Dragonlance [Let's Read] Dragonlance: Legends of the Twins

Libertad

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The Anvil of Time Adventure

Some people have already asked in some forums regarding the general playability of time travel. Time Reaver is a 9th-level Sorcerer/Wizard Spell,* while the Device of Time Journeying is in possession of the Master of the Tower of Wayreth and will inevitably fall back into the original owner’s hands if stolen. What of lower-level adventuring parties, and those who do not necessarily want to deal with the aforementioned wizards?

*meaning you’d need to be 17th-18th level to learn it.

Well this adventure provides such an answer with a bonafide time machine dungeon suitable for four 5th-level PCs! The synopsis is that the Anvil of Time is a magical structure built back in the halcyon 2nd Age (Age of Dreams) so that its users could travel through time. An adventurer trapped in the place manages to teleport the PCs into the complex in order to help him get out, and in order to do so they must gather three crystals from the dungeon in different time periods to rebuild the exit portal. Although the overall layout of the dungeon is the same, its inhabitants and state of affairs change based on the time period in question.

Fun Fact: the Anvil of Time was originally published in Dungeon Magazine #86, the first proper Dragonlance Adventure for 3rd Edition. It was written by Tracy Hickman himself to boot, and had very light material on adapting setting material to the new D20 System. It even had some art which wasn’t reprinted in Legends of the Twins, most notably of Huma being a badass. Here’s a few samples:

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Our adventure opens up during the 4th Age* when they are approached by a bard looking for a means to earn his keep, and offers to tell them a story of Glory or Doom in exchange for a pittance. A story of Glory has him speak of Huma Dragonbane, legendary knight whose example would go on to form the Knights of Solamnia, and one of his lesser-known adventures where he and his good friend Magius pursued a terrible dragon to a mysterious place known as the Anvil of Time. A story of Doom tells of one of Lord Soth’s lesser-known tales when he and a retinue of Solamnic knights in the service of the Kingpriest hunted down a group of Black Robe wizards in a mysterious place known as the Anvil of Time…

Then the PCs teleport in the middle of the tale, a sensation akin to falling from the world through a tunnel of light.

*Age of Despair when the original Chronicles are set

The Anvil of Time is a 34 room dungeon, but the PCs have the opportunity to venture to the same complex during the 2nd Age (Age of Dreams) and 3rd Age (Age of Might). It is in these Ages the PCs can meet the aforementioned characters and their quarries from the bard’s tale. In order to escape the dungeon they must find three transport crystals required for the exit portal’s operation. And as said transport crystals are long-gone in the Age of Despair, they must be found in the earlier Ages. And in order to get into said earlier ages, the PCs must find slips of paper containing Transport Codes detailing the proper number coordinates to time-travel in a special room. The complex’s location proper is beneath the ruins of the City of Lost Names in the wastelands of northern Ansalon, and the adventure discourages the party from exploring too far outside*: obstacles range from a Dragonarmy or Solamnic knight battalion outside in the 3rd or 4th Ages, or being attacked and burned down by red dragons in the 2nd Age. Given that the city in most cases is but a ruined heap and surrounded by wasteland, this feels rather artificial as a barrier.

*a hole in the exit portal room’s roof leads up there.

The adventure is quite descriptive in places on how to set different atmospheres as well as the effects of time travel in the dungeon. During the 4th Age the Anvil’s fallen into disrepair and much of its rooms are dust-choked, its treasure almost entirely stripped by looters. In the Age of Might, Fistandantilus’ wizards have been renovating the place while the archmage’s clone makes use of research in the library. In the Age of Dreams, the place’s foundations are far stronger and while still old are not decrepit. A giant dragon skeleton in the 3rd and 4th Ages is the very dragon Huma and the PCs fight in the 2nd Age, while the after-effects of battle in rooms reconfigure based on said PCs’ actions in earlier Ages. However, you cannot “duplicate” treasure by taking an item from a later Age and going back in time to retrieve it in an earlier Age: there’s only one of said item, and if taken it’s presumed to have been with the PCs all this time in the intervening centuries/millennia.

During the 4th Age the dungeon’s mostly inhabited by ghouls and draconian looters,* both of whom are in a sour mood on account of the Anvil’s relative lack of warm edible flesh and treasure respectively. The person responsible for teleporting the PCs, a disreputable rogue part of a now-slaughtered group of adventurers, is Darmath Goodfellow. He’s eager to use the PCs at a chance of escape and will explain how they need to find the transport gems to power the exit portal. But he is not averse to turning on them if he figures another group has a better chance of helping him escape (or sparing him) and is Chaotic Evil in alignment.

*The 2nd and 3rd Ages have minotaur or Ergothian looters instead, who are opportunistic scavengers hostile to the other factions but will not seek out combat unless they have a clear upper hand or the PCs run into them.

A few rooms contain descriptions of the Anvil of Time’s features, and are quite complicated (averaging one page worth of description per mechanism) so I’m going to sum them up best I can: a Crystal Globe is used to view images of the outside world in the current Age and teleport people into the Anvil of Time, and thus transport people out to a desired location once the coordinates are set. The PCs put the 3 transport crystals into slots to power the device; its current image is the place where they were hearing the bard’s tale, who now appears frozen in time:

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There’s a magical elevator known as the Up-Down which has teleportation portals set in the walls and floors of identical rooms in a continuous loop; you go to a desired floor by grabbing a colored stone corresponding to a specific level from a convenient nearby bowl, and the stone slows down one’s descent until you can safely “air walk” to the proper level:

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A room containing a device known as a Transfinite Repeater has a rotary display of 12 numbers designed to accept transport codes, and said rotary is changed by cranking one of three giant winches in respective nearby rooms:

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The Transfinite Repeater’s room contains a window looking out into a giant cube straight out of an MC Escher painting:

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This cube room is the Anvil of Time proper and from which the dungeon derives its name. Each ‘wall’ and floor of the room corresponds to one of Krynn’s six Ages, the final Age being an as-yet unknown and unpublished Age. Entering in a transport code to a certain Age reorients the cube so that said Age is on the floor level. People on the other sides still exist, but are considered to be in a different time period and thus phase through each other and seem to be on their own gravity orientation but can oddly be witnessed and spoken to. This last part will be found out when the PCs encounter a party of elven soldiers on the 2nd Age side who attempt to arrest them for being “suspicious,” only for their arrows to harmlessly phase through the party.

It should be noted that the above devices’ natures can be discovered via successful Knowledge checks or have it explained by an NPC who understands the Anvil’s workings, although besides Darmath the latter options are all in earlier Ages.

The Anvil in the Age of Might: The Anvil at this time takes place a mere few years before the Cataclysm. The dungeon is inhabited by Solamnic Knights who are slowly winning ground against the Black Robe Wizards; the former are suspicious of the PCs and barring a Diplomacy check, aiding them in combat, or a promise to help them kill the mages, they will presume the party to be on the wizards’ side. The wizards are here on a super-secret mission by Fistandantilus and so will not tolerate any intruders. Should the PCs choose not to intervene, the adventure also suggests running combat between the two factions round by round (hah!) or presuming that a given room has the knights win but lost all but 1d10 HP instead. Being squishy arcanists, the wizards will attack intruders through arrow slits and use the Up-Down elevator to attack from different levels.

The PCs can also meet Lord Soth in his pre-evil undead state, but signs of his fall are apparent given his obsessive single-mindedness of the mission. A Simulacrum of Fistandantilus can be fought, and although greatly weakened and running out of spells from earlier combat is still very dangerous on account of having a high caster level and Fireball traps set in strategic choke points by the wily wizard. One other notable encounter includes an animated bronze statue with electrical-powered fists thanks to an internal Wand of Shocking Grasp powering its blows.* A ghostly gnome and former living inhabitant of the Anvil is remote-controlling the statue to defend the complex against intruders, and she initially presumes the PCs to be up to no good.

*and whose charges are drained per attack.

The Anvil in the Age of Dreams: A party of Silvanesti elves are accompanying Huma Dragonbane and Magius in hunting down a red dragon who took refuge in the Anvil of Time. The dungeon at this point is in its best condition, and its rooms have the largest amount of magical treasure. The red dragon has amassed a considerable hoard in the room with the exit portal and is very strong: Challenge Rating 10 with an 8d10 breath weapon and melee attacks all but guaranteed to hit PCs at this level. The adventure recommends making the fight with said dragon super-cinematic, where fire breaths, tail swipes, and area of effect spells cause pillars and walls to break, granting granting access to adjacent rooms and forming debris which can cause damage from falling or serve as cover. Fortunately the PCs have a chance at gaining the aid of Huma and the elven soldiers. The elves are mostly dicks, speak only in an antiquated form of Elven which doesn’t translate perfectly to its modern counterpart, and whose leader is the most likely to meet the PCs on non-violent terms.

Huma Dragonbane and a Silvanesti cleric are in a room inspecting a Dragonlance and trying to figure out its properties, while Magius is in the library and may tolerate an interruption from his research to answer questions. Said ancient library is entirely in the language of the irda (good-aligned ogres) and has a few books of events which have yet to pass in the current history. There’s a few easter eggs of IRL novels with titles such as Draconian Measures and the Annotated Dragonlance Chronicles.

The named NPCs are quite powerful, although not overly-so: Huma is 8th level, Magius 10th, the elven leader and cleric 5th, and the 8 elven soldiers 3rd level Warriors. The dragon’s guaranteed to kill the latter with a well-placed breath weapon and possibly Magius and the Silvanesti leaders with some focused strikes, but with a Dragonlance Huma has a good chance of putting on the hurting. It’s likely that the party can easily overwhelm the dragon due to sheer action economy alone.

And in case you’re wondering, no, Soth and Huma’s parties will not accompany the PCs to different time periods given that they still have much work to do in their own eras. And if Huma is ever in danger of dying then Magius will step in at the last moment and teleport him to safety, for he has a destiny to defeat Takhisis.

When the PCs manage to go through the exit portal, they appear before the bard who continues his story as though nothing happened. He includes some exaggerated descriptions of notable actions two or three PCs performed in the appropriate Age as he finishes the story, and will be surprised at the notice of any new treasure or survivors which seemingly appeared out of nowhere. He will be interested in said unusual changes and ask if the party has any tales worth telling about them.

Magazine/Legends Changes: the bard has his own stat block in the adventure although entirely unnecessary given he never takes part in combat. In the Dungeon Magazine adventure he was a Bard classwise, but to reflect the lack of “primal sorcery/spontaneous spellcasting” during the 4th Age he has levels in Master (Performer). Master can be summed up as Skill User: the Class from the War of the Lance sourcebook. Several other stat blocks are changed to make use of material from the Dragonlance sourcebooks, such as Huma having levels in Knight of the Crown and Magius/Fistandantilus levels in Wizard of High Sorcery Prestige Classes. Lord Soth is a much-stronger 10th level Paladin in Dungeon, but a 7th level Fighter in Legends.

There’s notes on how to scale the adventure for higher or lower-level parties, a common thing in Dungeon Magazine. Most of them involved changing the number of creatures or or changing the red dragon’s age category.

The Silvanesti Warriors and Black Robe Wizard mooks are all dudes in Dungeon Magazine, but in Legends of the Twins are given a more even gender parity.

Darmath’s stat block is reworked to give him a better Bluff check (+8 instead of +3) in the Legends sourcebook given the adventure mentions he will “lie to save his skin.” The ghost gnome’s an Expert in Dungeon, a Rogue in Legends.

There are stat blocks for draconians and kender in the appendix in Dungeon.

Thoughts So Far: This is a pretty nifty dungeon crawl. Some of the time travel and device mechanics may be a bit complicated to explain, which may not be to every group’s liking. The Anvil serves as a useful “home base” of sorts for making forays into other eras, although its remote location on Ansalon places it out of the grasp of the party once they finish said adventure until they travel to the aforementioned City of Lost Names. It feels a bit too easy to end up in combat with the “good factions” in this module, and a bit hard to narratively discuss how the PCs may be on good terms with Soth/Huma/etc when they’re covered in the blood of their companions. And while most encounters are simple “war of attrition” style fights dungeons are renowned for, the presence of allied NPCs risks making the dungeon crawl too easy depending on the PC makeup.

Concluding Thoughts: And so we come to an end of the Legends of the Twins review. I hope that those reading along found it an entertaining one, even if Dragonlance is not everyone's cup of tea.
 

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