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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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

"Tomorrow I could ask Zivilyn his advice as to the origin of this item..."


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

During the voyage, when not in their sleeping quarters, she would be on deck sitting in a spot that is out of the way of the busy crewman. When they are near the shoreline she would view the terrain and activity that might be visible.


Alathea what hour of the day do you pray for spells? It is morning, maybe you haven't prayed yet today?

"With mention of the lord of bones I feel we should investigate, but with no knowledge of what or where there is little in our power to do."


So after getting a look at the note in a bottle you all go back to your usual things. Unfortunately things end up far more than usual as within the hour the fog has turned from a light mist to a thick sheet of white that makes it very difficult to see what is out in front of you. Clearly there is something unnatural about this fog. Della in-cants a spell and offers a prayer and then says, "Be warned Captian Swift, there is divine magic in the air. This fog is not a natural phenomon, it is one caused by divine intervention."

Captain Swift looks suspiciously at the fog and says, "Can anything be done about it?"

Della says, "The effect is too widespread for a simple dispel to overcome. This is a vast magical aura beyond the scope of one priest to overcome."

Captain Swift nods and gives orders "Then we got no choice but to press on. Crew! Batten down the hatches and put extra lookouts I don't want anything to sneak up on us. Move us forward, steady as she goes."

The crew gets to action as the speed of the boat is reduced as you inch through the fog. As you do a heavy scent of Seaweed assaults your nostrils. Then without warning there is a loud crack and a rumble as the ship is violently shaken. Sailors quickly assess the situation and one of them says, "Captain! We've run aground on what looks like a thick seaweed! So thick that I can't even see the water under it. It also looks like something has penetrated the hull, it looks to be the front of another ship!"

Looking out as best you can you vaguely see the outline of numerous ships as it dawns on you that you've ended up not on some mere island but a graveyard of ships.

Captain Swift gives a stern glare and a beat of sweat goes down his face. He then says, "Assess the damage and see how far we've run aground. This is not the kind of place we want to be stuck in."

Bustles of the crew occur and then the boswain of the ship reports, "The damage is not that serious but we'll have to seal a hull breach which could take a day of work to properly reseal. As for the seaweed, it seems to be wrapping itself around the ship. I'm not sure if we can cut our way out of it Captain."

Captain Swift takes in the report and nods, "Get to the repairs Samson and see what can be done about the seaweed."

Samson heads off to get that sorted. Soon afterwards though there is yells of alarm. A crewman yells out, "Captain! There is figures coming out of the ships and the seaweed! By the Gods! What has happened to them!"

For those who take a look you see a large number of men and women start crawling out of wrecks or clamoring out of the seaweed. They look like water-logged corpse-like beings with sharp and hideous teeth and claws. They hiss and drool and move quickly towards your ship and start climbing up the sides. A few seem to be mounting the nearby ship and preparing to swing aboard by ropes.

Captain Swift draws his rapier and yells, "To arms men! Ready your weapons and prepare to repel borders!"

Captain Swift looks to the party and says, "I would appreciate your assistance in defending the ship. If we don't fend off these monsters, we could end up joining them in this cursed place."


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 religion 1d20 + 14 ⇒ (17) + 14 = 31 what kind of undead?


These are Lacedons, Aquatic Ghouls. Suffice to say they're too low level to pose a threat to the party individually so when I do the combat I'll probably have you fight some Mobs of them so they'll actually pose some kind of threat. Once again this Adventure Path throws some laughably easy encounters at you. Even in 3/3.5, throwing a bunch of CR 1 monsters at a 9th level party is a joke.


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
Gabriel, The Just wrote:
Alathea what hour of the day do you pray for spells? It is morning, maybe you haven't prayed yet today?

I thought we were going to lunch but sure I can pray for that spell if the meal was breakfast. Nevermind, let's have a fight first!


As for the time, its roughly 9 AM in the morning on the 3rd day of travel.


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;

These are lacedons, aquatic ghouls. Their touch can paralyze and spread ghoul fever, thus multiplying their numbers. A lower form of undead. he says.


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 1d20 + 1 ⇒ (14) + 1 = 15

"Certainly Captain. Zivilyn, grant me strength to smite these doomed souls".

[ooc]Alathea casts Righteous Might - Increase in Size and Weight. Mace Damage 1d10. +4 to Strength & Constitution -2 to Dexterity. +2 Natural AC. DR 5/Evil

HP = 89 - AC = 24


Actually never-mind! They wouldn't be able to form a Mob considering they have to climb the side of the ship and the deck isn't large enough to spread their numbers out. Plus the crew has an advantageous position. So to be quick about it, I'll narrate the battle instead. We'll be wasting time having the party fight a bunch of CR 1 monsters. Instead I'll have you expend some resources and win the fight.

The horde of ghouls attacks the ship, a few jumping from the nearby ship while others clammer up the sides. Fortunately the party has an advantagous position to most of the attackers as the Ghouls have to climb up the ship and thus can't concentrate their numbers on the deck to bring their numbers to bear. Della burns ghouls with Channel Energy, Captain Swift takes command and stabs ghouls with his rapier and the crew fights with ranged and melee weapons. Gabriel, Athola and Jor are able to provide melee support and way outclass their attackers in combat. Terevalis likey uses Command Undead and has some of the Ghouls turn on one another while Alathea uses Turn Undead to drive the Ghouls back into the kelp.

In the end Alathea uses 2 channels and Terevalis uses 2 command undeads. Eventually the Ghouls are either slain or driven off with only a few injuries to the crew, who Della proceeds to treat in case of potential Ghoul Fever.

At the end of the fight, Captain Swift looks to the party and says, "Well done friends, we've fended off the horrors of this place for now. But as you might have heard it appears this graveyard has entrapped our ship as it has many others. If we don't find a way to dislodge ourselves, we could very well be stuck here until we all starve to death. As I must stay here to supervise the crew and Della is busy dealing with the wounded, I would ask that you head out and investigate this area and see if you can find any clues of what is happening here and most of all to release us from this wretched place. You might want to take a look at that nearby vessel for clues. Can I trust you to this task?"


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

Edit due to battle changed to narrative.

Athola looks over the the other ship wrecks nodding at what Captain Swift is saying. She sheathes the shard before taking a swing rope, to swing to the nearest wreck.

Acrobatics: 1d20 + 21 ⇒ (9) + 21 = 30

Once Athola lands on the deck of the wreck, she draws the shard, waiting for any possible remaining ghoul to attack her.


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

"Certainly Captain. I wonder if perhaps the note we fund originated from this strange mass..."


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 meet sure that the seaweed is firm enough to walk on, testing with the Staff of Magius, and make his way over to the next ship.


The seaweed is unusually thick and strong enough to hold a person's weight but still squishy and slippery with occasional divots and puddles. Due to this walking on it counts as difficult terrain. In addition you have to make a DC 20 Acrobatics check to run on the seaweed or fall over. In addition there is a large carpet of fog in this area that functions like a constant Fog Cloud spell. It is far too powerful to be dispelled and if disbursed by fire or spell, it reappears in 6 rounds. In addition the area is under a desecrate spell hence undead are more powerful than normal in this area.


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 would desecrate impact my rebuke ability?


Probably would give Terevalis the benefits because it is tainted by evil and his Rebuke abilities are a result of Necromancy. Still he does not feel the power here is from Nuitari, its more of a Divine corruption from one of the Gods of Evil.


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

Sighing from the lack of battle and prospect of having some good fight. The pathetic display of some undeads dampens Jors mood as he sit and watches to the horizon.


So assuming that the party decides to investigate the nearby ship, you take your time to get yourselves aboard. This seems to be a ship that probably is the newest one here next to yours although it is more seriously damaged and wrapped up in the seaweed and would take extensive repairs to make it seaworthy. Signs of battle are found on the deck, hinting that the crew were probably overcome by the undead and were either consumed by the Ghouls or converted into more undead. As for the ship, you learn it is called the Rampart Spirit. Checking the ruins you find a passenger manifest that says the ship only had one passenger on board. The notes on the passenger are as follows Wizard, Small Fellow. Luxuary Cabin. You check the luxury cabin and see there are a few dead ghouls nearby, some which look like they actually turned on one another and tore each other apart while others look like they were struck by a bolt of lightning and there is a huge scorch mark behind a line of dead Ghouls. As for the guest cabin itself, it is empty although there are clues that the room was used. There is an empty chest which probably contained the occupants supplies and a look that the bed was slept in as well as signs the desk in the room was used.

As for other things, you eventually find the captain's chest which is undisturbed, probably because the Ghouls are too stupid to put any value on material goods. Athola taking 10 can easily pick the lock of the chest and open it. Inside you find 1600 Steel Pieces, a flail that seems to shimmer when you look at it (+1 Ghost Touch Flail), 3 potions of water walking, and 3 Cure Light Wound potions.

What do you do next after searching the ship?


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;

Interesting. If the bottle came from thus ship and there is a wizard on board this ship, there may be a member of my Order or a renegade on this island


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

Guess we go ship to ship slowly moving away from our ship, but always checking the nearby ships first.


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

Let's assume I don't burn that Righteous Might then :-)

Agreed Athola

Once the first ship is searched Alathea will ask her allies to gatehr around her. She then casts a prayer to Zivilyn, "Grant myself and my allies the ability to be here on this unstable ground with nary a worry for a dunk in the drink".

Cast Water Breathing - Alathea is alotted 18 total hours. I will grant all of us 216 minutes of water breathing. So 3 hours and 36 minutes each.


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

Wondering again on his mind, what kind of situation were they now to unravel ... although the excitment started to build up slowly and pump Jors blood. He was slowly turning into adernaline junkie with tendency to machocism... and he wasnt sure what to take it for but ah well, you live only once. Unlike the wizard he might as well enjoy the life "Haah, what is this? Should this help us with the water or?" Jor asks curiously as he sees Alathea praying for some kind of power


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 turns to Jor and smiles, "You have no need to fear drowning, at least for the next few hours. It will not make you more agile in the water but at least getting pulled down in heavy armor will no longer be a death sentence within mere moments".


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;

We should be off to the next ship. However, give me a moment to see what I can divine about this place.

He casts detect magic.


The other nearby ships you soon find out are in much worse shape and many have collapsed and swallowed by seaweed. However the mass of seaweed does head off further to the east so that might be a direction to travel. It could be a direction to investigate.

As for detect magic, there is a powerful magic in this place, of a Divine origin of some kind. Beyond a 60 foot cone doesn't pick up anything that stands up nearby though.


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;

We should follow the path laid out for 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, "This is much larger a place then I thought it to be..."


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

Athola hops off the ship to join the rest of the party.


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

"Ah, might as well see what it holds" Jor comments as he comes down with others


The party heads off to the east through the thick fog of this Mire they've found themselves in. The progress is slow and unsettling as the fog is as thick as Pea Soup and the ground is unstable and squishes with every step of your feet. The sound echos ominously as you walk through the mire but most things seem rather still. After travelling for some time, those in front take a step and find the seaweed suddenly becomes a lot more looser so to speak. About 30 Minutes have passed by then.

Now everyone will need to make me a DC 1d20 + 20 ⇒ (13) + 20 = 33 Perception check. If you fail it, you're going to be surprised by something lurking in the seaweed. If one of you can pass it, you'll able to yell a warning and avoid falling into a quicksand trap. If no one passes, Both Jor and Gabriel will hit quicksand (Well more like a loose pile of Seaweed but same difference) plus whatever is in the swamp will get a surprise round.


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;

Perception 1d20 + 14 ⇒ (20) + 14 = 34


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;

Well, that was lucky

The Black Robe will yell out a warning.


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

Nice roll! Perception 1d20 + 14 ⇒ (14) + 14 = 28


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

For the hell of it, even though Terevalis has warned the party

Perception: 1d20 + 14 ⇒ (16) + 14 = 30


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;

His sharp elven eyes spy something so he gives out a warning Be ware!


Just in time Terevalis yells out a warning before Jor and Gabriel step into a patch of loose seaweed that was cleaverly hidden by the fog. Immediately tenticles shoot out from the Seaweed followed by a octopus like head. One step further and not only would Jor and Gabriel be swallowed by the Seaweed but the beast before them would have gotten a grab on them. Still it does not seem daunted, looking to reach out and with its barbed tenticles. In addition you hear crunching from the south of something walking on the Seaweed.


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 ⇒ (15) + 1 = 16


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;

Perception to see if he sees what is coming towards them
1d20 + 14 ⇒ (14) + 14 = 28


The Mire, Battle 1

Terevalis is barely able to see the tenticled monster. The other beast is too obscured by the fog to see clearly. Remember this entire area is affected by a Fog Cloud ATM.

As for the Wyndlass it goes on 1d20 + 3 ⇒ (10) + 3 = 13
The approaching monster goes on 1d20 + 7 ⇒ (4) + 7 = 11


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 on the tentacle thing
1d20 + 18 ⇒ (2) + 18 = 20


20 is not enough to identify this thing. Plus its not Arcana its Dungeneering to know what this is as it is an Aberration.


Hope everyone had a nice holiday. Sorry was not online at all

Init: 1d20 ⇒ 8

"What manner of beast is this. Barbed tentacles?" He calls out while preparing for battle.


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

Initiative: 1d20 + 5 ⇒ (14) + 5 = 19

Knowledge (dungeoneering): 1d20 + 15 ⇒ (7) + 15 = 22 To identify the beast


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;

Iniative 1d20 + 2 ⇒ (12) + 2 = 14


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

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12

"Just our luck to run again against something... not normalish? Hopefully it will also go down just normally" Jor speaks out as he looks at the monster with a wary eye


22 is enough to know what this thing is. This is a Wyndlass.

The wyndlass is a tentacled horror that lurks in desolate swamps and gloomy forests. A powerful predator, it has been known to devour several whole horses at a time in its quest to satisfy its awesome hunger. Few living men can tell the tale of a firsthand encounter with a wyndlass, as few ever survive such a meeting.

Although the wyndlass is seldom seen by those it hunts, there have been occasions when it was sighted out of its pit by those with the sense to quickly note its appearance and then flee for their lives. From these accounts we know that the wyndlass looks something like a giant black octopus with no fewer than ten tentacles. Each of these whiplike limbs is over 25 feet long and covered with keen barbs that sink deep into the flesh of prey. The tendrils attach to the body in two clusters of five limbs each. Between the two clusters are the creature’s three eyes (which glow with a faint blue light) and its powerful beak.

It secretes a fluid that causes the ground to soften around it. In this case its turned the seaweed into loose pit of water and weeds. Even then it has a burrow speed and can probably freely burrow through the seaweed if you tried to escape.


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?


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

Athola quickly informs the party of the important bits such as it's reach, 10 barbed tentacles, and party probably won't be able to out run it as it can burrow quickly below. Also indicates centre has 3 eyes and it's powerful beak.


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 also inform them that he hears something else approaching on the seaweed bed but that he has been unable to see it.

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