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;

He will take the potion and drink it.
He thanks her.

I shall return to my room at the inn but will return to this tower tomorrow


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 take the potion and drink it.
He thanks her.

I shall return to my room at the inn but will return to this tower tomorrow


2d8 + 5 ⇒ (5, 5) + 5 = 15 Healing. This does not remove the scar though, that's permanent. Just the physical wounds are healed.

As Terevalis steps outside he looks to the sky and his eyes widen. He can see the Black Moon in the sky where to others it is almost invisible. It shines in his eyes brighter than all the other moons in the sky. Truly Nurtari now regards Terevalis as one of his chosen.


Ok we'll return to the main room. By the way it seems only a few hours have passed since he entered the chamber. It now is about 11pm at night.


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:
By the way Terevalis. You also should change your school to Enchantment or Necromancy as you now no longer follow the White Moon and the powers of Divination.

Divination or Abjuration?


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

Captain Kirk mode activated!


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 will have to think about that that's really interesting. I might change to a necromancer since chemosh is involved. I have never played one


Just be careful, remember you got a Knight in the party with you. He might tolerate you but not if you start raising skeletons as minions.


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;

Ya, I think I will do it and bar Divination and Abjuration as a sign that he has embraced Nuitari.

The Black Robe Secrets don't do much for Enchantment. I can take those as feats, correct Highgod?


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;

Enchantment might be a more subtle way but I have two already in different campaigns. Would you recommend one over the other?


Indeed you can take Black Robe Secrets as Feats. I would probably keep Abjuragtion as a non-prohibited school as those spells will have a LOT of use in the future. Divination is something you can give up. As for necromancy I'ed let you take sub-schools as well if the core school does not suit you.


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 think that necromancy can be just as subtle as enchantment. I have never played a necromancer, would he get all of the abilities in the CORE book like turning or commanding undead? Isn't that the role of the divine magic and not arcane?


Yeah watch your step wizard, I can smite thee now ;)


Well wizards can use Necromancy spells so I don't see a problem with them having command/turn 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

I think that Necro's get that as part of the specialty school ability in Pathfinder.


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 do, I just wanted to make sure that I could do it in DL.

Be careful knight I can dominate you soon, lol.


Well there are necromancy arcane spells that command/control/create undead. So having a turn/rebuke undead power is not out of the ordinary, its just an extension of their abilities.


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

Watchout! Terevalis will be soon cleaning Jors boots! and Gabriel gets to smite teh eeewil wihzard only when Jors allows it :P

But interesting question about joining Brass Tigers. Not sure how that will play out but definetely a Wizard to the company will boost its power quite a lot and offer some help.

How excatly should the command structure made and Brass Tigers work actually. Need to talk with GM about that


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

Necromancy has some great save or suck/die spells. It's probably the better choice.


;) maybe but know one wants to know what you would do with me.


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;

Dance for me knight, show me what knights wear underneath their armor, lol. He could always cast an illusion so that he looks like the cleric, lol.


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 have a job interview for a Dean of Student's position I have to go get ready for. I will check in but won't really be able to rebuild or contribute until I get back home later this afternoon.


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

Good luck with the prestigious job interview.

All I can say it is going to be interesting having good and evil in the party, with a few confused ones in the mix.


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


The command structure is pretty loose. A majority of their members are fighters or rogues but they have a diverse group of recruits of other classes as well. Not many spellcasters and the ones they have are typically Sorcerers or Mystics. They would not be opposed to hiring a Wizard though as long as they followed the rules of the organization. As for the structure. The founder of the order is Gwynneth Cordaric, a skilled Ergothian woman but she also has a number of commanders that work under her as well. Generally new recruits need to be approved by one of the commanders or Gwynneth herself.


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;

ty


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

What rank does Jor actually have in the organisation? I have been depicting myself as Lieutenant but not sure if that was appropriate. I guess that I do need to do something regarding that later in the game.

Can I have a clear rule section or should I create something more akin to it (at least representing the rules of our company well)


He's a full Brass Tiger but he's not a commander. He needs to earn 10 Points in Faction Status to get that rank. You've mainly been sent to Khur to gather information and scout out perspective clients. As for the Brass Tigers, the blurb in the book is pretty small, in fact they aren't even mentioned until book 2. So I will allow some means of flexability in creating any rules for them


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

So I was thinking something along these lines.

1. Superior Brass Tiger orders / commands are not to be refused or questioned. Higher ranking orders override lower rankings

2. Specialised field (clerics / rogues / wizards etc) have a say and opinion regarding different situations and problems but commander / leader have a final say.

3. Regarding recruiting: each possible recruit has to take part to one mission -> succeeding and receiving positive report at least from one of the full-fledged member will will be acceptable and presented to Company Commander or sub-commander and he or she decide if the recruit will be elevated to full-fledged member ranking.

4. Information regarding Brass Tiger Company will never be revealed to any outside members regardless of your other ties to possible organisations ( wizards and clerics ) : penalty (kicked out or even death)

5. What you know and taught about the company will be based on your ranking.

6. Race, Past, Ideals and Ideas does not matter in the company and you are simply a member of Brass Tigers. It is frowned upon to express your opinion of believes, since those does not matter

7. Contracts and Steelcoins are your honor. You do serve as have bound yourself in your best ability, but dying does not amount to that. If there is something which will be impossible, do everything in your ability to ensure the least amount of risks and loss to yourself / your group & your client.

8. Pride and Honor will be thrown out of window. Steelcoins do not lie or do not cause problems. You do what you are hired for and no more.

9. We strive for perfection. We strive for victory. All kind of excessive evil or torment is punishable : either stripping of your rank and kicking out or death

How does it look so far? I guess IF and WHEN Terevalis joins us, him being Lawful Evil and Black Robe (Nuitari) there need to be some thinking. But regarding wizards I guess there is need for some debating anyway (due to their nature & loyalty towards magic / high tower of sorcery)


Looks ok to me Jor. I like your way of thinking.


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 am working on the change to a necromancer. I chose transumation and divination as my opposed schools. I am going to have to add spells to my spellbooks especially necromancy. Can I do that at Zoe's? I probably want to get a black spell book and will do my arcane bond with the Staff of Magius.

If it takes Jor that long to go and talk to him, even though he is tired he will make his way to the Silvanesti lords.


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 took the ectoplasmic metamagic feat. For some reason though Herolab won't give me the command undead feat instead of turn undead.


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

Well, technically we are still talking during Midday when Terevalis is preparing himself and come till late evening. Thats why I was a bit confused about the sudden change


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

Heolab is rather rigid system. Always had major problems using Herolab for custom settings (or transferred systems to PathFinder). End up just using a text editor with spreadsheets.

Yep, we should have continued with the day stuff while the test was being done to get both events to be more in line by the next morning.


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 think I wrote about our conversation to get it t out there.


You might want to change your picture and character stats Terevalis as they still are listed as "Abjurer".

BY the way everyone is going to level up to level 4 before leaving Ak-Khurman so you can start doing your level up rolls and adjustments now.


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

Thanx Terevalis for doing all the hard work to level us up.

HP roll: 1d8 ⇒ 7 7 it will be before adjustments.


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

HP roll: 1d10 + 2 ⇒ (9) + 2 = 11

+1 BAB
+1 Fort
+4 Skill poiints
## Diplomacy +1 [Rank 3]
## Intimidate +2 [Rank 2]
## Perception +1 [Rank 3]

Fighter Bonus Feat: Weapon Specialisation (+2 dmg)


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 will try to change the pic but I am under the impression that after 5 posts you can't change.

1d6 ⇒ 6


You just can't change your name Terevalis. You can change your picture at any time.


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

Name you can not change but the picture you can


Wish you could delete old names and posts. I have a lot of s#!$ characters I'ed love to clean out.


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;

Oh OK!


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

Cleric 4
Hit Points 1d8 + 3 ⇒ (2) + 3 = 5
+1 BAB
+1 Fortitude & Will Saving Throws
+1 1st and +1 2nd Level Spell Per day
3 Skill Points = +1 Know History, +1 Perception, +1 Know Religion
Charisma +1 - 17


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

oooh, I completely forgot our 1st attribute bonus!

-> +1 Strength.


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 wonder if it might not be a good idea to prc in the magic item maker in ToHS?


Do you guys think I should go Hospitaler to help with healing? I will be able to smite less if I do this.


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 going to say no to Hospitaler. We have a number of Potions and after next level, I will construct a Wand of Cure Light. I think we need your smiting abilities more, especially at this level.


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 say thee nay


Alathea take 1/2 your hit die as you rolled less than 4.

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