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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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

Could treat the Staff as a Legacy Weapon per that 3.5 book with increased power as Terevalis levels increase.


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 Pathfinder has similar rules in Mythic Adventures.


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

Yep, I remember reading it somewhere in one of the Pathfinder books, of feats and magical items graining added bonuses when character levels


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

Remember to NPC Athola as necessary when I sleep to keep the game moving. Sleeping time is usually 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;

Whee is everyone from? I am from NM, USA


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

UTC +2:00 (no DST permanently)


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

GMT +1 Germany


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

The mythic item rules are pretty broken and designed for mythic campaigns, which have crazy power levels. The 3.5 weapons of legacy book had more reasonable power spikes.

GMT-8 Canada


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

Eastern Standard NJ by Night /NYC by day I work in the Empire State Building.


Eastern Standard Time in Canada is where I am.

As for the Staff I would rather have some sort of Incremental boost rather than give a +6 deflection and 23 SR at your current level. Instead we'll say the deflection modifier starts at +1 and gets +1 for every 4 caster levels (So +2 at level 4, +3 at level 8, +4 at level 12, +5 at level 16 and +6 at level 20). As for the spell resistance we'll say it stats at 3+caster level (thus eventually giving you 23 SR by level 20)


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 like that, I dont think it would be right to have that all right away. It does still boost spells and stores things so I love this staff.


Just so the numbers come out even, we will make it 5+ caster level for spell resistance. Drow is 6+ level so the staff should be closer to equivalent to that.


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


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

how a real world & d&d actually transfers between each other

I really liked this one and did take my time to read it through. Made me think a bit and realise how overpowered our characters are in comparison. Well written and articulated.


Here is a better rewrite of the Leveled Masterwork Rules so they are easier to understand. It also breaks down what you need in case you want to create your own leveled masterwork items.

Leveled Masterwork

Leveled masterwork improves on the quality of masterwork. It comes in 5 stages:

1. Distinction (Standard Masterwork)
2. Renown
3. Fame
4. Glory
5. Legend

For armor every point of masterwork reduces the armor check penalty of the armor by 1. In addition every 2 masterwork levels beyond Distinction the the armor AC by 1. This stacks with armor bonuses from magical enchantment. (So Fame gives +1 AC and Legend gives +2 AC)

For weapons, each level of masterwork gives a +1 to hit per level of masterwork. This does not stack with magical enhancement though so you use the highest bonus of the two. However every 2 levels of masterwork beyond Distinction adds +1 damage and this DOES stack with magical enhancements. (Fame gives +1 Damage and Legend gives +2 Damage)

​For masterwork tools, every point of masterwork adds a +2 to the tool bonus (To a maximum of +10 for Legend)

​For purposes of crafting leveled masterwork items you must meet the following requirements:

​1. You must be able to craft Masterwork items.
​2. You must have ranks in the appropriate craft skill equal to 3 times the level of masterwork. (So to craft an Item of Legend requires 15 ranks in an appropriate craft). If you do not meet the required ranks of craft you can not craft an item of that quality.

​To create higher level masterwork items requires additional time and money. So for instance to craft a Item of Legend it takes 5 times longer to craft than a standard masterwork item. The masterwork costs are as follows:

​Masterwork Level x 300 (For Weapons)
​Masterwork Level x 150 (For Armor)
​Masterwork Level x Tool Masterwork cost (For Tools)


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 spectral hand allow me to use my touch ability?


I would allow you to use it with Spectral Hand as although it isn't s spell it makes sense that such a power would work through Spectral Hand as its power level is less than a 4th level spell.


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 in a carriage and get a donkey to help carry things? IIRC Mithas suggested that but I don't think we had the $ to do it then.


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

Good idea. Helpful to carry the feed too, as this is a prolonged journey.


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 they are 100 stl. My horse can be one to pull.


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

What about a light wagon, takes a driver, and 1000 pounds for 1 large creature pulling it.


Sorry guys away this weekend. Will read and catch up. I forgot to let you guys know.


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 is an idea, Athola. Does anyone else have an opinion on it?


A wagon may be a good investment for all the loots the GM is sure to shower us with :)


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

Never hurts to have a mode of transportation where we can also bring anyone who is too tired or injured to walk for a while as well.

100 Steel is not too bad, leaves us with I think 2950 after the masterwork compound bow and the wagon. I will double check that when I get home.


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 looking at next level getting two feats. I am taking Craft Arms and Armor but was wondering if craft wand is better than craft potion? I need 4 creation feats to be a spellbroker.


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

Tough call. Craft wand is the best value per use and doesn't have restrictions on spell level, but is only useful for spells you want to cast a lot. Craft potion is better for single use stuff, but only gets you lower level spells.

There's always craft construct and inscribe magical tattoo as well. (if available)


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 wands only go to 4th level.


Remember this is a nation based off of Saudi Arabia. Think of the brutal middle eastern justice of the Dark Ages and apply it to this place.


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;

Quick question, am I right in assuming that the only thing I can do while crafting is crafting? I can't scribe scrolls or enter spells into my spellbook?


You need to spend at least 8 hours of crafting a day so it pretty much uses the rest of the day. However I'll let you add 1 spell per day to your spellbook as well but you won't be able to make scrolls.


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 will leave 2,950 Steel with the Legion for safekeeping.

That means that Mithas has his Compound Longbow and we have a Wagon.

Alathea will also purchase the following for the group out of the group funds:

5 Bedrolls - 5 SP
10 Pieces of Chalk - 1 SP
1 Empty Chest - 2 STL
1 Simple Lock - 20 STL
1 Flint & Steel - 1 STL
1 Hooded Lantern - 7 STL
5 Flasks of Oil (5 Pints) - 5 SP
1 10' Pole - 1 CP
1 Iron Pot - 8 SP
1 Portable Ram - 10 STL
2 Silk Ropes - 20 STL
30 Torches - 3 SP
20 Days of Rations - 10 STL

That leaves us with 2,784 Steel, 7 Silver and 9 Copper.

Let me know if everyone agrees that we could use these items, if not we will have 2,950 Steel here in Ak Khurman.


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;

Holy water might be good to get unless you can make some on day 2


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 should be able to make some on day 2. Good idea!


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 we still have the alchemist fire from the azers as well. And the fire breathing potions.


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

Jor already has his own blanket, 50 feet hemp rope, and flint of steel so make that 4. Also Jor bought some potions (protection against evil, alchemist fire, holy water).

-> Thats why I charge so much steel :P Mercenaries basically have to always bring their own stuff to battlefields and stupids ones tend to die sooner than later if they are not prepared.

Already taken off from my Steels


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 anyone else have problems logging on last night?


Shadow's Status

Yep site was down for a while, ate some posts too...


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;

K. I got scared. It said that the site did not recognize my password and that my account did not exist.


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

The whole day for me the website has been down.

I am thinking it will take 10 days before we return to an urban centre to get food and feed. Basically would place the feed onto the wagon, while storing the rations on the pony.

Are we planning to buy rations for everyone for all the days of travel, including the feed from central fund, or we buy that individually?

As for the rest of wagon items, I am good with that.

Also what size wagon we getting?


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

What is one the list above is above and beyond what each individual has. The idea is to have extra in case things do not go quite as planned.


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

So which wagon?
light wagon 50 steel, capacity: 1000, 1 large creature
medium wagon 75 steel, capacity: 2000, 2 large creature
heavy wagon 100 steel, capacity: 2000, 4 large creature

1 feed (per day) is 10 pounds, so for 10 days pony/horse will need 100 pounds.


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 thought we were getting a heavy wagon but dont know that we have horses to pull it. I don't need my horse to ride if we need one to pull.


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

So we have:
Athola (rogue) - combat pony (though useless to pull, medium size to rest)
Terevalis (wizard) - standard horse, can drive the wagon
Mithas (monk) - ?
Gabriel (knight) - heavy warhorse (think should remain independent, in case of attacks)
Alathea (cleric) - light warhorse (same as above)
Jor (fighter) - heavy warhorse (same as above)

Edited to update Alathea
Edited to add Jor


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 have a light combat trained Horse. Perhaps we should also invest in a Heavy Horse to pull the large wagon and hold the feed. I was thinking about grazing as we got to the Forest edge but better to have feed, good thinking Athola! :-)


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

I do have heavy horse, trained for war from Pegrin


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

I have a light warhorse. I don't care if it gets used for the wagon, I'll always dismount for battle anyways.


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

Think we need to sort out who is driving the wagon, what wagon we got, what horses are pulling it, before we continue the encounter.


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 happy to sit in the back and study my spellbooks, go over maps, etc.


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 have a weak Ride score but I could be driving the wagon.

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