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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Unfortunately in Pashin, Horse Rental is not possible. As its a town where thievery is pretty common, horse sellers won't simply rent out their horses as that has the risk of someone riding off with the horse and not coming back. However what can be done is purchase the horse at full price and then sell it back later. Standard light horses are 75 Steel Pieces. If you want combat trained light horse its 110 steel. There are heavy horses as well but most are probably outside your budget at the moment.


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;

Most of the horses would be out of my price range :)


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 have exactly 75 Steel.


Looks like you'll be going on foot then until you can get some money to pay for horses.


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 is not a problem. He is a poor elf lol


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

By Foot is fine, let's mosey


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 we are all walking


Our heroes lacking the funds to purchase additional decide to travel the distance on foot and begin their journey across the desert. Fortunately this is a cooler time of year and while it does get hot in midday none of you are especially affected by the heat although the fairer skinned elves do feel some bite from the sun bearing down on them. Heading straight south for a long while the area clears up and eventually they hit some grasslands and beyond that start seeing some trees. Those of the Silvanesti know that the woods will get thicker from here. Everyone give me a DC 10 Fortitude save if you did the full 12 hours of travel. If you fail you are considered Fatigued until you get at least a few hours of rest. In addition someone among you will require a DC 15 Survival Check to see if any trace of the camp can be found. Currently it is 8 PM at night.

I am adding link to Pegrin's camp to the Campaign Info for easy access


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;

1d20 + 1 ⇒ (11) + 1 = 12 Fort Save


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

Fort DC10: 1d20 + 4 ⇒ (20) + 4 = 24


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

DC 10: 1d20 + 4 ⇒ (14) + 4 = 18
Survival: 1d20 + 4 ⇒ (3) + 4 = 7


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

Fortitude save 1d20 + 4 ⇒ (4) + 4 = 8


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;

Do we have anyone else with Survival?


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;

Survival 1d20 + 1 ⇒ (6) + 1 = 7


Do I make the save for my hourse or myself. Is the horse even tired walking at the slower pace of everyone?

Survival: 1d20 - 1 ⇒ (3) - 1 = 2

"Does anyone know how to find this camp."


Ah right Gabriel is on a horse. You don't have to make a check then considering the horse was going at a walking pace and Gabriel himself is not walking

Most of the characters are able to take the hike rather well. Alathea on the other hand still had some travelling fatigue from yesterday and unfortunately the 12 hour trek strains here a bit leaving her tired by the time the group reaches the edge of the forest.

Unfortunately even the edge of the Silvanesti Forest is a large area to search and most of you are not familiar with this area of the forest. Still there is one among you who knows their way around forest and tracking game in the woods. I will make a roll for Mithas to speed things along.

Mithas: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20

Fortunately Mithas being a skilled hunter is able to search around and find remains of tracks left by footsteps of six people, likely the thugs that were encountered earlier back in Pashin. A short journey later the characters come across a light source in the forest leading to what looks like a clearing in the woods where an encampment has been set up. A casual glance at the camp you see there is a large bonfire illuminating the camp. There are 9 tents set up with one tent that is larger than the other ones. Milling about you see a number of bandits milling about the camp. Its hard to get too many features. Still as you recall the average bandit looks to be wearing leather armor, have a light shield and carry a Sap, Short Sword, 2 Daggers and a Shortbow as weapons. If you want further details of what's in the camp this will involve some stealth checks.

At this time though a majority of the camp appears to be awake as well as wearing their equipment. You could strike now or wait until the camp goes to sleep.

In regards to Gabriel, A Solamnic Knight would not attack an enemy when they are sleeping or attack anyone without giving them a chance to draw their weapon in defense. Gabriel would be obligated to alert them of his presence and give them a chance to arm themselves before he can engage them. While the Knights do use Strategy they use honorable combat practices.

The Legion of Steel member, Alathea of Solace however is completely OK with such tactics as they are willing to do what is necessary for the greater good which may involve seizing an advantage when it presents itself.


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 elf will take the time to detect magic and see what he can find/
Ast ere ere dontor


The only magical aura that Terevalis can safely detect from where you are is that the tent on the north-left of the camp has a number of small magical auras, suggesting the presence of some weak magic, perhaps what you might find looking at magical scrolls and he can detect three of them. Beyond that he detects no other magic from where he is.


Yep I'm aware. I was going to ride in and give them a chance to surrender. Of course I will warn them they are surrounded so the party can try and sneak into an ambush position.

Before the Camp on the Road.

Here goes nothing.

Gabriel draws back and opens his robes and displayes his beautiful solamic breast plate.

"Forgive me for my rudeness of not fully introducing myself. I am Gabrile Lucas Barca, Knight of the Crown. The dark knights would pay well for me so my identity had to be hid while in town. I place a great deal of trust in all of you sharing this, but I fear this may come to combat and I am best with sword and lance. My beliefs and honor will forbid me from striking down an unarmed man or one that can't defend himself. What I propose when we find the camp is an ambush of sorts. Those that prefer those barbaric tactics will surroud the camp. At wich time I will ride up. I will demand their surrender and a pardon for wich ever one gives up the identity of the leader. Please don't strike that one unless to defend yourselves. Of course they may just outright attack me. If that happens I will defend myselves and that will be your signal to attack. Is there any question or alterations that need to be made or can we agree on this?"

Sorry we need to retcon just a sec to make the plan. If everyone agrees we can move forward with the above.


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 takes a knee resting her weary muscles.

"I had feared you might say that Sir Knight. Know that we are the outnumbered party here. I think that will make no difference to you but all the same I must say your plan will certainly put you and perhaps all of us at a great disadvantage. The plan to surround them is sound based on what you feel you must do. I will approach the camp from the west. Rally to me if you become injured that I may assist you. I will try not to move my position as I am not much of a combatant. Once we set out, I shall lay the Blessing of Zivilyn upon you all".

Just as we are about to move into position to surround the camp, Alathea will cast Bless giving each of you a +1 on attack rolls and saving throws vs. fear. I am still under the effect of a Bless from my donation at the Temple so these effects will not stack for me.


Currently there are 5 men outside their tents. Two appear to be on patrol around the camp. Two men seem to be relaxing by the bonfire drinking boose. The last person outside is dressed differently than the others. He wears a full hood with a face scarf over his face and has a rather lean and wiry build to him. He draped with a cloak which hides his weapons from clear view at this distance. See the map for the current layout.

As for setting up, you can position yourself around the camp so long as you are beyond the tree line. If you break the tree line for any reason you'll need to do a stealth check to avoid being spotted.


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

Mithas shakes his head, "You sir, are a fool" He gives Gabriel a pat on the shoulder. "Well, nice knowing you."

Mithas sticks to the trees and swing around the side of the camp. Moved my token on the map


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 meant I would stay in the East not the West, sorry for the confusion, I will update on the map. We should move quickly once I cast the spell as it will be effective for only 1 minute...


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

Sighing and not saying anything since seemed like this fool - like all knights anyway - was ready to rush to his death but it was not his job to tell. Moving nearby Terevalis as his contract required and keeping an eye out for possible notice Jor equipped his greatsword and crouched behind the trees as he observed the activities in the camp


Ok well you're all set up and ready to to go. You may begin whatever attack plan you wish. You have the surprise if you want to use it.


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 elf will activate his protective aura.

As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their Armor Class. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

I am assuming it is on him and Jor?


If you are within 10 feet then yes it would apply.


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 assuming that he is staying with 10 ft of me


Gabriel gives everyone the moments they need to get into position before riding forward. With his lance lowered toward the man a few feat away he raises his visor and yells out to the group.

"You men are accused of unjust banditry. Though the dark knights allow this a solomonic knight can not stand for it. We seek Pegrin. Any man that gives us that information will be free to go. I suspect the rest of you to surrender. You are surrounded and I wish not to have blood on my hands this day, but by the teachings of Paladine and the blessings of Kiri-Jolith my wrath will fall upon you if you choose to fight. Throw down your arms now and no harm will come to you."

Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12
Intimidate: 1d20 + 3 ⇒ (18) + 3 = 21

Seemed like a bit of both


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;

As the knight rides up the elf will cast Mage Armor on himself.

Ast thinr than thor


The bandit in front of Gabriel looks shaken from the knight suddenly barreling out of the woods. The other bandits look surprised. The cloaked man curses, "A knight here of all places."

The cloaked man then draws a long sword and dagger from under his cloak. "You knight! You think you can just march in here and tell us what to do! The only thing you're going to get is a swift death! Pegrin! We've got an intruder!"

The other men reach for their weapons as well.

Ok well roll for initiative now as the fight is on. A number of the bandits are still sleeping so will be unconscious this round of combat and flat footed, prone and staggered in the 2nd round in combat as they start pulling themselves awake.

Here are the named characters:

Derg: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Nedd: 1d20 + 1 ⇒ (3) + 1 = 4 (Sleeping)
Cole: 1d20 + 1 ⇒ (15) + 1 = 16 (Sleeping)
Pegrin: 1d20 + 1 ⇒ (11) + 1 = 12

To make it easy for me, I will roll once for all the bandits and have them go on the same initiative. They're all identical stat and gear wise anyway. 3 Bandits are currently sleeping.

Bandits: 1d20 + 0 ⇒ (17) + 0 = 17

OK looks like Derg reacted pretty fast. This is a good chance to introduce one of my house rules. I call it the "Quick Reaction" rule. If you roll a natural 20 on an initiative check you are assumed to have gotten the jump on the opposition and get a surprise round. So Derg if he goes first gets a standard action and then a full action round afterwards. This rule however only applies to Named Characters, where Derg is one of them.


To avoid screwing you in the first round Gabriel I'll let you auto pass this check as I should have given you a test earlier to see it.

As Gabriel rides out he does notice some incline into the snow and evades it as he steps out. It looks like that a pit trap had been set up near to where he traveled and he almost steps into it on his horse but thankfully avoids it as he steps out and takes position beside the pit instead.

As for Derg his surprise round action is to move up to the log and take some cover behind it. His next action involves taking the dagger he's holding and throwing it at Gabriel aiming for a weak point in his armor.

derg dagger toss: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9

The dagger flies and clinks harmlessly off his shield. Derg quickly draws another dagger to replace it.


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

Initiative: 1d20 + 4 ⇒ (2) + 4 = 6

Looking at the situation and noticing the elf casting his magic, Jor keeps his eyes on the bandits. Deciding that it is better to do something than nothing he charges against nearest Bandit to bring him down as fast as possible

Attack: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12

-2 AC | +2 Charge


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;

Intiative 1d20 + 2 ⇒ (19) + 2 = 21

The elf will move up and pop an arrow at one of the bandits on the log.
1d20 + 2 ⇒ (6) + 2 = 8


The bandit in the tent square is not in line of sight. He currently is in the tent unconscious. As you can't charge at a target you cannot see you can't attack him without going through the front of the tent. For simplicity sake I will turn the unconscious bandits sideways to see that mistake is not made again. You can change your action Jor if you wish.

Terevalis takes a shot with the arrow but fails to hit the bandit he aims for as the arrow flies wide.


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;

Right now his AC is 17 +4 Armor for Mage Armor and +1 for Abjurerer bonus.


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 ⇒ (7) + 1 = 8

Alathea sighs, predictable .

She casts Sanctuary of herself.


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

Aah, now I see. Didnt think at all that "this bandit" was in tent sleeping. I would change it to the bandits near the campfire. Trying to figure out if my charge reaches them or not


Anyway the bandits, the two bandits drinking near the fire put down their bottles, stand up and draw their weapons. The bandit closest to Gabriel already has a bow out as he was on patrol. He backs away to cover near the tent and takes a parting shot at Gabriel.

Bandit Bow Shot: 1d20 + 1 ⇒ (4) + 1 = 5

Fortunately this bandit seems more like a bruiser than a bowman and the shot flies off into the woods somewhere.

The last awake bandit moves up and takes a shot at Gabriel.

Bandit Bow Shot 2: 1d20 + 1 ⇒ (8) + 1 = 9

The arrow lands close to the horse but fails to connect.

On his turn Pegrin walks out of his tent. Currently he is wearing a casual suit of black clothing but does not appear to have any armor on at the moment. Held in two hands is a black colored longsword with the markings of the Dark Knights on the hilt. He is a tall man standing 6"8 feet tall with a full muscular build. He has black hair, a short beard and a complexion of a Nerekian.

He scowls at Gabriel and bellows, "Ya came to the wrong place Knight! I'll take yer head and mount it on a pike!"

As for Jor's charge attack he is barely able to strike past the shield of the bandit and deliver a blow with his greatsword. The bandit is badly injured and staggered from the blow (as he has exactly 12 HP. The bandits appear to be pretty tough men.)

(Each bandit has a base AC of 13 with a shield out or 12 without one).


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 is the position of Solinari?


Current moon position for Solinari is Waxing Crescent


Round 1

Init: 1d20 + 2 ⇒ (14) + 2 = 16

"Attack... You dare take shots at me you bandit scum."

Gabriel rides down charging the man with the bow.

I made the token big to represent being mounted.

Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 2d8 + 8 ⇒ (6, 2) + 8 = 16

"Alathea keep alive the ones you can but Pergin is the only one we need to talk to the rest had their chance. For Solomnia!!!"

The valian knight charges down the bandit, tearing a vicious wound open on his shoulder sending him to the ground pumping out blood.

"It's not too late for the rest of you. Is this man Pegrin worth your lives?"

Gabriel glances across the field to Pegrin and to his blade.

"Bold words from a man in the pocket of the dark knights."

Gabriel as a swift action attempts to smite Pegrin.


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

Feel free to roll initiative for the party.

Myths steps out of the woods and fires an arrow at the bandit Jor is attacking.

Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Attack: 1d20 + 3 ⇒ (8) + 3 = 11 That feels like a miss


Gabriel is able to run through a bandit with his lance impaling him through the body.

The arrow of Mithas flies by the bandit he was shooting at.

Onto the next round. Derg reacting first moves out from cover and takes a slash at Gabriel with his longsword.

Longsword Slash: 1d20 + 3 ⇒ (20) + 3 = 23
Longsword Slash Crit: 1d20 + 3 ⇒ (6) + 3 = 9

Gabriel with his lance stabbing through a foe is caught through the ribs as Derg strikes a successful blow through the leather part of his armor.

Longsword damage: 1d8 + 2 ⇒ (8) + 2 = 10

10 points of damage Gabriel.

As for the bandits in the tents, nedd and cole they spend their actions getting up and grabbing gear so do nothing else on their turn.

The the staggered bandit takes a 5 foot step away from jor. The bandit next to him closes in and takes a stab with his short sword.

Sword Stab: 1d20 + 3 ⇒ (3) + 3 = 6

But due to some unsteady footing he misses his attack miserably.

The bow armed bandit tries to shoot Terevalis as he is the only one he can see that is not currently engaged.

Bow Shot: 1d20 + 1 ⇒ (9) + 1 = 10

His shot flies wide.


"Alathea, I need your aid. Well struck bandit but it is time for you to be put down."

Gabriel stabs at the man as he moves in and delivers a mighty blow.

AoO: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

He then backs his steed up before driving the lance through the bandit again.

Round 2

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

ah crappy damage. Did my smite work against Pegrin?

Gabriel leans over extending his arm for Alathea to come heal his wounds.

Assuming the bandit is still alive Gabriel will take and immediate action to gain cover. He can't attack while doing this so hie does not threaten this round with his lance. Damn should have tripped him as he came in would have not got attacked oh well :)


Pegrin seeing Derg do a masterful strike yells "Keep on him Derg! Show that bloody knight what for!

Pegrin then turns a glace to Jor and says, "You're next boy!"

He walks up to Jor and smacks at him with the flat of his blade (Doing non-lethal as he is looking to take at least one of you hostage)

Pegrin Attack: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22

Ouch! That's a Threat!

Pegrin Attack: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17

Critical Hit!

Damage: 2d8 + 12 ⇒ (7, 7) + 12 = 26

26 Non-Lethal damage!

Pegrin takes his sword and swings it with mighty force. The flat of the blade slams Jor across his skull. A loud crack is heard as Jor is sent sprawling to the ground, blood trickling from a head wound.


Derg is struck by the blow from Gabriel's weapon and a wound opens up on his shoulder. He curses in Nerekan but still seems resolute to keep fighting Gabriel.

As for the Smite it currently is on Pegrin but Gabriel will have to engage him in order to make use of it.


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

Round 2

Seeing as his opponent going almost down and staggering away Jor moves swiftly towards his partner and slashes down at him

Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 2d6 + 6 ⇒ (3, 3) + 6 = 12

EDIT: wow, didnt see that at all. Editing exactly when I was writing. Ah well, though luck. Jor is out from the fight for now


Jor takes a swing at the bandit only to hit air as he evades the blow. And the gets hit in return from Pegrin who rocks him with a mighty blow from the flat end of the sword he is weilding.

Good question Gabriel, can you AOO with a lance considering its meant to only to have Reach when it is used on a charge or wielded 2 handed like a longspear? As for hitting him you could switch to your longsword so the 2nd attack would still go 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;

Seeing Jor collapse the elf will pull out sand and pray to the gods of magic to strengthen his magic. I am Terevalis Unctio of House Mystic of the people of Silvanesti. By all the gods of Light and Grey and even by Nuitari you shall proceed no further. You shall not harm any of us much less this man. Arst tsintjon trsen DC 15 will for a Sleep spell.

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