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

We left it here. I forgot about it as well!


"Thank you. Blessing of the gods be with you and your people as well."

We left everything here as the valley was dangerous.


Well recannon, the wagon is also brought out and Awnwar is willing to take the reins of it. Being trained to care for animals he a rank in Handle Animal and Ride so he would be decent at driving a wagon if you let him.


Sounds fine


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 make sure that the apprentice has all of his and the Black Robe's things ready and packed on the wagon before he allows him to drive the wagon.


So the party heads off on the journey through the desert. With the guidance of the scouts you make good time for the first day and settle down to camp in the evening. Another day and a half and you should be back in Ak-Khurman.

Any plans when you set camp for the evening?


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 wizard will begin rudimentary teaching of Anwar with the history of the Orders.


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 we going back to where we were at or going on ahead. Are we going to Zoe's or the new place that had the Black Robes wizard?


You're going back to Ak-Khurman where Zoe is. The black robe is a long way to the north in Khri-Khan/

Anwar listens to the tales and asks questions on why the Orders have to control the spread of Arcane Magic. He also shows you some minor 0th level spells like creating a light and minor tricks.


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 a smile of pride at the accomplishments of the young man the Black Robe will tell him and anyone else who is listening the story of the foundation of the Orders of High Sorcery.

When the dwarves delved their kingdom, Thorin,
in the Khalkist Mountains, they eventually
uncovered the dragon stones the elves had
hidden there centuries before. With the chaos
of the Graygem fresh in the long memories
of the dwarves, they removed the obviously
magic relics from their kingdom, for they had
no desire to deal with anything so dangerous.
Unfortunately, once the dragon stones were
removed from the depths of the earth, the spirits of
the trapped chromatic dragons were able to escape
and regain their physical bodies. Filled with a thirst
for vengeance, the powerful dragons gathered
together hordes of lizard men and ogres, building
an army to strike back against the Silvanesti. Thus
began the Second Dragon War.
This time, the elves were better prepared to face
the chromatic dragons, for they, too, were armed
with the primordial magic of sorcery. The war
raged for decades, each side at a stalemate — the
might of the chromatic dragons and their armies
held in check by the arrayed forces of the metallic
dragons and the elven sorcery. The casualties on
both sides continued to mount, however, and the
elves could not replace their losses as quickly as the
ogres or lizard men.
In desperation, three powerful sorcerers
combined their powers and caused the very
earth itself to open, flinging up arms of wind
and flame to drag the dragons into the bowels of
the earth, crushing them beneath tons of stone.
Unfortunately, the powerful magic proved to be
too much for even the combined strength of the
three sorcerers to control. The unchecked magic
raged across the continent, causing earthquakes,
creating volcanoes, tidal waves, and hurricanes.
Unable to regain control of the magic, the three
sorcerers cried out to
the Three Cousins.
When the sorcerers
called upon them, the
Three Cousins acted
immediately, in the only
way they could — they
swept the sorcerers from
Ansalon, carrying them
into the Beyond.
For almost a century
after the sorcerers
and the tower had
disappeared, the magic
continued to ravage
Ansalon. Perhaps
it is the memory of
this time that caused
future generations to
become so distrustful
of magic and those who
wielded it. Although
the sorcerers ended the
Second Dragon War,
the aftermath of their
magic caused the deaths
of countless thousands
— almost as many people died following the war
as people died during it.
Establishment of the
Orders of High Sorcery
During the century when the sorcerers dwelt in
the Beyond, they and the Three Cousins worked
together to learn to control the wild magic, to
shape it into something far more useful and far
less destructive. Each sorcerer decided to follow
the path of one of the cousins, adopting either
the White, Red, or Black colors of his own patron.
These three sorcerers became the first Wizards of
High Sorcery and the founders of the three Orders.
Although the Three Cousins and their followers
were divided by philosophical ideals, they held one
truism as sacrosanct — a wizard’s first and only
loyalty must be to magic.
Toward this end, the Three Cousins dictated
the Foundations of Magic — three laws to all 3 Orders.
1. All wizards are brothers and sisters in their
Order. All Orders are brothers and sisters in
power. 2. The places of High Sorcery are held in
common among all Orders and no magic is to
be used in anger against fellow wizards in these
places. 3. The world beyond the Towers may bring
brother against sister and Order against Order,
but such is the way of the universe.


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 do these rules mean, young one? They are quite simple and have been what has helped the Orders to survive when others would see the destroyed. I owe allegiance to the Black Robes first and also to the Conclave of Wizards. The leader of the Black Robes is a powerful Silvanesti elf by the name of Dalamar. He was the student of the Master of Past and Present, Raistlin Majere, the most powerful of our Order to have ever lived. However, in the world I would not hesitate to unleash my most powerful spells in attempt to destroy a Red or a White Robe if such were needed. However, in the Towers we would not remiss if we came togehter to study and talk about magical theory and application and even to share spells, the Magic comes first. We also would not hesitate to unite if anything, a renegade, the Thorn Knights or even the Kingpriest of Istar attempted to destroy our orders and the Magic. We must put the magic first and the world second.


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;

Highgod, if I wanted to extrapolate some of the poison from the devil that we killed what kind would it be and how long would it take to make it?


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

Athola looks up at Jor, "We seem to be on a journey to Kendermore, from which I eventually fled the horrors there." Shakes her head as to rid the images of the destroyed city.

Once they settle for the night, she mostly sits by herself in silence, thinking about the return to Kendermore.


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 I leave word if the tribe comes along the elves with a note written in elven about the location of the Temple?


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

"We should certainly set a watch, with our guides we will have enough people to set two person watches, which I believe is for the best. One person on the wagon and one person walking the perimeter of our camp. I believe that Terevalis should be on first watch so that he may rest the remainder of the night and be fresh for his magic in the morning. I will take the last watch as I will spend some of the time praying to Zivilyn for guidance".

Before Settling In.
Alathea approaches Jor, "How is our contract holding up, dare I say, my friend?" she grins.

After speaking to Jor
Alathea sits next to Athola, "Do you wish to talk about your past? It may help. Perhaps as my connection to Zivilyn grows I can assist in healing these wounds that have effected you so".


Gabriel goes about normal business tending to his horse again. After that he sits and listens to his friends talk. He keeps to himself tonight and takes watch when its his time.


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 has no problem keeping the first watch. Is someone going to keep watch with him? When does the cleric have to pray for her spells?


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

responding to Athola

Nodding slowly as Jor watches at the small kender "Well, we all have those kind of dreams or scars, in lesser or worse way. I can just hope that you are able to overcome them at somepoint. No one can run from his past for a long time" pondering as his gaze wonders towards horizon

talk with Alathea

Smiling at her but soon thinking about it "Our contract is over the moment we are back to Ak-Khurman. I do need to see to the attention of local leaders, send some messages plus see in which direction the current situation is advancing in here Khur."

Thinking for a moment as Jor looks at Alathea "You know, it would be more fair, if you were to keep smiling. You look more pretty that way. Also I heard stories from my uncle, that smiling woman does increase moral and just overall happiness around" winking at her and letting out small laugh "Anyway, about the next destination I cant promise much. I was sent to Khur and so far my mission dictates me to stay here so I am afraid, that I do not have the luxury to move somewhere else... as long as I dont receive some other orders from my superiors" apologizing but stating things as they are


A relevant craft check can be used to draw the poison from the tail. I'll give you 5 doses of poison if you succeed. I may allow a Knowledge Arcana at 1/2 though. As for the poison its a pretty potent venom. DC 20 save, 1d3 strength damage for 6 rounds, 2 saves to overcome.


Anwar listens to the tales with interest caught up in the story told by Terevalis. At the end of his tales Anwar asks,

"That was a wonderful tale Shafi and I am glad to hear it. I to have a question to ask however. So all the Sorcerers became wizards in ages past? But then how can some of my tribe use magic and not be wizards? Even chief Alakar uses some magic and I have seen lady Ghaliya use some very entertaining illusions and Seer Asmara performs great miracles. What exactly differentiates wizards from the magic they do?"


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

Athola looks up into the night, as she speaks to Alathea, "Well, it is known that most kenders that did managed to survive slaughtering attacks of Malystryx sis flee from Kendermore and surrounding lands to Hylo in the west. Bit a few kenders did remain in Kendermore hidden beneath the ruins and underground beneath the surrounding lands, to observe Malystryx and her minions, and of course kill a few while making sure the kender hideouts were not discovered."

She lets out a breath, "I did not witness the day Malystryx arrived to destroy my home, for it would be a number years afterwards that I was born in the ruined home of Kendermore, in one of the hideouts there. Lived in Kendermore most of my life, so saw the destruction done by Makystryx and her minions, and plenty of the horrors that still taking place there."

She wipes a few tears from her cheeks with her hand, as the memories flood her mind of seeing some of her resistance friends being killed by the minions. "Eventually, I decided to leave Kendermore, not to flee my home, but to try to find a cure for us kender that are under Malystryx curse, and perhaps a way to get rid of Malystryx some how."

Looking at Alathea, "It was on my quest, when I got into trouble and for my luck, you arrived to save me."


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;

When Chaos, who had been captured in the Greygem Gargath was released during the Chaos War his influence still is felt. The magic that mystics and sorcerers tap into is the magic of Chaos, unfiltered and dangerous for use. High Sorcery and the magic of the gods is a more controlled and safer magic to use. Does this make sense? These sorcerers are dangerous to magic. They do as they please and many, such as the Thorn Knights would see the Orders destroyed.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

"The destruction of Kendermore is one the world's great tragedies. It was once a beacon of innocence and hopefully will be again."


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;

Foolish depressed thief, Malys was destroyed by Takhisis and Mina near the end of the War of Souls. the Black Robe says with a sneer.


Amwar nods in understanding, "I would like to be safe when using my magic and learn the right way to do so Shafi. I just hope those of my tribe that use Sorcery are not hurt by their practices since you say that it is dangerous."


The next day you begin your travel as normal however there seems to be an overcast of the sun today. You are warned by your guides that a Sandstorm is coming and to cover your face with a scarf or cloth to keep the sand out of your eyes and mouth.

Eventually the sandstorm hits and you find yourself being pelted by blowing sand. Your guides lead you through the storm well enough but going into the afternoon make me a perception check.


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;

Perception 1d20 + 4 ⇒ (3) + 4 = 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;

Sometimes it is the role of those who have control to control those who do not. In the coming years you may be asked to specialize in a school of magic. When I first started out, I wore the White Robes of my Shalafi and I specialized in the magic of protection, which is one of the favored schools of Solinari. After I took my Test I donned and won these Black Robes and changed my school of focus to Nuitari's necromancy. He also favors the school of enchantment which gives the caster control over the feelings and the thoughts of others. Each of the gods of magic has their favored schools but to make one choice is to deny another. You are still many years away from making these decisions but I would ask you to consider the Black especially since it was a Black Robe that found you and your gift. We use magic as we see fit, of course in a controlled manner. he continues.


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

Perception: 1d20 + 10 ⇒ (19) + 10 = 29


SCA weekend, won't be posting again till Sunday. Bot if needed.


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

"If you will accept payment in the form of smiles I have endless amounts to share with you Majere", she gives the man a wide grin.

"If it is still more coin you need, I may be able to get a dispensation from the Legion to take care of that"

Athola & Terevalis

"It is alright dear, Terevalis is right, though unnecessarily rude", she glares at the Elf, "Malys is dead. Still, a cure for the affliction is a noble quest. We have found many wonderful things on our journey thus far. Perhaps an answer to that dilemma will solve itself as well".

The Afternoon

Alathea Perception 1d20 + 11 ⇒ (5) + 11 = 16

Gabriel Perception 1d20 - 1 ⇒ (11) - 1 = 10


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;

Since the curse of the depressed thieves is a result of chaos magic, only the magic of the gods, perhaps Quenesti Pah or Habbakuk would best be used to find a solution. Even if a cure is found for the depression, the thief would remain he says ignoring the reprimand from the cleric.


Rogue(Scout) 7 , hp 45/45, AC 20(T14/FF16) CMD 20, Init +7, Perc +10 (+12 traps). F+5/R+10/W+3 Vanish 5/5

Perc: 1d20 + 14 ⇒ (17) + 14 = 31


Ok Mithas you think you see some vaguely white shapes barely through the sandstorm northeast of you. Its hard to make out but it seems to be four "humps" of some kind.


Assuming that Mithas points this out, is the party going to investigate or push on through the sandstorm?


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 should investigate. says the wuzard.


Going to investigate you see three figures dressed in white robes huddling near a forth figure. Two of them look adult sized while the third looks older child size. They are huddled over a forth figure who is the size of a young child. Getting closer they turn a glance to you and you can see they have angular features but somewhat tanned from the sun. Indeed these are elves. It appears to be a family of elves of some kind. They look to be exhausted and dehydrated and trying to revive a young elven girl on the sand who lies there limply.

The man of the group looks to the approaching party defensively and stands up holding Cugel at the ready and interposing himself from the other three in his group. What do you do?


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 greet them in Silvanesti. Hail ChildRen of Silvanost.


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 continue in Elven I am Terevalis Unctio of House Mystic and of the Elven Diaspora. My companions and I will help you. We will not harm you and I will not allow any harm to come to you or your children. We have among us a cleric of the Tree of Knowledge who can help your daughter.

The elf will ask Alathea to look to the elves. They are in need of help.

Tell me brother, he will ask the male What brings you you into the desert so far away?


The man calms down a bit hearing Elven and replies in Elven, "Thank the Gods another of the elves is here. Please save my daughter Liluth, she fell during this foul storm and my family and I have been unable to revive her. Any aid you can provide is welcome. I am Jaonos of Almosti. My family and I recently escaped the forest and the minotaurs and I heard rumours of shelter I'm Ak-Khurman. We have no provisions left and my daughter is dying. Please help 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;

You and your family will have our aid and we will provide you succor. We have in our group, as I stated a priestess of Zivilyn as well as Knight of Solmania. We too are on our way to Ak- Khurman and you are welcome to join us on our way.

He will instruct Amwar Apprentice, get them something to eat and to drink.


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 cast cure moderate wounds on the girl.


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

Approaching the family of elves as the sand keeps flying all around, worsening the vision greatly as Jor keeps his head down to lessen the burden on his breathing.

Sighing at the sight in front of him and others getting ready to help them, Jor retreats towards the wagon "Could you come closer to this direction? There is an elven family in the middle of sandstorm and I belive we would need some cover for tmhe" motioning towards the last direction he came from as he protects his eyes with his other hand


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

Seeing the elven family and after Alathea does some healing, "We do have a wagon with us to help transport the little girl."

To Mithas, "Well done in spotting this elven family."


Amwar nods and goes to the wagon and grabs some waterskins and food for the refugees. Immedately they partake of what is offered although the mother stays close to the child not fully trusting of a human cleric. As for the elves, the father is Jaonos, the mother is Tiatha, the son is Klaern and the daughter is Liluth.

The spell from Alathea helps somewhat but does not revive the child. Alathea have to do some form of medical aid as she is badly dehydrated, sunburned and likey has taken a good deal of sand into her lungs. Alathea will need to make me a Heal check or use a spell that could eliviate such effects. The girl is in critical condition.


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

Meditative Touch on Self.

Heal check 1d20 + 10 ⇒ (2) + 10 = 12

Should have taken 10 dice roller is killing Alathea lately.


Oh no Alathea.

Alathea tries to treat the girl but suddenly her heart stops. The child is now in cardiac arrest. Give me ANOTHER heal check and hope you make it good or the child is going to die.


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

Meditative Touch

Heal 1d20 + 10 ⇒ (19) + 10 = 29


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 knight or someone else with heal aid?


Ok Alathea using Medical techniques is able to clean the sand out of the lungs of Liluth and restart her heart. She is unconscious but stable at least although she really needs water, with some extended care she will survive.

Tiatha asks, "Liluth, will she be alright?"

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