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Dragonlance [Let's Read] Dragonlance Campaign Setting

Libertad

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Dragonlance Campaign Setting Part 8: Dragons of Krynn


Dragons are the oldest and grandest children of Krynn, formed during the Age of Starbirth from the world's elemental forces. Strongly aligned with either Good or Evil, as a race they have a history of meddling in the affairs of Krynn's people.


Chromatic Dragons


The chromatic dragons were once metallic (I can't find information on their original metals) and good-aligned children of Paladine, but Takhisis' corruption changed them. Throughout the Five Ages they've fought for Takhisis, who favored them higher than any other servants. As a whole they've often fought together in the three Dragon Wars and the War of the Lance.


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Black Dragons are socially isolated misanthropes who distrust everyone else who's not a black dragon. They prefer to live and fight in the swamps, for it provides plenty of concealment and is difficult to maneuver in for most creatures. They are not very fond of Takhisis, traditionally only serving her for fear of disobeying her, and even she did not really trust them. During the War of the Lance they were assigned roles which required little social interaction, such as guarding artifacts.


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Blue Dragons are much more sociable than black dragons, and get along relatively well with humanoids who can prove their worth to them. They proudly served Takhisis throughout the ages, and even mourned the loss of dragonriders they bonded with in battle. However, to earn a blue dragon's respect is no mean feat, requiring tactical acumen and fearlessness. They adapt well to military life, and are very loyal to their mates, even going so far as to dedicate their lives to avenging the death of their mate's slayer.


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Green Dragons are incredibly arrogant who traditionally live in forests and don't work for others unless they can benefit materially from the arrangement. They prefer toying with their enemies, hoping to keep them alive to torture later, and have no compunctions with retreating as soon as the tide turns against them. They claim to be Takhisis' favorites and shower her with false praise, but in private they hate her (it's not explained why).


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Red Dragons are the most feared dragons (and creatures) of Krynn. Their physical strength stands above all other dragons except the Gold, and they're skilled in magic. Their fire breaths can easily spread and lay waste to entire cities, and they have a fine grasp of military tactics. They are zealous followers of Takhisis and gladly cooperated with the Dragonarmies during the War of the Lance in spite of their otherwise solitary natures. They can also take humanoid form, and as such they have the greatest understanding of humanoids, being able to move among them unseen.


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White Dragons are the most rare and reclusive of the chromatic dragons, sticking to the Icewall region of southern Ansalon. They have almost no interest in world affairs and are very anti-social, making them of limited use in military campaigns. During the War of the Lance the extent of their roles were as scouts and to guard the Icewall region against attack. Additionally, they hate the sunlight, and being exposed to it and warm temperatures over a prolonged period causes them to sicken and die (this is not reflected in game statistics, just flavor text).


Metallic Dragons


The good-aligned dragons revere the deities of Good and traditionally helped maintain the balance by preventing Evil from ruling the world. When Huma drove Takhisis from the world during the Third Dragon War, Paladine ordered the metallic dragons to depart the continent of Ansalon to maintain the balance. They fell into a long sleep on the Dragon Isles, and during the Age of Despair Takhisis' agents stole their eggs. Around this time the dragons woke up to discover them missing, and Takhisis promised that their children would come to no harm if they took no part in the coming war of Ansalon. They had no choice but to agree. However, some dragons could not abide as the Dark Queen's armies tore Ansalon apart in the War of the Lance, and Silvara helped bring back knowledge of the fabled dragonlances back into the world, and helped the Heroes of the Lance discover the true fate of the good dragon eggs. Upon hearing that their children were being warped into draconian soldiers, they entered the war with a vengeance and allied with the Whitestone forces against the Dragon Empire.


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Brass Dragons love nothing better than to hear themselves talk, and can carry on conversations for hours on all manner of subjects. They'd almost rather talk than eat, and even pursue this habit into combat. They are fluent in most languages and reward those who teach them new ones. They do not revere any of the deities, and aren't very good at listening to others or taking orders. They live in the same general terrain as blue dragons (desert), and the two are mortal enemies.


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Bronze Dragons take in active interest in the affairs of humanoids and often integrate into their societies by taking the form of domestic pets. They go out of their way to avoid harming and killing animals and often confound the efforts of hunters, poachers, and butchers to trap and kill the animals. Oddly, they have an extreme interest in warfare and battle, studying military history of ancient battles and modern drilling instructions. They served admirably on the side of Good in the War of the Lance and earlier Dragon Wars, eagerly carrying dragonriders into battle and obeying orders from trusted humanoid commanders (and giving advice to military strategists as well).


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Copper Dragons are overall good-natured, but have the tendency to be collect and hoard wealth. They often approach situations or offers of help by asking what's in it for them, or by demanding financial compensation to those they help even when it was not asked for.


Personally this sounds less good-natured and more selfish to me. They do not participate in evil deeds, though, no matter how much wealth is to be gained. Copper dragons are fond of jokes, pranks, and tricks which they eagerly play on travelers, and grow annoyed when people don't find their antics amusing.


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Gold Dragons are the most intelligent, powerful, and magically-inclined of all dragons. They are defenders of justice and fight for those unable to defend themselves. They only kill when there is no other option available, using restraint in all their actions. They can change into humanoid form, but rarely do so due to the form's relative fragility. They make their lairs anywhere and in any climate, and have been known to re-appropriate humanoid castles and fortresses once home to evildoers (which they either killed or drove off). They eagerly help people seeking their aid if the cause is just, but often use divination magic to ensure that people don't try to trick them.


With their doing good deeds for free and a code against killing except in the direst of circumstances, they're pretty much the Supermen of dragons.


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Silver Dragons are the most beloved and accessible of all the dragons on Krynn. They are fond of taking humanoid forms, particularly of humans and elves. Sometimes they even live among humanoid communities for years, even falling in love with them. They are not aggressive, but are willing to fight for just causes and get along well with dragonriders and the Knights of Solamnia, as the legend of Human and his silver dragon ally is well-known to both peoples. When it comes to battle, they prefer hiding in the clouds, then swooping down upon unaware opponents.


We also get a brief description of Dragon Overlords, who are basically titanic great wyrm dragons from an unknown plane. They are capable of building skull totems fashioned from the bones of other dragons, which they use to absorb their power and gain virtual age categories and Hit Dice. Dragon Overlords are capable of (and have) grown to hundreds of feet in length, looking like titanic beefed-up monsters of a dragon.




Aerial Combat


The second half of this chapter is devoted to aerial combat. Dragonlance is famous for this, and any campaign in it which doesn't involve the PCs riding into battle on dragonback are doing it wrong. Basically it's a sub-system of new rules to handle the complications of flying combat. Basically it's only used when the fly speed of opponents is fast enough (more than 60 feet) and most of the opponents in the combat are flying in an open-air space. Otherwise one uses normal scale.


In aerial combat, there is a normal scale (mentioned above) and chase scale, where one square equals 30 feet instead of 5 feet. To determine how many squares a creature can move in this square, divided its speed by 30 (round down). So a fly speed of 60 is 2 squares, 100 feet is 3 squares, etc.


Flying creatures who take off from the ground determine they altitude they gain in the round by a Jump check modified by their fly speed (basically +4 for every 10 feet of speed), and the creature is not penalized if they do not have a running start. The altitude at take-off is based upon their size category and and result of the check. They also must make a move action when landing, otherwise they crash-land and suffer some falling damage.


Additionally, most creatures (ones without perfect maneuverability) have their heads facing in the direction that they're flying, meaning that squares directly behind it are its "blind spot" and enemies don't provoke attacks of opportunity when moving through these squares. Mounted riders are exempt from this and can attack them normally.


Also, the faster one flies in a round the harder it is to perform some actions (hovering, landing safely, turning). A creature moving at half to normal speed can only perform a standard action, while flying double allows for only charge and dive attacks (as they're techincally running and doing a full-round action). Not that different than ground speed, honestly.


Creatures without good or perfect maneuverability must move at least half their fly speed in a round while in mid-air, or they enter into freefall. During a freefall, one descends at a rate of 600 feet per round.


There are also maneuvers a flying creature can take, which are free actions performed as part of a move action. A creature is limited by how many maneuvers it can perform per turn (a physical act of turning around in flight, which can take some time) based upon its speed. Maneuvers are different than a creature's maneuverability rating (clumsy, poor, average, etc), and the two do not interact. This is just to clear up confusion.


Maneuvers are simple and advanced. Advanced maneuvers count as 2 maneuvers used. Simple maneuvers include 45 degree turns, diving, "climbing" higher into the air, and performing a slide-slip maneuver where they dodge to the side without turning around completely. Advanced maneuvers include stuff like ramming into enemies, really tight turns, recover out of a freefall, performing a sudden stop (airbrake), and similar stuff. Advanced maneuvers require a Dexterity check by the creature, or they can substitute a mounted character's Ride check in their place (a good incentive for humanoid riders if I've seen any).


We also have an abstract "altitude" system which determines the effective range for attacks when aerial and ground-bound opponents fight each other. Altitudes range from 0 to 6. 0 is where you're practically on top of each other and can do melee. 1 is very low, where all spells, melee, thrown and ranged weapons are effective. 2 eliminates the use of melee and thrown weapons and short-range spells, 3 elimates cone-shaped breath weapons, 4 eliminates medium-ranged spells and all breath weapons, 5 eliminates all but long-range spells, and at 6 no attacks are possible. A rather good abstraction to use for on-the-fly stuff, but it's at odds with 3.X's reliance on battle grids and range increments.


Next section goes over existing PHB rules about aerial combat, while the final section details collision damage when flying creatures ram into each other or solid objects. Basically the damage die type is determined by the collider's speed (or the higher of the two), and the size category of the smallest creature or object. Ones smaller than Tiny deal no damage at all. For example, a Huge brass dragon flying at 120 feet (d8 die) ramming into a stationary Large Red Dragon (8 die) deals 8d8 damage to itself and the red dragon. The struck creature immediately enters freefall, so it can be a good way of dealing potentially a lot of falling damage if you're willing to take a few lumps yourself.


Thoughts so far: I like the write-ups on the dragon types. I feel that they are a little too similar in parts to the Monster Manual entries, but I enjoyed the explanations of how dragonkind performed in warfare historically. As for the Aerial Combat rules, I feel that they can be too much for an already-complicated game system, and I can see more than a few groups avoid taking to the skies to speed the game up. But the maneuvers and chase scale can be useful for open-air combat, and it is thematic to the Dragonlance experience.


Next time, Chapter 9: Other Eras of Play!
 

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Libertad

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Dragonlance Campaign Setting Part 9: Other Eras of Play


This is the last chapter of the Dragonlance Campaign Setting. After that we have a short appendix containing two adventures, one of which I already covered in the Key of Destiny Adventure Path. This chapter covers two historical eras in Dragonlance: the War of the Lance, during which the original 1984 Chronicles and modules were set, and the Early Age of Mortals, when the Dragon Overlords first came to Krynn and the gods fell silent again.


War of the Lance


As detailed in Krynn's history in Chapter 6, the War of the Lance was a 4 year conflict when Takhisis' Dragonarmies set about conquering much of Ansalon, aided by the might of chromatic dragons and the goddesses' priests. The Heroes of the Lance, originally a group of 8 friends reuniting at the Inn of the Last Home, played a vital role in saving Ansalon from the Dark Queen's forces. They helped restore knowledge of the Gods of Light and Balance with the discovery of the Disks of Mishakal, learned how to forge the legendary Dragonlances and united the forces of Good on Krynn under the Whitestone Council, unearthed the deadly secret of the draconians' creation and convinced the metallic dragons to enter into the war, and destroyed the temple of Takhisis in Neraka and killed Emperor Ariakas.


Games set during the War of the Lance are a different affair than the default 5th Age. For one, most of Krynn around this time does not follow any of the Gods, Takhisis' forces notwithstanding. The Wizards of High Sorcery still receive aid from the Gods of Magic, but otherwise the deities are silent, and the Wizards don't go around telling people that they gain their magic with the help of the gods. There is still much resentment over the Cataclysm, when they tossed a giant meteor onto Istar and wrought much death and destruction onto the continent. The Gods of Darkness return first to the world, but they are secretive and trust their aid to a select few clerics. Takhisis is the exception, as she begins recruiting humanoids and monsters to Neraka via divine guidance, to eventually form the Dragonarmies.


We get a detailed write-up of how each of the deities interacts with the world when they return to it. The evil ones had a 200-year head start, with the rest coming very recently (at the beginning of the War of the Lance). Branchala gives his spells to clerics with a knack for music and travel, and directed them to help combat Lorac's Nightmare, the force which is destroying Silvanesti. Habbukuk set about gathering clerics and druids to help heal nature and communities afflicted by the wars. Kiri-Jolith's faithful joined the Knights of Solamnia and helped the Order of the Sword reconnect with the deity. Majere's worship and knowledge was preserved in a few Ergothian monasteries, even if he did not grant spells, so it wasn't hard for them to recover. Mishakal first came when Goldmoon, a Hero of the Lance and daughter of an Abasinian Plains chieftian, discovered the Disks of Mishakal and helped spread the word of the Gods' return to the world along with Elistan. Paladine was instrumental in the spread of knowledge as well, often taking the form of a senile wizard named Fizban to subtly help out the Heroes of the Lance and others to help defeat the Dragonarmies. Solinari foresaw the coming war and instructed the head of the White Robes to find a "sword," or wizardly pupil to train, to help fight the evil. That sword was Raistlin, a Hero of the Lance.


For the deities of Neutrality, there's not really much that hasn't already been said, other than that Lunitari guided Raistlin into joining the Red Robes, Reorx was still worshiped by dwarves (although a lot of it was for show before the War), and Shinare's faith rose quickly during the war.


For the deities of evil, Chemosh's faith flourished in hopeless people willing to do anything to avoid death in this miserable Age, Hiddukel's priests quietly kept to the north, Morgion gained a following among the Zhakar dwarves who hoped that he could cure their fungal plague. As for Nuitari, the Black Robes were traditionally enemies of Takhisis' faithful, but they entered into an alliance with the Dragonarmies and helped them form the ritual to create draconians and flying citadels (airborne castles carrying troops which attack cities from the air) for military dominance. Takhisis, of course, had her faith grow exponentially with the power of the Dragonarmies. Zeboim's faith is small and secret, by fearful sailors placating her wrath.


We get a rundown of character classes and how they differ during the War of the Lance. Bards cannot cast spells due to them being of primal sorcery, mystics and sorcerers don't exist (except for fey and dragons), and divine spellcasters could not gain spells until their respective deities come back to the world. The Legion of Steel and Knights of Takhisis/Neraka don't exist yet in this era, and thus cannot be taken.


We also get a brief rundown on some countries and how they differed back during the War. Abanasinia was a theocracy ruled by the Seekers, worshipers of false deities who sought to exploit and control the populace before the Dragonarmies invaded and occupied many of the ruins and towns. Balifor was rugged country, but much more plentiful than the modern Desolation. Blode is an ogre country in the southern Khalkist mountains, and they live in the ruined cities of their ancient empire and view themselves as more "cultured" than their cousins in Kern. The Maelstrom, a giant red whirpool covering much of the open sea in the Blood Sea Isles, makes travel treacherous in the region. Estwilde was one of the first countries to be dominated by the Dragon Empire, and its more evil-inclined tribes joined the Dragonarmies. The kender of Goodlund was under siege by the Black Dragonarmy, but they managed to hold their ground. The ogres of the nation of Kern live lives as scavengers in their mountainous country and united under the Dragonarmies eager to recruit them. Kharolis is a relatively stable country, and some wizards living nearby used their magic to help them, earning them much goodwill among the populace (a rarity during this time). Qualinesti was evacuated during the early War of the Lance when the Red Dragonarmy invaded, and Silvanesti went to war about a decade before the War began. The Silvanesti king Lorac used a Dragon Orb to repel the Dragonarmy, only to unleash his nightmares into the world and turn his forest nation into a monstrous hellscape. The dragonarmies retreated out of Silvanesti along with most of the elven population, due to it becoming virtually uninhabitable. The Taman Busuk region is the heart of the Dragon Empire and home to the capital city of Neraka, which is thriving in this time. Here and in the city of Sanction the Dragonarmy forces are omnipresent, with clerics, draconians, and all manner of monstrous soldiers ready to be shipped off to far-away lands for conquest. Thorbadin's gates are closed off to the rest of the world, and internal politicking almost results in them being invaded by the Dragonarmies as the dark dwarves made a deal with them; the Heroes of the Lance help repel their efforts.


Admittingly, this is really a bare-bones description of the era. The War of the Lance sourcebook by Sovereign Press goes into far more detail on this era, as do the original Chronicles.




The Early Age of Mortals


This era is set after the devastating effects of the Chaos War, when Takhisis stole away the world and the Dragon Overlords discovered the Material Plane. Once again the gods lose touch with the world, except now even the Wizards cannot gain access to magic. With the appearance of the Dragon Overlords, people are desperate to find new forms of magic hinted at by Fizban in a note before he vanished. This magic was sorcery and mysticism.


There are actually rules which I forgot to cover in the Magic chapter, where a Wizard can become a Sorcerer, or a Cleric a Mystic, and vice versa. Basically spells in a spellbook become spells known and vice versa, and divine casters either gain or lose one domain (or both if a mystic becomes a cleric of a deity whose original domain is not among the selection). It's a process which happens during the next level up, and the convert is saddled with a -20% penalty on experience points gained until the new level.


We also get stast for Beryllanthranox, the Green Dragon Overlord. She is a Challenge Rating 26 dragon with some pretty beefed-up stats (893 hit points, 38 armor class, saving throws in the high 20s to high 30s, a 30d6 acidic breath weapon, and can cast 9th-level spells).


During this time the Dragon Overlords (as well as many chromatic dragons) set about stealing the essence of their own kind to gain power. In the Overlords' case it was to solidify their power base, while in the weaker kins' case it was a desperate struggle to find a way to survive. This horrific event resulted in a near-genocide of dragonkind, known as the Dragon Purge. All but one of the metallic dragons had no choice but to go into hiding to avoid death, but even then many died. Eventually Malystryx calls for an end to the purge, and sets up borders with the other Overlords of the land they ruled. The Dragon Overlords ruled entire countries at this time.


The five Dragon Overlords are: Malystryx (Red, ruler of the Desolation region, Khur, and Kern), Khellendros (Blue, ruler of much of Solamnia), Beryllinthranox (Green, ruler of Qualinesti), Onysablet (Black, ruler of Blode, Estwilde, and southern Nordmaar), and Gellidus (White, ruler of Southern Ergoth). All but the last two died by the time the current era came, and Onysablet got slain by a hero in a novel sometime after this book was published. As for Gellidus, well he's the final boss of the Key of Destiny Adventure Path, and has quite an epic showdown (I won't spoil things here).


After her theft of the world, Takhisis was too weak to grant divine spells or exert her influence upon Krynn, and the spirits of the dead could not move on to the afterlife. She promises the dead to free them in return for service, and sends them out to leech what little magic remains in the world. Over time she gains more power, and transfers a semblance of power into Mina, a young orphan girl. Mina originally washed up up on the shores of Schallsea and is adopted by mystics of the Citadel of Light. In reality she is a goddess who was put into a dreaming state around the Age of Starbirth to preserve the divine balance. Possessing the powers of a true cleric, she is a prophet of the One God, a god she claims never abandoned Krynn, who in reality is Takhisis (but she doesn't tell anyone this). She ends up joining the Knights of Takhisis (who are distraught over the apparent loss of their goddess) and quickly ascends to a leadership position. She forms an army of soldiers across Ansalon to fight the Dragon Overlords and kills Khellendros by turning his own breath weapon against him with Divine Retribution spell (mentioned back in Chapter Three), and uses a Dragonlance to slay Malystryx.


Takhisis comes to her end when the surviving Heroes of the Lance use the Device of Time Journeying to restore a connection between Krynn and the Gods. Furious, they punish Takhisis by cursing her with mortality, but Mina is still faithful to her. She is slain by an elf who loved Mina, and Mina takes her goddess' body to parts unknown, swearing vengeance upon elvenkind. Paladine becomes mortal to preserve the balance, and Krynn is once again reunited with its gods.


Naturally, there is also a sourcebook for the Age of Mortals. Unfortunately, it was developed by Fast Forward Entertainment, and wasn't very good.


Thoughts so far: This doesn't have much in the way of advice for playing in the era beyond a list of events and how they can be used for stories. Unfortunately, more detailed play will require additional materials to fully understand the era.


I also heavily recommend making your player's original PCs the Heroes of the Lance if gaming in the Age of Despair. Making your own heroes be the stars of the show is quite the rewarding experience, and playing your own characters with their own pasts is overall superior than using another group's pre-designed PCs or playing second fiddle to Raistlin and the gang.


On that note, there is a super-updated 3rd Edition version of the original Dragonlance Chronicles (D&D's very first Adventure Path), which I plan on reviewing after I complete the Key of Destiny. But all will come in due time...




Adventure: The Ghost Blade


Rounding out the book are two adventures. We will cover one of them, the Ghost Blade, a short little dungeon crawl for 4 PCs of 5th level.


Basically in times long ago, a Qualinesti princes named Enarathan wielded a blade which allowed him to stealthily approach his foes. Unfortunately this proved to be his undoing, as the magic of an ogre magic warned of the elf's presence when he tried ambushing an ogre patrol. Enarathan escaped, but was mortally wounded. He died and was buried with honors in a tomb by his people, his blade with him.


The adventure takes place in the village of Chisel in southern Solamnia, near the coast of the new sea.


Now a map to the tomb has been discovered by a group of rogue draconians. While preparing for some tomb-robbing in town, a kender managed to "find" the map laying around; the draconians pursue him, but the kender thinks it's all a game of tag, and the group runs right in to the PCs, and are willing to fight to get it. The draconians are baaz and six in number. Once the PCs kill them or drive them off, the kender introduces himself as Thorn Troublefinder, and shows the PCs the map ("I was trying to return it to its owner when these strange men started chasing me!"). Said map is in Evlish script, and if the PCs are reluctant to go to the tomb, Thorn will mention that the draconians already know where it is and are more than willing to raid and defile it. He will accompany them on the adventure if they so desire (he's a 2nd level Rogue).


Three more Draconians stalk the PCs on the way to the tomb. They will try hiding or ambushing the PCs when it's most convenient, but opposed rolls allow the party to detect their presence.


The tomb itself is located in a heavily overgrown forest, and is unimaginatively named the Ghost Blade Dungeon by the book, and consists of 6 rooms. An entryway covered by a tree's roots which can only be found via searching, an antechamber leading into 4 other rooms (north, south, east, west, last two are secret doors), and a pit trap in the middle. The western way leads to a former purification chamber, where visitors bathed in the waters; it is now home to a gray ooze. The eastern way leads into a shrine to the god E'li (Elven name for Paladine). The statue of the deity is magical, and bathes the room in a consecrate spell if set during an era where the Gods have returned to the world, and can be used to petition the Gods of Light to make a faithful person a cleric.


The northern way leads into a room full of tiles, of depictions of Enarathan in his life battling ferocious enemies (such as that ogre magi). On the far northern side of the room is a secret door leading to the actual coffin, and is sealed with a glyph of warding which scours fire on intruders who don't dispel the runes. Additionally, four wooden statues in the room will come to life and attack the party. They're very weak Challenge Rating 2 constructs, with slam attacks and minor hardness (deducts 5 points of physical damage).


The final room contains Enarathan's preserved corpse, along with Alurashean, the Ghost Blade. His silver breastplate is cursed specifically to deal with tomb robbers. It is a +1 Breastplate of Elven Rage, which grants morale bonuses on attacks against the wearer by elves and a -6 penalty on Charisma-based skill checks with elves. The Ghost Blade is a +1 longsword made of silver which grants a +10 on Hide and Move Silently checks when unsheathed, as it muffles the wearer's sounds and makes them appear shadowy. If the blade is used to strike an opponent, the bonuses are lost until it's sheathed and unsheathed again.


Once the PCs leave the tomb, more draconians, 3 baaz and 1 kapak ambush them. The kapak has a +1 short sword.


Regardles of whether the PCs take Enarathan's possessions or choose to preserve the sanctity of the tomb, the adventure is over.


Overall I feel that the monsters are a little too weak for a party of 5th-level PCs. It also feels out of place in Dragonlance, as a traditional dungeon crawl for loot, especially of a beloved elven prince, doesn't seem in line with earlier themes of the book. An adventure where the PCs have to protect a town from clerics of a deity of darkness, or help a knight's squire on a quest to prove his worth, would be more appropriate.


Concluding Thoughts: A wonderful book for a wonderful campaign setting. Dragonlance Campaign Setting does a great job of detailing the world and converting it to the 3rd Edition ruleset. It blends the fluff and crunch together so that they feel seamless and help tell a greater picture, as opposed to other sourcebooks which just dump new spells and prestige classes without giving a wider context to the world they're in. The game mechanics are rusty in parts, with unbalanced options, but overall this is a very comprehensive and entertaining book which really captures the feel of Dragonlance. Dragonlance has not made a resurgence in 4th Edition, and time will tell if D&D Next picks up the setting. Until then, this is one of the most informative and up to date sourcebooks for the world of Krynn and its people.




There's actually some unused artwork of the book on the Wizards of the Coast page for this adventure, as well as others. Here they are:


Enarathan's Rest:
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The Ghost Blade:
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Tag and Chase:
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Gnome Work Crew:
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Mobile Bookshelf with Selector Arm (Gnome invention):
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Dragon Mountain Monument:
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Untitled (Looks to be a Gnomish Contraption):
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