D&d 3.5 Dragonlance Pdf
Dec 30, 2013 [Let's Read] Dragonlance Campaign Setting Ah, Dragonlance, a grand setting with humble beginnings. The setting's creators, Margaret Weis and Tracy Hickman, came up with the fictional world during a car trip, and were hired later by TSR to write adventures. Around this time there was plenty of information on dungeons in. Here you can download d d 3.5 pdf shared files that we have found in our database. D amp d 3 5 dragonlance towers of high sorcery pdf. From mediafire.com (5 MB). User summary: PDF edition. Page count includes front and. Dragonlance Campaign Setting Dungeons & Dragons (3.5 Edition) d20 System.
Ah, Dragonlance, a grand setting with humble beginnings. The setting's creators, Margaret Weis and Tracy Hickman, came up with the fictional world during a car trip, and were hired later by TSR to write adventures. Around this time there was plenty of information on dungeons in RPG sourcebooks, but not so much on Dragons. Hickman suggested a series of linked adventures, and the design team decided that a series of novels should accompany it.And thus the Dragonlance Chronicles were born. The setting proved wildly popular, even beyond the Dungeons & Dragons fandom, earning a spot on the New York Times' Bestseller list. For a time it even shared a spotlight with the established Forgotten Realms as a popular setting.
Of course the series had its controversy as well. Many chided the original modules as railroady, the kender race proved a hit with disruptive Chaotic Stupid players, and the 'update' to the setting's 5th Age and temporary abandonment of the D&D ruleset rivaled our modern Edition Wars in dividing the fanbase. But the world and its stories still holds a place in the hobby's history for being revolutionary for its time, examining what a world functioning under the D&D ruleset would be like, and popularizing the 'epic journey to save the world' model as a campaign concept.
Love it or hate it, there are few other settings like Dragonlance.
The Dragonlance Campaign Setting is a 3.5 sourcebook, published by Wizards of the Coast in 2003. Technically a 1st-party book, it received no further official support, with the production of future sourcebooks delegated to Margaret Weis in charge of Sovereign Press. It was this book I was first introduced to the world of Dragonlance.
You may journey with wizards as they risk their lives to take the test that can grant them great power. You may quest with brave knights to prove their honor and worth or discover heroes in ordinary people who fight for their homes and loved ones. Your travels will take you through lands of mysterious ruins populated by terrifying creatures. You may fly on the backs of dragons in the service of your cause, be it good or evil.
The continent of Ansalon is a land of marvelous beauty with a rich and fascinating history. You can choose to fight on the side of good, serve the cause of evil, or work to maintain the balance of the world. You may restore lost knowledge to the people or search for powerful magic artifacts to aid your struggle. You will face the awesome power of enemy wyrms and soar the skies on the backs of dragons that serve your cause.
Welcome to the Dragonlance campaign.
The setting takes place on the continent of Ansalon, which is on the planet of Krynn. Ansalon is located in the southern hemisphere and measures 1,300 miles west to east and 1,000 miles north to south. It was a large, unbroken landmass originally, but the Cataclysm at the end of the Third Age fractured it. Despite its relatively small size there are many unexplored regions, from monster-filled wilderness to inhospitable wastelands and mountain ranges. The continent of Taladas is far to the northeast of Ansalon, home to many of the same races, though the societies have progressed separately. The good-aligned metallic dragons claim the Dragon Isles to the north of Ansalon as their ancestral homeland, and almost all of them left Ansalon in a self-imposed exile during the Age of Despair.
There's also a short blurb on Krynn's races, but since they're part of Chapter One we'll skip that and talk about the Campaign.
Two themes are integral to Dragonlance. Epic Fantasy is a genre of high adventure, where the PCs take part in grand struggles and whose deeds pass into myth and legend. Even small adventures can have wider consequences down the line, and PCs who attain higher levels have the chance to make a living mark upon Krynn's history.
The other major theme is the Conflict of Good and Evil. Although Dragonlance uses the nine-fold Alignment axis, Good, Evil, and Balance (Neutrality) are the major cosmic forces. Neither can exist without the other, and even if one side appears victorious for long (such as in the Age of Might or Despair), the cosmic pendulum might swing to the other side. Individuals are chosen to champion the cause of moral forces, even in an unwitting role. But even then mortals can defy the gods and forge their own destinies, like Raistlin did in the Legends trilogy. Although Good and Evil are absolute forces, the workings of the world and the choices people make can redeem corrupt villains or even corrupt causes with good intent.
Libertad's Notes: This is what separates Dragonlance from many other settings, for both good and ill. While one could probably try running a 'standard' D&D campaign of dungeon delvers, it isn't really designed for it. However, as evidenced by the Original Chronicles and Key of Destiny, it is a very friendly setting to world-saving heroics and PCs deciding the fate of Ansalon long-term. The game is a low-magic world, and although PCs encounter plenty of magic and monsters, a lot of the setting was designed to make the major events stand out that much more. There's no real magic item shops beyond spell components and scrolls/potions/wand stuff, as permanent magic items are supposed have their own legacies and stories behind them. Arcane magic is tightly regulated by the Wizards of High Sorcery for its destructive potential, although the mages of the remaining Tower of Wayreth have enough power to even repel a would-be Godling. Several countries are idyllic and go through periods of peace, only to be besieged by a hostile outside force for the PCs to protect them against (Silvanesti, Solamnia, Hylo). In the non-eventful times they're not really packed with adventure opportunity, sort of like the Shire in the Lord of the Rings.
Basically, Dragonlance is suited for a more epic, Tolkienish style of gameplay in comparison to settings like Eberron, where danger and intrigue lurks behind every corner and greed and glory are just as reasonable motivations as heroism. I would not describe it as a weakness so much as a quirk which distinguishes the setting style.
Dragonlance Campaign Setting Chapter One: Races
Now we start into the book proper. Here we look at the major (and some minor) races of Krynn and briefly into their personalities and culture.
The Humans are one of the three elder races of Krynn. Created by Gilean and the Gods of Balance, humans were the first race to be gifted with free will and are known for their variety and ambitiousness in contrast with their short lives. Generally humans are divided into the categories of 'Civilized' (agricultural, urban and higher technology level) and 'Nomadic' (hunter-gatherer, closer to nature spirits) humans, but even then these are more arbitrary categories. The Nomadic humans might be viewed as more primitive and barbarous, but have just as intricate histories and customs, and some even have their own great cities (the Khur in particular). Nomadic humans, however, are more suspicious of outsiders given that their homes traditionally did not have as much contact with other groups.
Prominent civilized human groups include the Abanisinians (frontier folk, have a history of turning to false gods), Ergothians (powerful nation of mariners in western Ansalon), Kharolians (southwest Ansalon, friendlier to Wizards due to close proximity to the Tower, keep extensive genealogical records), Solamnics (lawful good nation of chivalric knights), Nerakans (descendents of the ancient Istarans, live in Neraka and are the 'bad guy' nation of the setting), and Nordmen (live in humid jungles of the north, known for their horses).
Prominent nomadic human groups include Abanisinian Plainsfolk (based off of real-world Great Plains Native Americans), the Khurish people (based off of nomadic Arab tribes), Nordmaarian Horselords (live in the plains of Nordmaar), Sea Folk (or Saifhumi, ply the waters of northeast Ansalon), the Ice Folk (far south of Ansalon, live in igloos and navigate tundras with giant wind-powered sleds), and Taman Busuk nomads (live in the mountains of Neraka, recruited into the Dragon Empire's armies during the Age of Despair). Nomads are also more likely to worship Chislev, goddess of nature.
All humans, both civilized and nomadic, speak Common and one regional dialect. There isn't much more to say about humanity as a whole without delving into the various ethnic groups. I might detail them later in Chapter Six: Geography of Ansalon.
The Dwarves are an industrious people who traditionally live in underground kingdoms. They were one of the races created when the Graygem of Gargath cracked in the Age of Dreams from Gnomish stock. Dwarves are proud of their facial hair, have extensive ties to family and clan, and are primarily Lawful Neutral (as opposed to Lawful Good in most settings). The primary dwarven kingdoms are Thorbadin and Thoradin, although there are scattered communities across Ansalon. Reorx, God of the Forge, is their most popular deity. 'By Reorx's beard!' is a common saying uttered in dwarven halls.
Dwarves are further divided into mountain dwarves, hill dwarves, dark dwarves, and gully dwarves. Mountain dwarves are those clans who remained within Thorbadin. They include the Hylar (Highest), the oldest of the clans and are the nobles of the mountain dwarves; the Daewar (Dearest), a clan of proud warriors; and the Klar, a clan of hill dwarves trapped within Thorbadin when the realm was sealed off from the rest of the world. They were an oppressed underclass, allowed only most menial jobs and confined to impoverished sections of town, and their wiry beards and darting eyes gave them an undeserved reputation as madmen.
The Hill Dwarves are all of the Neidar (Nearest) clan. When the Cataclysm rocked the world, many dwarves living above Thorbadin rushed to the kingdom in desparate need of food. The kingdom did not have enough resources to care for them, and kept them out. This led to bitterness and hatred which erupted into the Dwarfgate Wars as the Neidar attempted to fight their way into Thorbadin, but failed. A people without a home, the Neidar lived among non-dwarven communities and in their own towns, nursing a longstanding grudge against their mountain dwarf brethren.
The wizard Fistandantalus, who fought on the Neidar side, betrayed them and created a magical cataclysm which killed thousands on both sides. Thus the overall dwarven hatred and distrust for wizards.
The Dark Dwarves are two clans of mountain dwarves who live deeper than others, completely in darkness. They are known for being evil and treacherous, and are much paler than others of their kind. The Theiwar (Thankless) clan became allergic to sunlight sometime around the Age of Dreams. They are very fair-skinned and have a knack for arcane magic. The Daegar (Deepest) clan were once noble mountain dwarves, but sided with rebel Theiwar and were banished with them to the deeper reaches.
Dark Dwarves have all the traits of PHB dwarves, except they have -4 Charisma, longer sight of Darkvision, racial bonuses on Hide, Listen and Move Silently checks, take penalties to rolls under bright sunlight, and have Rogue as a favored class. They’re definitely geared towards stealthier characters, but the light sensitivity is a big hindrance for most campaigns.
Which brings us to Gully Dwarves. They are of clan Aghar (Anguished), and are one of the 3 comic relief races of Dragonlance and thus hated by a lot of gamers. Basically gully dwarves are believed to be the result of gnome-dwarf interbreeding in the distant Age of Dreams, inheriting the worst traits of both. They earned their name for their poor status and living conditions.
Gully Dwarves live amid the ruins, sewers, and other places untouched by the other races of Ansalon. Their lives revolved around simple survival, of hunting and scrounging food most of the time. They are incredibly stupid, most being unable to count past 2 (which is anything more than 1 to them). They believe themselves to be abandoned by Reorx and thus worship no Gods. They're mostly Chaotic Neutral, having no code of rules beyond survival and not cared for by either side of Good or Evil. Instead they appeal to ancestral spirits they believe live in objects; a dead rat or lizard or wooden spoon might have wondrous powers (which don't exist) to a Gully Dwarf. They also only fight when backed into a corner, pleading piteously to have their lives spared. None of the other races of Ansalon like them, and are usually chased out of communities or forced to live in forgotten spaces of cities.
Gully Dwarves as a race are incredibly underpowered. They have +2 Dexterity and Constitution, but -4 Intelligence and Charisma. They receive bonuses on stuff gully dwarves are good at (survival checks, diplomacy checks to convince enemies not to harm them), but they receive penalties against fear effects and Intimidation rolls for their cowardice. Gully dwarves make poor thieves and arcane casters due to their slow speed and intelligence/charisma penalties (plus kender have more relevant bonuses). They're not good melee brutes due to their small size, and overall lose much more than they gain in terms of racial traits. There's nothing a gully dwarf can do that an existing race can't do better.
The Elves of Krynn are one of the three original mortal races, created by the good-aligned Gods of Light. As a people they have long lifespans and seek to live in harmony with nature. In addition to low-light vision and the common PHB elven racial traits, Dragonlance elves have Elfsight, which grants Darkvision up to 30 feet.
Qualinesti Elves live in the forest nation of Qualinost. They tend to have better relations with other races in comparison to their more xenophobic kin (+1 bonus on Diplomacy and Sense Motive), but even then they look down upon them as crude and unsophisticated. They're much more indivualistic, and their government is run by a Senate which elects their ruler, the Speaker of the Sun. Twice they had to leave their homeland, most recently after a battle with Beryl the Green Dragon Overlord turned their capital city to ruin. Like the Silvanesti they are a people living outside their ancestral home.
Kagonesti Elves, also known as Wilder Elves, live in the forests of Southern Ergoth. They are a technologically primitive, hunter-gatherer society and believe that every aspect of the world possesses a spirit. They decorate their bodies with feathers, paint, tattoos, leather fringe, and other accessories for symbolic meanings (family history, honoring spirits and granting good fortune, etc). They persevered through Ergothian incursions, the depredations of the Dragonarmies, the Dragon Overlord Gellidus, and even enslavement at the hands of Qualinesti and Silvanesti. This has made them resentful of humans and other elves for constant attacks on their way of life.
Oh, did I mention that the 'high' elves in this setting are total dicks? Yeah, every negative stereotype about elves in Tolkienish fantasy has been done tenfold in Dragonlance.
Kagonesti have +2 Dexterity, -2 Intelligence and Charisma, +1 bonus on Knowledge (Nature) and Survival, and are proficient with the longspear instead of the longsword. Their favored class is Ranger.
Silvanesti Elves are isolationist, arrogant people who are extremely racist against everyone else. They are the most beautiful of the elves and have one of the most advanced societies in terms of scholarly and magical might, but their cold aloofness makes it hard for others to appreciate this. They view half-elves as abominations, Kagonesti as savage children, and Qualinesti as 'poor, uncultured cousins.' They have one of the most strict caste systems in Ansalon, where a person's House determines their station and occupation in life. They traditionally lived in the forest nation of Silvanesti in southeast Ansalon, but after a joint Dark Knight/minotaur invasion drove them out they've been forced to live in the arid regions of Khur and the Plains of Dust. They are strongly lawfully-aligned.
In terms of game stats they have standard elf stuff, but +2 Dexterity and Intelligence, and -2 to Constitution and Charisma. They have +1 on Knowledge (Arcana) and Spellcraft checks.
Half-elves are treated as outcasts by both humans and elves. For a long time elven-human relations were not very good, and most children between the two post-Age of Might were borne out of rape by human bandits. As such, half-elves grow up unwanted and tend to be more likely to reject society and authority. They too have Elfsight of 30 foot darkvision like their elven parents.
Sea Elves live in Krynn’s many oceans. They are separated into two groups, the Dargonesti (Deep Elves), who stick to deep water and the Dimernesti (Shoal Elves), who live closer to the surface and coastlines near coral reefs. They are very tall, ranging six to seven feet on average, and have webbed fingers and toes and gill slits on their necks. Dargonesti have many deep-sea citadels and a glorious kingdom, Watermere, while the Dimernesti mostly have small family units. Also, Dargonesti have such a fearsome reputation as aquatic warriors that many sailors fear them more than sharks!
Sea elves of both varieties have standard elf traits, plus they can swim as fast as a human walks on land and can breathe underwater and sense their depth intuitively. They are instead proficient with the trident, net and longspear, and while they can live on land they dehydrate quickly and suffer penalties on rolls if they don’t soak in water for an hour or two. Dargonesti can change shape into a porpoise, Dimernesti into a sea otter. Dargonesti also get some spell-like abilities which aid in concealment and misdirection (darkness, obscuring mist, blur, and dancing lights). The traits are very flavorful and make the sea elves the most unique of the bunch.
Gnomes are the tinkers and inventors of Krynn. Originally they were human worshipers of Reorx changed into gnomes by said deity for their arrogance. Today gnomes pursue all manner of scientific innovation in their home of Mount Nevermind, a dormant volcano. The gnomes are the most technologically advanced civilization in Ansalon, having mastered the secrets of steam power, electricity, and intricate mechanical clockwork devices. Their use among the other races is limited, as gnomes love to experiment just to experiment and most of their contraptions are needlessly complex and subject to unexpected quirks. Gnomes view this as the inevitable consequence of progress, that a project’s failure can give rise to an insightful new lead for further development.
An important aspect of Gnomish culture is the Life Quest. It is a singular goal a gnome dedicates his life to achieving, more important than anything else. It can range from all manner of subjects, although all of them relate to the pursuit and expansion of knowledge. A gnome who completes his or her Life Quest is said to earn an honored position by Reorx in the afterlife, although gnomes who complete 3 or more Life Quests are exiled from the community for making everyone else look bad. On that note, gnomes of evil alignment have a tendency to be literally catapulted out of their communities; gnomish cities also use catapults as a means of transportation in lieu of elevators and stairs.
Gnomes tend to be very talkative and obsessed with their studies, often getting overexcited and running words together to express their thoughts at the moment before they’re lost. They’re capable of speaking and listening to others at the same time, and conversations with other races tends to be a frustrating affair for both parties.
Mechanics-wise gnomes have +2 Dexterity and Intelligence but -2 to Strength and Wisdom (the archetypical absent-minded professor). They also gain a bonus on alchemy checks and a single craft, profession, and knowledge skill depending upon their Guild. Intense dedication to Life Quests has made them strongly determined, granting them a +2 bonus on Will Saves.
There are also “mad” gnomes, who do not have the gnomish inspiration for tinkering or the passion for Life Quests. They tend to be outcasts or pitied, but they’re closer to humans in mentality and speech. They lose their Intelligence and Wisdom modifiers, along with Will Saves, but they gain +2 on Disable Device and Open Locks since they’re skilled at building smaller, more compact, and more reliable machinery.
A lot of gamers hate gnomes along with kender and gully dwarves, but I honestly like them. Their behavior is not going to be disruptive to parties if role-played out, and their advanced technology provides Dungeon Masters the excuse to insert steampunk and mad science stuff into their sessions without it jarring the rest of the setting.
Oh boy, Kender. Basically kender are the children of the races of Krynn. They approach life and new things with intense curiosity, often without regard to their own safety. Every day is a new opportunity for adventure, every locked door a beckoning to find out what’s behind it, every neat-looking object to be fondled and absent-mindedly forgotten in their pocket without any regard to its original owner.
On that last note, this bit of Kender behavior is known as “borrowing.” Hickman and Weis were uncomfortable with having a traditional greedy thief character in their story, so instead they made Tasslehoff Burrfoot and the kender. When a kender finds something cool, they appropriate something which captures their eye. The concept of private property and privacy are alien to their minds, and they get so easily distracted they constantly forget what they took. They resent accusations of thievery, and have a handy list of excuses for why someone’s item ended up in their possession (such as “I was keeping it safe in my possession. You never know when somebody might steal it.”) It’s implied that this behavior is inherent to their race and not the result of cultural conditioning, meaning that any attempts to teach them will be fruitless. Kender also don’t really feel fear, although they understand that certain behavior might result in their deaths. The text also waffles between the Kender being likable and getting along with everyone to them being common pests who drive people crazy and are chased away all the time.
Mechanics-wise they have +2 Dexterity but -2 Strength and Wisdom. They’re immune to fear and intimidation and gain +2 on Spot, Sleight of Hand, and Open Lock skills (the latter two they can make untrained). They’re also great at pissing people off and gain a +4 racial bonus on taunt checks. Taunt is a new application of the bluff skill where a successful check inflicts -1 on attack rolls and Armor Class. They’re also bad at concentration, making them poor spellcasters (-4 on Concentration checks).
The problem with Kender is that a lot of players view them as the perfect excuse to engage in douchebag behavior, such as stealing items from fellow PCs for themselves (despite the fact that kender don’t care for an objects monetary/practical value). The 3rd Edition fluff text doesn’t really help, as the excuses come off more as deliberate lies when caught in the act. Overall, Kender make for great thief characters.
There is also Afflicted Kender, who were traumatized by Malystryx’s devastation of their home and lost their Kender innocence. They lose their fear immunity, but suffer no concentration penalties or Bluff bonuses, and have +2 to Climb, Hide, Jump, and Move Silently checks. Overall I’d say that they’re an improvement over “true” Kender for the skill bonuses (which ironically make them even better thieves).
Centaurs live in Ansalon’s plains, savoring life’s simple pleasures in hedonistic bliss. They are organized into nomadic herds and speak an archaic version of common (“thou” and “thy” instead of “you” and “your”). They traditionally lived in Abanasinia but migrated south into Qualinesti and then throughout the forests of Ansalon. They are very vain, and decorate their bodies with jewelry, flowers, and other aesthetically pleasing baubles.
Centaurs have a lot of powerful traits and racial hit die, effectively making them higher level characters even before they take their first class. Monster PCs in 3rd Edition use a Level Adjustment system, where abilities grant effective “shadow” levels on top of existing ones in addition to Hit Dice monsters of their race have. Centaurs are considered 6th level before they gain any class levels. Centaurs are fast and have some good ability modifiers (+8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom), but that’s all they really have going for them. In practice the Level Adjusment system makes centaurs and other monsters underpowered. Their quadrupedal form and large size makes it awkward for them to maneuver in a lot of places, and they don’t gain any unique class features or spellcasting ability (and what caster levels they do gain will be outclassed by the normal races).Jump to navigationJump to search
Dragonlance modules and sourcebooks are modules and sourcebooks printed for the Dragonlance campaign setting in the Dungeons & Dragons style of game. The Dragonlance game project began with Tracy and Laura Hickman, and the idea of a world dominated by dragons. As they drove from Utah to Wisconsin so Tracy could take up a job with TSR in 1981 they discussed this idea.[1] In 1982 Tracy proposed at TSR a series of three modules featuring evil dragons. When this plan reached then head of TSR Gary Gygax it fitted well with an idea he had considered of doing a series of 12 modules each based on one of the official Monster Manual dragons. The project was then developed, under the code name 'Project Overlord' to plan the series. The original group included Tracy Hickman, Harold Johnson, Larry Elmore, Carl Smith and Jeff Grubb.[2]
Later in the development process it was decided that a trilogy of fantasy novels would be released with the modules. Originally an external writer was hired, but the design group found themselves more and more disillusioned with his work. At this point it was suggested that Hickman and Margaret Weis, an editor in TSR's book department who had become involved with the project, ought to write the books. They wrote the five chapters over a weekend and were given the job to write the accompanying novels based on that.[1]
- 3Battle Lines
- 4Chaos War Adventures
- 6DLA - Dragonlance Adventures
- 7DLC - Dragonlance Classics
- 8DLE - Dragonlance Expansions
- 9DLQ - Dragonlance Quests
- 10DLR - Dragonlance Resources
- 11DLS - Dragonlance Supplements
- 12DLT - Dragonlance Tales
- 13ILH - Inn of the Last Home
- 143rd Edition Dragonlance Sourcebooks
- 15Dragonlance Setting Sourcebooks
- 16Dragonlance Topic Sourcebooks
- 17Tasslehoff's Map Pouches
- 18Age of Mortals Campaign
- 19War of the Lance Chronicles
Sourcebooks[edit]
Fifa 2009 liga 1 romania. Dragonlance Adventures
The Atlas of the Dragonlance World
Player's Guide to the Dragonlance Campaign
- Dragonlance Adventures (1987)
- The Atlas of the Dragonlance World by Karen Wynn Fonstad (1987)
- Player's Guide to the Dragonlance Campaign (1993)
Boxed sets[edit]
- Time of the Dragon (1989)
- Tales of the Lance (1992)
- Dwarven Kingdoms of Krynn (1993)
Battle Lines[edit]
The Sylvan Veil[edit]
- Rules required: SAGA System or Advanced Dungeons & Dragons.
- Author: William W. Connors & Miranda Horner.
- First published: 1999.
- Description: The Sylvan Veil contains source material about the Silvanesti elves, describing many aspects of their status after the Chaos War. It contains adventure hooks and artifacts, along with various maps. The book deals with Silvanesti, a nation of elves, after a magical shield they had placed over it falls. Aside from the source material, it contains an adventures wherein the heroes go on a quest to save a major elven city.[3]
Rise of the Titans[edit]
- Rules required: SAGA System or Advanced Dungeons & Dragons.
- Author: Richard Dakan.
- First published: 2000.
- Description: Rise of the Titans contains information about the culture of the ogres of the Dragonlance campaign setting, as well as their two main nation of Blode and Kern. It contains information on using ogres as player characters. It also deals with a new ogre race called Titans, huge and intelligent ogres who believe they know how to restore ogre society. The adventure of the book takes the adventuring party into the ogre lands on a rescue mission for elven diplomats that the ogres have kidnapped. Their goal is also to stop the Titans from gaining further power.[4]
Chaos War Adventures[edit]
Seeds of Chaos[edit]
- Rules required: SAGA System or Advanced Dungeons & Dragons.
- Author: Douglas Niles.
- First published: 1998
- Description: Seeds of Chaos is adventure that takes place during the Chaos War. It allows players to be either the evil Knights of Takhisis in a siege attempt on Palanthas, a large port city, or defenders of that city. The book also focuses on trying to find a way to fend off Chaos's attacks.[5]
Chaos Spawn[edit]
- Rules required: SAGA System or Advanced Dungeons & Dragons.
- Author: Douglas Niles.
- First published: 1999
- Description: Chaos Spawn pits your heroes against one of Chaos' strongest minions: the Daemonlord. They must race against time to save the city of Maelgoth and its citizens from a terrible fate at the hands of this spawn of Chaos. If it razes Maelgoth, the Lord of Daemons may grow too powerful for anyone to stop—your heroes are Ansalon's last best hope!.[6]
DL - Dragonlance Modules[edit]
DLA - Dragonlance Adventures[edit]
DLA1: Dragon Dawn[edit]
- Rules required: AD&D 2nd Edition
- Author: Deborah Christian
- First published: 1990; DLA1 Dragon Dawn was written by Deborah Christian, with a cover by Larry Elmore, and was published by TSR in 1990 as a 64-page booklet with a large color map and an outer folder.[7]
- Description: Dragon Dawn is the first of an adventure trilogy which begins in the League province of Highvale. This adventure is the first of an epic trilogy beginning in the previously unknown continent of Taladas and ranging out to the Astral plane. Players must track down the dragon killers and warn the conclave of the Othlorx, but those are only the first steps in thwarting a dreadful conspiracy aimed at all of Krynn! In this adventure, the player characters must stop neutral dragons from being killed.[7] The module includes a map of Taladas.[7]
DLA2: Dragon Knight[edit]
- Rules required: AD&D 2nd Edition
- Author: Rick Swan
- First published: 1990
- Description: Dragon Knight is the second of three modules in an epic DRAGONLANCE series set in Taladas, the previously unknown continent on the opposite side of the planet Krynn. The players assume the roles of dragon hunters to discover the identity of the 'master' behind the plan to wipe out the Othlorx (Uninvolved) dragons of Taladas.
DLA3: Dragon's Rest[edit]
- Rules required: AD&D 2nd edition
- Author: Rick Swan
- First published: 1990
- Description: Dragon's Rest is the third and final module in an epic DRAGONLANCE series set in Taladas, the previously unknown continent opposite of Ansalon on the planet Krynn, where the heroes must strive to thwart the extraplanar invasion plans of Erestem, Queen of Evil, also known as Takhisis. Failure means doom for all of Krynn!
DLC - Dragonlance Classics[edit]
DLC1: Classics Volume I[edit]
- Rules required: AD&D 2nd Edition
- Author: Hickman, Niles, and Dobson
- First published: 1990; DLC1 Dragonlance Saga Classics, Volume 1 was written by the TSR staff and published by TSR in 1990 as a 128-page book.[8]
- Description: Starting from the Inn of the Last Home in Solace, journey throughout the lands of Ansalon and defy the evil that threatens to overwhelm an entire continent. Explore the lost city of Xak Tsaroth, defeat the mighty Black Dragon Khisanth, and recover the crystal staff of Mishakal. Penetrate the fastness of Pax Tharkas and face the evil Verminaard and the Red Dragon Ember. Can you survive the dangers of Skullcap, hounded by the undead minions of the wizard Fistandantilus? Your journey, should you survive that far, eventually takes you to the subterranean wonders of Thorbardin, the kingdom of the Dwarves. What waits for you there is known only to those who dwell within! Dragonlance Saga Classics, Volume 1 is a compilation of modules DL1 through DL4, revised for the 2nd edition rules.[8]
DLC2: Classics Volume II[edit]
- Rules required: AD&D 2nd Edition
- Author: Grubb, Hickman, and Niles
- First published: 1993
- Description: Relive the excitement of discovering the Stone Dragon and the Tomb of Huma! Join the heroes Silvara, and Theros Ironfeld on their journey into the heart of the highlords' realm, the city of Sanction.
DLC3: Classics Volume III[edit]
- Rules required: AD&D 2nd Edition
- Author: Grubb, Hickman, and Niles
- First published: 1994
- Description: This 128-page book contains the maps, and descriptions that will take the heroes of Legend from the ancient port of Tarsis to the depths of the Blood Sea and, finally, to the corrupt city of Neraka, the heart of the Dark Queen's empire. Can the heroes at last foil Takhisis's evil plans forever? The answer lies within these pages!
DLE - Dragonlance Expansions[edit]
DLE1: In Search of Dragons[edit]
- Rules required: AD&D 2nd Edition
- Author: Rick Swan
- First published: 1989; DLE1 In Search of Dragons was written by Rick Swan, with a cover by Jeff Easley, and was published by TSR in 1989 as a 64-page booklet, a cardstock sheet, and an outer folder.[8]
- Description: Good, Evil, Neutrality. These three forces exist in a delicate balance crucial to the harmony of all things. Now that harmony is threatened and all of Krynn is in jeopardy. For reasons unknown, the balance among Krynn's good, evil, and neutral dragons is shifting: A deadly affliction is killing off silver dragons, and no one has seen a bronze dragon in months. What's more, the people of Krynn seem to have lost their respect for dragons, hunting them for sport, looting their treasure troves, even training them for use in circuses and sporting events! And as the adventure begins, a strange being named Khardra appears with a fascinating theory—that dragons are merely animals whose presence on Krynn may no longer be necessary! In this AD&D adventure set in the world of the DRAGONLANCE saga, players must discover what is wrong with the good dragons of Krynn. And just who is Khardra, anyway? As they investigate these mysteries, players learn many secrets of dragons. How they use their new-found knowledge determines the fate of their world. In Search of Dragons is a Dragonlance scenario that involves the beginning of a search for the ancestral home of the good dragons.[8] The player characters must find out why Krynn's dragons have lost the respect of Krynn's population and why they have been disappearing.[8]
DLE2: Dragon Magic[edit]
- Rules required: AD&D 2nd Edition
- Author: Rick Swan
- First published: 1989; DLE2 Dragon Magic was written by Rick Swan, with a cover by Jeff Easley, and was published by TSR in 1989 as a 64-page booklet with a large color map and an outer folder.[8]
- Description: Dragon Magic is a Dragonlance scenario where the player characters take a journey to a cloud city, get sent through a portal to Krynn's moon of Lunitari, and stop the forces of evil from slaying the Celestial Dragon of Neutrality.[8]
DLE3: Dragon Keep[edit]
- Rules required: AD&D 2nd Edition
- Author: Rick Swan
- First published: DLE3 Dragon Keep was written by Rick Swan, with a cover by Jack Pennington, and was published by TSR in 1990 as a 64-page booklet with a large color map and an outer folder.[8]
- Description: Dragon Keep is a Dragonlance adventure scenario which is the climax of the trilogy started with In Search of Dragons and Dragon Magic.[8] The player characters quest from Lunitari to Krynn's ocean depths to confront the wicked daughter of Takhisis.[8] The module includes a map of Lunitari.[8]
DLQ - Dragonlance Quests[edit]
DLQ1: Knight's Sword[edit]
- Rules required: AD&D 2nd Edition
- Author: Colin McComb & Thomas M. Reid
- First published: 1992
- Description:
DLQ2: Flint's Axe[edit]
- Rules required: AD&D 2nd Edition
- Author: Tim Beach
- First published: 1992
- Description:
DLR - Dragonlance Resources[edit]
Otherlands[edit]
- Rules required: AD&D 2nd Edition
- Author: Haring, Bennie, and Tierra
- First published: DLR1 Otherlands was written by Scott Haring, Scott Bennie, and John Terra, with a cover by Fred Fields, and was published by TSR in 1990 as a 96-page book with a large color map.[8]
- Description: Otherlands is a supplement for the Dragonlance campaign setting that describes three new lands between the continents of Ansalon and Taladas.[8] These lands include Watermere, the underwater realm of the sea elves; Chorane, the geothermically warmed underground land beneath the south pole of Krynn; and Silesia, which is a tropical jungle island.[8] The book includes a map of all three areas.[8]
Taladas: The Minotaurs[edit]
- Rules required: AD&D 2nd Edition
- Author: Colin McComb
- First published: 1992
- Description:
Unsung Heroes[edit]
- Rules required:
- Author:
- First published: 1992
- Description:
DLS - Dragonlance Supplements[edit]
DLS1: New Beginnings[edit]
- Rules required:
- Author: John Terra
- First published: 1991
- Description:
DLS2: Tree Lords[edit]
- Rules required: AD&D 2nd Edition
- Author: John Terra
- First published: 1991
- Description:
DLS3: Oak Lords[edit]
- Rules required: AD&D 2nd Edition
- Author: Blake Mobley
- First published: 1991
- Description:
DLS4: Wild Elves[edit]
- Rules required: AD&D 2nd Edition
- Author: Scott Bennie
- First published: 1991
- Description:
DLT - Dragonlance Tales[edit]
DLT1: New Tales: The Land Reborn[edit]
- Rules required: AD&D 2nd Edition
- Author: John Terra
- First published: 1993
- Description:
Book of Lairs[edit]
- Rules required:
- Author:
- First published:
- Description:
ILH - Inn of the Last Home[edit]
Leaves From the Inn of the Last Home[edit]
- Rules required: None
- Author: Margaret Weis and Tracy Hickman
- First published: 1987
- Description: Leaves from the Inn of the Last Home is a 256-page softcover book designed to be used as a source book with additional role play materials for the Dragonlance campaign setting. It is a black and white compilation of short stories and mythology. It also features poetry, song and real world recipes for the War of the Lance campaign setting.
More Leaves From the Inn of the Last Home[edit]
- Rules required: None
- Author: Margaret Weis and Tracy Hickman
- First published: 2000
- Description: More Leaves From the Inn of the Last Home is a 256-page softcover book designed to be used as a source book with additional role play materials for the Dragonlance campaign setting. It is a black and white compilation of short stories and mythology. It also features poetry, song and real world recipes for after the War of the Lance campaign setting.
Lost Leaves From the Inn of the Last Home[edit]
- Rules required: None
- Author: Margaret Weis
- First published: 2007
- Description: Lost Leaves From the Inn of the Last Home is a 176-page softcover book designed to be used as a source book with additional role play materials for the Dragonlance campaign setting. It is a black and white compilation of short stories and mythology. It also features poetry, song and real world recipes for the Age of Mortals campaign setting.
3rd Edition Dragonlance Sourcebooks[edit]
Dragonlance Campaign Setting[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide and Monster Manual
- Author: Margaret Weis, Don Perrin, Jamie Chambers, Christopher Coyle
- First published: 2003
- Description: Dragonlance Campaign Setting is a 288-page hardcover book designed to be used as a reference manual to conduct role play adventures in the D&D game world of Krynn using the d20 system of play. It features an introduction to the world as well as an overview of races, classes, magic, deities, geography, creatures, dragons and various tables of the game world.
Dragonlance Dungeon Master's Screen[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide, Monster Manual and Dragonlance Campaign Setting
- Author: Margaret Weis and Cam Banks
- First published: 2003
- Description: Dragonlance Dungeon Master's Screen is a product of the d20 system designed as a resource for a Dungeon Master in the game of Dungeons & Dragons. It is divided into two parts, a 32-page booklet and an oversized cardboard screen featuring artwork on one side with charts and tables on the reverse. The booklet prints information in black and white on non-player characters, monsters, weapons, dragons and races.
Bestiary of Krynn[edit]
- Rules required:
- Author:
- First published: 2004
- Description:
Bestiary of Krynn, Revised[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide and Dragonlance Campaign Setting
- Author: Cam Banks and Andre La Roche
- First published: 2007
- Description: Bestiary of Krynn, Revised is a 155-page hardcover book designed to be used as a resource manual for the creatures that inhabit the Dragonlance Campaign Setting. It has in depth information on several dozen monsters created as supplemental material for a game of D&D. There are sections for Monstrous Prestige Classes as well as a guide to playing Monsters as Characters. The book is designed to work in conjunction with the Monster Manual, but is not needed to play the game with this guide. This revised edition of the Bestiary of Krynn includes a new layout, new proofreading, new monsters and larger artwork from the original printing.
Dragonlance Setting Sourcebooks[edit]
Age of Mortals[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide and Monster Manual
- Author: Margaret Weis, Jamie Chambers and Christopher Coyle
- First published: 2003
- Description: Age of Mortals is a 223-page hardcover book designed to be used as a reference manual to conduct role play adventures in the D&D game world of Krynn using the d20 system of play. It is superseded by the Dragonlance Campaign Setting, but it is not needed to conduct a game. The module follows the fifth age of Krynn after the War of the Lance, featuring updated races, classes, magic, monsters and geography as much was changed. Every module for Dragonlance is considered to take place in the fourth age of the world except for the Age of Mortals campaign setting books.
War of the Lance[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide, Monster Manual and Dragonlance Campaign Setting
- Author: Margaret Weis, Tracy Hickman and Jamie Chambers
- First published: 2004
- Description: War of the Lance is a 319-page hardcover book designed to be used as a companion book to the Dragonlance Campaign Setting. It features expanded races, classes, magic, geography and in depth player characters. It is possible to play a game of D&D with only the Dragonlance Campaign Setting and not this book.
Legends of the Twins[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide, Monster Manual and Dragonlance Campaign Setting
- Author: Margaret Weis, Tracy Hickman, Chris Pierson, Seth Johnson and Aaron Rosenbeig
- First published: 2005
- Description: Legends of the Twins is a 208-page hardcover book designed to be used as a companion book to the Dragonlance Campaign Setting. It follows closely the Legends trilogy of Dragonlance novels, exploring the third age as well as central themes throughout the books. It is possible to play a game of D&D with only the Dragonlance Campaign Setting and not this book.
Dragonlance Topic Sourcebooks[edit]
Towers of High Sorcery[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide, Monster Manual and Dragonlance Campaign Setting
- Author:
- First published:
- Description: Towers of High Sorcery is a 160-page hardback book detailing arcane magic and the ways of the Wizards of High Sorcery. It tells about the magic items and spells of Krynn.
Holy Orders of the Stars[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide, Monster Manual and Dragonlance Campaign Setting
- Author: Sean Everette, Chris Pierson, Cam Banks, Trampas Whiteman
- First published: 2005
- Description: Holy Orders of the Stars is a 160-page hardcover book designed to be used as a sourcebook to the Dragonlance Campaign Setting. It details religion within the world of Krynn up to the end of the War of Souls series of novels. It is divided into five chapters and encompasses biographies of the Gods, churches, classes, spells and divine creatures of the fantasy world.
Knightly Orders of Ansalon[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide, Monster Manual and Dragonlance Campaign Setting
- Author: Sean Everette, Nicole Harsch, Clark Valentine, Trampas Whiteman
- First published: 2006
- Description: Knightly Orders of Ansalon is a 160-page hardcover book designed to be used as a sourcebook to the Dragonlance Campaign Setting. It is divided into four chapters and gives detailed information on the Knights of Solamnia, Dark Knights and Legion of Steel.
Races of Ansalon[edit]
D&d 3.5 Dragonlance Pdf
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide, Monster Manual and Dragonlance Campaign Setting
- Author: Cam Banks, Sean Macdonald, Clark Valentine, Trampas Whiteman
- First published: 2007
- Description: Races of Ansalon is a 240-page hardcover book designed to be used as a sourcebook to the Dragonlance Campaign Setting. It features in depth chapters on the major humanoid races of the world, including Humans, Dwarves, Elves, Gnomes, Goblins, Kender, Minotaurs and Ogres. There is a chapter for lesser races and an appendix.
Dragons of Krynn[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide, Monster Manual and Dragonlance Campaign Setting
- Author: Cam Banks, Sean Everette, Amanda Valentine
- First published: 2007
- Description: Dragons of Krynn is a 176-page hardcover book designed to be used as a sourcebook to the Dragonlance Campaign Setting. It explains history, color, draconians and other reptilian humanoids in the Dragonlance Campaign Setting.
Tasslehoff's Map Pouches[edit]
Tasslehoff's Map Pouch: The Age of Mortals[edit]
- Rules required:
- Author:
- First published:
- Description:
Tasslehoff's Map Pouch: Legends[edit]
- Rules required:
- Author:
- First published:
- Description:
Tasslehoff's Map Pouch: The War of the Lance[edit]
- Rules required:
- Author:
- First published:
- Description:
Age of Mortals Campaign[edit]
Key of Destiny[edit]
- Rules required: Dragonlance Campaign Setting and d20 core books
- Author: Christopher Coyle
- First published: 2004
- ISBN1-931567-11-5
- Description: An ancient secret is discovered in an overrun border town six months after the end of the War of Souls, long ago forgotten by the elves of the east. It is a magical key- so obscure that history does not remember its form of even what it unlocks. But an unseen evil searches tirelessly, even as the lost knowledge finds its way into the most unlikely hands.[9]
Spectre of Sorrows[edit]
- Rules required: Dragonlance Campaign Setting and d20 core books
- Author: Cam Banks
- First published: 2005
- ISBN1-931567-16-6
- Description: A group of scarred survivors race to escape the horrors of the Desolation, while attempting to uncover the ancient connection between the secrets they bear and the growing taint of evil that blights the land. Characters must deal with the challenges of the unfriendly ogrelands of Kern, the mysteries of Nordmaar's trackless swamps, and an encounter with one of the Heroes of the Lance as they come closer to unraveling the uncanny link between the visions of an undead elven sorceress that haunt them and their destiny.[10]
Price of Courage[edit]
- Rules required: Dragonlance Campaign Setting and d20 core books
- Author: Cam Banks
- First published: 2006
- ISBN1-931567-21-2
- Description: Gellidus, known to many as Frost, is the last remaining Dragon Overlord upon the face of Krynn. This terrifying foe plans to achieve ultimate power through the dark magic of his dead cousins and a terrible pact with the powers of evil.[11]
War of the Lance Chronicles[edit]
Dragons of Autumn[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide, Monster Manual, Dragonlance Campaign Setting and War of the Lance source book
- Author:
- First published:
- Description:
Dragons of Winter[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide, Monster Manual, Dragonlance Campaign Setting and War of the Lance source book
- Author: Jeff Grubb, Tracy Hickman, Laura Hickman, Douglas Niles, Michael Dobson, Cam Banks and Sean Macdonald
- First published: 2007
- Description: Dragons of Winter is a 208-page soft cover book designed to be used as a sourcebook to the Dragonlance Campaign Setting. It is a black and white role playing adventure book that closely follows the events from the Dragonlance: Dragons of Winter Night novel. It features scenarios from the book as well as new ones with which to conduct a role playing game.
Dragons of Spring[edit]
- Rules required: Version 3.5 Dungeons & Dragons Player's Handbook, Dungeon Master's Guide, Monster Manual, Dragonlance Campaign Setting and War of the Lance source book
- Author: Jeff Grubb, Tracy Hickman, Laura Hickman, Douglas Niles, Sean Macdonald, Clive Squire and Heine Stick
- First published: 2008
- Description: Dragons of Spring is a 304-page soft cover book designed to be used as a sourcebook to the Dragonlance Campaign Setting. It is a black and white role playing adventure book that closely follows the events from the Dragonlance: Dragons of Spring Dawning novel. It features scenarios from the book as well as new ones with which to conduct a role playing game.
Notes[edit]
- ^ ab(Archer 2004)
- ^(Dobson 1985:4) a dungeon masters guide to the dragonlance series
- ^'The Sylvan Veil'. Dragonlance Nexus. Retrieved 2007-03-23.
- ^'Rise of the Titans'. Dragonlance Nexus. Retrieved 2007-03-24.
- ^'Seeds of Chaos'. Dragonlance Nexus. Retrieved 2007-03-24.
- ^'Seeds of Chaos'. Dragonlance Nexus. Retrieved 2011-11-16.
- ^ abcSchick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 91. ISBN0-87975-653-5.
- ^ abcdefghijklmnoSchick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 92. ISBN0-87975-653-5.
- ^Coyle, C: 'Key of Destiny', back cover. Sovereign Press, 2004.
- ^Banks, C: 'Spectre of Sorrows.' Sovereign Press, 2005.
- ^Banks, C: 'Price of Courage,' back cover. margaret weis productions ltd, 2006.
See also[edit]
- Dragons of Light (anthology by Orson Scott Card)
References[edit]
- Banks, Cam (2006). Price of Courage. Margaret Weis productions, ltd. p. 361. ISBN1-931567-21-2.
- Banks, Cam (2005). Spectre of Sorrows. Sovereign Press. p. 192. ISBN1-931567-16-6.
- Coyle, Christopher (2004). Key of Destiny. Sovereign Press. p. 175. ISBN1-931567-11-5.
- Dobson, Michael (1985). Dragons of Mystery. TSR. ISBN0-88038-090-X.
- Grubb, Jeff (1985). Dragons of Light. TSR. ISBN0-88038-093-4.
- Hickman, Tracy (1984a). Dragons of Despair. TSR. ISBN0-88038-086-1.
- Hickman, Tracy (1984b). Dragons of Hope. TSR. ISBN0-88038-088-8.
- Hickman, Tracy Raye (1985). Dragons of Dreams. TSR. ISBN0-88038-098-5.
- Hickman, Tracy (1986). Dragons of Truth. TSR. ISBN0-88038-318-6.
- Hickman, Tracy; Dobson, Michael (1984). Dragons of Desolation. TSR. ISBN0-88038-089-6.
- Hickman, Tracy; Hickman, Laura (1985). Dragons of War. TSR. ISBN0-88038-097-7.
- Johnson, Harold; Heard, Bruce (1986). Dragons of Faith. TSR. ISBN0-88038-092-6.
- Miller, Steve; Stan! (1999). Dragonlance Classics: 15th Anniversary Edition. Wizards of the Coast. ISBN0-7869-1350-9.
- Niles, Douglas (1984). Dragons of Flame. TSR. ISBN0-88038-087-X.
- Niles, Douglas (1985a). Dragons of Ice. TSR. ISBN0-88038-091-8.
- Niles, Douglas (1985b). Dragons of Deceit. TSR. ISBN0-88038-095-0.
- Niles, Douglas (1986). Dragons of Triumph. TSR. ISBN0-88038-096-9.
- Niles, Douglas; Hickman, Tracy (1985). Dragons of Glory. TSR. ISBN0-88038-094-2.
- Robb, Elton (2000-09-03). 'Review of Dragonlance Classics: 15th Anniversary Edition'. RPGnet. Retrieved 2007-03-23.
- 'Chronicles: a novel idea'. Dragon #91. TSR. IX (6): 44–45. November 1984. ISSN0279-6848.