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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Fortitude Save Jor: 1d20 + 8 ⇒ (12) + 8 = 20
Fortitude Save Jor: 1d20 + 8 ⇒ (11) + 8 = 19

Fortitude Save Jor VS Ongoing Poison: 1d20 + 8 ⇒ (7) + 8 = 15

Jor less too pleased strikes a pair of mighty blows on the creature that hit him

Fortitude Save Jor: 1d20 + 8 ⇒ (3) + 8 = 11
Fortitude Save Jor: 1d20 + 8 ⇒ (12) + 8 = 20
One failed save, the DC of the poison is now 19!

Fortitude Save Jor VS Ongoing Poison: 1d20 + 8 ⇒ (4) + 8 = 12
Dexterity damage: 1d3 ⇒ 3

Jor less too pleased and feeling more of the debilitating poison stap his speed strikes a pair of mighty blows on the creature that hit him

Melee attack 1: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 2d6 + 18 ⇒ (4, 6) + 18 = 28
Melee attack 2: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 2d6 + 23 ⇒ (4, 2) + 23 = 29

With a pair of powerful blows the creature that dared harm him is sliced in half and decapitated sending out a spray of foul black blood.


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

Round 2
HP: 24 /60
Initiative: 4
Dex: -4 penalty

Fed up with these horrid creatures she moves into strike the Dsir nearest to her and strikes with her shard.

Acrobatics: 1d20 + 19 - 2 ⇒ (8) + 19 - 2 = 25 Tumbling to flanking position

Shard attack: 1d20 + 11 + 4 - 2 ⇒ (2) + 11 + 4 - 2 = 15

Curses at her missing.


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;

Will save 1d20 + 8 ⇒ (13) + 8 = 21

Fort 1d20 + 5 ⇒ (11) + 5 = 16
Fort 1d20 + 5 ⇒ (15) + 5 = 20


Woops sorry didn't realize there was more bad guys to go. Yeah I knew it would happen after Terevalis goes again. Just posting to keep things moving.


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;

Do these things look like they have natural armor? What would I need to roll to see if I know about what defenses they might have?


They do have quite a good deal of natural armor, chitinous plates that give variable amounts of armor depending on the type of disir.


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;

The elf will use a charge on his wand of magic missles and attack the cleric disir.
5d4 + 5 ⇒ (1, 1, 1, 1, 3) + 5 = 12

SRE! RSRE !


Terevalis strikes the Disir Shaman with magic missiles, it grunts in pain but is still up.

Alathea on her turn decides to start healing allies. She channels energy and uses selective channeling to avoid healing the enemy.

Channel: 4d6 ⇒ (5, 6, 6, 5) = 22 to all PC's except Gabriel.

Round 3 Start


First to act is the True Disir. They seem to shutter somewhat having seen their brethern being taken down quickly by the sword blows of Jor. Still there is a sort of fanatism in their eyes, some purpose that keeps them fighting despite the vast shift in the odds. They move their positions slightly and Claw/Claw/Bite both Jor and Terevalis.

Claw 1 on Jor: 1d20 + 6 ⇒ (2) + 6 = 8
Claw 2 on Jor: 1d20 + 6 ⇒ (18) + 6 = 24
Bite 1 on Jor: 1d20 + 6 ⇒ (9) + 6 = 15

Claw 1 on Terevalis: 1d20 + 6 ⇒ (8) + 6 = 14
Claw 2 on Terevalis: 1d20 + 6 ⇒ (15) + 6 = 21
Bite 1 on Terevalis: 1d20 + 6 ⇒ (8) + 6 = 14

Next the Disir Shaman gives a hateful glare at the holy paladin. He utters a black prayer and attempts to touch him with his foul claw as it glows with black energy. Its casting defensively.

Defensive Cast: 1d20 + 5 + 3 ⇒ (16) + 5 + 3 = 24

That Succeeds on the roll

Touch Attack: 1d20 + 5 ⇒ (17) + 5 = 22

He touches Gabriel with his blackened hand cackling madly feeling the power of the Black Goat flowing through him. Unfortunately having never seen a Paladin before he did not know that they were immune to disease as the black energy touches Gabriel and then dissapates without harm. Clearly he had confidence that the dark power of his God would afflict the knight with a terrible disease. His laughter turns to a scowl of anger seeing his dark curse was ineffective on him.

The spell was Contagion just so you know.

As for the Disir Elite, seeing the cleric use the channel draws its attention as it yells out in its foul tongue and goes in for the kill moving in and strking with a power attack.

Claw Attack on Althea: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18

Fortunately the protection of the Tear she carries deflects the foul blow of the beast.

As for the Lemure it charges at Jor and takes a swing at the flank

1d20 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9 but fails to hit

The PC's may act now


"What is darkness in presence of light."

attack: 1d20 + 16 ⇒ (15) + 16 = 31
attack: 1d20 + 11 ⇒ (15) + 11 = 26

Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Damage: 1d8 + 7 ⇒ (2) + 7 = 9


Two blows strike into the Shaman and cut deeply into the creature. Unfortunately he finds that this will not be enough to slay this foul abomination and it stays on its feet.


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;

Jor and the kender go before me correct?


They go after you because they delayed until after your fireball.

I also forgot claw damage

Terevalis Claw Damage: 1d6 + 3 ⇒ (1) + 3 = 4 and poison save
Jor Damage: 1d6 + 3 ⇒ (2) + 3 = 5 and poison save


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 will use another charge from his wand at the creature that still is after him.
5d4 + 5 ⇒ (3, 2, 3, 1, 2) + 5 = 16
Fort 1d20 + 5 ⇒ (20) + 5 = 25


Terevalis resists the poison and then smothers the Disir with magic missiles pummeling its wicked form. It screams in anger but it still has far more health to keep fighting.

Jor Fortitude Save 1d20 + 8 ⇒ (15) + 8 = 23

Jor fights off the poison although still feels debilitated.

I will be nice and say the poison can be overcome with a single save. These things are nasty enough considering each blow of their attacks is poisoned. I don't know how the conversion factor is between 3.5 and Pathfinder as poison rules were different in 3.5.

Jor now strikes at the wounded creature with an angry blow.

Melee Attack 1 for Jor: 1d20 + 17 ⇒ (10) + 17 = 27

This does: 2d6 + 18 ⇒ (2, 5) + 18 = 25 damage. The creature is cut down from the blow already weakened by the magic missiles. He then strikes at the other creature next to him for his 2nd attack.

Melee Attack 2 for Jor: 1d20 + 12 ⇒ (6) + 12 = 18

Second attack hits barely and does Melee Damage: 2d6 + 23 ⇒ (4, 5) + 23 = 32 damage. The blow is not quite enough to take it down though although its body is split open like a rotten fruit.


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

Round 3
HP: 24 /60
Initiative: 4
Dex: -4 penalty

Athola takes a short step before swinging her blade at the Disir she is flanking with Terevalis.

Shard attack: 1d20 + 11 + 4 - 2 ⇒ (17) + 11 + 4 - 2 = 30
Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Sneak attack bonus damage: 4d6 ⇒ (6, 5, 5, 6) = 22
Bleeding: 4 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -4 against rogue.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.

If target goes down she attack other beside her.

Shard attack: 1d20 + 6 + 4 - 2 ⇒ (19) + 6 + 4 - 2 = 27
Confirm critical: 1d20 + 6 + 4 - 2 ⇒ (13) + 6 + 4 - 2 = 21
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Sneak attack bonus damage: 4d6 ⇒ (3, 1, 6, 5) = 15
Bleeding: 4 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -4 against rogue. 2 Rounds.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove. 2 rounds.


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 little kender is deadly


Athola is able to backstab the Disir next to her, opening up a major artery and allowing foul blood to flow freely from the wound. The creature quickly collapses and dies. She then strikes a blow on the adjacent Disir Elite, striking it well and cutting deep with the Shard of light but not as severely as the first monster.

No sneak attack as she does not have a flank and the Disir is not flat footed but still a critical hit. I will make the roll for you.

Athola Shard of Light Damage: 2d4 + 10 ⇒ (4, 1) + 10 = 15


Waiting on bad guy to go :)


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 little kender is going to town


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

Round 3

Alathea chennels energy again to aid her allies excluding their foes from her healing waves.

Channel Energy 4d6 + 1 ⇒ (5, 2, 6, 6) + 1 = 20


Round 4 Start

The Disir Shaman angry that his spell failed to inflict the Paladin with a horrible disease attacks Gabriel with a mad fury.

DS Claw 1 on Gabriel: 1d20 + 6 ⇒ (12) + 6 = 18
DS Claw 1 on Gabriel: 1d20 + 6 ⇒ (2) + 6 = 8
DS Bite on Gabriel: 1d20 + 6 ⇒ (19) + 6 = 25

The claws are deflected by shield and armor however the two claw strikes bring Gabriel off balance and the Shaman is able to score a blow with its wicked maw.

Bite Damage: 1d8 + 2 ⇒ (5) + 2 = 7 and DC 15 poison save.

As for the Disir Elite, it gives a hateful glare at the critter (Athola) that stabbed him and attacks with a flurry of blows with its claws and bite. It will power attack for good measure.

DE Claw 1 on Athola: 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
DE Claw 2 on Athola: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
DE Bite 1 on Athola: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12
(He dosen't get feat bonus on the bite)

Fortunately only one of the claws hit but the claw hits with a lot of force behind it.

Claw Damage: 1d6 + 8 ⇒ (5) + 8 = 13 and a DC 16 poison save.

It will then 5 foot step to re-position itself to the North of Athola.

That's the enemy turns. Everyone else can act now.


I will sort out Jor first. Seeing that that giant Disir is far more of a threat than the pathetic pile of slime, Jor moves over to attack the Disir Elite

Lemure AOO: 1d20 + 2 ⇒ (7) + 2 = 9

He takes a powerful swing with his greatsword with a power attack.

Jor Melee Attack: 1d20 + 17 ⇒ (16) + 17 = 33
Melee Damage: 2d6 + 23 ⇒ (2, 6) + 23 = 31

The blow rocks into the beast slicing an open wound across its back. Still he soon finds out that the bulky creature can take more punishment than the less beefy looking Disir.

Disir Elite have 70 HP versus the 40 HP for a True Disir

Forgot to resolve the Lemure. It will attack Terevalis with 2 claws.

Claw 1: 1d20 + 2 ⇒ (15) + 2 = 17
Claw 2: 1d20 + 2 ⇒ (18) + 2 = 20

One claw hits for a pathetic 1d4 ⇒ 1 damage


Fort: 1d20 + 12 ⇒ (10) + 12 = 22

LoH: 5d6 + 10 ⇒ (4, 4, 1, 6, 5) + 10 = 30

Attack: 1d20 + 16 ⇒ (18) + 16 = 34
Attack: 1d20 + 11 ⇒ (9) + 11 = 20

Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Gabriel takes the bite in stride and as he does all of his wounds vanish and the venom has no effect as he continues to attack the creature.


With two swings of his sword Gabriel is able to bring down the foul Disir Shaman. Already not fully healed from the previous battle the Disir cannot stand against the assault from Gabriel's blade. The creature collapses to the ground, its foul blood pooling on the marble tiles of the road.


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

Round 4
HP: 37 /60
Initiative: 4
Dex: -4 penalty

Not amused by the elite Disir hitting her, she tumbles to position herself to flank with Jor.

Acrobatics: 1d20 + 19 - 2 ⇒ (17) + 19 - 2 = 34

Shard attack: 1d20 + 11 + 4 - 2 ⇒ (2) + 11 + 4 - 2 = 15

She curses at missing the Disir.

Fortitude save: 1d20 + 5 ⇒ (12) + 5 = 17


You get a 2nd attack Athola, remember you only had to take a 5 foot step to flank the creature.


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

Shard attack: 1d20 + 6 + 4 - 2 ⇒ (20) + 6 + 4 - 2 = 28
Critical hit confirm: 1d20 + 6 + 4 - 2 ⇒ (9) + 6 + 4 - 2 = 17
Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Sneak attack bonus damage: 4d6 ⇒ (2, 1, 5, 5) = 13
Bleeding: 4 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -4 against rogue.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.


The critical hit does not confirm but it is still a hit. The AC of a Disir Elite is 18.

Athola stabs the Disir Elite in the back with the Shard of Light. The creature growls in pain as blood bleeds out from the creature. It staggers a bit and then on the start of its turn collapses to the ground dying.

The hit brought it to 68 and thus 4 bleed would drop it.

With its summoner dead and its allies killed the Lemure stares blankly and then vanishes back to Abyss as the duration of the spell runs out.

End of Combat

The bodies of the Disir lie dying or dead on the white marble road toward the large pillars. Unfortunately due to the lack of hands, clothing or backpacks none of the normal Disir actually carry anything. The Disir shaman however does have a spellpouch, a medallion of faith for Morigon and a number of potions concealed in his robes. The liquid inside looks clear enough although the bottles are rather slimy. As for drinking them, well lacking any hands probably would have made it difficult to open and drink the potions.

Identifying the potions you get 2 Potions of Cure Light Wounds, 2 Potions of Cure Moderate Wounds and 1 potion of Cat's Grace.


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;

Smash the medallion of faith. the Black Robe suggests.


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

buuuah, finally internet again. Took a bit longer than I though... and just in time to witness how the fight ended. Ah well


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

Alathea nods at Terevalis' suggestion and does just that with her hammer.

She then casts Cure Moderate Wounds on Athoa who was injured by the Disir.

CMW 2d8 + 8 ⇒ (2, 5) + 8 = 15


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

After the fight
Athola places her hands on her hips as she looks at the dead, "Though creatures are really bad. Feel not so well. Think that goo is rather poisonous. Hope we don't come across more of them."


A flash of dark energy goes out when the unholy symbol is broken and it breaks into pieces. The foul symbol of Morigon has been destroyed. Looking ahead you don't see any more Disir but they did chose to defend this strip of road with their lives so it appears the way to your goal is forward toward the large spires.


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;

Perhaps the kender should scout ahead?


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

Athola nods and quickly moves forward, making use of structures to hide behind to peer around ahead for any more threats.

Acrobatics: 1d20 + 19 - 2 ⇒ (14) + 19 - 2 = 31
Stealth: 1d20 + 22 - 2 ⇒ (14) + 22 - 2 = 34
Perception: 1d20 + 13 ⇒ (19) + 13 = 32


Gabriel nods and follows.


Athola scouts ahead towards the tall white towers of Micha. They were the core support pillars of the towers, which have either fallen about them or were destroyed in the explosive collapse of the city by the looks of it. Each pillar is a solid column of white stone, which reflects a beautiful rainbow of flickering colors if light is shone upon it. Deep cracks crisscross each pillar, however, giving the impression that they are not as stable as they once were.
The pillars support a sandstone roof one hundred feet above. As she approaches she seems the area is covered in Thin, filmy sheets of web-like curtains that have been put up between the pillars which keeps her from getting a direct line of sight to the center of the area. Still it also gives Athola cover to sneak around as well. Weaving her way through the webbing she peeks around and eventually comes across a horrific sight.

The thick, heady smell of musk and the sharp tang of acid commingle in this nightmarish place. Surrounded by filmy curtains of webbing and hunched over a thick mass of writhing larval forms is a creature at least three times as large as a man, armor plated and glistening with ooze. Its head, enormous and wasp-like, swivels on a spindly neck, jaw opening and shutting.

Also there is three more of the larger Disir Elites and another Disir Shaman who seems to be conversing with the giant monstrosity in their foul language. While Athola cannot understand the foul language he can tell that the large creature is actually has a feminine voice although obviously corrupt and inhuman.

Perception Check to spot Athola: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26

Fortunately Athola remains out of sight during this exchange. Eventually she can sneak back and rely this information to the party.


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;

More disir. These things are nasty


After Athola reports back

"A strange creature indeed, sounds like a demon of sorts. This can't be good. We need to move in now to find the eggs."

Gabriel looks to the group to make sure everyone is ready.


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

Moving bit sluggisly after others and stopping after a while, not clearly in control of his own body "I suggest, uff, that we do something drastic or somehow just try to outfit here. I am in no condition at the moment to try any special things"

What was the total of Jor minus on the dex? -5 or?


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 the cleric have resortation or something that can help?


I think yes, you're like -5 from your dexterity at the moment Jor which means a -2 to anything dexterity related (including AC). As for Restoration, Alathea might have some but also the Tear can be used to cast the spell as well.


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

Athola is currently have -4 Dex... so -2 on attacks, AC and other dex skills...


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
High God of Krynn wrote:
I think yes, you're like -5 from your dexterity at the moment Jor which means a -2 to anything dexterity related (including AC). As for Restoration, Alathea might have some but also the Tear can be used to cast the spell as well.

High God, the Tear was down to 1 charge when we faced the Knights in Darkhaven. How many days has it been since then? That is how many charges it will have now...

Unfortunately, I did not take the Restoration spell for the day focusing on buffing and offensive spells for this assault. A Restoration wand may be a good item to build next!


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;

Did the kender see any eggs?


No the Kender didn't see any eggs. However there was that big pile of webbing that the Disir Queen was on. That could contain something perhaps. As for the Tear, you recovered 6 charges I believe so you should have 7 charges.


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

Athola holds the Tear aloft allowing it to soothe the wounds of Athola and Jor.

Lesser Restoration Athola 1d4 ⇒ 2

Lesser Restoration Jor 1d4 ⇒ 2

Lesser Restoration Jor 1d4 ⇒ 1

Not the best results...


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;

Something is better than nothing


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;

Do you think that turning myself or the kender invisible would be wise?

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