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

Alathea grabs the backpack and dons the scale mail armor +1.

Instead of finishing them off Alathea wanted to leave one alive, can we assume that we did so DM? My plan was to use Detect Thoughts to find the fastest way to where our items were located so we are not simply wandering around down here.


Sounds like a good idea to use detect thoughts. The Beastmaster is still alive barely although you'll have to stabilize him or he's going to bleed out. The others unfortunately are dead and you won't get anything from the Sea Cats.


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

Stabilize - Heal check Take 10+8=18.

Alathea will stabilize the dying creature and then read its thoughts to map the quickest way to the area where the goods of the group are stored.


Forcing her way into the thoughts of the creature you catch onto a vision of him going through the door at the west end of this junction and walking into what appears to be a treasure room where a number of Toa start tossing various item into a haphazard pile. In addition you see a number of small winged creatures flying around in the room.


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 relays that information to the group along with a description of the winged creatures, "Any idea what they are Terevalis?


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 check would I make? Arcane?


Planes would cover these creatures.


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 planes 1d20 + 11 ⇒ (8) + 11 = 19


Gabriel nods and leads the group toward the treasure room if everyone is ready.


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 that roll high enough to figure it out?


Mephits, small elemental creatures from the elemental planes, often summoned as servants, guardians and/or lakeys. Pretty weak but have some dangerous breath weapons.


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 inform his companions about what he thinks the creatures might be. I am assuming water mephits, from the Elemental Plane of Water. It would make sense being where we are and who holds sway here. They are little beasts with a breath weapon.


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 grabs any simple weapon the foes may have been carrying, with no spells she will need it
If no simple I will just take a martial weapon.


So your characters head off to the Western Door and it opens to someone who holds a ring. You enter a dry room with a dirt floor to dry yourself off but before you lies a door made of solid stone and looks reinforced against assault. However it has a keyhole and with the key ring you took from the Beastmaster you can see one of them seems to be the right size and shape for the door. Opening it you step inside the treasure chamber are see that there is a HUGE amount of steel coin and gems in a massive pile with your magical gear piled on top. What you don't see though is the Tear of Mishakal, The Shard of Light and Huma's Dragonlance. Unfortunately the Water Mephit Guardians were ready for you. The fight takes a few rounds and each of them unleash their breath weapons and Acid Arrows at least once on all of before you're able to kill them.

Once again, 4 CR 3's versus your party is pretty much a no contest battle but they are tricky enough to run around and breath weapon a few times before you can take them down.

All of you take 4d8 ⇒ (2, 8, 5, 5) = 20 damage, save DC 13 for 1/2 damage from the breath weapons

In addition 1d3 + 1 ⇒ (3) + 1 = 4 of you take 4d4 ⇒ (1, 4, 4, 2) = 11 damage from acid arrows (no save as its a ranged touch attack). You can decide who will be willing to take the damage but you can't allocate to Yap as he keeps a low profile.

Once the Mephits are delt with you find yourself at the pile of treasure. All of you get your gear back including your holy symbols but sans the 3 Artifacts which you expect were probably taken by the leaders for further use. In addition you find the following.

A massive pile of treasure worth 75,000 Steel Pieces. This is a mix of gems, jewelry and other mixed currency. This Treasure was likely from the hulls of sunken ships seeing its condition.

10 Fiery Burst arrows +1
A lesser Silent Spell metamagic Rod with Red Robe Mage markings
5 Potions of Water Breathing
5 Potions of Good Hope
1 Potion of rage
2 Potions of Barkskin
1 Wand of Shatter with 50 Charges
1 Wand of Cats Grace with 30 Charges
1 Necklace of Cats Grace

So what do you do now?


Reflex: 1d20 + 7 ⇒ (7) + 7 = 14

Gabriel takes the brunt of the attack as the acid arrows hit him.

LoH: 5d6 + 10 ⇒ (2, 5, 6, 2, 4) + 10 = 29 Took 21, Healed 29: 8 point gain puts him at full.

Gabriel rummages about finding his gear. As he picks up the sword he speaks to it.

"Good to have you again old friend." He then takes time putting on his armor as the others gather their gear and look through the treasure.

"The artifacts, where would they have taken them? I would imagine they will be with whoever is in charge here. Ready when the rest of you are."


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 the wands arcane?

The Black Robe will claim the metamagic rod.


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

Athola quickly collects all her items plus the extra arrows. Giving a curse that the shard is not present. At least now we are better off with our gear. Now to get those artifacts.

Athola already wears a necklace of +1 natural armour. Spread out the potions I think is best.


Yes the Wands are Arcane


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

Jor nonchalantly throws his mundane weapons away as he approaches the pile and grabs his greatsword, sliding his fingers across the sharp end and smiles "Now this I would call a weapon" as he give couple practise swings.

Gearing up and letting the weight set on his body, Jor turns to others as he thinks for a moment "Well, what should be our next objective? Getting out of here is my number one thing and maybe some mayhem along the way"


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 medallion of faith is there correct?


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;

Perhaps Zivilyn's blessings for healing are in order? inquires the Black Robe as he takes the wands as well.


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 dives out of the way of danger against the Mephits. Reflex save 1d20 + 4 ⇒ (3) + 4 = 7. Or tries to, slipping on treasure hoard she loses her balance and tales the full blast from the breath weapon. 51/71 HP

Once the group finishes the battle she drops the weapon she wielded to little skill.

-----------

Alathea finds her Medallion of Faith and places it around her neck, she feels the warmth of Zivilyn wash over her and his wisdom infuse her.

Thank goodness, spells at higher levels are back.

"Terevalis, do we have a bag of magical holding? That steel could be useful in creating items that could benefit us in the future".

Alathea eyes the Necklace, "Does anyone mind if I take this item?" Is that +2 or +4 DM?

Once Alathea secures her wand she turns to the group, "Now, who needs their wounds mended before we move on?"

Wand CLW Self 1d8 + 1 ⇒ (7) + 1 = 8
Wand CLW Self 1d8 + 1 ⇒ (2) + 1 = 3
Wand CLW Self 1d8 + 1 ⇒ (8) + 1 = 9

Let me know how many wounds each of you have and I'll heal it with the Wand.


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, to find the Artifacts, I would like to cast Locate Object on the High Priestesses Medallion of Faith, I think that would bring us to her in the most expedient fashion.


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 got a bag of holding didn't we?


I thought Terevalis has a bag of holding didn't he? He was given one to keep his gear dry. Master Yap also has a bag of holding has one as well, although both of them are only Type 1 Bag of Holdings. Hopefully you kept track of your gear and have listed if you have a bag of holding or not.


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:
We got a bag of holding didn't we?

Alathea does not but she travels pretty light :-)


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;

He can take what he can in his bag


Ok Terevalis, you probably can't fit the entire treasure pile into your bag, however you can make an Appraise check to take the gems and jewelry over the loose coinage which will give you more money for less carrying.

As for Yap, he's already digging into the treasure chuckling evilly as he starts stuffing his bag of holding full of loot.

"TREASURE TREASURE! MONEY MONEY MONEY!" he yells out in his draconic tongue.


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

Ooops the damage part of post in rushing to post.

Reflex save: 1d20 + 13 ⇒ (13) + 13 = 26 Success: no damage taken


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

reflex save: 1d20 + 7 ⇒ (14) + 7 = 21 21 damage taken from that trap


The Sorceress wasen't a cleric, you could tell as the amulet she was wearing was not a medallion of faith, merely a crafted holy symbol. There is a clear difference between a medallion of faith and just the normal holy symbols some worshipers might wear.


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;

appraise 1d20 + 14 ⇒ (6) + 14 = 20


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 heals Jor -

CLW 1d8 + 1 ⇒ (8) + 1 = 9
CLW 1d8 + 1 ⇒ (3) + 1 = 4
CLW 1d8 + 1 ⇒ (4) + 1 = 5

"I believe we are ready to go yes?"

OK DM gotcha, can I still target it for my Locate Object spell to bring us to her more quickly?


Ok casting locate object Alathea finds out that the Mahkwahb Sorceress, or at least her amulet is not currently within the 800 FT radius of the spell. Likey she's not within this building and as you have no clue what infrastructure exists outside this structure. So good news, the Sorceress is not nearby, bad news she is not around so you can't yet find her.


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 must be careful that we are not overwhelmed by numbers of kuo-tou, there are also ysdra, magic using under water ogres present, in addition to the Dargonesti


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

"It seems the Sorceress is outside of the building itself. Where the Artifacts of power are I do not know, I doubt my magic will allow me to locate them. We must search for them first, then a way 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;

However is leader of this band of dark elves perhaps will have these items. says the Black Robe. We should not tarry here.


"Then let us track them down then, but how? We can continue to search room by room. Soon I would suspect an organized assault against us."


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;

This is why I have been hesitant to use some of my more powerful magics. The dark elves here might have potent casters among them.


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 suspect that this level, if it can be called such, is not where we need to be. Perhaps we find stairs up or down..."


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

Well I say the most value treasure would be stored the furthest from the edge of building. So perhaps go down first.


Alright, you pack as much treasure as you can hold which is roughly 50,000 Steel Worth of the more expensive and valuable stuff. Beyond that there is just too much random coinage of copper, silver and gold to shove inside a bag of holding Of course Yap took 15,000 of that into his bag of holding so you're going to have to negotiate with him or he'll be keeping that for his "Share".

However the question is what you're doing next. You can use the hatch to go down, check out more rooms and halls on this floor, go up to the next level or swim all the way to the top of the shaft, which looks like it goes into an air-filled chamber.


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 say we head down first. After all isn't down the equivalent of up in terms of the surface world versus the sea?"


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;

Either way that we decide to do, we need to get moving.


Ok so you head out of the area, back into the central chamber and open up the hatch in the floor. Sinking down in there you find yourself in what looks to be a temple. The chamber is a rounded room is roughly 30 feet in diameter. The room has numerous carvings scraped into the coral written in a language you don't understand and a dias that leads up to an altar as well as a statue that has the appearance of a Dragon Turtle, carved out of a slab of Yellow Ivory. You feel a strong presence of evil in this room as it is unhallowed. There also seems to be some other warding spells that prevent certain spells from working in here. The only exit to this room is a large set of double doors to the south. It appears that there once was some Toa in this room but they probably responded to the alert and were among those who were in the central chamber. What do you do now?


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 bless herself with Meditative Touch and begin to search the room for, if not their own Artifacts, then at least something of interest of value in this place.

She will cast Comprehend Languages on herself to read the script upon the walls written in the strange language.

Perception 1d20 + 14 + 5 ⇒ (8) + 14 + 5 = 27

Once her search is done, Alathea will then use her Remote Viewing to see what is on the other side of the double doors.


The script on the walls are written in Aquan. Basically they are prayers to the Dragon Turtle but also a means of creating a ward against invisibility, concealment and other similar effects and illusions thus preventing anyone from moving through this room without being revealed for what they are.

As for opening the door, its easy enough to do so. Opening it you find yourself looking out into what appears to be a garden of Coral. Looking up, it seems you're inside a large central pillar and above you the citadel stands, held aloft by a maze of coral that reaches out ahead. However standing guard outside is another force of Toa, consisting of 6 Toa and 8 dolphins that have an evil red glow in their eyes. They turn and look toward the door and they yell out in their Aquan tongue and aim their spears at you while the dolphins look menacingly at you. What do you do?


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

Well I wanted to use Clairvoyance first but... since we're here, I guess we'll just fight 'em!

Initiative - 1d20 + 1 ⇒ (18) + 1 = 19


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

Initiative: 1d20 + 6 ⇒ (17) + 6 = 23


Init: 1d20 ⇒ 13

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