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;

Your initiative drops to the same round as the Morigon Priest Disir. However since you're more dexterous than him you'll go first.

The last Disir near the party is cut down with a pair of massive swings from his greatsword, cleaving the creature into 3 pieces.

The Tyrans act next, with some foes close to them they go into a flurry of attacks with 2 claws, bite and tail

Tyran Claw 1 on Gabriel: 1d20 + 8 ⇒ (18) + 8 = 26
Tyran Claw Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Tyran Claw 2 on Gabriel: 1d20 + 8 ⇒ (5) + 8 = 13
Tyran Bite on Gabriel: 1d20 + 8 ⇒ (2) + 8 = 10
Tyran Tail Spike on Gabriel: 1d20 + 4 ⇒ (20) + 4 = 24
Tail Spike Confirm: 1d20 + 4 ⇒ (4) + 4 = 8
Tail Spike Damage: 2d4 + 2 ⇒ (3, 1) + 2 = 6

Gabriel gets slashed with a sythe like claw and spiked with a barbed tail. Fortunately for him those attacks are not poisoned.

The other one goes after Athola
Tyran Claw 1 on Athola: 1d20 + 8 ⇒ (15) + 8 = 23
Tyran Claw Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Tyran Claw 2 on Athola: 1d20 + 8 ⇒ (1) + 8 = 9
Tyran Bite on Athola: 1d20 + 8 ⇒ (16) + 8 = 24
Bite Damage: 1d8 + 4 ⇒ (6) + 4 = 10 and save DC 15 for poison
Tyran Tail Spike on Athola: 1d20 + 4 ⇒ (11) + 4 = 15

Athola gets Clawed and bitten by a Tyran as it rampages against her.

Round 4 Start


Acid 2/5: 1d6 ⇒ 6

Gabril takes the blow with ease as they are minor barely managing to get through the armor. He advances pressing his attack.

Attack: 1d20 + 16 ⇒ (9) + 16 = 25
Attack: 1d20 + 11 ⇒ (3) + 11 = 14

Damage: 1d8 + 7 ⇒ (5) + 7 = 12
I assume only the first attack hits


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

[oocI was horribly ill last 2 days. Thanx for actioning attacks.[/ooc]

Fort saves against claw and bite in Round 2.
Fortitude save: 1d20 + 5 ⇒ (2) + 5 = 7
Fortitude save: 1d20 + 5 ⇒ (15) + 5 = 20

Round 4
HP: 40 / 60 At start of round.

HP: 24 / 60 After tyran attack
Fortitude save: 1d20 + 5 ⇒ (15) + 5 = 20

Athola tumbles to the other side of the tyran hoping to cause confusion and strike.

Acrobatics: 1d20 + 19 ⇒ (14) + 19 = 33
Shard attack: 1d20 + 11 + 4 ⇒ (14) + 11 + 4 = 29
Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Shard attack: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19
Damage: 1d4 + 5 ⇒ (2) + 5 = 7


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 it my turn now?


Yes Terevalis does get to go before the Disir Shaman, he is faster dexterity wise

As for Gabriel he cuts down the Tyran in front of him with a solid blow from his sword.

As for Athola, she gets only one attack but succeeds a glancing blow with the Shard of Light, which is more effective due to the evil of this creature but does not fell the beast.

As for the Poison, Athola takes 1d3 ⇒ 2 dexterity damage as the poison debilitates her. She'll need to make another fortitude save to overcome the poison.


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 Dark Elf will call upon his own dark powers to combat the follower of Morgion.

Ast fdrew refr pres/ pres vres tdres

As he cast Bone shatter on the cleric

Fort save: 21
Damage 7d6 ⇒ (1, 3, 6, 2, 5, 4, 3) = 24

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

DESCRIPTION

The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation.

If the target succeeds at its save, it takes half damage and is fatigued rather than exhausted. Objects made of bone, chitin, or similar material take half again as much damage (+50%) from this spell. This spell has no effect on a creature that has neither a skeleton nor a hard carapace.


Fortitude Save VS Bone Shatter: 1d20 + 8 ⇒ (13) + 8 = 21

The spell works partially but it appears that the creature has pretty strong bones. It grunts and takes 12 damage from the bone shatter and is fatigued.


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;

At least the spell hurt it! :)


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

Round 3

Alathea grimaces at the wounds she has received, "Thank you for the rescue Jor".

She sees Athola in peril and decides to aid her.

"Zivilyn, show these creatures the light!"

Searing Light 1d20 + 7 ⇒ (15) + 7 = 22
Damage 4d8 ⇒ (2, 4, 2, 6) = 14


The Searing Light strikes the creature cutting it down with the divine power of Zivilyn. The final Tyran Disir falls to the ground a scorched and bleeding wreck.

As for the Disir Shaman, on his turn he limps his way down the tunnel and out of line of sight. While he can't run with his fatigued state he is able to double move himself to a place where he can't be spotted.

End of combat

These horrible looking creatures have a foul stench to them, their blood a black and viscus fluid. You don't find any treasure to take. as for the temple, the two exits are off to the west and the tunnel where the Disir Shaman has went down. Athola also has to save versus the poison. Alathea can make a heal check to give her a bonus on the save by treating the wound (or cure it with neutralize poison).


"It either runs trying to lore us into a trap, or it flee's to get help. We should follow but be cautions."

If there is no objection Gabriel leads the way following the path of the shaman.


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

Fortitude save: 1d20 + 5 ⇒ (3) + 5 = 8


Ok another 1d3 ⇒ 2 dexterity damage to Athola as she feels horribly ill as black veins start spreading throughout her body.


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 Black Robe nods at the suggestion made by the Knight.

Gabriel, are you planning on going through the Orders or just staying as a Crown knight?


Probably staying as a crown knight unless the other order will increase my bounded mount as I need it to level with me to get a Dragon


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 has no poison neutralization available at the moment.


Athola Poison Save: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22 Assuming Alathea does a heal check.

With some poison treatment with a heal check the progress of poison, although the effects remain unless Althea is willing to use some restoration or draw charges from the Tear to cast it. (Remember the tear gets one charge back per day)

Following the path to the north you come across a long sloping area of Roadway which is characterized by the large, flat flagstones torn up and broken by the collapse of the city. From here, our heroes can see enormous pillars of white marble that look down that were once grand spires of the city but now are buried with the remainder of the city but also acting as some crude support for the rock ceiling above. However they also notice the Disir Shaman has gathered reinforcements and taken up the rear. In front of him is six more of the hideous scythe clawed True Disir setting up themselves defensively to block the path heading toward the large pillars. They look ready to fight.


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 Black Robe smiles The game is a foot

Iniative 1d20 + 2 ⇒ (2) + 2 = 4


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

"Always up to help up, dear" winking at Alathea as Jor rests against his greatsword

Upon seeing the gahering forces of Disir organising themself and getting ready to fight Jor sights at this "Hey elf, got any fancy magic to get through that? Like nice meteor or maybe fire to burn them? Could be really nice now. Otherwise we would have to find a place to reduce the amount of opponents to fight against"


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 ever known me not to be prepared? inquires the Black Robe.


Init: 1d20 ⇒ 14

"They gather their forces. Press the attack."


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

Initiative: 1d20 + 5 - 2 ⇒ (6) + 5 - 2 = 9

Athola continues moving the the rest through not moving ahead after being weakened by the poison.


Shattered Avenue Battle

Going to shift in a creature just to boost the threat of this encounter

In addition to the six Disir and the Disir Shaman, you see next to the Shaman is a grey skinned larger and more bulky looking Disir which looks angerly at the party and claps its mandibles with displeasure.

True Disir Initiatives: 1d20 + 2 ⇒ (7) + 2 = 9
Disir Shaman Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Disir Elite Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Fortunately the Disir had a short time to prepare meaning many of the party get the jump on them in initiative. I believe Gabriel is first.


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;

Let me soften them up before we engage says the Black Robe as he pulls out components from his spell pouches.


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

Initiative: 1d20 + 4 ⇒ (12) + 4 = 16

"Be my guest. Grill and chill, prefered"


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

Initiative 1d20 + 1 ⇒ (11) + 1 = 12


Holding for the wizard :)


Ok well holding your actions you hope that Terevalis can get a spell off. Unfortunately the Disir aren't the "Waiting" type and immedately move into attack.

The two side Disir leap on broken pillars and rocks looking to outflank the party

1d20 + 6 ⇒ (14) + 6 = 20 Acrobatics

This lets them ignore the difficult terrain and move their full double move

As for the other four they charge forward in a battle howl, slashing forward with their Scythed Talons attacking Gabriel and Jor. Fortunately this time you are not flat footed.

D1 On Gabriel: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
D2 On Gabriel: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
D3 On Jor: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Talon Damage: 1d6 + 3 ⇒ (3) + 3 = 6 plus poison save
D4 On Jor: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Talon Damage: 1d6 + 3 ⇒ (6) + 3 = 9 plus poison save

Two claws scrape off of Gabriel's armor without harming him, however Jor gets cut into by the sything talons of the creatures and feels the bite of their foul poison enter his veins. (2 poison saves DC 15 fortitude)

As for the Disir Elite it moves 30 feet stepping into the rubble. It then takes is talons and digs into the ground. It is now burrowed 10 feet into the dirt (As it has a burrow speed). The Disir shaman finishes casting a summoning he had started before the party arrived. From the Abyss a foul fleshy looking thing (A Lemure) appears. He orders it in his foul language and it moves to head towards your flank and it roils toward the party around the side. (Summoned 35 Feet, double move for the creature).


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 that we went before they did?


You rolled a 4 on initiative, meaning they go before you. You did not get a surprise round on them as they were ready for you. They just rolled shitty for initiative so I was narrating that most of the party acts before them. Still 4 is lower than all their initiatives.


Still Holding till after 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;

My turn now?


Yes, all the monsters have 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;

The Black Robe will cast a fireball so that only the 3 disir in front of the knight and mercenary are caught in the blast

7d6 ⇒ (5, 1, 4, 2, 1, 4, 3) = 20

Reflex 19


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 the fireball incinerate everything?


Disir Reflex save: 1d20 + 5 ⇒ (14) + 5 = 19
Disir Reflex save: 1d20 + 5 ⇒ (6) + 5 = 11
Disir Reflex save: 1d20 + 5 ⇒ (5) + 5 = 10

Two of the Disir are hit head on while one avoids the brunt of the blast. However Terevalis soon finds out that that coat of slime over these creatures actually serves a purpose of preventing serious burning to the creatures. The two that are hit take 15 Fire Damage, while the one that saved takes 5. (They all have 5 fire resistance)


attack: 1d20 + 16 ⇒ (16) + 16 = 32
attack: 1d20 + 16 ⇒ (1) + 16 = 17

damage: 1d8 + 7 ⇒ (7) + 7 = 14
damage: 1d8 + 7 ⇒ (1) + 7 = 8

what happens on "1s"? I forget


1's are automatic misses, I typically don't use critical fumble rules.

Gabriel strikes one of the creatures for a solid blow but misses on the back-swing on the same target.


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

Seeing the enemy rushing closer to attack, she moves past Alathea to flank the one diagonal to Gabriel.

Acrobatics: 1d20 + 19 - 2 ⇒ (4) + 19 - 2 = 21 Tumbling to flanking position

Shard attack: 1d20 + 11 + 4 - 2 ⇒ (13) + 11 + 4 - 2 = 26
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Sneak attack bonus damage: 4d6 ⇒ (3, 2, 3, 3) = 11
Condition applied: Bewildered -2 on AC, -4 against rogue
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.


Oh, yeah I knew it was a miss, I though since special stuff happened on a 20 there was bad stuff on a 1 just didn't remember :)


Athola rolls around the back of the beast and strikes at the monster that both the fireball and Gabriel had struck. Unfortunately despite its horrible injuries the creature still clings to foul existence. As for Alathea she will step forward and try and finish off the creature with a melee attack

Melee Attack with mace: 1d20 + 7 ⇒ (6) + 7 = 13
Melee Attack with mace attack 2: 1d20 + 2 ⇒ (17) + 2 = 19

The second blow hits for 1d8 + 1 ⇒ (1) + 1 = 2 damage and inflicts just enough to stagger the creature

(Having taken 40 of its 40 HP with the combined attacks of Gabriel, Athola and Althea)


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

Ooops forgot the 4 HP bleed damage


Ok Retcannon

The creature stays on its feet barely but then looks as its blood flows freely from the wound. It collapses to the ground dying with a last snarl.


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 little kender is tough


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

Round 1

Fortitude Save: 1d20 + 8 ⇒ (2) + 8 = 10
Fortitude Save: 1d20 + 8 ⇒ (4) + 8 = 12

What kind of poison is this now? Both going through unforunately

Feeling the poison taking effect and his stomach starting to twist, Jor attemps to take a swing with his greatsword towards both Disirs, whom attacked him

GS PA Attack 1 D3: 1d20 + 17 ⇒ (7) + 17 = 24
GS PA Damage 1 D3: 2d6 + 18 ⇒ (6, 6) + 18 = 30

GS PA Attack 2 D4: 1d20 + 12 ⇒ (5) + 12 = 17
GS PA Damage 2 D4: 2d6 + 23 ⇒ (6, 4) + 23 = 33

It could be that these attacks wont go off at all, like I asked, depending on the poison. Forgot what they used actually.

HP: 72/87 , not sure if I forgot some other damage from earlier. Need to see it

and as a warning, I will be mostly without internet now in the coming weekend so if needed, please Bot me if required


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;

Pretty nice damage if they connect


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

Athola was constantly hit by Dex poison


Indeed and as you failed 2 saves verses it, the save DC jumps to 17 now

Jor feels the foul poison go through his veins. He takes 1d3 ⇒ 3 dexterity damage.

Still he strikes back with two powerful blows however, cutting down the two burned Disir, one barely hitting only because the Disir is off balance due to his charge. Still two of the foul beasts are not to be worried about anymore.

Round 2 start

As everyone delayed except Terevalis, the Disir get their actions first

The Disir that remain move in like predators, the outflanking ones moving to strike from behind while the ones in front attack with a flurry of claws and teeth.

Terevalis gets flanked and attacked on both sides (But thankfully only single attacks as they had to move more than 5 feet)

claw on Terevalis: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Claw damage: 1d6 + 1d6 + 3 ⇒ (2) + (3) + 3 = 8
claw on Terevalis: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Claw damage: 1d6 + 1d6 + 3 ⇒ (3) + (3) + 3 = 9

Two claws strike hitting in vital places on Terevalis. Also DC 15 save VS poison. In addition due to his injuries his scar flares up and his anger boils to the surface. He'll need a DC 15 Will Save to avoid Spell Rage.

As for Jor, he gets a Claw, Claw Bite combo from the remaining Disir

claw on Jor: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
claw on Jor: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Claw on Jor Confirm: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Claw damage: 2d6 + 1d6 + 6 ⇒ (5, 5) + (1) + 6 = 17
bite on Jor: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
bite damage: 1d8 + 1d6 + 3 ⇒ (1) + (3) + 3 = 7

A claw strike into Jor with a mighty blow and then the creature bites down with its foul maw into his flesh. Once again, 2 DC 15 poison saves. Every fail upgrades the save DC.


As the enemies fall Gabriel takes the opportunity to run down the hall.

Run x3 down the hall.


That move will happen on Gabriel's turn. As he did his full attack action later last round his initiative dropped to 4 as he waited for Terevalis to fireball the creatures.

In the meantime the Disir Shaman will buff himself unleashing a foul prayer to his god. It is a Protection from Good spell.

As for the Disir Elite it burrows up from the ground and then attacks Athola with its massive talon. It will Power Attack for good measure

Disir Elite Talon Attack: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12

Fortunately it misses but the blow strikes a broken pillar and cracks into the stone. That would of hurt if it had hit.

As for the Lemure, it double moves flanking the party and hopes to get at Alathea next turn.

Everyone else can go now.

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