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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Perception check: 1d20 + 10 ⇒ (13) + 10 = 23

Iverna, having wandered to the end of the dock, peers into the water. "Ummmmm, dwarves, you should come take a look at this. I think Torvi might be proven right."

Anyone who moves to the end of the stone pier to join her sees a 50 foot long metal tube submerged in the water.

Knowledge Engineering

DC 10:
It is some sort of strange man-made machine!

DC 15:
It is a submersible vehicle of some sort.

DC 20:
Gnomes built this weird vehicle. There’s a hatch at the rear. That’s probably how you get in.

DC 25:
It looks sealed and in remarkably good condition. There’s a hatch at the rear. Perhaps if you openedit carefully, you could enter without flooding it.


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

Knowledge (engineering): 1d20 + 7 ⇒ (4) + 7 = 11

”Come and look. There is a metal tube under the water. Clear proof of my ‘metal sinks’ assertion! It certainly appears to be made by intelligent hands.”


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:

By Torag's magnificent beard we're saved!

Dasur looks at Torvi quizzically for a few moments before speaking. "The bounacy of a material is merely one factor in constructing watercraft. In rafts wood is appropriate, because they merely float. Erebos is surely referring to keeled ships, in which case it is more about weight to strength ratios. You see, in keeled vessels the displacement of water by the hull causes it to remain above water. The vessel sinks into the water, yes, but the water pushes back up in an attempt to become level again. If we consider the weight ratio of the ship to the volume of water it is displacing, which is equal to the upward thrust of the water... "

It seemed like this was going to be a long and drole lecture- fortunately everyone is spared by Iverna's observation.

The wizard casually walks over and kneels down, his dark vision piercing the murky depths enough to make out the form of the metal tube.

Knw: Engineering: 1d20 + 12 ⇒ (16) + 12 = 28

After a few moments he stands up, clasping his staff in both hands. A little bit of awe creeps into the wizard's typically impassive voice. "If my methods were complete I surely would have seen this occurrence in the Flowstone, for this discovery has no other explanation but Fate. My friends, the Svirfneblin have left us a technological marvel This is a "submersible". It is an air-filled, sealed tube of metal that allows its occupants to travel beneath the water at their leisure as long as they have air and fuel. This vessel looks pristine, abandoned perhaps in the height of the island city's glory."

Taking his staff in one hand, he prods the opening hatch of the vehicle. " This is the entrance. It will have a special opening sequence to prevent water from flooding the inside."

Without any warning he begins to take off his gear, placing it in a haphazard pile around his person on the stone docks. "I will dive in, inspect, and open the hatch for us. While the proximity to Stone should protect me from the hazards of Water, I ask you keep your eyes out for aquatic predators."

In only a few moments Dasur has stripped down, looking very bizarre indeed. His travel-weary peasant-like undergarments clash with the brilliant ruby amulet hung around his neck. In its open glory the intricate, fractal patterned filigree can be observed snaking around the perimeter of the (gnome) fist-sized trillion cut ruby.

The wizard begins to gesture and chant strange words- instantly recognizable as spellcasting, but some of the spells would be unfamiliar to his companions.

Dasur casts Mage Armor, MonkeyFish, and Air bubble on himself.

As the last of the magic takes hold his bones begin to crack and change. His limbs begin to mutate; Dasur's fingers and toes elongate, webbing sprouts between them, and under his skin muscles undulate disturbingly as they rearrange. The half-naked jewelry-sporting freakish mutant dwarf nonchalantly lowers himself into the water from the pier, an air bubble neatly encapsulating his head when he becomes fully submerged.

With sudden and unexpected grace he swims around the submersible hatch, figuring out the best way to open it.

Dasur will inspect and then attempt to open the hatch without flooding the vessel. Monkeyfish and Airbubble last 3 minutes.


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Disable Device: 1d20 + 7 ⇒ (10) + 7 = 17

Somewhat rash in his enthusiasm, Dasur dives in to investigate the machine. The back of the machine has a circular hatch with a wheel and a series of levers. Even though he can read the gnomish labels on each lever, the words are only loosely related to their function. At the flip of a switch, the hatch switch swings open. The water rushing into the empty space attempts to suck Dasur in.

Reflex save: 1d20 + 4 ⇒ (1) + 4 = 5

The dwarf disappears into the steel beast like a pellet into a fish's mouth.

Damage: 4d6 ⇒ (4, 5, 4, 3) = 16

Dasur slams into the wall across from the hatch violently, snagging his leg on an interior lever and hitting his head on the bulkhead.

Once inside, there is another series of levers for sealing the room, emptying the water from the room, and opening the adjoining hatch.


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:

Oops. Good thing I put points into constitution and extra HP! Otherwise he'd be unconscious.

I also really liked the imagery lol

After he flips the most obvious switch the sudden sucking of water leaves Dasur with time for only one thought. The Water! It betrays me!

He loses all control of his acceleration, air-bubble protected head smashing directly into hardened steel. Perhaps the blow would have been enough to kill any other creature, but the thick-skulled dwarf merely loses his vision for a moment and almost blacks out. No... No, Maagrim, not yet! I have too much work to do. The prophecy must be fulfilled!

Only vaguely aware of the pain in his leg and back, Dasur desperately struggles to claw his way upright, untangling himself from the lever that now sported a chunk of his skin.

As his vision returns he can only focus on the blood lazily floating from his skinned calf and into the surrounding waters, leaving black streaks in his dark vision. Ah... My soul remains anchored to the material plane, for now.

One webbed hand puts pressure on his wounded head while the other sweeps blood away from the levers. With superdwarven focus he ignores the pain and deciphers the levers, concluding the function of the room to be a mediator between Water and Air.

Right to left- Seal the hatch, drain the water, enter the interior. A twang of pain in his leg reminds him of his injuries, and he decides to retreat instead of investigating the interior of the submersible himself.

Kicking off of the bulkhead with one leg, the wizard shoots through the hatch opening. Within moments he is back at the surface of the docks, one webbed hand grasping the overhang of rock.

Hauled up through his own efforts and the assistance of others, Dasur turns over and tries to lie flat on his back, but with a grimace of pain he instead lies on his side.

"I have determined the correct procedure for entering the submersible. One must open the outer hatch, preferably while gripping a nearby handle to avoid being sucked in. Then you swim inside. The hatch is closed from the inside, the water is drained, and then the hatch to the interior can be opened. It is simple logic- These steps avoid flooding the interior with water." Blood runs freely from the back of his skull, despite the hand pressed against the wound.

"I was too wounded by the mercurial and treacherous nature of Water to further the investigation myself. But if I am allowed an hour of time I can prepare the proper magic and four of us can enter the submersible together. With Erebos' assistance we could all enter simultaneously." The wizard expounds, falling quiet as he tries to simply relax on the familiar, comforting stone.

Dasur can prepare 4 castings of Air Bubble in an hour. If Erebos also has the spell (I wouldn't see why not, him and Dasur share spellbooks), then we should all be able to get 7 castings and all enter without worrying about suffocating. Of course we're still going to get wet so maybe not everyone will want to go.


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

Hope you have a clever means to keep your spellbook from getting drenched!

"Please allow me to tend to your injury, Dasur. You appear to have a nasty gash on your head. Head wounds do bleed profusely... and we wouldn't want to risk damaging your keen and inspired intellect," says Glenda.

Cure moderate wounds: 2d8 + 3 ⇒ (5, 6) + 3 = 14


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

"Dasur!" yells Snorri as the mage is eaten by the metal beast. He starts undoing the straps of the armor, cursing the short-sightedness of not preparing for that, but is interrupted as soon as his cousin emerges back. He lifts him up to dry stone, and places a hand near the wound.

"Take care when exploring, Dasur. It was brave, but you are irreplaceable. Every one of us is. Torag, lift the burden of those who stand for their brethren."
Lay on Hands (two uses): 2d6 ⇒ (5, 6) = 11

"You are certain that it can carry us to the island in the center? Is it not worn and ruined by time and rust? If so, I believe that we have found our way."

How much cargo can we bring?


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

NNnnnnninja post!


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 bought a waterproof spellbook when I made Dasur. Always be prepared!

Dasur's head stops throbbing as the waves of positive energy wash over him, and he is able to relax. A few moments pass as he collects himself, after which the wizard sits up.

Mumbling a cantrip and sweeping his fingers in a simple gesture, he begins cleaning the blood off of his body while speaking. "I have no such assurances, Snorri. However, if the vessel still functions properly it should be able to move in three dimensional space while in the water. That is any two combinations of up, down, left, and right vectors relative to its center, if my understanding of these machines is correct. As such, if it is in good condition, we should be able to bring it to the surface and load our equipment prior to embarking for the island. But first, we must take stock of the mechanisms in the interior."


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

"Up, down, left, right is two vectors. Positive and negative alignments of vertical and horizontal axes. I presume you meant to include motive force forward and back," chimes in Glenda unexpectedly.


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:

You caught me before I edited my post.. But this is also the risk of attempting to play a character smarter than yourself. Real people smarter than the yourself notice your inane rambling :p

Dasur let's out a short but equally unexpected chuckle, looking at Glenda. "I have been caught in the act of simplifying a system to the point of absurdity for the sake of understanding. You are correct Glenda. I did not realize you were skilled in higher maths- When we are not dealing with Gnomish submersibles I would like for you to review a new three-dimsonal coordinate system I have been developing to better predict the refraction patterns of light through solid mediums..."


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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

Flubbergasted, Snorri observes the discussion. "Immortal Earth, is it spreading? Will we all start speaking like 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*)

”Dwarves were not meant for swimming and diving. Why do you think we should all go into that death trap?”


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

Standing still with surprise clear on her face as Dasur dives into the water. Maybe he will die.

Mumbling quietly, "Shut up."

Torn between groaning and laughing when a bloody Dasur returns.. Dman.

Bumping Torvi with her shoulder, "It is either we take a swim or the death trap. Water is good. When mixed with soap you tend to smell better."

Mean in good fun.


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 shrugs. She turns over the symbol of Magrim in her hands and says, "I deal in positive and negative as a matter of course - the migration of souls forward or back, in life and death."

"I am willing to test that 'death trap' because while I am not a strong swimmer, I trust proper engineering."


Iverna stares at Dasur with concern. "Was it full of dead gnomes? If not, it seems unlikely to be a deathtrap."

As for Erebos, he is continually amused at the absurdity that is his life. "Let the studying begin. I, for one, would rather be wrapped in steel that sitting in a cobbled wagon on top of a lake." He retreats from the dock and unfolds his spellbook, beginning to study.


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

"Perhaps we could haul it out of the water to study it safely?"


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 shakes his head at Iverna. "I can, but chose not to access the interior of the vessel. Whether or not it contains the bodies of your ancestors is unknown."

He addresses Snorri without changing the tone of his voice. "Hauling the vessell out of the water, if we had such a means to do so, could very well damage it."

Now magically dry and free of blood, the half-naked wizard gets up and walks over to the haphazard pile of clothes and supplies he left behind, digging out his spellbook. "I will begin to prepare along with Erebos. I recommend you bring only a minimum of equipment, of which you do not mind getting wet."

Dasur will use all his 1st level spell slots to prepare Air Bubble.

He'll only be bringing his spell component pouch (tied to his head in the air bubble) his spellbook (in a waterproof bag) and his arcane focus with him into the submersible.


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

"Why do we want a sunken metal tube? Is it made of gold? Can we build a rafter under it and float it to the surface?"


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

"According to Dasur, and I'm inclined to believe him, it's an airtight ship of gnomish design. And it could carry us through the lake, if it's still working."
Snorri places a hand on his armor. "Perhaps this device can rise to the surface under its own power? I have enough metal on myself to make me sink like the proverbial stone, and I don't want to leave it behind."


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

"So, why doesn't he raise it to the surface first, and then we will consider going onto it?"


Iverna moves to the end of the dock and gazes into the water at the strange device. "There is nothing like this in Fasturvalt. Probably there are some engineers in Kladdenvalt that could understand it, but I don't think they could build it. How could we forget how to build such wonders?"

Since you have met her, Iverna has worn the same clothes, cloak, boots. You haven't known her to bathe since you left Fasturvalt, but now she quickly strips down to her small clothes. "Dasur, what is the sequence to open the door. The right one, not the one that gets your head bonked...""


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 answers Torvi's question without looking up from his spellbook. "I was too injured to continue on my own. We do not know what may still be inside this submersible. There may be traps. A gnomeish lich. It is unknown, but safer to go together."

Iverna's speech needs no comment until she addresses him with a direct question. This time, he does look up, giving the deep gnome an impassive stare as he recalls the lever sequence. "The outside hatch is still open. Simply swim through it. There will be a series of levers on the left-hand side of the chamber. While facing them, from right to left, first pull the lever marked बाहरी to seal the exterior hatch, then नाली to drain the water in the chamber, and lastly आंतरिक to open the interior hatch. This should allow you inside the submersible without flooding the interior. बाहरी. नाली. आंतरिक. " He spells out the order of the levers one more time in Gnomeish.

The wizard returns his eyes to his spellbook. "Use caution Iverna. This submersible must have lain dormant for several Fasturvalt generations. We will follow shortly. If you wish to exit, use the reverse sequence of levers. "


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

"Wait, we should go together."
Snorri takes away the heavy cuirass, keeping on the plain, gray cotton garments, somehow more dignified than Dasur's but far from being a king's regalia. "If indeed there is a danger, you'll need my axe. And even if there are no foes, Dasur proved it to be a dangerous place. Perhaps the three of us should climb down there?"


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 holds up a hand without looking up from his spellbook. "I need more time if we all go. One person may get in and out without drowning, but multiple bodies attempting to fit into the chamber between the exterior and interior may either not fit, thus adding to the delay of entering, or cause jockeying for space inside. It is simple logistics. Someone could drown or become unconcious before the chamber is equilibrated to the inside. Thus, we need Air Bubble magics to prevent that scenario. "


I should have been clearer. The rear chamber is 5 by 15, with a medium sized hatch. So three creatures can fit easily in the airlock or up to 6 can squeeze in. There is also a hatch on the top of the vessel that is labeled in gnomish "Only open when above water." This is probably a way to gain access to the sub without an airlock. Iverna will wait anxiously while Dasur and Erebos prepare their spells. She has never thought much of the gnomes she lived with in Fasturvalt, but this discovery inspires a fascination with her ancient kin. Like you, she mourns her lost past. Let's fast forward to go time.


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 thank goodness there's a top hatch. I mostly didn't want to go in alone because A) Going solo is a good way to get your character killed and B) I didn't want to be the a##+&&&+ hogging all the fun. Let's do this!


"Well, if we are all going to go, I can wait for Dasur to get ready. I was just trying to speed things along." Iverna waits with obvious impatience, but she waits. Once Dasur and Erebos have finished their preparations, Erebos will cast Air Bubble on whomever wishes it, starting with Iverna. The eager gnome jumps into the water, swimming with practiced grace.

Most dwarves, I imagine, don't enjoy being wet. But the clanking of the levers and gears of the vessel is comforting. The machinery works smoothly, hatches closing and water pumping from the air lock. As the inner hatch opens, you find yourself in a long metal tube, ornately ribbed and carved, providing support for the crushing weight of water. The rear of the vessel is filled with some sort of complex steam engine. The interior of the vessel holds 12 passenger seats and 2 pilot seats. The seats in the front of the vessel sit at a panel covered in wheels, levers, handles, buttons, and other controls. Each is labeled in gnomish. You can only begin to understand how to operate them.

Knowledge:Engineering DC 20:
The steam engine runs on liquid fuel. Any flammable liquid would likely work, but something like lamp oil would be the best fuel.


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 walks into the steel tube behind the others, stepping into their cold and wet trail with bare feet.

The wizard stops and turns in place, marveling at the strange construction and engineering. This all looked very silly, considering his spell component pouch was still tied to his head.

He wanders to and fro, reading gnomeish labels out loud for the benefit of all. Stopping in front of a large and important-looking device, Dasur stands silent for a full minute, stroking his single-braided beard.

Knw: Engineering: 1d20 + 12 ⇒ (12) + 12 = 24

"I'm certain this is a steam engine." He announces, starting to open panels and poke around inside. "I have read dissertations theorizing their construction, but they all ran on solid fuel, which boiled water, which turned a paddle crank, which translated into mechanical energy such as a drill. This one is different. It appears to take combustible liquids, such as oils, and... Well, I can't see deeply inside enough to determine what it moves."

Dasur unscrews the top of a funnel looking device, peering inside. "Yes... There is still oil residue in here. Snorri, you purchased 10 flasks of oil in Fasturvalt, did you not? I do not know how long it will last, but this machine needs that oil to function. Someone please fetch that oil. I will attempt to figure out how to start this engine."

Interested to see if the construction of this vessel was purely mechanical, the wizard casts Detect Magic and sweeps the interior for spell residue. Perhaps there is a command word that can be spoken to ignite the engine..


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

Now that's some good memory.

Water dripping from his beard, Snorri relaxes as soon as it's evident that the machine is empty. Soon, he's wondering at the magnificent engine, silently trying to make heads and tails of its working.
How so very gnomish. Complex, convoluted, perhaps explosive. And yet, something we could hardly begin to create ourselves.

As Dasur remembers the oil that Snorri had purchased and promptly forgotten about, he nods.
"I'll go get it from the wagon. Will the air bubble last long enough?"


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

"Are we just leaving things behind?"

All Nalnear's things can get wet and be fine or would fit in the waterproof bag.


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 answers Snorri's question plainly. "No." A few moments pass while he stares intensely at a rivet, but it turns out to be non-magical. "In fact it has probably already expired. The gnomes had to have some way to deal with the water- they are not known for their gills after all. Perhaps there is something in here that we could use?" Otherwise, Erebos may have another Air Bubble for you Snorri.

The wizard answers Nalnera as well while he stares at another rivet. "We must raise the vessel to the surface first so we can load our supplies. THat takes energy, which will come from the oil."


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 will go if everyone else is. If anyone stays behind, then she stays.


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

"Gotcha." Wise words oh mighty warrior. I'm not listening to you. You responded Lalalala..

Glancing at Torvi and grinning, "Torvi do you wanna wait. Ya know so you don't have to touch the water. I know how you hate that. I can wait with you so you can continue avoiding all water. They can manage to get the thing up and then we can go."


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

”If you are waiting, I should be happy to wait with you.”


Transporting the oil into the vessel is easy enough, and filling the reservoir no more difficult. The engine has a manual pilot that simply requires someone to reach in and light it. Nearby there is a tube that might have held long tapers at some point, but they are all gone now. Once the reservoir is filled and the pilot lit, the engine can be started. Then someone has to be bold enough to try to pilot the thing. That is a Dexterity check. A co-pilot can aid another with a DC 10 Dexterity check.

"So, who's brave enough to drive this thing?" says Iverna.


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:

Coooooool.

Bizarrely Dasur seems to have the highest Dex out of all of us, with the exception of Iverna maybe?

Dasur supervises the filling, lighting, and starting of the engine. Thankfully if there is one things Dwarves know it's how to start an enclosed fire, and it' soon running smoothly.

Still half-naked and with his spell component pouch tied to his head, the wizard approaches the helm controls. "Iverna, I will take the controls if you could please assist me. I understand the literal meaning of the Gnomeish on these levers but I may miss an important colloquial clue."

Enclosing a thick hand around the lever he believes corresponds with controlling airflow on the ship, Dasur slowly fills the submersible ballasts with air in an attempt to surface the vessel.

the idea is to have Dasur pilot and Iverna co-pilot, and then bring the submarine to the surface so we can load all our food and other stuff inside. I'm assuming you'll want a second check for actually going to the island?

Dexterity check: 1d20 + 3 ⇒ (18) + 3 = 21


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

Going upwards and returning with the oil, Snorri pours the flasks in the reservoir. As soon as the vehicle starts, he grabs a handle and sits tightly, unwilling to have his head mimic Dasur's.

"If this works, we'll have to call some gnomish engineers once we retake the town. Machines like this could be an incredible boon, especially when coupled with the mighty Dammerhall forges."


Yes to a second check to pilot your way to the island. The ship can cross one hex per hour, as compared to one hex per day walking.

Dasur flips a series of switches, forcing air into bladders within the walls of the vessel, bringing it to the surface like a sea mammal. In the center of the spine of the vessel is a hatch the sits well above the surface, allowing the reluctant to gain entry to the vessel without going underwater. You quickly load the vessel with your supplies and make ready to cross the lake.

Dex for piloting: 1d20 + 3 ⇒ (20) + 3 = 23

Iverna settles easily into her role as co-pilot. She has a certain familiarity with gnomish cutting machines. While this is much more complex, she is able to navigate the differences easily.

The ship burns a pint of oil per hour. Do you want to land as soon as you reach the island, or do you want to circle the island and see what you can see?


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:

This thing is so cooool. Good thing you bought that oil Snorri, or we'd be screwed...

Dasur spends his time at the helm with Iverna, and the two have great success in at least keeping the vessel going in a straight line. "What a fascinating machine. We must return to study this after we have reclaimed Dammerhall. The depths of this titan-lake surely holds even more secrets similar to the bone we found in the swamps."

As they far the island he checks their fuel consumption rate, making a rough mental calculation. "We have used 3 pints of oil. We have 7 left. It will take another 1 or 2 pints to circumnavigate the island, but in doing so we can discover the best landing spot." It was more a statement rather than a suggestion, really. He returns to the controls, looking at the various gauges and other things that he hasn't yet fully comprehended.

We have plenty of fuel, so let's steam around the island and look for the best landing spot/scout it out?


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

In the worst case scenario, we could have set up a distillery and made mushroom moonshine. You can never have too many combustible items.
Also, could anyone help me put on the armor? Drawbacks of full plate.

"It's a good plan, I believe. Likely there will be another stone pier like th one we left, unless they planned the city with an underwater access in mind. So perhaps we should explore beneath the water surface too."
"I wonder how did this submersible stay intact for all this time, all the same. Wouldn't water wear it?"


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 nods in agreement. "We have the means, we should take advantage of the opportunity to explore," she says. She then moves to assist Snorri with his armor.


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

Will other combustible items work? Or just oil?


Liquid combustibles. Alcohol would work.


The vessel moves at incredible speed, nearly 8 miles per hour as it cuts through the water. You can reach the island in only two hours, and circle it in 4 more. The island is approximately 10 miles long and only a few miles wide at the widest. The island is dominated by 7 round peaks. The western side of the island is steep as the cliffs rise out of the water. On the eastern side, a low lichen covered swamp fills the middle of the island. On the northeast edge of the island you find a complicated set of docks bordering on what appears to be a ruined city. Most of it is covered in mud, but a few walls and buildings remain uncovered.

Island Maps


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:

Ooohh cool map. I like the lichen swamp.

Dasur takes in what the scouts peeking through the top hatch say, as he must stay alert at the controls.

As they complete their circuit around the island he gives Iverna the controls, checking their fuel supplies.

"Unfortunately, my fuel estimates were not conversative enough. We have 4 hours of fuel remaining, which is only enough for another trip around the island. Given the fact we have been traveling in a 2-dimensional fashion on top of the water, I do not know how much more fuel would be needed if we were to submerge the vessel and explore the bottom of this lake or the perimeter of the island below the waterline." The wizard drones, putting the oil flasks away and returning to the submarine controls.

"In the face of this uncertainty I suggest we dock at the ruined city and attempt to accomplish the following goals in this order of importance: One, determine what threats the city may hold, worm or otherwise. Two, establish a safe base camp from which to operate, be it this vessel or a building. Three, search for any indication of a way to the Lower Azathyr. Four, search for additional fuel for the submersible vessel." Dasur lists off his recommendations in his usual drawl, seemingly without taking a breath.


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

”I vote for any option that has us going ashore!”


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

"A city like this must have been a marvel in its prime," says Glenda. "I am a little concerned about what made it abandoned, especially by a people capable of building this device. But it is worth exploring. At worst we might be able to construct a crude still and turn some of the plant matter here into fuel."


"Sounds good, dwarves. Let's take her in." After several hours of working with the controls and Dasur's interpretation of the labels, Iverna has become fairly proficient with driving the boat. She pulls the vessel into the center docks at area 2a. Two things are immediately apparent: These docks are built for vessels much larger than this one, and there are multiple docks. Is it possible that this is vessel is merely a launch from a larger vessel? And, if so, where are all of those ships?

You climb the ladder to the top hatch, debarking onto the slightly slimy stone dock. This too, is of gnomish craft much like the bridges and the other dock. The stone here is different. Not the Fasturvalt white stone but something darker and volcanic. The island is sprinkled with fungi and lichen that glow slightly in darkvision, making the island nearly as bright to your darkvision as daylight. Darkvision range is tripled.

At R2b you see a massive dead worm, possibly 50 feet long, covered in wriggling maggots and slime. The worm is pale and green-white. Rising beyond that is a fairly intact castle at R 2d and what looks like a fountain at R 2c.

[ooc]


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

”Nope, no Dammerhall here! Shall we go?”

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