone positioned and get this going soon.
Having everyone back on the exact edge of the Area of Effect of the trap is going to be a little squirrely so I will randomly roll for the area of the trap after everyone is positioned. I have the damage already in a spoiler - so I will get things going tomorrow.


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, wishing you all the very best. Let those folks in the soup know. (^_^)


Current map will always be at the top of the page with the Campaign description, so no paging back.

Initiative:

Seltyn 1d20 + 2 ⇒ (13) + 2 = 15
Azlain 1d20 + 3 ⇒ (18) + 3 = 21
Suny 1d20 + 2 ⇒ (11) + 2 = 13
Talon 1d20 + 4 ⇒ (3) + 4 = 7
Wil 1d20 + 1 ⇒ (20) + 1 = 21
Gorbat 1d20 + 1 ⇒ (4) + 1 = 5
Bluzo 1d20 + 1 ⇒ (16) + 1 = 17
Flambeaux 1d20 + 3 ⇒ (19) + 3 = 22
Elorin 1d20 + 3 ⇒ (11) + 3 = 14

Initiative
Round 1
Flambeaux 1d20 + 3 ⇒ (19) + 3 = 22
Azlain 1d20 + 3 ⇒ (18) + 3 = 21
Wil 1d20 + 1 ⇒ (20) + 1 = 21
Bluzo 1d20 + 1 ⇒ (16) + 1 = 17
Seltyn 1d20 + 2 ⇒ (13) + 2 = 15
Elorin 1d20 + 2 ⇒ (11) + 3 = 13
Suny 1d20 + 2 ⇒ (11) + 2 = 13
Talon 1d20 + 4 ⇒ (3) + 4 = 7
Gorbat 1d20 + 1 ⇒ (4) + 1 = 5

Ref save DC18 for half (saves are made but might not be needed)
Radius will be rolled after setup
Ball 1 damage = 11 half=5
Ball 2 damage = 6 half=3
Ball 3 damage = 5 half=2

Feel free to move Azlain, Setlyn, Flambeaux, or Elorin further back, as they were actively retreating.


Male Elf Ranger 4

Ok, no map as of yet, but still checking for later on.

Talon is knocked out and at -2


Current map

Map link will always be at top of page in short campaign notes.


Male Elf Ranger 4

Map looks good to me. Lets run it from there.


Range of splash = 10' + (5')time 1d6 ⇒ 5

Talon, Wil, and Suny take some damage. Talon bleeds from corrosive metal burns as he is unable to dodge the hopping spheres. The Bannermaiden delays and waits for others.

Azlain and Wil are next. Azlain is out of the range of the explosion barely and takes no damage.

Round 1
Flambeaux 22 Delay
Azlain 21 <---
Wil 21 <--
Bluzo 17
Seltyn 15
Elorin 13
Suny 13
Talon 7
Gorbat 5


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 took 13 total. I won't be able to post a full round until tomorrow night. Consider Azlain Delaying his action until I can post.


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

HP 10/23
Swift: Lay On Hands 1d6 + 3 ⇒ (4) + 3 = 7
New HP Total: 17/23

Wil braved his way though the flames, hi god and his foolish courage allowed him to avoid the worst of it but he quickly realized that others hadn't been so fortunate. As his wounds healed, through the good grace of his fiath, he threw caution to the wind and called out to the others. "Everyone alright?" When Talon's voice didn't carry over the burning metal, Wil lets fly a coarse oath and wades his way to where he last saw Talon.

[ooc]If it is possible, Wil will try and reach Talon this round. I know there's difficult terrain but I don't know if hes going to run the risk of burning again.

I have 2x Move actions and it will tkae both to reach him if I can, if its possible thats what Wil will do Chainmail. Thanks! :)

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