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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Terevalis points his hand out and the Scorching Ray strikes true aginst the minotaur. He howls in pain and looks even more angry. He does a straight run forward to the wall of the room and turns a glace toward Terevalis (full run action) as he cannot charge him with a pillar in the way nor does he have enough charge distance. Now he's roughly 20 feet from him.

Terevalis can move behind a pillar yes. These are roughly 5 foot square stone pillars so can provide ample cover.


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 cast mage armor and run 30 feet the way the Minotaur came hiding behind pillars. That should bring his ac to 22.


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;

Now I wish I had an arcane bond lol. I think waiting for the Test to be over and s a bit better for it though.


The Minotaur bellows "You aren't getting away me elf!"

He moves 20 feet toward Terevalis and encants a spell doing the same motions as before.

1d100 ⇒ 16 Spell Failure

He almost fizzles the spell but barely gets it off. A flaming sphere appears on top of Terevalis. You take 3d6 ⇒ (1, 1, 5) = 7 fire damage. Reflex save DC 15 save to avoid taking damage.


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;

Reflex 1d20 + 3 ⇒ (8) + 3 = 11


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 only takes 2 damage due to his abjurere ability to resist energy.

How beat up does the minotaur look?


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 ⇒ (14) + 7 = 21in order to cast Resist Energy fire on himself. He will then take a 5 ft step and then move 30' away from the minotaur using the pillars as cover.


He looks like you took a good chunk out of his HP. However I just remembered his Bloodline ability gave him Resist 5 Fire so he took less damage from that.

Minotaur Spellcraft check for resist energy 1d20 + 8 ⇒ (11) + 8 = 19

The Minotaur sees that Terevalis made himself resistant to fire. He says, "Drat! You protected yourself from my flame! I'll still have your head!

He sprints forward 40 feet and gets right into the face of Terevalis. The Minotaur looms down on Terevalis getting in within 10 feet of 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;

5' movement back

Cast Protection from Evil Centered on himself

AC:25

Runs 30 away to use the pillars as cover creature, the target has cover (+4 to AC).

So I think that should bring him to a 29 AC.


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 damn minotaur is making him run all over the place, lol


You can't 5 foot step and then move 30 feet. When you 5 foot it is the only move you can do.


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;

5'Oh, ok, I thought 5 ft movements were free. So is he still 15 away from me 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;

Is he still 15 away with cover?


Yes he is so you can cast the spell at least as you are out of his reach.

Anyway on his turn he moves around the pillar to get within 5 without cover and takes a swing with his axe in his left hand

1d20 + 9 ⇒ (12) + 9 = 21

Does that hit Terevalis?


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;

No his ac with spells and aura is 25. I believe it is 29 if the cover adds +4


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 is 5 ft away from me correct?


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 + 7 ⇒ (20) + 7 = 27

The elf will defensively cast true strike.

Ast theron torndonr

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

If I read this right it would take effect on my next turn correct?


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 we will finish this today? I dont want to hold up the group. This is a really fun Test too!


Yes it would terevalis. No cover though as he moved in such a way to nergate the cover, plus its a melee attack so no cover.

Anyway as for the Minotaur his horns grow twice their size and he does a Slash/Gore combo.

1d20 + 9 ⇒ (13) + 9 = 22 Axe Swing
1d20 + 3 ⇒ (10) + 3 = 13 Gore

Once again both attacks fail to get past the potent defenses of Terevalis. How does terevalis respond?

Hopefully we'll finish within a day or two. Depends on the speed of the posts.


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 + 7 ⇒ (19) + 7 = 26
Cast definsively snowball

1d20 + 20 + 3 ⇒ (18) + 20 + 3 = 41

Damage 4d6 ⇒ (1, 1, 3, 6) = 11
Fort Save is 16

You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.

If fire will not harm you as much as it should, perhaps the cold of Icewall, the cold of revenge and justice obtained and the cold of the grave shall give you pause, bovine. Ast therst frigo dtun


The snowball smacks the Minotaur in the face. This chills him and seems quite effective.

1d20 + 4 ⇒ (18) + 4 = 22 Fort save

He is able to resist beeing staggared though and is very angered by this and attacks again with an Axe/Horn combo.

1d20 + 9 ⇒ (15) + 9 = 24 Axe

1d20 + 3 ⇒ (3) + 3 = 6 Horn

But barely misses with both thanks to the protections that Terevalis has put on himself. However he does feel the force of the blows and getting hit will likey do him a lot of harm.


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;

How beat up does he look?


About 2/3rds of his HP are gone.


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 withdraw 60 ft away from the minotaur and use the pillars for cover.


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

Looks like Terevalis is going to make it out without any significant visual scaring. Though colour of the rob still be interesting, heading towards red.


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 minotaur, lol. I am almost out of spells, I have cast all of my 1st level spells and all I have is one more second level spell. I still have my cantrips but my abjurations have kept me alive, 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;

He would make a funny red robe especially since illusion is one of his prohibited schools.


Well one thing about the test is that you will be able to put a majority of your spells to the test and one challenge will force you to blow all your spells and it seems to be this one. You are taking advantage of his weaknesses thus far so you're doing a good job. Also remember you probably have scrolls you can use 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 only have rope trick and mage armor that I have scribed.


Ok let me throw you a bone then. It makes sense that the test would have some elements in play in case your PC's start running low on spells.

Terevalis as you're fighting the Minotaur, you notice on his belt he has a scroll case of some kind attached to it.


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 haven't played an abjurer but he is pretty fun so far.

Minitaur is up if I was able to withdraw.


So doing a full withdraw 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;

Si


Terevalis withdraws behind another pillar. The Minotaur yells "Ya think a bit of ice will stop me! I wield the fire and the cold!

He rushes forward getting once again within 20 feet (double move). What does Terevalis do?


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 wizard call cast his last 2nd level spell to summon a celestial hyena. He will summon it right where the minotaur is right now so that he can charge it.
St dresn tre retren

Hyena CR 1
XP --
N Medium celestial/fiendish animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +7
DEFENSES
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 [17] (2d8+4) [2d8+8]
Fort +5 [+7], Ref +5, Will +1
SR 6
Celestial - Resist acid, cold, and electricity 5;
Fiendish - Resist cold and fire 5
OFFENSE
Speed 50 ft.
Melee bite +3 [+5] (1d6+3 [1d6+5] plus trip)
Special Attack smite evil/good
STATISTICS
Str 14 [18], Dex 15, Con 15 [19], Int 2, Wis 13, Cha 6
Base Atk +1; CMB +3 [+5]; CMD 15 [17]
Feats Alertness
Skills Perception +7, Stealth +6 (+10 in tall grass)
SPECIAL ABILITIES
Smite Evil/Good (Ex)
Once per day as a swift action this creature can add their Cha modifier to their attack rolls (+0) and gain a bonus equal to their HD to damage (+2) against evil/good foes. The smite persists until target is dead or the celestial/fiendish creature rests.


Ok before you do that, make me an Intelligence Check.


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 + 4 ⇒ (5) + 4 = 9


Ok close enough. It appears that attacking with a summoned monster is playing to his strengths. He's a powerhouse who buffs himself with magic and uses offensive spells. He also has armor on and his skin looks pretty tough. It would be difficult to harm him with brute force.


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 I make a spellcraft check to see what spells I still have will be the best way to defeat him?

1d20 + 12 ⇒ (19) + 12 = 31


Scorching Ray seems like your best shot. He may be resistant but it has the largest damage potential and his touch AC is pretty low as he's large sized. Another option would be to Mage Hand that scroll case he's carrying, see if you can get some spells off of 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;

I didnt notice the scroll case before.
He will try that when minitaur gets into range.
Ast retre nont


Ok Terevalis you cast Mage Hand and pull the scroll case off the Minotaur's belt. He does not expect it and looks pretty angry when you take it away from him.

1d3 ⇒ 3

As a move action you can open the scroll case and look at them.

However he gets to go now, He moves to 30 feet and says, "Taste my cold fury you dammed elf!"

1d20 + 4 ⇒ (9) + 4 = 13

The blast flies at Terevalis but thankfully taking cover behind a pillar the ice blast hits the pillar instead of him. He recognises it as a snowball spell.

Anyway as a move action I'll let you open the case. Inside there are 3 scrolls. Roll me a 1d3 to see which one you grab randomly and be able to cast. Unless you want to take your time and read what each spell is which will take another move 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;

ok, move action to look


Inside the case you find 3 scrolls. Shocking Grasp, Lesser Orb of Acid, and Sonic Scream.


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 read the ear piercing scream scroll on the minotaur
School evocation [sonic]; Level bard 1, inquisitor 1, sorcerer/wizard 1, witch 1

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Target one creature

Duration instantaneous; see text

Saving Throw Fortitude partial (see text); Spell Resistance yes

You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

I post the information because I dont know what level the scroll is at.


Anyway the bull moves within 10 feet and takes another swing with his Axe, avoiding the cover.

1d20 + 9 ⇒ (16) + 9 = 25

This time he hits terevalis for 2d6 + 5 ⇒ (4, 6) + 5 = 15 Damage

OUCH! the axe slashes across his body opening a gaping chest wound.


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;

ok he is down to 4 hp


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 move back out of range to read the scroll.


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 is Sydney or the Bush.


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

Syndey as in cut up in small pieces and feed to the fish in the harbour, or body dragged to the bush for the vultures to eat?

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