Sons of Dammerhall: Dark Frontiers (Inactive)

Game Master GM SuperTumbler

Battle Map

Dammerhall Main Level 3

Dammerhall Main Level 1 and 2


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N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Oh I'm taking both heals. I need full hit points for the next horribly miscalculated disaster I unleash on everyone!


Female Dwarf Cleric of Magrim 9 | HP 19/66 | AC 22 T 14 FF 21 | Fort +8 Ref +4 Will +10 | Initiative +1 | Perception +13 | Channel Energy 2/6 | Blast Rune 7/7 | Gentle Rest 7/7

That seems fair.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Consensus time:

Do we want to leave the top hatch open and just head straight for the island across the surface of the lake, or do we actually want to travel under the water?

We might run out of fuel, and being stuck under the water would be pretty bad (though we have air bubble). It would also be easier just to steam straight ahead and worst case scenario crash directly into the island. At least we'd be there!

BUT I wonder if there's an underwater dock on the island for the submersible? If we could dock underground it would go a long way in avoiding the killer worms that are supposedly on the island.


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

How about we sail on the surface until we're close, then explore if we still have fuel? We could lose underwater treasure on the way, but it'd be safer.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

I agree! That sounds like a good compromise.


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

The player says underwater cause that sounds cool but Nalnear likes Snorri's compromise.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Torvi is happier on the surface.


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

I think my live table just fell apart. I may need a few days to get rid of the lingering anger, bitterness, and sadness I feel.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

I'm sorry to hear that Nalnera. Watching friends disperse is never easy, but your online friends here for you too.

Take your time and come back when you have your inspiration again.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Dasur's spell list for embarking:

0th:
Read Magic
Mending
Prestidigitation
Detect Magic

1st: (DC 16)
- Mage Armor
+ Enlarge Person
+ Burning Hands
+ Burning Hands
+ (Earth) Grease

2nd: (DC 17)
+ Scorching Ray
+ Stone Call
+ (Earth) Create Pit

I'm anticipating worms and vermin will be our primary enemies, so Dasur will forgo preparing mind-effecting spells.


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

Thank you dear. Certain people are no longer at our table but most of the group is still together. I might be able to play catch up after work but I should be getting to work. Friday is my moving day so I wont be posting then.


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

On a mini break but you all seem to have been rather busy so I will catch up tomorrow. Thank you for being so understanding.


Sorry for my absence. For those who don't know, I am a teacher, and my wife is also a teacher, and we live in Kentucky. It has been a crazy few days for us, and this is the first time I've sat down at a computer since last Wednesday.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

No problem GM. This is an important moment for the US education system, so please take all the time you need. I for one am glad teachers are effectively organizing. I'm part of the AFGE (American Federation of Government Employees) Union though, so I'm biased.

If I recall Kentucky congress did pass a pension plan of some sort, are you happy with it?


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

I am all for teachers getting what they should have. The lack of money in education a horrible thing. Education should be one of the first things we make sure is funded. Education is life.

Also sorry for the delay in my return. Seems I missed some fun stuff. I should be back to normal post while the unpacking happens. If for some reason I don't post assume I was lost in the boxes and will return as soon as possible.


They passed changes to the pension plan on Thursday. They changed medical coverage for retirees, but worst they took new teachers (and current teachers who don't have tenure) out of the pension system. The pension for new hires is utter garbage. It will require them to continue to pay 13% of their pay into the new system while providing no guarantee of a payout. Considering how they have borrowed money from the pension fund for the past 20 years, one has to assume that that money won't be protected. It did nothing to fund the pension for current teachers or retirees, so it doesn't really solve the problem.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Wow. That sounds like absolute b!~@#!&@, I'm sorry.

US congress has targeted federal employee pension and benefits as well lately, and were going to gut them, especially for new employees. Thankfully the AFGE has negotiated well and nothing has happened.

Keep up the fight, and please take all the time you need to make the future better for yourself and your co-workers.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
Dasur Deepborn wrote:
Thankfully the AFGE has negotiated well and nothing has happened.

We non-unionized Feds appreciate it.


I'll be travelling from Wednesday afternoon until Sunday morning with a group of students. I'll post when I can, but Thursday and Friday are unlikely.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Stay safe! We eagerly await the reveal of the tunneling mystery.

Snorri, if these worms are half-fiends does that mean they're evil and therefore can be smote?


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

Managing students is far harder than managing players, so good luck!

And I definitely hope so, I haven't smitten anyone yet, save for my dashing good looks. I still can only smite one target a day, so let's hope it's a big one!


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

I just realized that adding up all the bonuses, if I didn't take Torvi's song the worm would only hit me with a 20. That armor is so obscenely strong!


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
Snorri Tharnhammer wrote:
I just realized that adding up all the bonuses, if I didn't take Torvi's song the worm would only hit me with a 20. That armor is so obscenely strong!

But where’s the fun in that?


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Just a quick FYI. I’m taking Cub Scouts camping this weekend, so don’t expect much from me until Sunday evening.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Dasur's spell list will be:

0th:
Read Magic
Mending
Prestidigitation
Detect Magic

1st: (DC 16)
+ Mage Armor
+ Enlarge Person
+ Enlarge Person
+ Grease
+ (Earth) Grease

2nd: (DC 17)
+ Stone Call
+ Stone Call
+ (Earth) Create Pit


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

A Grease spell on Iverna could help her slide away.


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N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Yup I'm on it! I love greasing people out of grapples.

In one of my games our really fat barbarian got stuck trying to squeeze through a hole in a wall... If it wasn't for Grease I think we would had to come back with pickaxes.

Side question for the GM: How tall are the ceilings and doors? Dasur has two Enlarge Persons prepared, but the person he uses it on may not be able to fit through gnomish doors...


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

Is Iverna visibly dead or could I assume there is a chance she might live? The answer will dictate my next move


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

Well, look at this! Appears we got her just in the nick of time. What does that make us?


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Wowwwww I am super impressed you guys managed to save Iverna. Great job, I really thought she was done for considering she was at -15 hit points.

Glad she was unconcious for having her guts ripped out and put back in.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

This encounter ain’t over yet!


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spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

Big damn heroes Sir.

Also is the worm with Glenda still alive?


The worm attacking Glenda is still alive, though Glenda has escaped its grasp for the moment.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

I'm assuming the box has a permenant Preserve on it?

Well if anyone gets killed we can take one of their eyeballs or whatever and put it in the box for future resurrection!


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Looks like we'll have to continue on without our gnome friend!


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

I and the grumpy ghost as well cause alone is dangerous here. Gotta get to work so I will post later.


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Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

It's just a few floors, what danger can there possibly be?
- Low Wisdom Quotes


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

:D I am sure everyone will be perfectly safe. Splitting the party is always a good idea.


Sorry guys, I've had a terrible summer cold. It seems like we have a classic Play-by-Post dungeon crawl paralysis. Really, you guys should just proceed to investigate what you want. Nothing else here is too dark and dangerous. Just some interesting items.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Feel better soon!

Not so much paralysis, just don't want to over reach in my posts when there could be worms bursting out of the walls and gutting people.

But if we have the clear there's nothing too dangerous left... onward!


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

If the founding year of the observatory isn't the correct combination, what else do you knows think it could be?

First-to-go-forth seems like a hint, which could either be (12?4) or an indication we should go back and look at his painting again. There could be other clues elsewhere.


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

If we are to be brainiacs, "go" is Japanese for five, but it seems a bit far-fetched.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Is there some adventuregnome we should know about?


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Oh! Cagan! I should read the in game thread first!


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

I'd like to point out that 1000 possibilities at 6 seconds per attempt is just a couple of hours. Patience is a dwarvenly virtue, after all.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Sons of Dammerhall: Safe Crackers


spells 1st (5/5) NG female Dwarf lvl 4 Spiritualist Init +1; HP 35/40 : AC 16,T 11, FF 15 (+2 dodge vs aberations) : Fort+7, Ref+1, Will +7 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +10/+12 stonecunning : CMB +5 (+2 bonus to grapple aberrations); CMD 16 (+4 bonus on bullrush and trip on solid ground

Glenda the salty gnome, Iverna was waiting behind and Nalnear and Regnir had opted to stay behind with her so she wasn't along.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Just to clarify, Snorri is okay with the Contact Entity spells?


Male Dwarf Paladin of Torag 5 | HP 42/53 | AC: 21, T: 11, FF: 20 | Fort: +9, Ref: +5, Will: +7 | BAB: +5, CMB: +9, CMD: 20, M.Attack +10 [1d12+7]| Init: +1 | Perception: +5 | Smite Evil 1/2, Lay on Hands 4/5

As long as it's not working with an evil entity, he'd be alright. Of course, he might be startled and demand an explanation, and likely attempt to persuade Dasur to seek other ways, but if it help us, it should be acceptable.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Got it, one Colour Out of Space coming right up!

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