
Javell DeLeon |

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.

GM SuperTumbler |

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.

Javell DeLeon |

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.
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.
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.

Dasur Deepborn |

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. :)

Javell DeLeon |

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.
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! :)

Glenda Dalduraz |

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.

Dasur Deepborn |

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.

Dasur Deepborn |

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.

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

Gunnar Oathminder |

So, what are we up to?

Javell DeLeon |

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 "Garn" Ironshanks |

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

Javell DeLeon |

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.

Gunnar Oathminder |

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.

Dasur Deepborn |

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

Gunnar Oathminder |

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!

Javell DeLeon |
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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.

Dasur Deepborn |

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...

Glenda Dalduraz |

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.

Dasur Deepborn |

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.

Javell DeLeon |

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.

Glenda Dalduraz |

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

Garnet "Garn" Ironshanks |

So are we doing this? Any more prep work?

Gunnar Oathminder |

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

Javell DeLeon |

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.

Glenda Dalduraz |
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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.

Torvi Stonesinger |

+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:
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.

Javell DeLeon |

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?

GM SuperTumbler |

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.

Gunnar Oathminder |

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