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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Ok lets see who reacts first as this will affect the fight. Roll Initiative.

It makes sense you don't have the Plate Mail on. You don't casually walk around town wearing heavy armor unless you are expecting a fight. You were out drinking.

Grey Robed Assassins 1d20 + 3 ⇒ (7) + 3 = 10

Burka Woman 1d20 + 8 ⇒ (17) + 8 = 25

Jor draws his greatsword and prepares himself for a fight. However a voice in Khurish yells out to the men from the Burka Woman although he does hear the name Jor Majere mentioned in the sentence. The assassins reply back in the same language, she says something back and seem to take defensive stances rather than offensively engage. They don't look like they are going to attack you this round. The woman in the burka raises a hand for Parley. How does Jor react?


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

Initiative: 1d20 + 4 ⇒ (3) + 4 = 7

Wondering what is going on Jor lowers his sword a bit as he looks questioningly at the assassins and the woman in Burka "It seems like... there is something going on? I am ready to listen since I am not really in the mood for fight" speaking out as his sword lowers a bit more but still wary of any sudden change

"Thanks god this didnt escalate too quickly. And what the hell is going on here now... this is getting annoying" chiming to himself


The woman steps out of the shadows and speaks in a voice that sounds familiar. "Jor Majere. I apologize for mixing you up in these affairs. The man that was just slain was a Nerakan spy posing as a wealthy merchant from Estwilde. We have silenced him before he could depart with the information he has gathered. You are a mercenary are you not?"

She reaches into her burka and takes out 2 platinum coins and holds them out "Leave now and do not tell anyone what you saw here and these coins will be your payment for your cooperation."


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;

So the Council takes place in two days? Is that enough time to finish the sword and add a few more spells to the book?


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 the two days to make a Wad of Cure Light Wounds.

After the meeting, I will make the last two Wands.


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

Gazing at the platinum coins in her hand and then at assassins and the dead body on the ground "Nerakan spy... Convinient to say but somehow you know my name but I do not know yours? Gray costumes and everything... Legion of Steel I assume." as Jor slowly sheathes his greatsword on back "but I do admit everything you say. I am just a single mercenary and saying 'No' to coins is unheard of" as Jor stands there his arms crossed "but like everyone knows... we Majeres are worrisome bunch and like to do our things. May I at least receive your name" as he grins at them


The woman says, "We share some goals of the legion but we are not them. We are the Silver Shadows, the hands of vengeance. We protect the Khan and those he rules and strike at his enemies. That is all you need to know about us. My identity is not a part of the deal. Know that crossing us is dangerous, for much like this spy we strike quickly and unseen and if you do not want your throat slit in the night while you sleep I would take the offer I am giving you. So do you accept?"

Ok make me a sense motive as you may remember the voice as she has spoken more words to you.


The sword will probably take the week to complete, it's a difficult thing to craft. The wand or healing can be crafted in 2 days I think.


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

Sense Motive: 1d20 ⇒ 17

Something tingling in Jors memory as he heard that voice and trying to think about it as he answered "Well, might as well accept it since its not my business in the end, so yes. Its a deal" accepting it as Jor slowly walked forward, keeping his hands at his sides to show that he did not have any weapons on his hands


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 cost is 8000 but half that for having the feat so 4000. One day per 1000. But that is with 8 hrs of work per day. Not sure what it would be if I was adding spells tool book


Ok 17 is enough to recognize the voice. It definitely is Chatomi, the daughter of the Khan of Ak-Khurman. Probably the only reason why these assassins are not trying to kill you now is that you spoke to her earlier and she does not want to get on the bad side of the Brass Tigers by killing you.

The woman hands over the promised money and says, "I am glad we could come to an arrangement Jor Majere. Now please, continue on as nothing has happened."

She says something in Khurish to the other Silver Shadows who remove the dagger and drag the body away into a nearby alleyway as well as start covering up the evidence of any wrongdoing.


As Jor is currently AFK I will get onto Alotha's side-encounter.

Alotha is wandering the streets has she walks past a wagon in the streets and hears some wines and sobs from behind it, sounding like that of a child. What does she do?


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

Upon hearing the whines and sobs, she looks around for any one suspicious, before moving round the wagon to see what is the source of crying.

Perception: 1d20 + 10 ⇒ (5) + 10 = 15 +1 for being surprised


Just so you know this is during the day.

Athola detects no one suspicious around other than a few wandering cityfolk who pay no heed to the cries.

Looking behind the wagon you see a young khurish girl no more than six years old looking scared and bawling her eyes out in tears. The child looks dusty but her clothes seem to be somewhat nicer than the average street folk you see walking around the street. She looks up at Athola and says something in Khurish Athola does not understand unless she knows the language but is blubbering over her tears.


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

Not understanding a word of the khurish girl, she thinks to herself, Perhaps the city guard, Steel Legion or Solamuria Knights would be able to understand the girl.

She shrugs her shoulders, smiling at the girl she beckons with one hand for the girl to come out to her, holding out her hand to take. She will head off to the nearest location of city guards, Steel Legion or Solamuria Knights.


Ok Athola make me a diplomacy or bluff check to see if you can coax the girl to go with you. I'll give you a +2 bonus as you're a Kender and thus are somewhat less threatening than an stranger adult.


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

Diplomacy: 1d20 - 1 + 2 ⇒ (3) - 1 + 2 = 4 Guess going no where clearly showing her anti social personality here


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

I am still around. Enjoying the RP. Just assume Mithas is drinking and dicing at the inn.


Well when Athola tries to reassure the child the child and put her hands on the child, the child panics and starts yelling loudly in the Khurish tongue and slaps at Athola to let her go.

Before Athola can thoroughly react though two burly looking men run to investigate the yelling. These two men have elaborate headdresses, impressive looking cloaks and well maintained military style uniforms. Misinterpreting that Athola is assaulting the girl one attempts to clock her on the side of the head with a sap while the other attempts to pull the girl away from Athola's grasp.

Sap Attack: 1d20 + 5 ⇒ (7) + 5 = 12

CMB to pull away the little girl: 1d20 + 5 ⇒ (18) + 5 = 23

Althoa is able to dodge the burly man with the sap while the other man is able to pull the girl away. The girl seems more frightened of Alotha than the man who grabbed her. How does Altoha react now?


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

Dodging the burly man, and not able to speaks, she decides it is best to let the girl go and move backwards away, holding her hands up to show she is unarmed. As she backs away she speaks in common, only hoping the men can understand her, "I was just trying to help the girl. Take her to city guard to help understand what is wrong with her."


The man with the Sap holds the sap at the ready and says in common as Athola replied as such, "We are the House Guards of Khan Kenji Mikku of Ak-Khurman. You were assaulting the beloved daughter of the Khan, Nieme Mikku. On the authority of the Khan you are under arrest. Stand down and surrender yourself or you will be taken by force."

The other guard turns the girl around and starts speaking calmly in Khurish to the girl. The girl is still sniffling but the fact that she's now safely with the house guards does ease the girls mood somewhat.


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

"I don't want any more trouble. I will go with you.", still holding her bare hands up. "I was only trying to help crying girl.. Nieme Mikku.", as she quickly glances over at the girl.

While going with the men and girl, she speak in common, "Why was she crying behind the wagon?" Later speaks again, "I work with Sir Gabriel, of the Solamuria Knights. Please can you send word to him, that I been taken to the Khan."

Diplomacy: 1d20 - 1 ⇒ (7) - 1 = 6

On average the dice roller has a rather disliking for me.


The guards are dubious of a Kender and her lack of diplomacy is unable to convince them of her innocence. Nonetheless when Athola surrenders the girl is taken away by one guard back to the Khan's estate. The guard on Athola says, "I'm taking you to the prison for now until the Khan decides to consider your words. Come with me you Kender. I won't tolerate any funny business from someone who threatened the Khan's daughter."

Athola is escorted to the city jail by the House Guard who says something in Khurish to the town guard. The town guard assigned to her says in common, "Assaulting the Khan's daughter huh. Probably trying to rob her as well knowing you Kenders. How could ya do something so cruel to a little kid. You're looking at lashes from the whip for your crime if you're lucky. Come be me you little pip squeak."

Athola is stripped of her gear, taken to a cell and tossed rather roughly into a grubby looking jail cell. She then brings up Sir Gabriel and he laughs, "You know Sir Gabriel? Ah ha ha ha. A likely story. Sir Gabriel is a hero in this city. He helped take down a bunch of Dark Knight bastards and saved the lives of the Legionaries. He wouldn't associate with scum like you."


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;

Poor wittle kendwer


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

Ooops there goes the shard...

Once tossed into the prison cell she looks about for anything useful.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23


:) poor Athola


The cells are small with sandstone walls, floor, and cot and hole in the ground to do your business in. There is barred window with bronze bars giving some light to the room. There are a few other cells that have a number of other local riff-raff locked away including another Kender with a burned face and an eyepatch over his left side of his face who glares out from his cell at Althoa and a haunting look that also marks him an afflicted.

As for her gear, who knows where it has gone. As for the cell doors they are sturdy bronze bars with a reasonable lock. Probably pick-able with the right tools although you'ed also have to sneak out the cell block past the guards as well.

As for the prison guard he does not believe Athola's claim of being a colleague of Gabriel leaving her to lie in wait in the cell until she is given her time in court or one of the other party members notices her absence. Or if she can figure some way to get a message out of the prison to one of her friends (or escape).


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;

Send for the Black Robe, lol


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

She studies the structure of the cell for any weakness.
Dungeoneering: 1d20 + 11 ⇒ (13) + 11 = 24

Seeing the barred window, she decides to see if she can reach the window to look out of it to see what is out there, or possible to squeeze through, by using her acrobatic skills.

Acrobatic: 1d20 + 15 ⇒ (3) + 15 = 18
Climb: 1d20 + 11 ⇒ (1) + 11 = 12
Escape Artist: 1d20 + 12 ⇒ (1) + 12 = 13

The low rolls continue...


Athola can climb the bars but is not quite thin enough to squeeze through them. Looks like the bars were built to hold a Kender.

A voice from across the way speaks to you in Kenderspeak, the Kender with the eyepatch.

"Oai there lass. You ain't be squeezing past them window bars. They be so tight that you would have to squeeze yer head flat to fit through."


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 can hardly wait for the Council


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

Athola sighs, while looking through the bars. Hearing Kenderspeak, she turns hopp1ng down from window to walk up to her cell door.

In Kenderspeak, "I get thrown in here for trying to help a crying girl. The people here are crazy. What are you in here for?"

Looking at the eyepatch kender, "Are you also from Kendermore? When did you leave Kendermore or surrounding area?"


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

Athola's scene is right out of a DL novel. Kender trying to help getting mixed up in trouble! ;-0


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 didnt think that the afflicted kender got into so much trouble as the regular kender. You would almost think that Athola was faking being afflicted. :)


The one eyed Kender chuckles a bit and says in Kenderspeak "Arrested for tying to help a human girl huh. Ah ha ha... typical. Ya put a hand on a human and they think you're trying to pick their pocket or somethin. The name's Lazaril "Fire Eye" Murloch. Got the nickname when fire burned out me left eye. Aye I am from Kendermore and was there when that dragon set the place alight. Lived there for a few years before heading to Port Balfor. Eventually wandered here and got meself in a bit of trouble pickpocketing coin pay off my debts to some tough customers in town. Now it seems i'll be a One Handed Fire Eye, as they cut the hands of thieves in this city."


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

Athola shivers at the thought of hand being chopped off, replying in Kenderspeak, "Definitely can't loose my hands. My friends Gabriel and Alathea would not like me missing hands."

Nodding at the reference of destruction of Kendermore, "I was not at Kendermore at the time of destruction. Well was not born yet, but grew up in the ruins of Kendermore and nearby areas."

"Guess we need to figure a way out of here.", as she looks at the cell door lock, "You got any idea hoe to get a message safely out of 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;

That just hurt that you didnt include the elf in your group of friends, lol


Fire Eye says in Kenderspeak to Alotha, "By the Broken Scales I ain't going to have these Khurite bastards take me hand. Ya think a jail is going to hold me. When the guard is changing tonight I intend to get out of here. Might be willing to let you out when the time comes. As for getting a message out, don't got a way to do that. Not that I have anyone to tell around here."


She only likes me for my influence. See Terevalis being a hero gets you friends ;)


A prison guard enters the cell bock hall and yells in common, "Whose making all that racket down here?"

No one comes forward and he gives a glare around and says "Enough of your jibberspeak and racket. Pipe down or I'll give ya all a thumping."

With that he marches back out of the cell block back into the room adjoining room. Unless Althoa wants to try something else some time will pass.

An hour later back at the Legion Stronghold Gabriel is busy in the courtyard watching some new recruits wack some fencing dummies with wooden swords and giving instructions to improve their form, when a Legionnaire holding a short sword with a familiar handle approaches Centurion Shahir.

He salutes the Centurion and says in common, "Centurian Shahir. We had a member of the city watch come to the stronghold and delivered this unusual sword found in the possession of an accused criminal. They can't identify it so it was suspected that it may have been stolen from our armory. It has an usual glow when it is unsheathed."

Shahir says, "Humm... very unusual. I do not recall having any weapons in our magical arsenal of that description. Let me take a look at that."

The Legionnaire says, "Yes Sir." And hands it over to him. The Shahir draws the weapon and it unleashes a bright blast of light, clearly visible even in daylight. Shahir's eyes squint from the blade and he is awed by its glow.

"Surely a weapon like this has few equals. It certainly is not one of ours." Shahir says.


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 can have the friends, lol. I prefer the magic.


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

uff, real life hitting like a hammer. back again. Wrapping my part up and we can continue with our kender :P

Taking the two platinum coins offered to him and keeping his look calm, not speaking anything, Jor slowly moves away from the spot and begins his walk back towards the inn for the evening.

This is getting weird... well, more to write to my dear captain. Hopefully she will be sending some people here soon or at least an answer. It would be nice to get things over here... and like I promised myself, time to hunt some better armor for myself as his thoughts were still occupied about the new revelations in Ak-khurman


Jor leaves the scene putting the event behind him as best he can. Fortunately no assassins come and slit his throat in the night and the next day he walks by where the event happened and no evidence is left over of anything even happening here. Those Silver Shadows sure work quick it seems.


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

She tries to see how well the guard is armed and how he carries the cell lock keys.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27

If the guard comes near the cell, she try to take something off him, though keys would be ideal.
Sleight of Hand: 1d20 + 14 ⇒ (20) + 14 = 34


Well Althoa, the guard does carry the keychain on his belt. DAM! a natural 20! that's a 39!

One of the guards comes by to do a cell check and Athola is able to not only steal his keys but do so that he doesn't feel them being removed and doing it without the keys jingling. She now has the keys to the cell. She might want to use them quick though as if he notices his key ring is missing he's probably going to investigate.


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

Athola smiles at her achievement, as she sticks the keys under her top. Once the guard leaves the area, she unlocks her cell and carefully opens the door. She moves over Fire Eye's cell and unlocks his door, speaking softly in Kenderspeak, "Do you think it will be a good idea to release everyone, so to create a distraction so we can escape?"


Fire Eye whispers, "Ah you're a jumpy lass aren't ya. Naa, letting these folks out will attract too much attention. Best we sneak out of here without kickin the hornet's nest. Better do it fast cause ya don't know when the guards will get back."


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 kender wants to be felt up, eww


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

Athola nods, opening Fire Eye's cell door, and takes the keys with in case there is a door to be opened to get out of prison area.

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