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

Thanks for reminding me of Brilliant Energy feature. I will use it when launching flanking strike against the queen. Not sure if it has any effect, as it refers to non-oragnic armour. Would queen armour plates of bone or calcium based stuff be treated at non-organic?


Its natural AC so it does effected by brilliant energy. As for the Stunning Barrier, its moot considering that the Disir failed to hit

The foul curse from the Disir Shaman steals the sight from Alathea as her eyes turn black and she cries blackened tears. She now is in compleate darkness and can sense the Disir Elite and its foul claws nearing her body but thankfully warded off by the stunning barrier.

The smite evil combined with the 3 solid holy blows from Gabriel's blade gives him the might to take down the Disir Elite in a flurry of blows one after another, felling the foul beast.

The Disir are Aberation not Outsiders. They are a race in Kyrnn. They do not take the additional damage for the specific smite ability but it is evil so is affected normally by smite evil.

As for the Disir Shaman, he's mildly hurt. The Disir Queen took a fair amount but she's still got a lot more punishment she can take.


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 elf will bring out his wand of magic missles and will blast the Shaman 5d4 + 5 ⇒ (1, 4, 4, 2, 2) + 5 = 18


The Magic Missiles fly out and strike the shaman multiple times causing it to cringe in pain. Its eyes turn to Terevalis.

As for Jor failing the confusion save he confused by the maddening words of the Disir Queen.

1d100 ⇒ 10

However this time he acts rationally enough to unleash a flurry of strikes on the Disir Elite in front of him.

As for Jor, he attacks 3 times raining down blows on the final Elite. He'll take the extra attack this round.

Greatsword Attack 1: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28
GS Damage 1: 2d6 + 18 ⇒ (3, 2) + 18 = 23
Greatsword Attack 2: 1d20 + 17 + 2 ⇒ (16) + 17 + 2 = 35
GS Damage 2: 2d6 + 23 ⇒ (6, 5) + 23 = 34
Greatsword Attack 3: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
GS Damage 3: 2d6 + 23 ⇒ (5, 5) + 23 = 33

Hastened by the blessing of ferver Jor jumps forward and unleashes blow after blow after blow on the final Disir Elite. He cleaves both arms off the creature and then with a third blow removes its foul head from its shoulders.

Round 3 Start

The blind Alathea is first to act. Her eyes hurt as foul liquid bleeds out from them and her vision is stolen from her.

I like to add visual elements to some cast spells. The Disir Shaman being a cleric of Disease and Pestilence has basically infected Alathea's eyes with a blinding sickness. Mechanically the spell works the same but just the visual effects are varied.


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;

Gross, oozy eyes full of pus?


That is gross :)


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

Gory GM we have it seems. No hassle by me as I have played a few haunted gory type adventures already.

Athola keeps herself in a ready state to strike the queen once she is flanked. Keeping the shard sheathed with hand on it's hilt.


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 blinded by the spells of the foul creature casts a spell to protect herself.

Cast Sanctuary.


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

Round 3

Confusion Roll: 1d100 ⇒ 37

"ooh.... I do like flowers, they smell nice and funny. I ate once one of them and.. and... it was delicious" Jor mutters in a dreamy voice as his gaze is all blank


The Disir Queen seeing her most elite warriors on the ground dead gives the party a hateful glare and then turns its head around to the northeast. It then yells out something in its foul tongue. Soon afterwards you hear a monstrous roar of horrible inhuman beast of some kind and a yell back from someone off in that direction sounding like another Disir.

The Disir Queen then turns back and unleashes another torrent of curses to invoke madness upon the party. She'll drop it so that Terevalis, Alathea and Terevalis. (casting Confusion a 2nd time).

Overcome Spell Resistance on Terevalis: 1d20 + 9 ⇒ (16) + 9 = 25

Unfortunately this time the staff is unable to migrate the foul magic. Terevalis is forced himself to fight against the madness. DC 16 Will Save or confused for 9 rounds.

In 2 rounds the Reinforcements will arrive and I will roll them into initiative then.

As for the Disir Priest he walks up to the queen casting Cure Moderate wounds to recover some health.

Cure Moderate Wounds: 2d8 + 5 ⇒ (7, 5) + 5 = 17

Some of the wounds heal on the queen although despite the healing she doesn't look any prettier.

The enemies are done for now. Everyone who has not acted can go.


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 + 9 ⇒ (12) + 9 = 21 Will SAVE


Sorry said Terevalis twice. Terevalis, Alathea and Gabriel need to save.

Terevalis resists the maddening jabbering from the Disir queen.


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 save 1d20 + 13 ⇒ (4) + 13 = 17


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?


I assumed it was me, been busy day

Will Save: 1d20 + 9 ⇒ (17) + 9 = 26

Gabriel shakes the magic off again. This time he takes the enhanced movement from the blessing and smites the queen as he charge in.

Charge Attack w/ Smite: 1d20 + 26 ⇒ (9) + 26 = 35
Damage: 1d8 + 19 ⇒ (8) + 19 = 27

"You mush of called for aid. We will see how they feel when they see you dead here you vile creature."


Unfortunately Gabriel you can't charge the queen. See that marked spot she's on, that's the giant pile of webbing and eggs and she's sitting on top of it. If you enter that square you need to make a Reflex save (DC 16) or be grappled as you get stuck in the sticky webbing. Even if you make the save, the square is still difficult terrain. The Disir are not subject to this due to their slimy bodies. The best you can do is double move and try and make the save to step into the pile. This will also provoke an AOO from the Queen as she has reach due to her size.


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

Is the square the queen on slightly darker and 5 x 5? Athola is just outside the square, near the queen.


The pile is 15 by 15 so yea the back of it you can attack without going into the area.


I was wondering about that square. Double move and smite then.

Reflex: 1d20 + 6 ⇒ (20) + 6 = 26

AC: 29 vs AoO


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?


Gabriel is able to move his way onto the pile so deftly that the creature is unable to get a good strike on him and thus avoiding the blow from its huge claw.

With a nat 20 on the save I'll say you avoid provoking this turn.

Yes Terevalis can go if he wishes.


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 + 4 ⇒ (12) + 4 = 16

The elf will make a ranged touch attack with his spectral hand on the cleric casting a shocking grasp that he will intensify with his his lesser rod. The blue dragon shaped form shoots out and bites her.

Ast dtres eras teare are

damage 7d6 ⇒ (6, 3, 3, 2, 1, 4, 2) = 21


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 nasty little 1st level spell, that little rod is a nice thing to have~


The hand gives the Cleric a bad touch and the creature is shocked to death by the horrible electrical feedback from the hand. It falls to the ground a smoldering wreck.


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

I will post when I get back. Have to go out quickly. She will attack as Gabriel attacks, taking extra attack from fever, and again from Heroic Surge to give 4 attacks.


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

Seeing the shaman going down she leaps at the queen drawing the shard and calls out the commanding words to activate the brilliant energy of the shard. She furiously stabs the queen.

Ignores certain AC bonuses, and only lasts 1 turn.

Shard attack: 1d20 + 11 - 1 + 4 + 2 ⇒ (12) + 11 - 1 + 4 + 2 = 28
Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Sneak attack bonus: 4d6 ⇒ (4, 1, 6, 6) = 17
Bleeding (bypass damage reduction): 4 HP per round unless successful Heal check DC 15 or healing.
Debilitating injury: Bewildered: -2 AC for target (-4 AC for rogue). Lasts 1 round.
Rogue talent (Ninja Trick): Pressure Points: -1 Dex on target. Successful Heal check DC 15 removes 1 point of condition.
Rogue talent (Ninja Trick): Slow Reactions: denied AoOs against rogue and allies for 1 round.

Shard attack: 1d20 + 6 - 1 + 4 + 2 ⇒ (11) + 6 - 1 + 4 + 2 = 22
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Sneak attack bonus: 4d6 ⇒ (4, 4, 2, 3) = 13
Bleeding (bypass damage reduction): 4 HP per round unless successful Heal check DC 15 or healing.
Debilitating injury: Bewildered: -2 AC for target (-4 AC for rogue). Now lasts 2 round.
Rogue talent (Ninja Trick): Pressure Points: -1 Dex on target. Now -2 Dex. Successful Heal check DC 15 removes 1 point of condition.
Rogue talent (Ninja Trick): Slow Reactions: denied AoOs against rogue and allies for 1 round.

Additional attack from Alathea's fever spell.
Shard attack: 1d20 + 11 - 1 + 4 + 2 ⇒ (12) + 11 - 1 + 4 + 2 = 28
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Sneak attack bonus: 4d6 ⇒ (5, 6, 5, 4) = 20
Bleeding (bypass damage reduction): 4 HP per round unless successful Heal check DC 15 or healing.
Debilitating injury: Bewildered: -2 AC for target (-4 AC for rogue). Now lasts 3 round.
Rogue talent (Ninja Trick): Pressure Points: -1 Dex on target. Now -3 Dex. Successful Heal check DC 15 removes 1 point of condition.
Rogue talent (Ninja Trick): Slow Reactions: denied AoOs against rogue and allies for 1 round.

Additional attack from Heroic Surge.
Shard attack: 1d20 + 11 - 1 + 4 + 2 ⇒ (5) + 11 - 1 + 4 + 2 = 21
Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Sneak attack bonus: 4d6 ⇒ (4, 2, 3, 3) = 12
Bleeding (bypass damage reduction): 4 HP per round unless successful Heal check DC 15 or healing.
Debilitating injury: Bewildered: -2 AC for target (-4 AC for rogue). Now lasts 4 round.
Rogue talent (Ninja Trick): Pressure Points: -1 Dex on target. Now -4 Dex. Successful Heal check DC 15 removes 1 point of condition.
Rogue talent (Ninja Trick): Slow Reactions: denied AoOs against rogue and allies for 1 round.

If all attacks are successful total damage is: 105 HP, -4 Dex, -2 AC (-4 AC for rogue) for 4 rounds, no AoOs for the round, and plenty bleeding for coming rounds.
At 11th levle, she take short sword to be able to add Dex bonus for the shard too.


Athola steps out from the shadows and activates the Brilliant Energy ability of the sword, the blade transforming into pure light. She dives at the leg artery of the hideous Queen and stabs again and again in a flurry of blows opening up the legs. Three blows strike wounding the creature horribly as well as crippling it with the savagery of the attacks. The monster cries angerly and prepares to flail around at its attackers. Although badly wounded the massive monster looks as though it can

Unfortunately you don't get the Ferver extra attack as you were out of its radius when the spell was cast. The Heroic Surge works though. You do a total of 64 damage. The bleed damage also does not stack either so it won't take more than 4 hp a round.

Round 5

So assuming Alathea does nothing considering she can't see anything the giant queen lashes out at everyone close to him. Clawing Althola once and attacking Gabriel twice, with one bite and claw. She also takes 4 bleed damage. It will also power attack.

Claw on Athola: 1d20 + 15 + 3 - 2 ⇒ (11) + 15 + 3 - 2 = 27
Claw Damage: 1d8 + 12 ⇒ (8) + 12 = 20 and DC 17 Poison Save
Claw on Gabriel: 1d20 + 15 + 3 - 2 ⇒ (17) + 15 + 3 - 2 = 33
Claw Damage: 1d8 + 12 ⇒ (4) + 12 = 16 and DC 17 Poison Save
Bite on Gabriel: 1d20 + 15 + 3 - 2 ⇒ (10) + 15 + 3 - 2 = 26

Both Athola and Gabriel take a blow from the flailing monster as it fights in a mad panic still yelling out foul words from its mouth. The creature is in no state of mind to surrender, its kill or be killed.


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 beat up is it?


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

Round 5

Confusion: 1d100 ⇒ 6 Able to act

For a moment Jor thinks coherently as he looks around and wonder what is going on. Seeing his party members attacking the hideous creature, Jor decides to move towards the creature although he might not be in best state of mind to do anything for a while

Move action only


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 cast the Blessing of Fervor before we entered this area so Athola should have been a recipient of it...

The timing of the cast spell.


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 5

Alathea calls out to Terevalis, "Are there any more foes, these creatures have struck me blind so I cannot see what is taking place, walk me forward to the battle if no other threats loom..."

Alathea will hold for now and if she can get close enough will try to channel energy.

Oh boy this seems like a Raistlin/Crysania moment right here...


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;

She will use her body to shield mine, She will protect me from Dark Clerics and Dark Mages and the torments that only my Queen can inflict, and when she can bear no more, she will ask me to sit with her as she dies. I will step over her, she no longer being of use to me.


Fort Save: 1d20 + 12 ⇒ (5) + 12 = 17

"Well struck Athola, Now I will finish it."

Attack: 1d20 + 24 ⇒ (20) + 24 = 44
Attack: 1d20 + 24 ⇒ (1) + 24 = 25
Attack: 1d20 + 19 ⇒ (16) + 19 = 35

Attack Confirmation: 1d20 + 24 ⇒ (16) + 24 = 40

Damage Attack 1: 2d8 + 38 ⇒ (6, 5) + 38 = 49
Damage Attack 3: 1d8 + 19 ⇒ (5) + 19 = 24

With a flurry of attacks Gabriel strikes out at the queen delivering a couple devastating hits.


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;

WOW! That is a really get set of hits!


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

Wow! Gabriel in no mood to discuss surrender. I will await the resolution of his actions. Also Alathea's comment about Fever for Athola. Also noticed we gone over 6000 posts. 10 000 posts we coming for ya!


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 that killed the big bug monster.


Well that clearly finishes off the Queen.

The Disir Queen flailing madly with her claws leaves herself open to Gabriel's holy strike. He swings upward stabbing the foul monster in the throat with the tip of his blade and then strikes with a torso blow that sends the creature's guts spilling into the webbing into a foul pool of soup and grime. The creature gasps its last gurgling breath and then collapses on the pile she is on. Some of the webbing is disrupted and you see that under it is a large pile of slimy looking eggs and large maggot like creatures, likely the larval forms of Disir young. Still the fight is not over as you hear the buzzing of wings heading in your direction.

Round 6 you have free to do what you want. Round 7 though something else arrives.


[ooc]Busy day yesterday forgot to add damage to Gabriel and do a LoH last round. Will just do it in free round.[/b]

"More enemies approach, the eggs are here."

He calls out as he takes a moment to focus on his blade giving it a Holly aura.

[Swift: LoH: 5d6 + 10 ⇒ (4, 2, 3, 5, 3) + 10 = 27 so took 16 damage was at 71 so now at 82
Move: Step off webs
Standard: Divine Bond to add Holly property to sword.


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 use his life sense ability as a necromancer to detect how many eggs there are.

The mercenenary seems to have succummed to a confusion spell. Is there a way that we can immobilize him as he might do as much harm to us as our foes or himself as he is under the influence of the enchantment.


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 fear I will be of little use as I cannot see. Zivilyn will heal my wounds but I will need to pray to him for that blessing..."


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 any any spells that could benefit the group? Perhaps the kender should hide again?


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

Round 6

Confusion: 1d100 ⇒ 69 Attacking myself

Feeling delusional and screaming about worms on his arms, Jor nicks his own hand in attempt to get rid of maggots

Mutilation: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7 1d8+ Str dmg


There are a s*!+load of eggs in that pile. The problem is none of the eggs look like Dragon Eggs as far as Terevalis can tell. The eggs in that pile are far too small and soft to be Dragon Eggs.

Unfortunately the party soon finds out what that large buzzing is. Coming from the north you see a massive looking monster that looks like a hideous combination of giant toad and bloatfly. Its pores ooze with acid and a foul acrid stench assails your nostrils as it comes closer. The creature lets out a horrific croak and flaps its wings creating a buzzing sound. Along with the creature is another Disir Shaman and what looks like another True Disir. Seeing the dead body of the queen, the Shaman is enraged and yells something to the giant frogfly. The frogfly beast croaks in response loudly.


Anyway here are the initiatives for Round 7

True Disir: 1d20 + 3 ⇒ (4) + 3 = 7
Disir Shaman: 1d20 + 2 ⇒ (8) + 2 = 10
Disir Hybrid: 1d20 + 1 ⇒ (9) + 1 = 10

If you are within 30 feet you'll need to also make a frightful presence save, DC 18.


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;

Another cleric of Morgion?


Looks like a Cleric. Pretty similar looking to the other ones you faced. The Cleric seems to have some manor of control over the beast as well and able to direct its actions.


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 6 & 7

In response to Terevalis' question, Alathea casts Bless and then Remove Fear in rapid succession.

"I fear there is little else I can do in my current condition..."

Bless on everyone +1 Save vs Fear and +1 on attack rolls. Remove Fear +4 save vs. Fear on Athola, Gabriel and Terevalis. Total save vs. fear is +4 as these bonuses do not stack...

Note that the Blessing should last this Round and 1 more round before it expires. The Bull Strength's and Bear's Endurance I cast should last well past this battle, assuming we live!


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

Round 5

Fortitude save: 1d20 + 5 ⇒ (14) + 5 = 19

She smiles seeing Gabriel taking down the queen. She inspects the nest for anything of value.

Perception: 1d20 + 13 ⇒ (2) + 13 = 15

Round 6
She moves towards the group. Next to the pillar.

Round 7
Seeing another shaman, she shouts, "We need to get that shaman down so it can't heal."

Using her bow she takes aim at the shaman and fires.

Shortbow: 1d20 + 11 + 1 + 1 - 1 + 1 ⇒ (5) + 11 + 1 + 1 - 1 + 1 = 18
Damage: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Shortbow: 1d20 + 6 + 1 + 1 - 1 + 1 ⇒ (13) + 6 + 1 + 1 - 1 + 1 = 21
Damage: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

What is the verdict on Alathea's comment about Fever for Athola? Is fine, she do another attack.


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

Round 7

1d100 ⇒ 17 normal acting

Seeing new enemies Jor decides without clearly thinking to move towards new threat.

move action only


Jor your init 9, and I'm 8. Terevalis needs to post his round 7 then the two bad guys, then you then me. then the last bad guy. Acting normal is great but don't move yet as they may come to you.

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