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;

The wizard will pay the fee.


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

Before taking a last walk to harbour and boarding the ship, Jor took an early walk to bazaar to see some armours. Going over the stuff and mulling what to buy, Jor ended up finally with a sturdy chainmail as he tried it on. Not really the most comfortable but being good and offering a bit better protection compared to studded leather he bought it and took off.

Meeting others in the harbour and sighing as there were still some costs Jor silently grapped his pouch and picked 70 steel coins. Getting on the ship and finding some place near mainmast to lean against it to watch the bustling activity and waiting for the take-off


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 updated my spells and skills with the headband


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

Athola simply pays her fees and boards the ship.


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 far is it or how long of a travel is it to Kendermore?


The ship departs from the dock once everyone is aboard and heads out to the sea. The waters are choppy and rough but the ship stays on course as you are given confortable quarters to stay in. You are expected to dock at Port Balfor somewhere close to the middle of the night. The day goes fairly uneventfully and you all receive food and drink during the voyage. However soon after nightfall you hear rattling at the side of the ship and the grinding of wood as though multiples of something large climbing into the ship. Then there is screams on the deck of the ship. Currently setting up a map.

Kendermore is 5 days travel from Port Balfor


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;

Hearing the.commotion the elf will grab the Staff of Magius and use his arcane bond with it to cast invisibility telling the cleric We do not know who is coming but an invisible caster will be a benefit for us either way as he vanishes from sight.


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 are the positionsame of the moons?


Responding to the screams you run onto the deck and see two large and hideous humanoids with sharp blacked talons, jagged teeth, warty skin and covered with seaweed attacking sailors on the deck. They seem to killing them and tossing their corpses overboard into the ocean where you hear splashes from where they are thrown. Clearly seeing these creatures are hostile you draw weapons and prepare for battle.

Scrag 1: 1d20 + 2 ⇒ (14) + 2 = 16
Scrag 2: 1d20 + 2 ⇒ (15) + 2 = 17
Scrag 3: 1d20 + 2 ⇒ (19) + 2 = 21

Levinbolt Ship Battle

Current moon positions are as follows:

Solinari: Waxing Crescent
Lunitari: Full Moon, High Sanction
Nuitari: New Moon, Low Sanction


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 he is -1 CL and - 1 DC to his spells since nothing is in alignment with Nuitari.

The Black Robe will tell his companions These things must be burned to death. I have a few fire spells but not enough to kill all of them.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

Initiative 1d20 + 1 ⇒ (12) + 1 = 13

Round 1

Alathea begins with her most potent offensive spell striking the lead creature.

Searing Light 1d20 + 3 ⇒ (3) + 3 = 6
Damage 2d8 ⇒ (2, 5) = 7


I assume I am armored down if we were resting for the evening.

Gabriel grabs his shield and heads up on deck to see the horrors of these things killing the sailors.

Initiative: 1d20 ⇒ 12

Current AC: 15


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

1d20 + 2 ⇒ (14) + 2 = 16 Initiative


Round 1

Yes you all are assumed to have your weapons and armor on and ready for battle.

Scrag 2 tosses a body overboard into the water and then takes a look towards the newcomers on the deck.

Scrag 1 notices the new people come out from below deck. It lumbers over to Gabriel and attempts to bite him with his hideous jaws.

Scrag 1 Bite: 1d20 + 8 ⇒ (6) + 8 = 14

But Gabriel deflects the blow with his shield.

The third Scrag in the water gathers up the corpse of the dead sailor. He has yet to notice the newcomers on the deck.


"What are these fowl things. Kiri-Jolith guide my blade."

Gabriel calls on the power of his god to smite the creature. He steps forward and cuts into the beast.

Sword Swing: 1d20 + 16 ⇒ (11) + 16 = 27 -4 if Smite does not work

Damage: 1d8 + 6 + 5 ⇒ (7) + 6 + 5 = 18 -5 in Smite does not work

Current AC: 29 vs Smited one, 25 against others or if smite did not work.


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 that the 3rd scrag has not noticed them the wizard will move to get behind cover and then cast fireball on the creature.
Ast tesre ores indciyn pofur as he grabs a bit of bat guano from a pouch.

4d6 ⇒ (3, 4, 4, 4) = 15
Reflex DC 18

Not sure if it is flat footed


They are DEFINITELY Evil, but not outsiders

The blade empowered by the faith of Kiri-Jonlith strikes true against the creature cutting a blow into its flesh. This makes the creature angry as it grits in pain.

Terevalis you will have to move to the edge of the ship to see the Scrag 3 in the water. The ship is a few decks high and you can't see the ocean from the middle of the deck. Assuming you do this I shall let you cast that fireball at him.

Reflex Save for Scrag 3: 1d20 + 4 ⇒ (5) + 4 = 9

The fireball hits the Scrag and scorches its flesh as well as putting a a scorch mark on the side of the ship. The Scrag definitely didn't like that and being afraid of fire dives under the water to put out the fire that is burning his skin.


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 will do that. Can you move him to where he would need to be then?


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

Initiative: 1d20 + 4 ⇒ (17) + 4 = 21

Seeing as the others prepared for fight and already started to attack, Jor waited for Terevalis fireball to hit before enganging other creatures.

Moving closer and letting his greatsword speak for him as Jor slashed towards one of the Scrags

Attack PA: 1d20 + 12 ⇒ (15) + 12 = 27
Damage PA: 2d6 + 19 ⇒ (5, 4) + 19 = 28


I didn't add damage as if they were outsiders. It would have been 10 damage not 5.


Jor steps forward and gives a mighty slash across the Scrag's body with his greatsword cutting open the creature's gut and sending greenish blood bleeding to the deck. To a human sucha blown would likely cleave them in twain, but for a massive creature such as this it is just a serious wound.

Alathea shoots a blast of holy energy at a Scrag but it flies past the creature as it moves its head out of the way.

Athola is yet to go and then we can get to the next round.


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;

Chopping and hacking at them will do us little to no good, they must be burned with either fire or acid! the wizard will yell.


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

Round 1
HP: 47

Initiative: 1d20 + 4 ⇒ (15) + 4 = 19

Athola draws the shard from the sheathe and moves to get behind the creature in order to flank it, rolling past it's side to get into position to strike.

Acrobatics: 1d20 + 15 ⇒ (11) + 15 = 26

Shard: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20
Damage: 1d4 + 5 ⇒ (2) + 5 = 7 If undead, double the damage

What is Brilliant Energy effect?


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 it cuts through armor. Here is the description:
A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, or objects.


Brilliant energy is described here, although remember this only works once per day for one round only. It is not a permanent weapon property.

http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abil ities/brilliant-energy

Althola easily rolls past the lumbering Scrag to its flank. She then takes the shard of light and stabs it into his weak backside. The weapon flashes with power and cuts deeply into the creature's flesh and opening up an artery in the leg.

The scrag is evil so it does +4 to hit and +4 to damage as its enhancement bonus is +4 against evil creatures. It is not undead though. She can also apply her Sneak Attack dice. I shall apply it to speed things up

Sneak Attack: 3d6 ⇒ (2, 3, 5) = 10

More greenish blood bleeds out from the creature and it is badly injured. Still despite its wounds it shows no sign of backing down.


Round 2

The Scrag in the water resurfaces and grabs some corpses and pulls them under the water and vanishes under the ocean.

Next up Athola


Should be Jor, then Athola


Ah ok, Jor has a 21 initiative. He can go next.


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 does the one I hit look?


Somewhat burned but it didn't like being fireballed so grabbed its grub and and left.


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 get two standard actions a round don't I? I could cast spectral hand and then another spell but not attack correct?


You can I believe although you have to activate spectral hand first.


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 what I was thinking. If I am reading this right, depending on the action type I can get a spell or two off in a round?

I went looking at this is what I found:

1 Full-round action OR
1 Standard action plus 1 Move action (in any order) OR
2 Move actions (effectively trading your Standard action for a Move action. So I could only cast the spectral hand this round and the vampiric touch the following round and then attack. :(


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;

For clarification the one in front of me has not been hurt correct?


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

Round 2

Seeing as the Scrag took his powerful slash and not falling over, a smirk appeared on his face "Ah, someone or something able to resist my hits? This ought to prove fun. Lets see how you are faring against this one" as Jor again raises his greatsword and spins to deliver a blow

Attack PA: 1d20 + 12 ⇒ (1) + 12 = 13
Damage PA: 2d6 + 19 ⇒ (4, 6) + 19 = 29

ah well, natural 1


Jor takes a clumsy swing and totally misses the troll.

Yes the other troll on the deck has not been hit. Only the one in the water got burned.


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;

Am I higher than the rest of the group? Am I looking down on them or are we on the same level?


You are on the same level as the group. Basically looking over the side of the ship where the Scrag who was grabbing bodies once was.


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 undamaged scrag doing?


It looks like it is going to attack. It uses its actions last turn to toss the sailor he was holding overboard and assessing the situation when you arrived.


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;

On his turn the wizard will hold until the troll gets in distance to be schorching rayed.

Trese reeo flamn
RTA 1d20 + 4 ⇒ (1) + 4 = 5

4d6 ⇒ (5, 2, 5, 5) = 17


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;

A waste of a good spell


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 will attack for the kender.
1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20
damage 1d4 + 5 ⇒ (4) + 5 = 9
Sneak Attack 3d6 ⇒ (6, 2, 1) = 9


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 - Initiative 13

Alathea rummages through her backpack and pulls out torches and flint n steel, lighting them for use against the creatures.


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 first troll has gone down.


The kender cuts another artery in the troll and it colapses to the ground bleeding out more blacked blood.

The other troll rushes forward and attacks the Kender who dropped his college with a bite from its jaws.

Scrag 2 Bite: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14

His bite fails to hit though as the Kender nimbly avoids the jaws.


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;

Is it the top of Round 3?


nope still round 2, scrag 3 and 2 has acted, still waiting on 1 to act then it is my and Alathea's turn. Though Alathea posted actions for her round 2.


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;

Isnt Scrag 1 out or in the water?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Can you believe it, 3000 posts in this wonderful game?

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