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;

These big creatures are mean. I don't think any of my characters have ever fought one of these chuuls in the past.


Miss Chance: 1d100 ⇒ 37

Gabriel hits the monster as it moves away. Still the creature being a massive monster absorbs the damage

Miss Chance: 1d100 ⇒ 94
Jor's Attack: 1d20 + 20 ⇒ (16) + 20 = 36

Jor's damage: 2d6 + 18 ⇒ (4, 2) + 18 = 24

While the creature attempts to get away with its meal, Jor and Gabriel strike two blows on the creature. It scuttles a few steps and collapses to the ground dying. End of 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;

Interesting. The aberrations, aquatic in nature, might have been the death of many as they explored this seaweed island on their own as they attempted to escape from it. Shall we continue? the Silvanesti says.


"Yes but be on guard. I'm sure that is not the last of the surprises."


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 was everybody by these things?


So you continue on your way through the fog, still reeling from the injuries from the horrific beasts that came from the mire. After taking some time to heal and recover the party continues trudging off towards the east. The party eventually comes accoss an area where the fog has loosened up a bit and you see a horrific yet odd site. You see a number of Lacedons except they seem to tearing each other apart. Another group of them appear to be paralized and standing around rigid. You hear a yapping voice yelling out something in Draconic. If you understand Draconic you hear, "Keep fighting flesh things! Fight Fight!"

As you get closer you see a creature that looks like a Lizard-like humanoid with brown scaled skin dressed in black robes jumping up and down waving a rod in his hand and yelling at the Lacedons frantically. A creature you recognize as a Kobold. Terevalis can tell that he's probably commanded some of the Undead and caused them to turn on their fellow Lacedons and probably used a spell like "Halt Undead" to stun some of the Lacedons. You also see a few Lacedons who have been fried by a lightning bolt. Still things do not look for the little Kobold as the Undead look almost ready to tear his controlled Undead apart and the halted Undead won't stay paralyzed forever.

As this is a no-contest encounter (Due to only 10 CR 1 Lacedons with 4 of them currently paralyzed) all you have to decide is if you're going to help the little Kobold out or let him be chowed down by Lacedons. If so you can easily just kill them off in a round or two of 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;

Seeing another Wizard and a Black Robe fighting for his life against undead the Black Robe will attempt to help him, commanding the undead if he needs to.


Terevalis uses 1 command undead to turn some of the Lacedons against one another and then the rest of the party easily finishes the monsters off in the confusion.

The kobold looks at the party and speaks with a yapping tongue, "You came to save me. Thank you! You have the great honor of saving the life of Master Yap, the first and greatest of all Kobold Wizards!"

He puffs up his chest and gives a confident pose, truly believing what he has said.

He then looks to Terevalis, "Oooh! You also have been blessed by the great Nutari and have been chose to serve his dark majesty. Great looking staff by the way. All I got from the Man in Black is this rod when he picked me to be...."

Gives another confident pose, "THE FIRST AND GREATEST OF ALL KOBOLD WIZARDS!"

He then eases his posture and says, "It looks like you've been stuck on this kelp island along with me. The magic here is far too powerful for even the Great Master Yap to overcome. The others with me didn't survive for too long on this cursed island. I have tried to use a skiff to get off this island but whenever boats attempt to leave the seaweed wraps around them. The power of this island is at the Center, under a great big hill of Kelp. When I tried to cut my way through it, the Kelp came alive and attacked me. My spells didn't work on the thingies so I ran away and have wandered this island ever since. Maybe with your help, we can get to the heart of this island and find a way to get off of it."


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

Alathea raises her eyebrows and responds, "Thank you for sharing what you have learned so far Master Yap. It would seem prudent indeed to join forces, especially in light of what you have told us".


Master yap looks to Alathea and sees her medallion of faith and rubs his chin with his tiny clawed hand. "Yep, my thoughts exactly, tree-cleric. I hope your god granted power is strong because there appears to be some kind of divine conflict going on here. I have surmised that Zeboim's power probably created this place but there is a different type of power from that big hill in the center of this kelp island."


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

Athola whispers to Terevalis, I see Mr Evil has found a friend in this strange 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;

In Kenderspeak Who ever said Black Robes have friends?


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 he know who Master Yap is?


Terevalis has NEVER heard of Kobold Wizard in the history of Wizards in the Conclave. Now its not impossible for Kobolds to learn magic, the problem is that most are rather uneducated and not very accessible to spell tomes. Plus most of them are thought to be stupid monsters by most civilized folk. While Master Yap might not be the first Kobold Wizard, there is a good chance he's the only Kobold Wizard since the return of the Gods.


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;

Terevalis will nod at the kobold/ Indeed Nuitari has shown favor to me, Master Yap. I believe it is safer for us all if you accompany us. Safety in numbers is indeed important.


Yap gives nods, "Yes yes! Strength in numbers. Come come, we need to get to the center of the island. Master Yap knows the way!"

Barring any questions you continue on to the east for roughly half an hour of slogging. The stench of kelp and blood grows stronger, and the thick mass of seaweed beneath your feet begins to slope upwards. Ahead, rising out of the gloom, is an enormous mound of green-black vegetation, glistening in the damp air. Gnarled roots extend out of it, coiling away and plunging into the surface of the Mire. The fog boils away from the mound, carrying with it a pervasive sense of sorrow and hopelessness.

Master Yap says, "Its here! The big hill of Kelp. Only way though is to cut though methinks or blast a hole with magic."


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 shakes his head negatively, I will not waste my strength unless necessary. We do not know what else we might encounter.


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

"Have you been to the top yet Master Yap?"


Master Yap shakes his head and says, "Nope, haven't been on top of the hill. Seaweed monsters drove me off before I could try that."


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;

Seaweed monsters, Master Yap? he inquires.


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

Looking at the hill, Where did the strange sea creatures come from?


Master Yap makes gestures as he describes these creatures, "Yep Yep! Big giant Seaweed monsters came right out of the hill. Tried to grab me with big arms and vines. Shot one of them with a bolt of lightning and they only got stronger from it. So decided that they were too tough for even Master Yap and I ran away."

Knowledge Nature to have some clue what he's talking about.


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 nature 1d20 + 11 ⇒ (18) + 11 = 29


Uh oh Terevalis, sounds like the kelp island is a giant floating shambling mound that hungers for your elf flesh ;)

[b]"Got stronger when you hit it with lightning. What manner of creature could that be?"{/b]


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;

Some of us can fly and are not hindered by heavy armor, Sir Knight, or he can teleport away. microphone drop.


you hope. Creepy island of death has ways of keeping people on them. And shambling mounds go for the flesh of elves at all cost. ;)


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

"If something is coming out then that is a way for us to get in at least. Perhaps with more of us, not using electricity, we can clear a path".


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;

There are also ways to change the energy in our spells. says the Black Robe Shall we be on our way?


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

Suspiciously looking at the hill, then at the others as Jor releases yet again one of his sighs ".... so, am I supposed to stick the end of my sword there and hope that I dont get anything jumping on me? I sure hope that you guys will protect me" muttering out as he takes a look on his inventory

Good news is, I got 1 bottle of Acid and 1 bottle of Fire Breathing. Bad news, those are only ones I have left


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 will be able to cover you, at least the depressed thief and I will be able to, from a distance. says the Black Robe.


The description does sound a lot like Shambling Mounds. Giant plant-monsters that can pummel with their big fists and then constrict targets with vegetation, strangling and smothering to death with vines. They get stronger from electricity, have resistance to fire due to their soggy states. Cold, Force and Acid is the most efficient magics, but they also can be destroyed by hacking them to pieces with weapons.


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 have some spells but I am attempting to hold back in case we find ourselves in a bind later".

Prior Healing:
Jor are you fully healed from my channel or still down on HP?
CLW Wand on self - 5d8 + 25 ⇒ (3, 6, 8, 6, 4) + 25 = 52


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

Not completely. 32 damage, was healed by 28 so that leaves me 92/96 hp


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

Jor:
I'll get you one more time with the wand. CLW 1d8 + 5 ⇒ (7) + 5 = 12


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

Athola draws her shard, readying for combat while eying the green 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;

With my life sense ability would I be able to tell where the shambling mounds are?


Indeed Life Sense would be able to pick up their signatures as they would be more powerful than the mound itself. Taking a bit of time to walk around, Terevalis can point out that there are four Shambling Mounds in the current area. They are embedded into the walls of this mound and thus get full cover until they emerge but their life signatures are stronger than the surrounding parts of the mound. You get the sense that causing any damage to this mound might trigger these creatures to awaken. You also sense that the Roots that stick out are part of a march larger entity but as for its full size, you don't know as the mound blocks your senses.


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 relay this information.


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

DM can we get past them to the top or do we have to pass by close enough that they could strike out at us with ease?

"Master Yap, what were you doing when these creatures attacked you?"


Yap says, "Was climbing up a bit on the mound and cut some vines with my dagger when I got stuck and then the big monsters came out."


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;

They must be protecting something in the mound. says the Black Robe.


Yap says, "Or trying to prevent people from getting to the other side, or inside. I don't know if there is a top to this mound or not, There is too much fog up there to see."


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;

Can the Black Robe use his ability to try to penetrate deeper into the mound?


Unfortunately he can't see what is beyond the wall. Its hard to see through a large mass of organic material.


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;

Start climbing, Jor says the elf as he raises his cowl.


Ok to climb the mound without getting stuck, its a DC 15 Climb Check or Acrobatics Check. If you fail the check you get Entangled in the wall and either have to make a DC 20 Strength or Escape Artist check OR cut your way out.


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

"Likely cutting out is what drew them to you Master Yap".

Alathea sighs and removes her armor stowing it in her backpack. "I'd never make it wearing that". She then prays to Zivilyn for assistance and casts Righteous Might, Bull's Strength and Resistance and begins to ascend the Mound.

+8 Strength +4 Constitution -2 Dexterity +2 Natural Armor DR 5/Evil.+1 Climb check.

Climb 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15


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

Athola decides to climb the mound.

Acrobatics: 1d20 + 21 ⇒ (19) + 21 = 40

She rapidly moves up the mound with ease.


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

Climb: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18


Gabriel doesn't even attempt the climb in his heavy armor and shield. He simply pulls his blade and start hacking his way up as he gets entangled.

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