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 + 2 ⇒ (17) + 2 = 19


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

Initiative: 1d20 + 6 ⇒ (8) + 6 = 14


Yap going first waves his wand at Guard 1 and yells, "FEEL THE ICY TOUCH OF DEATH FISH MAN! TE HA HA HA HA!"

Wand Attack: 1d20 + 7 ⇒ (9) + 7 = 16

The bolt of shadowy energy hits the creature directly in the chest doing, 4d6 ⇒ (5, 1, 5, 6) = 17 damage and dropping barely (As the guards have 16 HP each). The creature drops the ground dying but also preventing him from reaching for his signal horn.

Yap gives out more laughing, relishing in invoking death on his foes.

As for scraping off the Sigil Althea, it will take 1d4 ⇒ 1 rounds of combat and you'll likewise take 1d6 ⇒ 5 non-lethal damage as you have to scrach your skin enough to draw some blood.


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

Alathea finds some coral to pull off of the wall and begins the painful process of removing the ink getting her hands and chest bloody in the process.


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

Round 1

Athola spends round 1 of 3 picking lock of nearest cell.


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 5' step back and pulling out his wand of magic missles issue a word of command to fire the eldritch energy at the monitor
Ast fre!
5d4 + 5 ⇒ (4, 2, 3, 1, 1) + 5 = 16

5th level (22): Dominate Person, Stirge Swarm,Cone of Cold Suffocate
4th level (21), Dalamar's Lighetning Lance, Bone Shatter, Lesser Globe of Invernability, Ride the Waves
3rd level: Fireball (20), Vampiric Touch, Lightening Bolt (20, Dispel Magic x2, Water Breathing
2nd— (19)Mirror Image, Schorching Ray x2, Spectral Hand, Elemental Dart, Summon Monster II
1st— (18)burning hands (DC 18), chill touch (DC 16), Shocking Grasp, Charm Person (17),
Magic Missile, Protection From Evil, snowball (DC 17)
0 (at will)— acid splash , detect magic , disrupt undead , read 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;

Did the fire do more damage to the creature since it is water creature?


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

Jor is so far taking everything easy, laying on the floor and not really bothering with the effort. His eyes going around and observing the room and cell but otherwise waiting for something to happen.

Hah, why rush and do something stupid. An opportunity will present itself sooner or later


It does not have Fire Vulnerability so no.

The Kuo-Toa Guard seeing two of his fellows killed and magic being flung about rushes at the Kobold with the wand and tries to stab him while charging.

Toa Guard Attack: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23

Unfortunately that stabs the Kobold even with his mage armor. He takes 1d8 + 2 ⇒ (8) + 2 = 10 damage. Yap screams out "OW OW OW!" and hops around in pain from the wound.

As for the Monitor, he goes after Terevalis with his pincher staff attempting to grapple him down with his weapon.

Pincher Staff Attack: 1d20 + 10 ⇒ (19) + 10 = 29

The staff does Staff Damage: 1d10 + 5 ⇒ (6) + 5 = 11 bludgeoning and piercing damage. He also attempts to establish a grapple with it.

Grapple Attempt: 1d20 + 3 + 5 + 2 + 1 ⇒ (1) + 3 + 5 + 2 + 1 = 12

Unfortunately the blow knocks Terevalis a step back preventing him from getting a good grip on him with its sharpened prongs.


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 smiles at the kuo-tuo


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;

Are they about out of the prison yet?


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?


Back from the holidays, Am I supposed to go here? Not sure who's turn.


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

Athola is picking lock for 3 rounds.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The Black Robe will take a 5' step back and using his metamagic rod of energy substitution will cast acid rays at the cleric.

[b] Asat frear frea dumbel [/dice]

1d20 + 6 ⇒ (17) + 6 = 23 rta
1d20 + 6 ⇒ (14) + 6 = 20rta
4d6 ⇒ (3, 3, 2, 2) = 10 damage
4d6 ⇒ (1, 1, 3, 2) = 7 damage

as two rays of acid emerge from his hands striking the cleric of the Dragon Turtle.


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;

5th level (22): Dominate Person, Stirge Swarm,Cone of Cold Suffocate
4th level (21), Dalamar's Lighetning Lance, Bone Shatter, Lesser Globe of Invernability, Ride the Waves
3rd level: Fireball (20), Vampiric Touch, Lightening Bolt (20, Dispel Magic x2, Water Breathing
2nd— (19)Mirror Image, Schorching Ray, Spectral Hand, Elemental Dart, Summon Monster II
1st— (18)burning hands (DC 18), chill touch (DC 16), Shocking Grasp, Charm Person (17),
Magic Missile, Protection From Evil, snowball (DC 17)
0 (at will)— acid splash , detect magic , disrupt undead , read magic


Yea its round 2. Sorry for the slow response, I was busy with Christmas Vacation. We'll resume normal operations tomorrow. As for Gabriel, his action this turn was to break out of his cell so he can act normally next turn.


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;

Fish heads, fish head, rolly polly fish heads


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

Round 2

Alathea begins to cast a spell now that the Ink has been removed. Cast Summon Monster II, it will appear next to the Kuo Toa Priest next 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;

what did you Summon?


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
Terevalis Unctio of House Mysti wrote:
what did you Summon?

I'll decide when it gets 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;

Lol


The Rays strike the creature and the acid sizzles on its skin and it grimaces in pain. The creature is not dead from that assault.

As for Master Yap he hops backward and waves his wand at his attacker and yells, "SUCK DEATH BOLT FISSHY!"

Wand Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Wand Attack Crit Confirm: 1d20 + 7 ⇒ (6) + 7 = 13

The blast of death energy strikes the fish man in the chest, rotting the flesh off its face and exposing the skull of his face in the process. Double Damage!

8d6 ⇒ (1, 3, 4, 2, 2, 1, 6, 1) = 20

The fish man makes a gurgling noise and collapses to the ground in horrific pain.

The Monitor seeing his 3 minions dead and being badly injured, decides that getting out of there would be the best of ideas. He rushes over to what looks like a door that looks like a mucus membrane of some kind and dives through it. The door that appeared solid to the initial look becomes like gello and he moves through it effortlessly. Unfortunately by doing so you can't actually see him. The door hardens behind him when he does so looking like a solid door made of a strange organic material. End of combat as none of you can follow him yet. He headed through the north door, seemingly the only door out of this area.

Searching the bodies of the Toa, you find 3 Tridents, 3 Daggers, 3 Organic looking heavy shields as well as 3 rings that seem to be made of some hardened coral-like material on their fingers. You don't find keys to your cells. Apparently the Monitor actually had those on him.


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

Athola spends the time picking locks, unless one of the stronger party members force breaks the cell door locks.


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;

Casts detect magic.


Well this was all a big waste of a Hero Point.

Gabriel walks over putting a hand on Terevalis's shoulder.

"I knew you did not abandon us. Not when we are so close to saving your people."

He then walks over and picks up a trident and shield.

"Athola go ahead and pick the locks. That creature will surely alert others. We will need to fight our way out. I will stand guard."


The rings have a slight magical aura to them. It appears to be some kind of Transmutation. Its pretty weak though probably some kind of triggering item for some other magical aura. As for the door it has a transmutation aura to it a more powerful one, probably related to how the door can turn either hard or soft.

Master Yap perks up and says, "What about ME mr. Knight. I helped didn't I?"

You have a bit of time so we'll say that Athola can pick the other locks as the locks are basically the same on the other doors.


"Yes Master Yap, you did. I trust you will be traveling with us now?"


Yap nods and responds, "Yep yep! Now the great power of Master Yap shall aid the cause of you great heroes. I still owe ya for helping me out of that Mire and Master Yap pays his debts!"


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

Athola once freeing her comrades she picks up a dagger and takes a look at a ring to put it on, thinking, If guards were wearing them, they must be useful some how.


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

Raising his head up and looking at the door when Jor hears familiar voices "Hah, I knew it something like this will happen. Just when I had a moment of rest, but like always something must interrupt me" sighing as Jor gets up and cleans a bit dust and other misshaps off from his clothes

"Hah, what does my eyes see. Our home lovely wizard is back and in double... must be a trouble" chucklling to his own joke as Jor looks at others "so, what is the plan people"


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 ceases her casting when the foe disappears through the door.

She then channels energy 7d6 + 1 ⇒ (6, 3, 4, 6, 2, 1, 6) + 1 = 29 to heal herself as well as the wizards if they suffered any.


Alathea you can't Channel Energy, you need a Holy Symbol to do that unless you took the Trait that gives you a Holy Symbol Tattoo on your body. Here is the text from the site.

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

You don't have your holy symbol on you. Best you can do is cast spells of 3rd level or less until you get your medallion of faith. You did scratch off the enchanted ink that disabled your spell-casting though, although your skin is bleeding because of it as you had to take a layer of skin off to remove it.


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;

It would appear that our actions on the kelp island have had a lasting consequence. Instead of allowing the stupid woman and her child to be returned to their promised station to the Dragon Turtle, some chose to allow for redemption. The fickle Dragon Turtle has chosen to take revenge upon us for this reason. As a result, we are under the Blood Sea of Istar in a village of Dargonesti elves, who along with sea ogres and an aboleth are keen worshippers of Zeboim. he says matter of factly.


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 I have a few potions of healing, if not very potent, it is still something.


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
High God of Krynn wrote:

Alathea you can't Channel Energy, you need a Holy Symbol to do that unless you took the Trait that gives you a Holy Symbol Tattoo on your body. Here is the text from the site.

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

You don't have your holy symbol on you. Best you can do is cast spells of 3rd level or less until you get your medallion of faith. You did scratch off the enchanted ink that disabled your spell-casting though, although your skin is bleeding because of it as you had to take a layer of skin off to remove it.

Ah ok did not realize that, first time with no holy symbol!


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 need to get that item back to you, post haste.


So having gotten out of your cells and gathered together, what do you do next. The only obvious way out is the "Door" which softened when the Toa touched it allowing him to move through it, but for the rest of you it looks solid. It has a magical aura to it though as well as those rings so its possible you need to use the rings to operate the doors.


"How many rings are there? Three? What if we place our hand on it can another walk through? Athola place your hand with the ring on the door I will try and go through."


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

Nods to Gabriel and walks to the door and tries to put her hand through it.

If she is able to go through she will see what lies outside, and if clear she will then try to pull Gabriel through.


Indeed when Athola touches the door wearing the ring the door becomes semi-transparent and loose. As soon as she withdraws her hand the door hardens back to its normal state. She then pokes her head through finding it has an odd slimy sensation but she can easily move through it. On the other side appears to be another air filled chamber with walls made of hardened coral. In the next room you find many wooden boxes and crates, most of them water logged and damaged and in poor repair, perhaps items looted from shipwrecks or had been kept out in the ocean too long or just festering here for too long. In many crates you find numerous trade goods such as bolts of cloth, forged steel, iron plugs and other random cargo you'ed find in holds of the ship. Most of all though in a few crates you see your mundane gear piled haphazardly in several crates. It hasn't been given the best of care, just haphazardly tossed in the crates and has the smell of seawater and the fishy scent of Toa. Your more valuable gear however has not been placed here. To the north there appears to be another one of those doors similar to the one you came through.

Your characters can reclaim any gear that is not A. Magical, B. Potions or C. Masterwork. Your Medallions of Faith are not here as they apparently are magical enough that they weren't willing to just toss them in this room. Also none of the Artifacts are in this room.


Gabriel packs up his things.

"They even took my family sword, Must have admired the quality as it had no magical ability. I will make do with the trident and coral shield for now. We should hurry along. We don't want to alloy them time to prepare a defense."


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Is everyone armed enough to continue? inquires the Black Robe.


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 a few spells but no weapon. That is fine as we make our way through Zivilyn will provide for us, if not then we shall have to place our trust in Nuitari". She grins at Terevalis.


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

She quickly searches the stored stuff for her belongings and anything else that might be useful.

Perception: 1d20 + 14 ⇒ (13) + 14 = 27

She curses not finding her backpack, though is pleased to find her rapier and daggers, with her arrows still there and bag of caltrops. At least she can arm herself, though still feel rather naked without any armour.


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 may have to venture in the water itself. My magic can provide us the ability to breathe underwater, but the duration is dependent upon many factors. Perhaps Master Yap's magic might be of aid as well?

Are people without armor?


Yap says, "Yep yep! Master Yap has lots of swimmy magic!"


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

No armor here.


Gabriel takes the lead as the begin to explore ahead.


You touch the next door wearing the ring and the door also goes semi-transparent. Fortunately the next room is empty and air filled. The room is damp and smells of salt and ooze and smeared with soft mud. There is two pairs of footprints in the mud that seem recent and head in the direction of the next door which is to the north.

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