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;

I am looking at later, hopefully if we find more elves, picking up an apprentice after he has a few levels and passes the Test. Having an apprentice at 1st level just doesnt make sense, what are you going to teach them, cantrips?


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 are we going to do treasure?


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;

Conjuration (Creation) [Fire]
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of Fire
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Your hand heats to an uncomfortable temperature just moments before you release the spell’s energy in the form of an orb of white flames speeding from your outwardfacing palm. You must succeed on a ranged touch attack to hit your target.

For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.

I am putting it here as well for easier reference.


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

As far as treasure I figure we claim what we may want then put everything else into the pot to split evenly amongst the group. Maybe we can list the loot here in the discussion thread and just re-list at the top of each new page?


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 to say the RPing feels very Dragonlance! Really enjoying the group conflict :-)


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;

If he wasnt a Silvanesti he wouldnt be such an ass, :). I like it was 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;

DM:
In terms of roleplaying and the Test what color robes is he acting as if he has


Pegrin's Camp Loot List (Combined)

8 Short Swords
8 Short Bows
1 Long Sword
1 Masterwork Longsword (With Dark Knight Markings)
1 Masterwork Chainmail (With Dark Knight style)
1 Masterwork Heavy Shield (Painted Over Dark Knight Symbol)
1 Masterwork dagger
1 Longbow
2 Light Crossbows
20 Bolts
120 Arrows
20 Daggers
850 Steel Pieces (With all camp money combined)
9 Leather Armors
13 Red Gemstones
3 Arcane Scrolls
5 Bottle of Wine
Thief Toolkit
5 Elven Relics
Hexigon Box (The Quinari Key)
Fine Clothing
3 Arcane Scrolls (Identify, Sleep and Lesser Orb of Fire)
2 Potions of Cure Light Wounds
1 Wagon
1 Work Horse
1 Black Furred Heavy Warhorse
A tent full of rations and supplies


Shadow's Status

Pegrin's Camp Loot List (Combined)

Group Goods:
1 Wagon

For the Elves:
A tent full of rations and supplies
5 Elven Relics
Fine Clothing
5 Bottle of Wine

Group Loot To Be Sold:
8 Short Swords
8 Short Bows
1 Long Sword
1 Longbow
1 Light Crossbows
120 Arrows
20 Daggers
9 Leather Armors
3 Red Gemstones

Loot To Be Determined:
1 Masterwork Longsword (With Dark Knight Markings)
1 Masterwork Chainmail (With Dark Knight style)
1 Masterwork Heavy Shield (Painted Over Dark Knight Symbol
Thief Toolkit
1 Black Furred Heavy Warhorse
2 Potions of Cure Light Wounds

Terevalis
Hexigon Box (The Quinari Key)
3 Arcane Scrolls (Identify, Sleep and Lesser Orb of Fire)

Alathea
1 Work Horse
1 Light Crossbow
20 Bolts

Per Member:
170 Steel Each!
2 Red Gemstones Each!

Does that breakdown make sense thus far?


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's advancement to level 2 is pretty straightforward, Cleric 2. No Feats, ability score increases or new spell levels.

+1 BAB.
+1 to Fortitude & Will saves.
1 More Orison per day
1 More 1st level spell per day.
3 More skill points - 1 Knowledge Religion, 1 Perception, 1 Spellcraft.
Favored Class Cleric - 1 more HP.
+11 more HP (Just realized I have a 14 con ad shortchanged myself 2 HP at 1st 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;

Does she wear the colors and symbol of her god?


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

Just the Holy Symbol around her neck as an identifying mark of her devotion.


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;

Are you familiar with the medallions of faith?


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

Yep though I do not remember if they grant special abilities in 3.5 much less Pathfinder :-)

It has been a WHILE since I played in a Dragonlance campaign probably since 2006.

http://www.dlnexus.com/fan/rules/15107.aspx

Per Dragonlance nexus they are pretty powerful, DM are you utilizing similar rules on Medallions of Faith for Pathfinder for this campaign? Thanks for the reminder Terevalis, looking back now, I do not remember my DM allowing the medallions to function as magical items per the nexus site listed. In that game I played a Cleric/Wizard/Mystic Theurge AND a Cleric/Barbarian/War Priest.


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 create other medallions of faith for your side, in this case any Grey gods. You need them to cast 3rd level or higher spells and they shock people who try to take them from you.


We are using the normal rules for medallions of faith.


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

Wrote already in IC thread but good to have it hear and shorter.

1) Well, since I have a Leadership talent but not really so much up to having people behind my back yet (also a lot of work for GM too) I do hope to get some members for Brass Tigers and increase our influence

1.a) More contracts
1.b) Able to secure some potential fighters/wizards plus some extra firepower for later
1.c) Terevalis spoke about more contracts but this time there will be steel costs :P

2) How do I handle bounty from Pegrin? Take item/head/something to proof he is dead?

3) Looting with this group, no idea. The contract itself with Terevalis is twisting this looting now and not wanting to leave bad-taste in mouth after the sorting


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;

Jor have fighter wizards while a good idea might bring brass company into conflict with the wizards of high sorcery. Even the legion of steel has to be careful not to appear as not to be recruiting and training wizards. The towers don't need more knights of neraka as enemies.


As for your questions.

1. Yes getting some new recruits might improve your faction rating Jor. However your company does have standards. Remember the Brass Tiger Company is generally a "Chaotic Good" organization. They don't just hire thugs and bandits into their ranks. That is more of their rivals line of work.

2. As for Pegrin's bounty, providing the body or the head would probably be enough to claim any reward.

3. Well you did help in the fight and thus you are entitled to looting rites. However there was already a caviat that any elven Relics belong to the elves hence taking them as loot would go against your agreement.


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;

DM did you see my spoiler question from last night?


Yes I did. As for your answer I would say you are acting like a typical Silvanesti. They tend to be rather standoffish with non-elves even when they got hit with a serious reality check when the Minotaurs invaded.


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;

Ojuw cokie. Grazie.


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 was just thinking will Pashin have the economy to buy this from us?


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;

Group Loot To Be Sold:
8 Short Swords 5*8 40
8 Short Bows 15*8 120
1 Long Sword 7.5*1.5 7.5
1 Longbow 37.5 37.5
1 Light Crossbows 17.5
100 Arrows (Terevalis had asked for 20) 2.5
20 Daggers 20
9 Leather Armors 40

It looks like we will get 285 stl for these items to divy up.


Remember you only get 1/2 the price when you sell an item. No merchant is going to pay full price for used equipment.


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 with the 1/2 price.


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;

Have we lost the knight?


Shadow's Status

No, he is away for the Holiday weekend.


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;

Guilesworld.com has pathfinder conversions to Pathfinder.


Sorry guys was away and came back with allergies that made my throat swell. So I layed around all day. I have read and caught up and will post.


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;

Glad you are feeling better.


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;

What are we going to do with the rest of the unclaimed treasure?

Loot To Be Determined:
1 Masterwork Longsword (With Dark Knight Markings)
1 Masterwork Chainmail (With Brass Tiger Company)
1 Masterwork Heavy Shield (Painted Over Dark Knight Symbol
Thief Toolkit
1 Black Furred Heavy Warhorse
2 Potions of Cure Light Wounds


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

Hm, well the Chainmail I could take as it already has Brass Tiger Company logo on it. But the Warhorse I dont know. Not sure how much steel we are able to get from it plus should I keep it (this way keeping it in party). Otherwise all other stuff we can sell expect Cure Light Wounds.


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 chainmail originally matched the shield and the longsword markings. :)


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

well, since I am two-handed weapon fighter and specialising on Greatsword, doesnt make sense to get other items. What about others? Could they use them or just sell out


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 took what I needed, sell sell sell!

:-)


The dark knight armor, shield and sword could be kept incase we need to infiltrate them for some reason. I agree though the potion should be kept.


GM question and favor, since we are in Dragonlance and its kind of Iconic with High Pries Verminard and others. I did this wright up for another game and the GM liked it so I though I would run it by you and see if you would be open to it. So it wouldn't be viable as a mount untill level 7, so I would take it at 5 and not ride it or just replace it at 7. A small side quest could be done if needed but I don't want to derail the game, but I would love to ride a dragon so here it is. I just looked at the Dragonkin and them made it into a template using the ROC as an example of how they scaled it down. Please let me know what you think.

Dragonkin Gold

Starting Statistics: Size Medium; AC +3 natural armor; Speed 40 ft., fly 100 ft.; Attack 2 talons (1d4), bite (1d6); Ability Scores Str 12, Dex 18, Con 12, Int 10, Wis 12, Cha 16; Special Qualities Darkvision, Low light vision, Scent. Immune to Fire, Paralysis, and sleep Dragon Traits. Breath Weapon 3d6 Fire DC 10+ 1/2 HD+ Con

7th-Level Advancement: Size Large; AC +3 natural armor; Attack 2 talons (1d6 plus grab), bite (1d8); Ability Scores Str +8, Dex –2, Con +6. Breath Weapon 6d6 Fire DC 10+ 1/2 HD+ Con.
Rider Bond
A dragonkin can form a permanent bond with its rider. Once this bond is made, a dragonkin cannot form another rider bond until its current rider dies. A dragonkin and its rider can communicate with each other as if they both had telepathy 100 ft. In combat, when a rider is mounted on his dragonkin, both creatures roll initiative separately and treat the highest result as their single result.


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;

Are there dragon-kin in Krynn?


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 suppose Draconians could fit the bill for Dragon-Kin.


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;

There is a Dragon Rider PRC in the DLCS.


As for getting a dragon mount, there is actually allowances in this AP to get a Dragon mount but not until the 2nd or 3rd book. You'll still be in Book 1 by 7th level so you won't get a dragon then but the possibility exists later.


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

We need to save up a LOT of Steel to buy THAT mount :-)


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;

DM would you allow the dragon rider PRC for our knight?


He doesn't need it. The AP already gives allowances for Dragon Mounts and you don't need to take a funky prestige class to get one.


Cool, sounds awesome. I will wait and see what is in store :)


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 would think that you will like it, the Age of Mortals series really was well done!


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

damn Jor. Somehow feeling envy currently towards my own character. Stupid mercenary with 14 charm and no willpower


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 what you get for thinking with other organs. :)


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

Eh, what can I say! The girl got Jors heart. Also I do wonder if there is any benefit at all of having those contacts with number values next to them :P Also that does offer a good RPing as that will so to say give FREE service to Terevalis AND Elven council from Jor.

Pretty efficient eh? Only the price?-> Take care of Half-Elf and accept her heh. Bueno! Or Jor could always get some good word toward Dark Knights or heck, why not even get her as a Concubine / wifey and have him as a mercenary sidekick. Does offer some goal for Jor. Not so strange in the end.

Win-Win situation for Jor anyway :)

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