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A library, complete with the faintly musty smell of old tomes. Long tall stacks of books,
scrolls, and tablets run the length of the chamber you find yourself in. Seated at a desk
near the back of the chamber is a lone figure. He scratches away with quill and ink on a
scroll, pausing only to wet his quill in a small inkpot and look into a crystal globe located
to his left.
No one?
Seemingly bored with that train of thought, your Benefactor turns away from you and runs
their hands along the stacks.
“So here we are: DRAGONLANCE! Actually, the name of the world is Krynn. Dragonlance
is the title given to the intellectual property created, ‘created,’ by Margret Weiss and Tracy
Hickman. So, if you’d like to take a minute to read up on what this place is about, now’s
the time and here’s the place to do it. Or I can just give you the Chain’s Notes. Get it?
Chain’s Notes? It’s like Cliff’s Notes, but … never mind.”
“In the beginning was The High God and from the Beyond he called forth Paladine, Gilean
and Takhisis, good, neutral and evil gods respectively. Those gods called forth and created
even more gods, and then all the gods created this universe, to include the planet you’re
standing on, Krynn. Dragons, ogres, humans, elves, magic and wonders followed shortly
thereafter. Pretty much your standard magic fantasy creation myth. Well, this place places
a premium on moral equilibrium; good, neutral and evil are meant to stay in cosmic
balance. Doesn’t always work out that way, though. Anyway, enough exposition, you know
the next part.”
“I’m giving you 1,000 Choice Points and a decade here. Let’s see what you can do.”
Events in Krynn are influenced by time as much as place, the various Ages of Krynn each having
their own unique dangers and challenges. Chance will dictate when and where you arrive. Yet if
you invoke Choice, you may select either for 50CP or both for 100. Roll 2d8-1 to determine the details
of your arrival, once for where you arrive and once for when.
1. Palanthas: Sometimes called the Jewel of Solamnia, Palanthas is a beautiful port city
located in Northern Ansalon on the Bay of Branchala. Palanthas is home to the Library of
Palanthas and a Tower of High Sorcery.
2. Silvanost: Capital city of the elven city of Silvanesti. Located in central Silvanesti, Silvanost
is surrounded by lush forests. Silvanost is an ancient city and has weathered the many
storms of Krynns Ages with little damage.
3. Qualinost: Founded after the Kinslayer wars, Qualinost is the capital city of Qualinesti.
Aesthetically Qualinost is an unusual blend of dwarven and elven craftsmanship with
rose-quarts buildings surrounded by well-tended gardens.
4. Istar: Founded as a small fishing village on the shores of Lake Istar, Istar would grow in
power an importance as the nation of Istar ascended. At its height, Istar was a beautiful
wealthy city of crystal, alabaster, and gold. After the Cataclysm Istar is destroyed, and all
the surrounding area becomes the Blood Sea of Istar.
5. Icereach: A frozen desolate region in the south of Ansalon. Icereach is home to all manner
of dangerous beasts, barbarian tribes, and the Thanoi, a race of bipedal walrus men.
6. Mount Nevermind: Located inside of a dormant volcano on the westernmost landmass of
Ansalon, Mount Nevermind is the largest settlement of gnomes in Ansalon.
7. Neraka: A dark city situated deep in the Khalkist Mountains, Neraka is frequently a center
for evil cults, empires, and magics.
8. Tarsis: A trade city and capital to the nation of Tarsis. First established as a port city, Tarsis
flounder for many years after the Cataclysm when its port dried up.
9. Pax Tharkas: A dwarven fortress located in between elven Qualinesti and dwarven
Thorbardin. Its strong walls and deep mines have withstood many sieges.
10. Plains of Dust: Located between Thorbardin and Silvanesti, the Plains of Dust are desolate
and largely barren. Small scattered tribes are the sole population.
11. Sanction: A sprawling port city surrounded by mountains located on the New Sea.
Sanction has a times been a respected trading hub and a home for pirates and villainy.
12. Dragon Isles: Tropical islands located in the center of Krynn, the Dragon Isles are a
magically protected place. Little is known about the islands other than they are home to
many powerful races and species.
13. Blood Sea Isles: Home of the Minotaur Empire, the Blood Sea Isles are remote and
desolate. Wars frequently ignore this place, but the inhabitants are known to sell their
services to whatever army can pay the most.
14. The Abyss: The seat of power for the dark gods of Krynn. This Outer Sphere is also home
to many powerful evil beings and extraplanar creatures. For mortal and fiend alike, this is
a place of pain and torment. Best find a way out quickly.
The first Age of Krynn was the Age of Starbirth. In Some time later it was discovered that the stars had
the beginning there was only The High God and a something yet undiscovered: souls. War was
Chaos. The High God called forth into the Beyond, waged over the fate of these souls, the All-Saints
and three answered back: Takhisis, Paladine, and War. It was ended by the High God. Each pantheon
Gilean. These three would become the patron gods offered the stars something. From good they
of evil, good, and neutrality respectively. Each of received physical bodies, evil granted them
the three patron gods called forth into the Beyond ambition and desire, neutrality gave them free will.
and summoned companions: lesser gods of like From these stars were created the first mortals. Evil
ideology that would be patrons of their respective created the ogres, good the elves, and neutrality
domains. The gods, together with the High God, crafted humanity.
created Krynn. The gods of good then created the
metallic dragons, powerful servants of good. The To celebrate the truce and the creation of life and
gods of evil, jealous, corrupted some of the dragons the restoration of balance, the three gods of magic
and they became the chromatic dragons. This led were created: silvery Solinari, the good; crimson
to the All-Dragons War. Lunitari, the neutral; black Nuitari for evil.
Age of Dreams
The second Age of Krynn. The Chaos Gem, an object of untold power
forged by the god Reorx, has left its mark on the world. New races
appear and magic wielding mortals will shape the events and lands
of Krynn. The world is new, and rife with power, and little that
happens will not frame Ages to come. The Age of Dreams will see
great wars and great works before it is finally brought to a close with
Huma Dragonbane’s sacrifice and victory over the dark goddess
Takhisis at the close of the Third Dragon War.
1. Age of the Ogre, 8500 – 5000 PC: The Ogres were the chosen of the dark gods, strong,
powerful and beautiful. They built a massive slave empire and ruled for millennia, until
their cruelty and vanity caused the collapse of their empire and the fall of their race. Those
Ogres that do not fall, the Irda, flee from their Fallen brethren and form their own society.
You may select any point during this period to being your journey.
2. The First Dragon War, 3900 – 3550 PC: Takhisis sends her armies of chromatic dragons,
ogres, and sympathetic humanoids to invade Krynn. Elves, metallic dragons, and the good
and neutral humanoids rally but are overwhelmed. The War is won by the direct interven-
tion of the gods of magic, who are banished for their direct intervention on Krynn. The
gods of magic take up residence in Krynns moons and found the Orders of High Sorcery.
You may select any point during this period to being your journey.
3. Kinslayer Wars, 2192 – 2140 PC: A combination of politics, war, and circumstance cause
the Sundering of Elven Harmony. The elven civil war will be joined by dwarves and
humans, and will end with two elven nations in place of one: Silvanesti and Qualinesti.
The Qualinesti will maintain closer ties to their human and dwarven allies, while the
Silvanesti will become increasingly isolationist. You may select any point during this
period to begin your journey.
4. The Third Dragon War, 1060 – 1018 PC: The armies of Takhisis rally once more, this time
around the warlord Crynus. Crynus leads his army of ogres, chromatic dragons, and
renegade mages in a bloody war across Krynn. The Knights of Solamnia and their metallic
dragon allies rally in defense of Krynn. The Dragonlances and Dragon Orbs are created to
help fight the armies of Takhisis. The war ends with the sacrifice of Huma Dragonbane.
Takhisis pledges to leave Krynn and both metallic and chromatic dragons withdraw from
Ansalon. You may select any point during this period to begin your journey.
Age of Might
The third Age of Krynn will see the rise and fall of the human nation
Istar. Paladine, mightiest of the gods of good, will show great favor
to the fledgling nation at first, yet as the nation grows in influence
and power, so too does it grow in arrogance. In its pride Istar slowly
turns from the gods, causing divine magic and miraculous works to
dwindle in Krynn. When Istar is at its zenith it will demand the gods
empower Istar to remove evil from the world once and for all. This
act will anger the gods and cause them to hurl a fiery mountain at
Istar. This event, called by all the Cataclysm, will bring the Empire of
Istar and the Age of Might to a close.
5. Istarian Expansion, 1000 – 800 PC: Once a simple fishing village, circumstance con-
spires to turn Istar into massive empire. As Istar’s influence expands, the concept of Istar
as the moral center of the mortal world is introduced. Smaller wars, political alliances,
and beneficial trade agreements quickly and dramatically increase the power and influ-
ence of Istar. You may begin your journey at any point during this period.
6. The First Ogre War, 910 – 825 PC: Ogres attack Thoradin, the seat of power for the
Mountain Dwarves. Solamnia rallies in support of the dwarves, as does Istar. The dwarves
and their allies soundly defeat the Ogres. Istar claims this victory signals that the gods
favor Istar. You may begin your journey at any point during this period.
7. Temple of the Kingpriest, 260 – 212 PC: The Kingpriest of Istar, the theocratic dictator
of the Istarian Empire, begins building a temple in his name. The temple is nothing short
of opulent, and is monument to the growing arrogance of Istar. During this period Istar
will declare that anyone who disagrees with the Kingpriest is evil. Both elven nations will
close their borders in response to Istarian arrogance. You begin your journey at any time
during this period.
8. Edict of Thought Control, 6 PC: The Kingpriest declares that evil thoughts are equiva-
lent to evil deeds, and hires mages to hunt among the populace for evil thoughts. Those
found guilty of evil thoughts are thrown into an arena where they are forced to fight to the
death. An elven bard has a vision of the Cataclysm and writes a poem as a warning; the
poem goes unheeded. At noon six years from when you arrive the Cataclysm will rain
down on Istar. You begin your journey one week after the Edict is passed.
Age of Despair
Famine and evil and war and faithlessness, the fourth Age of Krynn
is bleak. Following the Cataclysm, the people of Krynn are convinced
that the gods have abandoned them. False prophets and religions,
The Seekers, will rise to power, though they have no divine magic and
can perform no miracles. Takhisis will be the first of the gods to walk
the face of Krynn again and with her dragons and followers will begin
to amass power in secret before starting the War of the Lance. Some
time after the conclusion of the War of the Lance, the Graygem, the
Chaos Gem forged by the god Reorx Ages ago, will be rediscovered
and lost. This event will set into motion events that will become the
Chaos War. The Chaos War will shatter Krynn yet again, robbing the
world of arcane and divine magic as all the gods work in concert to
banish Chaos from the universe.
9. The Dwarfgate War, 39 AC: Tensions increase between the Mountain and Hill Dwarves
after Thorbardin, great kingdom of the Mountain Dwarves, closes its borders. Elsewhere
in Ansalon a powerful human mage allies with a cleric and raises a significant army. The
mage and his army ally with a group of Hill Dwarves and lead an assault of Thorbardin.
You begin your journey one month before the mage and his cleric leave Palanthas to raise
their army.
10. The Temple of Neraka, 141 AC: Takhisis, Dark Queen of the gods of Evil, opens a portal
to Krynn and begins to manipulate events personally. During her time she will take stones
from the Temple of Istar to Neraka. These stones transform and warp the landscape,
turning it into a dark mirror of the first Temple of Istar. Takhisis will awake the chromatic
dragons during her time on Krynn, though they will not yet operate in the open. Priests
of Takhisis operate in the shadows and divine magic is practiced for the first time in
centuries. You begin your journey moments after Takhisis opens her portal to Krynn.
11. War of the Lance, 348 AC: The armies of Takhisis storm across Krynn led by dragons and
the Dragon Highlords. Nations fall in rapid succession to the armies of the Dark Queen.
A group of heroes seek the aid of the gods of Good, and are successful. Shortly thereafter
those same heroes secure the aid of the metallic dragons. For the first time in centuries,
Dragonlances and the Dragon Orbs are seen on Krynn. The war concludes with the defeat
of Takhisis’ armies after the death of Dragon Highlord Ariakan. You begin your journey
one month after the dragonarmies begin their invasion.
12. The Graygem and the War of Chaos, 381 AC: Rumors of an artifact of great power, The
Graygem, begin circulating. These rumors will draw the attention of a roguish dwarf and
threes sons of famous adventurers. Fear and desperation will lead to the shattering of the
Graygem, releasing Chaos onto Krynn. You begin your journey one year before the sons
of Caramon and Tika Majere, Heroes of the Lance, set sail with Dougan Redhammer.
Age of Mortals
The Summer of Chaos is over, but the world has changed. While the
combined pantheon of Krynn is distracted fighting Chaos, Takhisis
steals Krynn away in order to rule over it uncontested. Her theft has
left Krynn bereft of traditional divine and arcane magics, but the
mortals of Krynn rally and discover mysticism and sorcery. Another
unforeseen consequence of the Dark Queens plans are the Dragon
Overlords, phenomenally powerful dragons loyal only to their own
ambitions. Long years after the Dragon Overlords are defeated, a lone
prophetess will begin to wander the land performing miracles and
preaching The One God.
13. The Dragon Purge, 287 AC: Malystryx, red dragon overlord, uses a ritual to absorb the
spirits of other dragons in order to increase her power. With her increased power she
seizes more territory. Other dragon overlords take note and begin to do the same. In
response to these rituals by the chromatics, the metallic dragons withdraw to the Dragon
Isles. You begin your adventure one week after Malystryx completes her first ritual.
14. The War of Souls, 421 AC: A prophetess named Mina begins to preach The One God.
She is the first person since the end of the Chaos War to perform miracles and wield divine
magic. Her power allows her to create a massive army of the living and the dead. Her war
is short lived when The One God, revealed to be Takhisis, is rendered mortal and killed.
Paladine, in order to maintain the balance, forsakes his immortality and roams Krynn.
You begin your journey three months before Mina performs her first miracle.
15. Jumpers Choice: Choose any Age to being your adventure in Krynn.
Origin: Class and Race
“So, you know where you’re going. That’s great and all, but just who and what are you going to be? I’ve
got some options for you below, feel free to choose a race and a class.”
Drop In (Free): You awaken in Krynn neither helped nor Krynn, Power, Levels and
hindered by any additional memories. Your lack of ties to You:
this universe may make your time here challenging, so the
How does one quantify
boons offered to you will provide you with additional
power? As you begin your
assistance.
adventures in Krynn this
question may occupy your
Warrior Rogue
thoughts, so let the
50 CP 50 CP
following be your guide:
purchased skills can either
You learned from an early Quick thinking, fast talking,
provide a one-time lump
age how to fight: sword and and maybe a little sleight of
sum of power, in the form
shield, strike and grapple. hand are your stock and
of levels, or ease of gaining
Childhood memories are of trade. You learned from an
power along those
hunting and training, and early age that discretion
particular paths.
of dreaming about the day was better than valor, and
you’d leave home to travel that stories are tools that If you want immediate
Krynn on adventures of can fix all manner of power, assume that 100
your own. problems. point skills provide one
level, 200 and 300 point
Arcane Divine skills provide 6 levels, and
50 CP 50 CP 600 point skills provide 8
levels.
The universe is your Big questions have always
If you want to grow into
playground, at least that’s fascinated you: who and
your power, assume that
always been your opinion. what are the gods, do they
100 through 300 point
Your childhood was spent truly care about the people
purchases put your feet on
in books, hours spent of Krynn, what does it
the path to power and 600
reading in an attempt to mean to call someone
point purchases provide
discover hidden mysteries enlightened, can wisdom be
both an aspirational goal
and coax reality to bend to found apart from the gods?
and assistance along the
your will. Eventually your The exploration of these
path to that goal.
studies led you to magic, questions has granted you
and from there on your power.
goal was clear: master the
Art.
Time and the Races of Krynn
Krynn is not a small world, and it is a world bursting with life. All manner of different races
have flourished, perished, and evolved on Krynn over the Ages. You’re free to choose one
of the Races below as part of your origin, but understand that what you pick will influence
your experience of Krynn. Some Races pack a bit more of a punch than others, so Choices
will be weighed accordingly. Also, if you pick something that doesn’t exist yet, or that is
extinct when you arrive, you’re bound to engender any number of reactions. I imagine some
of those reactions will be unfavorable.
Human* (Free): One of the first three races crafted by the gods during the First Age of Krynn, the Age
of Starbirth. Forged by the gods of Neutrality, humans were given Free Will and allowed as individuals
to choose their own path. Humans have created mighty empires throughout the Ages, while some
pockets of Humanity remain distinctly tribal. Humans can range in size from as small as five feet to as
large as seven feet tall, with a corresponding variety in build types. The average human will live to
approximately 70 years old.
Elf * (50): Elves were created by the gods of Good Dwarf (50): Created shortly before the First
during the First Age and, along with humans and Dragon War, Dwarves are one of the Graygem
ogres, are among the first mortal races to walk races. Dwarves as a whole venerate the Neutral
Krynn. Elves are smaller and slighter than god of the forge, Reorx. Dwarves are shorter and
humans, with sharper more refined facial stockier than either elves or humans, and live to
features. on average three to four centuries before
Elves gain the following abilities: succumbing to old age.
● Increased dexterity Dwarves have the following abilities:
● Decreased constitution ● Increased constitution
● Proficiency with a bows, longswords and ● Decreased charisma
rapiers ● Bonuses to attack against giants, ogres and
● Immune to magical charm other large creatures
● Increased chance to resist enchantment style ● Proficiency with an axe or hammer
magic ● Increased skill with masonry and smithing
● Darkvision: Elves can see in the dark up to 60 trades
feet ● Darkvision: Dwarves can see in the dark up
to 60 feet.
* Half elves pay no CP cost, and receive weakened elven racial abilities, facial hair, and limitless angst.
Kender (50): The kender were created in the Gnome (50): Gnomes are the descendants of
same event that created the Dwarves, but whereas humans that Reorx cursed for their pride. The
the dwarves ancestors were transformed by greed, nature of the curse was such that gnomes feel the
the kenders progenitors were shaped by curiosity. need to create, but are never satisfied with their
Curiosity shapes individual kenders and kender creation. As such, gnomes are Krynns inventors,
society writ large. This curiosity has respect for though their inventions are known to create as
neither danger nor personal space (or property). many problems as they solve. Gnomes stand
Kender stand between 3.5 and 5 feet tall and have three feet tall on average, and are stockier than
strong, but wiry builds. Kenders have the kender but lither than dwarves. Gnomes are
following: purported to live three to four hundred years.
● Bonuses to dexterity Gnomes receive:
● Penalties to strength and wisdom ● Bonuses to intelligence and dexterity
● Increased defense and offense versus ● Penalties to strength and wisdom
significantly larger opponents ● Increased defense and offense versus
● Increased survivability significantly larger opponents
● Penalities to focus and concentration ● Increased skill at crafts and trades
● Immunity to fear, magical or non-magical
● Increase ability to taunt and bluff
Minotaur (100): Equally at home on land and
at a sea, Minotaurs are among Krynns most fierce
Centaur (100): Frequently found in the wild and feared warriors. Minotaurs are a physically
lands less and less settled areas of Krynn, impressive species, standing at 7 feet tall and
Centaurs are a race of notable in part for their weighing over 400 pounds on average.
size. Standing head and shoulders above the Minotaurs have the torso of a humanoid, though
tallest human, with muscular builds and refined powerfully built, and bovine heads. Their bodies
facial features, Centaurs appear to have the are covered with short thick fur of various colors
upper body of a human attached to a horse. and their feet are often hooved. Minotaur society
Centaurs live and travel in herds, and are known is based on strength, the strength of the
for being boisterous about everything from individual minotaur and the strength of the
adventure to debauchery. Centaurs are another Minotaur Empire writ large. Minotaurs were
of the Graygem races and, as such, appeared created shortly before the Third Dragon War.
before the Third Dragon War. Centaurs have the Minotaurs receive the following:
following bonuses and penalties: ● Significant bonuses to strength
● Massive bonuses to strength ● Penalties to dexterity, intelligence, and
● Significant bonuses to dexterity and wisdom
constitution ● Natural armor
● Bonuses to wisdom ● Increased swimming, intimidation, and
● Penalties to intelligence seafaring skills
● Natural armor ● Discount to the Fighter class
● Discount to the the Ranger class
Ogre (var.): Created by the gods of Evil during the Age of Starbirth, Ogres are one of Krynns original
races. Initially Ogres were beautiful, powerful, and highly intelligent. Pride and circumstanced cause
them to fall, splitting into two races: the Fallen and the Irda. The Fallen retained the strength and size
of their forebears, while the Irda kept the beauty, intelligence and giftedness with magic.
Irda (100CP) – Irda are what remains of the high ogres. ● Bonuses to constitution
When their ancestors allowed themselves to be ● Penalties to intelligence and charisma
consumed by evil, the irda turned aside and left the ● Natural armor: Half-ogres inherited their parents
sprawling Ogre Empire. Now largely reclusive, to the tough hides to a degree, and enjoy thicker skin on
point of being a legend to most, the irda live peaceful account
lives devoted to art, contemplation, and intellectual ● Low light vision: Half-ogres can see farther with
pursuit. Irda have the following bonuses and penalties: limited light, star light, torch light, than can most
● Bonuses to intelligence and charisma races
● Penalties to constitution
● Low light vision: Irda can see farther with limited
light, star light, torch light, than can most races
● Shapeshift: Thrice daily an irda can change their
form. This being must be humanoid in type and
can be as large as sixteen feet in height or length
or as small as two feet. While in the form assumed,
the irda will be able to use all the physical attacks
of the creature it is posing as. However, the irda
cannot use any magic or supernatural attacks or
effects. Irda keep their own attributes while
shapechanged.
● Once a day irda may use the following spell-like
abilities: dancing lights, detect magic, flare, ghost
sound, light, and mage hand
Alignment Choice (var.): Moral choices are an enough in that trade that you could make a very
important facet of this world, so much so in point comfortable living if you worked at it.
of fact that people are defined by them. You don’t
necessarily work like that, but in order to get by Divine Favor (200): You’ve garnered the attention
here you’re going to need to act the part. Pick any of a deity, but in a good way. Well, for the most
alignment on the standard nine-point alignment part. That deity will look out for you, help you when
chart: that’s what you register as now. You’ll be it can if it’s not too much trouble. Now, fair is fair,
bound by that alignment, sort of, in that effects that the god may come and ask for assistance on
help or harm those of that alignment will affect you, occasion, but you’ll come out better for the deal
though to a lesser degree than they would someone anyway. For the most part. In future adventures in
of this universe. You are required to pick an distant lands expect to find local divine patronage.
alignment for this jump, but may choose whether
your actions in this jump change it or not. By Noble (200): You were born with a silver spoon in
paying 100CP you gain the ability to use this skill in your mouth. While you aren’t a direct heir to the
future jumps, as well as the ability to change your throne, you are a common sight at court. People
alignment once per day in this jump and subsequent know your name and will be willing to do you
jumps. favors, but they will expect something in return.
It’s on you whether you pay out or not, though.
Tall Enough (var.): The first purchase of this skill Nobility being a character of birth, you can look for
is free and will give you the minimum stats required similar treatment wherever your adventures take
to excel in your chosen class. If you choose you.
additional classes that require excellence in other
areas, pay 50CP per ability set to have your abilities Artifactory (400): Krynn is a place of wonder and
boosted enough to allow you to continue to succeed. power, and has seen the creation of wondrous
artifacts. You know possess the knowledge to make
Tradeskill (100): There’s more to life than comparable items. The creation of these objects
adventuring and running about. Sometimes you’ve will not be easy, crafting a legend never is, and it
got to make a living, and you know how. Pick a craft will require sacrifice and particular reagents, but
or skill, something related to a trade or a profession, you’ll know what it takes to bring them to life.
nothing magical or the like. You’re now skilled
Drop In
Hireling (100 – Free Drop In): You gain a follower, On Dragons and
someone new from this universe or a previous companion Compatibility of Alignment:
from universe you’ve already visited. This follower gains The dragons of Krynn are
600CP to spend on Origin, Perks, and Items. Your follower
powerful creatures possessed
cannot select any perks from the Drop In tree and cannot
with strong personalities and
take any drawbacks.
ideologies. As such, a dragon
Party (300 – Discount Drop In): High adventure is that wishes to partner with
dangerous, so why not make things easier by bringing along another being will only do so
extra help? You may now select up to eight companions to should that being have some
aid you on Krynn. Companions purchased in this manner shared ideologies. A blue
follow the same rules as those under Hireling. dragon (LE) may overlook a
prospective companion’s
Dragon Rider (600 – Discount Drop In): Throughout
history, dragons and humanoids have formed formidable good tendencies should that
fighting partnerships. By selecting this option, you join that companion be disposed
tradition. Shortly after your arrival to Krynn you will toward order and structure
encounter a young or juvenile dragon with whom you will (LG), just as she might
form a bond. That bond will strengthen both you and the overlook a more lawless
dragon and allow you both to fight together with greater skill companion should that
than either could apart. In time, dragon and rider will learn
companion lean more toward
to communicate telepathically, and gain substantial bonuses
malevolence than
to offensive and defensive actions.
benevolence (CE).
The dragon you encounter will be of compatible, though not
necessarily the same, alignment. Dragons are not pets, and Example: Anonymous is a
cannot be commanded and kept as such. However, if you LN mage who has chosen
treat your dragon cohort with respect, upon leaving Krynn to become a Dragon Rider.
your dragon may be willing to travel with you on future Anonymous’ Lawful nature
adventures. If you dragon chooses to join you after leaving
allows him to seek out any
Krynn, from that time forward it will count as a Companion.
If, in your journeys, you have already befriended a dragon of the Lawful dragons,
who now travels as your Companion you may use this class similarly his Neutrality
to bond with your dragon while traveling on Krynn. allows him to pursue any
of the Neutral dragons.
Dragon Types and Alignments However, Anonymous may
not choose any of the
White CE Brass CG Dragon Turtle N Chaotic dragons, as he
Black CE Copper CG Wyvern N would have nothing in
Red CE Gold LG
common with them
Blue LE Silver LG
Green LE Bronze LG ideologically.
Warrior
Combatant (100 – Free Warrior): You know the basics of war: how to fight, how to maintain your
weapons, and how to train to improve your skills. You aren’t a master, by any stretch of the imagination,
but you know how to not stab yourself with your own weapons.
Fighter – You’ve been in a fight or two, or twenty. You’re a journeyman combatant; you’ve got a
few tricks and techniques that make you separate and distinct from your peers. You can take a hit,
and deliver one, better than most and you know enough to start to specialize in particular forms
of combat. Your skill is such that you could apply for membership in any prestigious martial order
and expect to be accepted.
Paladin – You are the chosen sword and shield of a particular god. Trained by warriors and clergy
alike, you wield the martial power of flesh, bone and steel and channel the divine power. Holy
warriors are rare in Krynn, and represent no small investment by a god and its church. As such,
expect to be called upon to quest after the most dangerous objectives and further expect that hostile
faiths will see your downfall as a great coup. You’re strong, hale, and charismatic and you are not
to be trifled with.
Ranger – The wilderness always called to you and after learning the basics of combat, you answered
that call. Your fieldcraft, moving silently and undetected through the underbrush, is the stuff of
local legends and your martial prowess causes your enemies to think twice. You learned how to
call on one of the three patrons of nature, Habbakuk, Chislev, or Zeboim, and how to invoke the
divine to help you commune and defend the wild. Nature has favored you with a companion, an
animal to walk by your side, and you have come to hate more than one type of enemy with special
fervor.
Barbarian – Whether you were born to the wilds or you rejected civilization, you find no comfort
behind city walls or the roofs of keeps. Your time in the wild has taught you to be fleet of foot and
hard to hit, either by enemy combatants or traps. Rage is as much a weapon to you as any sword
or axe, and by summoning yours you can become something truly fierce.
Monk – The monastery has been your home for many years, a place where you’ve pursued the inner
journey of self-mastery and perfection. This discipline has honed your mind and body into a
fearsome weapon. Your hands and feet strike with lethality of swords, but you have far more
control. Awareness of self has made it harder for magics and other outside influences to manipulate
you, and your mastery of your body has made you immune to diseases.
Golden General (600 – Discount Warrior*): You are a master of your craft, legendary in your ability
to practice that craft as an individual, to employ others in your service, and to train others in your chosen
martial disciplines. So great is your skill that word of your exploits and expertise will spread, inspiring
others to follow your example and seek you out to follow your lead. Wherever you go people will rally to
you, to serve your cause and to learn from you. These people will be loyal, but not blindly so. If you treat
them well enough they may provide you with the means to attain political power by way of officially
recognized lands, holdings, and titles. A warrior may receive a discount on either Golden General or
Legend, but not both.
Legend (600 – Discount Warrior*): There exist men and women who, by strength of arm and heart
alone, have bludgeoned their way into the annals of history, and you are now their equal. Feats of might,
skill, valor and martial prowess come as easily to you as breathing. Whether facing down a titanic foe in
single combat or charging against a screaming horde, you find yourself at ease and know that you have
the ability to claim victory. Heroes sometimes fall, it’s true, and nothing guarantees victory but all the
same no battle is truly unwinnable. So long as you are willing to fight, victory will remain a possible, if
costly, outcome. A warrior may receive a discount on either Golden General or Legend, but not both.
Rogue
Footpad (100 – Free Rogue): You know your way around a city and can skulk your way through old
ruins with some skill. You’ve learned how to disarm traps, pick locks, and move without being seen.
While you’re not a master of these arts, by any stretch, you’ve learned enough to employ them on the job.
Thief – Any fool can cut a purse or grift a hayseed, but real crime is an art. Over the years, jail free
you’re proud to say, you’ve managed some brilliant schemes and made your share of coin. While
you’re no warrior, mainly because you’re smarter than that, your skills with bow and blade have
made you deadly, so long as the other fellow is facing away from you. Locked doors, chests, traps,
and cells no longer challenge you but instead reveal to you their secrets with minimal effort.
Professional organizations who prize discretion will value your skills, and be willing to offer you
membership in their ranks with at the merest hint of your interest.
Bard – Everyone appreciates a story, and everyone loves a good song, which has worked out rather
well for you, really. You are a master of entertainment, and a font of information. You know how
to ply your arts in the tavern, the throne room, and, if truly necessary, on the battlefield. You
dabble, professionally, and have learned a bit of spellwork, how to handle a blade, and how to
make deft use of dexterous fingers. Your presence is an inspiration, and your company a pleasure.
Professional entertainers, and the more discreet members of Court, are happy to make your
acquaintance and engage your employ.
Guildmaster (600 – Discount Rogue*): Years spent on the road have paid off; you are truly a master
of your craft. There is no lock that will not yield to you, no secret you cannot ferret out with time.
Wherever you go, you will find people that owe you favors or at the very least believe they owe you favors.
Your network of contacts can both seek out the source of rumors, and create rumors that are accepted
as near fact to all. Additionally, your skill and reputation provide you with the means to establish your
own professional organization, one that can manage the flow of information, influence politics, and
relocate material goods with ease. Your professional reputation will make it easy to recruit like-minded
individuals to staff your organization, and impose a code of conduct on its members. Those you recruit
will be loyal to you and you alone. A rogue may receive a discount on the purchase of either Lucky in
Loot or Guildmaster, but not both.
Lucky in Loot (600 – Discount Rogue*): No matter the score, you always seem to come out ahead.
When it’s time to plunder, you find the best loot. Treasure just finds its way into your safekeeping. A heist
will pay off more than you planned. The artifact you . . . rescued will be more powerful than you heard.
Even if you work with a crew, and the spoils are divided evenly after a job you’ll find your pile just a bit
more valuable than the rest. Fences will pay you more to move your goods and not consider themselves
cheated. Also, a happy additional benefit of this is that it’s just a bit harder to steal from you. Your
possessions, whether on your person or not, don’t seem to go missing as often. A rogue may receive a
discount on the purchase of either Lucky in Loot or Guildmaster, but not both.
Arcane
Arcane Adept (100 – Free Arcane): You are The Orders of High Sorcery:
possessed of the very basics of arcane spellcraft, and Arcane magic users on Krynn who
are capable of casting cantrips and very minor spells. train at one of the Towers of High
With time and practice, your skill and power can be
Sorcery must pass the Test of High
increased.
Sorcery. A grueling challenge
Experienced Classes (300 – Discount Arcane): intended to test the whole of the
mage, not just his or her aptitude
Tower Trained – Through long years of work for magic. Upon passing their Test,
and study, you’ve passed the Test and are a assuming they survive, mages
fully trained wizard. Cantrips and minor spells must join one of the three orders:
come to you with ease, and you’ve begun to the Order of the Black Robes, the
feel the first tastes of real power. Beyond that,
Order of the Red Robes, and the
though, you understand the connection that
magic has to the heavens. Your magic waxes Order of the White Robes. Orders
and wanes based on the alignment of the stars joined are based off of alignment,
and the movement of Krynn’s moons: Solinari, with respect to the good-evil axis:
Lunitari, and Nuitari. White Robes must be good, Black
Robes must be evil, and Red Robes
Hedgemage – While other mages were bowing must be neutral. Those mages who
and scraping for their masters, you pursued
leave the Orders of High Sorcery
your own path. You have no small amount of
lose access to the benefits of their
power, but it is your own and if you draw no
power from lunar cycles so too do you suffer Order. However, options and
no loss from the waning of Krynns moons. abilities purchased with CP will
Autodidacticism has made you very competent remain available to the jumper.
in seeking out your own answers, creating your own solutions, and your own spells.
Archmage of High Sorcery (600 – Discount Tower Trained): You stand tall amongst any gathering
of arcane masters in both power and prestige. The most powerful spells are yours to command, and other
mages will always listen to your words and consider your counsel. Do not be surprised when lesser mages
do your bidding purely out of respect. In addition, your arcane mastery has given you a boon from the
gods of magic. Never again shall the movements of heavenly bodies cause your powers to wane. Lunar
cycles and celestial mechanics can only ever add to your power, albeit temporarily.
Renegade Magecraft (600 – Discount Hedgemage): Hedgemage they called you in your youth, and
some would brand you as renegade. You know the truth of the matter, though. They fear your power.
Your relentless pursuit of power and knowledge have led to success, which has further fed your hunger
for even greater knowledge and power. The laws of magic bend more easily to your will than to others;
because you have abjured the counsel of others and pursued power above all else your spells cast faster,
hit harder, bind longer and are far less taxing.
Order of the Black Robes: Evil aligned Wizards of High Sorcery are more adept in casting
necromancy magic. In addition, they’ve learned how to do the following Secrets of their
Order: increase the power or duration of their necromancy at the cost of their allies
health; infuse their spells with pure negative energy, changing the damage type and
making it harder to resist; cause their spells to generate and inflict magical fear on
their foes; and sacrifice their own health to cast more spells.
Order of the Red Robes: Neutral aligned Wizards of High Sorcery are more adept in
casting illusion and transmutation magic. In addition, they’ve learned how to do the
following Secrets of their Order: increase the power or duration of their transmutation
spells; infuse their spells with pure arcane energy, changing the damage type and
making it harder to resist; increase the power or duration of their illusion spells; make
their magic harder to detect; and make their magic harder to dispel or counterspell.
Order of the White Robes – Good aligned Wizards of High Sorcery are more adept in
casting divination magic. In addition, they’ve learned how to do the following Secrets
of their Order: increase the power or duration of their abjuration spells; increase the
power or duration of their abjuration spells; infuse their spells with pure radiant energy,
changing the damage type and making it harder to resist; counter or dispel spells with
greater ease; ignore distraction and attempts to interrupt their casting with greater
ease.
Divine
Acolyte (100 – Free Divine): There is more to the world than simple might, and sorcerous magic is not
the height of power. Gods exist and grant favor to their followers: you know this. You’ve started on the
path to channeling some form of divine magic.
Cleric – Rites and prayers, symbols and supplications, these are the tools of your trade. You’ve
learned to call on a particular god, and that god in turn has favored you with divine magics and
abilities. Your faith is such that minor blessings and healings flow freely from you, and greater
miracles and wonders begin to flow through you.
Druid – You’ve heard nature’s call and answered. Among the gods of beast and field, land and sea,
Habbabkuk, Chislev, and Zeboim, you’ve found favor. Your passage through wooded areas is
untraceable, and you can call on divine magic to heal and invoke the wrath and power of nature.
Mystic – Power is belief, yet one need not look to the heavens for an anchor of faith. Turning
inward, you’ve learned to believe in yourself and channel the divine magics inherent in the world.
This power is greatest when it is effecting either the self or beings of some spiritual nature, such
as spirits or beings tied to a spiritual plane.
Epiphany (600 – Discount Divine*): Your faith burns bright and hot, fueled by your will and the strength
of your belief. Should you find yourself in a world that has grown cold, where the divine is silent, your
faith will not diminish. Instead, your faith will serve to light your path and as a beacon to others. The
miracles and wonders you work, from raising the dead to healing those beyond healing, will be the stuff
of future legends and myths. Additionally, you can choose to undertake a quest to reignite, or perhaps
introduce, the flames of divine magic. This quest will not be easy, and may require great sacrifice, but at
its end others will be able to call on the divine and channel it. What they channel and how they channel
it will depend upon the nature of the universe in which you find yourself, and not your personal gods and
beliefs. *A divine caster may receive a discount on the purchase of either Seeker or Epiphany, but not
both.
Seeker (600 – Discount Divine*): Magic can move mountains by either the power of faith or force of
will, true. However, you’ve learned the magic of persuasion and force of personality can move the seas:
teeming masses and crowds of people ebb and flow based off of your oration. Whether or not you believe
in what you say, whether or not you can command magic or summon miracles, people will be drawn to
your words and find your arguments incredibly persuasive. Starting a religion would be a small matter
for you. Commanding the respect and devotion of followers is as easy as breathing. *A divine caster may
receive a discount on the purchase of either Seeker or Epiphany, but not both.
Classes: Racial and Prestige
Knight of Solamnia (var. – Restricted, Human gained much in wisdom. Extensive study of the
and Half-Elf Only): Est Sularus oth Mithas. My Measure, the code of conduct for the Knights of
honor is my life. The Solamniac Knights are Krynns Solamnia, has given you the ability to augur the
oldest and most prestigious chivalric order. Created future twice a day. The answer will always be had
during the Age of Dreams as a force to combat evil, in the form of an anecdote, proverb or law from
the Knights have a long and storied history. Knights the Measure, but it will be useful. You are immune
of Solamnia must be Lawful Good. to all magical and non-magical compulsion effects.
You fair radiate leadership, and all your allies are
Knight of the Crown (100CP): The first tier of the called to courage and greatness by your presence.
Knights of Solamnia, and the Order charged with If facing terrible odds, you can rally your troops
exemplifying honor above all. Knights of the to fight harder. Rallied allies will take and deliver
Crown are fearless, magical and non-magical fear more damage than they could otherwise.
effects do not affect them. As a Knight of the
Crown, you will be able to hit harder with melee Progression through the Solamniac
attacks, resist magical and non-magical Knights: While progression through
compulsion, and move more freely in armor than the Knights is linear, Crown to Sword
you would otherwise. Additionally, your to Rose, Choice Point costs are
commitment to honor will embolden your allies
and make them more resistant to fear.
objective: you need only pay the
price listed for the Order you wish
Knight of the Sword (200CP): The Knights of the to join. As a jumper, you can
Sword are the second tier of Solamniac Knights potentially be empowered by local
and the Order charged with using the power of gods as well as your benefactor. As
faith to uphold and promote justice, goodness and
such, you will retain the benefits of
truth. Knights of the Sword are able to cast divine
magic, and turn undead. As a Knight of the Sword whatever Order you buy into as
you will retain your Crown Knight ability to those abilities will be empowered, in
inspire courage, but you will no longer be resistant and out of jump, by your benefactor.
to fear. However, Knights of the Sword are While in Krynn, though, if you
particularly endowed to fight evil. Your choose to progress through the
commitment to goodness radiates from you,
weakening evil enemies and empowering your
ranks you will gain and lose abilities
attacks. No evil foe will be immune to your strikes, in the same manner any Solamiac
regardless of what weapon you wield, and your Knight would.
blows will land harder and be more damaging.
Example: Jumpesse wishes to
Knight of the Rose (200CP): Wisdom is the chief
spend her time on Krynn as a
virtue of the Knights of the Rose, though as the
top tier of Solamniac Knights they are expected to Solamniac Knight, and chooses
embody and champion all chivalric virtues. You the Order of the Knights of the
retain the Sword Knights ability to use divine Sword. She pays 200CP for that
magic, and turn undead. Though your turning is choice. Everyone who knows
not quite as strong as a Sword Knights. Lost are
Jumpesse will assume, remember
your special abilities to combat evil, but you’ve
or know of Jumpesses time as a Knight of the Crown, but will see her as a Knight of the
Sword. If during her time as a Knight she chooses to petition to enter the Order of the
Rose, Jumpesse will retain all of her Sword Knight abilities, as she purchased them, and
gain Rose Knight abilities as well. Upon leaving the jump, she will have the full abilities
of a Knight of the Sword and whatever abilities she gained as a Knight of the Rose.
Elven Windrider (200CP – Restricted, Elf Only): On Windriders and the Chain:
You are a member of an elite fighting force: The Griffons bonded to Windriders are
Windriders. Let the humans crash into one another, highly intelligent animals. However,
clumsy and slow atop overburdened horses. The
while griffons are intelligent and
skies are your battlefield, and your playground. You
sentient, they are not sapient and do
are an elven knight bonded to a griffon. The bond is
strong and both is and is not telepathic. You are able not count as companions. Griffons
to communicate with your griffon via your bond, as that are slain in combat are
well as through body language, and as long as you resurrected and available in your
are within a mile of each other, both of you will know warehouse 24 hours after their death.
where the other is. While mounted atop your griffon
you gain bonuses to attack, and defense. Spells that Example: Jumper, an Elven
are not capable of effecting both you and your griffon
Winderider, is mounted atop his
are unable to effect either of you. Your presence on
the battle field inspires confidence, and bolsters the griffon, Fluffor the Terrible, and
fighting ability of all your allies. fighting a litch. As its attack, the
litch casts Elf to Mud. Fluffor is
within the area of effect of the spell
but is not an elf and is therefore
unaffected by the spell. As Fluffor
is both unaffected by the spell and
within a mile of Jumper, Jumper is
able to shrug off the litch’s spell.
The following round, the litch casts
Disintegrate at Fluffor. Fluffor fails
his saving throw and dies. The next
day Jumper returns to his
warehouse and finds Fluffor none
the worse for wear.
Kender Handler (200CP – Restricted, Kender Gnomish Tinker (200CP – Restricted, Gnome Only):
Only): What’s over that next hill? You think you’re Science! Science is the key to everything! The
near. . . What’s that, that thing over there? That’s physical laws of the universe can be understood
shiny. You wonder if it in your pocket? You bet it’d with study and time and ifpeoplewill
look great in the moonlight, you’ll just borrow it justlistenforachangewhydoyoualwayshaveto
until tonight and see if you’re right. He won’t need repeatyourself? You are skilled at mechanical
it, and you’ll leave something else for him to use engineering and construction and are capable of
while you. . . Hey, an inn! You are the creating items that accomplish a variety of feats:
quintessential Kender: the Handler. Your sleight weapons, tools, constructs of various types. You can
of hand is unparalleled, you could very nearly steal even make objects that recreate low level magical
the armor of a knights back while he chases you effects. Oh, sure, sometimes things
around swinging his sword. Not that he could hit explosivelymalfunction but that’ll clearly be
you, you’re too quick for that. Knights are so funny, accounted for in the next design iteration! Beyond
maybe he’d like to hear a story while he chases you? engineering, your mind is capable of significant
You know tons of stories, and they’re useful too! intuitive leaps that allow you to accomplish tasks
You always seem to know a little about a little. and solve problems through completely new, and
You’re just lucky like that, things have a way of bafflingly oblique, means.
always working out in your favor.
Dragon Highlords and Knight of Takhisis (var. – Restricted, No Gnomes, Kender, Draconian):
Champions of evil, the Dragon Highlords and Knights of Takhisis stand as malevolent counterparts to
the Knights of Solamnia. The Dragon Highlord is the ancient title held by the favored commanders of
Takhisis’ armies. They are warriors who mastered of combat, or who learned to seamlessly integrate
spellwork and melee combat. The Knights of Takhisis are members of a dark chivalric order that rose
after the War of the Lance. Modeled loosely after the Solamniac Knights, Takhisis’ Knights emphasized
loyalty and discouraged infighting. Progression through the Knights of Takhisis is dissimilar from
Solamniac Knights in that Takhisis Knights do not progress through different orders, but instead stay
within the order in which they are inducted. For the purposes of CP purchase, Highlords and Knights are
the same with one exception: Knights must be Lawful Evil, Highlords may be any evil alignment.
Knight of the Lilly (100CP) – Skilled melee good opponents; detect good at will; discern lies;
combatants, Lilly Knights are masters of and rebuke undead.
demoralizing their foes. Their commitment to evil
allows them to: demoralize and intimidate their Knight of the Thorn (200CP) – Masters of martial
foes into inaction; shrug off any fear effects, and magical combat, Thorn Knights are planners
magical or non-magical; resist mind effecting as much as they are fighters. Their commitment
magic; move more easily in heavy armor; to evil allows them to: perpetually shroud
coordinate their attacks with their allies for themselves in an aura of terror, causing even the
increased defensive and offensive effects. fearless to feel unease and the less brave to be
completely shaken; cast all divination magic with
Knight of the Skull (200CP) – Gifted with divine greater ease and more often; resist mind effecting
magic, Skull Knights specialize in combating the magic; wear armor and suffer fewer restrictions to
forces of good. Blessed by evil, Skull knights are his casting; and use melee weapons to deliver
able to: exude an aura that increases their spells normally requiring touch.
survivability against good foes; empower their
weapons with evil to do more damage against
Golden Hammer (200CP – Restricted, Dwarf Ogre Slaver (200CP – Restricted, Ogre Only):
Only): The Golden Hammers owe their genesis to Slaves have long been the stock and trade of the
the pride and prowess of the Daewar clan. Despite Krynnish ogres. Ogre slavers, therefore, are an
that, Golden Hammers can be found in any important class within the ogre tribes and peoples.
dwarven clan as well as among the other races of Often selected in youth by family members for the
Krynn where they act as ambassadors of and trade, slavers provide fodder for ogre raiding bands,
advocates for dwarven kind. As strange mixture of soldiers for the Dragonarmies, and the currency by
military-cohort and bardic college, Golden which ogre tribes do business. No other group in
Hammers are hardened combatants steeped in Krynn is as skilled with a whip. Ogre slavers’s whips
dwarven lore and traditions who use their valor are a nearly perfect extension of their cruel wills,
and knowledge to aid their allies in battle. Their able to deal lethal damage or merely subdue their
rigorous training provides them with a variety of victims as the slavers see fit. So long as they remain
benefits: ease of motion while wearing heavier largely healthy and unhurt, slavers are able to inflict
armor; particular skill when fighting with either damage on an individual and use that to compel a
axe or hammer and shield; tougher bodies that are group to work in perfect unity to whatever end the
capable of ignoring smaller injuries entirely; and slaver sees fit. The pitiless techniques and
chants to aid small adventuring parties and larger ministrations of ogre slavers have been perfected
armies alike. This chants have a variety of combat- for Ages, and as such ogre slavers are terrifyingly
bolstering effects, and affect all allies within 60 feet adroit at the wills of their slaves.
of the chanter.
Kraken Legion Mariner (200CP – Restricted, Warmage (200CP): While most arcane magic
Minotaur Only): Born out of equal parts ambition users prefer to stay clear of the fray, War Mages are
and discipline, the legions of the Minotaur Empire a notable exception. Owing their heritage back to
are fierce cohorts that command equal parts fear Magius, friend and comrade-in-arms to the
and respect from their enemies. Located as they are legendary knight Huma, who fought in the Third
on the isles of Mithas and Kothas deep in the Blood Dragon War. From that point forward, a select few
Sea of Istar, the legions assistance to move from mages understood the value of learning the art of
their island homes to the plunder-rich shores of war, and how to apply The Art to war. Standing tall
Ansalon and Taladas. The minotaurs of Krynn are on the battlefield, wielding staff and arcane wrath,
a sea-faring race, but even among the minotaurs War Mages can rally their allies against
the Kraken Mariners stand apart and above. Kraken hopelessness. By applying martial means to magical
Legion Mariners provide both transport and training, War Mages have strengthened the might
security to their land-based peers. There are no and focus of their combat spellwork; spells cast by
finer combatants and sailors on the seas. Kraken War Mages are significantly more damaging than
Legion Mariners are highly trained and gifted in those cast by their less specialized peers and War
variety of ways: construction, deployment, and use Mages themselves are less likely to be interrupted
of ship-based artillery; peerless boarding, raiding, while casting. In addition, standing shoulder-to-
and fast-damaging attacks; and remaining shoulder with men and women at arms has taught
surefooted enough to fight and work even as a War Mages how to ignore some of the detrimental
storm capsizes a ship. effects caused by casting while wearing armor.
Undead
Undead (var.): Members of the undead are immune to the following: mind-affecting spells, poison, sleep
spells, paralysis, stunning, disease, death-effects. Effects that damage physical and mental attributes,
ability and energy draining spells, are similarly ineffective against the undead. The undead cannot be
healed through conventional healing spells and are actually damaged by them instead. Undead can see
in the dark up to 60 feet. Unless otherwise specified, undead are subject to those spells and abilities that
specifically target undead. Undead selections are mutually exclusive. Draconians may not select either
corporeal undead or death knight, as their bodies are destroyed on death.
Incorporeal Undead (400CP) – Incorporeal undead However, for all that power, incorporeal are rendered
need only be mostly incorporeal, examples exist of powerless in and by sunlight. Ordinary light does not
spirits haunting suits of armor. Regardless of affect them, but natural or magical sunlight renders
appearance, or the cause of their undeath, incorporeal an incorporeal undead unable to attack. Additionally
undead have the following characteristics: a the presence of sunlight will cause the incorporeal
permanent aura of fear that causes less powerful undead to flee, albeit more slowly.
beings to flee; immunity to effects and attacks from
cold and electricity; immunity to physical attacks that Corporeal Undead (400CP) – Corporeal undead can
are not magical in nature; able to phase and move be either fleshy or skeletal in appearance, and have
through solid matter unhindered provided there is no the following advantages: discounted purchase of 1
magical or energy-based barrier; and sense living 300CP class; increased damage resistance against
creatures within five miles. physical melee attacks; immunity to cold based
attacks and effects; a permanent aura of fear that
Once a day an incorporeal undead may keen or wail. causes less powerful beings to flee; and a stronger will
Keening can potentially kill all mundane living to resist Turn and Rebuke undead attempts from
creatures within 30 feet. The chance of death is divine casters. Corporeal undead receive a discount
dependent on how powerful the creature is. Ordinary on one item.
animals and plants will die. Incorporeal undead may
only keen between sunset and sunrise.
Death Knight (800CP – Mandatory Drawback, Damned): Death Knights are former servants of the
good gods who committed some great sin, and are now punished with unlife. These creatures are rare,
powerful, and feared by everyone. Most famous of these is Lord Soth, Knight of the Black Rose, whose
betrayal of his god forfeited the opportunity to avoid the Cataclysm. Death Knights must be evil in
alignment Death Knights receive one item of their choosing free of cost, and possess a variety of abilities:
Constant At Will Daily
Turn Immunity – A death knight Create Undead – By concentrating Abyssal Blast – A death knight may
cannot be turned by divine magic; for an hour, a death knight may unleash a blast of unholy fire
evil divine caster’s ability to raise a dead humanoid as a skeletal twenty feet wide and over four
control undead is similarly warrior. This warrior will have all hundred feet long. This fire
impotent. the abilities it did in life, as well as damages both as fire and negative
those granted by the undead type energy, making it more difficult to
Spell Resistance – Spells cast (see Undead above). resist.
against the death knight have a
chance to fail based on the power Summon Undead – Lesser undead Summon mount – By
of the death knight. are drawn to the death knight, and concentrating for a minute a death
the death knight may impress knight may call some type of
Fear Aura – A perpetual aura of them into his service. No undead undead creature to serve as a
dread, death and evil surrounds are created by this ability, and mount. This creature will serve the
the death knight. Lesser creatures sapient undead or those under the death knight faithfully until slain,
within 15 feet of the death knight control over another will are and will be no more powerful than
will flee upon feeling it without unaffected. The number of half as powerful as the death
great effort. followers attracted are knight. The creature must have
commiserate with the level of been a mundane, non-magical,
Immunity – Death knights are power the death knight possesses. animal in life.
immune to polymorph spells, cold, The range of this power is 200
and electricity. miles. Undead who leave this Spell-like abilities – A death knight
range or are outside of it are may create a wall of ice, dispel
Damage Reduction – The death unaffected. magic, detect magic, inflict pain on
knight’s body not only acts as lesser creatures, or inflict fear on
natural armor, but also ignores lesser creatures.
damage from non-magical
weapons that cannot inflict Power Words – Unholy magic
significant damage. allows the death knight to
command one creature daily to
either be stunned, blind, or die.
Items
Purchase of any 600CP class skill, regardless of whether or not it was discounted, entitles the adventurer
to one discounted Item purchase. Items discounted below 50 are free. If a discounted items price is not
a multiple of 50, round the cost down to the nearest multiple of 50.
Merch (50CP) – An assortment of books, tabletop games, videogames, and art from and about the
Dragonlance universe. Maybe this will be useful somehow?
Dosh (50CP) – Enough period and location appropriate currency to get you by for a week of comfortable
living. Stretch it and it could last a month or more. Multiple purchases are allowed.
Adventuring Kit (50CP) – Gear appropriate to your profession, be that robes and staff, or armor and blade.
Nothing is magical but everything is useful; that ten foot pole will surely come in handy, right?
Cooking Spices (50CP) – An assortment of herbs, spices, seasonings, and various other good smelling bits.
This is for cooking. I mean, what else are you going to use majoram for? Refills weekly.
Spiced Potatoes (50CP) – A large plate of warm spicy, fried potatoes. Should be enough to feed about four
people, more if no one is really hungry. These are really good, so if there are more than four people around
maybe you shouldn’t share. Nobody wants things to get ugly. Once you’re done with them, just store the
plate somewhere and when you want more just set the plate out. The plate’ll dish things out once every
twenty-four hours.
Mount (50CP) – A horse complete with riding gear of your choosing. Nothing special, but a decent mode
of transportation that won’t get you any funny looks. If slain the horse will be resurrected in your
warehouse within twenty-four hours.
Texts (50CP) – A collection of texts around a specific theme. These can be religious texts, chivalric codices,
or manuals related to engineering. Again, nothing magical but it could prove useful for someone wanting
to start a movement.
Parts, parts, and more parts (100CP) – Several containers filled with parts that could be used by an
engineer. Nothing in here works by itself, but it could be used to build any manner of devices if someone
was knowledgeable enough and had the time. Parts will replenish themselves weekly if used, sold, lost,
or destroyed.
Forge (200CP) – A small, humble building filled with everything a smithy needs to work. The building
contains a forge, tools, and an assortment of common materials. There are also attached living, sales, and
storage areas. Materials used to craft items will replenish themselves weekly.
Inn (200CP) – An inn. It’s not special, but it’s not plain either. It’s not new, but it’s well maintained. It is,
however, the coziest damn inn you’ve ever seen. The whole thing, inside and out, just radiates comfort
and seems like a great place to relax and regale and be regaled. Pick it up now, and I’ll throw in a couple
of bonuses. First, I’ll give you my secret recipe. My potatoes are just that good. Second, I’ll place this thing
almost anywhere you want so long as it’ll fit. I’ll even stick it in that tree over there, and throw in some
stairs and pulleys to boot.
Churqa (200CP) – A curious mode of transport this. The Churqa is a small glass skimmer. Which is not
to say that it’s made of glass, rather that it’s built to move across it. This vessel will hold about four or
five people, with their luggage, and is nimble enough to navigate the incredibly inhospitable terrain.
The long steel outrigger arms reach out from the wooden hull and touch the ground with oiled pads.
The Glass Sailors use these to sail the Shining Lands. This one is a bit more robust, and will move
across surfaces other than glass. She’ll be largely free of maintenance, and if she’s scuttled she’ll be
available again twenty-four hours later.
Xogat (300CP) – In principle the same as a Churqa, the Xogat is in practice much larger. A proper war
vessel, capable of holding twenty crew, several passengers, and all the necessary gear, these vessels are
fewer in number and highly prized on account. Given its additional mass and larger sails, this glass
skimmer can move through terrain that the smaller Churqa cannot. As was true for the purchase above,
this particular vessel will be able to move on non-glassy surfaces and will more or less function as a sailing
vessel on any form of land. Might not want to test it on lava, though. That’ll probably end poorly.
Keep (300CP) – A fortified structure designed more for defense than for comfort or beauty. Having said
that, it does have its own appeal. It looks like the kind of place that a knight or lord might call home.
Though I imagine at night it’d look plenty different, maybe the kind of place something evil lives. I’ll let
you decide which it looks more like. Regardless, it’s big enough to house dozens of knights and maybe a
couple hundred soldiers, as well as serve as a seat of government.
Tower (300CP) – A place of power, rising high into the skyline. This construct seems to be built with
magic in mind, and feels as though it’s able to house all kinds of beings. I imagine with time and effort it
could serve as a foci for all manner of spellwork and could be upgraded to have some terrifying defenses.
Right now though? It’s just a tower filled with laboratories, libraries, and living quarters enough for a few
dozen casters and one master of the tower.
Magic Item (var.) – Use the table below to select or create a magic item. Base item types are of your
choosing, but must be available in Krynn: rings, staves, swords, armor, and the like. Items listed after the
table below may be upgraded with enchantments from the table.
Minor (100): Select any two. Adventurer’s (300): Select any two, or sacrifice
Weapon – Enchanted up to +1 one choice for two lesser selections.
Armor – Enchanted up to +1 Weapon – Enchanted up to +5
Spell like effect – Light constant OR at will Weapon – Enchanted up to +10 vs. chosen
Spell like effect – 1�� level spell, 3/day enemy OR alignment
Spell like effect – 2ⁿ� level spell, 5 charges Armor – Enchanted up to +5
(rechargeable) Armor – Damage reduction, 5/type
Spell like effect – 1�� level spell, at will
Lesser (200): Select any two, or sacrifice one Spell like effect – 2ⁿ� level spell, 7/day
choice for two minor selections. Spell like effect – 3�� level spell, 3/day
Weapon – Enchanted up +3 Spell like effect – 4�� level spell, 5 charges
Armor – Enchanted up to +3 (rechargeable)
Spell like effect – 0 level spell, at will Spell like effect – 5�� level spell, 1 charge
Spell like effect – 1�� level spell, 7/day (rechargeable)
Spell like effect – 2ⁿ� level spell, 3/day
Spell like effect – 3�� level spell, 5 charges
(rechargeable)
Starjewels (50CP) – These twin gems resemble their name’s sake. Laid in a silver setting, these clear
multifaceted jewels are breathtakingly beautiful. These elven crafted gems are prized for their rarity,
beauty, and utility. When exchanged between lovers, these gems allow for a psychic bond such that each
will know how the other is feeling. The gems will glow so long as the owners live and love one another.
Should one of the owners die, the other individual possessing the jewel will know immediately. The gems
need not be on the physical person of the owner, though if they are the empathic bond is stronger.
Spoon of Turning (50CP) – One of the famed artifacts of Uncle Trapspringer, the Spoon of Turning appears
to be an ordinary spoon with a bright red dot in the center. According to legend, Uncle Trapsringer once
encountered the Death Knight, Lord Soth. Trapspringer claims that he held the Spoon aloft, and turned
aside the powerful undead. While this spoon won’t do that, and arguably neither can the genuine artifact,
this spoon will provide you with limited protection against attacks from the negative plane. Oh, and in
case you’re curious, no one has been able to get Lord Soth to comment on the story.
Gully Dwarves Gem (100CP) – A smallish green gem that glows softly. It’s pretty, can be given away, and
if given away makes the recipient very receptive to offers of friendship from the giver. Aesthetics and
friendship aside, this gem also serves as a homing beacon of sorts. Concentrate a little and you can find
exactly where this gem and its current holder are. Useful making and finding friends. I hope they’re okay.
Sheath of Concealment (100CP) – For all appearances this looks to be a normal leather wrist sheath
intended for use with a dagger. However, when worn on the body it will become undetectable via either
normal or magical means. Weapons sheathed in this sheath cannot be stolen while in the sheath, and the
wearer can make the sheathed weapon appear in their hand if they wish by flicking their wrist in a
particular fashion. While it appears as though this will only accommodate a dagger, with a little effort
you can get it accustomed to any one handed melee weapon.
Thieves Bane Pouch (100CP) – These simple looking purses are highly prized by their owners. In addition
to having a much greater interior volume than they appear, and reducing the weight of items placed inside,
these pouches have a particular security feature. In order to safely remove an object from the pouch, the
owner must speak a particular command word. If anyone else tries to remove something from the pouch,
two things happen: they are illuminated by a hideously bright disgustingly orange aura, and they are
immobilized until the owner releases them. If the owner does not release the attempted thief, both effects
will dissipate within ten minutes.
Bracelet of Spell Resistance (200CP) – Patterned after the artifact of the same name, these bracelets provide
a degree of protection from harmful spellcasting. The genuine articles of this type of jewelry are evil, and
shatter after use. This one, though, while still black and foreboding in appearance is metaphysically
ambivalent and will work for anyone. Thrice daily this item will protect its wearer from harmful magic
cast directly at the wearer. It will protect against anything less than epic level magic, but the wearer cannot
pick and choose which harmful spells it will or will not block. It will only block the first three spells
harmful, and then be useless for twenty-four hours thereafter.
Greater Frostreaver (300CP) – These holy weapons are born in the icy wastes of Icereach by priests of the
Ice Folk. Though they appear to be crystal, these great axes are made of the densest ice in the reach and
heavily enchanted to prevent them from melting. This one in particular does additional magical frost
damage, in addition to the damage it does as a great axe.
Lesser Footsman’s Dragonlance (300CP) – One of the eponymous dragonlances. Dragonlances were made
during the early Dragonwars as a way for mortals to combat dragons. Made of what appears to be a silvery
metal, this eight foot long spear glows faintly. This footsman’s dragonlance feels incredibly light, but
strikes with the force of a much heavier weapon. Made as they were to pierce dragon’s scales, dragonlances
are capable to smashing through all manner of less durable metals and stones. While the lesser lances are
not as powerful as their greater cousins, they still do considerable extra damage to dragons and dragon
kin. Stories abound of squads of barely trained squires wielding these weapons defeating dragons.
Lesser Mounted Dragonlance (300CP) – Longer and heavier this weapon resembles the footsman’s lance
only slightly. It still shines with the same light, and possesses similar characteristics in respct to its weight,
but this weapon is designed to be used either on horseback or, more properly, on dragonback. As such it
has been fitted with an integrated shield, granting the user additional protection, magical and mundane,
against the attacks of dragons and other mounted adversaries alike. Given its greater weight and size,
this weapon is far more damaging, on average and at maximum, than the footsman’s variety. Due to its
optimization for mounted combat, it is incredibly unwieldy, to the point of being useless, when used on
foot.
Wyrmslayer (300CP) – This is a near-perfect replica of the weapon crafted by the Sylvanesti during the
Second Dragon War. A longsword, finely crafted and perfectly honed, that feels remarkably light in the
hand. As it was crafted for a Dragon War, this weapon is particularly effective against dragons and their
kin. When a dragon is near, it will begin to buzz loudly and with increasing strength as the dragon draws
nearer. This effect sees through illusion and polymorph. In addition, when it strikes a dragon or dragon
kin it does extra damage to the beast and has the chance to deafen it. It is immune to the death throe
effect of Bozak draconians.
Staff of Magius (400CP) – A tall staff topped with golden dragon claw clutching a wan blue crystal orb.
This recreation of the staff used by Magius, Warmage and companion of Huma Dragonsbane, has a variety
of abilities. The staff can at will create daylight that radiates from the crystal, and magically slow the
owners decent such that owner will not suffer damage from falling. If used as a melee weapon, it can infuse
its attacks with lightning and can cast forth bolts of lightning thrice daily. It can also increase the power
of spells cast by its owner three times a day, and can teleport the owner and a small group of people daily.
The staff is immune to all fire, save for dragon fire, and will always return to its rightful owner.
Blue Crystal Staff (400CP) – To the untrained eye, this staff appears to be just that: a plain wooden
quarterstaff. When viewed with magic, though, the staff appears to be made of opaque blue crystal. Imbued
with divine energy, the staff allows the wielder to perform a variety of miracles. Simple healing and
detecting poison do not drain the staff of its power, though more rigorous healing and greater miracles
will tax the power of the staff. When completely drained of its power, the staff will take three weeks to
recharge. However, when at full power the staff has the ability to resurrect those recently slain. In addition
to those abilities, the staff also has two others. First, once a day the staff will allow the wielder to ignore
the effects and damage of a dragon’s breath weapon. Secondly, once a day the staff can teleport the owner.
However, this second effect is under the direct control of the staff. If the staff senses the wielder is in
danger it may, of its own accord, teleport the owner somewhere it perceives as safe.
Scrolls, Spellbooks, and Potions (var.) – Scrolls, Spellbooks, and Potions (var.) – Scrolls and potions are
typically one use items. However, selections from this list are not so limited. When scrolls or potions
from this list are used, they reappear in your warehouse at a set rate. The time it takes for them to
reappear is between three days and a month: less powerful selections regenerate quicker than their
more powerful counterparts.
Spellbooks, if lost or destroyed, return to your warehouse within twenty-four hours of loss or destruction.
In addition, while the books themselves are no larger than ordinary spell tomes, and weigh no more than
a typical book their size, there will always be extra blank pages to accommodate additional spells.
Threat Level and Jumpchain: Adventures in quests and burdens have both grown in power
Krynn were originally designed to be accessible by while on Krynn, and also have substantial
all levels of standard Dungeons and Dragons experience from other adventures to draw on.
characters. With this in mind, the Threat Level By taking up these labors and ambitions, the
mechanic exists to guide extradimensional adventurer states plainly that he or she is a force
adventurers on what can be expected over the to be reckoned with. Make no mistake, these are
course of those modules. tantamount to throwing down a gauntlet and
waiting for all comers to respond.
Low: These modules are designed to be
challenging but survivable for low-to-mid tier
adventurers. As such, these experiences require On Time and Adventures: Some of the adventures
little no real extradimensional power in order presented in this sourcebook have specific
to be survived. This is not to say that success is requirements for when they start. Others have
guaranteed! In order for there to be reward, requirements for how long they last. Those modules
there must also be risk. However, Low Threat that have lengthy durations present the adventurer
adventures will present a challenge more to with a limited perk: Agelessness. For so long as the
those adventurers with less experience traveling adventurer is on Krynn and pursuing the goal of
outside of Krynn than those who are more that module, in good faith, then that adventurer
seasoned. More experienced travelers are still and that adventurers companions will be immune
allowed, even encouraged, to try their hand at to ordinary aging. Once the victory or loss
these plots, but they will find more challenge in conditions are met, then that adventurer and his or
the Medium and High Threat Level modules. her companions will begin to age normally again.
Medium: Adventurers who choose these If an adventurer has spent over ten years on Krynn,
experiences accept greater risk, as Medium and his or her time has been extended due to a
Threat Level modules assume that adventurer particular module, then upon achieving either a
has either become very experienced in their time victory or loss condition for that module the
on Krynn or has some additional experiences to adventurers time on Krynn will be considered
aid them in their quests. While it is still possible complete.
for lesser experienced adventurers to accept
these challenges, understand that these modules If an adventure has a particular time and age in
begin to transcend mere adventure and take on which it begins, the adventurer in question may
legendary scope. select that as his or her starting location free of
charge. If an adventurer has a starting time prior to
High: If Medium Threat Level modules present the beginning of that adventure, and the adventurer
legendary experiences, High Threat Level wishes to keep that starting location roll, the
adventures present mythic level tasks and risks. adventurer may. The adventurer will then, if he or
Adventurers and travelers who take on these she chooses, fall under the protection of the Ageless
perk and will not suffer the ravages of time until he Scales in Balance
or she achieves either the victory of fail conditions Threat: Low
of his or her chosen module. Location: Sanction
Begins: NET 340 AC
Ends: NLT 352 AC
Risk and Reward: While on Krynn and adventurer
can experience as many adventures as he or she
Glass Pirates
wishes. That includes the modules presented here.
Threat: Low
However, an adventurer may only gain rewards
Location: Taladas
from a total of three modules. Of those three, a
Begins: NET 120 AC
maximum of one Medium and one High Threat
Ends: NLT 422 AC
Level adventure can be taken.
The Dragonfly Effect
Example: Jumpah is a well-traveled dimension
Threat: Medium
hopper with a particular loathing for authority
Location: Silvanesti
figures. He selects 40000 Things I Hate About
Begins: NET 6319 PC
You as his High Level module, and may now
Ends: NLT 422 AC
either select a Medium Level and a Low Level
module or two Low Level modules.
11��: Our Hero
Threat: Medium
Jumpee is a relative newcomer to pandimensional
Location: Solace
travel. She chooses two Low Threat Level
Begins: NET 351 AC
modules, and, on careful consideration, a
Ends: NLT 422 AC
Medium Threat Level module.
Black Roses Never Wither
As rewards are meant to be tied to risks, the
Threat: Medium
following need be considered. Post-Module awards
Location: Any
are only granted upon the successful completion of
Begins: NET 8 AC
the victory conditions of that module. Pre-Module
Ends: NLT 422 AC
rewards are granted immediately and may be used
freely throughout the course of the Krynnish
40000 Things I Hate About You
adventure. Failing Medium and High Threat Level
The War of Three Masters
modules constitutes a fail-death condition for the
What Price Power?
Dragonlance jump, with all the usual penalties
Threat: High
applying. Failing Low Threat Level modules does
Location: Any
not have this same risk.
Begins: NET 8500 PC
Ends: NLT 422 AC
Modules: At a Glance
Faith Up My Sleeve
Threat: Low
Location: Any
Begins: No Earlier Than 3 AC
Ends: No Later Than 348 AC
Faith Up My Sleeve
In response to the arrogance of the Kingpriest of Istar, the gods inflicted the Cataclysm on Krynn. A fiery
mountain was hurled at the planet, smiting the capital of the once great and sprawling nation. Most
believed that the gods then abandoned Krynn and their mortal followers as further punishment for their
shared hubris. The truth is a bit more complicated.
Before the gods smote Istar, they sent many signs to the Kingpriest and the people of Krynn. Among those
signs was the removal of divine magic; all priests capable of working miracles in the name of their god or
goddess were swept away in what would become known as the Night of Doom. This sign, and twelve
others, were ignored by the Kingpriest, and the gods smote Krynn. More than that, they pledged among
themselves to withdraw from Krynn until mortals once again sought them in earnest. The Balance was
maintained. The gods were confident that mortals would seek them out again, in due time, and then the
gods would work miracles and help shape the events of Krynn once more.
At least one god, though, will not be so content to let events happen as they may. One god will seek a way
to return to Krynn, unnoticed and unsanctioned by peers and enemies alike, and will use you to do so.
A handful of years after the Cataclysm, you will be approached in secret by one of the gods of Krynn. This
god will make their intention clear: their early, albeit discrete, return to Krynn. As the gods keep careful
watch on one another, you will be given little aid in this task. There is, though, a plan to follow and perils
to avoid. All of this must be conducted in secret, if the other gods discover this plan before it is complete
all will be lost.
Your first task will be to travel beneath the Blood Sea of Istar, to the fallen city of Istar, and into the fallen
Temple of the Kingpriest. There you will find a stone, a particular stone from the Temple, this stone will
act as a gateway for your patron.
Once recovered, this stone will need to be transported to a particular location, one fitting your temporary
benefactor, and rites performed to allow the god to slowly influence that area. You will then need to gather
followers, people willing to serve the god and work divine magics in secret. After the cult has been
established, your final task will be to find a cursed man. There is in Krynn a man cursed with immorality,
and your god requires this man to perform a rite that will allow the god to act freely and without worry
of their peers or enemies.
Do all this, and the god will see you rewarded for your service. Fail at any of it, and your great adventure
is over.
Threat: Low
Rewards:
Post-Module: Your choice of Divine Favor and 100CP toward the purchase of an item or 300CP to
spend in divine tree
Scales in Balance
Chromatic dragons have returned to Krynn. Their metallic cousins are conspicuously absent. The
Dragonarmies march unchecked, their war of conquest seems unstoppable. The War of the Lance rages
across the continent of Ansalon, and you find yourself in the port-city of Sanction.
Not the first wretched hive of scum and villainy you’ve encountered in your travels, but as with all
questionable ports Sanction is not without its distinct charms. Since its rise to shady preeminence
following the Cataclysm, Sanction has served as a place to buy and sell all manner of things. It is a place
to find adventure, employ, and employees.
“I don’t even need you, so please enlighten me as to how more dead weight is of use.”
And so it is that you find yourself propositioned by the two hooded figures. Argenta, a lithe woman too
young in appearance to be in possession of hair so pale, introduces herself and her companion: Sapphire.
Sapphire, who perpetually wears an expression of vague disapproval, explains the situation. She owes
Argenta a debt, Argenta has called in her marker, and apparently they need a third person for their little
adventure. You get the impression that Sapphire explains things at people quite a bit.
At the base of Mount Thunderhorn lies a temple, and inside that temple are items that need to be
recovered. Unfortunately, the temple’s priests may take issue to have said objects stolen. Oh. And there’s
a dragon. An ancient copper dragon guards the contents of the temple.
Why, you can’t help but ask, is the only metallic dragon on Krynn guarding a temple to a heathen god?
The dragon, Agenta answers, has been conned into serving the temples denizens. Sapphire is quick to
point out that metallic dragons are oft easily duped. Argenta makes it clear she’d rather avoid a fight with
the dragon, and Sapphire concludes by saying that what lies in the temple is not as important as an old
copper. At this, Argenta winces and for a moment it looks as though the two will come to blows.
“Enough.”
It’s clear that these two have a history, but it’s equally clear they’re unwilling to get into the details of it.
You must investigate the truth of the Temple of Luerkhisis. Once you have observed the dark rituals
inside, and witnessed the evil priests and mages twist and corrupt the eggs of the metallic dragons into
the first draconians you must aid Argenta and Sapphire in freeing as many eggs as possible from the
Temple.
Once outside, you have a choice. You can assist Argenta in returning the recovered eggs to the Dragon
Isles and help rally the metallic dragons against their chromatic cousins or you can help Sapphire escape.
Sapphire will be loath to accompany Argenta so far as the borders of Sanction, and will not under any
circumstances travel with Argenta to the Dragon Isles.
For your adventure to be considered a success, you both Argenta and Sapphire must escape alive and you
must recover as many undamaged, untainted dragon eggs as possible. Once you’ve freed the dragon eggs,
the person you’ve chosen to accompany must survive either to her destination, as with Argenta, or for a
minimum of a year, in the case of Sapphire. After that you are free to continue adventuring with them or
not, as is your wont.
Threat: Low
Rewards:
Post-Module: 300CP toward the purchase of Dragon Rider or 300CP to spend on items.
Glass Pirates
Of all the sights on Krynn, the one sprawling out before you is perhaps the most unique and unusual. On
the far side of the world lies Taladas. Taladas, sister continent to Ansalon, the more populous of the two,
is one great land mass. At its center lies Hitehkel, the boiling sea of fire and lava. In between that molten
sea and the verdant grasslands and steppes that make up the outer ring of Taladas lies the Shining Lands,
and it is the Shining Lands that lies before you now.
Ebony sands form what could charitably be called a beach, and after that a rolling plane of obsidian. Actual
obsidian. Black volcanic glass polished smooth by the wind blowing the coarse black sand across its surface.
Far in the distance you can just make out mountains, and perhaps the tips of the Bilo Columns, tower
basalt structures that the Bilo Gnomes call home.
“Look as long as you like, friend. You’ll not see its like elsewhere.”
A human, tall and athletically built, saunters to within a pace of you and then stops.
“As few that see it, fewer still actually sail it. Glass Sailors live a hard life, and there’s not many that envy
them. But for them that’s willing there are rewards.”
Seeing your interest pique at the mention of reward, the man explains himself in full. His name is Jason,
captain of one of the Glass Sailors famed Xogats, small agile warships that sail the Shining Lands, and he
has a proposition. His crew is short by one, and while he understands you’ve never sailed the Shining
Lands before he thinks you’d be a valuable addition to his crew.
He is a Glass Sailor, one member of a small group of humans that lives in the Shining Lands and worships
the High God. Life, he explains, is a test, and it is one he aims to pass. To that end he seeks the location
of a rumored oasis, its location thought lost to time. His adventure will take him across the Shining Lands,
through the eldritch Vaults of Despair, long abandoned by their elvish creators, deep into the Spiral
Mountains and perhaps as far as the Chaldar, the tower that resides in the middle of the molten Hitehkel.
The journey, he promises, will be long and dangerous. If you’re willing to join his crew, though, he promises
you’ll learn a thing or two. Who knows? Once this is over, if you’ve proven yourself a capable member of
his crew, perhaps he’ll join you on your adventure.
Threat: Low
Rewards:
Post-Module: Choice of Party or 300 to spend in the Rogue Tree
The Dragonfly Effect
Moments after breathing your first breath of Krynnish air you find yourself back where you began, the
library of Astinus. Everything is quiet, except for the scratching of quill on parchment. Curiosity leads you
to approach the furiously scribbling historian. The scribe, Astinus, does not look up or in any other way
acknowledge your presence. Equal parts amused and affronted, you decide to play his game and you
remain silent in turn. You’re not sure how much time has passed, or even if time has passed, this place is
so quiet, but eventually Astinus puts his quill aside and looks up at you.
“You do not belong,” he states. “Arriving as you did, when you did, has changed events already recorded,
as well as those events which have and will flow from those events.”
The scholar frowns, and again you’re aware of just how silent this library is. Nothing disturbs the peace
here, though when Astinus frowned it almost seemed as though the room . . . rippled a little.
“This has happened before,” he continues. “Traveling through time is not unheard of, for all that I loathe
it. Rewriting recorded history,” he gestures to the seemingly endless stacks and shelves of books, “takes
time. Time that takes me away from recording present events. Even now, lives are being lived and I cannot
record them. Their stories will remain unrecorded, untold, because of you.”
And. . . ?
“Ordinarily I would begin rewriting immediately, your presence has created ripples as far back as my
records go so there is much to do. However, someone you are familiar with suggested another option. I
will call upon one of my friends, her magics are powerful, subtle and familiar to Krynn, and she will send
you back to that first disturbance. You will fix what was changed, and then you will find me and I will
direct you to the tome that will lead you to the next event. When you have righted all you have set askew,
or if you fail at any task, I will contact your benefactor and you will be free to travel or not as is your
custom.”
With that, the scribe points behind you and walks back to his desk. The moment you can no longer see
him, you hear the scratching of his quill resume. In the shadows before you, standing between two tall
book cases, is a red robed woman. The veiled maiden gestures for you to follow, and, turning away, walks
deeper into the library.
While on this quest you will not age, a necessary boon as your quest will take thousands of years to
complete. You adventure will begin 6320 years before the Cataclysm devastates Krynn. An act of kindness
will set in motion events that will lead to the sundering of the Ogre race. You must ensure that that act
of kindness takes place, and that the Irda come into being. That task complete, you must seek out the
scribe, Astinus, again and see what else must be fixed. The main continuity, the history and canon, of
Krynn must be set right. It must progress as it would have, had you never arrived. Fail in any significant
manner, and the scribe will report your failure to your benefactor.
Threat: Medium
Rewards:
Pre-Module: 200CP
Post-Module: For your efforts, Astinus will gift you a lesser version of his Orb of Scrying. This item
cannot see the future, but any event that is taking place at the present or that has happened in the
past can be viewed through this object. Note that this item will allow you to view events, but not affect
them without some other means.
Why plains barbarians are going to Solace is beyond you. As for you, you’re in it for the famous spiced
potatoes from the Inn of the Last Home. Culinary adventure is still adventure, right?
Alas, your time in Solace is destined to be brief, filled with more adventure than appetite.
Shortly after you settle in to the Inn of the Last Home, there will be a disturbance in the common room.
The barbarians you shared the road with will be at its heart, and will be joined by a group of friends long
separated. And you. Despite your best efforts, you will find yourself inexplicably pulled into this hastily
assembled party and your fate will be tied to theirs.
You’ll travel muddy roads, discover enemies that turn to stone when killed, follow fevered knights on
vision quests, and eventually wind up fighting an ancient terrible foe, a powerful black dragon, deep in
the heart of a fallen temple. In that fight you’ll witness an act of faith and heroism, true sacrifice rewarded
by the first miracle of the Age of Despair.
From that moment forward, you’ll find your way ahead less certain. The War of the Lance will rage across
the continent of Ansalon, but you will no longer be bound to the fate of its Heroes. Instead you will be
given a choice: stand with the Heroes of the Lance, become one of their number, or rally to the banner
of Takhisis and her Dragonarmies.
You must choose a side in the War of the Lance, and participate in the War until its completion. How it
ends, where and when, is anyone’s guess. Chronicles exist of the fall of the Dragonarmies and the victory
of the Heroes of the Lance, but none of those chronicles mention you. If your arrival to Krynn is well
before the War of the Lance, then you are free to adventure as you choose until its beginning. The War
of the Lance is inevitable and you will participate. However, until such time as the War begins you will
be unaffected by the ordinary passage of time.
Threat: Medium
Rewards:
Pre-Module: 200CP
Post-Module: Your choice of either a footman or mounted Greater Dragonlance. Greater Dragonlances
function as their Lesser counterparts but possess additional attributes. In addition to doing the
increased damage of Lesser Dragonlances, Greater Dragonlances also damage the well-being of the
targeted dragon itself. Every hit from a Greater Dragonlance saps the life force of the injured dragon.
For mounted Greater Dragonlances his is even more pronounced. A particularly skillful hit, by a skilled
rider and dragon, will add the weight of their combined life force to the attack. Well placed blows
from older dragons carrying experienced knights armed with Greater Dragonlances have been known
to fell chromatic dragons in on strike.
You can’t hear anything. You see perfectly, but the world is mute.
Your attention is drawn back to the knights, to its leader in particular as he reaches out with mailed hands
and pushes open the heavy doors. The doors opens and the elf maidens and mother from earlier are framed
by the dark wood of the retreating doors. She looks up and the complexity of her earlier expression is
made simple: she looks horrified. Another flash and you stand between them and apart.
The knight shouts, you cannot hear the words but you know a shout when you see it. You also know an
accusation when you see one.
The mother holds her child close, and shouts back. Tears flow freely from her eyes and disbelief and
indignation mingle with her earlier horrified expression.
Another flash.
You float high above a sprawling continent. Verdant fields, lush forests, craggy mountain ranges, and
sprawling cities all spread out below you. Then you hear it, the first sound you’ve heard since this started.
An explosion, the roar of fire, and the rush of displaced air. What can only be described as a giant, flaming
mountain is hurtling toward the center of the continent.
Another flash and you’re standing between the night and the mother again.
The mother raises one hand and levels it at the knight, finger outstretched in accusation as the hall begins
to rumble and shake. Smoke rolls into the room, and everything seems to fade away until only you, the
knight, and the mother remain. While her gaze remains fixed on the knight, the knight is looking at you.
His expression is pure hatred. His hand moves to his sword and you know, you know, this knight now
knows who you are and holds you responsible for all that has befallen him. He will never be placated, he
will never rest, and neither death nor damnation will deter him.
You have attracted the attention of Lord Loren Soth, fallen Knight of Solamnia, and Death Knight of
Dargaard Keep. It will take a handful of years for Lord Soth and his followers to find you, but when they
do they will hunt you relentlessly for the remainder of your time on Krynn. As Soth’s existence is a curse,
a punishment levied by the gods of good for his failures, even if you destroy Soth he will eventually return
and continue his hunt.
Nothing you can do can prevent Soth from becoming a Death Knight, and nothing you can do will convince
him that you are anything other than the sole reason for his damned existence. Should your adventure
begin prior to his fall, none of this will take place until his fall from grace and his cursing. Once Soth has
found you, which in his Death Knight form will take no longer than four years, your time on Krynn will
continue for at least another ten years. If you have more time remaining on Krynn than ten years, then
that is how long you will continue to deal with the Death Knight. Whatever gifted you with these visions
will also extend your life to an extent. While on Krynn you will not suffer the effects of non-magical aging.
Threat: Medium
Rewards:
Pre-Module: 200CP
Post-Module: A long, heavy greatsword: The blade of Lord Soth is an heirloom of his family, and bears
both his family crest and many marks and sigils of the Knights of Solamnia. Most prominent on the
blade are the roses of the Order of the Rose. As with the all of the Death Knights equipment, the blade
was tarnished and charred during his fall from grace. While still impossibly sharp, the blade no longer
shines bright. Rather the metal seems to drink in the surrounding light and warmth. The sword itself
is heavily enchanted, dealing extra damage and striking truer than it ought. More insidious though is
its ability to attack the vitality of the target. Even the slightest blow bleeds the health away of the
target, allowing the Death Knight, or whomever wields the sword, to slowly eat away at the essence
of his opponent.
40000 Things I Hate About You
The Balance. Before Krynn there was the Balance. Many would look to the High God as its author. It was
the High God, after all, that called Paladine, Tahkhisis, and Gilean forth from the Beyond to serve as the
great patrons of good, evil, and neutrality. Countless wars have been waged to maintain that celestial
equilibrium. The blood of gods, dragons, and mortals alike has been spilt to silence the squeaking of that
cosmic pendulum. Yet what if there were another way? What if Balance were a lie? The oldest lie.
In the time before time, before Krynn, before gods, the High God stood not alone. There was also Chaos
in the void. Chaos did not seek to create. As a manifestation of the void from which the High God wrought
creation, Chaos stood apart from the High God, his captains and their lieutenants. Chaos was as chaos is,
and changed things, events, and peoples. It unconstrained and unshackled the works of the gods. During
the Age of Starbirth the forge god Reorx sought to create the Graygem, an artifact infused with the power
of neutrality. He attempted to tap the power of chaos to strengthen the gem, but instead he trapped Chaos
itself inside. Fearing the power of the gem, and that which the gem held, Reorx gave the Graygem to
Lunitari the red goddess of neutral magic for safekeeping.
Chaos was as chaos is, though, and would not be so easily constrained. Time and again the Graygem
escaped and roamed free of the face of Krynn. Its final appearance, some years after the last War of the
Lance, would spark the War of Chaos and begin the Age of Mortals.
Your task is simple: Find the Graygem and release Chaos from its confinement. Free Krynn from the lie
of Balance and the endless jockeying of the gods. Once Chaos is freed you must serve it, and ensure its
survival for ten years.
The power of gods and mortals waxes and wanes through the Ages of Krynn and as such this task will
vary in difficulty accordingly. It may be possible to sway some of the gods and their followers to the side
of Chaos, though revealing your gambit comes with some risk. Regardless, before it is all done, you will
stand side-by-side with Chaos against many of the gods of Krynn and their followers.
Threat: High
Rewards:
Pre-Module: 400CP
Post-Module:
Friends Like These: Throughout the remainder of your travels, chaotic beings will see in you a
kindred spirit. You will be given the benefit of the doubt in many instances, and chaotic entities
of all stripes will usually first attempt to treat with you before attacking. Should you work against
them, it will simply be seen as acting in accord with your tempestuous-nature and subsequent
engagements will be treated as a game of sorts.
The War of Three Masters
This mage, gifted of mind but wracked by arrogance and ambition, will make a fated decision near the
end of his test: he will accept the aid of an evil mage in order to pass the Test. The young mage is Raistlin
Majere, a wielder of the Art who is destined to become a Hero of the Lance, who will earn the title of
Master of the Tower and Master of the Present, and who will go on to challenge Takhisis herself for
dominion over existential evil on Krynn. The mage with whom he makes pact is none other than the shade
of Fistandantilus, a Master of the Tower in his own right, the prophesied Master of the Past and arguably
the most powerful mortal magic user to ever walk the face of Krynn.
In exchange for giving Raistlin the power to pass his test, which ironically the young mage did not need,
Fistandantilus bound a part of Raistlin’s soul to his own. Raistlin’s health suffered, but his magic was
fueled. Fistandantilus possesses the young mage, after a fashion, and helped him for many years with the
intent of taking control of Raistlin’s body once the young man was powerful enough. Raistlin, aware of
this deception, would eventually travel back in time to combat and eventually defeat Fistandantilus shortly
before the Cataclysm. Unfortunately a portion of Fistandantilus would survive and eventually meet young
Raistlin again during the mages Test of High Sorcery.
Something went horribly wrong with your arrival on Krynn, and a portion of your own soul got mixed up
included in the exchange between Raistlin and Fistandantilus. Now both mages are aware of you and of
you power, and given your extradimensional nature, regardless of when you arrive, they are aware of you
at the height of their power. Raistlin and Fistandantilus will now both be seeking you throughout the
space and time of Krynn. They will seek to physically combat you when they are near you, they will wrench
at your soul when they are not. They seek your power for their own ends, and the nature of your shared
existence provides them a means. Neither one trusts the other, and so they will not work together, but
neither will they stand by as you destroy their rival for fear of being the sole focus of your attention.
One of them sought to conquer a continent, the other’s ambition seeks to pull down a goddess. Now they
come for you. Yet somehow you must defeat them, the Masters of the Past and the Present. If you cannot
defeat them, they will claim your power and your place in your adventures.
Threat: High
Rewards:
Pre-Module: 400CP,
Post-Module:
Master of the Soul: Years battling these two dark titans has strengthened your soul, and your
command of it. Future attempts to corrupt you or wrest your essential self away from you will be
legendary undertakings. In defeating the Masters of the Past and Present, you have demonstrated
that your will is your own and you need
What Price Power?
The Graygem is responsible for many of Krynn’s idiosyncrasies. It is an object of power that has confounded
the will of gods and mortals alike. Wars have been fought over it, because of it, and whole races have
sprung to life in from of its mutating energies. Perhaps the most frustrating mutation to issue forth from
the wan light of that primordial gem is Krynn’s most notorious race: the Kender. Speak the name and
reasonable folk reach for their money purses and hold fast their treasured possessions. They are a cheerful
pox that wanders Krynn to slake their unquenchable wanderlust and insatiable curiosity. Many would
question how these beings so bereft of fear, common sense, and a healthy respect for personal property
have survived, if not thrived, since the Age of Starbirth. A select few know the answer to this riddle: the
Kender are beloved of Paladin.
Though not created by the greatest of the gods of good, nor by any god, the Platinum Dragon finds the
innocence of the Kender endearing and often intercedes on their behalf. Were it not for him and his
patronage, the Kender would likely not have survived long on Krynn. Even when he does not direct assist
them, the argument can be made that his favor shines on them in some manner. How else can a race
whose whole reputation is lawlessness both have such freedom of movement and live relatively long lives?
But what if that were not the case? What if Krynn were a colder, meaner place, and Paladine did not have
the time to watch over the Kender? Who then would champion this diminutive race?
You would, and you will.
Your adventure begins at the beginning of the Age of the Ogre, during the Age of Dreams. The Platinum
Dragon himself appears to you, and makes you swear a pledge: so long as he lives you will defend and
champion the Kender. You will see that neither their race nor their culture is destroyed. You will protect
them from harm and allow them to indulge their wanderlust, their curiosity, and their innocence so long
as he lives. This Krynn is harder and crueler, Paladine relates, and he will be unable to devote his time or
energies to caring for smaller folk. It is unlikely that the races of Krynn will find the Kender in any way
endearing now, yet you must defend their lives, their homes, and their hearts. This is your quest, champion:
If the Kender are significantly reduced in population while Paladine lives, your quest fails. If the Kender
grow cold of heart while Paladine lives, your quest fails. If the Kender lose their innocence or their culture
changes significantly while Paladine lives, your quest fails. If the Kender cannot roam Krynn as free as
any other race while Paladine lives, your quest fails. If you act in a manner that ultimately harms the
Kender, your quest fails.
Threat: High
Rewards:
Pre-Module: 600CP,
Post-Module:
Champion’s Imperative: Your time defending the Kender has made you a champion’s champion
and has provided you with the following boon: When working on the behest of a group, when
acting as their protector, their advocate, their defender, you will find your strength and abilities
considerably increased. You will be wiser, stronger, more powerful and more benevolent as you
stand in between the hungry dark and your chosen people. Protect their smiles, champion.
Drawbacks
You may select as many drawbacks as you like, however you will gain a maximum of 600 Choice Points
from drawbacks. Points gained from modules do not count toward this limit. Mandatory drawbacks do
not provide any Choice Points. Drawbacks override perks, abilities and items from this and other jumps
for the duration of your Dragonlance experience.
Precarious Port (+0): This jump was designed using materials for Dungeons and Dragons, Edition 3.5
However, if you choose you may select another edition of D&D to flesh out the more quantifiable parts
of this jump.
Epic Embargo (+200 - Not compatible with No OC’s): For the duration of your time on Krynn, the sum
of your out of jump power will be limited to what would be allowed a CR 20 D&D encounter. How this
happens is your choice. You may take all of your powers from previous jumps and have them severely
limited, you may take fewer powers and have them closer to your fully powered state, or you may select
another means. Regardless, your out of jump power will be hard capped for the duration of your
Dragonlance jump. This drawback also effects companions, and items.
Prologue Peril (+200 - Requires Hireling or Party ): A number of your companions suffered a gruesome
fate before you arrived to Krynn. For the duration of your jump, 1d6+1 of your companions are dead and
completely unavailable. Their companion spots are still in play, so you cannot replace them. Upon leaving
Krynn at the completion of this jump your companions will be returned to your warehouse healthy, whole,
and alive.
Turn Based (+200): All chance based outcomes will require resolution by the rolling of celestial dice.
Swing your sword? Roll to hit. Hit? Roll for damage. Want to craft an item? Roll for how long that takes,
and whether or not you were successful. While this drawback won’t make the jump last any longer, it’ll
certainly feel like it. All creatures and events in this world will follow this mechanic for the duration of
your jump. Everyone will be able to see the die rolls, and they can’t be cheated, but no one will comment
on the oddness of this phenomena.
Malicious Math (+200 - Requires Turn Based ): Individuals will be responsible for rolling their own
dice and tallying their own results. The outcomes can’t be cheated, and some people can’t count for
shit. Best hope no one in your party or that you’re fighting is bad at math. You’ll also spend a good
amount of time waiting for people to find their dice.
Bad Romance (+300): You love fully, you love bravely, but you do not love wisely. You have fallen in love
with someone who is horribly selfish and manipulative. This person will be a Krynn native, and will be
an incredibly ambitious risk-taker. Well, he or she will be ambitious but you’ll be taking the risks. In any
event, you will find it difficult to impossible not to help this person in the manner the individual chooses.
Attempting to persuade and counter-manipulate will end poorly for you, and will result in you doing what
your new friend wants but with added cost.
Pernicious Patronage (+300): On of the gods of Krynn has taken a particular interest in you. Any
schemes this god or goddess has will be modified to include you in the worst way possible. Expect to be
taunted, hindered, and thrust into plots and events that do not benefit you in the least.
No OC’s (+400 - Not compatible with Epic Embargo): None of your out of jump items and abilities
will work for the duration of this jump. You will not have any access to your warehouse, and any
companions that participate in this jump will be depowered to be no more powerful than your in-jump
purchases make you. Note, that while this will decrease the power of your companions, your companions
will not be increased in power due to selecting this drawback.
Damned (+600): You are as famous as you are loathed. For whatever reason, the overwhelming majority
of the Krynnish pantheon hates you. Those that do not hate you may pity you or they may find you of
use, but you will find no divine allies here. Furthermore all the followers of the gods know of your sins,
real or imagined, and would love to see your demise. That is not to say that all will actively work toward
your downfall, if you are sufficiently powerful then lesser beings may merely give you a wide berth.
However, if you are powerful then that will invite other beings of power who, wishing either to bolster
their reputation or seeking divine favor, will quest after you and your destruction. You will find little rest,
and the more successful you are at fending off attackers the more often you will be attacked and those
attacking you will increase in power. By selecting this, your guarantee your time on Krynn, however long
that may be, will be violent and challenging.
Notes
● Jump by Epicureanon
● Thanks to all those who assisted with this jump.
● Version: 0.9
● D&D 3.5E was used as the basis for this jump, so for questions of strength of spells and spell-like effects refer
to those manuals for the crunch. If you took Problematic Port, look to that editions equivalent of the spells in
question.
● Elf and Dwarf sub-types: Both elves and dwarves in Krynn have numerous subtypes. Feel free to choose
whichever subtype you’d like.
● Draconian Notes
qAuraks can only shapeshifting into creatures small and medium sized creatures
● Discounts stack, so if a particular selection for you is discounted twice that particular selection is free.
● Dragon Rider: If you have a dragon companion acquired from another jump, you can use that dragon as your
mount for Dragon Rider. If you pay to import that companion, instead of getting CP that dragon will instead
gain a Krynnish dragon form of your choosing. This companion MUST be a dragon from a previous jump.
You may not upgrade a non-dragon companion to a dragon otherwise.
● Magic on Krynn: The gods of magic provide the means by which mortal use magic on Krynn. As such, prior
to the Age of Mortals all mortal arcane magic users were wizards and not sorcerers. This does not effect your
class purchases at all. What’s important to note is this: the movement of the moons greatly effects magic on
Krynn. Evil magic is more powerful when Nuitari, the moon that shares a name with the evil god of magic, is
full. The same is true for good and neutral magic and their respective moons. Conversely, during a new moon
magic of that type is typically weaker. Hedge mages are largely unaffected by these events, but Tower Trained
mages definitely experience highs and lows as a result of Krynnish celestial mechanics.
The Tower Trained trumps Hedgemage in this respect: selecting TT makes you susceptible to the highs and
lows associated with the movement of Krynns moons. That is to say that purchasing Hedgemage and TT will
not make you immune to the effects of Krynn’s moons.
● Arcane Capstones
qArchmage - This perk does the following: provide a reputation bonus for and among magic users and
insulates you against magical lulls associated with any celestial mechanics. On Krynn, that means that if
your moon is full you get a buff to your casting, but you do not suffer any penalties to casting if it is a new
moon. On worlds other than Krynn, I assume this would have the same effect. If some celestial convergence
inhibits casting, you’re immune to that. If the alignment of the moon, stars, and or planets is in some way
fortuitous, your magic is stronger during that period.
qRenegade - This is simply a raw buff to casting. You cast faster, spells are more effective and cost less.
● Divine Capstones
qEpiphany - This does two things: buffs your divine casting and lets you discover a means of casting divine
magic in worlds where it has never existed or has disappeared from use. The type of magic you discover
on this quest, and it needs to be a serious quest, will be reflective of the world you are in at present. If
divine magic has never been present in that universe, then mechanically it’ll resemble something akin to
D&D vancian casting and thematically it’ll be appropriate to that place. This perk does not, for example,
allow you to import WoW-style divine magic and systems of belief from Azeroth into Metal Gear.
qSeeker - This perk gives you the savvy, charisma, and raw force of personality to start a religion. You don’t
have to believe in the religion, the religion doesn’t have to be true, you just have to teach it and avoid doing
anything too taboo for that religion in public. Use of this perk will allow you to form a small cult, and,
with enough time and effort, turn that cult into a major religion. This religion does not confer any power
to its followers beyond whatever influence naturally comes from being part of a large group.
● Death Knight Notes
qAfter Dragonlance your Death Knight form becomes an alt form you can select at will
qPower Word is based off of the spell of the same name. The upper limit of the creature effected is a being
of 101 hit points. Creatures with more than 101 hit points are completely unaffected by the spell.
● Buildings and locations purchased can be transplanted from Krynn to whatever jump or location you find
yourself in. Once you’re in that location, though, they cannot move of their own accord until you move to a
new jump. Upgrades made to buildings will carry over from jump to jump. However, the aggregate exterior
dimensions of the buildings will never change.
● Module Reward Items
qOrb of Astinus - Astinus’ Orb can only be used for scrying. While some scrying implements can be used
to cast through, targets that require visual targeting, this item cannot be used in that manner.
qSword of Soth - Soth’s Sword is a Greatsword of Wounding. Each hit, in addition to doing normal damage,
does 1 point of attribute damage, Constitution, to the target. A target reduced to zero CON, regardless of
their hit points, dies.
qGreater Dragonlance - All dragonlances have an increased chance to crit and deal extra normal damage to
dragons and dragon-kin. Greater dragonlances also deal ability score damage, Constitution, to dragons.
Both mounted and footsman’s greater lances deal 2 points of Constitution damage per hit. However,
mounted lances on crit deal additional ability score damage on top of that. On a critical strike, a greater
mounted dragonlance will deal the wielders hit dice plus the dragons age category in Constitution damage.
For example, a 12th level Solamniac Knight mounted on an adult dragon will deal 20 points of ability score
damage on critical: 2 points for being a greater dragonlance, 12 points for the knight’s hit dice, and 6 for
the dragon’s age category.
● Epic Embargo quantified. Before adding in your in-jump purchases your power level must be such that a party
of four level 16 adventurers, Fighter, Mage, Thief, and Cleric, must be able to defeat you in a fight to the death
and only suffer one loss.