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

Thanks to my crap rolls I don't think there's an easy way out of this, unless Torvi wants to take a crack at the knowledge rolls.

I nearly took Dismissal last level and now I'm kicking myself for not doing it. Alas.

We could "safely" break the circle from a distance if Dasur casts Unseen Servant, casts Protection from Fire on it, and then sends it into the room to destroy the circle. But it's clearly going to release a ridiculous amount of energy if we break the circle containing it, possibly liquefying the room... and us. An idea for avoiding THAT is either hiding in the fountains or having Dasur cast Rock Trick on a wall near the gates and we hide inside the extra-dimensional space while the elemental goes nuclear.

OR we ignore this for now and go into the throne room. This elemental isn't going anywhere, and if it's powering some sort of device keeping the Black Flame in check we'd be screwing ourselves. It could also be empowering the Black Flame, so who knows. Thoughts?


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

Unfortunately, dismissal is a fourth level spell, and being only 9th, I can't cast it yet. Perhaps there is a 3rd level spell that will assist?

Hmm, how about homeward bound? I'm not super excited about the need for a touch attack, but Torvi is a team player.

Cross fingers that my 33 learns us something.


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 we go with homeward bound it's a 1 minute casting time, so perhaps backing up, I can start casting, while we buff, or whatever, and then I walk in there wearing my fireproof underpants, and get the job done?


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 man I really don't want Torvi touching that thing. Not only does it not care about us and Torvi is liable to lose a hand delivering a touch attack, but if she has to get close enough to touch it there's a chance she'll disturb the magic circle and get vaporized.

If it does come down to this, considering it's a touch you could cast the spell far outside the room and hold the charge of the spell until you run in to discharge it. I think that's what you were suggesting anyway.

A fresh Protection from Fire (90 damage) might be enough protection but who knows. I mean stone is literally melting in that 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:

Oh, wait a minute. Glenda can just re-prepare one of her 4th level spell slots as Dismissal and cast it from afar. We'd have to wait 10 minutes for her to do so, but it's safer than a touch attack.

It would also waste some of our buffs, though.


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 is about to go snatch that Gunzark rod right out of the machine and run out of the room, but I was waiting for your knowledge checks to get responses so you could tell her something smarter to do if you wanted...


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'm not excited about Torvi losing a hand either, but then I look into a clockwork arm, or that magic arm from Giantslayer, hahaha.


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

Third party has some amazing options for prosthetics, and I have ranks in Craft(mechanical). I say, if we lose limbs, let's go for the full Yagrum Bagarn.


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:

Huh, interesting, it's like a Rod of Shadows but maybe it absorbs heat 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

I'm fine with doing a rework to dismissal.


I feel like I'm failing to communicate exactly what is going on with all of this energy pouring from the magic circle, and you are spending some time studying it, so I hope this helps.

The creature within the circle is expelling heat (fire damage) as well as a sort of wind. Despite this, your overall sense of the creature is that it is full of life, not a deadly thing. Being to close will certainly kill you, but it is ultimately a creature of positive energy, not of negative destructive energy.

I'm trying to to be too obvious here, but of course that is more difficult since I can't read any of you like I could if we were together 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 so this creature is the Xag-Ya to the blackflame's Xeg-Yi.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Glenda Dalduraz wrote:
OH so this creature is the Xag-Ya to the blackflame's Xeg-Yi.

Yeah I've got NO idea what this even means. Or how to pronounce it. :P


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 xag-ya and xeg-yi were energy creatures, one of positive energy, one negative. They're from an earlier edition of Dungeons & Dragons. They would mutually annihilate each other if they encountered each other.


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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*)
Glenda Dalduraz wrote:
The xag-ya and xeg-yi were energy creatures, one of positive energy, one negative. They're from an earlier edition of Dungeons & Dragons. They would mutually annihilate each other if they encountered each other.

Don't cross the streams!


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:

Interesting. That outsider and the rod could have been keeping the Black Flame in check, or at least subdued. We might have just empowered it.

If you all want to head to the fountains and inspect the rod Dasur will be fine in room 20. Someone should probably look in the south room, where I assume the throne is.


Glenda Dalduraz wrote:
OH so this creature is the Xag-Ya to the blackflame's Xeg-Yi.

That's a pretty good comparison.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Torvi Stonesinger wrote:
I'll roll up knowledge checks galore. Anyone need to know the average windspeed velocity of an unladen swallow?

African or European? :D


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

See, I went fishing on this, to see who my listeners were!


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. This rod is an incredible weapon. Glenda, do you want it? Seems up your alley.


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

Let's use it and survive first!


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'm going to wait on Torvi's Ancestral Communion results before pushing forward, but I say we head to the throne room next and see what we're up against.

Because the Sun keeper is in a magic circle, we might be able to bind it to a contract- it destroys the Black Flame for us and in turn it is free to leave. That may not sit well with the Good members of our group though.


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:

We could just set it free and ask it to help without any coercion.


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, and I've 9 minutes, we can learn a LOT of stuff while I have this spell up.


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:

Garn, I think it's painful for the Sun Keeper to be here. The air of the material plane is probably the same as us being submerged in freezing waters. It's gonna teleport out or fly away or whatever it does the second it can.

Torvi I can't think of any questions at the moment. Maybe asking about that wizard Gunnar keeps mentioning would be a good place to start, or the deep ones that possibly brought the Black Flame.


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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:

A heads up to everyone- Next week I will be deploying with FEMA to assist with vaccination efforts around the US capitol for a month. My posting will likely be quite limited, though to what degree I cannot predict.


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'm about 40 miles south, drop by for some dwarves ale!


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 would, if they gave me time for sightseeing and if I wouldn't be canned for using a government vehicle for personal use!


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
Dasur Deepborn wrote:
I would, if they gave me time for sightseeing and if I wouldn't be canned for using a government vehicle for personal use!

There's no restriction on using a Government rental for personal use. Now, if they are giving you a GOC owned vehicle, there may be. I've never grabbed one from the motor pool.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
GM SuperTumbler wrote:
Torvi, you got a solid chortle out of me with that comment about Erebos.

Hey, I'm just playing the anti-elfist to the hilt!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol!!! OH MY GOSH!!! What abomination HAVE you created, Gunnar?!?!

19,19,18,17 to hit?! Seriously?!

And the damage?! Is that for real?! Since when are NUKES allowed in this game?! ;)

Gunner launches Stark Industries Jericho missiles at these dwarves for 300 damage and Snorri will hit and do... oh... I don't know... maybe 12 damage? :P

I'm thinking Snorri may just stand back and watch. *Note to self: Next pc will be Bolt ace.


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 don't think it usually happens to roll FOUR critical threats in a row. I know I never had such luck when I had Snorri. I guess Gunnar is VERY angry and Dranngvit blessed him.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I gotta say, it reminds me of an attack run I had in another game a few years back. In all the years I've been on these boards, it is the ONLY time I've rolled anything like it. Never rolled anything before it and have yet to afterward. And to be honest, I'm fairly certain I never will again. And that goes for RL gaming as well.

This is what I'm talking about: LINK

(Apologies if I've linked this previously. I know there's been a couple of discussion threads over the years I linked it to but there's no way I'm gonna remember which ones those are). :P

Didn't quite touch your 300 damage though. :)

Edit: It actually did cross the 300 threshold! It was 340. But what we were fighting had DR 20(don't remember what kind of DR). Obviously it didn't matter though. Not with those rolls. :)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Torvi Stonesinger wrote:
Snorri should heal 10hp.

Ugh. I'm always forgetting something. Thanks, Torvi.


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

It's all good. If we were sitting at a table together it would be no different, I'd lean over and whisper, "be sure and heal 10 hp."


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, I'm gonna break this down here because it's too much for ooc in the gameplay thread.

Shockingly enough, Tumbler - and a part of me actually feels bad to tell you this - is that every one of those attacks actually missed. I CANNOT believe you rolled just low enough to miss. And I mean by ONE stinking number. That's crazy! On two different rolls you missed it by 1. You talk about the hair of your chinny chin chin. :)

Actually, his AC is 27. Had to go back and check the thread a couple of days ago because I knew we cast a plethora of spells before we entered and I wanted to make sure I got it right.

So here's what he's got(and these are all the "minute/level" ones at minimum):

Protection from evil
Death Ward
Bless
Weapon of Awe
Shield of Faith: +3 deflection AC
Ironskin: +4 natural AC

And these are the 1 round/lvl that were just recently cast:

Prayer
Haste: +1 dodge bonus AC

He normally has a 22 AC without all of that. Then you add the +8(from above) and that gives him a 31. You then take away the rage penalty of -2 and the reckless abandon penalty of -2 and you get 27.

And actually, Dasur was going to cast Cat's Grace on Snorri but I don't believe he ever did. He asked if someone wanted it and I said Snorri would take it but I never found where he cast it. Unless I just freaking missed it. Which actually happens a lot to me and wouldn't be surprised in the least. :P

So Snorri was that close to having a 29 AC. So close.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Crap! I forgot to add Torvi's healing again.

Technically, Snorri should now be at 118 hp's. Not 98. That'll include the last round and the previous round.

Man that is a cool ability. So freaking handy.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Garnet: You actually can reach an enemy with your weapon but Torvi is in the way. She's between you and the bad guy so I'm guessing she provides some type of cover. You'd have to move first. If you moved one square to your right, one square directly southeast and one square directly south then you could attack the bad guy AND avoid all AoO's in the process.


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:

Although the close enemy just took a lot of damage and may be down...


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

That's true too.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
Javell DeLeon wrote:
@Garnet: You actually can reach an enemy with your weapon but Torvi is in the way. She's between you and the bad guy so I'm guessing she provides some type of cover. You'd have to move first. If you moved one square to your right, one square directly southeast and one square directly south then you could attack the bad guy AND avoid all AoO's in the process.

Apologies if I got in the way. I am a fan of rule 36, but this being the second round of combat, I figured folks had chosen their spots.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Ain't no biggie. Just the nature of the beast. But I'm thinking it's dead too. It got hit pretty good so we'll see.


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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:

Sorry, I have about an hour of free time per day at the moment and I try to spend it with my wife (virtually). Turns out living in a hotel and vaccinating 3000 people a day is a lot of work.

It seems you have the situation well in hand. Dasur doesn't need to do anything here and can just conserve his spells for the upcoming confrontation with whatever is in the blackness. He will try to modify some of his spells into cold energy to fight whatever is controlling/the vessel of the black flame but hopefully I can post that when we get there.


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

Everybody get healed up now while that spell and song are running! Well, and kill the bad guy!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

It's been at least 2 more rounds so Snorri is healed up completely now.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Snorri would help shoot the bad guy dwarf but he literally does garbage damage with a bow.

It's only a 1d6+4 and it's not even magical. Probably not going to get past DR very well with that. It's pretty pathetic.


FYI, I am trying to slow the roll on this a little in hopes that Dasur will be able to get back at things. But chatter is still good.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah, no worries. That's a good idea anyway. I've got no issues in waiting until Dasur can catch some free time. I'm positive he'd want to be a part of this anyway with it being such a critical juncture. Those are typically fairly intense. Which makes them a ton of fun. :)


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:

Hmmm.....If the "massive hammer" is a Dwarven Longhammer, Garnet will be very interested...


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 very good with waiting a bit more for Dasur as well. He's doing Sarenrae's own work and I don't want him to miss on the big clash.

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