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

Round 2

Not seeing much outside of some blurry images in his field of vision, Jor crouches a bit as he takes more of a defensive position and attempt to keep himself out of harms way as he tries to clean his eyes

Full-defensive +4 AC

HP: 55/55 | AC: 22


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

What about Alathea's attack opportunity in Round 1? She is practically last to go in the round. Also need to know if she is flanking attacking the slig with Athola.


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

I would not think so since these things have reach and the cleric does not.


They are Reptilian Humanoids so Nature would cover knowledge about them. Terevalis suspects that being Lizard related creatures they probably don't like the cold but are not particularly vulnerable to it. They don't have the fire subtype, they just have a large fire resistance. As fpr Atola, you did not get the flank the 1st attack. I will NPC Althea and have her move in to provide a flank with Athola on her round.

Althea moves in and wacks the slig next to Athola from behind (in round 1)

hammer attack: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

Hammer Damage: 1d8 + 1 + 1d6 ⇒ (6) + 1 + (4) = 11

The slig is wacked in the back of the head with a hammer which also unleashes a shock of electrical energy. The creature's head caves in and it collapses to the ground.

By the way Terevalis, I noticed you got the moons wrong. You used the Winter Deep from 2015. You should be using the 2010 chart, not the 2015 Winter Deep chart. Unfortunately I can't link you directly there so you have to select it on the page. Currently it is the 13th so the black moon is 1/2 full and the red and white moons are 3 quarters full. I won't undo what you did but remember to get it right next 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;

I am not seeing anything on the 2010 moon tracker. All I see is what is on the link.


There is a Drop Down box below the Calendar that allows you to select the year and month. The Month should be Winter Deep and the year should be 2010 (427 AC)


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

Nice roll High God! You get to do all my attack rolls from now on :-)


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 see it now

The wizard will take a 5 foot step and use his bond with the Staff of Magius to cast fly.

Can I ascend this round>?


Usually you can't do a 5 foot step and do a move Terevalis so unfortunately no you can't.


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;

No biggie, I at least can get out of the range of those creatures and have an advantage against 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

Round 2 - Initiative 8

Seeing her allies injured by the sligs, she channels divine energy to soother their wounds.

Channel Energy 3d6 + 1 ⇒ (3, 1, 4) + 1 = 9


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

Round 2
Initiative: 14
HP: 47/47

With the slig before her going down she tumbles moves behind the 2 sligs to provide flanking with Gabriel and Alathea to the 2 sligs. She attacks the slig towards Alathea.

Acrobatics: 1d20 + 15 ⇒ (9) + 15 = 24
Shard attack: 1d20 + 4 + 5 + 2 ⇒ (9) + 4 + 5 + 2 = 20
Damage: 1d4 + 5 ⇒ (1) + 5 = 6

Sneak attack bonus
Damage: 3d6 ⇒ (6, 6, 4) = 16
Additional 3 points BLEEDING damage per round. DC 15 to stop it.
Apply disorientation: 1 round duration, -2 on attack rolls


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;

She is the this little jumpy tumbly thing


Alathea channels energy healing the party somewhat but is unable to prevent some of the Sligs from healing as well. Two of the burned sligs recover 9 HP (As you can only chose 3 targets that are not effected and you probably will chose one of the targets to not be healed is probably the Bravo)

Athola flanks a Slig and stabs it through the kidney with the shard of light, cutting its guts out and sending it sprawling to the ground bleeding out.

I will NPC Gabriel for his round 1 as his player does not seem to be around.

Gabriel says, "Fall creature of evil! Est Sularus oth Mithas." (Activating Might of Honor)

Longsword Attack: 1d20 + 15 ⇒ (19) + 15 = 34
Longsword Attack Confirm: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 2d8 + 14 ⇒ (8, 7) + 14 = 29

Gabriel steps forward and swings his longsword in a wide arc. It removes the head of a slig in a single blow slaying it instantly.


Elijayss gives ground to the Sligs and takes an attack at one of them with his bastard sword.

Attack: 1d20 + 9 ⇒ (1) + 9 = 10

Unfortunately the attack misses the Slig. Clearly Elijayss is not as proficent with the sword as he is with his bow.


Interesting I wasn't getting updates on posts. I was wondering why no activity. Looks like it was just me. :)

Alright so High God took the head on one in Round 1. I'm on 8 init so I go after the big one but before the others.

Fort Save: 1d20 + 10 ⇒ (9) + 10 = 19

Round 2

Gabriel steps forward and continues the fight.

Sword Swing: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 1d8 + 8 ⇒ (3) + 8 = 11

Jor unfortunately full defense is a dodge bonus and you don't get that when blinded.


The Bravo Slig attacks Elijayss with a Stab/Bite combo, power attacking both attacks.

Trident: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20
Trident Damage: 1d8 + 8 ⇒ (2) + 8 = 10
Bite: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Bite Damage: 1d4 + 6 + 1 ⇒ (1) + 6 + 1 = 8

Gabriel badly wounds another Slig but it is still on its feet.

One slig spits at Gabriel and then two of them will try and hit him with their glaives.

Spit Attack Gabriel: 1d20 + 4 ⇒ (4) + 4 = 8
Glaive Attack Gabriel: 1d20 + 4 ⇒ (16) + 4 = 20
Glaive Attack Gabriel: 1d20 + 4 ⇒ (3) + 4 = 7

One Slig Glaives at Elijayss while the other glaives at Jor. The slig on Athola steps back and attacks with a glaive.

Glaive Attack Elijayss: 1d20 + 4 ⇒ (15) + 4 = 19
Glaive Damage: 1d10 + 3 ⇒ (6) + 3 = 9
Glaive Attack Jor: 1d20 + 4 ⇒ (4) + 4 = 8
Glaive Attack Athloa: 1d20 + 4 ⇒ (12) + 4 = 16

Eijayss takes a good number of blows from the Sligs but is pretty buff for an elf. The other attacks miss or are deflected by armor.

Round 3 Start


Yeah, I'm seeing the post again. Posting round 3 to keep things moving. Only the large one goes before me.

Gabriel continues to attack the one he wounded.

Sword Swing: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d8 + 8 ⇒ (1) + 8 = 9


Gabriel's second stab goes into the sligs chest and cuts its hideous guts out. The creature hisses and collapses to the ground.

Also remember the +2 to hit as your strength is +4 due to the Might of Honor ability


I have it added in, my + to hit on foot is +12, the MoH ability raises it to +14


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 fly over to where there is a line of sligs and will cast lightening bolt on them.
5d6 ⇒ (2, 1, 3, 4, 2) = 12
Reflex: 19

Ast trete nrear thre as he grabs a small metal rod and a bit of rabbit fur out of a pouch and the smell of ozone permeates the area. A lightening bolt erupts from his outstretched fingers passing through one slig to the next.


Slig 1: 1d20 + 6 ⇒ (13) + 6 = 19
Slig 2: 1d20 + 6 ⇒ (10) + 6 = 16
Slig Bravo: 1d20 + 8 ⇒ (10) + 8 = 18

The Slig Bravo and one of the sligs take the bolt straight on. One of them gets shocked to death by the bolt while the Bravo is smoldering. The other avoids a part of it but being already injured collapses from his injuries.

Elijayss attacks the Bravo with his sword two handed

Bastard Sword: 1d20 + 9 ⇒ (16) + 9 = 25

He finally is able to strike a blow on the Bravo, doing 1d10 + 5 ⇒ (2) + 5 = 7 damage. He then steps back to stand next to Gabriel.


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 3 - Initiative 8

Alathea focuses her divine energy into an offensive spell seeking to strike the Bravo of the group creature.

Searing Light Ranged Touch1d20 + 3 ⇒ (7) + 3 = 10
Damage 2d8 ⇒ (2, 2) = 4


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 is dead.


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

Round 3

Keeping his guard still up due to blinding effect, Jor decides to rather stay in his spot rather than risk hitting his allies and ensure maybe a possible target for Sligs

HP: 55/55 | AC:22


Alathea shoots a blast of holy energy at the Bravo but unfortunatelly the creature moves out of the way at the last minute and the ray shoots past him.


The Sligs continue to attack the party with their crude weapons.

Slig Glaive on Alathea: 1d20 + 4 ⇒ (7) + 4 = 11

Slig Glaive on Jor: 1d20 + 4 ⇒ (15) + 4 = 19

Slig Glaive on Gabriel: 1d20 + 4 ⇒ (14) + 4 = 18

Bravo Trident on Gabriel power attack: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11

Bravo Bite on Gabriel: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10

Jor is probably hit for 1d10 + 3 ⇒ (2) + 3 = 5 damage

Round 4 Start


Gabriel steps to help provide a flank on the Bravo, but he focuses his attack on the Slig.

Sword Swing: 1d20 + 14 ⇒ (5) + 14 = 19
Damage: 1d8 + 8 ⇒ (2) + 8 = 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;

The elf will move over 5 ft and ascend 10. He will then cast snowball at the slig right in front of him.

Ast frgire ore dre

You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.

ranged touch attack 1d20 + 5 ⇒ (14) + 5 = 19
5d6 ⇒ (1, 1, 4, 6, 4) = 16

FORT SAVE 17


The Snowball flies out and hits the Slig in the face, freezing its head solid and bringing it low.

Elijayss wacks the Bravo with his sword.

Elijayss Sword Swing: 1d20 + 9 ⇒ (17) + 9 = 26
1d10 + 5 ⇒ (6) + 5 = 11

He cuts down the Bravo with a flourish.

Gabriel with a wide swing cuts open the gut of the Slig, dropping it to the ground dead.


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 there any more?


There is one Slig left alive.


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 4

Alathea steps forward again with her mace seeking to finish the last of the ambushing creatures.

Hammer attack: 1d20 + 4 ⇒ (6) + 4 = 10

Hammer Damage: 1d8 + 1 + 1d6 ⇒ (8) + 1 + (1) = 10


I thought notification were off again for this, but I see we just were not active this weekend :)


Yea busy weekend for me unfortunately and I was waiting on athola. It will not to speed things along

Athola moves to the back of the slug and stabs.

Shard stab: 1d20 + 12 ⇒ (20) + 12 = 32
critical confirm: 1d20 + 12 ⇒ (12) + 12 = 24

damage: 2d4 + 16 + 3d6 ⇒ (4, 2) + 16 + (2, 1, 4) = 29

With a sneaky blow the shard of light pierces the foul slig's heart, killing it instantly.

End of battle.

Elijayss catches his breath and then says, "Slig's... Just one of the many scum races that inhabit this accursed land. They thrive in the heat but are often on the lookout for fresh meat. Still there are far worse things in the desolation I assure 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;

Do I become exhausted now?


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 opens herself as a conduit to the Divine Grace of Zivilyn seeking to heal the balance of her allies' injuries.

Channel Energy 3d6 + 1 ⇒ (5, 4, 5) + 1 = 15

"Shall we continue to move then? We do not want to attract much attention if we can help it correct Elijayss?"


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 there any thing of interest carried by the sligs? asks the exhausted wizard as he lands.


Checking the sligs they don't have much of value. Their Glaives are crude weapons with missmatched bladed tops, the shield and the trident look like looted items. Their pouches mainly contain barely palatable food and some waterkskins and other junk as Sligs really don't put any value on steel currency. However you do find among the mess 1d6 ⇒ 4 gemstones worth roughly 100 steel a piece, probably gems they picked up here and there throughout the desolation.

Elijayss says, "Yes, let us continue the journey shall we."

So with that you push onto dawn and when the sun shines down on the desolation you get a better look into the horrid wasteland you're travelling in. Even at night it was warm but as the sun rises the heat slowly starts to increase. Elijayss finds some louse rock outcropping and has you all make camp in the shade of this rock. You make camp and set up watches for the day and indeed during the day the heat only increases and by midday its a scorching heat that thankfully you can deal with being in the shade of the rocks and any tents you might have brought

Random Encounter Day: 1d100 ⇒ 91

Fortunately nothing bothers you during the day as you sleep until nightfall and then wake up to continue the trip. The journey is a sight to see. This scorched desert land has few plants and those you see look twisted and strange. You also see burned husks of what probably were once trees but not are but scorched skeletons of was a lush and pleasant area before the coming of the Red Marauder.

However Terevalis you can make me a Knowledge Arcana roll as one thing you do know is that the Sorcery that created the Desolation has also created some useful spell reagents that can be used for item crafting and spell-casting purposes and this is an opportunity to gather some along the way.

Random Encounter Night: 1d100 ⇒ 73

Nothing bothers you during the night as you continue your long trek across the desolation.


Elijayss makes camp as the sun rises on the next day once again carefully choosing an area with adequate shade to better deal with the rising temperatures. Indeed the air as you get closer to the vulcano gets even more sulphurous and for relief you probably put on the Leaf Masks a few times to better clear your lungs of the unpleasant smells in the air.

Day Encounter: 1d100 ⇒ 88

Fortunately nothing bothers you during the day of rest although resting in these lands is never comfortable for any of you.

The next evening you continue on your journey although this time it is not as uneventful.

Going to throw a story encounter just because it will be an interesting moral choice for the party.

Elyjayss looks off a bit to the north as you see what looks like some distant torchlight. Elijayss signals to hold and says, "Hold here and hide your lights. That is touchlight out there. I do not know who it could be but in case they are a threat I will investigate."

Enemy Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Stealth: 1d20 + 13 ⇒ (18) + 13 = 31

Elyjayss vanishes for about half an hour and then comes back and gives proper signals to avoid causing any panic. He then tells you, "There is a Dark Knight scouting force to the north of us. There appears to be eight Dark Knight soldiers and a Dark Knight Commander. They look like they have been weakened by battle and currently the commander appears to be crippled and is being carried on a makeshift triage. This may be an opportunity to slay some of those Dark Knight bastards before they can recover. The six of us could easily slay these men and women with little resistance. That will be nine less Dark warriors we'll have to deal with later. Still I leave it up to you to decide what course of action we should take."


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;

Know Arcana 1d20 + 15 ⇒ (16) + 15 = 31


Tervalis Finds:

1d4 ⇒ 3 Black Haw

Black berries that function as a powerful muscle relaxant. This can be crushed and made into a potion that when consumed reduces fear by 1 category. Unfortunately it is poisonous to Kender. Each potion is worth 50 Steel on the open market.

1d4 ⇒ 4 Dragon Claw

Dragon Claw can be used to create a paste that gives a +2 alchemical bonus to climb checks and a +4 bonus to resist being disarmed or losing your weapon (If rubbed on hands). If sold on the market it is worth 40 steel for each prepared substance.

1d6 ⇒ 2 Eyebright

Eyebright can be used to create a herbal remedy that can cure eye inflamations and give a +2 alchemical bonus to resist gaze attacks for 1 hour. Each dose is worth 30 Steel on the open market.

1d2 ⇒ 2 Stinging Nellies.

Can be used to create a potent poison that has an injury DC of 16 and does 1d4 constitution damage. Worth 200 Steel on the open market if properly prepared.


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

He will gather the materials.


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 shakes her head, "We do not generally go out of way to slay our foes unless they threaten us. Though this particular dilemma is a difficult one. These foes may well be ones which when healthy will threaten us directly as we move towards the Dark Knights Stronghold.

Still, the idea of destroying the weak because it is expedient is one that leads to very slippery moral footing.

I know the answer from Terevalis and Gabriel already. Athola - Jor, what are you opinions on the matter?"


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;

They might be convinced to become our friends, especially the wounded one, though if there are any Thorn Knights, that might change the circumstnaces.


Elijayss scoffs at Alathea and says, "The Dark Knights are a force of evil and destruction and is the very force I fight against in the Balfor rebellion. They have oppressed the elves, enslaved people under their rule and follow the traditions of the Dark Gods. Perhaps the land itself will claim them and to the job for us, but there is a chance that they could find aid with other patrols and swell their numbers. Still, as my task is to lead you through these lands, I shall defer to what the group decides."


"Normally I would say we take them prisoner and find out what they know, but we have no where to hold them. We can't return with them, and if we do this and get the information they will report back that they saw us and that we are looking for the shard. We need to let them be. While I know they would take the advantage and strike out at me and my brothers, I can not fall to their level."


Elijayss looks disappointed but nods seeing the majority against him, "Very well, if that is your choice we shall evade an encounter with them. Just keep your distance and your lights doused at least for the next hour so we do not have them spot our location."

With that he continues to lead the party in a direction that keeps them a good distance away from the patrol.

Night Encounter: 1d100 ⇒ 89

You make camp for the day and follow the usual routine.

Day Encounter: 1d100 ⇒ 26

Ok Encounter

Random Encounter: 1d100 ⇒ 85

Already had sligs so..

Random Encounter: 1d100 ⇒ 43

Interesting...

1d3 ⇒ 2

At the height of Midday where the heat is the highest our heroes are camped in the shade. Chose 2 party members who are on watch (one can be Elijayss if you wish). They will need to make a perception check versus.

1d20 + 16 ⇒ (4) + 16 = 20

DC 20 to spot an ambush.


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 does not mean that they cannot be turned into helping us know the way to and the defenses of Darkhaven. says the Black Robe.


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;

If they do not have Thorn Kngights with them then I might be an appropriate person to engage them. suggests the Black Robe,

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