Dragonlance: Heroes of a New Age

Game Master Shalafi2412

What came before...:

Six months have passed since the War of Souls, an epic conflict that spanned the world of Krynn. After 39 years when the Gods have been silent and magic flowed unrestrained by the Moons, the Gods of Krynn have returned. The first among the Light, Paladine walks the earth as a mortal, while the Dark Queen Takhisis lies dead, leaving their places vacant among the heavens. Ansalon still bears scars of the decades where evil reigned upon the world in the Godless times. The Dark Knights of Neraka still subjugate numerous lands and the wicked minotaurs have begun a campaign of conquest. Many among the righteous and good have suffered in the Age of Mortals. Solamina's forces are weakened by the war, the elves are in exile, the Kender lands burned to ash and the dwarves in ever conflict with their darker brethren. Decades ago, the Companions saved the world from the brink of ruin. Now once again, heroes must rise and bring balance back to the world. Will you be among them?


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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

DM, do you have access to the DLCS for 3.5? The reason I ask is that their moon chart really is much easier to see. You roll a d20 and the that tells the position of the Moons that are easier to track and see their positions than the chart you found online.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

Loot List

Kender Studded Leather Armor (Magic) - Athola
Kender Short Sword (Magic) - Athola
Kender Buckler (Magic) - Athola
Short bow (Magical) - Athola
20 normal arrows - Athola
5 silver arrows - Athola
5 cold iron arrows - Athola
4 kender sized daggers - Athola
Masterwork thief toolkit - Athola

Yep, she cleaned up on this one! :-)

Necklace of Adaptation - Useful and worth 9,000 GP! Should we keep or sell it?

3 Cards of a Deck of Illusion (Page of staves, Queen of staves and Six of pentacles)- Incomplete Deck not worth reselling - we should use these as circumstances warrant - if no one else wants them Alathea will take them.

Bottle of Antitoxin - 50 GP
Bottle of Alchemist's fire - 20 GP
Small Conch Shell - Little Value
Small Chest Key - Maybe this will open something later?
Compass without a needle - Junk
Silver Bell with no clamper - Junk
Rabbit's Foot - Lucky! Who rolls the worst? they should keep it!


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Well can use necklace of adaptation until such point to sell it.

I will update Athola's gear and stats today.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
Alathea of Solace wrote:
Rabbit's Foot - Lucky! Who rolls the worst? they should keep it!

Stiff competition for lowest average rolls. :p

Well Athola can't use the buckler shield so she would put that up for party funds.

Updated, currently medium weight until she can offload the old kender gear to kender resistence.


HP: 96 | AC:20 / Touch: 12 / FF: 16 | Init +4 | Perception +12 | Fort: +9 / Refl: +7 / Will: +4

uff, that was rather long trip and New Year Eve. Seems like I missed couple things but I am able to get back on track


oh, 20 post this weekend. Let me read and catch up.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

My Spell List for the Assault on the Peaks of Malys:

0th - (at will)— Light, Guidance, Resistance, Detect Magic.

EDIT: 1st (5+D) — Remove Fear x2, Endure Elements x2, Protection from Evil.

Domain spell - Comprehend Languages.

2nd (4+D) - Bull's Strength, Spear of Purity (Ultimate Magic), Summon Monster II, Bear's Endurance.

Domain spell - Detect Thoughts

3rd (3+D) - Protection from Energy, Badger's Ferocity (Ultimate Magic), Searing Light.

Domain Spell - Locate Object.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

Good call on the Necklace Athola. I will swap out another 1t level spell then as we are covered on the Endure Elements side of things.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

We never specified who will make use of the Necklace of Adaptation (neck slot)

Also Athola now also has Amulet of Natural Armour +1 (neck slot)

She will wear the Ring of Feather Fall, allowing her even riskier acrobatic activities.


The necklace doesn't provide endure elements. Alathea we need to cover 5 people. I would suggest dropping the remove fear. I'm immune and assuming we travel close most of the time you guys will get a +4 being close to me on those saves. If you can do 4 people that will free me up to have one endure element for myself and still have a hero's defiance which is a big deal. Take the last battle for example. I forgot about the spell but lets look at what happened. I took 14 non lethal, then 16 lethal from the boss, then the dragon ogre hit me for 33 for a total of 63 damage, I want to say I was in the 50's in HP when this would have happened. Now I used a hero point to interrupt and that all worked, but if I would have relied on hero's defiance I would have got 5d6 + 10 ⇒ (3, 5, 5, 3, 5) + 10 = 31 This would have varied obviously but just as an example this would have taken care of the nonlethal and 31 lethal leaving Gabriel actually only taking 18 lethal damage which you would have healed on your action. Gabriel then would have got a full attack instead of the one interrupt attack so my fault for not remembering and it cost me a Hero point but it worked out. It would help if Terevalis has endure elements but he is playing a blaster/necromancer so not sure if he does. Let me know if you can do 4 or if I need to prepare 2.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

4 Endure Elements it is! :-)


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

All I have is reset energy but it is an Abjuration spell so for me that would cost 2 spell slots.


No worries we need to look into getting a couple pearls of power for situations like this. Terevalis you may want to craft a couple next time we have some down time. Level 1's are only 500gp each. We could all benefit from one or two. All being spell casters :)


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

My weekends have become crazy of late so dome times I won't be able to make a post.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Just a head's up, my dad is going to have quadruple bi-pass surgery next Monday.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Wish him well through the surgery.


I think we attack. Fatigue only really effect Jor. Sure it's a -2 str, and dex can't run or charge. So -1 to hit and damage and -1 to AC for Athola. I will LOH Jor so I will have 4 remaining along with the healing Alathea provides. Terevalis used what one lightning bolt right? So what do you guys want to do.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

well with the low rolls Athola gets, probably won't be very effective against the enemy.

One idea she goes to make sure door is closed and jammed it so other can't come in and to prevent fleeing of them to warn.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I am okay with doing either. I havent cast a lot of my spells for the day so I should be fine, for the most part.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

I think we need to take advantage of enemy confusion and strike now.

I can cast Bull's Strength on Jor to at least offset the loss of strength modifiers. Pus this gives us a chance to cast preparatory spells which we normally don't get a chance to do.

My proposed actions:

1. Cast Bull's Strength on Jor,
2. Cast Bear's Endurance on Athola,
3. Cast Summon Monster II.

THEN we have a surprise round where I cast Badger's Ferocity giving all allies with edged weapons Ken Edge for as long as I concentrate.


So we attack then. It would be nice to hear from Jor on the matter.


HP: 96 | AC:20 / Touch: 12 / FF: 16 | Init +4 | Perception +12 | Fort: +9 / Refl: +7 / Will: +4

if we can get rid of the fatigue (which can be decisive at this point) plus Bulls Strenght blessing, Jor could manage to do a lot of damage in short time.

Also as I see we are still quite healthy and well for the day plus having six warrior ant does bring our chances higher. I would though say, if Terevalis has some huge spell or something in his repertoire, we could use it to our advantage and let him cast it first before we burst inside to take care of rest


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I do not think that the ants are helping us in this fight.


Yes the ants can't/won't help. It is just us. I can cure the fatigue on Jor. So looks like we are attacking. I will make a GP post.


HP: 96 | AC:20 / Touch: 12 / FF: 16 | Init +4 | Perception +12 | Fort: +9 / Refl: +7 / Will: +4

Dammit. Sorry for the absence. No internet during the last two days (provider changed) :(

Seems like I have missed some action for now


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I am very proud of this group's posting history. A cursory examination of other games on these boards looks like we are one of the longest one.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Considering real life stuff does get in the way at times.


Before you ask, the "Skeleton Gestalt" is a semi homebrew monster. Basically I wanted make use of his "Create Greater Undead" power but nothing from the list for the spell fit what I was looking for. So summoning a creature made of bones sounded like a good idea. Basically using the stats for a Bone Golem with a few adjustments (And some enhancements) and it counts as "Undead" instead of a "Construct". Besides it ups the horror of the situation to see a creature made out of bones come out of the boiling pit of blood.


I'm cool with it, I just used almost all of my power so I'm basically a glorified Warrior(NPC Class) at the moment :)


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Don't give yourself too much credit there, pally. LOL.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

This is the same day that we fought the dragon correct?


Well probably the evening of that day but yes.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Grrr, Growl. Snarl.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Having to write small little posts since I am in a training that I would rather not be at, lol.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Who may benefit from the True Seeing ability of the shard?


Its special power makes a 60 foot radius benefit from a true seeing spell.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Does it give the bearer sight beyond sight?


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Does it only benefit the wielder of the shard, or can others also benefit?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

True Seeing works on the person touched. I am not too sure about the ability from the shard.


You have to follow the ritual for that. You know hold it up. Shard of Kryn give me sight beyond sight. Maybe it grows to a long sword as well with a dragon, dragon dragon lance hoe!!!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I love that cartoon, especially Mumm-Ra but it got dumb when he would invoke the Sword of Omens to give him power beyond power or something dumb like that.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Unclear how True Seeing works on the Shard, I skip that idea.


Believe it or not, Gabriel did the right thing disrupting the ritual. That was probably the only way to get the Ogre Magi to engage you in melee. Otherwise he'ed be tossing around some powerful spells while staying out of reach until he ran out of spells. There are very good reasons why he's gone totally bonkers when the ritual was destroyed.


Too bad he can fly. I would totally try and bull rush him into the pit of now Lava.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

Too bad I culd not break SR, I had a great hit that last round with my spell!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Dont feel bad, I havent been very effective against him either.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I really need to get the spell penetration feat.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

What Hero Points does Athola have, considering she came later into the adventure?


You should have 3 hero points at the moment. You get 1 hero point per level up and you got a hero point for completing the temple quest and getting the shard of light. However you cannot have more than 3 hero points at once as I don't want players to bank huge amounts of them and burn them all in a single encounter. As you didn't use any yet, your total is 3.

You get hero points by:

1. 1 Hero Point every level
2. Completing a major quest
3. Heroism award for doing something awesome


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I might have to use a hero point. We can only use 1 per round correct?

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