Sons of Dammerhall: Dark Frontiers (Inactive)

Game Master GM SuperTumbler

Battle Map

Dammerhall Main Level 3

Dammerhall Main Level 1 and 2


1,501 to 1,550 of 1,733 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>

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:
Glenda Dalduraz wrote:
Glenda also has the ability to prepare silence if we have time, and erase thanks to the Rune domain.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'm definitely with Torvi when it comes to not destroying it. They are great defenses to have once we take over Dammerhall.


As for other options, there are two other staircases that go up to Level Three. You can get to one of them by going back to the ramp that led you to the river room.


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:

We might as well pick the closest option.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

You know, looking at those maps - and those maps are fantastic by the way - man you talk about MASSIVELY daunting. Man this place is HUUUUUGE.

We have our work cut out for us, folks. And I mean BIG TIME. :P

My brother ran a dungeon crawl of his own making - about 30 years ago(AD&D 2nd edition) - and I thought that was big. Man his can't even TOUCH that. This map is like the Mall of America x 2. His was like a 700 square foot apartment comparatively. Not even exaggerating either.

Man that is an impressive underground world.


Remember that on these maps the squares are 10x10. The maps are from the 2nd edition mega module/box set Dragon Mountain. I ran it way back in the mid nineties.

Dammerhall itself is actually much larger than those maps, but not all of those areas are important to us.

And because I'm trying to be expedient with PbP, I'm not filling all of this up with stuff like a would probably do if we were playing in person.


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

Oh I have that box set!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
GM SuperTumbler wrote:
Remember that on these maps the squares are 10x10. The maps are from the 2nd edition mega module/box set Dragon Mountain. I ran it way back in the mid nineties.

Oh man that's freaking cool.

GM SuperTumbler wrote:
Dammerhall itself is actually much larger than those maps, but not all of those areas are important to us.

Lol! Dammerhall IS MUCH LARGER?! Lol! Oh man that is mind-blowing. I can't even BEGIN to imagine. Wow.

GM SuperTumbler wrote:
And because I'm trying to be expedient with PbP, I'm not filling all of this up with stuff like a would probably do if we were playing in person.

Yeah that makes sense. It'd be fun but man it would take a mighty long time PbP wise.


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

Well, in its heyday, you figure Dammerhall would have quartered hundreds of thousands, if not millions of dwarves counting its "suburbs."


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:

Once Dasur gets some info on the keep, he can give everyone Protection from Arrows and Spider Climb. Then we can charge the walls (with some battle music from Torvi I hope) and storm the castle! If something goes horribly wrong with climbing the walls Dasur still has some tricks to get us inside. Hopefully he doesn't get shot with a tower-mounted ballista on the way in. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Torvi Stonesinger wrote:
Well, in its heyday, you figure Dammerhall would have quartered hundreds of thousands, if not millions of dwarves counting its "suburbs."

You know, I hadn't even considered that. That's a very good point.

Dasur Deepborn wrote:
Once Dasur gets some info on the keep, he can give everyone Protection from Arrows and Spider Climb. Then we can charge the walls (with some battle music from Torvi I hope) and storm the castle! If something goes horribly wrong with climbing the walls Dasur still has some tricks to get us inside. Hopefully he doesn't get shot with a tower-mounted ballista on the way in. :)

Man I'm loving the Communal Spider Climb and Arrows bit. That is just freaking handy. And the tower-mounted ballista would be a bit of a deterrent. But man that would be cool to have! :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Dasur Deepborn wrote:

[dice=damage]9d6

[dice=reflex saving throw]1d20+7 So 14 damage for Dasur unless Glenda's spell goes off somehow.

Okay, so, half of 27 damage is 14 not 13. I never can remember which way that "1/2" is suppose 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

The main hurdle to the communal protection from fire is that it's touch-range. I can only affect people who can get into touch range in the round that I cast it. Hence why Glenda told people to close ranks.

If you get affected by it, it will absorb all of the fire damage.


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:

Yeah Javell, always round up in Pathfinder.

I'm the worst support ever, Dasur has a scroll of haste and I forgot to use it lol. Well, I can save it for the big bad.


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:

So Dasur has one Passwall prepared and can do another using his Arcane Focus if there's something we simply can't get past.

I am a bit suspicious here, I think the 1st (open) gate is going to close after we pass through it, or it will close when only half of us have passed through.

If we can't (or don't want to) chop down any gates, and there isn't an anti-magic field trap like last time, Dasur could use Passwall by one of the arrow slits and let us into the area behind the fortifications.


1 person marked this as a favorite.
Male Dwarf Bolt Ace 7 / Slayer (Sniper) 2 || HP 102/102 | AC: 24, T: 18, FF: 16 | Fort: +10, Ref: +13, Will: +7 | BAB: +9, CMB: +9, CMD: 25, M.Attack +9 [1d4], R.Attack +16/+11 [1d6+7] | Init: +10 | Perception: +15, darkvision | PFA 90/90, PFE(fire) 52/118 Ghost Salt 10/10, Greater Heroism

I like the idea of passwalling to the side. It feels like lateral thinking.


Male Dwarf Bolt Ace 7 / Slayer (Sniper) 2 || HP 102/102 | AC: 24, T: 18, FF: 16 | Fort: +10, Ref: +13, Will: +7 | BAB: +9, CMB: +9, CMD: 25, M.Attack +9 [1d4], R.Attack +16/+11 [1d6+7] | Init: +10 | Perception: +15, darkvision | PFA 90/90, PFE(fire) 52/118 Ghost Salt 10/10, Greater Heroism

So, what are we up to?


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:

Waiting on the GM to give a report on Dasur's detect magic of the portcullis area I believe.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Snorri has 3 learned Protection from evil spells. I was thinking about giving one to Garnet, Glenda and possibly Snorri. But I'm not so sure he would actually cast one on himself so I would guess he might give it to Gunnar.

You know, Triple G. Garnet, Glenda, and Gunnar. :)

Let me know what y'all think. However we roll with it let's just say that's what we did before entering to make things simpler.


Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:

Garnet could use the extra +2 AC and resistance to mental control. With haste, that takes her to AC 28.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Definitely Garnet and Glenda for sure. It's that last one that I'm trying to figure out. You know, now that I think about it, Torvi would be good too.

So maybe Torvi then? I can totally see Snorri zapping all the ladies with the protection spells. :)

You know, I CANNOT believe that NOBODY possesses a Ring of protection. That blows my mind. Especially at this level. So weird.


Male Dwarf Bolt Ace 7 / Slayer (Sniper) 2 || HP 102/102 | AC: 24, T: 18, FF: 16 | Fort: +10, Ref: +13, Will: +7 | BAB: +9, CMB: +9, CMD: 25, M.Attack +9 [1d4], R.Attack +16/+11 [1d6+7] | Init: +10 | Perception: +15, darkvision | PFA 90/90, PFE(fire) 52/118 Ghost Salt 10/10, Greater Heroism

Torvi is more of a frontliner than me, I'd say to protect her. My defensive strategy is to stay away from the dangerous stuff.


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:

The Black Flame will probably try to posses one of us, protection from Evil would be great.

Also at Torvi's level we all get that Haste for 9 rounds, which is great!

Gunnar, Dasur has a Scroll of Cat's Grace rustling around in his bags, he will cast it on Gunnar as they fall into line/take up the rear. Unless Dasur gets grabbed, sucked into the Black Flame, and possessed :x


Male Dwarf Bolt Ace 7 / Slayer (Sniper) 2 || HP 102/102 | AC: 24, T: 18, FF: 16 | Fort: +10, Ref: +13, Will: +7 | BAB: +9, CMB: +9, CMD: 25, M.Attack +9 [1d4], R.Attack +16/+11 [1d6+7] | Init: +10 | Perception: +15, darkvision | PFA 90/90, PFE(fire) 52/118 Ghost Salt 10/10, Greater Heroism
Dasur Deepborn wrote:
Gunnar, Dasur has a Scroll of Cat's Grace rustling around in his bags, he will cast it on Gunnar as they fall into line/take up the rear. Unless Dasur gets grabbed, sucked into the Black Flame, and possessed :x

I already have a belt, but thanks!


2 people marked this as a favorite.
Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, now I'm thinking Dasur might need it. The last thing we need is our wizard possessed.

How about: Dasur, Glenda, and Garnet. We definitely don't want our healer possessed and Garnet's already been possessed and we surely don't need her on the bad guy's side. :P

So let's go with those three then. Dasur, Glenda, and Garnet. Done and done.

It'll last 6 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

How about if I throw down a magic circle against evil, which suppresses possession for everyone near the target.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

The only catch with that is, we have to be within 10' of each other the whole time. That's just not easy to do. It would be tricky for sure.

I mean, you could always cast it and use it for the non-melee people. That could work.


I need to tweak the opponents in this next scene, and it seems like you need a minute to work on your buffs. You have correctly surmised that this is a pretty important encounter, so I want everyone (all of you and all of me) to be at their best, so I'll wait a day or so before advancing 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:

I say do both! Put protection from evil on the frontliners, cast a magic circle against evil on Dasur or whomever is going to stick in the back.

Also, who wants the Cat's Grace cast on them? I'll probably put it on one of the npcs if no one would benefit.

If our protection against fire runs out Dasur has another one ready to cast on everyone.

In terms of battle strategy, we know the Black Flame is damaged by positive energy. Glenda is really our only source, s it's up to them if they want to blow cure spells or channels trying to do damage.

I have not tested this yet, but the Black Flame may also be vulnerable to Cold. I'm g oing to have Dasur use some elemental metamgic to change some Fire spells to Cold spells and see what happens. A strategically placed Wall of Cold could do some serious damage...


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

Note that I can use some of those precious channels to give someone's weapon the bane or [/i]disrupting[/i] property, though I don't know if we have nailed down the creature type for the black flame.


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've got haste going, once we see a fight, I'll throw down the song and path of glory in round 1, those being my best buffs for fights for us.


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

The Black Flame could be an elemental, construct, undead... all three, who knows? Dasur will probably be too busy trying to kill it if we find its source to detect magic/ study it.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Snorri will take Cat's grace! That would be perfect for him.

And as far as casting both of Protection and Magic Circle vs. Evil, I think that's a solid idea.

So if you cast the Circle on Dasur then Snorri can cast the Protect ones on Garnet, Torvi, and... I guess Snorri?

How's that sound?

Is Glenda melee(ish)? If she is then I can substitute the one for Snorri for her.


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 is "adequate" in melee. Not nearly as strong as Snorri, Torvi, or Garnet. Should probably be channeling and casting spells.


Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:

So are we doing this? Any more prep work?


Male Dwarf Bolt Ace 7 / Slayer (Sniper) 2 || HP 102/102 | AC: 24, T: 18, FF: 16 | Fort: +10, Ref: +13, Will: +7 | BAB: +9, CMB: +9, CMD: 25, M.Attack +9 [1d4], R.Attack +16/+11 [1d6+7] | Init: +10 | Perception: +15, darkvision | PFA 90/90, PFE(fire) 52/118 Ghost Salt 10/10, Greater Heroism

I'm as mundane as they come, so I'll be happy to just sit back with Dasur and unleash pebbles.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay then. Protect spells on Garnet, Torvi and Snorri.

Magic circle on whoever you choose, Glenda, and the rest can remain close.

Snorri also casts Ironskin upon himself. I meant to mention that in game but apparently forgot to.


2 people marked this as a favorite.
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

Magic circle on Dasur. Death ward, shield of faith (+3 deflection bonus, good against touch attacks) and weapon of awe on Snorri. Bless and prayer on the party.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Cool! Man that is awesome stuff.

Sounds like we got our plan then.


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

Also, once we start I’m throwing down blessing of fervor.


Sorry folks, this delay is on me. I'm struggling at the moment with some things IRL and this encounter is too important to screw up. I'll get things rolling soon.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

No worries, bud. We'll be ready when you are. It's all good.


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:

Take your time, we can wait!


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

+2 Deflection to AC
+1 Morale to Hit and Fear Saves
+1 Luck to hit, damage, saves, skills (and -1 to bad guys)
+1 Dodge to AC and +1 to hit (and extra attack), speed bonus

Some people have other things too. Did I miss anything?

Soon we're have rage:

Conferred Rage Powers wrote:

Raging song: +4 STR/CON, +3 Will Save, -1 AC, Cannot use CHA, DEX, or INT based skills except Acrobatics, Fly, Intimidate, and Ride), or any ability that requires patience or concentration.

Celestial Totem, Lesser (Su): Cure spells heal CL extra Hp, non spell magical healing does class level extra.

Celestial Totem (Su): While raging, the barbarian shines with a righteous light. This effect bestows upon the barbarian a halo of gleaming light that shines as if it were daylight and triggers an invisibility purge effect in the barbarian’s square and each adjacent square. The invisibility purge only affects nongood creatures. A barbarian must be at least 8th level to select this rage power.

Reckless Abandon (Ex): While raging, the barbarian can take a –3 penalty to AC to gain a +3 bonus on attack rolls.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Torvi: Snorri is going to hit you with a Protection from evil. So you should get +2 resistance to your saves as well. Unless, of course, you've already got a +2 or better from somewhere else.


Thanks for the forbearance everyone. I have a short day at work tomorrow, so I plan to spend the afternoon getting my s@%~ together and getting us moving again.


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

Torvi, could you handle identifying the outsider(?) with knowledge: planes while Dasur looks at the magic circle?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, I'm TOTALLY confused on which is the outer room and which is the inner.

Does Snorri need to make a Str check to be in the room he's currently in now?

Is the inner room the one with the pink circle? 20(a) I guess it is? If not, which is considered the inner room and which is the outer?

And is it 4d6 damage the damage we take for being in room 20 period, no matter which side of the doors were on? Or how does that work exactly?


Sorry. I was using terms that maybe make more sense to me because I know what this room was at one time. By outer I mean the room with the number 20 in it. This was once the outer room of a private apartment. (Gunnar would know that these were the private chambers of a dwarven wizard/artificer named Naarah.

The chamber marked a is the "inner" or more private areas, where he would have had his bed and private study areas.

Room 20 is 2d6 per round.

Room 20a is 4d6 per round.

Wind check applies to both rooms. You can only move toward the pink circle with a DC 10 Strength check. You can move away from the pink circle with ease.


Male Dwarf Bolt Ace 7 / Slayer (Sniper) 2 || HP 102/102 | AC: 24, T: 18, FF: 16 | Fort: +10, Ref: +13, Will: +7 | BAB: +9, CMB: +9, CMD: 25, M.Attack +9 [1d4], R.Attack +16/+11 [1d6+7] | Init: +10 | Perception: +15, darkvision | PFA 90/90, PFE(fire) 52/118 Ghost Salt 10/10, Greater Heroism

Ah, I had misinterpreted the wind, so I don't actually have line of sight to the device.

1 to 50 of 1,733 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Sons of Dammerhall: Dark Frontiers Discussion All Messageboards

Want to post a reply? Sign in.