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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"I think that is best. Please keep mine and divide it among the group. If I am to carry the elven relics it would be better for the rest of you to upgrade your gear. I have enough wealth to buy food and feed for myself and my horse."


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

Athola peeks in the bag, and gives a nod, "Never seen so much."


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 we split some of the money in some fashion and keep the other for party needs such as food, potions, wands. suggests the elf.

DM do I have time to write scrolls before we leave? If not I can go and buy some with this new money.


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;

Indeed, my contact is a person of means. replies the elf to the cleric.

Since I am going to remain traditional with the elf in terms of the weapons that a WoHS uses I am happy to give the 20 arrows I have to the Kagonesti.


I think you all want to leave today, unless you can convince the party to stay a few more days.


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;

[ooc] How long might it take to make the Cloak? [ooc]

If you do not mind staying a few more days in order to rest up and gather supplies, I have something that my contact has requested that I provide. It should not take me more than __ days to accomplish.


It takes 2 days of work to craft the item. 1 day for every 1000 steel pieces of crafting cost. You also have to make a spell-craft roll at the end of the crafting you have to make a DC 13 Spellcraft check or lose the item and materials.


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;

1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16-4 for transmutation Spellcraft assuming that the two days is acceptable to the party.

It might give us time to better prepare for the undead.


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 shrugs, "I am not sure about that but if you believe it to be important I cannot imagine Ruins which have not been disturbed since the Cataclysm or an ancient elven burial ground are going anywhere after two more days".


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

"I have no issues staying here for another two days."


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;

Then it is settled. declares the Black Robe.


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 go and get the rest of the supplies from the Lord.

He will go to the Tower and spend the necessary time. He will make sure to incorporate Silvanesti designs and the emblems of the Lord's House in the Cloak.

The roll was 16

When he is done he will return to the manor.
Here it is My Lord. Would you like to examine it?


Not so fast Terevalis. We'll need to know if the other players want to stick around an extra two days. If so then I'll roll a random encounter for each PC to fill in some stuff that happens in the two days you're spending in the city.


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

"Well, if its so important then sure. But so far doing nothing leaves me rusty.. hmm" Jor complains but wont take it further than that. Sighing and getting up from the table "I might as well as keep practising since it will take time. Maybe even see some other potential customers"


As Terevalis will be crafting for 2 days he does not have a random encounter. The rest of the PC's get a roll though.

Gabriel 1d100 ⇒ 89 Legion Patrol
Jor 1d100 ⇒ 18 Press Gang
Alathea of Solace 1d100 ⇒ 13 Press Gang
Athola 1d100 ⇒ 6 No Encounter
Mithas 1d100 ⇒ 30 Rand the Broker

Ok we'll handle Gabriel first.

Gabriel is wandering city of Ak Khurman and sees a legion patrol pass by him in the streets doing what appears to be a routine patrol duty. They see Gabriel and give him a respectful nod as they continue travelling down the road. However Gabriel make me a perception check.

As for Jor and Alathea they are walking in the docks district and a crew of 4 men as well as a minotaur get uncomfortably close. All of them are holding saps and clubs. The minotaur bellows at the both of you saying, "Hey you two! Any of you know how to work on a ship?"


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

Examining the group and grin appearing on his face"Eh, cant say I never had the honor to do work in a ship or work as a sailor. Must be fun but being busy with my work does have its own merits" commeting on the question and moving a bit to cover Alethea "I am just walking with my lady here and tought to see the famous docks. You have any questions then?" as his hand slowly moves to scratch his head and from there grap the handle of his Greatsword


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;

Oooh Oooh, I want to fight the minotaur, Oooh Oooh!


The Minotaur grins and says, "Well it looks like you and your lady will be taking up a new occupation. We're short a few people and you both look like you look like good deck hands."

The men surround the both of you the Minotaur barks, "Ya should come along quietly. Hate to rough you up before putting ya to work."

The other thugs snicker at this comment.


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

"Zivilyn send me a servant to assist these good fellows with their search", Alathea intones casting Summon MonsterII...


Anyway roll for initiative people as this is a fight. We won't bother with a battle map for a quick fight like this. Considering them on both sides of you though. 2 thugs to the left, 2 to the right and Minotaur in the center.

Thug Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Minotaur Initiative: 1d20 + 1 ⇒ (4) + 1 = 5


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

Jor facial expression getting a bit more serious as the thugs surrounds them "If you or any of your friend knows what is best for your health and wealth being, I might not rob you myself... so better back off slowly. If you have never heard of Brass Tiger Company, I would suggest my friend to do it now. Otherwise I will give you a journey to the river of souls" Jor growls in the end as he unsteathes his greatsword

Intimidate: 1d20 + 9 ⇒ (19) + 9 = 28

...... AAAAND there goes my possible Crit Roll aaaand Possible Initiative :P hohohoho. lets try my luck after that animal rampage

Initiative: 1d20 + 4 ⇒ (3) + 4 = 7

EDIT: Yap


The Thugs prempt your actions get the drop on you and use their surprise rounds to get into flanking positions. On their turns they take swings with their clubs, working together to flank the party.

Thug 1 on Jor 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Thug 2 on Jor 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Thug 3 on Alathea 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Thug 4 on Alathea 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Jor and Alathea get wacked each by a sap. Jor takes 1d6 + 3 ⇒ (1) + 3 = 4 non lethal damage and Alathea takes 1d6 + 3 ⇒ (5) + 3 = 8 non-lethal damage. The other two saps bounce off their armor. They seem to be using non-lethal weapons intending to knock you out with them.


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

Attack PA: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12
Damage PA: 2d6 + 18 ⇒ (5, 4) + 18 = 27 Non lethal attack & damage

Giving a swing toward one of the thugs Jor gives a mighty umph

"Next time will be with the sharp edge" Jor warns the group as he switches his grip after

AC 15 | PA +6 Damage -+0 (due to Furious Focus)


Jor barely misses with his Greatsword as the thug dodges away from most of the blow and his armor takes the rest.

The Minotaur seeing Jor as the most resistant moves up and does a 2 handed swing with his cugel with a mighty swing. (Power attack)

Minotaur Swing: 1d20 + 6 ⇒ (18) + 6 = 24

And wacks Jor for 1d6 + 8 ⇒ (2) + 8 = 10 non-lethal damage

He also attempts to ram him with a headbutt as well 1d20 + 1 ⇒ (8) + 1 = 9

But Jor evades his horns.


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;

Damn minotaurs and their headbutts. I am surprised that Jor didn't try to seduce the press gang. :)


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 Initiative 1d20 + 1 ⇒ (19) + 1 = 20

Alathea Concentration 1d20 + 12 ⇒ (15) + 12 = 27

I assume at the end of Round 1 my 1d3 ⇒ 3 Fire Beetles appear?


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

Hey.... I may be incarnation of Captain Kirk but I never said I will try to get in the pants of.... 'shrugging' men. "Oh hey, woudl you like to try being my private and exclusive people, I would like that!" heh


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;

You and Gabriel are going to have to fight over the cleric.


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 am a cleric of balance it would not be right to exclude anyone who wants to be included :-)


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;

LOL!


Indeed Alathea summons 3 fire beetles that appear around them. The Thugs blink in surprise having these beetles suddenly appear out of nowhere. The Beetles go on 1d20 ⇒ 15

Anyway the Thugs go again. Two turn to fight the beetles power attacking

1d20 + 4 ⇒ (16) + 4 = 20
1d20 + 4 ⇒ (19) + 4 = 23

Two beetles get squished by non-lethal damage

The other two thugs power attack Alathea and Jor (but are no longer flanking as their partners broke off to fight bugs.

1d20 + 4 ⇒ (8) + 4 = 12 On Alathea
1d20 + 4 ⇒ (13) + 4 = 17 On Jor

Jor gets wacked for 1d6 + 5 ⇒ (6) + 5 = 11 damage as another sap wacks him across the head.

The last beetle goes next and bites at one of the thugs. 1d20 + 1 ⇒ (4) + 1 = 5

And ends up nibbling on his boot.


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

Attack PA: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25 Crit
Damage PA: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20 Non-lethal attack & damage

4d6 + 36 ⇒ (2, 4, 3, 4) + 36 = 49

"Goddammit, last warning or I seriously will start to cut heads off" Jor getting clearly angry with each passing second and starting to swing his Greatsword with more force and brutally brings his sword with arc towards minotaurs head "Last time you will be headputting me cow"


Jor with one cruel blow on the Minotaur cracks him in the middle of his forhead with the flat end of his greatsword. The Minotaur staggers back and collapses to the ground unconscious with a mighty thud to the stone ground.

Ok well this will trigger the Thugs making a will save 1d20 + 0 + 4 ⇒ (1) + 0 + 4 = 5

Crap natural 1. The thugs seeing their ship first mate get totally sprawled with a single blow break away and run in a panic. "Dammit! This guy's way too tough for us!" they yell as they cheese it leaving the unconscious first mate lying there unconscious.


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;

A Black Robe would have simply offed them. I'm just saying.


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 channels positive energy leaving the Minotaur our of the effect.

Channel Energy 2d6 ⇒ (3, 1) = 4

"We should bring the Minotaur in, once the Legion questions him we will know what ship the rest were on son enough".


Soon the ruckus attracts the attention of a legion patrol. They arrive on the scene and look at Alathea and Jor and the unconscious Minotaur. The patrol leader says, "What happens here? We heard of a disturbance taking place at the docks. You look injured, do you require any assistance?"


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

"Ah, nothing much. Some misunderstand in the form of possible chance to enjoy a job without qualifications and previous experience needed in a nice humid, dark and tight spot for the next few years with a nice view over a vast blue sky and sea. Might have been fun but I had to politely say no. My friend here simply fainted because of my refusal for such an opportunistic and fantastic once-in-a-lifetime chance." Jor jokes with a grin as he taps the minotaur on his shoulder


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 turns to Jor, "Is that our story?


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

Grinning to the question of Aletha " I do hope. It has a nice story on it but unfortunately, such a nice things wont happen" sighing and looking at the minotaur "These people tried to "hire" us on their ship with unconventional means for a deck jobs. Not sure how usual it is here but these guys were taking no as an answer and started to beat us. We just responded back with the same ways" Jor speaks this time with a more serious tone as he grimaces


The legionaries listen to your story and the leader says, "Sounds to me like more pirates out of Port Balfor. The Legion is trying to curb the criminal activity in this city but Ak-Khurman has often been a haven for the less savory types of the high seas. If you wish to press charges we will take this Minotaur away to be jailed for crimes of assault and attempted kidnapping."


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

Athola spends the day out in the market, inspecting the goods for sale. Not entirely fruitless exercise, she did buy ten daily rations for the journey that would start in two days time, heading to the tomb. She also arranges for feed to be delivered to the inn for her pony.


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;

To the gallows


Anyway as Gabriel has not reacted to the passing patrol I shall proceed to what happens. Failing to spot the ambush in time suddenly surging from some nearby alleyways is some cloaked men dressed in what looks like chain shirts armed with longswords and shields with no markings. The people don't look Khur though, they are too fair skinned. Leading them however is a woman who pulls away her cloak wearing a breastplate bearing the mark of the Skull. She yells something in Nerakan to her men who rush the patrol who do so engaging in melee with the patrol while she herself turns to Gabriel and says to him, "A knight of Solamnia here it appears. The commander will reward me well for your death. You should not have allied yourself with the traitorous fools of the Legion of Steel Solamnic. You now shall pay for that choice with your life. Know before you die that Lady Sylvia of the Skull took your life. Draw your sword and face me!"

She readies her sword and shield and prepares to fight. Roll for initiative.


I have a -1 perception so getting ambushes was probably inevitable :) Sorry for being away and forgetting to post.

"Lady Sylvia is it? Know you face Gabriel Lucas Barca. I will bring you to justice fallen knight."

Gabriel takes the moment to draw his blade and prepares for the battle.

Initiative: 1d20 + 2 ⇒ (6) + 2 = 8


Initiative: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Lady Sylvia is slightly quicker on the draw than Gabriel. She'll win the tie as she initiated combat but as she gave Gabriel time to draw his weapon and engage him in an honorable duel he is not flat footed when she moves up and swings a wide arc with her blade. However her prowess with the blade seems above the ordinary making him suspect she has had some dark blessings engaged before this duel began. Her black steel sword also seems to be smoldering in her hand and burning with dark fire. She brings her blade down with a forceful blow.

Sword Slash: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12

The slash slams into Gabriel's shield though as he deflects the blow.

We won't us a battle map for this fight as this is a 1 on 1 duel. There is other Dark Knights in this fight but are currently engaged in melee trying to kill the Legionares which is their main goal. As for prowess the Dark Knights are better fighters (being Level 2 Fighters). The Legionares however are more canny and are willing to use teamwork to overcome an enemy (They are Level 1 Fighter and Level 1 Rogue). As for numbers there is 4 Legionares and a Patrol Leader (A level 3 Fighter, level 1 Rogue), fighting 7 Dark Knight warriors so the legionnaires are outnumbered at the moment.


Anyway I will use a quick resolution mechanic for the NPC's in this fight. After the 2nd round of combat I will roll a 1d4 for the Legionaries and a 1d6 for the Dark Knights. If the Legionnaires win then one Dark Knight falls. If the Dark Knights win a legonare falls. If the rolls are equal then it is a stalemate for that round and no one dies. The die type will change depending on the numbers remaining however and which side has the upper hand.


Sounds good.

"You leave me little choice. I can't let your corrupted fell these men. I mush put you down quick like a hurt horse."

Swift Action Smite Lady Sylvia

Attack: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d8 + 8 ⇒ (7) + 8 = 15

AC:23 against her if she can be smited.


Despite the divine force behind his blow when Gabriel strikes at her she puts up her shield. However he also notices a crackle of divine energy reinforcing her defences and the blow is turned aside.

Sylvia seeing the divine power behind the attack of Lucas smirks evilly and says, "So looks like you have the power of a God behind you Knight. We'll see just have to how powerful your faith is compared to mine. Kha!"

She takes a swing with her burning blade once again at Gabriel putting force behind the blow.

Sword Slash: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12

Once again Gabriel turns aside her blow as it impacts his shield and leaves burn marks on its face.

Smite is effective against her. She however does not count as having an "Evil" deity for purposes of additional damage for smiting consider she is using the power of the Heart and not direct divine power from a god.


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;

Foul mystics. At least there are no Thorn Knights there


"I not only have the faith of my god I have the memory and strength of my order. Est Sularus oth Mithas!"

Swift: Might of Solomnia

Sword Slash: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 1d8 + 6 ⇒ (7) + 6 = 13

"Taste my righteous Steel. Look men. They bleed. They are nothing but men that have fallen to darkness. Stand together and drive them from your streets. Fight as if you are fighting to protect your loved ones."

Alright took the smite damage out. I assume that's what you meant. Get the bonus to AC and Attack but drop the damage?

AC: 23, MOS: 6/7 remaining

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