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;

1d20 + 7 ⇒ (10) + 7 = 17 Will


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

The dice roller has been kind to Alathea compared to most of my characters! :-)


Terevalis is barely able to fight off the horrible curse with sheer will. His will is able to keep the power of the Rat King God at bay, for now.

As for the poison, Athola takes 1d3 ⇒ 3 dexterity damage. OUCH!

That should finish their actions although Athola and Jor still need to go before the end of the round (that is if Jor can actually do something while confused)


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;

Nuitari dont play that!


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

Eeeek. That is effective -3 on Dex based rolls :(

Perception: 1d20 + 13 ⇒ (4) + 13 = 17 Ignore remaining rolls if this roll fails

Shard attack: 1d20 + 11 - 3 + 4 ⇒ (5) + 11 - 3 + 4 = 17 Thats is probably still a miss hit even if succeeds 50% miss chance.
Damage: 1d4 + 5 ⇒ (1) + 5 = 6

Shard attack: 1d20 + 6 - 3 + 4 ⇒ (12) + 6 - 3 + 4 = 19
Damage: 1d4 + 5 ⇒ (1) + 5 = 6


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

Round 9

Confusion Again!: 1d100 ⇒ 41 Wohoo, nothing once more!

As the brutal fight continues and slashes and magic is being exhanged by brave party...

Jor dances on his spot with hips making wide circle movements and singing to himself about beautiful bees and shining sun rays touching blooming field of flowers


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;

But it's the pelvic thrust, which really drives you insaaaane! Let's do the time warp again!


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 take a step back and again, falling into the rthym of his magic will begin to chant, holding on to his elemental rod as he changes the fire to acid in a scorching ray, focusing on the cleric of Morgion.
Srte aret feare prea/ prea fare mare

RTA 1d20 + 6 ⇒ (8) + 6 = 14
RTA 1d20 + 6 ⇒ (4) + 6 = 10

4d6 ⇒ (1, 6, 1, 2) = 10
4d6 ⇒ (5, 1, 5, 2) = 13


The first ray hits but the second does not. The acid ray bubbles on the skin of the Disir Cleric, damaging him but not killing him.

Miss chance: 1d100 ⇒ 32

The 2nd attack from Athola hits the Disir and finally takes it down!


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

Round 10

Not able to see she won't realize the disir that was attacking her has been downed, Athola continues to attack towards where the disir attacks to her came from.


Round 10

Gabriel takes a step to the shaman and strikes at him twice not wishing him to take the sight from any more of his companions.

Attack: 1d20 + 18 ⇒ (10) + 18 = 28
Attack: 1d20 + 13 ⇒ (17) + 13 = 30

Damage: 1d8 + 9 + 2d6 ⇒ (5) + 9 + (1, 3) = 18
Damage: 1d8 + 9 + 2d6 ⇒ (8) + 9 + (4, 4) = 25


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 should kill the bugger


Gabriel steps in and stabs the Disir Head Shaman in the chest, pulls out the blade and with a single swing removes the foul beasts head from its body. The foul creature is slain instantly.

End of combat.

Those of you who can see look around the room seeing the ground stained with the black foul blood of a large amount of Disir while the Queen's huge body likes flat on the giant pile of webs, eggs and larva. The Disir Hybrid, its foul Frog-Fly form lies flat as its tongue sticks out in a long hideous strand. Searching the bodies you find the following items:

2 Potions of Cure Serious Wounds
6 Potions of Cure Moderate Wounds
4 Potions of Cure Light Wounds
1 Oil of Darkness
1 Periapt of Health (Worn by the Disir Queen)
1 Bracers of Armor +2 (On Disir High Priest)
1 Cloak of Resistance +1 (On Disir Priest)

Of course you can easily tell that the Periapt, Bracers and Cloak are of elven make, probably scavenged from the ruins and appropriated by the Disir, as lacking hands with fingers you doubt any of them would have the skill to craft these items. Still any elven symbols on the Bracers and the Cloak of Resistance have been defaced. The Periapt is some silver necklace with a beautiful blue gemstone, probably worn as some kind of jewelry by the Queen and perhaps for the Anti-Disease properties. Still the chain has long tarnished and is now black in colour and might of fell apart if it was not magical.

As for the pile of eggs and larva, it does not seem to contain the dragon eggs. Destroying this pile might be a good idea, lest more Disir will spawn from its remains and likely follow in the footsteps of their previous brood. As for where the reinforcements came from, its too far off from your light sources but a trail of slime leads towards the north. What do you do?


Gabriel helps gather the things after making sure Alathea and Athola take a seat.

"It is over here sit. Let us gather things and destroy these eggs."

After they are done.

"These creatures came from the north passage. There is likely none remaining or they would have came to aid their queen. Terevalis will you help lead Alathea and Athola. Jor and I will take point just incase. Let us find the eggs and be done. I also like the color of this cloak, does everyone else have one? If so I would like this one. Is anyone hurt. There are potions here as well. We should drink them and not burden ourselves with the weaker ones. Alathea could you channel the power of your god once. Athola is pretty beat up. Hope your thirsty little one."

Assuming Alathea channels once Gabriel will help and hand the Cure light potions to Athola.

Athola go ahead and drink all 4 CLW, I think everyone has a cloak +1 right? I hope as I think we sold one before. I do not have one though.

When everyone is ready Gabriel leads the way from where the creatures came.


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;

[ooc] We need to wait for the Confusion on the Jor to wear off though, we might not be out of combat/ [/b]

Our fighter might still be under the effects of the Black Wind's worshipper. I might have something to stave off an attack if he attacks 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

Alathea nods to Gabriel, "If you believe we will face much less danger pressing forward let us do so. Tomorrow Athola, I will ask Zivilyn to restore to us our sight".

For now, Alathea channels positive energy 4d6 + 1 ⇒ (3, 1, 2, 5) + 1 = 12.


We'll just say he spends a few rounds muttering crazily and then he eventually recovers. No need to extend the combat with everyone dead.

So after destroying the eggs and larva, probably most easily by putting some oil on the pile and burning it, the group heads to the north and comes to a cave dug into the rock wall. Heading inside you come across a grizzly sight. The room is covered in thick webbing with numerous organic growths stuck to the rocks. In the center is a hideous looking altar with a large bowl with a large shattered egg and the smell of dried slime and acid. Behind the alter is a hideous looking stature, which you suspect is the Disir aspect of Morigon, a horrible fly headed many legged and clawed horror crafted out of slime, bones and earth which seems to look at you with frightening eyes as its long raspy tongue hangs out. Fortunately it is a stature and not the actual Black Goat. In a large bowl near the altar you see there are 5 large eggs the size of a child's head which looks similar to the one on the alter although much less twisted looking. The shattered egg-shell on the altar has turned black and slimy birthing fluid has hardened on the floor. Those with religious or arcane knowledge probably can tell that some sort of ritual was performed here, likely the one that created the horrible hybrid monster you fought earlier. More of these monsters could well have been created if you had not stopped them. What do you do?

Yes this temple is Unhallowed as well


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

Athola has kender +1 stud leather armour and amulet of +1 natural armour (gift from Patrick), plus ring of +1 protection. Other hand has feather fall ring, as she could not use 2 rings of +1 protection. If we sold a +1 cloak, oops we made an ooooopsie.

Hearing Gabriel speaking normally to Alathea and herself, she stops stabbing and slashing the space before her, and allows Gabriel to help seat her. She keeps the shard in her one hand at all times, feeling uneasy at not being able to see.

She drinks each potion one by one as Gabriel opens them and hands to her to drink.

Once done, she realizes the full impact of being blind and starts cursing rather colourfully in kenderspeak at the dead disir, till she is absolutely exhausted from the exercise.

She would be cursing long after Jor state has returned to normal.

She walk next to Alathea holding onto something with her off hand while still holding the shard in front of her. This also provides light for those that can still see.

Was Alathea's blindness temporary or permanent?


Permanent until cured I am afraid Athola. You're going to have to live with this until someone can remove the spell from you with Cure Blindnes/Deafness or other spell.


"Jor help me gather the eggs. We are done here. This temple needs cleansed. We can ask the lord Toade to send another team to do so. I suspect as it cost one of his eggs he will not hesitate to do so. We have other matters to tend to and healing to do to regain sight. Terevalis can study this place and what the ritual may have been as we gather the eggs."

With Jor's help Gabriel will start gathering the eggs. They will then return outside to their horses and start the journey back.

I assume there is no other business here. Everyone check if you have a cloak. This should go to someone who does not have one and that has worse saves then me :)


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

Ouch, both Alathea and Athola got it really bad this time round with permanent blindness. I guess the party will definitely be taking a few days rest to recover.


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;

Know arcana 1d20 + 17 ⇒ (1) + 17 = 18


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

Coming back to real world after having his mind trip somewhere magical land of butterflies and flowers, Jor shakes his head and attemps to get hold of reality.

Nodding at the request of Gabriel, Jor begins to gather some of the eggs while keeping his eyes out for anything suspicious not really trusting this strange place... he could swear that the pink pony was still there in the corner of his vision and laughing at him still curse that damn 4 legged dimmer. I will see who laughs at last


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
Athola wrote:
Ouch, both Alathea and Athola got it really bad this time round with permanent blindness. I guess the party will definitely be taking a few days rest to recover.

Overnight I will pray for the spell to end this effect.

I have a cloak so not for me.


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 Alathea enters the chamber she shivers, "I do not need to see to know this is a place of evil. If we rest nearby I can restore balance to this place as left this way it will attract the same type of foulness that we just purged".

Can we stay overnight somewhere in these caves so I can Hallow it the next day and we do not have to travel with 2 blind chicks? :-)


Yes there is plenty of places you can set up camp in the ruins. For now it appears you've cleared out the infestation of Disir although being a subterranean species there is a chance that in the future, especially if there is a temple to Morigon still here.

Terevalis does not recognize the ritual that was performed, but suspects it probably was Divine in nature. For a creature to grow from an egg into a full sized fly-dragon in a day stinks on some manor of divine intervention.


"I don't like leaving this place either Alathea, but it is a short trip back and much safer to return to the city for rest and start research in Lord Toad's library. We can let him deal with this."


With the area cleared out of the serious threats the party is able to find an area relatively untouched and easily defend-able and after a long rest are able to recover for the night. Assuming that Althea prays for 2 cure blindness spells she is able to fix the sight of the blind people in the party although the rest was rather disturbing as the curse from the Disir Priests tormented both Althea and Athola during the night as they had dreams of horrific foul monstrosities, plague, disease and suffering. With the grace of Zylivan however Alathea is able to restore her sight and clenase themselves of the foul magic. Of course everyone has to sleep into the day as they pushed themselves into the night to reach this locale.

You now hit a level up point, so you now can advance yourselves to 9th level.

The way back is uneventful, using the horses the party makes good time and as its during the day and by the next evening they have arrived at Flotsam and due to their success are quickly ushered into an audience with Lord Toade. Agents of the household kindly take the eggs from the party telling them that they will be redistributed somewhere safe in the manor. The party heads into main hall where Toade sits in the throne bouncing up and down in excitement his many rings and other babbles rattling a tingling song. He mutters and the Chamberlain speaks.

"The Great Lord Toade is most pleased to see that the Dragon Eggs have been returned safely. Despite the loss of one of the eggs, the rescue of the other five eggs ensures that the brood of Amphi Dragons will still be viable. He does wish to know who was responsible for the theft as the party did not bring any prisoners for interrogation and Lord Toade did ask you to bring justice upon these criminals. What did you encounter in the ruined city of Micah?" says the Chamberlain.


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;

Hooray! The wizard will be sure to learn Teleportation this time per his discussion with the Head of the Black Robes


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;

In Goblin, the Black Robe will talk about the disir and their corruption of an egg with the aid of Morgion's worshippers.


Lord Toade listens with interest to Terevalis as he gives an account of the events. In the end he nods approvingly and mumbles some more and the Chamberlain replies,

"The Great Lord Toade is pleased with your report on what was found in the Ruins of Micah. He appreciates that their leaders have been killed and their plot to corrupt the Dragon Eggs have been thwarted. Due to these Disir proving to be a serious threat to the safety of Flotsam, he will send his agents to further investigate the ruins and make sure that the Disir threat does not arise in the future. As promised Lord Toade will grant you access to his libraries and laboratories for as long as you wish to use them. In addition, for exposing this threat of the Disir and stopping it, Lord Toade will grant your party an additional reward, within reason, if it is within his power to do so." says the Chamberlain.

Mechanically he will grant the party a Magical Item (Worth up to 5000 SP, although at Crafting Cost not market price so technically up to 10,000 in value), Money (5000 SP) or a Favor to be named in the future.


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

"Thank you Lord Toede for your generosity, we are also happy to have brought these eggs back to you so this species can flourish and my God is pleased that we were able to restore the balance to the caves which permitted the vileness of Morgion to fester".

Alathea will take the SP so that she can craft a wondrous item herself when she levels up again.


Just remember though that's for the WHOLE party, not per person. So whatever you chose the party should agree upon. As for crafting an item yourself, Toade's Laboratory has all the materials you need for magical item crafting although you still have to pay the cost for the materials.


Toade nods to Alathea and mutters some more. The Chamberlain says,

"The Great Lord Toade gives praise to your actions adventurers and asks if there is any other questions you wish to address to him before you are escorted to the Library to make use of its materials?"


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;

Would Wayreth have information as well?


Wayreth might because it has a massive library which is not just spells but also a repository of knowledge. Terevalis was ordered by Dalamar to take an account of what Toade has in his library as he had learned that Toade had been gathering a good deal of rare books, scrolls and tomes, so to be through it may be good to do that first before paying a visit to Wayreth.


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 forgot about that. Did you want to RP the Arcane Discovery: Opposstion Research?


Gabriel is of little use in the coming part of doing research. He can offer help in K. Religion and that is it. I will be away this weekend, probably will have level up done on Monday.


No need to roleplay it. Just take the feat and it represents that in your studies you've looked more into an opposing school of magic.


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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 think that the best suited for this part of the module would probably be the wizard and then the cleric.


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 kind of rolls do we need to do? Arcana? History? Religion?


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

Note that Alathea can use Meditative Touch 7x per day to add a +4 to any Intelligence based skill check.


Just giving you an opportunity to ask Toade something you might want to know before you head to the Library. As for finding the information there is a mechanic to that which I will bring up once you're done here.


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

Mostly bored and not sure what to ask for since he isnt so knowledgeable about such things. Deciding to leave the critical decision to other "Well, I am not sure what could benefit our group the most and most likely I would just suggest improving our equipment. I for sure need to get something to avoid spells affecting me but otherwise, I will be spending my time in tavern. Might learn something useful or at least relax for a while. Call me if you need me" informing others before taking off.

Planning to get some cold drink and taking some time to think about coming journey, it might be a good thing to write again a letter to his commander. He might as well see if there is some way to get some benefit for Brass Tiger Comapany. It would be a good idea actually, Jor thought to himself as he walked slowly


Not to worry Jor, there will be a time when the Brass Tigers will come into play in the future.


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 sort of thing should expect ask him?


Well if you have nothing else to say you don't and we'll move onto the library portion.


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

At this time Alathea wants to search the library, after she has more information, then she may want to speak with Toede.


Having nothing else to say to Lord Toade, he mumbles and the chamberlain says, "Lord Toade thanks you again for helping him with his predicament. You are dismissed. Some house guards will accompany you to the Libary and Labortories. You are not permitted though to enter Lord Toade's private chambers or personal office nor you may remove any tomes from the library although you are free to use them as you wish on the premesis. Guards will be assigned to you in order to make sure you keep to these rules. Lord Toade wishes you a pleasent stay."

With that some guards escort you through the mansion and show you to the Library.

The Library found on the first floor is a 15 by 20 room lined with book shelves as well as possessing a large table. The library is stuffed with numerous books covering a wide variety of topics although Terevalis being rather skilled at assessing the contents of a library sees that there is a mix of books relating to a wide variety of topics, from historical references to religious tomes. However Terevalis also finds a few spell-books mixed among the tomes although their condition is variable. Still if he sifts through some of the tomes he can tell that there are many tomes here that have spells that are of a higher circle than an untested mage should wield, hinting that the tomes either belonged to Renegades or former Robed wizards. Still there is quite a jumble of books and to find something in here would take a great deal of time and shifting to find information.

When you ask to see the Labortories you are lead upstairs to the 3rd floor where you see a sight that surprises all of you. The room has something that looks like a Spyglass but is the size of a few people covered with gears, lenses, cogwheels, tubes as well as winches and levers to control the device. You can make a Knowledge: Engineering check to understand more about this device. Still one can plainly see by the complexity of this device that it was probably crafted by Gnomish hands.

As for the Laboratory, its a sizable room fully stocked with tools, an alchemy laboratory, crafting tables and numerous other things one would need to craft potions, wondrous items or other products. There is also a fully stocked shelf of magical reagents for most spells one can fathom. On one worktable, probably a table Toade used to study books you see a pile of books and scrolls including clearly one book that looks like a Black Robe spell-book due to its markings. The topics of the books and scrolls seem to cover some topics as Life Transferance, Rejuvination, Necromancy, Alchemy and Healing as well as signs these books have been sifted through. Terevalis can easily recognize that Lord Toade is looking for a way to restore his youth. As it would be a laughable thing to think that Toade would ever get any help from the Gods in his quest, Terevalis knows well enough that one does not need the "Gods" help to use the power of the Arcane and it seems to be the route Toade is most focused on. Terevalis can't be sure if Toade has yet gained any wizarding ability yet but if he hasen't he surely is on a the path of a Renegade by the materials he's researched.

Anyway with the books in the Laboratory combined with those in the Library, you will have all you need to research a way to cleanse the Corrupted Tear of its taint and restore it to its former glory. You have to make a DC 20 Linguistics check to interpret the books (As they are in a mix of different languages), This also takes 2d6 ⇒ (2, 5) = 7 hours of research per attempt. Each person beyond the first helping with the search reduces the research time by 1 hour.

As for Lord Toade's office, it seems to be on the same floor as the Labortory and Observatory but the door looks like its closed and locked and a guard is stationed near it to make sure that you don't wander in there on a whim.


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

In the Library

Alathea turns to Terevalis, "Let us get what we need, if then after our quest you wish to accuse Lord Toede of being a Renegade by all means do so".

Alathea will use her Meditative Touch on herself and Terevalis. That will add +4 to your roll T.

Linguistics - Aid Another Terevalis 1d20 + 4 ⇒ (15) + 4 = 19

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