Saturday, August 24, 2024

Regions
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

Abanasinia

Friday, August 23, 2024

Coin Weight
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

Encumbrance is a measure of both the weight and bulk a character is carrying.

Carrying Coins: Our games will use a common sense ruling for most things dealing with encumbrance. I personally do not want to get bogged down by trying to keep track of each characters total encumbrance so here is what we will do. From what I've seen online it pretty much says fifty coins weigh a pound. That means a single coin weighs 0.02 pounds, or 9.1 grams.

Carrying Capacity: A characters carrying capacity is the characters Strength score multiplied by 15. This is the weight (in pounds) that the character can carry. To makes things easier we will use this chart, to keep track of encumbrance and movement speeds.

How many coins can a specific container carry before tearing or are to heavy to carry? Below is our table with a "rough" estimate of what we use as a guideline.
Backpack 400stl
Large Belt Pouch 200stl
Small Belt Pouch 75stl
Large Box 200stl
Small Box 50stl
Large Sack 400stl
Small Sack 100stl
Large Saddlebag 1000stl
Small Saddlebag 250stl

Thursday, August 22, 2024

Dragon Rules
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

The dragons are power incarnate and they know it. The DM has the responsibility of playing these magnificent beasts properly. There should be nothing so terrifying to PCs as dragons on the wing. When in flight at full speed, dragons rush across the world like a gale, but their ability to turn is greatly impaired (Maneuverability Class E).

When engaging earth-bound creatures in combat, dragons slow to half-speed, improving their maneuverability to Class D. At less than half speed, the creatures stall and lose altitude. They can climb at half speed or dive at double their listed speeds. Dragons can glide but they lose 1,000 feet of altitude per round. Dragons can perform a wingover if they stall while climbing. This enables them to turn 120 degrees as they dive to regain speed.

Very young and young adult dragons have maneuverability ratings one better than older dragons (Class D at full speed, Class C at half speed). Dragons cannot fly higher than 10,000 feet because the air becomes too rarefied to breathe at that altitude.

When attacking from the air, dragons employ their breath weapons and awe ability while swooping down low over their opponents and then climbing back into the sky.

Flying dragons can swoop down and either claw or bite, but not both. Diving dragons inflict double damage with their claws if they dive. Dragons cannot cast spells while flying, but can cast spells on the ground or while gliding. Most dragons tend to use their breath weapons twice and then wait for a strategic moment to use their third breath attack.

Dragons are haughty creatures and may refuse to fight except as it suits their own purposes. When using spells, they often cast them before melee to avoid the conflict, weaken their opponents, or gain the upper hand. Once in melee, dragons cast spells only if losing.

Dragons do not knowingly place themselves in a position to be subdued, although they are clever enough to pretend to be subdued to lure unwary adventurers into a trap. Dragons are very clever opponents. They have been known to feign death, unconsciousness, sleep, or subdual to trap opponents. They can see, hear, and smell much better than most creatures and automatically detect hidden and invisible beings at a range of 1' per age level. They are rarely surprised. Dragons adapt their tactics to the situarion as is appropriate for very clever creatures. The following tactics are frequently used.

1. Dragons stay in the air as much as possible during melee to cause awe (see below) and stay out of hand-held weapon range.
2. If the combat area is dusty, they beat their wings, stirring up clouds to blind fighters and disturb spell casters.
3. They use clever conversation and promises to talk their way out of bad situations.

The power to cause awe and fear is one of a dragons' most potent weapons. Flying or charging dragons cause awe under the following conditions: 1. Watchers with less than 1 hit die automatically panic and flee for 4d8 turns.
2. Watchers with 1 to 3 hit dice must roll a' successful saving throw vs. spell or be paralyzed with fear (50% chance) or flee as'above (50% chance).
3. All others must roll a successful saving throw vs. spell or suffer a - 1 penalty to hit.

Even the draconians are subject to these effects from good dragons. If the draconians are within 12' of the evil dragon they serve, however, they have a +1 bonus to hit.

Dragons younger than adult cannot inspire awe.

Wednesday, August 21, 2024

Character Alignments
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

Nine distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.

Lawful Good, "Crusader"
A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good is the best alignment you can be because it combines honor and compassion. Lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.

Neutral Good, "Benefactor"
A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.

Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. Neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.

Chaotic Good, "Rebel"
A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. Chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves.

Lawful Neutral, "Judge"
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. Lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.

Neutral, "Undecided"
A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil-after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. Neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.

Chaotic Neutral, "Free Spirit"
A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.

Lawful Evil, "Dominator"
A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil is sometimes called "diabolical," because devils are the epitome of lawful evil. Lawful evil creatures consider their alignment to be the best because it combines honor with a dedicated self-interest. Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

Neutral Evil, "Malefactor"
A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil beings consider their alignment to be the best because they can advance themselves without regard for others. Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

Chaotic Evil, "Destroyer"
A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil. Chaotic evil beings believe their alignment is the best because it combines self-interest and pure freedom. Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

Tuesday, August 20, 2024

Episode One:
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

Monday, August 19, 2024

The Companions
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

Hordus Blackforge was born and raised (for a time) in the dwarven nation of Thorbardin located in southwestern Ansalon beneath the Kharolis Mountains. On his first mining expedition with his father, the section of tunnel that he and his brother were in collapsed.

Covered by rocks, unable to move or see for what seemed like days, all the while listening to his brother dying somewhere nearby. "In reality it did not take a full day for miners to dig him free". He had never been confined in a space this small, unable to move, gasping for breath, with little to no visibility. By the time help arrived to rescue him, his brother was dead.

Afterwords, life had become a struggle with Hordus dealing with the incident and his brothers death. His sleep patterns became eratic, waking up at all hours of the night with recurring dreams of his friend dying and him being unable to do anything about it. He and his brother were very close and his death hit Hordus hard. It got to the point to where he needed a candle or oil lamp lit to be able to sleep. As time went on, it went from a single candle to more candles that one could count. Hordus stopped going into the mines after this accident, finding one excuse after another to keep himself clear of the mines.

Hordus eventually left home at an early age "unable to tolerate the concerned looks from his peers". He can usually be found in the northern region of Abanasinia. Preferring the outdoors, he tends to travel across the region lending aide when possible to those in need of it. Since he prefers to live an isolated life, he usually doesn't stay in one place for long, living mainly in the outdoor wilderness region of Abanasinia - most recently, he has temporarily settled himself in Ravenvale, after befriending several people from the village.

For the most part, Hordus is your typical every day Dwarf, grumbling, never satisfied with his work and loves working with his hands. He took up wood carving at a young age and it has stuck with him over the years. He enjoys relaxing outdoors smoking his pipe and whittling wood. He tends to enjoy the "drink" a little more than he should. He is still coming to terms with the death of his brother.

Hordus is easy to talk with and is very open minded .... and if asked, he swears he is getting better with not having constant lights on in order to sleep. True or not, Hordus prefers to remain above ground whenever possible but his phobia does not prevent him from traveling beneath the surface "it just takes a bit of convincing and persuasion". Most recently, Hordus has been traveling with friends escorting merchant wagons to and from Gateway and New Ports.

The story of Elora Dawn starts with her awakening in a ditch on the side of the road leading into the settlement of Ravenvale, in the region of Abanasinia. Something horrible had happened, only she does not know what it was. As she regained consciousness and looked around, she had no idea where she was. On the road next to where she lay was three smoldering wagons. Apparently the wagons had been attacked and she had somehow been knocked unconcious. She climbed from the muddy ditch to inspect the wagons only to find several people lying dead in various locations around the three wagons along with three dead goblins.

She did not recognize any of them, this was when she realized she had no memory of her past, but she did notice a name engraved on her money pouch "Elora Dawn" which she assume was her name. She gathered herself and began the walk down the road until she arrived at the settlement of Ravenvale and rented a room at the Ravenvale Inn where she stayed for a week under the care of Elrick "Rick" Sandoren whom she has grown quite fond of (in a fatherly type of way of course).

Upon getting settled into her room, she began rummaging through her various packs, looking through papers she had stored. Apparently she had started a journal only days before the attack on the wagons. As she read she found out a lot about herself the first few pages of her journal that explained her personality and mannerisms in great detail.

What she was able to gather from her documents is as follows . . .

Elora's most prominent features include her Prodigiousness and cleverness. She is levelheaded, book-smart, and always very logical. She is often very outspoken, not afraid to say what she feels yet unfailingly dutiful and loyal to her friends—a person who can always be counted on but she does however have occassions where she lets her "snippy" attitude out. Elora never strays off the path she always keeps her attention focused on the job that must be done.

She apparently had no regrets in life even though she doesn't remember any of her past life. She has other ambitions and felt the only way to accomplish those was to leave and set out on her own (it does not say where she left from though).

Despite Elora's intelligence and outspoken attitude, she has quite a lot of vulnerability in her personality, as well as a sense of insecurity underneath, feeling, utterly inadequate... and to compensate, she strives to be the best at everything, projecting a confidence where in fact little exists.

Elora has a deep love for the outdoors and nature and hopes soon to be able to explore the world and educate herself on the lands and its people. Leaving her home was hard for her (wherever home was). Over that last few months she has grown to love the people in Gateway, especially the owner of the Ravenvale Inn, Elrick "Rick" Sandoren - including Elora" has become more of a father figure to Elora and she has grown to love him like a father. Stan has looked out for her since the first day she wandered into town, he took care of her and never asked for anything in return. Elora has not forgotten this.

Since coming to terms with her memory loss, she has sense left Ravenvale with her new companions and went south with hopes of finding answers to who she actually is. She has sense started following the teachings of the priestess Mishakal.

Zaytak Caladon was born in a village near the city of Palanthas. His mother was a wizard, his father a cleric, but they were murdered by a very powerful lich. As a child he remembered hiding under his bed & overhearing it torturing them, demanding they reveal secrets about the Gods of magic. He was terrified as he heard his mother casting powerful spells that the lich just laughed away, and his father shouting prayers for aid to his God, but they were apparently too weak to defend themselves... Zaytek heard them die horrible deaths at the hands of the lich.

To this day he remembers the lich's rasping voice demanding forbidden knowledge — he wasn't certain, as his fear at the time fogged his mind, but he got the impression, from the parts of the conversation that he could understand, that it wanted to somehow kill a God to steal its power, something about a Portal to the Abyss, and for some reason it was convinced his parents had either the knowledge, or a means, to allow it to do that. Also two names, that he did not recognize that his mother had screamed . . . "Ankholus" and "Andras".

After their death, Zaytak was taken in by his uncle, a wizard of High Sorcery from the Order of the White Robe, who was working for the noble ruling over the city Palanthas, sometimes only a short horseback ride from the Tower of High Sorcery of Wayreth, which had a tendency to move around, a sanctuary for wizards in Ansalon. When his uncle collected him from his parents house, all he had were the clothes on his back, an old spell book (emblazoned with the triple moon symbol of the Mages of High Sorcery, with the name "Fistandantilus" inscribed on the first page) which he found under his mothers bed and took as a secret keepsake (never showing it to anyone), and a white moon talisman (the holy symbol of Lunitari which he had taken from his fathers body) that he now wears around his neck.

To earn his keep his uncle had him work as his apprentice, teaching him magic whilst he did all his menial chores. As he learned about magic he began to see it as a way of getting revenge on the lich, seeking power through gaining knowledge of spellcraft.

He sometimes accompanied his uncle when he went to the Tower of High Sorcery in Wayreth, a journey that was sometime short & at others long, to visit his very close friend Par-Salian, the Head of the Order of Wizards and the White Robes. Even back then he was ambitious; he saw Par-Salian as a role-model, and he hoped to take the test at the Tower of High Sorcery as soon as he was allowed to. On his 21st birthday his uncle said that he needed to gain some real-world experience practicing the magics he had already learned, so he set off looking for adventure, with a magical staff his uncle had given him that produced light upon command.

His short term goal was to gain enough experience with magic to warrant an invite to take the test at the Tower of High Sorcery, but his long term goal was revenge; he reasoned the best place to start looking for the lich was by carrying out his own research into potential weaknesses in the Gods of Magic, as a common goal could draw them to meet... But in a dark part of his mind he imagined replacing one of the gods of magic, who had abandoned his parents, and himself using his newly divine power to torture the lich for its crimes.

Happenstance led him to the town of Gateway in Abanasinia, where he made some new friends who were hungry for adventure. They sought to make a name for their adventuring company, as well as make some coin to buy gear that would aid them in more challenging quests, by escorting Merchant Caravans between the towns of New Ports and Gateway.

Sunday, August 18, 2024

Adventure Introduction
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

Welcome to the world of Krynn. The year is 383AC or "After Cataclysm" and nearly thirty years has passed since the war that raged across Continent of Ansalon ended, a war that brought about great change to the world of Krynn. For many years, peace has ruled the land and trade routes that were once closed have reopened. All across Ansalon people of every race and class exist in a more trusting and less prejudiced land.

This continent is divided both by jagged terrain and political powers. To the north lies the kingdom of Solamnia, a shining beacon of hope to the lands of Ansalon, home of the Knights of Solamnia . . . an ancient order of Knights that stands watch against the forces of evil.

Far to the south lies the Icewall Glacier, a wall of solid ice that stretches east and west for hundreds of miles. To the east of Ansalon is the Blood Sea of Istar, or simply known as the "Blood Sea" named for its blood red waters. The Blood Sea borders Kern and Balifor and to the northeast of this is the Blood Sea isles. A massive maelstrom lies in the center of the Blood Sea that has claimed many ships.

Within the central region of Ansalon lies the city of Tarsis, surrounded by the Plains of Dust, these lands are nothing more than desolate deserts, plains, and badlands now and are very harsh to all who try to cross it.

This continents past has been one of story and legend . . . from the cataclysm just over 300 years ago where the gods threw down a burning mountain that struck the Lordcity of Istar "the shock of this event was felt around Ansalon", to the War of the Lance where evil almost won against the forces of good had it not been for mighty heroes stepping up to face this great evil.

Nearly thirty years has passed since the war that raged across Ansalon ended, a war that brought about great change to the land. For many years peace has ruled the land, trade routes have opened up in and out of the great dwarven nation of Thorbardin. There is finally reconciliation between the elves of Qualinost and Silvanost; of course the peace is strained, as is always the case with the Qualinesti and Silvanesti nations. The tribes of plainsmen are united under the rule of Goldmoon and Riverwind, two of the Heroes of the Lance. All across Ansalon the people exist in a more trusting and less prejudiced land.

Even with everything seeming as if it is peaceful and serene, one thing that has people a little concered is how the temperature is becoming slightly colder with each passing season. Summer is fast approaching but, the weather still seems like winter has yet to release its grasp on the world.

Our story, however, begins to the southeast of the settlement of Gateway, along a stretch of road that leads out of the city of New Ports along the coast. Perhaps the most relaxed region of Ansalon, the plains are home to numerous tribes of plains barbarians, as well as the settlement of Solace, and cities such as Haven, Gateway and at least one hill dwarf community. Whilst the region is best known for it's dense forests and numorous mountains, it also has a number of city states dotted throughout.

Here, in the land known as Abanasinia is where our story begins. We begin with a group of ragged and tired companions on the last leg of their journey to the settlement of Gateway, having been escorting merchant caravans for the last six months, this group of friends is ready to return to Gateway for a much needed rest.

The days have been long but spirits remain high, soon this group of friends will be enjoying a good meal and a well deserved rest at the Steel Piece Inn soon, yes, a long rest will be welcome . . .

Saturday, August 17, 2024

Gateway
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

This walled settlement has a population of around 1,000 citizens and was built in the turbulent years following the Cataclysm. It was a gathering spot for refuges as it was situated on a crossroad. As refuges flocked into the area, they began to settle in the secure location. With traffic flowing from all over the area, the refuges began to build structures to meet the needs.

Within a generation the settlement was known to travelers as the gateway into Abanasinia from the south. The major difference is that it has none of the mighty Vallenwood trees, so the town was constructed on the ground from stone and sturdy wood. The settlement was first called Gateway in 21 AC by the Mayor Pellanis Corvus at a town council. With a growing market the town was well becoming prosperous. It was during this period that a group called the Seekers began to arrive in the area. The Seekers were a group of former clerics who had begun to establish schools in the villages of Abanasinia. They were trying to help rebuild the area and provide guidance to the population.

Over the course of the next 200 hundred years the town steadily grew in its population. One of the main disadvantages of the community was that it had built its buildings on the ground rather than neighboring Solace. This led to frequent raids which resulted in mass destruction of the village. Years later, Gateway raised a stone wall around the settlement to better protect those who lived within.

In 289 AC the Seekers began to instill themselves more into the government of the town. Within a few years the town council was dominated by those associated with the Seeker faith. As the community began to become more focused on the religion changes began to creep in. Once where travelers were once welcomed with open arms now they were questioned in the community. The Seeker religion drove many to seek new areas to trade.

The small community of Gateway was founded in Abanasinia during the first years of the Age of Despair, at roughly the same time as the fledgling hamlet of Solace.

The town is more of a crossroads than anything else, lying south of Solace, at the base of the Sentinel Peaks and Gateway Pass.

It is also located along the White-Rage River. Similar in many respects to Solace itself, the major difference is that all of the town shops are situated on the ground rather than in the trees. Gateway is governed by an elected mayor - Alrick Mangaloe.

During the War of the Lance, Gateway was one of the bases for the Seeker religion and was ruled by a High Theocrat, however it has long since returned to the original democratic system. During the same war, the city was sacked by the Red Dragonarmy. This once thriving market town was reduced to ruins, and was later liberated.

The overall community is very friendly and hospitable to outsiders. Outsiders traveling through this quiet town are the main source of outside news and information that is brought into the town. Gateway is very well kept and it structures are sturdy ... mostly made of stone and wood.

The roads are paved in gravel and well maintained. Law enforcement in Gateway consists of a small forse of well armed town guards that patrol on a regular bases, even "at times" outside the towns borders to keep watch of the nearby hills and mountains for any hostile entities that might cause trouble for the town.

Notable Locations
The Steel Piece Inn
Council Hall
Market
Gateway Provisioners
Temple of Mishakal
Stables
Watch House
Smithy
Gateway Bank

Regional Locations
White-Rage River
Cemetery & Catacombs
Gateway Pass
Sentinel Peaks
Darken Wood
Prayers Eye Peak

This community has a standing population of approximately 1,000 people, during the summer months it is slightly higher. The settlement was partially built upon an ancient dwarven settlement that existed many years ago and most of the structures of Gateway carry a slight dwarven manner to them. Gateway mostly consists of locals but does have a few that are not native to the region. The woodsmen of the region consist of a hearty folk with many strong warriors.

The settlements community is made up of friendly folk but they always seem to have there guard up during these troubling times. These people understand that the sporadic raids by bandits and goblins that have been happening recently might cause them to be forced to defend themselves or others whom they are allied with but regardless, life goes on and even though they stand ready to fight, these people still live a normal life.

The climate tends to be cool during the summer but winters are usually very cold with much snowfall in this region. Farming and hunting are the many trades of the region, along with the trade that comes into Gateway from time to time. Exports mostly consist of furs and pelts along with meat from hunting within the surrounding area.

Mayor Alrick Mangaloe commands the well equipped town guard, a force of soldiers who perform guard and police functions in and around the walled settlement. Alrick Mangaloe can muster a force of about 50-75, given a day’s notice, to supplement this force if Gateway is threatened. Gateway is primarily a lumber trade settlement based on barter and trade and the mayor keeps a monetary system afloat, and a market place that sells mostly common goods.

Most residents of Gateway hardly ever travel beyond the immediate region. The majority of citizens are tradesmen of some sort, and the settlement of Gateway employs various other craftspeople as well. Wagons occasionally head north and southusing rounds that leave from Gateway to find trade with the next village, town or settlement within the lands of Abanasinia.

Notable People
• Jedric "Jed" Valdkin

A well-equipped town guard imposes order in Gateway, led by the respected captain, Alrick Mangaloe oversees all trials of note, many of the merchant class suffer stiffer fines and penalties, which compel them to scheme against their mayor even further but the mayor only has the best interests of Gateway and the people who live here in mind.

Festivals & Events
Gateway holds frequent festivals such as the Midwinter Solstice Festival, feasts, and fairs throughout the year, and also the midsummer Peachiest Pie bake-off is held during this celebration. The festivals will also have other random events and contests that change from year to year depending on popularity.

Friday, August 16, 2024

About Our Game Rules
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

I wanted to write up an article describing the game rules we will be using. We are using a "modified"Pacesetter B/X & AD&D system with the Pacesetter B/X system mainly being used for the races/classes while the actual core rules will mostly be Advanced Dungeons & Dragon or "AD&D for short".

The main thing we will be using from the Pacesetter B/X system is the races and the classes, basically the same as D&D but with a lot more choices to choose from. I've kept with the core races that Dragonlance uses, but have added the Half-Kender race. You can just look them all over and you will see what has been done. I actually like what I've ended up with.

All spells, magical items and such will come from whatever adventure module we are adventuring in or from specifically AD&D. All playable classes will have level caps raised to 18 across the board no matter what race the character is. I just found it exhausting to keep up with max levels of non-humans and decided to make everything cap at 18 to keep everything as simple as possible. The reasoning behind me using this modified version of B/X classes is because for some reason, I seriously love the old style gameplay.

B/X classes are not anywhere near as powerful as new edition classes, even AD&D classes "but they are pretty close" so players can't simply have characters charge in and run through all the enemies that they face. We do plan to use a few 5th edition rules as house rules at the start . . . mainly advantage/disadvantage and see how they work out. More 5th edition house rules may be added later or we may just remove all of them "we will decide after we do some playtesting in our games if we want to keep them or just trash them".

The goal is to combine two sets of rules but keep things as classic as possible. This is a new "modified" system that I kind of put together on my own. I am sure we will encounter bugs that will need to be ironed out and fixed but overall I think I have it pretty well hammered out.

Thursday, August 15, 2024

About Our Dragonlance Campaign
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

Choosing a campaign setting that you want to sink a "lot" of time into is not an easy job for a DM, well, a deranged DM such as myself I should say. I want that "perfect" campaign setting, "I want it all" and I've found out, a DM can't have it all . . . unless he can. I know, that made no sense at all lol. Let me break it down for you folks.

I have always wanted a campaign setting that has that classic feel but at the same time I want to have a campaign setting that has the epicness of Middle-earth while at the same time I want to be able to portray this setting to my players so they fall in love with it. Yea, I know - good luck with that. Joe Manganiello has gone on record saying that Dragonlance is the Star Wars of D&D - and I honestly 100% agree with him.

I'm a huge Middle-earth fan, and I mean huge, and it seems like every time I work on a campaign setting I end up comparing it to Middle-earth. In the end I would just get frustrated and quit, so I took a step back over the holidays and just kind of looked at it all from a distance - sure, I could run the Adventures in Middle-earth RPG but then I'd be right back in the middle of 5th edition and if I have not made it clear how I feel about WotC/Hasbro and 5th edition then I haven't been expressing myself corrently lol. So, what other campaign setting could I dive into that would give me this Middle-earth feeling?

In the end, the answer just hit me like a ton of bricks . . . Dragonlance. The problem with choosing Dragonlance was I did not really want to run a campaign during the War of the Lance, that story has been told a hundred times and I really did not much care for the year during Dragons of Summer Flame and everything past that event so now what was I going to do? I could move forward to 383AC "just before Summer Flame" and just homebrew my own campaign - but then I would have to deal with all the holier than thou canon purists bitching at me about changing stuff in the overall story and you know what? Screw em!

Gary Gygax himself said that everything about D&D is printed in the books but it is up to you as a Dungeon Master to mold it to how you like it. This is what I plan to do. I'll write up an epic campaign story that will take the companions right into another war "I mean, hey, it's Dragonlance . . . we gotta have a war right?".

The more I thought about this idea, the more I felt like this would easily give me my Middle-earth, Lord of the Rings feel to this campaign and for the first time in a while, I started to actually get excited about writing my own story set in the world of Krynn.

If my changes bother you, ahh well, go find yourself another campaign blog because I plan to do my own Dragonlance story. Everything that happens up to the year 383AC will remain and everything that happens after 383AC will be erased and rewritten "in my opinion, what is important to keep intact is the core Dragonlance store from the Cataclysm up to and a little past the War of the Lance". I do plan to try and keep my story as close to the "spirit" of Dragonlance as possible. I mean, Dragonlance is a special campaign setting and I would never try to take away from that.

I want to build my own campaign based off the War of the Darklance alternate timeline that was written by the one and only Trampas "Dragonhelm" Whiteman, the owner of the Dragonlance Nexus website and the Dragonlance Facebook group "now with over 19,000 members - a group that I personally started many years ago" & handed it over to Trampas due to lack of time on my part to maintain it.

I do not plan to write my campaign story word for word with what is written in the War of the Darklance but my story will be heavily influenced by the War of the Darklance story. I just hope that I can do it justice. What was it that Joe Manganiello said, he called Dragonlance the "Star Wars of D&D", well, while I totally agree with him, I would also have to say "Dragonlance is my Middle-earth of D&D".

Wednesday, August 14, 2024

Interested in Being a Player?
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

First off, thanks for stopping by. If you make it through this long read, I hope you will have a better understanding of what our Dragonlance campaign will be about and how we plan to run it. First off, our group decided to stay with our Advanced Dungeons & Dragons "AD&D" game system instead of going over to 5th edition. We will be running a Pacesetter B/X system for character classes and races.

If you need any of the classic pdf's from either Advanced Dungeons & Dragons or the Dragonlance campaign setting, get in touch with me in our Discord server at this link. In the list of names along the right side of the Discord server, my name will be at the top "James" and will be listed under the "King Dingaling" section - lol don't ask. I'll get you fixed right up with the material that you need.

The reason we use our current classic system is "there is no way I can create a sense of horror or fear in my campaign as a Dungeon Master using the 5e rules. The 5e rules allows the players characters to always have a safety net beneath them compared to the Advanced Dungeons & Dragons rules "in my honest opinion of course". To play Advanced Dungeons & Dragons, you don't have to learn the rules, you will learn them as you play and the rules are very simple to learn and understand. One of our former players, Joe Rice, had never played D&D before in his life and from the start he had no trouble understanding how to play and now he loves the system.

This is a rules light system, your choices as a player matter more than dice rolls. Actions of your character are less defined by your character sheet than on creativity and thoughtful planning. Players have agency, they decide the plot. They're actions have consequences. There is no pre-determined plot. It plays faster and smoother, with more player agency overall, and a kind of classic “feels” or “vibe” that can’t quite be gotten via modern-style rules sets. In a nut shell, It's just like 5e, except all the rules that tell you what you can or can't do are gone. Instead, you tell your Dungeon Master what you want to do and the Dungeon Master tells you what attribute to roll equal to or under. Don't be afraid to try this system out, who knows . . . you may end up liking it."

- Front Page This link takes you to the campaign blog front page.
- House Rules: We do have a few "quality of life" house rules to help make the game run a little smoother and be slightly more forgiving than it is in it's current form. These rules may change over time.
- About Our Campaign: Here you can read all about our Dragonlance campaign.
- Current Companions: We will have five core players once we fill the group up. We would like to find one more local player to fill in the last spot but we will easily bring in another person online the same way we have done with out current online player. All character portraits are created using an online AI generator.
- Journals Page: This is where my players can find everything they need to know about our current campaigns.
- Playable Races & Classes: This is where you will find all of the playable races and classes we allow in our Dragonlance campaign setting.
- The Gods of Krynn: A complete listing of all of the Deities of Krynn.
- Opening Introduction: This will be read to the players at the start of session 1.

- Discord: This is the eastiest way to reach me. Click the Discord link for a link to my Discord server.
- Facebook: You can also find me on Facebook.
- Email: If all else fails, my email is jamesefullard@gmail.com

Our campaign setting we plan to play in is the Dragonlance setting set in the year 383AC. I will not do a long write-up on Dragonlance but the story arc for our campaign can be found here and hopefully you already know about this setting (We would love to add one more player to out group that is familiar with Dragonlance). In my opinion this setting is the Middle-earth of D&D - truthfully, this setting is just wonderful. If you don't believe me, feel free to read this Reddit post where many people explain why they think Dragonlance is the overall best campaign setting.

Alright, now for the good stuff lol I hope you made it this far. This campaign will be played using Roll20/Discord. Roll20 for the character sheets, battlemaps, dice rolling etc. basically everything except for audio. We are unsure if we will record our game sessions but if we decide to do this, we will be using "Reactive Portraits" instead of webcams.

I have not ran any serious longlasting campaign 100% online as of yet so this will be educational to say the least, especially for me as the DM. I hope that once I get everything finished it will be as good as I can possibly make it as far as online D&D is concerned.

I can take up to five players if we can get that many and I really am not interested in getting players that are 1000% versed in Dragonlance and want to be holier than thou canon purist's. Mistakes will be I'm sure and I have already stated everything after the year 383AC will be my own story so if that is something you want then keep reading. I am retired so what this means is I am free "all the time" but for this particular group of players we are aiming for every other Fri/Sat night EST from "around" 7pm until 11pm. I live in the EST time zone so maybe we don't have a time zone issue. I would prefer having middle-eaged and older players join over younger folks (personal preference) & would love to have players that are not 100% educated on every nuance of this setting so at least I can sneak in a surprise or two to my players.

My Message to New Players
- I'm looking to put together a five player group, but will settle for four players if I am forced to. Discord and Roll20 are mandatory and before a player is even considered I need to get to know them in Discord, actually voice chat with them and get to know them on a gaming/personal level. I simply don't want to have strangers in my game - I am sure you understand as a DM yourself if you've ever ran games.

- If you think you will enjoy playing in this campaign setting, I would love to hear from you in you think you might be interesting in playing, we don't see ourselves as anything special, we just try to have a good time while playing. Our characters that are being played will be listed below to allow possible new players a chance to see if a class/race exists that would fit in with this group of characters.

- I suck at doing voices. I'm not a voice actor, not even close so I try to make up with this in other areas. As far as my skills are concerned as a DM, I personally do not consider myself to be a great DM, maybe average at best but . . . my core players keep returning so I guess I must be decent lol.

If you read this all the way until then end, then you must be at least somewhat interested. Sure, classic D&D does not have all the bells and whistles of 5th edition, sure classic doesn't have the option of spell casting with subclasses like 5th edition and most importantly, classic D&D is not meant for you to start out at level 1 and be a superhero. It's dark, it's gritty, it's more realistic and believable but above all else, classic D&D is high fantasy, not modern fantasy like 5th edition. I am not putting down 5th edition, I simply want to express just how different the two systems are, kind of like "Lord of the Rings" vs "Honor Among Thieves" - it's just not the same.

The Advanced Dungeons & Dragons system is very easy to understand. You don't need to know the rules before you play. Character sheet creation takes minutes, not an hour. Classic D&D is about normal "mortals" setting out for adventure to try and earn fame and fortune and be the heroes of the land. Dragonlance is the perfect setting for this.

I don't consider myself a GREAT dungeon master, as a matter of fact I think I am more or less average but one thing I can say is every game I've ever ran my players have had a great time so I guess I am doing something right. If you're looking for a friendly atmosphere, friendly down to earth players and a Dungeon Master that tries very hard to give his players something special, I would love to hear from you. Alright, I've talked enough!

Everyone currently in this group are middle aged people with ages ranging from late 30's to late 50's. We are all easy to get along with, very friendly and love D&D. We don't bring any political to our table, we also don't bring any religions, political topics or just anything from the real world into our games. We are all adults here but when we sit down at the table, it's about the "game" and nothing else.

One last thing . . . we are "eastern standard time" players, we have one from the UK and his schedule is opposite of what ours is, but luckily he stays up all night but for future players we prefer to bring in players from the US with similar time zones as ours, it just makes things easier to schedule play times/dates.

We currently have the following characters "*cough* *cough* still no trying to fill the 4th & 5th spots" . . . we also use AI to create all character portraits as you can see above in the companions link above.

- Zaytak Caladon: Human Red Robed Wizard
- Elora Dawn: Human Cleric of Mishakal
- Open Slot:
- Open Slot:

Rules
Other Games During Game Time: Look, be respectful and while we are playing D&D, don't have World of Warcraft pulled up in the background etc. etc. Either you want to play in our campaign or you don't. Just be respectful please, your DM puts in a lot of hard work to try and give his players a good solid game.
Be Mature: We are all adults, please ... let us all act like adults when we play. (no need to elaborate on this any more - this should come naturally)

Tuesday, August 13, 2024

Playable Races & Classes
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

Playable Races
Playable Classes

Monday, August 12, 2024

Current Campaigns
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

Echoes of Krynn

Sunday, August 11, 2024

Archives
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

Saturday, August 10, 2024

Echoes of Krynn
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

Over three hundred years ago, ended the Age of Might. It is a time from memory when civilization was at it's peak. The nation of Istar was a beacon of education, industry and artistry. However, the Kingpriest of Istar stood against the gods believing himself to be their equal and when the faith turned from celebrating good to hunting and creating evil to destroy, the gods finally had enough.

After 13 warning signs from the gods went unheeded and Lord Soth failed in his act of redemption to stop the Kingpriest, the gods cast down a mountain upon the nation of Istar destroying it and sundering the continent of Ansalon creating the Blood Sea of Istar in its place.

For the next 300+ years, disease and famine spread across the land, this was known as the Time of Darkness in the Age of Despair. The citizens of the world began blaming the Knights of Solamnia for not just failing to prevent the Cataclysm but perhaps even being the cause of it. Knights and their families were hunted and murdered, cast out from their own lands, forced to go into hiding.

After a couple generations, the gods themselves became myths and forgotten. If they are spoken of, its in terms of destroyers and monsters, not loving supporters.

Frustration, anger, and hatred spreads across the continent as life becomes increasingly difficult for everyone.

The Wizards of High Sorcery were also mistrusted, as the lasting bigotry against them from Istar remained. People mistrusted magic and divine heal is completely absent.

Ancient tales once believed as fact are also myths and childrens stories. Dragons are only stories to scare children as they have not been seen in over a 1,000 years (Until the War of the Lance 30 years ago). Myths about a Solamnic Knight named Huma defeating the evil goddess Takhisis, the Queen of Darkness and banishing her to the Abyss with a fabled Dragonlance.

It's a tale only known by Scholars and historians and is told as a fable. In the desperation of this age a group known as The Seekers had sprouted up claiming to have discovered new gods that will take care of the world though in fact they were only interested in seeking economic and political power with no actual Gods behind them.

The mountain dwarves locked their Gates even to their Hill dwarf cousins instigating war and generational discord. The elves stayed hidden within their borders becoming increasingly xenophobic even the more tolerant elves known as Qualinesti Elves maintained a strict border control and did not willingly interact with outsiders. The War of the Lance was brutal and affected everyone on both sides. Good eventually prevailed but at a high cost.

It has now been 30 years since the War of the Lance, a war that brought about great change to the world of Krynn. For many years peace has ruled the land, trade routes had opened up into and out of Thorbardin. There was finally reconciliation between the elves of Qualinost and Silvanost; of course the peace was strained, as was always the case with the Qualinesti and Silvanesti nations. The tribes of plainsmen were united under the rule of Goldmoon and Riverwind, two of the Heroes of the Lance. All across Ansalon people of every race existed in a more trusting and less prejudiced land. That is, until recently.

Over the last couple of years, things have begun to change, tending more toward the dark and gloomy. Rumors of a new Knighthood dedicated to Queen Takhisis have arisen, the weather has been erratic and the sun doesn’t seem to shine as brightly from one day to the next. Scholars, sages and wizards all over the continent have been researching this phenomenon in an effort to answer the oft-asked question: “What is happening to our world”? Their studies and tests have thus far come up empty. Whatever changes are occurring, they have nothing to do with the land itself; there is a power at work here creating problems that seem to have no solution.

The bottom line is as always, it's "us" versus them and you can't survive in this harsh time without a tight-knit tribe be it family, town, region or even nation. Distrust and bigotry now runs rampant. Kender in their Wanderlust travel the continent finding adventure and trouble not to mention that item you have been missing.

The Gnomes have isolated themselves in their hollowed out volcano trying to create technological gadgets that usually end in explosions. As a player you should allow yourself to be informed by the cultural and social norms in all of their sexist and racist overtones (created by the Cataclysm) and most importantly be willing to allow personal experience to break down those walls of hatred your society and culture has built up around you.

For you, Dragonlance is about making an impact for the betterment of the world despite where you started. Building "your own story with your own unique hero". The Heroes of the Lance have told their story, now comes the time for you to tell your own story.

Thursday, August 8, 2024

House Rules
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 383AC.
Inspired By Trampas Whiteman

1. Stats Rolling: This isn't a so called House Rule as one might know it, but every group has there own ways of rolling character stats. Some roll 3 six sided and keep whats rolled, some roll 4 six sided and reroll all ones. Our rule we use is we roll 4 six sided (6 times), reroll all 1's, and drop the lowest roll, keeping the 3 highest 6 sided dice for that stats. Yea it kills sucky stats, but we believe that players will play better (and enjoy the characters more) if the character does not "suck" and we have not had problems with characters getting a set of "GOD STATS". Sure every now and then someone gets a higher than normal set of stats but this is not happening often with us.

2. Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.

3. Clerics & Level One Spells: In the classic B/X style systems, Clerics do not normally start out with an opening spell at level One which I find a bit harsh so I have house ruled in that Clerics will gain one level One spell at 1st level. Level two and beyond the Cleric follows the spell chart as it is written.

4. Healing Bonus: Clerics add their level to healing spells. For example - a normal Cure Light Wounds spell will heal 1d8 hit points. If the Cleric is 5th level then they will heal for 1d8+5 (+1 for each level).

5. Spellcasting: All spells used by Wizard classes and Cleric classes will be from the Advanced Players Handbook books unless it is a spell from 2nd edition AD&D - All spells with be within these two systems. Any spell not listed in the Old-School Essentials books will be ran as is from with the AD&D Players Handbook or Unearthed Arcana books. A time may come where a spell from 2nd edition is inserted into our games and if this happens, players characters will simply add this to the available spells able to be used.

6. Playable Races & Classes: Every race and class that is playable can be found at this link. If you happen to notice any errors, please let us know.

7. Advantage/Disavantage: We will be using Advantage & Disadvantage from 5th edition as it is written in the 5th edition core rulebook.

8. Unconsciousness & Death: Under the standard AD&D rules, unconsciousness and death are predictable states: When a character reaches negative hit points, he goes unconscious. When he reaches -10, he dies.

9. Inspiration: Inspiration is a rule in D&D 5e that allows the DM (dungeon master) to reward players for roleplaying and actions that elevate gameplay and make a session more fun for everyone. Players with a point of inspiration can roll with an advantage on an ability check, saving throw, or attack roll of choice.