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;

In relation to where we are now do I know where the weapons of power and other items are stored?


You don't know Terevalis as you've never been here. They could be anywhere in this Coral Fortress. Detect Magic picks up nothing so they aren't within 60 feet of you.


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 motions for the group to pick up the potions while she seizes the masterwork heavy underwater crossbow with 10 bolts and 2 shock bolts.


"So we need a direction. We don't have a day to spend for Alathea to pray for the magic that could locate our things. So lets choose a direction. I think we need to stay on this level 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;

The Black Robe agrees.


So GM how many directions do we have to choose from staying on this level?


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

What can we see down all the current openings from the central room?

Perception: 1d20 + 14 ⇒ (12) + 14 = 26 For any clues that could help give direction.


On this floor there appears to be 5 doors in this star-shaped area as well as 5 hallways full of water. Do you want to go towards a hallway or a doorway?

As for the perception check, nothing really stands out. Its not like there are footprints underwater.


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 looks at all of the hallways and doors, "Let's head to the right and work our way over to the left from there. After all, we need to start somewhere".


"I agree" Gabriel heads off to the right leading the way.


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 Black Robe nods.


Assuming you're checking out the doors before the hallways you swim through the water-logged passage. All of you are soaked and have a salty taste in your mouth from the salt water around you, except for Yap, whose spell creates an air bubble around him so he doesn't get wet and hops his way along behind the party. Using the ring the door opens to you entering the closest door to the east on the map. Once again you enter a dirt filled chamber, likely a transition room. You dry off as best you can (Probably from Prestidigitation) and step into the room next to it. There is a single Kho-Toa guard although signs that there was perhaps more than him in here at one time. You easily dispatch him (Or take him prisoner depending what you want to do) as one Toa VS the entire party is an easy encounter.

Once you've got a chance to take stock of the room your eyes widen at the beautiful things that are kept in here. Numerous statues, sculptures, paintings and priceless works of art decorate this room. Luxurious carpets, tapestries and other baubles give this room a further artistic appeal as though it was purposely set up this way. The art in this room seems to be a mix of different cultures, with the most predominant being that of old Silvanesti Elven and Old Ishtarian Design. The works of art here are very valuable, one might say "Priceless" although to the more financially oriented people, if sold in its entirety the value of these items here would make you rich enough to be nobility. The problem of course is that all these items are heavy and/or bulky so are impractical to carry. In addition, putting them in water would end up damaging or destroying a good deal of these items. The Statues might survive but they're heavy enough to give even the strongest among you a Hernia. In addition there is the problem of getting them out of here and back to the surface and carrying them to a major city to find a buyer. So while the wealth of this room is grand, carrying it is a whole other matter. What do you do?


Leave it. Have we explored all the rooms on this level now? We pretty much are not stopping until we run into enemies or find our gear.


You've only explored one of the doors. There is plenty more areas to look around.

You exit the area and back into the central chamber only to find a next wave of reinforcements have arrived. A tougher looking Kuo-Toa wearing the hide of some sea beast and armed with a Pincher Staff spurs two large creatures that appear to be something that combines the aspects of a fish and a lion. Behind him, three other Toa guards are at the ready, two appear to look similar to the ones that ran away. The Kuo-Toa Beastmaster lets out a battle cry in Aquan and the Sea Cats growl and prepare to attack.

Kuo Toa Beastmaster: 1d20 + 2 ⇒ (9) + 2 = 11
Kuo Guard 1: 1d20 + 1 ⇒ (19) + 1 = 20
Kuo Guard 2: 1d20 + 1 ⇒ (14) + 1 = 15
Kuo Guard 3: 1d20 + 1 ⇒ (17) + 1 = 18
Sea Cat 1: 1d20 + 1 ⇒ (17) + 1 = 18
Sea Cat 2: 1d20 + 1 ⇒ (5) + 1 = 6


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;

In the previous room the Black Robe will have cast detect magic.


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;

Appraise to see what might be of value and small of both Istarian and Silvanesti make
1d20 + 14 ⇒ (17) + 14 = 31


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

Initiative 1d20 + 1 ⇒ (10) + 1 = 11

I will wait to see what the foes do before I declare an action.


Like I said everything in the room is bulky and/or heavy. The smallest items are 4 by 4 feet. The lightest would be the carpets, tapestries and paintings.

On average the items in the room are worth probably around 2000 ST a piece. Some of the statues could be worth up to 8000 ST although are huge sized so would be impossible to move. Even the smaller statues and busts are at least human/elf sized and made of stone and/or marble so would stil be hella heavy to carry.


Has it been 9 mins since the last battle? Asking for spell duration

Init: 1d20 ⇒ 12


We'll say its been like 5 minutes, assuming you took time to look around at the various pieces of art as well as the time to loot the bodies. BTW, due to the confusing nature of the map in the book I learned that the central shaft also has a floor below (unfortunately they don't draw the shaft on the map). To Retcannon this, i'll say there is a large hatch in the floor of the central room which has not been opened yet. Basically the shaft has 3 floors that go up and one that goes down. Above you there is an additional floor and then way at the top is light streaming down in such a way that hints that the very top of the shaft actually opens into an air-filled chamber as far as you can tell as its like looking up from a well while underwater.


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;

iniative 1d20 + 2 ⇒ (18) + 2 = 20


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

Initiative: 1d20 + 5 ⇒ (10) + 5 = 15


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

Initiative: 1d20 + 4 ⇒ (6) + 4 = 10


Ok it looks like Terevalis is first up on the chopping block. You see a bunch of Toa, a larger and better armored Toa with a pincher staff and two beastial fish-creatures. What are you going to do?

Ah yes, forgot about Yap!

Initiative: 1d20 + 4 ⇒ (14) + 4 = 18


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, did you ever get the chance to look at my posts about the Istarian and Silvanesti items?


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;

5th level (22): Dominate Person, Stirge Swarm,Cone of Cold Suffocate
4th level (21), Dalamar's Lighetning Lance, Bone Shatter, Lesser Globe of Invernability, Ride the Waves
3rd level: Fireball (20), Vampiric Touch, Lightening Bolt (20, Dispel Magic x2, Water Breathing
2nd— (19)Mirror Image, Schorching Ray x2, Spectral Hand, Elemental Dart,
1st— (18)burning hands (DC 18), chill touch (DC 16), Shocking Grasp, Charm Person (17),
Protection From Evil, snowball (DC 17)
0 (at will)— acid splash , detect magic , disrupt undead , read magic


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 Black Robe will take a 5' step into the room to see what is there. Seeing the foes all in a group he will call upon his bond with the Staff of Magius to cast a fireball centered on the keeper of the sea cats.

9d6 ⇒ (1, 2, 6, 2, 1, 4, 2, 6, 2) = 26

DC 20 Reflex


Ah remember though Fireball is less effective in a water area. You have to make a DC 23 Concentration check to cast a fire spell underwater. If you succeed you basically create a bubble of super-heated water instead of fire, although same difference as they don't have any immunity to this.


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;

Concentration check 1d20 + 7 + 9 ⇒ (17) + 7 + 9 = 33


Ok that works. The arcane magic is able to overpower the surrounding water turning the area into super-heated steam and boils those in the area alive.

Here comes the saves:

Toa Beastmaster: 1d20 + 10 ⇒ (16) + 10 = 26
Toa Guard 1: 1d20 + 4 ⇒ (18) + 4 = 22
Toa Guard 2: 1d20 + 4 ⇒ (4) + 4 = 8
Toa Guard 3: 1d20 + 4 ⇒ (3) + 4 = 7
Sea Cat 1: 1d20 + 6 ⇒ (10) + 6 = 16
Sea Cat 2: 1d20 + 4 ⇒ (2) + 4 = 6

Two Toa guards get boiled to death and the Sea Cats are badly scorched. One Toa guard and the beast-master manage to avoid a portion of the damage.

Next up Toa guard 1 gets to go. Charging under the swimming lions he lunges for Terevalis. (As its underwater he has 3d movement)

Toa 1 trident attack: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
If that hit, Terevalis takes 1d8 + 3 ⇒ (8) + 3 = 11 damage.

Sea Cat 1 then rushes forward and takes a bite at Gabriel.

Bite Attack: 1d20 + 11 ⇒ (2) + 11 = 13 and misses. Next up, Athola.


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

Round 1
HP: 70 / 78

Athola swims to be in position to flank the attacking toa with Terevalis.

Acrobatics: 1d20 + 20 ⇒ (16) + 20 = 36 To avoid AoOs

Rapier attack: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Sneak attack damage: 5d6 ⇒ (3, 4, 6, 6, 4) = 23
Bleeding: 5 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.


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 1

Alathea will use some of her magic to heal the wounds of the black robed wizard.

CLW 1d8 + 5 ⇒ (6) + 5 = 11


Gabriel stabs out at the sea cat in front of him.

Trident Attack: 1d20 + 15 ⇒ (11) + 15 = 26
Trident Attack: 1d20 + 10 ⇒ (13) + 10 = 23

Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 5 ⇒ (8) + 5 = 13


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

Round 1

Swimming after the opponents and trying to stab at them as Jor tries to maintain his orientation in the water

Longsword Attack 1: 1d20 + 14 - 4 - 2 ⇒ (10) + 14 - 4 - 2 = 18
Longsword Damage 1: 1d8 + 5 - 3 ⇒ (7) + 5 - 3 = 9

Dagger Attack 1: 1d20 + 14 ⇒ (10) + 14 = 24
Dagger Attack 1: 1d4 + 5 ⇒ (4) + 5 = 9

Longsword Attack 2: 1d20 + 9 - 4 - 2 ⇒ (18) + 9 - 4 - 2 = 21
Longsword Damage 2: 1d8 + 5 - 3 ⇒ (4) + 5 - 3 = 6


Yap will use his ready his wand to shoot at one of the Sea Cats when it gets closer.

When it does he unleashes his blast 1d20 + 7 ⇒ (18) + 7 = 25

Which hits for 4d6 ⇒ (2, 4, 1, 2) = 9 damage

As for Athola she easily dispatches the last Toa Guard who was already weakened by the hot steam.

Gabriel gives a solid pair of strikes on the attacking Sea Cat. While the blows do not kill it, combined with the burns from the boiling water it is badly injured.He points his staff at Gabriel and issues a challenge to him in his foul tongue, seeing Gabriel wound one of his trained Sea Cats. This gives him a +1 to hit and a +6 to damage against Gabriel. He then swims forward and attacks with his pincer staff. He will also power attack.

Pincer Staff Attack: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27

I believe that hits and does 1d10 + 6 + 4 + 6 + 1 ⇒ (5) + 6 + 4 + 6 + 1 = 22 damage

The jaws of the staff clamp down on Gabriel, biting deep into his flesh. Grapple Check 1d20 + 15 ⇒ (3) + 15 = 18. That probably does not hit his CMD so he's able to wiggle out of the grip.

Assuming that Jor goes after the closest target (The Beastmaster) he does a 5 foot swim and double strikes. Only the dagger is able to penetrate his tough hide as well as other magical protection and stabs a weak point in his armor causing blood to flow out.

Ah yes the Sea Cat needs to make a save to avoid being blinded.

1d20 + 6 ⇒ (13) + 6 = 19, which he is not due to a successful save.

The final sea cat moves over to attack Jor with a charge.

Bite Attack: 1d20 + 10 ⇒ (4) + 10 = 14

But probably fails to hit.

Round 2 Start


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 Black Robe will use his wand of magic missiles to attack the beast master
5d4 + 5 ⇒ (4, 4, 1, 2, 4) + 5 = 20


Yes, current AC: 26, so it does hit. 22 damage taken. Current: 53/96


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 2

Seeing the grievous injury suffered by Gabriel, Alathea lays her hands upon him.

CMW 2d8 + 9 ⇒ (6, 6) + 9 = 21


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

Round 2

Jor begins to swing wildly on melee as he tries to make his enemy bleed without success

Longsword Attack 1: 1d20 + 14 - 4 - 2 ⇒ (1) + 14 - 4 - 2 = 9
Longsword Damage 1: 1d8 + 5 - 3 ⇒ (4) + 5 - 3 = 6

Dagger Attack 1: 1d20 + 14 - 8 ⇒ (6) + 14 - 8 = 12
Dagger Attack 1: 1d4 + 5 ⇒ (2) + 5 = 7

Longsword Attack 2: 1d20 + 9 - 4 - 2 ⇒ (13) + 9 - 4 - 2 = 16
Longsword Damage 2: 1d8 + 5 - 3 ⇒ (7) + 5 - 3 = 9

none hits

AC: 16 | HP: 68/98. Need to recheck the current hp status, since bit unsure how much Jor was healed after last fight


Alathea I appreciate it but as Gabriel said before don't waste your magic on him. He has plenty of healing in his LoH. Save it for others that can't heal.

Gabriel understands the challenge has been made and engages his attacker stabbing at him twice.

Swift: LoH: 5d6 + 10 ⇒ (6, 6, 3, 4, 6) + 10 = 35 HP goes from 53 to 88

Attack: 1d20 + 15 ⇒ (5) + 15 = 20
Attack: 1d20 + 10 ⇒ (13) + 10 = 23

Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

See one LoH and almost full. Save your magic. I was before you in Init so you would see his wounds heal and close before your action.


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;

These kuo-toas are mean and we havent yet met any of the other biggy monsters in the area.


The Sea Cat unleashes a pair of claws and a bite attack on Gabriel.

Bite: 1d20 + 9 ⇒ (6) + 9 = 15
Claw: 1d20 + 10 ⇒ (17) + 10 = 27
Claw Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Claw: 1d20 + 10 ⇒ (18) + 10 = 28
Claw Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Also because he hit with 2 claw attacks he will do a rend for 1d4 + 7 ⇒ (4) + 7 = 11 extra damage.

Ouch that hurt! 26 damage total. The Sea Cat misses with the bite but hits with two of its claws, tearing open Gabriel like a tin can and rending flesh with its razor sharp claws.

Master Yap seeing that one of the Sea Cats is badly injured decides to prey on the weak by zapping it with his wand.

1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14

The shadow bolt hits the Sea Cat and he takes 4d6 ⇒ (6, 3, 3, 1) = 13 damage. Its skin blackens and the creature passes out dying as the dark energy snuffs the life out of him. Yap cackles madly!

Yap goes after the Sea Cat as he delayed last turn

Gabriel takes two swings with his trident. Unfortunately he finds that the armor and the scaled hide of the Beastmaster are potent defenses. He fails to penetrate the armor.

His AC is 24 due to a combination of natural armor, the armor he's wearing as well as his dexterity modifier.

On the Beastmaster's turn he takes a nip at Gabriel with his bite attack using his sharp toothy maw, using power attack. Bite Attack: 1d20 + 12 + 1 - 5 - 2 ⇒ (11) + 12 + 1 - 5 - 2 = 17

And misses. He then 5 foot swims back and makes a pair of Pincher Staff attacks.

Staff Attack 1: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 17
Staff Attack 2: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14

Fortunately for Gabriel he's able to fend off the flurry of attacks.

As for the other Sea Cat, after being attacked by Jor, it counter attacks against him.

Bite on Jor: 1d20 + 9 ⇒ (9) + 9 = 18
Bite Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Claw on Jor: 1d20 + 10 ⇒ (12) + 10 = 22
Claw Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Bite on Jor: 1d20 + 10 ⇒ (9) + 10 = 19
Claw Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Unfortunately as Jor does not have his +2 chainmail those all hit. In addition he does a rend for 1d4 + 7 ⇒ (2) + 7 = 9 damage, for a total of 33 damage. The Angry Sea Cat rampages into battle attacking with a flurry of bites and claws and tears into Jor.

Round 3 Start!


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

DM assume my Round 2 healing as spent on Jor.

Round 3

Once again Alathea heals Jor, calling upon the last of her feeble Divine magic to do so.

CMW 2d8 + 9 ⇒ (1, 4) + 9 = 14

Jor, that's +35 for you in HP.

"Leave at least one alive my friends, I have an idea!"


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

Round 2

Athola moves in behind the beastmaster to provide flanking with Gabriel.

Acrobatics: 1d20 + 20 ⇒ (2) + 20 = 22 To avoid AoOs

Rapier attack: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22


Athola is able to dodge past the pincher staff and get a flank.

Still 22 actually does hit considering his AC is at a -2 against everyone except Gabriel. So you can roll your damage with sneak attack.

Actually you should be using the Swim Skill to do Acrobatics stunts underwater. You can't exactly somersault while you are in water. However this time I'll allow it. From now on though you have to use Swim Checks to do Acrobatics in water environments.


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;

Underwater difficulty. Grr


Round 3

Using the swim speed provided by Yap's magic Gabriel advances healing his wounds and stabbing at the beast master.

LoH: 5d6 + 10 ⇒ (3, 5, 4, 3, 2) + 10 = 27 Net +1 HP, 88 to 89
Attack: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Attack: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25

As the wounds from the cat close Gabriel stabs the beast master twice with a little distraction help from his companion.

Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 5 ⇒ (3) + 5 = 8


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

Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Sneak attack damage: 5d6 ⇒ (4, 2, 5, 1, 6) = 18
Bleeding: 5 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.


Athola's backstab horribly wounds the Beastmaster and then Gabriel takes a pair of swings that finish the foul beast off, the wounds it has gained so far stacking to such a degree that he no longer can stay active.

As for Yap, he wand zaps the other Sea Cat.

1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15

And hits for 4d6 ⇒ (2, 6, 5, 5) = 18 damage.

Blindness Check: 1d20 + 6 ⇒ (9) + 6 = 15

Unfortunately he fails and is blinded for one round. To speed things up we'll say Jor finishes the Sea Cat off on his turn. Assuming you finish off the beastmaster it appears you've taken care of this wave of creatures.

Searching the body of the Beastmaster you find the following:

A +1 Pincher Staff. Unfortunately as an Exotic Weapon none of you can use it effectively.

A +1 Scale Mail crafted out of Sea Dragon scales.

Masterwork Dagger, Masterwork Shortspear, 3 Javelins, a keyring with numerous keys with a vague enchantment on them, one of those door rings, a Backpack with some fish meat, tools and other various trinkets. You find 3 potions, 2 Cure Light and 1 Cure Moderate wound and a pouch with 100 Steel Pieces and 3 gemstones worth around 50 Steel each.

The other Toa guards have pretty much the same thing as the other Toa you've encountered.

So what do you do next? Which door/hallway do you want to go into?


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;

Can Alathea use the scale armor?

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