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;

Hooray, 7,000 and more posts


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

Initiative: 1d20 + 6 ⇒ (18) + 6 = 24


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 ⇒ (10) + 1 = 11

---

Terevalis Unctio of House Mysti wrote:
Can someone use the +2 armor since it resizes. Can the cleric?

My armor is better.


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 ⇒ (15) + 2 = 17


Master Yap: 1d20 + 3 ⇒ (6) + 3 = 9
Jor: 1d20 + 2 ⇒ (14) + 2 = 16
Aboleth Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Veylora Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

First up Athola then Veylora and Aboleth

Surf Battle


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 leaders of the Dargonesti there?


Assume the Dargonesti are currently dealing with the rank and file critters so won't be in this fight. There is fighting going on around you as Dargonesti fight to save their town.


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;

okay


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

Athola happy to have the shard back, she keeps it sheathed as she moves to prepare to flank Veylora. She keeps the shard covered so not to warn Veylora that the she got the shard back.


Do you have touch of the sea or equivalent magic active? Remember this is underwater so if you don't have a swimming based spell you have to make swim checks and you move at 1/2 speed.


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 he have cast it before they get into the fight?


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

Corrected :)


Well did you have a spare casting of it before the fight?


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 so


Ok if you are willing to blow the spell Terevalis then Athola can have touch of the sea. She 5 foot swims away from Athola and then unleashes a spell that creates a Cone of Cold that causes the water to flash freeze over the party.

Cold damage: 11d6 ⇒ (6, 6, 1, 2, 3, 5, 4, 2, 2, 6, 1) = 38

Save DC 21 reflex for 1/2 damage. As for overcoming the spell-resistance. Spell Resistance: 1d20 + 13 ⇒ (8) + 13 = 21 so Terevalis is affected as well.

Yap's Save 1d20 + 6 ⇒ (20) + 6 = 26 and with a natural 20 he takes no damage as he hides behind Terevalis to avoid the blow. (House rule, nat 20 functions like Evasion/Stalwart)

Jor also tries to make a save. 1d20 + 6 ⇒ (17) + 6 = 23 He also makes the save and takes 19 damage.

As for the Aboleth it moves in front and looks towards Jor and attempts to dominate him.

Will Save for Jor: 1d20 + 4 ⇒ (10) + 4 = 14

Jor's eyes go glossy as the Aboleth telepathically gives an order to him.


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 will cast it before they get into the fight.


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;

Reflex 1d20 + 6 ⇒ (16) + 6 = 22


Jor on his turn swims next to Gabriel and tries to hit him with his sword. Fortunately as a Greatsword is a slashing weapon it does 1/2 damage in water.

Greatsword attack: 1d20 + 20 - 2 ⇒ (2) + 20 - 2 = 20

Fortunately the blow is fairly clumsy due to the water resistance and it misses.

Will Save: 1d20 + 4 ⇒ (8) + 4 = 12

Jor is still dominated however.


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;

Whose turn us 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 casts Holy Smite on the aboleth (and any evil creatures near it), "Zivilyn, rid the world of this horrific beast!"

Will save DC 20 or take 4d8 ⇒ (8, 4, 6, 6) = 24 and Blinded for 1 Round. If it saves it takes 1/2 damage and is not Blinded.


Ref: 1d20 + 7 ⇒ (9) + 7 = 16

LoH: 5d6 + 10 ⇒ (3, 4, 5, 5, 6) + 10 = 33

With his companion compelled to attack Gabriel goes on the defensive.

"Bring the creature down. It has done something to Jor."

Gabriel goes full defense hoping the party can deal with the creature he is unable to close on.

[ooc]Status: AC: 29, LoH: 4/8 remain


Aboleth Will Save: 1d20 + 12 ⇒ (8) + 12 = 20
Veylora's Will Save: 1d20 + 10 ⇒ (17) + 10 = 27

Both resist the Holy Smite and are not blinded but are singed for 12 damage each.

Yap badly frozen by the blast of cold moves south in his bubble of air. He then pulls out a scroll and reads it and a bolt of lightning shoots out from it.

Aboleth Reflex Save: 1d20 + 4 ⇒ (5) + 4 = 9
Veylora Reflex Save: 1d20 + 8 ⇒ (2) + 8 = 10

The bolt hits them both solidly for 5d6 ⇒ (4, 3, 3, 6, 1) = 17 damage.

Only Terevalis has to go.


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 return a cone of cold on the foes
Behold the Power of the Black Moon! Ast srdare darets afvmoeaes

Reflex 22
9d6 ⇒ (3, 3, 4, 2, 5, 6, 1, 4, 6) = 34


Aboleth Save: 1d20 + 6 ⇒ (9) + 6 = 15
Veylora Save: 1d20 + 8 ⇒ (1) + 8 = 9

They are both struck head on by the Cone of Cold that freezes the water around them to sub-zero tempatures. Unfortunately Veylora has 20 cold resistance due to her Water Elemental bloodline so takes only 14. Nonethless it does a solid strike on them.

Round 2 Start

Velyora will wordlessly look to the Aboleth and delay until after its move.

The Aboleth will use Dominate on Terevalis commanding him to hold and do nothing. DC 23 will save to resist or be dominated. He gives no command to Jor so Jor will continue to attack Gabriel on his turn. He then swims back a few squares. This is where Veylora strikes. She swims forward quickly and then unleashes a burst of elemental energy.

Everyone except Athola and Yap need to make me a DC 21 Reflex save. This does 11d6 ⇒ (3, 4, 1, 3, 6, 5, 1, 5, 5, 2, 2) = 37 cold damage or half on a save. If you fail the save you are also vulnerable to cold for 1 round.

Overcome Spell Resistance: 1d20 + 13 ⇒ (5) + 13 = 18

She does so so Terevalis is also affected.


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

Reflex Save 1d20 + 4 ⇒ (20) + 4 = 24 - Somehow I missed the first one. Much like Jor, I take no damage due to House Rules.
Reflex Save 1d20 + 4 ⇒ (1) + 4 = 5

Alathea is unable to avoid the icy blast from Veylora.

She responds with a Quickened Channel Selecting out the Foes 7d6 + 1 ⇒ (4, 1, 6, 6, 6, 6, 3) + 1 = 33

She then follows up by beseeching Zivilyn to, "Smite the unholy creature!"

cast Flamestrike on the Aboleth - Reflex Save DC 21 or take 9d6 ⇒ (6, 5, 5, 1, 6, 4, 2, 6, 6) = 41 damage 1/2 Fire & 1/2 Divine.


Ok Alathea, Unfortunately Fire Descriptor Spells don't work too well underwater. You'll have to make a DC 25 caster level check. I'll roll for you to see if it works. Even if it is 1/2 divine damage, the spell has the Fire Descriptor so follows those effects.

1d20 + 9 ⇒ (5) + 9 = 14

Unfortunately the spell fizzles as the water blocks the line of effect to the target. Fire unfortunately does not work well underwater.

As for Master Yap, he'll attempt to wand at Veylora.

1d20 + 7 ⇒ (20) + 7 = 27 vs touch

Woah a threat

1d20 + 7 ⇒ (18) + 7 = 25 vs touch

CRITCAL HIT with gloombind bolt

8d6 ⇒ (5, 2, 4, 5, 4, 2, 5, 6) = 33 damage

Reflex Save: 1d20 + 8 ⇒ (19) + 8 = 27 She is not blinded though. Veylora is not in good shape!


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;

Sr for dominate?


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;

Will 1d20 + 9 ⇒ (19) + 9 = 28


Spell Resistance: 1d20 + 16 ⇒ (18) + 16 = 34

It would have overcome it but the save is successful.


Reflex: 1d20 + 7 ⇒ (3) + 7 = 10 but with the channel for Alathea giving back 47 go Gabriel he shows no worse for ware.


Jor does a full attack on Gabriel

Melee Attack 1: 1d20 + 20 - 2 ⇒ (14) + 20 - 2 = 32
Melee Attack 2: 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 31

Striking two blows he does 2d6 + 18 ⇒ (5, 1) + 18 = 24 and 2d6 + 18 ⇒ (5, 5) + 18 = 28 to Gabriel. Of course this is half damage due to the fact its a bladed weapon in water so 12 and 14 respectively.

He then gets a save to break out of the Dominate. 1d20 + 6 ⇒ (11) + 6 = 17 which he fails.


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:

Ok Alathea, Unfortunately Fire Descriptor Spells don't work too well underwater. You'll have to make a DC 25 caster level check. I'll roll for you to see if it works. Even if it is 1/2 divine damage, the spell has the Fire Descriptor so follows those effects.

Unfortunately the spell fizzles as the water blocks the line of effect to the target. Fire unfortunately does not work well underwater.

Half the damage is divine so does not that half take effect? OR can I use a Hero Point to have cast the spell successfully?


The Spell has the fire descriptor so the whole spell fails to work.

Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.

You can hero point to reroll if you wish.


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:

The Spell has the fire descriptor so the whole spell fails to work.

Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.

You can hero point to reroll if you wish.

Understood, not worth THAT high of a DC on a re-roll.


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 are the baddies


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 is his turn yet?


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

Round 2
HP: 78 / 78
Initiative: 24

Athola moves closer to the foul beast and jabs with the shard.

Shard attack 1: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
Shard attack 2: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27

Damage 1: 1d4 + 2 + 3 ⇒ (3) + 2 + 3 = 8
Damage 2: 1d4 + 2 + 3 ⇒ (2) + 2 + 3 = 7


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 cast Bone shatter
Ast dearefsare darsncnier wpera/are spre as he pulls out a bit of bone out of his spell component pouch, and crushes it using his minor synergy ability to give a +1 to DC and CL

10d6 ⇒ (6, 2, 2, 5, 2, 4, 1, 3, 2, 4) = 31

DC 22 Fort

The target’s bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation.
If the target succeeds at its save, it takes half damage and is fatigued rather than exhausted. Objects made of bone, chitin, or similar material take half again as much damage (+50%) from this spell. This spell has no effect on a creature that has neither a skeleton nor a hard carapace.


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 hope the aboleth doesn't have a high fortitude save


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 it make the save?


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;

Me thinks that the aboleth is dead, lol


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

Looks like we are done. Nice gaming with you all!


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 would be happy to take it over.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

I have control of the game! Hooray! Are we ready to proceed?


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

To speed up what takes place

The party is able to end the threat of the aboleth.

As the sea elves celebrate their new freedom a cry is heard [b The great whale comes! [/B]

Thanking you for your help the sea elves are able to use some of their magic to help the party to escape the Blood Sea...

Level Up to 9th.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Oops, looks like 10th lvl :)


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

The trip to the surface takes an hour of steady and exhausting swimming. The currents of the Blood Sea of Istar and the murk of the waters makes it difficult to gauage direction underwater but you eventually wash up on the shores of Hag's Dirk, on the beach along the minotaur port of Sargonath.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

The 2 members of the Legion of Steel, the kender and Alathea, once they dry out decide that this adventure is a bit too dangerous for them and they might better be spent training new recruits or bringing about the word of the True Gods back to Krynn. The cleric entrusts the Tear of Mishakel to the paladin.

Jor, being a mercenary decides that all of the magic and fantastic beasts they have encountered are a bit too much for a mercenary. He decides to see if he can find his own company.

Farewells are exchanged.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

I thought that was the easiest way to ensure that the former PCs are able to do something else with their character.


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;

Pulling his cowl over his head the Black Robe states And then there were two. Where to now Sir Knight?

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