Dragonalnce Campaign Setting

LordAO said:
So how big will these adventures be? Like Return to Temple of Elemental Evil big? How long, on average, do you guess it will take to complete them?

Currently, the page count on each one is 128 pages, with each one packed as full of information as possible. Ideally, the adventures are meant to take characters roughly from 1st level through 18th-20th level... a massive undertaking... together, they are meant to be a complete "campaign."

Christopher
 

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to be perfectly honest, DL needs less epic, and more mundane adventures. I want modules i can run in between epics, to explore the world and get a feel for the campaign. I know that every iteration of DL has been anchored by epic, but come on now, we need to have some filler out there....
 

talinthas said:
I know that every iteration of DL has been anchored by epic, but come on now, we need to have some filler out there....
You don't use a relaunch of an entire campaign setting as the springboard to release a "filler" adventure. Do it in style, with a new epic. There'll be plenty of time for smaller adventures down the road.
 

see, to me, dragonlance never died, so this isnt a relaunch so much as a continuation. I don't want more of the wotl. i dont want more of the doana. i want more krynn adventures. more places to play. less railroading. Surely there must be some minor evils out there.
 

Hey Guys,

Here's some thoughts I posted on the new book a few days ago on RPG.Net. I thought it might be of interest here. This is my first posting here, so please be gentle.

Okay, here's some specifics:

Races:

Humans
Subclass: Nomads (gets language bonuses)

Dwarfs
Subclasses: Mountain, Hill, dark, gully

Mountain and Hill types are standard D&D dwarves mechanically with changes to base languages.

Dark Dwarves get +2 con, -4 charisma; darkvsion 120 feet, bonuses to hide, ms, and listen, and penatlities in daylight (-2)

Gully dwarves get +2 dex, + 2 con, -4 int, -4 charisma; Small size; Penalties to resisted intimidation checks, and bonuses to begging for their life (a la diplomacy checks)

Elves
Subclasses: Kagonesti, Qualinesti, Silvanesti, Half-elf

Kagonesti: +2 dex, -2 int, -2 cha; elfsight (which includes standard low light vision and darkvision 30); various nature related skill bonuses

Qualinesti: Elf Sight (as per kagonesti), skill bonus to diplomacy type skills, standard D&D elf stats

Silvanesti: +2 dex, +2 int, -2 con, -2 cha; elfsight, skill bonuses to spell stuff (spell craft, etc)

Half ELves: Elfsight, otherwise standard

Sea Elves
Subclasses Dargonesti and Dimernesti

All:
Breathe Water (what it sounds like), diff weapon proficiences, bonuses to sea skills

Dargonesti
+2 st, +2 dex, -2 charisma; darkvision 60ft; various low level spell like abilities, alt form: purpoise (can turn into a dolphin like creature as per polymorph). Penalties if they spend too long on land with water immersion. Lvl Adjust +1

Dimernesti
+2 dex, +2 int, -2 wis, -2 cha. Alt form: Sea otter Penalties if they spend too long on land.

Gnomes
Subclasess Standard and Thinker

Standard: +2 dex, +2 int, -2 strength, -2 wisdom. Small. Bonuses to alchemy checks and will saves. Also bonuses based on which guild they belong too.

Mad Gnomes (thinker gnomes): Sames as standard except: +2 dex, -2 strm; +2 disable device and open lock which they can use even if they don't have the skill, no racial bonus to will save

Kender: +2 dex, -2 str, -2 wis; Small; Bonuses to lots of thievely skills; fear immunity; penalty to concentration checks

I won't give specifics on all of the other races, but here's a list of what's in there, and ECL:

Centaurs ECL 6+

Baaz Draconians ECL 3+

Kapak Draconians ECL 4+

Irda (High Orges) ECL 2+

Ogres ECL 6+

Half Ogres 1+

Minotaur...they actually got them down to a ECL 0 race, suitable for first level gaming...very cool.

New Classes:
Noble (kinda help fill a bard role...support and inspire, sans spells)
Mystic (cleric who doesn't need to worship a specific god)

New Prestige Classes:

Knights of Solimnia
Subsets; Knight of Crown, Knight of Sword, and Kinght of the Rose

Knight of the Crown: Excellent fighters, best BAB, has the supernatural ability to improve strength for short periods of time (similiar to barb rage, but without the con bonus or will save), also other fun supernatural combat bonuses

Knight of the Sword: Paladin-esqu. Can turn undead, cleric bab progression, gains plus one caster level per level

Knight of Rose: Magely knights, best bab, +1 one level of exisiting mage class for spells, and some fun supernatural abilities.

Knights of Neraka
SUbsets, Ko Lily, Kot Skull, Kot Thorn.

Lily: Best Bab, Rogue Fighter combo
Skull: Blackguard, Cleric BaB, SPells +1 class per level
Thorn: Diviner Fighter types, Spells +1 per level, Cleric Bab, lots of fun evil supernatural abilities

Legion of Steel: Only 3 levels of this prestige class, has aspects of ranger favored ability

High Sorcery: red, White, and Black Robes..cool bonuses for mages

Dragon Riders: Gets dragon cohort at 1st level, and it gets better from there

Inquisitors: fun prestige class for lawful rogues, basically fun investigator types

Legendary tactitians: Bonuses to mass combat, best bab

Righteous Zealot: Clerical Type, good at convincing other to follow his/her god, getting crowds all riled up, etc.

Feats: there's lots of them, I'll jut give you 1 cool one

Honor Bound

Descrpiption: Keeping your word and upholding your honor is important to you.
Benefit: You gain + 2 circumstance bonus on any saving throw that would result in breaking a promise, oath, or sworn duty
Special: If you willingly break an oath, you lose all benefits of this feat until you atone for your actions (See atonement spell).


Then follows a cool description of the way magic works in Krynn, followed by a bunch of new spells, then a history of Krynn with some character write ups. I've not finished looking through the history yet, but while I could find a lot of second tier heroes, I couldn't find Raistlin, Caramon, etc. Of course, the assumed setting is the age of mortals, but I would have assumed their stats would have still been included in the history section.

The book ends with an adventure, and a bunch of monsters.

My overall feelings towards it: Good Book, nicely presented. Aside from one or two editorial mistakes lacking an INDEX (which is a big pet peeve), and missing out on the chance to stat some d&d classic characters, it's a solid book, and worth the money.

Hope this helps inflame your desire for the book,
Jason



__________________
:D


EDIT: Originally I thought that the Minotaur ECL was left out, but Chris pointed out to me on another thread that it wasn't left out, the ECL was +0 so it wasn't needed.
 
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Bestopheles said:
This is my first posting here, so please be gentle.

Welcome to the boards, and thanks for the info! I'd love to hear more about the dragon rider PrC, if you've got the time or inclination...
 

It should be interesting to see how this classic setting does in a market with a lot of intense competition from Warcraft and Warlords to the Iron Kingdoms and Midnight.

I wouldn't mind looking over the core book myself but it's another hardcover that I would have to sell my very rare Type 0 negative blood for.
 

LordAO said:


So it is Wizards of the Coast's fault then? Why didn't you just say so before? (Well, ok politics). If you had just come out and said that you wanted to do the Fifth Age magic differently, but Wizards wouldn't let you, we never would have had this argument.

Really, the longer d20 exists, the more flaws it shows. It had to be a system which would improve roleplaying games, yet it is such a nuisance. This is another example where d20 restricts people from proper roleplaying. It is too strict, it depends too much on balance, it forces creative people to slavishly follow written rules... :(

I think if you want proper RPGs (systems) we should expect more from GURPS or BRP instead of d20. For all WOTC has done, d20 and D&D remain hack & slash games. All the energy those people put into sreamlining the rules and keeping the balance... if they would have only spent a part of it in creating roleplaying aids, they would still have kept a decent streamlined & balanced game, but this time a more richer and more rewarding ROLEPLAYING game.
 

talinthas said:
to be perfectly honest, DL needs less epic, and more mundane adventures. I want modules i can run in between epics, to explore the world and get a feel for the campaign. I know that every iteration of DL has been anchored by epic, but come on now, we need to have some filler out there....

We have those :P

We have two in the DLCS.

We have a few in the works that will be going into Games Unplugged Magazine (a la Dungeon Magazine-like) that will probably end up as free web-enhancements on line.

Christopher
 

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