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 LG Dwarf Unchained Monk 1 | HP: 12/12 | AC: 17 (17 Tch, 13 Fl) | CMB: +4, CMD: 18 (22) | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (+9), SM: +7 | Speed 20ft | Stunning Fist DC 14 | Active conditions: None

Ukrim follows behind the wizard, waving eagerly at the svirfneblin and hoping to put them at least a bit more at ease. The fact that the Sheriff was murdered sat uneasy on the monk's mind though. Why kill him when they had them all captured and leave the others alive?

Dasur, a'm needin' ye tae teach me howfur tae blether tae thaim. Ah hate haein a damn interpreter, na offense o' coorse. Cuid ye hulp me?" Ukrim asks the knowledgeable, if somewhat distracted, wizard.


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 nods gravely to Ukrim, seemingly treating this on the same level as their previous life and death experience with the Skis'raal. "Yes, yes, very keen of you. Communication is the cornerstone of cooperation among civilized races, and in the underdark this is amplified tenfold. Letting another creature know your intentions is important so they know you're not going to eat them."

He pauses for a moment, before wondering out loud. "Though perhaps if there are sentient fungus used as foodstuffs here, it would be less emotionally damaging if one could not understand its screams. Ah, I'm getting off topic. Now, Undercommon is the colloquial term given to the mutated Elven langauge employed by the Drow to speak with other races in this vast cavernous world. As such, its root syntax, pronunciation, and words all stem from Elevn. The difference is the bastardization of the language with Aklo and other native "underspeech". Do you know Elven? No? Aklo? No? Hmmm, well, let's start with some easy and common phrases such as "I am indigestible and devoid of nutritional value." and "I will make a terrible slave, please kill me instead.""


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 frowns slightly and says, "I feel like there must be more of these creatures deeper in the tunnels... but now, I suppose, is not the time to test that theory."


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

Glancing down the tunnel, "We should get them back to safety then we can return to purge this place."


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 agree. The things that skitter in the darkness ought to be destroyed, but we are neither equipped for the job, nor would it be wise to go there with injured people. Let's head to Fasturvalt posthaste, and when we return, we will bring alchemical fire and acid."
Helping those gnomes who are too wobbly to walk for themselves, Snorri heads for the cart while listening to Dasur's etymological ramblings. The things I do for our people.


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

Help them you dolt. See what the so called future king is doing? Shaking her head and moving to help the Gnomes.


It takes some fumbling and struggle to get the weakened gnomes back down the short shaft and into the main tunnel, but after several false starts you manage to get the weakest loaded into the cart. Harvald asks that you take the body of the Sheriff with you so that it can be "returned to the fields."

Perception: 1d20 + 10 ⇒ (3) + 10 = 13
Perception: 1d20 + 0 ⇒ (20) + 0 = 20
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 9 ⇒ (20) + 9 = 29

As you are loading the cart, something on the wall opposite the entrance keeps distracting you. When you look at the wall, everything seems fine, but eventually you decide you have to check it out.

Dagmar and Nalnera don't notice at first, but by the time everyone else is paying attention to it, they notice it, too.

Looking more closely, you can see that there is small portion of the wall is false, forming a round door perhaps 3 foot in diameter, cunningly crafted with stone.


Male LG Dwarf Unchained Monk 1 | HP: 12/12 | AC: 17 (17 Tch, 13 Fl) | CMB: +4, CMD: 18 (22) | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (+9), SM: +7 | Speed 20ft | Stunning Fist DC 14 | Active conditions: None

Ukrim helps carry the gnomes upon his back, gracefully moving up and down the rope there and assisting the weakest ones into the cart. Each time he comes down the rope, he stares at that wall for a moment before returning to his work and each time that he returns, he stares again. Near the end though, he finally loses it and comes closer.

"Ah'ament th' ainlie yin seeing thare is something wrong 'ere, richt?" He says as he approaches the wall, staring at it intently. Finally, the lines begin to form and he hoots in excitement. "Mah mates, thare is a door 'ere! Shuid we gang in?"


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:

While gbomes get loaded into the cart, Dasur sits on a comfortablely webbed rock with his nose in his spellbook.

How long does it take for the gnomes to be loaded into the cart? Dasur will reprepare some spell slots while all this is going on. 15 minutes per slot, right?

While studying, the wizard feels.... drawn... To a certain section of nearby stone. Typically Dasur is able to focus his thoughts with such intensity that he forgets to eat, but something about the nearby wall I'd terribly distracting.

By the time Ukrim says something the narural-philosopher-turned-wizard is standing in front of the round door as well, tracing the crack. "Yes, we should investigate. Any sentient that would go through this much trouble to modify the stone may be hiding important secrets behind it."


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

"Likely so. Stand behind me."
Readying his shield, Snorri approaches the hidden door, looking for ways to open it.
Perception: 1d20 + 4 ⇒ (2) + 4 = 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

"We all should not go."

Nalnera will be willing to stay behind with the gnomes or go with the group and have someone else stay behind.


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 falls into step behind Snorri. "Perhaps we should just explore enough to make sure there are no enemies on the far side, then secure it and get these good gnomes home, my liege? It would be ill if we rescued them only to succumb to some other hidden foe."


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)

"Aye, but wouldn't want anythin' blind sidin' our rears either. We know for certain one of them spiders lived. He may have friends awaitin' for us to drop our guards."

-Posted with Wayfinder


Male LG Dwarf Unchained Monk 1 | HP: 12/12 | AC: 17 (17 Tch, 13 Fl) | CMB: +4, CMD: 18 (22) | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (+9), SM: +7 | Speed 20ft | Stunning Fist DC 14 | Active conditions: None

Ukrim will frown a bit, looking back towards the weakened gnomes that are there waiting in the cart.

"Ah will bade back, keep an eye oot fur thaim wi' that yin svifneblin. Ye a' be safe, a'richt?"

Ukrim is still a bit injured and has the best chance to notice something wrong and Ivy can communicate with him. He'll stay back for the time being and keep an eye out.


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

"Ah, in the meantime, here, let me deal with that scratch," says Glenda to Ukrim.

Convert magic weapon to cure light wounds.

Cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7


Dasur Deepborn wrote:

While gbomes get loaded into the cart, Dasur sits on a comfortablely webbed rock with his nose in his spellbook.

How long does it take for the gnomes to be loaded into the cart? Dasur will reprepare some spell slots while all this is going on. 15 minutes per slot, right?

While studying, the wizard feels.... drawn... To a certain section of nearby stone. Typically Dasur is able to focus his thoughts with such intensity that he forgets to eat, but something about the nearby wall I'd terribly distracting.

By the time Ukrim says something the narural-philosopher-turned-wizard is standing in front of the round door as well, tracing the crack. "Yes, we should investigate. Any sentient that would go through this much trouble to modify the stone may be hiding important secrets behind it."

It is a matter of minutes to get all of the gnomes out, but there isn't really a time crunch. You have as much time as you want.

Having found the door, it isn't too challenging to find the switch embedded in the stone. A portion of the cavern wall swings toward you, revealing a small tunnel, a crease, really, the cuts twenty feet back into the natural stone, where it opens up into a 10 by 20 room, all appearing natural. The room is empty, but marks on the floor suggest that something moved through here recently.

This description doesn't reflect a thorough search of the room, just what you can see from the door.


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 moves cautiously into the room, trying to identify what may have made the marks.

Survival: 1d20 + 8 ⇒ (18) + 8 = 26


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

Snorri keeps at Dagmar's side, shield at the ready to cover her, looking for any movement in the room.


Dagmar is able to find signs of several humanoids unloading things from a supply cache here. There are rings of rust on the floor as if some sort of metal cask or barrels sat here for a time, but now they are absent. She also finds a single steel flask, like a potion or alchemical elixir.

Otherwise, the place has been thoroughly cleaned out.


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 shuffles into the oversized storage closet with the others, touching the stone and muttering things to it. He appears to be slowly scanning the room for... Something.

His attention is refocused on the steel flask when Dagmar finds it, and the wizard inspects it for magical aura.

Dasur casts Detect Magic and scans the room. If there is anything magical (like that flask...)

spellcraft: 1d20 + 9 ⇒ (2) + 9 = 11

If the flask is non-magical

appraise: 1d20 + 9 ⇒ (20) + 9 = 29


The flask is not magical, nor are it's contents. It appears to be some sort of thick alchemical substance.


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

Remaining with the gnomes and keeping an eye out for anything that might consider coming near.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


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 stares at the flask for a long while before giving an exaggerated shrug. "I have no idea what this is. Alchemical in nature, certainly. An enterprising Gnome in Fasturvalt may be able to help."


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)

"Unless spiders now wear boots, them there are people tracks. Looks like movings lots o'barrels arounds." Dagmar goes over to the flask. "Hmm... " She gives it a good shake to see if full or empty.

This was actually posted early this morning, but when I loaded up my app it was re-queued and unposted, so confused! This should have been right after I found the scuff marks....

-Posted with Wayfinder


Iverna peers into the tunnel, watching as you investigate. She doesn't seem interested in probing the hole, but she does seem curious.

"And spiders couldn't have crafted this fancy door. This is fine work and they lack fingers."


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

"Nay, no spider did that. Hopefully, it will just be a smuggler's deposit. The alternative, and it's a disquieting one, someone's cooperating with the spiders. Which would also explain the sheriff's murder." Switching to his uncertain Undercommon, he asks the gnomes. "Was someone very angry with the one who is dead?"
Although he doesn't express it, Snorri has a nagging feeling of who may be working with the spiders, or more likely enslaving then. Drow, the most hated and vile foes of dwarvenkind.


Harvald says, "Not very angry. There were those who said he was a fool, and we didn't need any help from Kladdenvault, but no one who wanted him dead, if that is what you mean."

But Iverna pipes in with, "Lord Geirni wasn't happy with him running off with us, but I don't think he has the brains to hire skis'raal to kill anyone."


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 nods in affirmation to Iverna's observation and Snorri's thoughts, thinking along the same lines. "The stone only yields to those with both the cleverness and the means. If, of course, it wants to be worked at all."

The information revealed by the deep gnomes is interesting- "Why were you going to Kladdenvault for help?" He asks in Undercommon.


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

"That is some interesting information." Snorri whispers in Dwarven to his kin and retainers. "A Lord without a brain is an easy puppet; if someone is controlling him from the shadow, they may have set off the trap. Keep your guard up."
He considers his options with care for some moments. It is not our quest, helping out these svirfneblin. But they could be valuable allies or dangerous foes, and I'd rather it was the first, even if it slows our approach to Dammerhall. I know I'm not the only one thinking that.


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 slowly to acknowledge Snorri's directions without saying anything that might be misconstrued or overheard.


With nothing more to see here, you pack up the gnomes and make your way to Fasturvalt. It takes another two days of plodding and walking, but you don't encounter any dangers, and Iverna leads you easily through this smaller passage. Late into the second day, Iverna calls the caravan to a halt.

"Now, in just a short walk we will to the cavern branch that will lead us to Fasturvalt. There, we may encounter guards, or not. Many of the Sheriff's men are here with us, and the guard only works a few days a week. Once inside the cavern, we will make our way through the mushroom fields and through the town. From there, we can find lodgings for you, or you can present yourself to Lord Geirni. Try not to be so huge and intimidating. Fasturvalt was founded to defend against the slaver dwarves, so there will be a certain level of distrust you can expect to encounter. So, are we ready?"


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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

After two hellish days of language and other oddities' lessons with Dasur, Snorri is now feeling quite proficient in Undercommon, as well as knowledgeable on mushroom farming, halfling poetry and furniture assemblying.
Rubbing his temple and covering his battleaxe within the folds of his travel coat, he takes a deep breath. "First time in my life someone called me huge. It's a weird feeling. Well, shall we go to the Lord first, introduce ourselves?"


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 certainly seems to be in his element while tutoring the trope of dwarfs in Undercommon. He happily organizes daily lessons, and seems to be much more focused while teaching a group of students than one-on-one.

There was the allegory about halfling furniture carpentry that took over an hour of backstory to make any sense, but he's positive no one will forget the difference between pronouncing ü and ū now.

Iverna's explanation seems logical enough. "Ah, your compatriots will see they have nothing to fear soon enough. I agree we should make our presence known to Lord Geimi immediately so we may seek his council on Dammerhall. I am ready."


Male LG Dwarf Unchained Monk 1 | HP: 12/12 | AC: 17 (17 Tch, 13 Fl) | CMB: +4, CMD: 18 (22) | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (+9), SM: +7 | Speed 20ft | Stunning Fist DC 14 | Active conditions: None

Ukrim had been struggling with the mere basics of Undercommon, the language so strange and different from anything he knew. He internally cursed himself for focusing on his fighting lessons more than his spirit's teachings. Outside of that though, he has maintained an upbeat, almost bubbly personality still. Excited to be helping the svirfneblin and excited to be making progress, he nods in agreement with Dasur and Snorri.

"Aye, we shuid gang 'n' see thair laird. We wantae pat th' best foot tae th' future, richt?" The short dwarf would say, looking around. "A'd loue tae study howfur thay build thair homes, see whit we kin learn fae 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

"Quite so. The least we can do is be polite."


Overland Map

Fasturvalt Map

Fasturvalt Rendering

Wall of Fasturvalt Description:
The caverns through which you are travelling change almost imperceptibly, but your keen dwarven senses notice the subtle change. For several days, your path has traveled through natural caverns occasionally flattened to make easier travel for your cart, or the occasional storage niche or campsite. Even these were mostly natural. The path here, however, has been carefully but delicately manipulated by magic, turning what was once a natural path into a winding path that changes direction and level in ways that are increasingly frustrating.

The militant minded among you appreciate the manipulation, for it surely makes this road more defensible.

Surprisingly, you meet no active resistance. Winding forth and back, up and down, you come suddenly into what is, to you, a massive opening in the rock. The cavern is 300 yards or more across, and its celing rises more than a hundred yards at its central apex and is adorned with countless natural hanging formations. Running through the center of the cavern is the Snabbinflod (Quick Water in Gnome). This aptly named river comes into Fasturvalt from a tumultous waterfall along its northwestern wall and roards through the center of the town. The river is black, cold, deep, and fast. The song of the Snabbinflod never ceases in the cavern, providing a constant irritation after days of silence.

Closest to you is a small forest, or perhaps orchard is a better word, of mushrooms. Several different types of fungus grow out of the rich black substrate, but they all grow to be enormous, six to eight feet tall.

Fasturvalt is a misty place. With the river and the lake it is always damp and cool. That condensation plus the ground water seeping in from above means it is almost always lightly drizzling within the cavern.

Between the damp mist, the sound of the river and the odors of the stock lake some would say that Fasturvalt is a miserable place to live. Certainly it is far from the
dwarvish ideal.

Fasturvalt’s natural floor is not flat. The whole cavern is a gentle slope, with the highest elevation at the northwest and the lowest at the southwest corner. Near the northwestern corner the slope becomes more pronounced and the cave has two embankments that each rise about thirty feet. The first rise has a broad natural stairway that the gnomes have broadened and widened, while still preserving its natural beauty.

Upon the second rise is the Gallery of the Gods. Here are located a solid wall of massive, beautiful flowstone columns that span the entire height of the cave. Stained by minerals, these columns are a rainbow of brilliant colors.


As you make your way through the mushroom fields, Harvald signals you to stop.

"We might as well stop and leave the Sheriff here. The priests can come here as easy as us bring him there, and it will save them dragging him back. He will go back to the soil as he has come forth from it."


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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

Two long days of half listening to Dasur ramble on and on about the finer points of the undercommon language and half listening to the dead man voice in her head beg to either be released to kill Dasur or demand to be returned to his tomb. Two days can feel like an eternity. An eternity of trying to learn an new language and resisting the urge to see if Regnir would survive if she bashed her head in with a rock.

That the Gods someone stopped that dwarf! Be nice Regnir.

Nodding in agreement with Snorri"I agree that we should meet with Lord Geirni first." Looking over at the Gnomes, "What is he like?"

Quickly moving to help the Gnomes lay their former Sheriff out on the ground.


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Harvald begins with, "Geirni is...complicated. He is a gnome who cares deeply about his community. He has a passionate commitment--"

Before being cut off by Iverna, "Lord Geirni is an idiot. He can barely get his boots on without help. He thinks of himself as a great hero, carrying on the legacy of his father and grandfather, his grandfather being the one who founded this place, but the only thing he is carrying is that big rock he calls a head."


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 these are really nice maps and pictures!

Dasur runs his hands along the magically manipulated stone as they walk. He seems to be feeling for something, occasionally stopping to scratch at a rough patch with a dirty fingernail. However, that doesn't distract him from their lessons in Undercommon, and he drones on in the same monotonous buzz.

The group barely notices the dull roar of the Snabbinflod as they appraoch the Deep Gnome town, so similar in consistent buzz to his voice. The wizard, however, quiets as they enter the mushroom fields, letting their guides focus on the task ahead.

He seems to have no qualms or care about the sheriff's body, and merely Hmms at the apparent dichotomy in Harvald and Iverna's answers. Most likely some truth to both points. He thinks, turning to cast his gaze across the town instead.

His eyes catch the colorful sparkle in the flowstone columns at the Gallery of the Gods, illuminated by low glow of phosphorescent fungus and torchlight across the expanse. Thick eyebrows rise across his scalp as if levitated by magic, and he points with his staff towards the stones. "That shining. Those colors. What is that? I must see it." For the first time since meeting, the group actually hears the pitch of Dasur's voice rise. Is that... a glimmer of excitement in the stoic dwarf?


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 takes the other side of the group helping to inter the sheriff.

"We return you now to the stone from which you came," she intones. "May your next journey be untroubled and your toil bring you the rewards you have earned." She bows her head in silent prayer to Magrim.


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

Eyes wide open to take in the sights, Snorri marvels at the underground town. And if this is just a small deep gnome town, how marvelous must Dammerhall be?

"Be as it may, we ought to introduce ourselves to him. We'll need his help." And should he really be this thick, perhaps we'll need help from their next Lord, whose crowning may be sooner than expected. We can't have an idiot for a neighbour if we can help it.

He helps dig the grave and listens in silence at Glenda's last rites, deep in dark thoughts.


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

Nodding and murmuring her thanks for Harvald and Iverna's answers.Hmm, if you let me out I bet I could get a lot more emotion in that Dwarfs voice. Absolutely not! I have enough to deal with and you will not be adding to my problems. I will not stay in here forever! When we leave the Gnomes then, ok? But youFine must behave!


Having decided to make your way straight to Lord Geirni, you weave your way through the gnomish settlement. There are many different sensations to latch on to, depending on the predilections of your character. You enter through the Southwest tunnel on the map. You make your way along a well worn path, the mushroom fields to your left, massive mushrooms reaching toward the ceiling high above. After so much time without light, even the minor illumination here is striking. After you drop off the Sheriff's body, you continue on, the river coming in on your right, roaring in your ears.

As you move through town, you notice the svirfneblins staring and whispering. The look scandalized and scared.

Iverna leads you over both #9 bridges. The neighborhood in between the bridges seems to support the marble quarry to the north of the bridges. There are homes here for the workers in the quarry, smithies, and homes. Moving into the town square, you find that this wide open area is paved in what the gnomes call "trodstools," which are springy fungi that work as paving stones. This provides a strange but comfortable feeling underfoot. There seems to be only one Inn and Tavern, the Blue Bat (at number 11). You pass by this space of welcome and head on up the natural staircase. Dasur is taken with the incredible cascades of stone in the Gallery of the Gods.

Iverna intones, "This is the Gallery of the Gods. Finding this is what made us place Fasturvalt here. We believe that the mineral stains in the wall are the faces of our ancestors, which is born out there on the left, Lord Geri, Geirni's grandfather, who founded the city."

You make your way up the natural flowstone staircase. It strikes you as strange that the gnomes have built buildings here rather than carve them from the living stone, but that is the choice they have made. Everything here is made of beautiful marble carved here from the quarry. Above ground, all of this would be worth insane amounts of money. Of course, no where do you see a bit of wood or surface vegetation.

At the top of the staircase, you find the Hall of Lord Geirni. This is the building in the Rendering that is at the top of the cavern. Here, you find two bored guards who stop you. The wear breastplates and carry shields and short swords. At their sides, they wear light crossbows.

"Stop, stop. Ivy, what is this. Who are these dwarves you are bringing to Lord Geirni? What business do your have here, dwarves? Know that if you wish to enslave us, Lord Geirni has allied himself with powerful Drow armies, and they will stand with us against your domination."


Male LG Dwarf Unchained Monk 1 | HP: 12/12 | AC: 17 (17 Tch, 13 Fl) | CMB: +4, CMD: 18 (22) | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (+9), SM: +7 | Speed 20ft | Stunning Fist DC 14 | Active conditions: None

Ukrim would travel with the caravan of Dwarves and Svirfneblin, looking over the variety of housing and different materials. He would pull out a little sketchbook and if any others looked at it, they'd see that they were detailed charcoal sketchings of the architecture. From the way that they manipulated the stone with magic to create a winding, defensive entrance. The marble structuring and design would catch his eye and he would copy down the angles and designs of the Gallery of Gods. Almost like Dasur, he'd have to catch up to the wagon when he was busy trying to capture the perfect representation of the Svirfneblin design.

"Magnificent. Thae homes ur perfect. Yer fowk hae sic a pure class, wid it be a'richt fur me tae blether wi' yer masons at some point? A'm waantin' tae hear how come thay decided th' design thay hae." He asked Iverna, looking absolutely hopeful. The old ruins of home were nothing like this, already he could teach his home such different methods.

When they arrived to the top of the staircase, his sightseeing would finally cease to be. There was an issue going on and as he the guards talked to Ivy, he very quietly moved up alongside the king. No weapons drawn, nothing obviously dangerous about him, but he watched them carefully for hostilities.

I'd like to do a Sense Motive for the purpose of being able to tell when a fight is going to happen and negotiations have broke down, if they even do. Ukrim thinks himself as a bodyguard to the others; his training makes him perfect in diplomatic situations. I'd also like to try and pick up Ivy's reactions, she is kind of a mystery to us.

Sense Motive: 1d20 + 7 ⇒ (15) + 7 = 22


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 is transfixed by the Gallery of the Gods- his head is turned towards them at all times, ignoring all other beauties as they pass through the deep gnome settlement. He seems to be thinking deeply, soaking in every glint and refraction from the mineral columns.

The wizard listens to Iverna with reverence, nodding deeply. "Yes, the stone, especially crystaline structures such as these, holds memory of the past and the future. You are wise to see the memory of ancestors in the stone, but organic matter is always walking forward with their eyes fixed upon their receeding steps, seeing only the past. My research suggests that crystals such as these, or other gemstones in their highly ordered and rarely changing state, also remember the future up until their destruction. If I can determine a way to extract hints of the future from the stone... well, you see, I have written a treatise on the three-dimensional asymptotic decay of highly ordered structures and their effect on space-time, which can be represented by..."

In perhaps a mercy sent by some god, Dasur's imminent and incomprehensible lecturing is interrupted by the guards in front of Lord Geirni's place of governing. The fact the deep gnomes have already struck a deal with the Drow gives him pause, turning his head to their heir.

The wizard reaches up and rubs his amulet through his simple tunic, anticipating he is about to witness a historical (perhaps preordained?) moment.


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

The scion of the Tharnhammer is fascinated at the sights, taking in the sight of the rich marble buildings and the way the light plays on the rocks.

His bliss at the beauty of the first underground settlement he ever saw is counterposed by a chill at hearing the guardsman's words.
Well, we need not bother with conjectures. It really is Drow. We mustn't raise suspicion, and speaking with Geirni could be dangerous too... No. Iverna might help us, I don't want to risk Drow knowing of our expedition.

Brow furrowed and hands on his hips, Snorri scowls at the guard before speaking, hoping that Dasur's lessons will have been enough. "Have the laws of hospitality been abandoned, that you should offend a guest with such baseless accusations? Let's head to the Inn, friends, I can tell that we are not welcome here."


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

"It is good to see a people's past remembered in stone..." murmurs Glenda.

As Snorri turns away from the guard to look for a place of lodging, Glenda says to the nervous guardsman, "We do not come to enslave, but to explore. There are many enemies beneath the earth but we are not among them. It is our hope to be good neighbors."

Diplomacy: 1d20 + 5 ⇒ (13) + 5 = 18


Ukrim Warmcloak wrote:


I'd like to do a Sense Motive for the purpose of being able to tell when a fight is going to happen and negotiations have broke down, if they even do. Ukrim thinks himself as a bodyguard to the others; his training makes him perfect in diplomatic situations. I'd also like to try and pick up Ivy's reactions, she is kind of a mystery to us.

[dice=Sense Motive]1d20+7

Ivy is restless and impatient. She seems to think this whole endeavor is a waste of time.

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