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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Master Yap's initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Kuo-Toa initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Fiendish Dolphin initiative: 1d20 + 3 ⇒ (11) + 3 = 14

For the Fiendish Dolphins I am going to treat them as a small horde for expedience purposes as they are far too weak on their own to be a threat. This means they count as one entity that has combined hit-points and does 4d4 slam damage to anyone in the area they cover (until they are 1/2 strength where they do 2d4 damage). Once during the combat they also can inflict an additional +4 damage against all good aligned targets in an area (or +2 if at 1/2 strength). It will be a 15 by 15 area horde. It also makes sense as Dolphins are social animals and thus work as a team.


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 ⇒ (17) + 2 = 19


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

Initiative: 1d20 + 4 ⇒ (16) + 4 = 20


So Athola is first, what does she do?


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

Lets draw them in. using the doorway as a choke. Also provides us cover from even more of them fighting inside.

She readies her rapier and moves to onside of the doorway to to be able to flank them when they come inside.


Ok Jor is up next, he's faster than the Toa outside.


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

Seeing as the Athola is already moving and taking place next to doorway, Jor gives an approving nod as he takes place on the opposite side, leaving the middle open, which Gabriel would hopefully take care... and having better armro would be better suited for 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

Round 1

Alathea remains in the back, as she has spent all of her lower level spells, she will use her crossbow to fire into the room at the Dolphins.

Heavy Crossbow 1d20 + 7 ⇒ (5) + 7 = 12
Crossbow Damage 1d10 ⇒ 9


The Toa outraged that you've defiled the temple of the Goddess by your presence rush into attack with an angry fury not taking into account the stragety your party has set up. Two will provoke attacks from Jor and Athola as their held actions trigger. Athola can apply sneak attack as she can catch one of them off guard. In addition both Jor and Athola can make 1 attack of opportunity (no sneak attack on the 2nd attack though as by then the Toa will be aware of her)

Trident 1 on Athola: 1d20 + 8 ⇒ (4) + 8 = 12
Trident 2 on Athola: 1d20 + 8 ⇒ (16) + 8 = 24
Trident Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Trident 3 on Jor: 1d20 + 8 ⇒ (19) + 8 = 27
Trident Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Trident 4 on Jor: 1d20 + 8 ⇒ (6) + 8 = 14
Trident 5 on Gabriel: 1d20 + 8 ⇒ (10) + 8 = 18
Trident 6 on Gabriel: 1d20 + 8 ⇒ (16) + 8 = 24
Trident Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Next up is Master Yap. He casts a lightning bolt on the swarm of evil dophins yelling, "FISHIES DIE DIE!"

Save: 1d20 + 5 ⇒ (6) + 5 = 11 fail
Bolt of Lightning: 7d6 ⇒ (1, 1, 5, 4, 5, 3, 1) = 20

Doing 30 points of damage to the horde as it zaps through them causing the horde to be badly shocked.

considering a Lightning bolt as an AOE effect in this case as it is electricity underwater


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 use his wand of magic missles on one of the dolphins.
4d4 + 5 ⇒ (2, 3, 1, 4) + 5 = 15


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 x2, Spectral Hand, Elemental Dart, Summon Monster II
1st— (18)burning hands (DC 18), chill touch (DC 16), Shocking Grasp, Charm Person (17),
Protection From Evil, snowball (DC 17)
0 (at will)— acid splash , detect magic , disrupt undead , read magic


the 24 misses Gabriel is AC 25

Attack: 1d20 + 15 ⇒ (13) + 15 = 28
Attack: 1d20 + 10 ⇒ (18) + 10 = 28

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

Gabriel continues to use the Trident while remaining underwater and stabs at the one that charged up on him twice piercing it each time.


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

Round 1: exrtra allowed attacks

1st AoO
Rapier attack: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Sneak attack damage: 5d6 ⇒ (3, 5, 3, 1, 6) = 18
Bleeding: 5 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -4 against rogue.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.

2nd AoO
Rapier attack: 1d20 + 13 ⇒ (8) + 13 = 21
Damag: 1d4 + 6 ⇒ (4) + 6 = 10

HP: 60 / 78


With a sneak attack to its exposed side followed by a decisive cut across its throat, Altola takes down one of the Toa.

Gabriel strikes with two decisive strikes on his Toa wounding him badly but not enough to remove him from the fight.

As for the the Dophins, they move in and pummel and bite the party in a savage fury. Gabriel, Alathea and Jor taked 2d8 ⇒ (1, 6) = 7 damage from the swarming animals.

Round 2 Start!


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 reloads her crossbow.


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

Round 2

She strikes out at the closest foe to her.

Add flanking bonus if needed.

Rapier attack: 1d20 + 13 ⇒ (18) + 13 = 31
Confirm critical: 1d20 + 13 ⇒ (5) + 13 = 18
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Sneak attack damage: 5d6 ⇒ (1, 6, 4, 6, 6) = 23
Bleeding: 5 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -4 against rogue.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.

Rapier attack: 1d20 + 5 ⇒ (18) + 5 = 23
Confirm critical: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Damage: 1d4 + 6 ⇒ (4) + 6 = 10

If different target is needed:
Sneak attack damage: 5d6 ⇒ (1, 3, 5, 2, 6) = 17
Bleeding: 5 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -4 against rogue.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.


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;

Round 2
The Black Robe will use another charge from his wand of magic missles on a dolphin
5d4 + 5 ⇒ (3, 3, 1, 3, 4) + 5 = 19


The Toa proceed to stab with their tridents and bite with their teeth. I'll assume that one of the Toa is taken out by Jor as he hasn't acted yet.

Trident 1 on Athola: 1d20 + 8 ⇒ (5) + 8 = 13
Bite 1 on Athola: 1d20 + 3 ⇒ (19) + 3 = 22
Bite Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Trident 2 on Jor: 1d20 + 8 ⇒ (9) + 8 = 17
Bite 2 on Jor: 1d20 + 3 ⇒ (1) + 3 = 4
Trident 3 on Gabriel: 1d20 + 8 ⇒ (11) + 8 = 19
Bite 3 on Gabriel: 1d20 + 3 ⇒ (8) + 3 = 11
Trident 4 on Gabriel: 1d20 + 8 ⇒ (12) + 8 = 20
Bite 4 on Gabriel: 1d20 + 3 ⇒ (8) + 3 = 11

Master Yap wands the swarm of Dolphins
Wand Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Wand damage: 4d6 ⇒ (1, 3, 5, 3) = 12

Terevalis and Yap shooting magic manages to finish off the swarm of Dophins leaving their bodies dead and floating through the water.


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 many baddies are left?


Trident attack: 1d20 + 15 ⇒ (18) + 15 = 33
Trident attack: 1d20 + 10 ⇒ (14) + 10 = 24

Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 + 5 ⇒ (3) + 5 = 8


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

Did more damage in this round to previous AoO strikes. and did not take down a foe. Tougher ones here.


Another two of the Toa drop to the assault by the party. Gabriel slices down one and Athola backstabs another, leaving only two of the guards left.

Round 3 start.


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 fires at the Toa that Athola is struggling with.

Heavy Crossbow 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
Crossbow Damage 1d10 ⇒ 4


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 use another charge of his wand and blast one of the guards
5d4 + 5 ⇒ (2, 4, 2, 1, 2) + 5 = 16


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

Round 3

Athola being please of taking out one of the threats moves in to attack one of the remaining guards.

Add flanking bonus if needed.

Rapier attack: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Sneak attack damage: 5d6 ⇒ (6, 6, 3, 2, 2) = 19
Bleeding: 5 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -4 against rogue.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.


Speeding things along the party now with a numerical advantage is able to kill the remaining Toa. The courtyard is now littered with bodies and weapons and corpses of dead dolphins.

You now find yourself in what looks like a coral garden outside a massive underwater citidel. The garden is beautifully decorated with glowing coral with pretty shades of blue and green that have bioluminessence and shine as bright as a torch. Various other weeds and underwater flowers grow around the area although the schools of fish that were around here have vacated the area due to the fighting.

There is an exit to the East and West. The West Exit seems to be where the dolphins came from. Which way do you go from here?


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 looks at the carnage and shakes her head.

"Let us head east first".


Gabriel nods and takes the lead. Eager to be done with this place and get back to the surface.


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;

East is as good as any direction to head in remarks the Black Robe.


Remember you are missing those every important artifacts. They more likely are probably still inside that large citadel you went out of. Unfortunately Alathea used her finding spell to track the Sea Witch and not try and locate the Artefacts themselves. Just don't want you to go too far off the rails here.


Oh I know, that is part of the list of being done. :) Finding everything.


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 was pretty sure that Locate Object would not work n the Artifacts, it did not last time so I had no reason to believe it would this time.


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

Don't think we can hack up an entire city to locate the artifacts.


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;

Without being able to scry on the items though, do we know that they are in the citadel? The baddies might have them with 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
Terevalis Unctio of House Mysti wrote:
Without being able to scry on the items though, do we know that they are in the citadel? The baddies might have them with them.

That was my assumption :-). I do not have Scry for the day though, just Locate Object which I already used.


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;

Which way to go?


Indeed, waiting on you. Do you want to head off into the coral maze or search the Citadel more?


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 am fine either way. If we meet the enemies it might be more of a surprise on them than on us


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

For the sake of the story being unfolded, perhaps we should go more in line with it. also we have limited resources, and once the still lives ones come along, the alarm would be raised, and there would be no safe area to hide in and recover. Also we are limited by time for water breathing.


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 thought we agreed to head East but whichever way we go is fine with me.


Yep Alathea said east and Gabriel took the lead and headed that way. I thought we were on another small break. :)


Heading off to the east the party comes to a hallway heading north and south. To the south you see a side-passage heading further east and the tunnel wind down further to the south. To the north you see the tunnel that has an east and west direction. Where do you go next?


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 use Clairvoyance on both directions to determine if either are occupied by foes, if there are any doors, or stairs leading up or down.


Gabriel will continue to lead on whatever direction is chosen. My vote: always left, always together :)


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;

Lets be on our way


Using Clarivoyance, Alathea finds out that to the north there is no enemies and to the west seems to be another tunnel north, a tunnel snaking further west and to the east a tunnel which at the end seems to be a passageway heading south. To the south you find the passage leads to a dead end chamber but that side passage you can't see into as it appears to be shrouded in magical darkness and some glowing runes line the outside of the doorway. To identify the magic involved you'll need a spell-craft check.


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 what she has seen, "We should approach the shrouded door as it may contain our stolen items"


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;

spellcraft 1d20 + 20 ⇒ (9) + 20 = 29


"I agree, things are normally warded for a reason."


The group approaches the door and Terevalis using his detect magic sees there is a combination of two spells cast in the room. First there is a Darkness Spell that shrouds the room from normal sight. As for the other spell the runes help maintain an Undead Ward spell, allowing it to be permanent until it is removed or dispelled. This spell is typically used to keep Undead at bay and in a closed space with seemingly only one exit a good spell to use to trap Undead creatures inside an enclosed space. As this seems to be blocking a tunnel the dark-vision of Terevais and Yap just see a small hallway leading into some kind of room but see no creatures from the angle they are at. Fortunately (or unfortunately), this barrier does not keep living creatures from entering. What do you do?

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