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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The stream cascades into the pit.


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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

We're making pits that enemies fall into and then drown as the pits fill with water and suddenly we're back to playing Dwarf Fortress.


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

Round 6 and 7 are double move to play catch up. Also sorry about not getting my posts in.

Acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20 So no fall damage?

Opting to take the path where the wordy mage is not. Leaping off of the ledge. Color shifting to a bright red leaving a trail of thick ruby ichor behind him.

Slam: 1d20 + 5 ⇒ (7) + 5 = 12 Is raging song still a thing Torvi?
damage: 1d6 + 1 ⇒ (2) + 1 = 3


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

Round six and seven are double move. Round eight is a single move and then a hit

Acrobatics: 1d20 + 1 ⇒ (13) + 1 = 14

Trailing behind the surly phantom and grumbling to herself, "Can't believe I did this to myself."

battle axe: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d8 + 2 ⇒ (1) + 2 = 3


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:
We're making pits that enemies fall into and then drown as the pits fill with water and suddenly we're back to playing Dwarf Fortress.

This was my plan all along muwhahahaha!

The only thing that would make it MORE dwarf fortress if there's a lever than puts a grate over the pit so they can't swim out, and then of course a drainage system so you can reset the trap/collect the loot.

Also Glenda, I forgot to mention earlier but we totally have crossbows, I just forget who took them from the group loot like a year ago.


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 have a crossbow, and Torvi has never stopped singing, although she did stop accepting the rage for a round while she cast a spell!


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 possibly, it would automatically collect their equipment and remains, thanks to a Turing machine running on cats.
By the way, Torvi, you can cast spells while accepting the raging song, only the allies have that drawback.

Calling the last of his curative energy, Snorri takes a roundabout rout to avoid crashing into Nalnera, rushing to threaten the drow.

Lay on Hands: 1d6 ⇒ 6


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

Interesting!

I guess Torvi moves up to be behind her three allies, and failed to hit the elf from there.


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

Thought so but I wasn't sure. Both Nalnera and Regnir would be running with that so my chance to hit might go up.


Nalnera strikes down the drow teetering on the edge of the magical pit. He falls into the fast moving stream and is washed away. The other struggles at the bottom of the pit.

Beyond your ability to see, a drow encants strange words from beyond the stars, drawing a foul black dust into this realm. The ground is covered in 2 feet of thick black dust. The dust makes it difficult to move, clinging to you like mud or quicksand.

40 ft radius is difficult terrain. The water does not move the dust.

Reflex save: 1d20 + 7 ⇒ (9) + 7 = 16


Should be Round 9 for you guys.


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 stows hammer and shield as she starts switching to her crossbow.


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

As Torvi can’t even see any bad guys, she will keep singing and take the opportunity to heal herself.

CLW: 1d8 + 3 + 3 ⇒ (8) + 3 + 3 = 14


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:

Round 9

Moving with the stubborn slowness of a dwarf, Dasur manages to struggle his way through the strange black mist clinging to the ground. "This is mysterious." He says with a hint of curiousity in his usually monotone voice, climbing down the carefully hidden rope ladder along the edge.

"What sort of magic would you consider this to be, Erebos? This dust does not seem to be from the material plane. I am unaware of a means to counter it." He lifts his foot off of the ground, judging the properties of the strange mist.

Double move 20'

spellcraft to identify spell: 1d20 + 11 ⇒ (12) + 11 = 23

Can't seem to move my token on mobile browser, will try to remember to do so tonight.


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

Attack, javelin: 1d20 + 4 ⇒ (2) + 4 = 6 ARGH

Coughing because of the black dust, Snorri aims a javelin at the drow in the pit, but the stroke of bad luck that seems to have been plaguing him doesn't seem to relent.


This is no magic that Dasur has ever even heard of, something otherworldly. It appears to be a true summoning spell, to have drawn the dust from somewhere else rather than created it.

"The spell is simply called Black Dust, Dasur. It is not known to me, but I have seen it before. It calls its material from far away."


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

"Dasur is that pit permanent? Are we supposed to throw thing until we kill him or can we surround the pit and attack him on our level when we want?"


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:

"Hmm. A bizzare dust, but is it from another plane or this one...?" Dasur contemplates this "Black Dust" , standing with his back to Erebos. Still slightly smoldering, the dwarf is jarred from his musings as Nalnera questions him.

"Ah, the pit should last approximately 40 more seconds and will then rise back up to our level after that time." He drones, leaning on his staff as he explains the basics of the spell. "I would caution going near the edge. Not only is it sloped and you risk falling in, but once it begins rising all of the water that flowed in from the stream will disgorge itself and create a wave of water that could cause one to lose their footing."

He points a finger at the northern island. "I suggest using an alternative route, around the pit, for now."


Sorry, I completely lost track of this somehow. I thought I was waiting for someone, then my weekend was a mess.

The dark elven magic user twists his hands into claws and thrusts them toward you, gathering magical energy to lash out with a violet colored bolt of pure force.

Magic Missile vs Snorri: 2d4 + 2 ⇒ (1, 3) + 2 = 6 Damage

From the shadows, trained orc archers move in to reinforce their drow commanders. The drow underestimated the dwarves, hoping to enjoy hunting them. Now they realize the seriousness of the threat, and respond accordingly.

The drow in the pit sinks beneath the surface of the water.

Orcs have to double move to get into position, so that is all for me this round.

Round 10


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 don’t think any of us can even see those orcs.

Torvi will keep singing and again heal herself.

CLW: 1d8 + 3 + 3 ⇒ (5) + 3 + 3 = 11


True, they are at the limits of their darkvision, which is slightly larger than yours.


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

Attack: 1d20 + 4 ⇒ (19) + 4 = 23 Finally!
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Snorri's javelin finally finds purchase in the dark elf, and the prince, wincing as the spell slams into him, moves downstream.
"This area is a tactical disaster, if they have ranged weapons! Try to finish the trapped one and let's move downstream, to avoid the spell!"


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 finishes stowing her hammer and shield and now draws and loads her crossbow.

Move to ready weapon, standard converted to move to load it. 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:

Round 10

The sticky star stuff slows Dasur's movements, but after a few seconds he ends up behind Regnir. He can now make out the other side of the stream, but sees nothing to weave spells upon.

Double Move: 20' northeast.


Just Nalnera left, I think.


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

She is sick and requested she be botted. I don’t know her class/character well enough to make suggestions.


True, I forgot about that. I'm guessing that she wants to stay and keep an eye on that drow, even though Dasur said being close wasn't a great idea. There is still time to get out of the way. I'd probably send Regnir into the pit to kill the guy, but I'm not sure Nalnera would do that. We'll just hold on to her action.

The orc and drow closest to Snorri continue the attack on him, launching arrow and magical arrow of acid at the dwarven paladin, both assaults causing damage.

Orc Longbow attack vs Snorri: 1d20 + 9 ⇒ (13) + 9 = 22
Longbow damage: 1d8 + 2 ⇒ (2) + 2 = 4

Acid arrow attack vs Snorri: 1d20 + 7 ⇒ (12) + 7 = 19


The other three orcs launch an assault at the dwarven targets within reach.
Longbow: 1d20 + 8 ⇒ (10) + 8 = 18
Longbow: 1d20 + 8 ⇒ (6) + 8 = 14
Longbow: 1d20 + 8 ⇒ (10) + 8 = 18

Longbow damage: 1d8 + 2 ⇒ (2) + 2 = 4
Longbow damage: 1d8 + 2 ⇒ (2) + 2 = 4

[ooc]8 damage to Regnir. That ends my turn. Round 11[/dice]


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

How much damage for the acid arrow?

Snorri keeps moving downstream, snapping the arrow that has planted itself in his thigh.

Double move. I should have cover against the two who attacked me.


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

Torvi’s song keeps ringing in here ears as she sees where the arrows are coming from, so she moves up stream and leaps to the island with the rock on it...

Acrobatics: 1d20 + 2 + 8 ⇒ (19) + 2 + 8 = 29

She can now see the archer orcs, so she keeps moving and leaps across the next patch of water...

Acrobatics: 1d20 + 2 + 8 ⇒ (11) + 2 + 8 = 21

and keeps moving to the north all the way to where she is just west of the furthest south of the three archers (unless they spot between the three of them is open), and has all three of them threatened by her weapons.

I have combat reflexes, and intend to AOO the crap out of these archers if they keep shooting. Can someone move me on the map please?


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 Torvi, I was going to drop rocks on them but you saved me a spell!

Round 11

Dasur slowly moves to the edge of the stream, eying the water warily. Water was often a friend of Earth, as the two shared a border in the Outer Planes. But he knew it was a capricious element, and it was just as likely to swallow him up as whisk him to safety should he fail to make the jump.

Yet, on the other side of solid stone, and even covered in the mystical black dust he knew it would be good footing. Torvi vaults by the wizard like a majestic antelope as he takes one tiny hop forward, clearing the stream.

Double move 20'

acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19


Acid Arrow damage: 2d4 ⇒ (2, 1) = 3 Snorri, are you supposed to be in the middle of the stream?


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, right, I guess it's at least difficult terrain out there too, I didn't consider that. If I can have a slight retcon, I'll instead move towards the edge of the stream. Otherwise, I hope my mass and stability can keep me from being washed away.


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

Crossbow now at the ready, Glenda moves down a hall to a ledge from which she can snipe.

Double move.


Retcon accepted. The water is moving swiftly over slick smooth stone. It is fairly treacherous.


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

To be fair I barely understand my build. The Spiritualist is new and strange to me. Also yay she wanted to stay around the pit but that was before more foes showed up.

Glancing up and groaning at the arrival of new foes. Looking over at Regnir, "You coming?" before moving slowly pushing though the dark murky waters.

That is two rounds of double moves.


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

Shrugging and staring back at the pit but his opinion changes when the arrow slams into his shoulder. Growling and moving to follow Nalnear.

Also two rounds of double moves


Longbow Attack vs Nalnera: 1d20 + 8 ⇒ (10) + 8 = 18
Longbow Damage vs Nalnera: 1d8 + 2 ⇒ (4) + 2 = 6

Touch attack vs Nalnera: 1d20 + 5 ⇒ (2) + 5 = 7

The orc closest to Nalnera lauches an arrow at her. The arrow finds its way home. The drow conjures a crackling magical snowball that soars by her, the cold brushing against her cheek harmlessly.

Uncomfortable with the nearness of his opponent, the wizard retreats into darkness.

Confronted by the sudden movement of Torvi to join them, the other orcs drop their bows. One of them attempts to grapple her.

This provokes an AoO from Torvi.[/dice]

Orc CMB: 1d20 + 6 ⇒ (18) + 6 = 24

Seeing the dwarf grappled, the other two drop their own bows and draw short swords to attack.

Orc short sword: 1d20 + 7 ⇒ (11) + 7 = 18

Orc short sword: 1d20 + 7 ⇒ (16) + 7 = 23
Short sword damage: 1d6 + 3 ⇒ (4) + 3 = 7 [ooc]so 7 damage to Torvi and she is grappled unless she does awfully well on the Attack of Opportunity.

Round 12 for you guys.


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

My AOO:

Dwarven boulder helmet To Hit: 1d20 + 6 + 1 - 1 ⇒ (2) + 6 + 1 - 1 = 8
Dwarven boulder helmet Damage: 1d4 + 4 + 2 ⇒ (1) + 4 + 2 = 7

I fail to hit, which would have stopped the grapple attempt.

As I’m grappled, I am flat footed to the other two orcs, so they both hit. Deal me some more damage.

Torvi will attempt to smash the one grappling her with the helmet...

Dwarven boulder helmet To Hit: 1d20 + 6 + 1 - 1 ⇒ (16) + 6 + 1 - 1 = 22
Dwarven boulder helmet Damage: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10


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

Light crossbow attack, blessed: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Glenda nearly drops her crossbow from her perch.


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 cast Grease on Torvi back in Round 3 of the current fight to help her escape the Web (it's on page 33 of gameplay), and it lasts 4 minutes (40 rounds), making her CMD +10 of its normal value vs grappling, which is 27 vs the orc's 24. So she should have never been grappled at all!

Round 12

Still trudging through black dust with classic dwarven stubbornness, Dasur feels comfortable on the solid rock of the stream's island.

Seeing Torvi is in need of assistance, he taps his staff on the ground. A rumbling courses through the stone and beneath Torvi's feet, and a cloud of acid suddenly explodes from the ground to engulf the orc she is fighting.

Move action: Move 10'

Standard Action: Dasur casts Acid cloud on the orc that attempted to grapple Torvi. DC 16 fort save for half damage OR the orc recieves full damage and is sickened for 1 round.

Acid cloud damage: 1d8 + 1 ⇒ (6) + 1 = 7


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

Seeing Nalnera and Torvi sprint ing forward, Snorri curses and wades again through the black dust, as fast as he possibly can.

Once again, double move.


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

Woot! Not being grappled is nice!


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

Finishing his movement and slamming his fist into the drow before him

slam+power attack: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
damage: 1d6 + 3 ⇒ (2) + 3 = 5
slam + power attack: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
damage: 1d6 + 3 ⇒ (4) + 3 = 7
No that it apparently mattered.


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

Grunting at the newest injury but continuing her movement.

battle axe: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d8 + 2 ⇒ (8) + 2 = 10


Fort Save vs Acid Cloud: 1d20 + 2 ⇒ (4) + 2 = 6

The orc breathes deeply of the acidic vapors, briefly made ill by the attack.

Failing to grapple the greased Torvi, the orcs around her continue their short sword attacks.

Short sword: 1d20 + 7 ⇒ (15) + 7 = 22
Short sword: 1d20 + 7 ⇒ (6) + 7 = 13
Short sword: 1d20 + 7 ⇒ (9) + 7 = 16

Only one connects. Short sword damage: 1d6 + 3 ⇒ (1) + 3 = 4

The orc near Nalnera attacks the her spirit companion.

Short sword: 1d20 + 7 ⇒ (13) + 7 = 20
Short sword damage: 1d6 + 3 ⇒ (3) + 3 = 6

The drown nearest Nalnera continues to retreat from the assault.

Round 13, you guys are up.


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 unsure which is the injured one, but I’ll 5’ away from that one and swing away with the dorn-dergar..

Dorn-dergar To Hit: 1d20 + 7 ⇒ (14) + 7 = 21
Dorn-dergar Damage: 1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13 Bludgeon


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:

Btw GM, Create Pit ended this round and it will start to slowly rise up throughout the course of the round and disappear entirely at the beginning of next round.

Round 13

Unwilling to risk jumping the gapwith the black dust sticking to his legs, Dasur takes cover behind the nearby rock jutting out of the island. He knew his pit spell would be ending soon and sending a flood of water in all directions; thus the rock would break up any flooding heading towards him and hopefully prevent him from being washed away.

In the distance Torvi was still engaged in cobat, but now that she was out of the center mass of the orcish swarm threatening her t he wizard could safely deal with them.

Waving his staff in an arc through the air and twisting his fingers into incricate arcane shapes, portals to an unstable portion of the elemental plane of earth open in the ceiling.

A great cascade of rubble pours from the ceiling, splashing into the stream with enough force to cause the entire cavern to echo with the sounds of churning water. The orcs are pelted with a hail of debris and though the expertly placed spell covers Torvi in a layer of fallout dust, it leaves her compeltely unharmed.

Move action: Move 10' north

Standard Action: Cast Stone Call on orcs. The entire area of the spell is difficult terrain for 4 rounds, so until round 17. I'm having trouble drawing the exact area on my phone, but I think I can make a 40' cylinder that only hits the orcs. Will finish on desktop at home.

bludgeoning damage: 2d6 ⇒ (1, 1) = 2 Really...?


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

Crossbow attack, bless: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Fweeee


Torvi crushes one of the orcs with her attack of opportunity. The other two move to attack her.

Because of the difficult terrain, they have to take move actions. These provoke attacks.

Torvi Combat Reflexes AoO: 1d20 + 7 ⇒ (10) + 7 = 17
Torvi Combat Reflexes AoO: 1d20 + 7 ⇒ (19) + 7 = 26
Torvi Damage: 1d10 + 6 + 3 ⇒ (5) + 6 + 3 = 14
Torvi Damage: 1d10 + 6 + 3 ⇒ (6) + 6 + 3 = 15

She scores 2 solid hits against the orc. Not enough to bring them down, but strong blows.

Orc Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Orc Attack: 1d20 + 7 ⇒ (5) + 7 = 12

Both of the Orc's miss Torvi.

Orc Attack vs Nalnera: 1d20 + 7 ⇒ (8) + 7 = 15
Orc Damage: 1d8 + 2 ⇒ (1) + 2 = 3

I think that hits and damages Nalnera, though not much.

Round 14 for the Dwarves.

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