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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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'll train them for all the three weeks.

"Possibly. But it doesn't look like poison, and if anything it's made him more pliable. Pliable helps us. As for preparing, we'll need any able trainer that we can get. Or you may help Dasur with fortifications, your choice."
After whispering to Nalnera, Snorri moves to address the population.
"Svirfneblins of Fasturvalt, my brothers under the same ground! My name is Snorri Tharnhammer, I bring news and advice in this trying time! The Drow of Vothys are launching an assault at this town, moving an army of Orcs through the Azathyr. They lied when they promised protection: they are bent on enslaving and conquering this place. I will not lie, the situation is dire."
"But hope is not lost! No, my friends, I tell you that we will drive them back! With my retainers and Erebos, a Dark Elf who defected from their depravity, we will turn you into a force to be reckoned with, a wall as tenacious as the Stone itself! Here we will halt the dark tide and send it back, crawling into the abyss they came from! I am a warrior and I am a skald, a wordsmith of legends, and I will write chronicles of these days! In those pages I will write of the coming battle, and I will write that Fasturvalt stood! That against the consuming horde, Fasturvalt stood! That gainst greed and hatred, Fasturvalt stood! And united under the Stone, Fasturvalt will stand! What do the Orcs, what do the Drow fight for? Greed and violence and senseless destruction! That is not our way, that is not your way! You are going to fight for your homes, for your loved ones, for the place where you were born! Will you stand for your home? Will you stand, with me, against the hungering threat? Will you fight?"

Diplomacy: 1d20 + 8 + 6 ⇒ (15) + 8 + 6 = 29


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There is a fair amount of talk among the svirfneblin as the weeks progress. "Why should we fight?" "Why not just run to Kladdenvalt?" But in the end, they are won over by these forthright dwarves and their leader.

The preparations go well. The gnomes are hardworking and hardy. Their arms are weak, but they push through the pain of long hours moving stone. By the end of the third week, the bridges are undermined, walls are built, various alchemical bombs are placed throughout the fungal farm. All gnomes who live on the southern side of the river have withdrawn to the safe side, and the miller has had the millstone removed and brought to Geirni's hall. "Better to have it safe after the battle. It would take weeks to make a new one."

Finally, after sleepless nights and calloused hands, the day comes when Nalnera and Iverna (most of the gnomes call her Ivy) spot Orc scouts moving through the tunnels. As the gnomes are called to their lines, the orcs attempt to move into the cavern. They are astounded to find the walls limiting their progress.

The orcs are terrifying. 7 feet of angry muscle, each of them outweighing 7 of the gnomes, swinging curved swords and throwing javelins.

Ranged Phase

Orc Ranged Attack: 1d20 + 1 ⇒ (3) + 1 = 4 (javelins)

Gnome Ranged Attack: 1d20 + 5 ⇒ (1) + 5 = 6 (crossbows)

Melee Phase

Orc Melee Attack: 1d20 + 1 ⇒ (10) + 1 = 11

Gnome Melee Attack: 1d20 + 5 ⇒ (4) + 5 = 9

Melee Phase

Orc Melee Attack: 1d20 + 1 ⇒ (20) + 1 = 21

Gnome Melee Attack: 1d20 + 5 ⇒ (20) + 5 = 25

Orc Melee Attack Ferocity: 1d20 + 1 ⇒ (11) + 1 = 12

The two armies class, the gnomes completely outclassed physically by the orc army, but at first their defenses hold. The gnomes attack and retreat, pulling back through traps, luring the orcs into trap after trap. Finally though, the gnomes gain a bit too much confidence, many of their numbers cut down before they retreat across the bridges which are carefully rigged to collapse. 40 orcs tumble into the Snabbenflood and are crushed and drowned, their bodies eventually floating in the lake. The orcs are routed, leaving only their drow commander fleeing from the scene. He is a dark elf bristling with spiked mithril full plate, riding a massive spider. As one would expect from a cowardly elf, he stays behind his troops, driving them forward to die but not risking himself. As his orcs fall to their death in front of him, he is left with only a small group of three orcs guarding him.

Erebos watches him closely, seeing the commanders aspirations burn to ash as his army is destroyed in front of him.

Both armies are defeated, which is better for Fasturvalt than it is for the drow. The status quo is maintained. Several gnomes lost their lives, but the orc army is destroyed.

The commander will retreat, but you can meet him on the field if you want.


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 serves as part of the engineer corps throughout the engagement, staying in the reserves; judging the timing on traps and laying down confusing mists for the orcs to charge directly into.

As the gnomish milita makes a disasterous mistake and their defenses breached, he stands on the edge of the cavernous valley crossing the Sabbenflood. Bleeding and battered gnomes run past him, clutching their wounds or dragging trailing comrads.

Dasur is uninterested in their plights and pain.

Instead, he watches a hardened rod of mycelium that had been drilled into the stone, and the fibrous vine looped around it that supported this bridge. It was a small experiemnt he wanted to conduct to test if the angular fiction equations he had derived earlier in the year could stand being scaled up to larger applications.

The rod was set at a precise angle, 72.8 degrees from the perpendicular to be exact, which based on Dasur's calculationa was enough to support over 40 fully armed gnomes running at full sprint, but would fail if more than 15 orcs stepped onto the bridge.

The vine continues to tighten as orcs, driven in bloodlust at the sight of the retreating gnomes, run onto the bridge. Looking up, the wizard starts to count the orcs stepping onto the bridge. 3...6..7...13..17.. 20... Hmmm.

Dasur looks back at the vine, still stubbornly clinging to the rod and supporting more weight than he thought possible.

With a shrug, the dwarf gives the rod a swift kick, and the added energy causes the coiled loop to explode off the rod. The bridge lurches and begins to turn vertically on one side as yelling orcs pour into the Sabbenflood , those clinging to the rungs simply setting off the ropes on the other side and making the entire structure turn vertical.

"I suppose I underestimated the coefficient of sliding friction for this mycelium." He remarks to no one in particular, a little disappointed at his mistake.

Looking up at the Drow commander across the valley, the wizard leans on his staff and watches momentarily before beginning to walk towards Snorri for further commands.


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

Glenda spends her preparation time motivating the gnomes as she sets up a triage ward away from the front lines of battle. She organizes various supplies for treating the wounded and sets up a defensive palisade that will funnel enemies who try to attack the medic station, so that she can use her rune powers to create a lane that will stop attackers in their tracks.

Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20
Heal: 1d20 + 7 ⇒ (13) + 7 = 20

"I can save the dying, if they can be brought to me in time," she instructs the troops. "Others who suffer injury should be carried back to the rear lines, from which support troops can bring them here. While it is risky to keep all of our wounded in one place, I doubt that the orc army will bring fireballs to bear. Our goal will be to save lives. Prepare yourselves... you must be hard as stone. You will hear the wails of the wounded, and you must be able to concentrate on the tasks at hand without distraction. Lives will depend upon it. You must put aside your fear and your anguish so that you can act decisively."

~~~~~~~~~~~~~~~~~~~~

As the war progresses, Glenda stays in the back. She gives a blessing of Magrim to the dwarves before they sally forth to meet the foe - "Swift death to our enemies" - but then waits for the inevitable tide of wounded. Once the injured gnomes come in, she is a whirlwind of activity, stabilizing the dying, bandaging bloody wounds, directing other gnomes in the care for their brethren.

At last, when the dust settles, she looks out toward the field of battle and sees the drow commander. She mouths something silently to herself as she judges the chances that Snorri will challenge the drow, and leans against the palisade post that protects the side of the field hospital, hands covered in blood.


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

Moving in the thick of battle, calling the companies to retreat and leave room for the traps, Snorri's blood roars in his ears as he bellows orders. "Third squad, flank! Second, retreat!" The tactics is easy, make the orcs fight in as disadvantageous a position as they can, over traps and narrow passages, forcing the beasts to squeeze where the gnomes can move easily.
And it works, until a brilliant maneuver from the enemy commander threatens to turn the tide. A flanking squad tears down a thin wall, catching the center of the gnome formation in a pincer, and they cleave the lines in half. The retreat is called moments later, but losses have already been significant, and it's only the largest, most cunning trap that saves the day. As the orcs fall into the dark Snabbenflood, finally the army's fate is sealed.
~~~~~~~
Three notes on the horn call for Snorri's closest retainers to lead against the enemy commander. "Brother and sisters, to me! Let us cut off the head of the vile beast! Athanata Kthonà!"

Initiative: 1d20 + 1 ⇒ (1) + 1 = 2


Female Dwarf Shaman (speaker for the past) 2; HP 20/20; AC 16, T 11, FF 15; F +2, R +1, W +7; (+2 v poison, +4 v spells/SLA); Init +1; Senses DV 60; Perception +9 (+2 v stonework)

Dagmar spends the time before the attack assisting in ensuring the trainees have good hearty meals.

Once warnings come that the orcs have been spotted she makes her way towards her designated position. Helping to cut off and barricade their flanks, using strategically placed fire walls.

Her heart breaks as she sees gnomes fall to their orc foes. Doing what she can to stabilize or triage when able before troops can be sent backwards to the waiting healers and using her axe and hammer when she cant.

As fires begin to fade, the exhaustion beginning to creep into her bones, the horn sounds.

Blessed Mother Folgrit, today many wives have become widowed, many mothers childless and many children orphaned. Let not their sacrifices be in vain. Give us strength to finish this. Let no others suffer an empty home tonight.

-Posted with Wayfinder


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

Isolated from the activity in the town since leaving Ivy alone would be cruel and Regnir cannot be trusted to play nice with Gnomes. Boredom claws at Nalnera's mind for days. Guarding a tunnel is rather boring but once the barely discernible noise of so many feet reaches her ears oh that blissful boredom sounds like a paradise she did not realize she was in.

Rushing back with Ivy to let the town know that the battle is to begin. Having delivered her message Nalnera quickly goes to her position. Doing her best to ignore the laughing of Regnir each time anyone is cut down. Slaves and Orcs are meant for the slaughter in his ancient mind.

Keeping close to Snorri and doing her best to mend any injuries he takes in the fighting while relying on Regnir to keep her safe should she have to use her limited magics on the would be king.

Caught up in the joy of her companions and the Gnomes and joining the cheer at the fall of the Orcs. Then her stomach drops to the bloodly ground. He wants to go fight the drow!


Drow Initiative: 1d20 + 5 ⇒ (20) + 5 = 25

Across the field of fallen warriors, Damiel Gorgus watches as the dwarven leader calls his allies to the attack. Atop his spider mount, he lowers a wicked lance in the direction of the oncoming dwarves. He orders his orc bodyguards to flank him, clearing the way for a charge.

Gorgus is readying a partial charge. The enemies are 150 feet away. I'll get a battle map up, but really the field is pretty clear. They await you on the east side of the map near the eastmost bridge.


I don't suppose I have to remind anyone, but I feel like the dwarves would certainly know the dangers of a charge with a lance, and how that compares to your max hit points.


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:

Not often we get to roll our own initiative, wooo

initiative: 1d20 + 7 ⇒ (8) + 7 = 15

Dasur meets up with the rest of the group, asking for moment to refresh his wards before they cross the bridge.

Dasur will cast Mage Armor and use his daily Focus casting to cast Shield on himself.

"I will attempt to relieve the Drow of his lance if he charges us. Be warned his spider will still have considerable momentum, and be a danger itself, even if its rider is weaponless." The wizard remarks as he retrieves a leaky, paper-wrapped ball of butter from his spell component pouch.

After they cross the bridge Dasur will ready an action to cast Grease on the Drow's lance when he gets in range (30 ft) DC 17 reflex saving throw or he drops the lance (while charging, I hope, for comical effect).


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

Initiative: 1d20 + 1 ⇒ (11) + 1 = 12

Glenda moves as quickly as she can to try to join Snorri before the duel begins.

If we have time I'd like to put shield of faith, magic weapon, and guidance on Snorri, but I don't expect to get there in time when I have to come from all the way in the back of the battle where the triage area is kept.


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

Init: 1d20 + 1 ⇒ (14) + 1 = 15

Not far from Snorri and moving to follow with her battle axe still tight in her grasp. Resisting the urge to comment on Regnir moving along with her. He might refuse to fight if she points out he is listening to anyone.


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

"Looking for an ambush us even in a fair, open fight? Well, so be it then. Anthìstasis!"

So, if we take three turns preparing, I will:
1-2: cast resistance on me and Glenda
3: start a raging song, move 10' forward
4: move 20' forward and cast sleep on the orcs.
If Damiel charges at some point, I'll drop what I'm doing and cast hideous laughter on him instead as soon as he gets in range.
Or we can play it turn by turn if you prefer, I'm last in initiative anyway.


Female Dwarf Shaman (speaker for the past) 2; HP 20/20; AC 16, T 11, FF 15; F +2, R +1, W +7; (+2 v poison, +4 v spells/SLA); Init +1; Senses DV 60; Perception +9 (+2 v stonework)

init: 1d20 + 1 ⇒ (5) + 1 = 6

"Stay within 40 feet lads, I dun wanna be burnin' any ye biscuits." Dagmar begins a low chant of spellcasting.

Dagmar will hold Burning Sands until the spider moves in close enough to it's charge range. Spell is a 20ft radius burst, up to 100 ft away. If she can catch it between moves so it has to stop in the sand even better, but disrupting charge/slowing it down higher priority.

-Posted with Wayfinder


Orcs and Drow Commander are going to hold off approaching you, so you can take three rounds to prep. Of course, that gives them three rounds too.

On the battlemap, I decided to go with one that has a little more terrain to hid behind. Keeps me from insta-killing you too easily. I just scattered you at one side, feel free to rearrange yourselves without spending actions.

Fasturvalt Battle Map

As you prepare for battle, Lord Geirni strides forward. "Lord Snorri, when you first came here, I did not trust you, and I hoped to get you away from us as quickly as possible. Please forgive me. Now that you have fought with us, shed your own blood to defend my birthright, I see how wrong I was. I have held this sword, inherited from my father, for years now. It is time that I put it to use and fight beside you."


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:

Thanks GM! Nice map by the way.

Looks like initiative order is:

  • Drow commander/orcs(? If they go at the same time) 25
  • Dasur (has higher init than Nalnera) 15
  • Nalnera 15
  • Glenda 12
  • Dagmar 6
  • Snorri 2


Drow and orcs are going to stand their ground and not advance. Everything on the map with a mushroom in it is difficult terrain.


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:

=======
Round 1
=======

Dasur hustles around some large mushrooms, taking cover behind some even larger mushrooms. He holds his staff in two hands, balacning on it and peeking around the corner of a particular thick mycelium. "They wait for a chance to charge us. Put mushrooms between yourself and that drow!"

Double move action: Dasur moves 30'

Dasur's spells are pretty short range, so he'll try to move with the group.


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

Round 2 of the Raging Song: those who want have +2 Str, +2 Con and +1 Will, at the penalty of not being able to concentrate.

Snorri smiles at the gnome. Perhaps there is hope for him. "Thank, you, my Lord. But please be safe. Do you have a crossbow?"

"Aye, be wary of open spaces! Forth!" The future king moves forward, keeping obstacles between him and the drow. I'll melt that mithril off your body, you scum.
With imperious voice, he directs magic at the two orcs standing next to each other. "Morphè, tou Thànatou phràtre!"

Casting sleep at the two orcs. DC 14 or fall asleep for 2 minutes.


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

As noted above, Glenda casts shield of faith and magic weapon on Snorri, giving him a +2 deflection bonus to AC and giving his masterwork battleaxe +1 to damage.


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

Thank you :) and you and I have resistance, for a +1 to all saves.


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

Can you put Regnir on the battle map?

Moving just behind Snorri. Regnir trailing just behind her.

Double move for both.


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Regnir on the map!

Orc Save: 1d20 - 1 ⇒ (15) - 1 = 14
Orc Save: 1d20 - 1 ⇒ (7) - 1 = 6

One of the orcs wobbles for a moment before falling to his knees and then faceplanting into a mushroom bed.


Faced with magical firepower, the drow decides to make a move.

"Kill their leader, perhaps that will teach them some humility," says the drow in Undercommon. The orcs move forward, bent over like apes, knuckles almost on the ground. At the last moment, they pull up, throwing javelins at Snorri.

Javelin attack: 1d20 + 2 ⇒ (2) + 2 = 4

Javelin attack: 1d20 + 2 ⇒ (6) + 2 = 8

Both of them going wide. Perhaps the stone is with you today.

As his spider approaches on rippling legs, the drow calls out in dwarven, "Lord Snorri, perhaps it is best if you drop your weapons and quit the field of battle..."

Suggestion against Snorri, so DC 16 Will save


Round 2


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:

=======
Round 2
=======

Dasur ignores the orc coming for him juking the creature and headng towards Snorri.

As he moves between the Drow and the scion of Dammerhall, the wizard stops and begins to a cast a spell. Millions of microscopic portals to the elemental plane of water form in the rocks surrounding Dasur, sending forth a glut of nebulized water droplets.

The fine water particles fill the air between their group and the drow while encompassing their orcish attackers. To the drow, their forms disappear completely.

Move action: 20' move

Standard action: Cast Obscuring mist. 20' radius from Dasur's current location. Unforunately I can't draw objects on the map from my phone. It lasts 2 minutes. All sight from outside of the mist is blocked (total concpealment), as is anyone more than 5' away in the mist. Targets 5' away have partial concealment.


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

Will: 1d20 + 3 + 1 + 1 + 2 ⇒ (8) + 3 + 1 + 1 + 2 = 15 Seriously?

Snorri grunts as magic overpowers his body. The Tharnhammer ace falls to the ground as he moves sideways, sprinting far from the enemies.

Run action, can't update from phone. How far away until I have "quit the field"?


I was thinking of "quitting the field" meaning basically laying down arms and leaving. Not surrendering, exactly, but thinking that there was no reason for you to be around fighting this fight. The spell isn't controlling your behavior, just your perceptions of where you are needed. What would Snorri do if that is what he thought?


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

Uhm, if it's so, belay my last post.

Laying down his axe, Snorri speaks calmly in an uncharacteristic monotone as he moves back towards the rear lines, approaching Glenda and Erebos. "Looks like we're done here, friends. Let's head back to Fasturvalt, we must plan our next move, or moves. And before, we ought to rest."

Suggestion is a hard spell to play. What if some of Snorri's allies were attacked? He normally would leap to the front to protect them, even if he were bent on retreating, and it doesn't seem like the suggestion should make me obsessed with pursuing that course of action. So, right now I'm acting as if he perceived there was no fight ongoing, and no risk, rather than retreating in fear.


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:

spellcraft to identify Drow spell: 1d20 + 10 ⇒ (19) + 10 = 29

Going to assume that's a success

As Snorri's axe falls to the ground and he starts to exit the battlefield, the Drow's previous spellcasting mannerisms fall into place. Suggestion!

"Snorri is under magical compulsion! Do not listen to him!" The wizard yells in undercommon to the rest of the group as the cloud of mist envelopes his form.


I think that even if his allies were attacked, he would continue to be under the suggestion that he should quit the field. Those things wouldn't rise to the level of a threat, I guess. Suggestion is hours per level, so it is a problem for the group. I guess maybe he sees his friends fighting and thinks, "It's ok, they've got this." Something like that?


Glenda, Nalnera, Dagmar?


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

Glenda's eyes narrow and she says, "Fine. We do it ourselves. Swift death to those who have wronged us."

Casting bless on the team, since that's all I've got.


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'd argue that Glenda is pretty effective in melee, given her high AC. She can take some hits and still dish it out- take out an orc or two.


HP .31/33. nat hits are magical vs DR

Chuckling while running forward, "I told you that boy was worth nothing."

Reaching the orc along side Nalnear and slamming an red ectoplasm covered fist into the face of the orc before him.

slam: 1d20 + 4 ⇒ (19) + 4 = 23
dmg: 1d6 + 1 ⇒ (5) + 1 = 6


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

Running after Regnir and growling, "Magic you ass, magic made him flee."

Shifting her grip and swinging with both hands, sadly not a style Nalnear is used to attacking with. Though to be far combat is still a foreign concept to her and her battle axe goes wide.
battle axe: 1d20 + 3 ⇒ (3) + 3 = 6


The two orcs use the withdraw action to retreat from the mist, not willing to fight in these conditions if they don't have to. The drow commander skirts the edge of the fog, coming close to the dwarves not shielded by the mist.

Round 3


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:

Round 3

The orcs retreat from the mist and the drow skirts the edge of the protective cloud, just as Dasur had planned. Executing the second part of his strategy, the wizard bursts from the mist near the drow holding a handful of colorful sand. The stone is with Dasur- both the Drow and an orc are within range of his spell

Spreading the fine rainbow of particles in with a deft sweep, Dasur shouts "ແກ້ວປະເສີດທີ່ສ່ອງແສງສະຫວ່າງໃນຊ້ໍາ!" The innnocuous grains erupt into a blinding phantasmagoria of colors in the minds of his enemies.

"Now! While they are stunned! Surround and unseat the Drow!" He calls to those near the bridge, giving them a chance to end the highly mobile menance.

I can't seem to edit the map on my phone- I'll update it when I get home. Until then I will spell out Dasur's actions.

Move action: 15' move total. 5' Northwest then 10' North, taking him out of the mist.

Standard action: Cast Color Spray, 15'(diagonal cone) originating from the Northeast square. It should catch the Drow, its spider mount, and the nearby orc in its area. DC 16 will save to resist.


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

As Dasur blasts the spider and the orc with his illusion, Glenda rushes the drow and the spider. Unfortunately, she is a terrible combatant.

Spider is likely immune to the color spray since it is mindless vermin. Swinging on that - hopefully the drow's SR doesn't block the spell and he winds up stunned so he at least can't use a Ride check to negate the attack, if it hits.

Warhammer attack, blessed, vs. spider mount: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Wifff!


HP .31/33. nat hits are magical vs DR

"Take care of the coward, you should be able to manage that." Cowards are not a good fight, not worth the time and effort. But there are worth oppnets on the field and Regnir moves towards them. The whelp needs the practice and she will not get stronger with me doing all the work for her.

Rapidly closing the distance between him and the worthy orc and slamming a dark crimson fist into the orcs side, leaving dripping ruby ectoplasm.

Slam: 1d20 + 4 ⇒ (17) + 4 = 21
dmg: 1d6 + 1 ⇒ (6) + 1 = 7


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

Sparing a glare at Regnir's fast moving form, "I hate him." But there is still a threat nearby, not that it seems to matter to the surly dead dwarf.

Moving as swiftly as her feet will carry her and nearly tripping on a rock while swinging the large blade. Growling when it does damage to the ground, "Regnir!"

battle axe: 1d20 + 3 ⇒ (6) + 3 = 9


check vs drow SR: 1d20 + 2 ⇒ (7) + 2 = 9

orc will save: 1d20 - 1 ⇒ (20) - 1 = 19

The drow champion is nonplussed by the color spray, having lived his life absorbing the strange energies of the Darklands. And somehow the orc resists as well.

I'll get their actions up in the morning.


The orcs and their commander are surprised at the continued aggressive posture of the dwarves. They had not expected any of this resistance.

Lord Geirni stumbles toward the drow commander, lashing out at him with his tiny sword.

At the same time, and almost miraculously, Iverna decides to aid him. She moves toward the Drow, attempting to distract him.

Iverna Aid Another Attack Fighting Defensively: 1d20 - 1 ⇒ (14) - 1 = 13

Geirni attack: 1d20 + 4 ⇒ (20) + 4 = 24

Geirni damage: 2d6 ⇒ (2, 4) = 6


The look of surprise and anger on the face of the drow at this continued defiance must be what motivates his poor decisions. He slides out of the saddle, drawing a greatsword from its harness on the spider's side. He slashes the sword that is longer than its target at Geirni.

Greatsword attack: 1d20 + 7 ⇒ (20) + 7 = 27
Greatsword attack: 1d20 + 7 ⇒ (12) + 7 = 19
Greatsword damage: 4d6 + 6 ⇒ (2, 2, 6, 3) + 6 = 19

Sweet Torag's balls

Geirni drops like a stone, bleeding heavily.

The orc stands strong against the dwarven spirit, his training driving him even through his fear of dwarven magic.

Orc falchion attack: 1d20 + 5 ⇒ (20) + 5 = 25

Orc falchion attack: 1d20 + 5 ⇒ (3) + 5 = 8

That was close!
falchion damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9 damage to Regnir.

The other orc attacks Nalnera, striking her a glancing blow.

Orc falchion attack: 1d20 + 5 ⇒ (12) + 5 = 17
Orc falchion attack: 1d20 + 5 ⇒ (4) + 5 = 9

Begin Round 4


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

Glenda moves to Geirni and gives him a simple nudge. "Not yet, not yet."

Stabilizing Geirni.


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:

Round 4

Dasur watches his spell slide off the Drow commander like one of Dagmar's pork sausages slide around the frying pan.

Nonplussed, he immediately changes tactics, instead targeting the Drow indirectly. The wizard crashes a nugget of paper-wrapped butter in his free hand and waves it at the Dark Elf, concentrating on his greatsword.

The weapon begins to squirt grease in every direction, dripping a prodigious amount of fats and oils.

5' step North

Standard Action: Cast Grease on the Drow Commander's greatsword for 1 minute. Immediate DC 17 reflex saving throw or drop the greatsword, and another DC 17 reflex saving throw to pick it up o use it every round.


HP .31/33. nat hits are magical vs DR

slam: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d6 + 1 ⇒ (3) + 1 = 4

Growling as the blade digs into his form. Raising a fist and slamming it into the orc again.


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

battle axe: 1d20 + 3 ⇒ (9) + 3 = 12 Curse you dice roller!

Flinching at the pain from the falchion and lashing out.


Continuing to demonstrate his ancient battle prowess, Regnir crushes the brutish face of the orc. The orc drops to the earth.

Drow Reflex: 1d20 + 5 ⇒ (3) + 5 = 8

The drow commander's sword squirts from his hand as he curses in Elven.

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