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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Throne room reference. This is not an illustration of what is actually in the room, but just a sense of what it looks like. The rear wall behind the throne is actually broken.

You make your way through the gaping doors, you find yourselves finally in the most fortified room in this dwarven realm. The doors have been ripped not from the outside, but from within. The room stretches almost to the edge of your darkvision, and at the end is a stone dais, each step carved from a different stone, the throne stone chased in carved patterns. Even from here, you can see that something has been carved from the throne and the pillars. The walls would have been covered with tapestries, but with the tapestries burned away they are covered in sooty abstract patterns of stone.

The wall behind the throne has been shattered, burned, melted and crushed, and darkness gapes beyond.

Unfortunately, the room is not empty. Three dwarves still stand guard here along with their new master.

Deep One Magician

The dwarves eyes and mouths burn with dark flame, and their flesh sags under the weight of years of undeath.

The air crackles with energy, and beyond the ruined wall you hear a distant roar like a fire or a waterfall.


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 getting errors on all of those links.


I think I fixed them.


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

Is there a desire to chitchat, or shall we commence to the buttwhooping? What buffs are still active?


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

The doors are open, so we may yet have a chance for a surprise attack.

Stealth: 1d20 + 18 ⇒ (11) + 18 = 29
Gunnar flattens against the door, ice in his veins. "My skills shall serve well against the Deep One. Master Allknower, which materials shall I use for my bullets?"
He does not look at the dwarves. He could not bear the look of Hilde changed, twisted, taken, and he would not be of use if griefstruck. Instead, he sharpens his hate to a knife's edge, looking for the most vulnerable parts of the target.

Studying target on the magician for a +1 to attack, damage and some skills.


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:

Yes, what buffs are still active? We had a bit of a detour with the Sun Keeper took some time. Also, who wanted the light mace of kick-ass? It seemed appropriate for Torvi, but they never responded.

"Perhaps Someknower would be a more fitting monkier." Dasur replies to Gunnar as he removes a small shovel from his belt pouch. "For the Deep Ones are unknown to me. Not for long, however. A dissection will tell us much."

The moment foretold within Zhashilgeax's scintillating depth was at hand. They would not fail. They could not fail. When the throne enters the edges of his darkvision, a feeling of pride and conviction surges through his typically calm demeanor, overwhelming the logical thought of his multi-faceted mind.
Dasurdoes not wait.

With a burst of incantation and an outstretched hand, the wizard drops the dwarven thralls of the Black Flame into a pit.

initiative: 1d20 + 8 ⇒ (5) + 8 = 13

Standard action: Cast Create Pit on the western side of the room to try and drop at least 2 of the undead dwarves into the pit. I'm not sure how the map scales, but the pit is 10 x10 and 30 feet deep. DC 18 reflex saving throw or they fall inside for 3d6 falling damage.


Anything that was minutes per level or more should still be up.

As for scale, the squares there are 10x10.

Reflex 1: 1d20 + 6 ⇒ (14) + 6 = 20
Reflex 2: 1d20 + 9 ⇒ (2) + 9 = 11

Damage 2: 3d6 ⇒ (4, 2, 5) = 11


The undead dwarf in the lead jumps forward, dodging the pit for the moment. The dwarf on its flank falls into the pit.


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:

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

If we have a surprise round:

Garnet seizes on the opportunity and steps into the room (5 foot step), hammering the closest undead enemy dwarf with her magic Dwarven Longhammer!
Standard Attack with no buffs, may need to be adjusted: 1d20 + 22 ⇒ (12) + 22 = 34
Fireforged Magic Dwarven Longhammer Damage: 2d6 + 31 ⇒ (6, 2) + 31 = 39


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 get an action before things kick off, Torvi throws down haste on the group.

Initiative: 1d20 + 2 ⇒ (9) + 2 = 11


Garnet smashes the longhammer into the tough dry flesh of the burning dwarf. The dwarf is tough, and the blow rebounds more than she would expect, but still the flesh is torn. From the gaping wound, fire flows like dripping water. This dwarf wears no armor, just simple robes.

Snorri, go ahead and take an action.


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 will step in next to Garnet, awaiting the dwarves to come to him.

Just 5' step inside. That's it.


Snorri Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Gunnar Initiative: 1d20 + 10 ⇒ (18) + 10 = 28
Glenda Initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Erebos Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Iverna Initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Baddies Initiative: 1d20 + 6 ⇒ (16) + 6 = 22

28 Gunnar

23 Iverna

22 Baddies

22 Garn

16 Erebos

15 Glenda

13 Dasur

11 Torvi

4 Snorri


We will fall into intiative order now. Gunnar is up.


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

Oh, the website was not showing me updates.

Gunnar takes aim at the horrific leader. Enhanced by Torvi's magic and Gunnar's wrath, the pelletbow whistles as elastic energy turns into mechanical as metal balls go whistling through the air one after another, all aimed at the Deep One's vitals. Some spirit from the ancient times must have blessed his aim with luck, as four times the blow is true.

First Attack, Rapid Shot, Deadly Aim, Haste, Studied Target: 1d20 + 16 - 2 - 2 + 1 + 1 ⇒ (19) + 16 - 2 - 2 + 1 + 1 = 33
Crit confirm: 1d20 + 16 - 2 - 2 + 1 + 1 ⇒ (2) + 16 - 2 - 2 + 1 + 1 = 16
Lose 1 grit, gain 1 back for crit
Damage, Deadly Aim, Studied Target: 1d6 + 7 + 4 + 1 ⇒ (6) + 7 + 4 + 1 = 18
Critical damage, thundering weapon: 3d6 + 21 + 12 + 3 + 3d8 ⇒ (4, 1, 5) + 21 + 12 + 3 + (6, 2, 5) = 59 13 of which are sonic

Hasted Attack, Rapid Shot, Deadly Aim, Haste, Studied Target: 1d20 + 16 - 2 - 2 + 1 + 1 ⇒ (18) + 16 - 2 - 2 + 1 + 1 = 32
Crit confirm: 1d20 + 16 - 2 - 2 + 1 + 1 ⇒ (8) + 16 - 2 - 2 + 1 + 1 = 22
Lose 1 grit, gain 1 back for crit
Damage, Deadly Aim, Studied Target: 1d6 + 7 + 4 + 1 ⇒ (3) + 7 + 4 + 1 = 15
Critical damage, thundering weapon: 3d6 + 21 + 12 + 3 + 3d8 ⇒ (6, 1, 1) + 21 + 12 + 3 + (2, 1, 5) = 52 8 of which are sonic

Rapid Shot Attack, Rapid Shot, Deadly Aim, Haste, Studied Target: 1d20 + 16 - 2 - 2 + 1 + 1 ⇒ (19) + 16 - 2 - 2 + 1 + 1 = 33
Crit confirm: 1d20 + 16 - 2 - 2 + 1 + 1 ⇒ (7) + 16 - 2 - 2 + 1 + 1 = 21
Lose 1 grit, gain 1 back for crit
Damage, Deadly Aim, Studied Target: 1d6 + 7 + 4 + 1 ⇒ (4) + 7 + 4 + 1 = 16
Critical damage, thundering weapon: 3d6 + 21 + 12 + 3 + 3d8 ⇒ (1, 4, 4) + 21 + 12 + 3 + (4, 3, 5) = 57 12 of which are sonic

Second Attack, Rapid Shot, Deadly Aim, Haste, Studied Target: 1d20 + 11 - 2 - 2 + 1 + 1 ⇒ (17) + 11 - 2 - 2 + 1 + 1 = 26
Crit confirm: 1d20 + 16 - 2 - 2 + 1 + 1 ⇒ (6) + 16 - 2 - 2 + 1 + 1 = 20
Lose 1 grit, gain 1 back for crit
Damage, Deadly Aim, Studied Target: 1d6 + 7 + 4 + 1 ⇒ (6) + 7 + 4 + 1 = 18
Critical damage, thundering weapon: 3d6 + 21 + 12 + 3 + 3d8 ⇒ (1, 5, 4) + 21 + 12 + 3 + (8, 5, 5) = 64 18 of which are sonic

5' step to get a better angle (though there is still some cover), then full attack against flat-footed AC (as they have not acted yet), spending 1 grit per shot to make it also target touch AC. Every confirmed crit gives me 1 grit back, and I am assuming that they are confirmed when it scores above 14 (for cover), please correct me if otherwise.
Clustered Shots means that the damage dice is pooled before applying resistances, for up to 299 damage. And for every crit, a DC 14 Fort save to avoid permanent deafness.
What unholy abomination have I created.
Finally, I'd like to know what I can about this thing if it's an aberration and if it survives the onslaught.

Knowledge(dungeoneering): 1d20 + 15 + 1 ⇒ (19) + 15 + 1 = 35


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 Stonesinger wrote:

If we get an action before things kick off, Torvi throws down haste on the group.

Was I able to get haste off?

Knowledge (arcana): 1d20 + 14 ⇒ (11) + 14 = 25

What do I know about them?

-1 for couple skills if they are the right one.


Yes. Torvi was able to cast haste.

Torvi Knowledge, not a secret:
These are like the other dead you have seen elsewhere. They seem to be corpses animated by the power of the Blackfire. They also seem to retain some of their capabilities that they had in life, but not their "minds," as it were. Each of these are fighting with different styles, and they can even cast spells that the body could use in life, but there isn't any sort of soul in there. Like before, they don't like positive energy. They are resistant to physical attacks, and you have to almost destroy their bodies for the fire not to be able to animate them.


If you meant the fish man, then that is dungeoneering. You have never heard any tales of these creatures in particular, but based on their apparent aquatic nature and dwelling in the Darklands, you can make some guesses. They are likely resistant or immune to cold and pressure. This one fairly reeks of magic, so it may have some resistance to magic.


The metal balls tear through the strange fish folk, blasting black blood across the throne and broken walls. He falls to the stone floor with a wet thud.


Iverna takes advantage of the advancing dwarven army and slides through them, making her way around the columns and behind the arcade.

Iverna Stealth: 1d20 + 27 ⇒ (4) + 27 = 31


Baddies

The dwarven corpse that Garn attacked ducks forward within the reach of her weapon. He carries no weapon, but that is often no problem.

Flurry: 1d20 + 22 ⇒ (11) + 22 = 33

Flurry damage: 1d10 + 7 ⇒ (6) + 7 = 131d6 ⇒ 6 13 damage and 6 fire

Flurry: 1d20 + 22 ⇒ (4) + 22 = 26
Flurry damage: 1d10 + 7 ⇒ (4) + 7 = 111d6 ⇒ 6 11 damage and 6 fire

Flurry: 1d20 + 17 ⇒ (6) + 17 = 23 miss

Flurry: 1d20 + 17 ⇒ (8) + 17 = 25
Flurry damage: 1d10 + 7 ⇒ (5) + 7 = 121d6 ⇒ 5 12 damage and 5 fire

Flurry: 1d20 + 12 ⇒ (18) + 12 = 30
Flurry damage: 1d10 + 7 ⇒ (5) + 7 = 121d6 ⇒ 2 12 damage and 2 fire

That first hit comes with a Fortitude save.

Garn Fort save DC 22: 1d20 + 14 ⇒ (9) + 14 = 23


The other dwarf moves forward toward Snorri magenta. He opens his mouth and black flame boils from its mouth, covering several of you.

Dasur, Gunnar, Snorri need to make reflex saves, DC 20.

damage: 10d6 ⇒ (1, 2, 6, 2, 6, 5, 4, 2, 1, 2) = 31 Half of this is fire and half is negative energy. Reflex save for half.

Teal dwarf struggles in his pit.

perception DC 30:
The wounds on the Fish Man are closing.


The rest of you can go in any order. 22 Garn 16 Erebos 15 Glenda 13 Dasur 11 Torvi 4 Snorri


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 Perception: 1d20 + 12 ⇒ (15) + 12 = 27

Protection from Fire helps against the fire damage from the monk-like Black Flame dwarf, and Haste allows Garnet to just barely avoid one of those hits (AC 26 thanks to Torvi's haste going off--Thanks!), still doing 36 damage to the stout dwarven warrior.

Fire sparks off Garnet's magical protection and the fireforged steel of her full plate armor, but none of it is concentrated enough to activate her weapon's own flaming properties (has to do 10 points of fire damage at once to make the weapon flame).

Stepping back to give herself room to work, Garnet starts her repertoire of massive hammer attacks in retaliation to the beating the black flame monk just gave her!

If any of these attacks are enough to take down Yellow, Garnet will get a free attack from Cleaving Finish on Purple and focus the remainder of her attacks on him:

Hasted Cleaving Finish Attack: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24
Cleaving Finish Damage: 2d6 + 27 ⇒ (5, 1) + 27 = 33

Primary Hasted Furious Focus Attack: 1d20 + 22 + 1 ⇒ (4) + 22 + 1 = 27
Primary Attack Damage: 2d6 + 27 ⇒ (4, 5) + 27 = 36

Secondary Hasted Attack: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
Iterative Attack Damage (Backswing): 2d6 + 31 ⇒ (4, 4) + 31 = 39

Bonus Primary Haste Attack: 1d20 + 19 + 1 ⇒ (6) + 19 + 1 = 26
Iterative Attack Damage (Backswing): 2d6 + 31 ⇒ (4, 6) + 31 = 41

If Torvi does her rage, Garnet will accept it and use reckless attack, which should add to her attacks and damage. Also, did Garnet's first attack during the surprise round hit?


Garn's hammer crushes her fist fighting opponent, and she turns her hammer to its companion. That blow glances off armor.

Purple is wearing plate mail and wielding a massive, though not long, hammer.

As Garn's foe drops to the ground, the black flame rises out of it like smoke before being drawn backward beyond the broken throneroom wall into whatever is beyond.


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 will start her battle song as a move action...

Conferred Rage Powers wrote:

Raging song: +4 STR/CON, +3 Will Save, -1 AC, Cannot use CHA, DEX, or INT based skills except Acrobatics, Fly, Intimidate, and Ride), or any ability that requires patience or concentration.

Celestial Totem, Lesser (Su): Cure spells heal CL extra Hp, non spell magical healing does class level extra.

Celestial Totem (Su): While raging, the barbarian shines with a righteous light. This effect bestows upon the barbarian a halo of gleaming light that shines as if it were daylight and triggers an invisibility purge effect in the barbarian’s square and each adjacent square. The invisibility purge only affects nongood creatures. A barbarian must be at least 8th level to select this rage power.

Reckless Abandon (Ex): While raging, the barbarian can take a –3 penalty to AC to gain a +3 bonus on attack rolls.

As a standard action, she will then cast path of glory placing it under her square and the 3 diagonals under her to the SE.

She will work on extending that each round, so more are covered. I place little sun markers in those squares.

If you are accepting the rage, and end your turn on a glowing square, you will regain 10hp at the end of your turn!


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

Ref: 1d20 + 12 ⇒ (10) + 12 = 22

Managing to avoid most of the black flame, Snorri works to return the favor with Dammerhall's Legacy.

Attack the pinkish-purple guy.

Rage/Reckless abandon/haste/weapon of awe
+1 Dragon-bane keen gunzarak greataxe: 1d20 + 20 ⇒ (11) + 20 = 31
Damage: 1d12 + 23 ⇒ (11) + 23 = 34
(Haste)+1 Dragon-bane keen gunzarak greataxe: 1d20 + 20 ⇒ (16) + 20 = 36
Damage: 1d12 + 23 ⇒ (2) + 23 = 25
+1 Dragon-bane keen gunzarak greataxe: 1d20 + 15 ⇒ (10) + 15 = 25
Damage: 1d12 + 23 ⇒ (11) + 23 = 34

AC: 27; Hp's 98/135


Snorri hacks away at the animate dwarven corpse. Where his axe strikes, black flame pours forth.


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

Snorri should heal 10hp.


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 conjures a spiritual weapon to aid in the fighting, though it seems likely that the warriors will put an end to this horror quickly.


Erebos will cast greater invisibility and move through the room to the fallen spellcaster.

Waiting for Dasur, who told us he is busy. Gunnar, go ahead. If Dasur hasn't popped in at that point I'll bot him.


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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*)

Dasur will hopefully drop some incredibly damaging spell out onto the battlefield, killing the invisible elf!


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

Perception: 1d20 + 15 ⇒ (10) + 15 = 25

Reflex save: 1d20 + 13 ⇒ (8) + 13 = 21 16 damage, cut to 8 by fire protection.

Not noticing the state of the fallen foe, Gunnar turns to the one fighting against Snorri and unleashes another volley, aiming the first shot to bounce against the helmet, loudly but harmlessly.

Using Distracting shot: I auto-miss my first attack, but Mr. Magenta loses their Dex bonus to AC for 1 round.

Attack, Haste, Rapid Shot, Deadly Aim: 1d20 + 16 + 1 - 2 - 2 ⇒ (7) + 16 + 1 - 2 - 2 = 20 Spending 1 grit to also make it against touch AC. Current grit: 1
Damage, Deadly Aim: 1d6 + 7 + 4 ⇒ (1) + 7 + 4 = 12

Attack, Haste, Rapid Shot, Deadly Aim: 1d20 + 16 + 1 - 2 - 2 ⇒ (7) + 16 + 1 - 2 - 2 = 20
Damage, Deadly Aim: 1d6 + 7 + 4 ⇒ (2) + 7 + 4 = 13

Attack, Haste, Rapid Shot, Deadly Aim: 1d20 + 11 + 1 - 2 - 2 ⇒ (9) + 11 + 1 - 2 - 2 = 17
Damage, Deadly Aim: 1d6 + 7 + 4 ⇒ (4) + 7 + 4 = 15


The bow bullets ring off of armor and tear at desiccated flesh, but the terrors continue to fight.

I really have no idea what Dasur would do here. I'm going to let him just bank an extra round of actions when he gets a chance to post.

Iverna Stealth: 1d20 + 27 ⇒ (15) + 27 = 42

Iverna moves quickly from her cover behind the arcade, sliding up behind the dwarves like a shadow.

You may not even see this.

Iverna attack: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
dagger damage: 1d3 + 4 + 4d8 ⇒ (1) + 4 + (7, 4, 6, 6) = 28

What you definitely see is the point of the dagger protruding from the chest of the animated dwarf as the black fire pours from the wound. It pools for a moment on the stone floor before it begins to flow away from you toward the jagged teeth of the broken wall at the back of the throne room.


Yellow Dwarf Flurry: 1d20 + 22 ⇒ (2) + 22 = 24

flurry damage: 1d10 + 7 ⇒ (7) + 7 = 141d6 ⇒ 6

Yellow Dwarf Flurry: 1d20 + 22 ⇒ (4) + 22 = 26

flurry damage: 1d10 + 7 ⇒ (6) + 7 = 131d6 ⇒ 2

Yellow Dwarf Flurry: 1d20 + 17 ⇒ (9) + 17 = 26

flurry damage: 1d10 + 7 ⇒ (1) + 7 = 81d6 ⇒ 2

Yellow Dwarf Flurry: 1d20 + 17 ⇒ (3) + 17 = 20 That hits with the rage maybe? Not sure.

flurry damage: 1d10 + 7 ⇒ (4) + 7 = 111d6 ⇒ 5

Yellow Dwarf Flurry: 1d20 + 12 ⇒ (6) + 12 = 18

First hit is also a Stunning Fist. Fort save DC 22 for Snorri or Stunned for 1 round.

Those d6 damage dice are fire.


Heroes in any order.

22 Garn

16 Erebos

15 Glenda

13 Dasur

11 Torvi

4 Snorri


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

As the paladin just manages to dodge multiple attacks - albeit only barely - he takes a deep breath and takes the offensive.

Attack yellow

Rage/Reckless abandon/haste/weapon of awe
+1 Dragon-bane keen gunzarak greataxe: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 1d12 + 23 ⇒ (6) + 23 = 29

(Haste)+1 Dragon-bane keen gunzarak greataxe: 1d20 + 20 ⇒ (16) + 20 = 36
Damage: 1d12 + 23 ⇒ (8) + 23 = 31

+1 Dragon-bane keen gunzarak greataxe: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d12 + 23 ⇒ (4) + 23 = 27

AC 27; Hp's 98/135


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:

On my phone while traveling, having difficulty reading the map. Is there still an enemy within 10 feet for Garnet after Snorri’s attack? She will plan to attack that one if so, or if not use her hasted movement to get to the one Iverna is attacking and take a shot.


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 a Swift Action, Torvi extends the path of glory to 4 more grid squares. Suns added to the field.

She then moves forward and takes a swing at the yellow creature.

+1 Shocking Burst Smashing Thundering True Mithral Dorn-dergar PA To Hit: 1d20 + 13 + 2 + 1 + 1 + 1 ⇒ (14) + 13 + 2 + 1 + 1 + 1 = 32
Dorn-dergar Damage: 1d10 + 16 + 1d6 + 3 ⇒ (8) + 16 + (2) + 3 = 29 Bludgeon

I think I have the right bonuses there. Rage, Haste, Prayer, Bless.

Do you need me to repost the Rage benefits?

Do recall to take 10hp of healing, if you take the rage song and end your turn on a starred square. They are physically glowing, so you can see them.


Snorri and Torvi carve limbs from the remaining undead and crush its skull. As the body is left in pieces, the black flame pours from its wounds, again flowing backward into the darkness beyond the broken wall at the back of the throne room.


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:

With the nearby enemies destroyed, Garnet lets the rage flow through her and uses her hasted movement to sep East, then southeast, then straight south until sh draws even with the strange fish creature Iverna attacked (40 feet movement). She then swings her hammer in a powerful but reckless attack at the creature, attempting to pile-drive it into the ground with a single overhead smash!

(Rage, Reckless, Haste)

Dwarven Longhammer Overhead Chop: 1d20 + 22 + 1 + 2 + 3 ⇒ (2) + 22 + 1 + 2 + 3 = 30
Dwarven Longhammer Damage: 2d6 + 31 + 4 ⇒ (4, 6) + 31 + 4 = 45

(AC down by 2 (-3 Reckless, +1 Haste)


Garnet moves to smash the icthyoid. His previous wounds are coated with some sort of black goo that his body has extruded, but as the great hammer sinks into its torso, the flame from her hammer licks over the creature's flesh, drying it. The flesh flakes away, and the creature itself begins to melt into a pile of black goo.


Erebos flicker's into substance next to the corpse, "Take care where you swing that thing. This one carries valuable magics..."


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

We're still in combat, right?


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 think so, unless Green Dwarf died in the pit without me noticing.

Magically hastened, Gunnar steps towards the pit, balancing on the slope and firing at the possessed dwarf downwards. His mind still struggles to maintain denial, to avoid looking at the face of someone at whose side he once fought.
"Are those magics keeping it alive? If so, unweave them, that our task may proceed!"

Attack, Haste, Deadly Aim: 1d20 + 16 + 1 - 2 ⇒ (10) + 16 + 1 - 2 = 25
Damage, Deadly Aim: 1d6 + 7 + 4 ⇒ (4) + 7 + 4 = 15

Ref Save at +2 to avoid falling, Haste: 1d20 + 13 + 2 + 1 ⇒ (2) + 13 + 2 + 1 = 18 which is just enough not to fall, phew.


Yes, still in combat, but my only enemy actor is stuck at the bottom of the pit with no way out for 8 or 9 more rounds. Assuming no one falls into the pit with him (not an entirely safe assumption), he can't do much.


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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*)

Torvi extends the healing floor to include Gunnar. She doesn't feel like moving up to the pit, she'll let Gunnar handle that.


The dwarven undead claws at the walls of the pit, but can't get purchase to climb up.

You guys are up.


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 keeps himself within Torvi's healing until his wounds completely heal. "As soon as you are able, Oathminder, put an end to the misery of the last one and then we can proceed. I am certain this is only a taste of what we are to face."


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 moves back up to stand on a glowing path, her hammer ready should the foe climb out of the pit.

(Readied action and heal 10 hp)

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