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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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

no one is tracking loot at the moment.

The spiders gave ~39 steel each.

We also have an unclaimed oil of magic weapon and 2 potions of cure light wounds.


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

So far there was the selling of loot from Pegrin

-> What happened to the 2 magic potions from there (or what those were)

-> the loot from Ghouls + potions + potions from spiders (what were those)


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 the mercenary would get the sword but the potions would be party treasure?

DM when it comes time how will you run the Test i.e.what forum?


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 only claimed her 39 Steel and handed it over to Jor to hire him. The potions I leave to the rest of you, as the Cleric, I can just include myself in Channeling to get the benefits of healing magic.

Hit Points 1d8 + 3 ⇒ (1) + 3 = 4 Dice roller is killing me in every game tonight 4 it is.
+1 Extra Hit Point - Cleric Favored Class (included above)
+1 Base Attack
+1 Reflex Saving Throw
+1 Skill Points in Knowledge Religion and Diplomacy
2d6 Channel Energy
Feat: Turn Undead


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 cleric of Mishakel?


Remember you get at least 1/2 your hit die. So you would get 7 HP Alathea, not 4 (including all your bonuses)


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:
Remember you get at least 1/2 your hit die. So you would get 7 HP Alathea, not 4 (including all your bonuses)

I meant a Base of 4 then the bonuses :-)

I was going to pick another Feat but if we are heading into a literal Ghost town, I figured being able to Turn Undead would be useful. More so I suppose considering we have already been told that Chemosh is the evil plotting God this time and not Takhisis.

DM, question about Eagle's Splendor. It grants me a +4 to Charisma for 2 minutes. In theory, that means for that time period, I would get 2 more Turns per day, which if used in that 2 minutes spread, would NOT count against my 7 for the day. Is that 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;

This is the first time in a DL party that I have been in that there has not been a cleric of Mishakel in it. We have had clerics of Reorx and Paladine in the 4th Age but never a cleric of Zivilyn, I think it is pretty neat.

Why did you choose him?


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

Initially I chose him as I wanted a neutral God allowing me to Channel both positive and negative energy.

Of all of the Neutral Gods, I felt that Zivilyn best represented the Legion of Steel. They are the Neutral Knighthood, at least that is how I have always seen them. Their interest is in preserving balance in many ways for the good of the common folk.

Plus too often people choose Mishakal :-) and I wanted to do something different from what I have sen and what I have done. I played a cleric of Mishakal in an old Dragonlance campaign (God of Good). I also played a Barbarian/Cleric/Warpriest of Sargonnas with a Chaotic Neutral alignment, fun character (God of Evil)!


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 the description of him in HOoS. I like the gods of Krynn better than most of the gods in other worlds, they at least have a bit of personality. But I love the Wizards of High Sorcery.

I wonder how the party will respond after he takes his Test if his robes are not white?


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 once had a party member in a game I ran play a cleric of Zebiom/Seawolf. I think that we got all the way to 18th level and he hadnt died and was a pretty powerful character. He was CN.


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 Althea would be fine with Terevalis as a White of Red Robed Wizard, Black Robes may give me pause but I suppose if you are fighting against a greater Evil and maintaining the balance I still would not object, though I might not turn my back on 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;

The only major white robe that has ever been in the books was Palin and I can't stand him, too whiney. I did like Par-Salian though.


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 was pretty disappointed in Dragons of Summer Flame when they start by having his brothers dead already. I thought they would have been much better characters based on the little we saw of them in the short story that included them in a novel whose name I don't quite remember :-).


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;

Wanna Bet and the Legacy. I liked them better than Palin. I think that Weis and Hickman were rushed into writing DoSF, I think that they had wanted to write a trilogy.

I remember I read it all in a day, it was that good but I was sad at the end.


Shadow's Status

I switched my skill rank in Diplomacy to one in Ride as I realized I had a zero ride.


The game is still on folks. Just waiting for the word from everyone that you've said all that needs to be said to Shaylin before you're led out of the Elven Enclave. There is other things you may ask her before you depart.


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

Well, Jor has asked everything necessary to him plus Alathea hired Jor to escort her till Ak-khurman.

Otherwise I do not know what else to ask. My mind is playing tricks here since for sure there might be something worthwhile. Ah well, its Jor anyway so either fighting, danger and living his life filled with women & booze is enough.

I leave the wiser people do the asking -> hint Alethea and Terevalis hehe


Shadow's Status

Sorry was on a business trip for 3 days and had much to do at home yesterday having been sick for a week before that. Alathea is ready to move on.


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 be in and out this morning and back later this afternoon. My good friend and pastor is retiring after 58 years of priesthood and his last Mass as pastor and reception is today.


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;

Moon Magic

All Wizards of High Sorcery draw strength directly from the moon aligned with their particular Order—White Robe wizards from Solinari, the White Moon; Red Robe wizards from Lunitari, the Red Moon; Black Robe wizards from Nuitari, the Black Moon (whose aspect only Black Robe wizards can see).

The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction (from waxing gibbous, through full, to waning gibbous), wizards of that moon’s order cast spells at +1 caster level and with a +1 to any spell save DCs. When a moon is at Low Sanction (from waning crescent, through new, to waxing crescent), wizards of that moon’s Order cast spells at –1 caster level and with a –1 to any spell save DCs. During the waxing and waning periods around the quarter moons, wizards of that moon’s Order cast their spells normally.

The alignment of any two moons is a positive event for wizards of both orders, even if the moons are at Low Sanction. When two moons are in conjunction during High Sanction, wizards of both moons’ Orders cast spells at +2 caster level and with a +2 to any spell save DCs. If the same two moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the two moons being at Low Sanction, and these wizards cast spells as normal.

When all three moons come into alignment in High Sanction, all magic becomes more powerful. Wizards of all three Orders cast spells at caster level +3 and with a +3 on spell save DCs. If the three moons come into conjunction at Low Sanction, the conjunction cancels out the penalty for the three moons being at Low Sanction, and these wizards cast spells as normal. This alignment, known as the Night of the Eye, occurs in a cycle of 504 days (exactly 1–1/2 years).


Shadow's Status

Looking at the Feat requirements I will probably never make it into the Zivilyn Specialty Class. I need Alertness and Spell Focus, neither one of which I see myself taking any time soon.


I'm back, will level now. I'm good with what was said. Gabriel will get a goodnights rest and prepare to head out with the rest of the group.


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 you arent planning on taking all the levels I wouldnt take the class, it seems like it would be a waste of feats.


Shadow's Status
Terevalis Unctio of House Mysti wrote:
If you arent planning on taking all the levels I wouldnt take the class, it seems like it would be a waste of feats.

Agreed, plus if we are going to fight a lot of undead moving forward, the group will have better use of me with a higher Chanel Energy die roll than strong Divination skills.

I can save those Feats for more Channeling type of Feats or some of the excellent Feats from the Age of Mortals Book which I just received in the mail :-)


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 think I am good at the moment.


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;
Storyteller Shadow wrote:
Terevalis Unctio of House Mysti wrote:
If you arent planning on taking all the levels I wouldnt take the class, it seems like it would be a waste of feats.

Agreed, plus if we are going to fight a lot of undead moving forward, the group will have better use of me with a higher Chanel Energy die roll than strong Divination skills.

I can save those Feats for more Channeling type of Feats or some of the excellent Feats from the Age of Mortals Book which I just received in the mail :-)

:)


HP Roll: HP: 1d10 ⇒ 3

All leveled up.


Shadow's Status

I will do my best to keep up today, first day in the office after being sick coupled with a business trip I will be neck deep in work.


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

At last the game is starting again to pick up in speed :P Was wondering what happened but I guess the normal weekend lol

Also, its quite funny how in real-life you can have 2 people on 1 horse but its not working IC. Could be fixed if you God would mingle your magic finger on the setting ? hehehe

Well, realistically speaking it would then take more time-> instead of 5 days about 7 since more weight on horse plus slower speed. Was just interesting in the end


I'ed allow multiple people to ride on a horse but it would drop its speed due to the higher weight.


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 you taken a look at the war wizard PRC in Age of Mortals? If I wanted to PRC in it what would I need to do?


If you want to take the War Wizard class you can Terevalis so long as you meet the requirements. You'll use d6 hit die for the class. It really isn't a very good class personally.


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 really am enjoying the rp in this game!


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

HP 2nd level: 1d8 ⇒ 4
HP 3rd level: 1d8 ⇒ 1 -> 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;

Where did this little kender come from?


Ah yes, she's our new player! By the way Athola, you get full HP for 2nd level as well so you can make that 4 an 8. She's a Afflicted Kender Rogue.


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;

Hi Athola! Welcome!

Did we loose the monk?


Well I felt we were in danger of losing the monk hence I thought adding a Kender Rogue to the party would be a good idea in case we needed a Skulldugger.


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 we loose the monk?


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 glad that we did not loose the monk!


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 wasn't aware we were in danger of losing our monk. I'm running multiple games on the boards that are coming up on their 3 year anniversaries, so unless you kick me out, you don't have to worry about 'losing' me. Also I posted this morning, so....?

I have a wife and kids and a job where I'm often out of my office, as such, I just can't post frequently enough to keep up with the speed of the narrative that this game moves at. I'm not complaining, but it does make it difficult to contribute.

Anywho, Kender are awesome and the more the merrier.

Game on.


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

Hi all.

High God asked if anyone was interested in joining the adventure as a Skulldugger when other game planned fell through for now (remember to invite nightflier and myself if you ever decide to run the game, we both love Midnight). I been watching this high pace game for 2 weeks now since the request.

I really hope I do well in this adventure. Always found the DragonLance to my liking since I read the trilogy, just never found an adventure to take part in this wonderful setting.

I live in the timezone of +02:00 UTC (no DST), so won't be able to take part in some of the action, thus GM is free to NPC Athola to keep the combat running smoothly.

Fixed the HP on character profile.

Being afflicted too, she will be rather quiet in nature, dealing with the internal turmoil of being afflicted, not being the typical kender of the lands.


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 traditional kender weapons?


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

Was going to add the sling, but found the weight would fall into medium load, loosing some bonuses for being acrobatic in nature. May add additional weapons later. Being afflicted, I decide to go with weapons that would be more suitable for surviving, rather than focus on the typical appearance and gear of a normal kender. In a sense, showing that this kender is some what not normal. Something is definitely odd with this one, just from appearance.

Also doing the conversion from 3.0 to Pathfinder, takes more time. So stuck with mainly the Pathfinder gear.


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;

Most of the Silvanesti I have seen statted out are LN and most of the Qualanesti are CG.


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

Which icon is Athola on the map?


The Kender in the center of the map.


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;

Afflicted kender don't taunt do they?


Nope, they lose a lot of the good things for being Kender, including the Fearlessness as well as the Taunting ability.

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