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;

Spell storing is awesome!


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

Alathea will reload her Crossbow for a shot at the second of the beasts and not respond to her critics regarding the decision to face them down.


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

Round 2

Seeing as the second wyvern was still not on ground, Jor began to reload his crossbow "Bah, hate this kind of things. Why not just get on ground and fight it out, huoh"


No both are currently on the ground and in Jor's face.

Anyway either way as you likey won't one shot it I will resolve its next actions. It attacks Jor in a flurry of strikes

Stinger 1d20 + 11 ⇒ (7) + 11 = 18
1d6 + 4 ⇒ (3) + 4 = 7
Bite 1d20 + 11 ⇒ (7) + 11 = 18
2d6 + 4 ⇒ (3, 2) + 4 = 9
Wing 1 1d20 + 6 ⇒ (11) + 6 = 17
Wing 2 1d20 + 6 ⇒ (12) + 6 = 18
1d6 + 2 ⇒ (3) + 2 = 5

Grab: 1d20 + 12 ⇒ (17) + 12 = 29

The Wyvern hits with a wing, bite and tail and grapples him with its bite. (21 points of damage total. Another poison save as well)

Round 3

Elijayss pops 3 arrows at the Wyvern, this time putting deadly aim into the attack.

Arrow 1: 1d20 + 14 - 2 - 2 ⇒ (20) + 14 - 2 - 2 = 30
Arrow 1 Confirm: 1d20 + 14 - 2 - 2 ⇒ (1) + 14 - 2 - 2 = 11
Arrow 1 damage: 1d8 + 3 + 1 + 1 + 4 ⇒ (5) + 3 + 1 + 1 + 4 = 14
Arrow 2: 1d20 + 14 - 2 - 2 ⇒ (18) + 14 - 2 - 2 = 28
Arrow 1 damage: 1d8 + 3 + 1 + 1 + 4 ⇒ (5) + 3 + 1 + 1 + 4 = 14
Arrow 3: 1d20 + 9 - 2 - 2 ⇒ (2) + 9 - 2 - 2 = 7

Two arrows stick into the beast causing it to roar in pain. He does 28 damage total.


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 wveryn look? Are the three moons in conjunction?


Currently it is the 20th day of Winter Deep so the white moon is waining, the Red Moon is Waining and the Black moon is Waxing. In 3 days you'll have another High Sanction for the Black Moon. As for the Wyvern it currently has taken around 1/3rd of its HP so is reasonably wounded.


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

Fortitude Save: 1d20 + 7 ⇒ (13) + 7 = 20


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 use the connection he has with the Staff of Magius to ligthening bolting the wveryn
6d6 ⇒ (1, 6, 4, 1, 2, 5) = 19
DC 19


Jor rolled a save but never attacked.

Gabriel moves into position to help with the still standing wyvern.

Sword Attack: 1d20 + 13 ⇒ (14) + 13 = 27
Damage: 1d8 + 6 ⇒ (8) + 6 = 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;

Are these things evil or neautrel?


The Wyverns are Neutral Alignment.

Reflex Save: 1d20 + 6 ⇒ (6) + 6 = 12

The Wyvern takes a shot head on with the lightning bolt and is badly shocked by the line of electrical energy.

Gabriel gives a solid slash to the Wyvern wounding it further.


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

Round 3

Seemingly annoyed Jor drops his just reloaded crossbow and draws the greatsword and begins to swing it around towards the wyvern

Greatsword PA Attack 1: 1d20 + 14 ⇒ (7) + 14 = 21

Greatsword PA Damage 1: 2d6 + 19 ⇒ (4, 6) + 19 = 29


Jor with a well aimed chop from his great-sword splits the neck of the Wyvern open, nearly decapitating it and sending it sprawling to the ground gargling in its own blood.

Both Wyverns lie dead on the ground, no longer a threat to the party. They of course have no treasure on them however Terevalis knows that Wyvern Poison is VERY potent and is worth thousands of Steel Pieces on the open market, either for those who use poison or as reagents for spells and/or potions involving inflicting or curing poison. It is up to him if you want to take the tails.


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

"If we are here to help the Kender, that alone was worth out arrival. These beasts are not easy to defeat. We should keep moving".


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;

Yet, in your zeal to save the little depressed thieves put us in danger. Are you able to treat poison? What if they had harmed the mercenaries. Yet, we wasted valuable resources that could have been used on true threats. states the wizard.


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 could have but we did not waste a significant amount of resources. There is danger lurking behind every tree and under every rock these days Terevalis, where have we gone and not run into some form of danger? We can debate this further if you like but let's do so somewhere else".


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 simply smiles at the cleric. Some of us used magic that might have better been used to attack real threats. I am sure that the little depressed thieves find ways to hide from these creatures as they attempted to do when the Red Marauder came with her ogres and armies.


Elijayss says, "Enough of this bickering among ourselves. We have slain the beasts and now they are no longer a threat to us or others. Let us proceed through these ruins and head to the City Hall. Hopefully we will find someone there that can give us more information of what is going on. First of all though, that Poison would be most useful so I will make sure to gather it. Wyvern poison is useful to put on blades and arrows to make them more potent and deadly."

Elijayss gathers up what arrows he can and uses his survival skills to gather the poison tails of the Wyverns and store them away for safekeeping. He then leads the party through the ruins. You pass a rickety looking water tower but then are forced to detour through some back alleyways in order to bypass a collapsed building that has blocked off the route.

Anyway as you are going around a collapsed structure make me a perception check.

Elijayss Perception Test 1d20 + 12 ⇒ (7) + 12 = 19

Enemy Group Stealth Test 1d20 + 15 ⇒ (7) + 15 = 22

Well if no one beats a 22 they get a surprise round either way though this happens.

Elijayss despite being perceptive does not see the creatures lurking in the building ruins and by the time their horrible Shrek is unleashed is when trouble is upon you.

Out from the buildings pours 1d6 ⇒ 6 OUCH 6 Swarms of Rats streaming out in a vermintide all around you. Melding out the shadows and surrounding you is a group of three hideously looking kender with skin that tightly hugs their bones. Their topknots hangs in wild tangles about a face twisted into a grimace of hatred and pain; its unblinking eyes stare hungrily, as an eerie scream – part cry of pain, part shriek of anguish – is torn from the depths of their hollowed bodies.

Everyone who is not immune to fear must make a DC 15 Will save or be panicked for 1d4 rounds. (Its usually DC 13 but as 3 are are doing it at the same time I am raising the difficulty of the save).

The Kendermore Forlorn battle has been added to the campaign listing.


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

Perception 1d20 + 12 ⇒ (8) + 12 = 20

Will Save 1d20 + 10 ⇒ (10) + 10 = 20

"The creatures Athola warned us of!"


I can't beat the perception so I'm surprised but immune to fear. All within 10' get a +4 to the save.

Init: 1d20 ⇒ 6


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;

Perceptiion 1d20 + 5 ⇒ (4) + 5 = 9


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;

Will 1d20 + 5 ⇒ (8) + 5 = 13


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

Will: 1d20 + 2 ⇒ (19) + 2 = 21
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Initiative: 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;

iniative 1d20 + 2 ⇒ (9) + 2 = 11


Forlorn Kender Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Fearbringer Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Rat Swarm Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

Surprise Round!

The forlorn Kender come out and try and bite Althoa, Alathea and Gabriel.

Althoa: 1d20 + 7 ⇒ (5) + 7 = 12
Alathea: 1d20 + 7 ⇒ (8) + 7 = 15
Gabriel: 1d20 + 7 ⇒ (4) + 7 = 11

Some pretty miserable rolls though. Despite catching the group by surprise their sharp teeth scratch against the armor of their victims.

The swarms act now piling on everyone, biting, tearing and crawling in every nook and cranny on you.

Not sure if multiple swarms can stack on the same square. I am guessing not so one swarm is covering 4 people, the other 2 is covering 2 other people

Anyway the swarms do dice 1d6 ⇒ 2 damage this turn to everyone. In addition you must make a save versus distraction or become sickened. To speed things up with Disease, I'll just make everyone who took swarm damage make their save at the end of the combat.

Last to act in the surprise round, out of the shadows steps a bloated looking kender with its mouth full of sharp teeth twisted into a ricktus grin and his eyes burning with crimson flame. In his hand he holds a wicked looking short sword caked with stained blood and there is something horribly sinister about this creature that fills the party with uncommon dread. Still looking at his filthy clothing he appears that he was at one time perhaps some kind of noble at one time when he was alive.

Everyone in the party must make a DC 14 will save or be paralyzed in terror for 1d4 ⇒ 2 rounds.

Elijayss Initiative 1d20 + 6 ⇒ (4) + 6 = 10
Elijayss Will Save VS panic 1d20 + 8 ⇒ (5) + 8 = 13
Elijayss Will Save VS Fear Aura 1d20 + 8 ⇒ (12) + 8 = 20

Elijayss is driven into absolute terror by the Forlorn but thankfully is not paralyzed. However the Fearbringer sensing his fear decides to feed off that fear by running at Elijayss and attacking him with its claw.

Claw Attack: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28

The claw hits for 1d6 + 3 + 3d6 ⇒ (4) + 3 + (1, 5, 1) = 14 damage

Elijayss fortitude save 1d20 + 8 ⇒ (3) + 8 = 11

Oh no! Elijayss feels the icy touch of death drain the courage out of him taking 1d3 ⇒ 3 charisma damage and 1d3 ⇒ 1 wisdom damage. The blow also is quite strong and hits him in a vulnerable spot striking a potent blow.

By the way the swarms do not attack any of the Forlorn or the Fearbringer as they are controlled


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

Will Save 1d20 + 10 ⇒ (4) + 10 = 14


Ah yes, BTW Terevalis. You've taken damage from the swarm so your Spell Rage activates, unless you make a will save DC 15 to suppress it. This lasts for 1d4+1 rounds. However also remember that your curse also gives you +4 on saves to resist poison and emotional effects (Which fear would fall into this)


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;

Will for Spell rage 1d20 + 5 ⇒ (13) + 5 = 18
So I did not get shaken then correct?

Will save fear aura 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28


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 religion to know about these undead dice 1d20 + 11 ⇒ (4) + 11 = 15


Correct, you passed the save.

Terevalis has never seen undead like these before. They're something unique and likely some kind of side-effect of whatever Malys did to the city. Whatever the case they seem to wield fear as a weapon.


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, on his turn, will call upon the power of Nuyitarichannel energy in an attempt to control some of these undead creatures. I think DC is 16

Do you see now, foolish cleric of the Tree of Wisdom, why wasting energy and resources on a combat that could have been avoided was imprudent?


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 1 - Initiative 1d20 + 1 ⇒ (14) + 1 = 15

"It is a matter of opinion, the resources to be used against these creatures are much different than the ones utilized against the Wyvern. Do you doubt your own abilities black robe?"

Alathea Channels Energy to force the Undead Fiends to Flee. Channel Energy - Turn Undead.


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

Will save: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20

Round 1

"Well, whatever they are, there is nothing what an old good steelsword wont solve after a while" muttering to himself as Jor begins to unleash his parrage of slashes

Greatsword PA Attack 1: 1d20 + 14 ⇒ (8) + 14 = 22
Greatsword PA Attack 2: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21

Greatsword PA Damage 1: 2d6 + 19 ⇒ (5, 6) + 19 = 30
Greatsword PA Damage 2: 2d6 + 19 ⇒ (5, 5) + 19 = 29

First PA negated by a "Feat", Second attack normal initiary attack + -2 to 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;

It is not in my abilities that I do not trust, cleric. Rather these are unknown foes. The one with a dagger seems more maleveloent than the others. These undead are unknown to me.


All the bad guys go again before me :(

K. Religion: 1d20 + 10 ⇒ (12) + 10 = 22

Maybe I know.


The Forlorn Kender acting first attack with a savagery you have not seen in any living kender, biting and clawing with cannibalistic fury.

Athola
Bite: 1d20 + 7 ⇒ (7) + 7 = 14
Claw: 1d20 + 7 ⇒ (2) + 7 = 9
Claw: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Althea
Bite: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Grapple: 1d20 + 5 ⇒ (11) + 5 = 16

Claw: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 2 ⇒ (5, 1) + 2 = 8

Gabriel
Bite: 1d20 + 7 ⇒ (10) + 7 = 17
Claw: 1d20 + 7 ⇒ (6) + 7 = 13
Claw: 1d20 + 7 ⇒ (14) + 7 = 21

Athola gets sliced by one claw and given a nasty scrape that draws blood. Alathea gets pounced on by one of those hideous creatures who bites into her leg and then holds her leg fast and then proceeds to rend her twice with its claws. The third Forlorn attempts to attack Gabriel but its claws tear uselessly off his armor.

Alathea, fortitude save please for being bitten.

Alathea then on her action channels divine energy forcing the Forlorn to recoil from her holy power.

Forlorn 1: 1d20 + 5 ⇒ (18) + 5 = 23
Forlorn 2: 1d20 + 5 ⇒ (8) + 5 = 13
Forlorn 3: 1d20 + 5 ⇒ (3) + 5 = 8
Fearbringer 1: 1d20 + 8 ⇒ (20) + 8 = 28

Two of the Forlorn are driven to panic from the holy light while the Fearbringer proves to be utterly immune to any form of fear, for it is the embodiment of fear itself. As it made a natural 20 on its save, it gets a +4 bonus on its next save to resist turn/rebuke undead. Still as panic does not go off until their turn, the Forlorn Kender don't move just yet.

Alathea is no longer grappled though as the Forlorn can't maintain a grapple while panicked.


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;

These little things are mean

What about my attempt to command them?


Well not sure if this can be done but there is rules for larger HD swarms and Swarms probably become more powerful the more of them are piled into a square. So basically for their action they'll pile in becoming 3 6 HD swarms rather than 6 3 HD swarms. And as the swarms are now 6 HD they also do 2d6 a round instead of 1d6.

The swarms unite into much large piles of creatures and continue to bite and leap on the party with even more savage fury. This is very unnatural and fact the Forlorn are completely ignored by the swarms

Everyone takes 2d6 ⇒ (4, 6) = 10 points of Swarm Damage as the rats continue to pile on the party biting and leaping on them trying to feast upon your flesh.

The Fearbringer now goes. He continues to attack the panicked elf as the scent of fear makes him ravenous to inflict more harm on the elf. He stabs with his short-sword and claws with his other hand.

Short Sword: 1d20 + 11 ⇒ (16) + 11 = 27
Short Sword Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Claw: 1d20 + 10 ⇒ (12) + 10 = 22
Claw Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Elijayss Fortitude Save: 1d20 + 8 ⇒ (10) + 8 = 18

Elijayss gets cut and slashed by the short sword and claw but this time is able to fight off the chilling touch of the Fearbringer.

Terevalis rebukes the undead attempting to bind the Forlorn to his command. He does have a choice. He can attempt to bind the 3 Forlorn Kender or put all his power to try and bind the Fearbringer. Which does he want to 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;

The fearbringer please.


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 a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your INT modifier per DM.

So it should be 19


As for Gabriel's religion check, he's never seen or heard of undead like these before. They have vaguely ghoulsh traits with the whole claws and teeth thing and with that like some kind of disease. The Fearbringer he's clueless about (That would be a 25 religion to get further information due to the rarity and the HD of the creature)

Indeed I did house rule that the Turn Undead of a Necromancer Wizard is Intelligence Based. They all have to save, however the Turn Undead takes presidence over the Command Undead. So the fleeing Forlorn if they fail are commanded but are still driven to act on the "Panic" condition until it runs its course whereas the Command Undead will take effect.

Forlorn Kender 1: 1d20 + 5 ⇒ (7) + 5 = 12
Forlorn Kender 2: 1d20 + 5 ⇒ (4) + 5 = 9
Forlorn Kender 3: 1d20 + 5 ⇒ (20) + 5 = 25
Fearbringer: 1d20 + 12 ⇒ (17) + 12 = 29

The Fearbringer once again stubbornly refuses to bend to any form of command. One Forlorn Kender and one paniced Forlorn kender are affected by his power. The unpaniced forlorn turns a glace to Terevalis and gives a sinister grimace with its razor sharp teeth.

As for Elijayss, he is driven into a panic and runs away taking an AOO from the Fearbringer. The Fearbringer attempts to claw Elijayss in the back.

Fearbringer Claw: 1d20 + 10 ⇒ (16) + 10 = 26

He does so for 1d6 + 3 ⇒ (6) + 3 = 9 damage
Elijayss fortitude save: 1d20 + 8 ⇒ (12) + 8 = 20
he resists the chilling touch but runs away screaming!


I assume that Jor will probably go after the Fearbringer considering he seems to be a serious threat. Unless he wants to wack the rat swarms that CAN be hurt with melee weapons as they are tiny creatures

Jor steps forward and takes two mighty swings from his Greatsword thinking he'll easily cut down this little hideous creature. Unfortunately the fearbringer is quick and is able to avoid the majority of the blow while the rest is deflected with a combination of his studded leather armor and tough skin that feels like hitting stone. Both attacks fail to hit the Fearbringer.


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 I have two forlorn commanded after the panic?


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;

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;

Did the kender attack with the shard?


You have one forlorn under your command, the other one is paniced so won't respond to your commands until this effect comes to an end. Indeed it is still round 1 so lets get Althoa out of the way.

Athola Panic Save: 1d20 + 3 + 4 ⇒ (16) + 3 + 4 = 23
Athola Fear Aura Save: 1d20 + 3 + 4 ⇒ (11) + 3 + 4 = 18

initiative: 1d20 + 4 ⇒ (16) + 4 = 20

Athola is able to avoid panicking.

She acrobatics behind the Forlorn Kender on her turn

1d20 + 15 ⇒ (14) + 15 = 29

She then stabs the forlorn kender 1 with the shard of light.

Sword Stab: 1d20 + 14 ⇒ (13) + 14 = 27

She hits doing Sword damage: 2d4 + 8 + 8 ⇒ (2, 4) + 8 + 8 = 22

The sword glows with holy energy and stabs into the Forlorn Kender cutting deeply into the creature and burning its insides with holy light. The Forlorn Kender is almost slain with a single blow but holds on barely to existence. (Double Damage VS undead)

Round 2 Start

Two of the Forlorn Kender are consumed by panic and run from the party. They provoke AOO's from Gabriel and Althea.

The First Forlorn Kender, badly injured as he is stares blankly at Terevalis, waiting for an order to be given having been commanded though his dark majesty.

Should be round 2 not round 3. There was a surprise round before round 1


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;

Destroy the rats that are around me. he commands. The more savage thief is key. Destroy him.

I don't think I got a round 1 action?


The Forlorn Kender dives in and starts ripping into the rat swarm, ripping what he can find apart with his bare hands and teeth. As the Rats are not defending themselves as they won't attack any forlorn much he'll do straight damage.

2d6 + 1d4 + 3 ⇒ (6, 3) + (2) + 3 = 14

Divided by 2 for being a swarm is 7 points of damage to the swarm.


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 that enough damage to clear the square of the ratty rats?


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 that we havre 3500 posts?

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