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 fortress is mostly a hollow structure with a drawbridge on the south end. Beyond the drawbridge is an open stairwell leading up to the level above.

In a U shape around that open stairwell is the fortress, which is two stories with a crenellated and accessible roof. The two levels are filled with a wavering, skittering, undulating and familiar black fire. No enemies are distinct or clear, but the fire does pool, clump, and otherwise combine occasionally to reveal tall spindly humanoid shapes. These are nothing like the black flame filled dwarves or other creatures you have seen before. It is more like they are silhouettes backlit by the flame. They might have long daggerlike teeth and bulbous eyes. Maybe long thing fingers or tentacles or something. It is difficult to be sure. Sometimes they seem to be looking through the arrow slits as if waiting for trouble.

Moving up the staircase, Dasur finds that it opens up into a stone confection, a sculpture of natural and engineering beauty. This is the blue area on Level 3.

There are natural flowstone pillars, stalagmites and stalactites with magically shaped chambers within. Between them stretch magically created stone bridges at several levels.

The whole is lit with roving spheres of rainbow colored lights. Gunnar can tell you that this chamber was home to some of dwarves with the highest status but was also considered a show piece and, on the "ground" level, a sort of public park open to all. In the same way that something like Central Park in NYC is open to all but easily accessible to those who can afford to live around it.

To the South, there is a massive arch and two more portculli, these two raised, leading toward the throne room itself.


I think you guys grok this, but just to make sure: The fortress on red level 2 is somewhat functional, but at least as decorative as functional for defense. The interior positions are defensible, there are slits that could be manned by crossbowmen, gunners, magicians, or other ranged specialists. The drawbridge itself would resist a ram for a while, and from the towers at the corners house self heating magical caldrons that will heat tar or oil or even low temp metals to be dumped on those below. With magical climbing or flight you could pretty easily make it over the walls and onto the staircase. If they had wanted it to be maximally secure, they would have sealed the staircase in stone or metal.


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

Although, grok means so much more! Is it wrong if I say that was not even close to being my favorite Heinlein book?


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

As the wizard explores, Gunnar stands watch over the horizon, occasionally offering commentary on the places that Dasur is describing. "Never were we dwarves a crowd to place form above function. Obstentatious as the keep may look, it is as solid and practical at its core as a ceremonial weapon which hideth a razorsharp gunzarak edge behind gold filigree."

Torvi Stonesinger wrote:
Although, grok means so much more! Is it wrong if I say that was not even close to being my favorite Heinlein book?

Is it Starship Troopers? I've never managed to wrap my head around whether it's actually militaristic or the most on-point satirical commentary.


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

No, "grok" comes from "Stranger in a Strange Land," which some consider his masterpiece.


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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

I think Gunnar was guessing that Starship Troopers was the one you considered your favorite, since you said above that Stranger in a Strange Land was not.

Starship Troopers the book is military jingoism. The Verhoven movie is satire.

"We are nearing the throne room. We might as well see what's there," suggests Glenda. "It is, after all, a natural magnet for any intruders, a place to show that they are claiming its status."


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

Oh, hmm, my favorite Heinlein book. "Tunnel in the Sky?" "Farnham's Freehold?" "Have Space Suit Will Travel?" "The Rolling Stones?" "Glory Road?" He wrote so much great stuff! I think I'll pick "The Moon is a Harsh Mistress," and I'm not a fan of how he circled around and included it in his much later stuff! His Future History stuff is enjoyable, but those are short stories. Oh wait, how about "Waldo?"


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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:

"Hmmm.... HMMM..." Dasur muses as he watches the amorphous shapes patrol the keep. "Extensions of the Black Flame's will are gathered in the keep on both levels. They do not seem... solid... but will likely respond poorly to positive energy. The stairway upward is not blocked, and we could go up the center wall between the towers to avoid the cauldrons and make for the staircase, then defend it from the top. I can also implore the Stone to seal the staircase behind us."

As the magical sensor fades and Dasur returns to his own eyes, the wizard stands up with the help of his obsidian staff. "Let us proceed. Please gather around."

Walking from his arcane circle and speaking words of power, Dasur begins to go to each being in the party, touching them with a glowing hand. He administers a second dose of magic in the same pattern. "We are now protected from projectiles and can climb as well as any drider. Bolts and walls are no obstacles for the Sons and Daughters of Dammerhall."

Okay, Dasur casts Communal Protection from Arrows and Communal Spider Climb on everyone. What does this mean for everyone?

Protection from Arrows:For ONE HOUR we all can absorb 90 points of projectile damage each. Be sure to keep track of how much/any projectile damage you take.

Spider Climb: For TEN MINUTES we all have a climb speed of 20 feet and a +8 to climb checks. We retain all dex bonuses while climbing and can even climb vertical surfaces/upside down. We cannot run while clibming.

Ready to storm the steps, if we want ot defend it from above. If we're worried about leaving enemies behind us Dasur can cast Wall of Stone over the top of the staircase hole and completely block of pursers, if you'd like.


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:

"Your magic is impressive, Dasur. I am ready to rush the throne room and restore you to your rightful place, my Prince," says Garnet, speaking first to one and then the other, holding her Dwarven Longhammer at the ready.


M Dwarf Paladin 9th
Stats:
Int: +1; AC: 22/11 touch/20 ff; Hp's 117/117; Fort: +13/Ref: +8/Will +10; CMD 23(27 trip/bullrush); Perc: +10

"Well done, Dasur, truly well done. But I am a bit leery to sealing the staircase behind us UNLESS you can also unseal it. I just want Dammerhall to remain true to form as much as possible. Whatever it is we 'break' - so to speak - I would very much desire to be able to repair. It stood long and strong in its current state and I do not doubt it shall again for I will make sure of it," he says determinedly.

Snorri gives a tired smile to Garnet before looking upward toward the walls. "As am I, Garnet, as am I; but I believe that will be far easier said than done. It is one thing to restore it to its rightful place; it's entirely another to keep it there. Especially considering what we've left to accomplish. But, we've got to start somewhere, no?" he says as he looks back to her, grinning. Not a moment later he turns his attention back to the task at hand. "C'mon, friends, let us begin." And with that - and barring any objections - he heads out toward the walls Dasur mentioned preparing to climb.


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 stone created by the spell I would use to seal the staircase is permanently anchored in the material plane after it coalesces, but would be no different from the surrounding stone. Thus, it could be moved and manipulated via both magical and mundane methods with little risk of harming existing structures." Was the wizard's long-winded way of saying- Yes, it can be unsealed with some work.


Iverna will take the spider climb and protection from arrows. Erebos says, "Thank you, but I will proceed by own means."

He quickly casts fly and invisibility on himself.


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 go then!”


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 off with Prince Snorri, pacing him as he walks to and up the sides of the fortress, her hammer at the ready to smite any black fire shapes that get within her reach.


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

Before heading towards the keep, Gunnar breaks out a small airtight package, readied for similar needs. Mineral pitch combined with salts of silver form ghost salt, enough to coat ten of his bullets so that they may hurt any spirit that may be waiting.


M Dwarf Paladin 9th
Stats:
Int: +1; AC: 22/11 touch/20 ff; Hp's 117/117; Fort: +13/Ref: +8/Will +10; CMD 23(27 trip/bullrush); Perc: +10
Dasur Deepborn wrote:
"The stone created by the spell I would use to seal the staircase is permanently anchored in the material plane after it coalesces, but would be no different from the surrounding stone. Thus, it could be moved and manipulated via both magical and mundane methods with little risk of harming existing structures." Was the wizard's long-winded way of saying- Yes, it can be unsealed with some work.

Nodding, "Perfect. And I believe Torvi has the right of it. Let us proceed." Snorri heads toward the wall and begins the ascent.


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's a bit nonplussed at this unconventional form of locomotion, and it takes her a few tries to get used to simply climbing up the wall with magically sticky hands. Eventually she gets the hang of it, though she never seems quite comfortable with it.


As you scramble up the carved plateau and onto the walls of the castle, the black flame within responds. Spheres of the dark stuff fly from the arrow slits, burning into the sculpted stone and into your defenses.

I'm going to abstract this somewhat rather than run it round by round. There isn't a whole lot you can do to retaliate against whatever is inside behind the arrow slits while you are moving. Each of you should roll 9d6 damage. This is not necessarily a single attack, but rather the overall damage that you take ascending up to the stairs. Half of this damage is fire and half is negative energy, should you have any resistances to those. You can make a Reflex save DC 20 against this damage. Evasion applies.

For example: Iverna damage: 9d6 ⇒ (6, 6, 5, 3, 3, 4, 2, 3, 5) = 37. Iverna Reflex save: 1d20 + 14 ⇒ (13) + 14 = 27. With her evasion, she takes no damage.

Iverna slips, slides, and leaps up the wall. She is already a comfortable climber, and with the magical enhancements, she makes her way easily up to the stairs. Stone melts as fire slams around her, but she neatly evades the attacks.


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 shouts "Close ranks!" as she scrambles to get into an awkward position from which she can touch each member of the group.

Trying to get people together to cast communal protection from fire.


M Dwarf Paladin 9th
Stats:
Int: +1; AC: 22/11 touch/20 ff; Hp's 117/117; Fort: +13/Ref: +8/Will +10; CMD 23(27 trip/bullrush); Perc: +10

Damage: 9d6 ⇒ (6, 1, 5, 3, 3, 1, 3, 1, 4) = 27 = 13. Not too bad out of a potential 54.
Ref: 1d20 + 8 ⇒ (13) + 8 = 21

Snorri heads up the wall at a steady pace, doing his best to avoid the multiple black flame blasts. He finds himself able to dodge them well enough to incur only a few minor wounds.

Hp's 104/117; Unless Glenda's spell gets activated at some point. Not sure how that's going to work. Fortunately it's not really a big deal for Snorri with him rolling awesome garbage damage and just managing to save. :)


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

DMG: 9d6 ⇒ (2, 2, 3, 1, 5, 1, 5, 5, 5) = 29

Reflex: 1d20 + 5 ⇒ (13) + 5 = 18


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:

Damage: 9d6 ⇒ (4, 6, 2, 6, 6, 5, 6, 2, 3) = 40
I should be throwing fireballs myself with those rolls!
Reflex Save: 1d20 + 10 ⇒ (2) + 10 = 12

Closing ranks as Glenda shouted, Garnet protected Snorri’s shield side, unfortunately taking some serious impacts from the black fire assault as they moved. One ball of fire impacted her hammer directly, and it caught fire itself, blazing briefly but not burning up (fire-forged steel, +1d6 fire damage for 4 rounds).

20 points negative energy and 18 points Fire after her armor’s fire resistance (which may be further reduced by the spell?)


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 also has Communal Protection from Elements and Resist Elements, in hindsight I should have used that here but I'll save those for the final confrontation. At least we know what kind of raw damage the Black Flame does.

damage: 9d6 ⇒ (3, 1, 5, 6, 5, 3, 1, 2, 1) = 27

reflex saving throw: 1d20 + 7 ⇒ (15) + 7 = 22 So 14 damage for Dasur unless Glenda's spell goes off somehow.

Dasur immediately realizes he has erred with his protection spells as the Black Flame rains fire and negative energy down upon the group. The absence of conventional weapons should have tipped the wizard off that they would, in fact, not be using crossbows, a fact now painfully obvious.


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

Reflex: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 9d6 ⇒ (3, 3, 1, 6, 3, 6, 1, 6, 3) = 32 = 16, 8 from fire and 8 from negative. I'll take it all until we have a ruling on how Glenda's spell applies.

Gunnar weaves and dodges as he climbs up, avoiding the worst of the magical onslaught. He awaits the rest of the confrontation with a vengeful glee, eager to show the dark entity that there is an old dweller of Dammerhall who still draws breath.


Ok, if you are moving at your climb of 20 from the Spider Climb, you are going to need 6 move actions total to get across the open ground, up the little plateau, up the little fortress, and onto the stairs. If you want to stop to catch Glenda's spell, whoever stops will lose a move action while you all gather up to catch the spell.

So if you don't stop, you take two more rounds of fire with the same rules. If you do stop, you take 3 more rounds of fire but will be able to absorb the fire damage, obviously.

You aren't sure where Erebos is, but there doesn't appear to be any Black Flame being directed at anyone invisible. Iverna will take the Protection from Energy.


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 will accept the spell, then keep moving and try to protect Snorri's exposed side. "A haste spell would get us there faster if anyone has one!" she exclaims.

Assuming that makes at least one more roll even if someone has haste:

The next barrage: 9d6 ⇒ (6, 5, 2, 1, 1, 3, 1, 1, 4) = 24
Reflex Save: 1d20 + 10 ⇒ (4) + 10 = 14

12 more damage from negative energy, hammer flame is renewed.


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 will take the Protection from Fire, but I'm going to save his haste for later.

more damage: 3d6 ⇒ (4, 6, 3) = 13

Halfed from the reflex saving throw is 7 for a total of 21, 10 absorbed by protection from Fire so 11 negative energy damage total.

GM, when everyone reaches the top of the stairs Dasur will seal off the way behind them with a horizontal Wall of Stone that is flush with the floor.


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'd take the protection too, so how much damage then?


M Dwarf Paladin 9th
Stats:
Int: +1; AC: 22/11 touch/20 ff; Hp's 117/117; Fort: +13/Ref: +8/Will +10; CMD 23(27 trip/bullrush); Perc: +10

Snorri ponders moving toward Glenda and the others but decides to continue on up the wall. "Do not concern yourself with me, Glenda! Take care of the others and I will meet you all up top!"

Hp's 103/117


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

Gunnar too will take the spell.

Reflex 1: 1d20 + 13 ⇒ (12) + 13 = 25
Reflex 2: 1d20 + 13 ⇒ (1) + 13 = 14
Reflex 3: 1d20 + 13 ⇒ (11) + 13 = 24

Damage 1: 9d6 ⇒ (4, 5, 1, 1, 1, 5, 6, 2, 3) = 28 1/4, so 7
Damage 2: 9d6 ⇒ (2, 2, 4, 3, 2, 4, 1, 5, 5) = 28 1/2, so 14
Damage 3: 9d6 ⇒ (3, 4, 6, 5, 5, 4, 6, 2, 4) = 39 1/4, so 10. Total of 31 negative energy damage. 31 fire damage absorbed.

Gunnar climbs through significant pain as the fell magick weakens his body, and yet he soldiers on towards the top.


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:

Barrage Number 3: 9d6 ⇒ (3, 4, 4, 2, 4, 3, 3, 5, 1) = 29 => 7 points negative energy damage
Reflex Save: 1d20 + 10 ⇒ (20) + 10 = 30
Barrage Number 4: 9d6 ⇒ (2, 4, 6, 5, 1, 5, 4, 5, 2) = 34 => 17 points negative energy damage
Reflex Save: 1d20 + 10 ⇒ (3) + 10 = 13


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

DMG: 9d6 ⇒ (4, 6, 4, 1, 6, 6, 4, 3, 5) = 39
Reflex: 1d20 + 5 ⇒ (20) + 5 = 25 Success 10 dmg
DMG: 9d6 ⇒ (2, 6, 4, 6, 2, 4, 6, 3, 6) = 39
Reflex: 1d20 + 5 ⇒ (7) + 5 = 12 Fail20 dmg
DMG: 9d6 ⇒ (6, 4, 5, 4, 2, 5, 2, 6, 5) = 39
Reflex: 1d20 + 5 ⇒ (19) + 5 = 24 Success 10 dmg

40 more damage.


Iverna Reflex: 1d20 + 14 ⇒ (13) + 14 = 27

Iverna Reflex: 1d20 + 14 ⇒ (13) + 14 = 27

Iverna Reflex: 1d20 + 14 ⇒ (11) + 14 = 25

Iverna moves up the walls in leaps and bounds, her tiny form somehow squeezing into the gaps between gouts and exploding spheres of necromantic fire.

Not everyone fairs so well, but you move with magical ease up the walls, over the roof, and onto the broad staircase. As you move up the staircase, keeping a wary eye behind you, your skin crawls with the feeling of something hungry watching you from the fortress. But, for now, the flame stays within, and nothing pursues you, yet.


You emerge into a cavern filled with massive and beautiful formations, hollowed out to form shops and dwellings, with delicate stone bridges stretching between them.

This is Level 3 Green. The map is sort of hard to understand. The dark blue is the lowest level, the light green blue is higher, and the creamy color is the highest.

The whole cavern glows with coruscating colors.


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

Ref save: 1d20 + 4 ⇒ (16) + 4 = 20
Ref save: 1d20 + 4 ⇒ (11) + 4 = 15
Ref save: 1d20 + 4 ⇒ (5) + 4 = 9

Damage: 9d6 ⇒ (4, 5, 6, 3, 4, 2, 1, 4, 1) = 30 -> 15
Damage: 9d6 ⇒ (2, 3, 4, 3, 6, 6, 6, 3, 1) = 34
Damage: 9d6 ⇒ (6, 6, 2, 4, 5, 6, 4, 3, 5) = 41

Total 90. Fire protection cuts off 45.


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

Seems a good time to heal up?

"Glenda, I could sing my song for a little bit, while you heal us, to increase the effectiveness."

5d6+9 a couple times would do wonders to our current hp status!


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 am dumb and misunderstood how the damage was done. I need to do some more rolls.

2nd round fire: 6d6 + 13 ⇒ (5, 2, 6, 5, 5, 5) + 13 = 41 Adding in previous roll

2nd round reflex: 1d20 + 7 ⇒ (3) + 7 = 10

20 negative energy damage

3rd round fire: 9d6 ⇒ (3, 3, 4, 4, 2, 1, 2, 6, 1) = 26

3rd round reflex: 1d20 + 7 ⇒ (19) + 7 = 26

7 negative energy damage

4th round fire: 9d6 ⇒ (3, 1, 1, 6, 3, 5, 4, 6, 2) = 31

4th round reflex: 1d20 + 7 ⇒ (20) + 7 = 27

8 negative energy damage

So Dasur takes 33 more damage, and his protection from fire reduces to 65

Dasur hauls himself up the last step coughing and sputtering. He trips and rolls along the ground at the crest, coming to a stop on his stomach.

"Erebos, are you with us?" The wizard calls out as he begins the incantation to seal off the pathway behind them. Even though there is no immediate pursuit, after that barrage it did not seem wise to leave such a foe at their back.

If Erebos indicates he is with the group, Dasur will seal off the stairway.


"Indeed, Dasur. I am here, marveling at this place. Of all that we have seen in this city, this chamber feels the most like home. And while I'm sure that offends some of you, I say it with no sense of nostalgia. While you pursue your past as though it is the air you breathe, I have little interest in my past."

The voice is nearby, and above, circling.

"I have found no foes here so far. If the throne room is as close as Dasur says it is, perhaps there we will find what you seek"


Go ahead and heal up, because things are about to get ugly.


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:

With Erebos' words Dasur triggers the execution word of his spell, causing a 1-inch slab of stone to spring from the surroundings and cover the staircase. Picking himself off the ground, the wizard sits in a cross-legged heap to catch his breath.

Looking upward, he is finally able to appreciate the beauty of the chamber, and he stares with palpable awe. "This is truly a chamber of our ancestors." There is a welling of pride in his breast, and he sits straighter despite his many wounds. "The Stone and the gods both are benevolent to reward us with this sight before the moment of the final battle for the future of dwarvenkind."

Reaching into his shirt, he grasps for his ruby amulet, holding it tightly. "Soon... soon..." Is muttered seemingly to himself.

Let's heal up!


Nothing is immediately coming to kill you, so feel free to heal up.


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 manages to make it up to the ledge and sprawls behind the security of Dasur's thin wall. She takes count of the other dwarves as they arrive, then quietly grips her holy symbol and murmurs, "Magrim, keep us whole, so that we may finally defeat this menace that brought low the home of our ancestors lo those many years ago."

Channel Energy: Healing: 5d6 ⇒ (6, 4, 1, 5, 5) = 21
Channel Energy: Healing: 5d6 ⇒ (4, 1, 2, 1, 3) = 11


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:

With Torvi's help that's +9 to each channel right? So 50 healed total? Hopefully we get an inspiring song to go with it ;)


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 nods thankfully as her wounds begin to close, with only superficial damage remaining. ”Much better; shall we move on?”


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

Am I right in assuming that this would be a sort of Elven QUarter, like downstairs was a Human Quarter?

Gunnar catches his breath, basking in the soft comfort of the healing spells. "Thank thee, Taskmaster, for thy grace through Glenda Woundmender. Dranngvit, Kols, please lend us your guidance in the struggle ahead."


M Dwarf Paladin 9th
Stats:
Int: +1; AC: 22/11 touch/20 ff; Hp's 117/117; Fort: +13/Ref: +8/Will +10; CMD 23(27 trip/bullrush); Perc: +10

"Yes, many thanks, Glenda. Now let us see what awaits us, shall we? Prepare yourselves, this will no doubt be a battle to remember." Snorri then unsheathes his greataxe and moves out as soon as all are ready.


Gunnar Oathminder wrote:

Am I right in assuming that this would be a sort of Elven QUarter, like downstairs was a Human Quarter?

Gunnar catches his breath, basking in the soft comfort of the healing spells. "Thank thee, Taskmaster, for thy grace through Glenda Woundmender. Dranngvit, Kols, please lend us your guidance in the struggle ahead."

While this area borrows certain design philosophies from elves (and even dark elves), this was where the wealthiest and most talented of dwarves lived within Dammerhall. Closest to the throne room and the royal vaults. The result is a change from the oppresive tunnels and low ceilings dwarves are typically fond of. In Gunnar's time, some dwarves found the openness and heights distastful, but there was enough enthusiasm for this creation to be filled with dwarven inhabitants.


Once you are healed up, you can make you way south. Departing the large chamber, you come to a crossroads. To the East is Eastfold, another massive district that leads to two more of the above ground gates of DammerHall. To the West (Purple) is an area devoted to storing and processing the ore that comes up from the mines.

To the South (Orange) like the royal chambers. The first portcullis is raised, but the second one is closed. It isn't hard to see that the space between the two is well covered by arrow slits.


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:

How much time has passed since first casting our protection spells?

Hale and whole, Dasur follows the group south to spy the crossroads. While their path may one day take them to the Eastfold and towards the surface, the throne room draws him in as a lodestone draws iron filings.

"A moment." The wizard says to the group as they approach the portcullis, and he eyes the gates. Moving to the front of their procession, he flicks his wrist and utters a cantrip to search for spells woven into the area. [b]"If this gate is similar to the last, it may have another anti-magic field. In addition, the likelihood for traps is statistically very high.

Dasur casts Detect Magic 60 ft away from the closed portcullis, using the far end of the cone to investigate the area for spells.


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
Dasur Deepborn wrote:
With Torvi's help that's +9 to each channel right? So 50 healed total? Hopefully we get an inspiring song to go with it ;)

I have no idea. Torvi will have to speak up about her powers.

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