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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Up to you, you can plan your attack strategy as you will.

The light of the Tear gives some feeling back to Jor and Athola although the dark corruption of this place does somewhat mute the power that the tear gives out. Mishakal's power is not as strong in a place such as this it seems.


"Are we prepared now?"

Gabriel is ready when everyone else is.


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

First I would like to cast some Buff spells: Bless, Bull Strength for both Jor and Gabriel, Bear's Endurance for Jor and Stunning Barrier for me.
Then turn the Kender invisible, I'll cast Blessing of Fervor and then on our opening Round you cast Fireball and I'll cast Holy Smite... Then we can go from there.


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 more fireballs and we dont know if the eggs are in this chamber or not.


After buffing up the party moves in. Assume that Athola is being stealthy and invisible and taking a good assault position.

When the party arrives the Disir Queen, the three Disir Elites and the Disir Shaman look in your direction and hiss angerly. The queen digs herself deeper into the pile she's on probably not intending to move from her spot. Before the fight begins though the Queen speaks to the party in common her voice filled with malice and hatred.

"You dare enter my domain and slay my young Manlings! You shall pay for the deaths of my Brood! We shall feast upon your entrails and what remains will feed what is left of my children!"

She then starts hissing out commands to the group in some kind of foul oration. It seems to fill the Disir with some kind of mad fever.

Technically a Bard Song although not very inspirational to the ears of non-Disir.

Initiatives

Disir Elite Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Disir Shaman Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Disir Queen Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

I will see if I can create a map later. Can't do it at the moment due to my location.


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;

1d20 + 2 ⇒ (8) + 2 = 10


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 ⇒ (18) + 1 = 19

Reminder on Blessing of Fervor:
With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
•Increase its speed by 30 feet.
•Stand up as a swift action without provoking an attack of opportunity.
•Make one extra attack as part of a full attack action, using its highest base attack bonus.
•Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
•Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

Also do not forget the other Buffs I cast!


Here is the link to the battle. I assume that you cut your way through the webs before they spotted you so I placed you on the other side of the webs. If you want to move through a web square you either have to make a strength check to push through the webbing or get stuck or cut though the webbing as an action. The battle link is below. I set Athola up in an ambush position assuming she was able to sneak around to that position. The big creature is the Disir Queen. The stuff under her is the big pile of webbing and writhing.

Disir Nest Battle


Init: 1d20 ⇒ 8


The Disir Queen on her turn uses a Move Action to activate bardic performance using her "Oration" performance skill as the source. Once the performance starts she also mixes in arcane words into her Oration whipping up her allies to an even stronger fervor. The Disir look even more bloodthirsty. Terevalis recognizes this as Primal Sorcery although being an Aberration the Queen probably has some innate magical ability much like other magical beasts like Naga, Fey, Dragons and the like.

Activating Inspire Courage and then used the spell "Moment of Greatness" on herself and all allies as a standard action. This doubles the morale bonus of Inspire Courage for the effected foes first attack or until a minute passes without attacking.


You may want to change actions HG, Inspire courage is a competence bonus to att/dam so moment of greatness will not help them.


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;

Before they go in the Black Robe will cast Spectral Hand.
1d3 ⇒ 1 HP


Humm you're correct. Don't play bards too often. Thought most of their bonuses are Morale Bonuses but you are correct. Still she'll cast it anyway as it does double the morale bonus for saves VS fear and mind effects meaning they get a +4 on the first save they make against those kinds of effects.


As for the Disir Shaman, he raises talons and utters a dark prayer to his God and a black miasma flows out giving strength to the chosen.

Bless Spell, +1 morale bonus to hit and +1 morale bonus to saves vs fear although this part does not stack with the Inspire Courage.


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

Initiative: 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9 due to still having -2 dex

Feeling his muscles bulging through the holy energy coursing through him although feeling a bit sluggish, Jor stretches out a bit as he heaves his greatsword above his head "I guess its time to flatten some foes and you people are definetely getting some spanking."

AC: 19 | HP Max: 107. Are we actually back to full health after healing? otherwise will have to see how much health I have now
Also Jor will grab that sweet +2 bonus to AC


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 1 - Initiative 19

Alathea casts Holy Smite on the Queen and her nearby minions.

"Zivilyn, smite these foes that we ight rescue innocents".

Holy Smite 4d8 ⇒ (2, 1, 5, 1) = 9 Will save or be Blind 1 Round. Ugh, crap damage.


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;

Apparently, Zivilyn is a bit distracted. lol


Disir Shaman Save: 1d20 + 11 ⇒ (1) + 11 = 12
Disir Queen Save: 1d20 + 12 ⇒ (9) + 12 = 21
Disir Elite 1: 1d20 + 6 ⇒ (10) + 6 = 16
Disir Elite 2: 1d20 + 6 ⇒ (7) + 6 = 13

One Disir Elite is out of reach

Althea casts forth her holy smite centered on the Disir Queen but finds the spell somewhat muted by the unholiness of this place. Still the spell explodes out catching the Disir Queen, the Shaman and two of the Elites. They are mildly scorched by the power and momentary blinded. The Disir Queen is only mildly hurt, not blinded and still continues on her turn to whip her spawn into a frenzy. The Disir Shaman still also casts his blessing.


Last to act is the Disir Elites. Blinded for the round they snarl but oddly still move in your direction probably possessing keen enough senses and sharp reflexes.

All of them have Blind Fighting so get the benfit of that.

The unblinded one however charges madly towards Gabriel leaping forward and slashing out with his sythe like claws. Power attacking.

DE Claw Attack on Gabriel: 1d20 + 10 + 3 + 2 - 2 ⇒ (19) + 10 + 3 + 2 - 2 = 32

The talon rips into Gabriel cutting through his armor with a forceful blow.

Claw Damage: 1d6 + 8 + 2 ⇒ (4) + 8 + 2 = 14 and a DC 16 Poison save.

Athola will hold for now waiting for a time when the Queen is engaged before striking with a spring attack.


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;

Our turn?


Yes all the creatures have done their turns.


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 move over and pulling out some r abbit fur and a brass cylinder he rubs them together unleashing the power of the lightening bolt at the biggie disir and the one in front of it.
Ast deraser opreas reasde/ brease tse

7d6 ⇒ (4, 4, 3, 5, 1, 3, 4) = 24
Reflex save 18

•Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.


Disir Elite Save: 1d20 + 5 ⇒ (7) + 5 = 12
Disir Queen Save: 1d20 + 10 ⇒ (18) + 10 = 28

The bolt of Lightning flies out and strikes a Disir Elite head on and then flies forward and goes into and through the Disir Queen. Unfortunately the Queen is able to react quick enough to only take a partial hit from the bolt as it flies out.

The Elite takes the full 24, the Queen takes 12


Fort Save: 1d20 + 12 ⇒ (6) + 12 = 18

"Est Sularus oth Mithas"
Gabriel calls out as he takes the extra attack from Alathea's belssing.

Attack: 1d20 + 20 ⇒ (2) + 20 = 22
Attack: 1d20 + 20 ⇒ (2) + 20 = 22
Attack: 1d20 + 15 ⇒ (2) + 15 = 17

Damage: 1d8 + 11 ⇒ (1) + 11 = 12
Damage: 1d8 + 11 ⇒ (1) + 11 = 12
Damage: 1d8 + 11 ⇒ (7) + 11 = 18


Three blows strike true on the foul beast due to it being off balance due to a charge. The wounds are horrific and would easily slay a man but these creatures are very resilient and quite frenzied at the moment. He also resists the foul poison from its claw.

Gabriel also needs to make a DC 16 Fort Save for the poison.


I did. Had to edit the post as I forgot at 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;

Does it look like the magic affected it without interference?


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

Round 1

As the Disir attacked Gabriel, Jor took a sudden burst of movement as his muscles bulged from the tension and he lifted his Greatsword to give it a powerful downward swing towards the creature, bellowing with fury

Greatsword Attack 1: 1d20 + 17 + 2 + 2 ⇒ (17) + 17 + 2 + 2 = 38
Greatsword Attack 2: 1d20 + 12 + 2 + 2 ⇒ (19) + 12 + 2 + 2 = 35
Greatsword Attack Critical Conf 2: 1d20 + 12 + 2 + 2 + 1 ⇒ (5) + 12 + 2 + 2 + 1 = 22
+2 from STR and +2 from BoF

Greatsword Damage 1: 2d6 + 18 + 2 ⇒ (1, 4) + 18 + 2 = 25
Greatsword Damage 2: 2d6 + 23 + 4 ⇒ (2, 2) + 23 + 4 = 31
Greatsword Damage Crit 2: 2d6 + 23 + 4 ⇒ (4, 2) + 23 + 4 = 33
First Damage +2, Second one +4 due to doubling effect

HP: 107/107 | AC: 19. I assume we are all fully healed before we started this fight. I will stand corrected otherwise if that is not the case


There is no magic limitations. I just said that to explain the results of the low damage on the spell rolls.

Jor unleashes a barrage of strikes and keeps on swinging as the blade cuts deeper and deeper with each strike into the foul Disir Elite. When his barrage is over the creature is cut into pieces and clearly dead.

Round 2 Start

The Disir Queen roars angerly seeing one of her favored children cut down. She continues her Oration but also incants a horrible maddening carcophy imbuing magic into her words. You struggle hard to maintain your sanity from its horrible cacophony.

Casting the spell "Confusion" adjusting the radius so it catches everyone in the party in a 15 foot burst (Although Alathea may be able to avoid it as she acts first). Every PC must make a DC 16 Will save or be subject to confusion for 9 rounds.


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;

SR?


Indeed It does allow spell resistance. She'll roll against it.

Spell Resistance Overcome: 1d20 + 9 ⇒ (1) + 9 = 10

Fortunately the Staff protects Terevalis from the effects of this spell dispursing the effect.

As its an AOE spell though it still has a chance of effecting other people.


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

Athola will slowly move to more advantage location to spring her stealthy sneak attack on chosen target. Waiting for direct confrontation to take place before go for the strike. Most likely take extra attack option.

Stealth: 1d20 + 22 - 1 ⇒ (13) + 22 - 1 = 34 If needed as she is invisible.

Like to move behind the queen and shaman, though not to close so they can detect her presence. Not sure if 2 blocks of map is enough to position her safely undetected.


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

will save: 1d20 + 2 ⇒ (2) + 2 = 4

Well, Jor for sure will do nothing for the next 9 rounds.


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 the Staff of Magius protected us


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 2 - Initiative 19

Alathea calls upon Zivilyn once more, "Grant us light in this Darkness!"

From the Blessing Alathea will gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. She casts Searing Light

Ranged Touch 1d20 + 7 ⇒ (18) + 7 = 25
Damage 4d8 ⇒ (4, 2, 7, 4) = 17

Saving Throw vs. Confusion if needed - Will 1d20 + 13 ⇒ (16) + 13 = 29


WB Athola, you can easily sneak around without being spotted because you're invisible. None of them appear to have any invisibility spotting abilities at the moment. Spell Resistance only effects the person who has it with AOE spells, meaning anyone without spell resistance still has to make a save.


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

Wow! That is a huge circle to even get Athola in.

Will save: 1d20 + 3 ⇒ (8) + 3 = 11

and she is out of action....


Actually Athola is not in the radius, she's safe! The burst is only 15 feet and it targeted the rest of the party, not her as she is WAY out of the radius. What I ment is Jor, Alatha and Gabriel need to save.


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 sorry, I misread what the DM wrote :(


Anyhow I'll need the saves for both Jor and Gabriel as them failing the save could have an effect on the combat.


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 the paladin high enough level not to be impacted by these kinds of spells?


Its not a charm effect, its a Compulsion Mind Effecting spell.


Will Save: 1d20 + 9 ⇒ (7) + 9 = 16 close

The Elite go before I go again.


The Disir Queen takes a direct hit from the Ray of Light and is significantly burned and roars angerly and points at Alathea and yells in its foul tongue. The Disir Shaman points his claw at her and utters a curse attempting to rob the sight from her eyes.

Fortitude Save DC 16 or she goes blind due to Cause Blindness/Deafness

As for the two Disir Elites they charge in, one on Alathea, one on Jor.

DE 1 on Alathea: 1d20 + 10 + 3 + 2 + 2 ⇒ (4) + 10 + 3 + 2 + 2 = 21

Fortunately the attack on Alathea is warded off from the Tear and her buffs.

DE 2 on Jor: 1d20 + 10 + 3 + 2 + 2 ⇒ (6) + 10 + 3 + 2 + 2 = 23

Jor unfortunately gets hit and takes 1d6 + 10 ⇒ (2) + 10 = 12 damage and needs to make a fort save VS poison (DC 16)

The rest of the PC"s can now go.


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 calls out to Zivilyn, "My God aid me!" Swift cast resistance.

Fortitude save 1d20 + 9 + 2 + 1 ⇒ (3) + 9 + 2 + 1 = 15

To no avail, Alathea is Blind!

EDIT: DM note that I cast Greater Stunning Barrier on myself so I get +2 to AC and +2 to saves (I still fail my save anyhow and if struck any creature that did strike me has to make a Will save or be Stunned for 1 Round. I can stun up to 8 creatures this way. The DC is 19.


Seeing Alathea call out with the Disir on her Gabriel takes a step and summons his own divine power to smite the beast.

"Kirri-Jolith guide my blade."


Swift: Smite
Free: 5' step and choose extra attack
Full Attack

Attack: 1d20 + 24 ⇒ (11) + 24 = 35
Attack: 1d20 + 24 ⇒ (9) + 24 = 33
Attack: 1d20 + 19 ⇒ (9) + 19 = 28

Damage: 1d8 + 11 + 8 ⇒ (5) + 11 + 8 = 24If they are evil outsider it is another 8 damage on first attack
Damage: 1d8 + 11 + 8 ⇒ (1) + 11 + 8 = 20
Damage: 1d8 + 11 + 8 ⇒ (8) + 11 + 8 = 27


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 the cleric or the bug looking thing look more beat up?


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

Most likely remain still, as attacking the beast would leave her exposed to both shaman and beast of her presence.


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, invisibility goes away if you attack. Do you have any means of buffing yourself while you are waiting to strike?


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;

You might want to use the shards abiity to go through material and slice these things when you get the chance

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