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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Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

re:loot: I would have chimed in earlier, but for whatever reason the paizo site wasn't indicating that I had unread posts in the thread. Anywho, I don't need any of it, so sell away.

It might be worth just returning the dark knight equipment. I get the appeal of keeping it incase we want to infiltrate the organization, but I think that at this point gaining a little favour might be more beneficial. There is also the chance that we might be caught having it and that could lead to unnecessary conflict. Just my 2 cents.

Also very nice RP everyone.


Indeed, there is actually a Faction System in this AP. If you can earn a high faction rating you get some mechanical and/or RP benefits. In addition it also is something you can tap to call on allies to help you with an endeavor (But mainly that is covered in Book 3)


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Ready to move to the next encounter.

So at a bare minimum:

170 + 57 (285/5) = 227 steel each?
That's with the warhorse and MWK items still in limbo.

Is investing in a horse going to be worthwhile in the short term? Is everyone buying one?


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

I guess so. You can actually count me out from that list.

It does make sense if Jor collects the bounty & receives more steel from returning the equipments-> He got his steel from these two options

Rest can share the loot selling to get the same amount of steel as Jor. This way no one is getting "cheated" from their steel


By the way hope I am not offending any players with my half-elf background stories. In Dragonlance, Half-Elves are very discriminated against, more so than than in the forgotten realms and Golarion. They are also exceedingly rare, generally the result of either rape or short term affairs of passion as Elves in the setting generally are not very liking of humans and humans generally don't like Elves. In fact there are rules in the setting for Outcast Ratings which elves generally get a -6 on charisma based checks in a lot of human settlements. Half elves would get probably half that penalty unless they could disguise their heritage.


Shadow's Status

Ok for me, but then it is extremely difficult to offend me...


yeah your all good, I have no lines to be crossed.


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;

Gabriel, your tan lines show that :)


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;

Were the scrolls with Cole or with the bandit leader?


Cole had the scrolls. They belonged to him.


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;

Yikes. As a matter of good faith the wizard will return the other 2 scrolls to him.


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

Uh Gabriel, those guys all died before 30!!!


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;

Not Vinas Solamnus :)


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

I will be returning the stuff back to Dark Knights as that also seemed okey with others?

Regarding loot selling I will not take anything since I do get Steel already from returning the equipment so that should even things out.

Even if that does even out-> Jor getting more from bounty & equipments returning together--->

Planning to support Dove ... yap, Jor is naive but he knows it. Not uncommon to have goods sellers near Mercenary camps.

Also need to consider what to do now. Will post something tomorrow since need to catch sleep


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

What is the value on the Red Gemstones we acquired?


Ah yes the Gemstones, they are worth 30 steel pieces each if sold.


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

OK, I am done purchasing items.

With the sale of the 2 Red Gemstones and teh sale of my Studded Leatehr Armor I buy the following:

Breastplate 200 Stl
Light Steel Shield 9 Srl
Horse (Light - Combat Trained) 110 Stl
Rations 20 Days 10 Stl
Waterskin - 1 Stl (Figured I would get a second one)
Pack Saddle - 15 Stl
Saddle Bags - 4 Stl
Torches 10 - 1 Silver
Flint & Steel - 1 Stl


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;

What is the total that we each get?


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

Mithas had it calculated at 227 + the 20 from the Elf (which I either gave back to him or tithed to tehe Temple), plus we each had a t least 2 red gemstones.


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;

He would not have taken the dinero from the cleric.

227 is not bad for 1st level. My wizard's needs are simple for now.


I am actually being very generous with the loot. This AP is notorious of giving low money grabs hence I added an extra 450 steel to Pegrin's loot. Makes sense he would have more money anyway as elven relics are at minimum 75 SP each.


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;

Is there much time in the AP where people can craft magic items, scrolls, weapons, etc?


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

Well, you can never underestimate the information what night-escorts know or are able to gather :)

A question in OOC, does Jor know or have a specific set of goals to achieve before he repots back to Company Leader about the possibilities in Pashin? Or should I keep reporting time to time about ongoings?

In sense 1)One big final reports about everything, Cons & Pros weighting the final decision and his own markings or 2)time to time sending report and reporting ongoings and drawing the picture of situation in short terms?

I am actually at this moment writing down a report and thinking of keeping it either short or just in a massive wall of text. Jor has been in the Pashin, I guess its now 4th day?, and he has already some significant information regarding about happenings and some contacts with Dark Knights.

Unfortunately the Elves does not really have positive picture in Jors mind although he do understand their blight with losing their homeland to minotaurs


Yea it is Day 4. As for Jor's jib he is to assess the situation in Pashin and Khur and see who would be willing to put the bill for the services of the BrassTigers as they see potential of expanding their operations in this torrent time in the region.


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;

As we level and progress is it worth taking Item Creation feats?


Shadow's Status

I could take the feat as well to brew potions for situations where we are separated or combat is to fierce for me to reach someone...


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;

He could make a potion of true strike couldn't he? I think alot would depend on the spells that are in his spellbook. Right now not so many.


Actually taking Item Creation feats is a VERY good idea. That's why this adventure path recommends someone play a Wizard. Only Wizards, Clerics and Druids can craft magical items (Alchemists can still make potions though). Sorcerers and Mystics cannot craft magical items (or take such feats). There is VERY few wizards in the world at this point of time maybe one in each major city. Which means magical items are in high demand but low supply. Expect to pay a 50% markup on any magical item purchases as those few who can make magical items can afford to charge more for them. Magical items are also in short supply due to their powers being burned out or spelleached during the 38 years of Godless times where no new magical items could be crafted (With the exception of a few that the Dark Queen or the Dragon Overlords forged with their own powers). Dragonlance is a low magical item setting. You RARELY will find a magical weapon above a +2 rating and those few that exist belong to powerful individuals, buried in long lost dungeons or are artifacts onto themselves.


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;

Posting inbetween a drs appt for an ingrown toenail.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

I think having Alathea take craft wand might be necessity, having access to wands of cure light wounds is practically a requirement of D&D.

You get a lot of mileage out of craft wondrous items as well.


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 like my elf.


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

At 5th I can take Craft Wand. Better start saving a group fund to build these, very expensive as the levels increase.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5
Alathea of Solace wrote:
At 5th I can take Craft Wand. Better start saving a group fund to build these, very expensive as the levels increase.

A wand of CLW is always going to be 375. You can set the caster level when you make it. We will probably need several, but still that's not that expensive.

Hopefully, we make it to level 5...


Sorry if I seem to be railroading you but if I just let you go to the enclave by the normal safe route you will miss out a big part of the quest book and a lot of potential loot. Hence I have to improvise.


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 was trying to make it a more dramatic way of entering the sewers than just going down a man hole. :)


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;

HighGod, in the novels only wizards who had passed the Test were allowed in Mageware Shops to trade and sell and buy (more trade from what I have read). Will you be following this as well?


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;

When we get to the Enclave is this the music that will be playing:

https://www.youtube.com/watch?v=EqnohMfrS3Y


That will depend on what you want. The Wizards are willing to craft and sell magical items as those are in demand, especially at this time where those are in short supply. After all warriors need there magical weapons and armour, people need their magical potions, and at times wonderous items are called upon. What they would restrict is wizard scrolls of spells beyond 2nd level or items that similarly cast those spells, as those are deemed too powerful to be in the hands of an untested wizard. Remember that the Wizards are restabishing themselves at the moment and need money as well as respect from the populace if they want to stay in the good graces of the world hence they are willing to create and sell magical items.


Shadow's Status

There is a specialty class for Clerics of Zivilyn in Holy Order of Stars. One of the requirements is serving in 3 separate Temples of Zivilyn for at least a month. As the AP is unlikely to grant time enough for that, if I meet the other pre- requisites can I ignore that one and take the class?


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;

That is an interesting class. Oracle of zivilyn right?


Shadow's Status

Yep. Those PRC' s all have good flavor. The DL 3rd edition supplements all looked great and had great content.


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;

They did.


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 would think that the serving in 3 temples would be more of an RP than anything else. I once had a Healing Hand and just wrote that she had served in a Temple of Quenesti Pah into her background. The only one that was weird to me was the Kiri-Jolith one but then again it is hard for me to see the clerics of Kiri-Jolith separate from the Knights of the Sword.


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

In theory I would agree with you but the Gods just returned to the world so it would have be hard to do that in this Age...


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;

It said that you have to have served in Temples, nothing about being a cleric or that the gods had to be around. :)


I won't make that a requirement for getting the class Althea (As likey with the time requirements for this game you won't have time to serve 3 temples) but remember that taking any prestige class means you trade off advancement in your channel energy class feature. Same thing applies in Pathfinder where if you take a class that advances your divine levels.


I have added the 2nd battle to the map lists in advance as I won't be able to add it from my office. Do not look at that map until I tell you can look at it.


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

Yes, I know there is a trade-off, some of the low level ability benefits are worth the sacrifice, probably will not take all levels.


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;

Warmage is a great PRC.


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;

High God I am looking through my DL books and was wondering how you would handle the different spell options available in the source books[campaign setting. War of the balance Towers etc]

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