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:

Uh oh

This may not end well.


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

Well, at least he's disarmed. But I'd suggest healing Nalnera to get Regnir back. Want me to bot Dagmar for the fight?

Also, reminder that our Hardy racial trait gives +2 against spells and SLAs.


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

I have all the bad luck. Please save me! For I am a damsel and I am in distress.


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 do have some seriously bad luck Nalnera!

Unfortauntely I don't think there's anything we can do to get her up right now. Dasur has a potion of Cure Moderate Wounds on him, but Glenda and him are kind of preoccupied with the Drow and spider (and soon to be an orc). Plus, we can't actually see through the Obscuring Mist to know where she is- it blocks line of sight.

Hoping Iverna can land a sneak attack on the Drow and we can end this.

Hopefully Snorri will come charging back soon soon he can beat the Drow to death with his fists!


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

I have all the bad luck! If I die please avenge me!


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 don't think the orc will finish you off (it has other concerns, though I could be wrong) so don't worry, dwarf hearts are made of stone! Figuratively speaking of course.

Don't forget your constitution check to stabilize!


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

Oh right, Yeah that would be helpful. Thank you darling!

Edit: And it went about as well as I expected. I assume I am not stable?


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:

Yeesh

Correct. Nalnera takes another point of damage, putting her at -2. You get to keep trying every round until you die at -12 hit point, or roll (with modifiers) above a 10.

By the way, the check to stabilize takes your negative damage as a penalty to the roll, so next round you'd have a +2 and a -2 modifier.


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

Sorry for rules-lawyering, but I think that it would take separate actions to cast a spell and use it for a coup de grace (as the coup is a full-round action by itself and one must already be armed).
EDIT: Nevermind, touch of corruption works as a charm. Goodbye Lord of the Gnomes (unless Iverna can sneak-attack him to death).


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

I have tried to keep the tow separate and I am glad I have succeed.

And yes I have been thinking that if Nalnear died then I would probably have Regnir attach himself to a gnome or maybe a reluctant orc


Snorri Tharnhammer wrote:

Sorry for rules-lawyering, but I think that it would take separate actions to cast a spell and use it for a coup de grace (as the coup is a full-round action by itself and one must already be armed).

EDIT: Nevermind, touch of corruption works as a charm. Goodbye Lord of the Gnomes (unless Iverna can sneak-attack him to death).

The only action listed for touch of corruption was the standard action for the touch attack, nothing for calling it up or anything. I'm not sure it is exactly RAW that you can use it to coup, but it seems close enough to a typical attack that it made sense.


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:

Goodbye Geirni- courage is as dangerous as you, perhaps, expected.

I never did learn to spell his name without looking it up.


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

Came I come back? I should be "away from the field" enough now.


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:

Only if you brought your elf chasing boots!


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 only have javelins and close range spells... :(


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 guess Dasur can start using the Floating Disk spell to haul around a ballista for these kinds of occasions.

I'm going to name it "The Elfscavator"


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

"Overkill? There's no such thing as overkill with drow."


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

That is actually a decent idea.


You can come back, Snorri.


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:

Whoa!!! Glenda! What an incredible save!

If I had known such valiant dwarfiness was about to occur I would have had Dasur move into position to assist. Let's see if we can still take down this pointy-eared bastard.

Glad Snorri is back on the field. Sorry we haven't been able to get Nalnera back up yet.


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

Let's hope he doesn't kill me with his next touch of corruption...


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

Do we want to accept? At least for a while? I would and Snorri would, but it's kind of a game changer, so I don't want to take unilateral action.


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On a completely different note, I'd just like to take a moment to thank you guys for a great campaign. I'm experience some serious burnout with PbP and with games in general, but I always look forward to checking on this game and seeing what you guys come up with. Great characters played with such consistency and commitment are awesome, and the fact that you all take it upon yourselves to drive the plot and role play and not make that all my job. I feel lucky to have stumbled upon your request for a replacement GM.


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

I am returned! The drunk thing ended up not happening last night, which saddened me greatly. But that is how my life worked. A fussy baby ruined all my lonely drinking plans. I will get a post up when I get home. Almost all the games I am in had a sort of busy weekend.

Thank you for the lovely complements GM SuperTumbler. This game is defiantly an interesting one and I am grateful for you taking up mantle of running 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:

Snorri- I think you know what Dasur is going to say and contnue to urge us towards Dammerhall. But he's kind of distracted at the moment.

Of course, going directly to Dammerhall is still not exactly feasible. We're going to need some more help besides Erebos to get through Vothys. Regardless, we're good dwarfs, and are going to do whatever Snorri decides, so I'd say do what Snorri would do.

GM- Wow, thank you. That truly means a lot to hear that. We have wonderful players here and I'm glad you're enjoying our time together. I love your writing (especially your portrayal of the Dark Elves... it's spot-on), and you've handled our choices very well. You're very good at keeping things moving, which in PbP is one of the most important aspects of the game. Thanks again for picking up this group of dwarfs off the ground!

Sorry to hear about your burnout- Gming is difficult and often underappreciated endeavor. I hope there's something that gives you back the spark soon. If you ever need a break just tell us, but otherwise we'll try to make this as fun as possible for everyone involved.

Nalnera- Welcome back! Sadly dabies don't appreciate the value of a stiff drink.


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

Indeed, GM, it's rough when burnout causes good games to fall by the wayside. Thank you for sticking through with us.

As to the gnome town, Glenda's recommendation (which will get floated IC if Snorri asks) is:

Our true goal is to reach and restore Dammerhall, and to that end we must continue on our perilous journey.
We welcome the friendship of the gnomish people, but we must press on, so we cannot stay here to protect their town.
We will gladly accept any aid they offer, and when Dammerhall is restored we wish for them to join us as true allies, but they have lived long enough with knee bent to foreign powers. We will join with them in mutual aid and protection but we hope that they will find the means to decide their own destiny.

(Something like that.)


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

I have lost out on a few games due to burnout and nearly a live game die to it. But Dasur is right, you are an excellent Storyteller. And I am excited to see what happens next.


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

And here I was, all ready to name Dasur Earl of Fasturvalt and Warden to the Flowstone... ;) The alternative would be to vassalize them, but it would be a bit of a cop-out.

And thank you, SuperTumbler! I've had games dying out or dragging on slowly as well, it's very unpleasant. And the role of the GM is too often taken for granted. Thank you for playing with us, I'm glad you are having as much fun as 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:

Ha! Honestly, he wouldn't be mad... I don't think he'd be any better a king than Geirni though. More interested in his studies than rulership.

I wonder if Erebos took off to report the loss and inform Vothys of our eventual arrival? I mean his betrayal is inevitable, especially now that he knows Invisibility (oops)

Iverna has the right idea, loot the bodies!!!

Okay so on the table right now:

-Gather up the loot
-Figure out where Erebos has gone
-Interrogate Drow Commander
-Stock up on Gnomey supplies, raid the treasury
-Figure out what in Torag's name we're going to do next


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

Thought it was weird to pass a week without that song getting stuck in my head.

How about digging downwards? Logic suggests that the Lower Azathyr is to be found under the Upper Azathyr.


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:

GM, is the +1 full plate spiked and mithril as you initially described?

Also, how are we handling item selling? THe gnomes may not be in a buying mood, considering they lost their primary trading partner...

------------
Current group loot:

+1 full plate

mwk greatsword
mwk lance
heavy steel shield

7 scale mail
5 light crossbow
7 scimitar
20 unused bolts

Potion of cure moderate wounds

scrolls of glitterdust, obscuring mist

----------------

Looks like Iverna is giving us a good lead Snorri, though jumping down waterfalls does not sound safe... or dwarfy...

I'd be all for digging if we had 100 more dwarf miners with adamantine pickaxes, but it's just us and I don't think any of us even has profession: miner.


HP .31/33. nat hits are magical vs DR

So it says when manifested a Phantom can use magical item appropriate for its form but it does not list proficiency. Could Regnir use the greatsword?

Beyond that Nalera can only use the cross bow.


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

Seems to be a topic of some debate?


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

Thank you dear. I like the catch off guard idea. I love improvised weapons. I will await a ruling from out GM.


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

Yeah, Regnir operating like an angry poltergeist is a pretty neat image! Eventually it would be cool if he can have some kind of dwarf weapon, whether it's an actual weapon or just part of his ectoplasmic form that looks like a weapon. :)


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

Ah, the pains of being low level and unable to dig tunnels via disintegration... exploring the jungle it is. But some day we might have to deal with Vothys for good.

Also: neither of us can use the mithral full plate, unless I missed something. I can't find any rule for smelting and reforging material, would it be possible to have the gnome smiths reforge it into one or more pieces of lighter armor?


HP .31/33. nat hits are magical vs DR

I like this idea too. Now I need to re-figure out his feat plan. I really want the catch off guard and throw anything. I never even though of that. His whole feat plan must change. Because of the thematic potential. Thank you!.. Curse you but thank you.

Someone could sink a feat for it but it is just metal I would assume you could reforge it. Though weapons would be nice too.


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 pretty sure the Craft Magic Arms and Armor or Master Craftsman feat is needed to make modifications to magical armor, and reforging it would destroy the enchantment.

Honestly, if we're about to level up, one of you that uses Medium armor could just take the Heavy Armor proficiency feat. Seriously- it's not every day you find a suit of +1 mithral full plate. It's worth a feat for that kind of lightweight protection, especially since it acts like a medium armor and won't interfere with either one of your spellcasting. This is a 10,000+ gp item we're talking about here... At level 2. Worth it.

Ha, that's really cool Nalnera. Otherwise have at the greatsword and crossbow.


I don't have any real justification other than the statement that phantoms can't use weapons, but that seems fairly definitive. I haven't read up intensely on phantoms, so I'll look around and see if there is some way to do it. So I guess the answer is for now, no, but let's work on figuring it out.

As for the armor, it might be worth it long term to melt it down. I mean, the metal is worth more than the enchantment. In any case, no one in Fasturvalt can manage it. They have simple forges here, but nothing that can melt mithril.


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

Mostly I was curious if I had to spend a feat to get a single weapon but Glenda ruined my plans by giving me much better ones. Be prepared for the picking up random things and using them as weapons :D


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:

Hahaha I love Erebos. He was going to win either way.

If we got killed by the Drow, he could have easily taken out the weakened anti-paladin and claimed the throne for himself, or assume power if the commander fled from the remaining gnomes after killing us. If we survived, he "secured" the throne for us...

I think he's going to be disappointed by Snorri's choice...


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 believe his sudden but inevitable betrayal will have to wait a bit more.
I'm torn about the armor: it is a splendid piece of equipment, but the mithral pricing options let me think that we could make two medium ones, so that me and Glenda could tank more properly. And even selling it could deal us abour 6.500 gp (but selling it where?) at half price.
Well, let's see what's in the treasury and then we'll choose.


Nothing you have observed from Erebos suggests that he is going to betray you for fun. For profit, for his own gain, probably.

I figured what someone from a chaotic evil society would do in the event of a sudden power vacuum would be to secure his own position.


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:

As much fun a I have brainstorming when Erebos will betray us, all things considered he has it pretty good, and it's probably just going to get better. It would take some serious profit or gain for him to betray us.

Are we taking this money? I mean, if we take it and spend it in Fasturvalt it'll stimulate the gnomish economy right?!

We do need some supplies. Specifically food, cure potions, scrolls, Jungle-exploring equipment. Hell, if we got Glenda a wand of Cure Light Wounds we'd be set on healing for a while. We'll probably be able to get plenty of alchemical and magical goods- arms and armor maybe not so much.

What if everyone put together a shopping list and the GM can tell us if it's available for purchase or not?


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

Fasturvalt needs to rebuild, this money of Geirni's is up to the discretion of whatever new ruler or ruling council emerges from the dust. The war did a lot of damage to structures and they lost a lot of people. The money should be (I feel) spent on making the city secure and stable again - but that probably means finding some place to make a trade deal so the money can actually be spent!

If the team wants to get me a cure wand, I've no objections. Beyond that I'm mostly just saving up to get a mithral breastplate at some future date. A darkwood heavy shield would be nice as it would get rid of two points of armor check penalty if I ever need to climb or jump or something.


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

I completely agree.


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 think the town is entact (the orcs never made it past our defenses), but they did lose folks.

We don't have to take all of it, but we need to prepare for the Jungle. It does not sound like a friendly place. I'll put together some low-cost suggestions after this weekend so the gnomes can keep most of it.


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

Climbing kits might be helpful, antitoxin, maybe a grappling book. A Traveler's any tool is potentially very useful. And I would not mind having a Bird Feather Token. Defiantly one for the Gnomes to send to us if need be.


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

This is another good reference list. Harder to carry if we want to save the cost of a Haversack, but we should have enough Str.


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 aught to have some of those things. I know I have quite a few things on that list.

Manacles would be helpful. All the things in a climbing kit should be helpful.

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