"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label DragonLance. Show all posts
Showing posts with label DragonLance. Show all posts

Wednesday, August 3, 2011

Atlas of the DragonLance World, Cassandra's Mystical Spy

Love it or hate it if you are a gamer there is a real good chance that you have something DragonLance related in your collection. It has to be the most marketed campaign setting in the history of role playing. I for one am not ill disposed to the setting or the game material but it was sort of the Joshua Tree of D&D....a good product that took something mainstream and it was never the same afterward.

The Atlas of the DragonLance world was released in 1987 making it the first of the Atlas products connected with gaming. The Pern and Middle Earth books beat this but they were not directly tied to a gaming world at the time they were published. Actually I am not sure if there is a Pern role playing game out there. I can't imagine GURPS has not done it.

As I said previously with the Forgotten Realms Atlas the maps in this book are nothing short of amazing.Decipher released some maps of Middle Earth that are more display friendly but the maps in this book could still be hung if someone was into maps. In addition tot he maps there is wealth of material for the DragonLance fan to read on notable location on Krynn. Below is just a partial list of the locations contained in the book.

- Inn of the Last Home
- Towers of High Sorcery
- Tika's house
- Thorbardin
- Ice Wall
- Silvanost
- Istar
- Mount Nevermind
- Sanction
- Neraka
- The Abyss
- Dragon Mountain
- Foghaven Vale
- Solace
- Pax Tharkas
- Tarsis

The Atlas can be picked up cheap either on eBay or on Amazon (where I stole the list above from) so price should not be an issue. Again it comes down to some people just not liking DragonLance either on principle or the setting itself. If you feel you need something DragonLance in the collection you could do much worse than this.


Spell:

Cassandra's Mystical Spy


Level: Fifth
Range: None
Duration: Special
Ares Effect: One Location
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: None

This spell allows the caster to have an invisible spy deployed at a single location waiting to be activated. The spy will be undetectable except for those that can see creatures that exist in the Astral Plane. If visible the spy will appear as a shifting blob of energy with no consistent form.

The spell must be cast in the location that the spy is intended to monitor. The spy will be located exactly where the spell is cast. Once cast the spy will remain vigilant for a number of days equal to the caster level. They will remain at the location until a specified time or event occurs.

When the trigger event occurs the spy will begin "recording" all that goes on at the location they are posted. They will be able to see and hear all that a person in the location could. The area of effect that they can cover is one single room up to 100' x 100' in size. The spy will record all that goes on in the room for a period of time equal to two rounds per level of the caster.

One the duration of the spell expires the events that the spy recorded will be planted in the mind of the caster. They will be able to see and hear the events recorded just as if they were there. The will not know anything more than what could have been seen or heard though. The spy's position will have been stationary so seeing written words and such will be dependent on where the spell was cast.

The material component of this spell will be a gem whose value is equal to 50gp per day the spy had to remain resident at the location. The gem must be present on the caster when the spell is cast but need not be so when the spell expires.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Thursday, July 28, 2011

Art of the DragonLance Saga, Cassandra's Temporal Storm

The Art of the DragonLance Saga is another of the art compilation put out based on the art connected with Dungeons & Dragons. This one specializes in the art specific to the DragonLance modules, books and other related material.

To the best of my knowledge this is the only one that deals with a specific setting. There is the AD&D version that I talked about earlier and a version dealing with "Basic" D&D. There is then one that deals with all the Worlds of TSR. There are then two version dedicated to Dragon Magazine with the older one being the better. The is then finally the one dealing with the comic covers from the comic books.

The fact that one could be dedicated to DragonLance makes some sense. DragonLance may be the most marketed product line that TSR/WotC has ever had as far as role playing. The Forgotten Realms could make an argument but I am not sure it beats DragonLance and it was the default setting for almost a whole edition.

The art from DragonLance features some of the greats in the gaming industry. The defining art for me though will always be the covers from the first three books. I know I am biased though having been an Elmore fan for too many years to count. The other art in the book is great but it will be the three covers I remember most followed by Caldwell's cover for Dragons of Dreams.

Anyone else care to share their favorite piece of DargonLance art?


Spell:

Cassandra's Temporal Storm


Level: Seventh
Range: None
Duration: Eight Rounds/Special
Ares Effect: 9 " Radius Sphere
Components: V,M
Casting Time: 3 Segments
Saving Throw: None

With this spell the magic user causes the time of flow to behave in a random manner for all in the area of effect except for the caster. The effect is centered on the caster only for the determination of the area of effect. Once it is created the caster may move but the sphere is stationary. Those leaving the area are still affected and those that might enter it are affected as well.

When the spell is cast all in the area of effect, except for the caster, will need to roll a D10. The roll will determine how they are affected by the storm.

1-2 Frozen Affected as Time Stop for duration
3-4 Slowed Affected as per Slow Spell for duration
5-6 No effect time flows normally
7-8 Accelerated Affected as per Haste Spell for duration
9-0 Removed removed from the timeline for duration

The caster themselves exist in a space between time. They have the ability to see what is going on and can even spend the time to flee to safety though they can not cast any spells while in the between space. They can at anytime enter back into the flow of time. When this occurs the spell is negated and all are returned to the normal flow of time.

The material component for this spell is a large piece of quartz which will cost no less than 100 gp. The quartz is thrown into the air during the casting and will shatter.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Wednesday, July 13, 2011

DragonLance Saga - Book 1, Life Transference

In speaking with gamers there are few mainstream items that will attract such a wide range of feels as DragonLance does. There are those that love it and those that you often feel will come to blows when you speak positively about it.

I played the first and maybe second module in the series and realized it was not for me. I on the other hand really like the books and thought they were better than the modules.

The DragonLance Saga graphic novels are something that I am middle of the road on. I am a comic fan so graphic novels are something I normally like. Some are better tha most of the schlock that is out there today. Gibe Me V for Vendetta, Watchmen or even something as light as The Killing Joke over any Twilight or even Potter fare.

As an aside and possible jinx to the whole roleplaying community how is it that we don't have a Twilight, Tru Blood or even Vampire Diaries role playing game out there yet? I might be willing to check out a Harry Potter game though.

I like the graphic novels but I would say read the books first if you have not. If you have tried reading the books and for one reason could not get through them this would be a suitable alternative though not a 100% alternative. There are things that can not be conveyed in the graphic novel medium and then there are other things it is easier to portray. The graphic novels still fall short of the books in my opinion.

The art is good and the adaptation is good. There a few minor changes in the graphic novels but nothing that would make me think they were not written by someone who had never read the books. These seem to go for varying values in the secondary market and eBay seems a bit high but there are some fair values on Amazon. If you liked the books and like graphic novels these would be worthwhile. If you have not read the books and do not want to but want to get a feel for the story this is a good option.


Spell:

Life Transference


Level: Ninth
Range: 6"
Duration: Permanent
Ares Effect: Caster
Components: None
Casting Time: Instantaneous
Saving Throw: None

This spell allows the magic user to transfer their life essence with that of another living creature. This change is permanent and can not be reversed except by use of a wish.

This spell allows the caster to swap spirits or souls with any other living entity within a 6" radius. Since this spell is permanent it will most likely be used in the most dire of situations.

This spell allows no saving throw for the other entity that the caster is switching with. The switch will transfer all levels and special abilities though there will be no change in attributes.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Sunday, June 26, 2011

DLR1 Otherlands - DragonLance, Death's Tale

There are few people who play D&D who have not at least heard of Dragonlance  and many have played the series of modules released in the late 1980's. After  the initial release there were many more modules released for the setting.  Most of these occurred in Ansalon or in the area to the northeast where the  minotaurs dwell called Taladas. This module takes you beyond the more  published areas to where the DM might have a little less canon to deal with.

Otherlands was released by TSR in 1990 and was written under the 2e rules. It  has the designation code of DLR1. It was followed by two other modules  Taladas and Unsung Heroes. I understand the second which deals with the land  of the Minotaurs but not the third being in the series but I digress.

Otherlands comes in at ninety-six pages which is good since it deals with  three separate locations on Krynn. Each is separated from the majority of the  other locations that have been described in other modules by either distance  or ease of access or both. The module seems to be evenly divided amongst the  three.

Chorane

The first area the module covers is Chorane. This location is separated by  not only distance and the effort it would take to access it. This is the one  that I might use if I wanted to have a stand alone Krynn campaign not set in  the established world. This could be used very much as a Krynn Underdark campaign.

The setting is a series of deep underground caverns located under the south  pole of Krynn. The bulk of this setting deals with three distinct groups of  humans who all come from an initial group that fragmented over beliefs. They  are now involved in a constant state of war.

The location also features societies of variant races that exist on the main  areas of the world as well. There are the dwarves (Theiwar) and Kenders  (Kendars). It also gives the DM three new monsters of which one (Ursoi) could  be adapted into a new race for them to use.

Selasia

The second area that is described in Otherlands is a large island chain on  the Spine of Taladas. This location is named after the largest island in the  chain, Selasia, which is often the case. In addition to Selasia there are six  other islands that have some level of description in the module. Each of  these other islands provide possible adventure ideas for the DM.

The chain is occupied by two primary races. Both of these race came from Ogre  stock but one was modified in the ancient past and were forced to the island  by other races. These are not your typical Ogres but a more peaceful non- deformed race. The primary race are the Mischta of which the bulk are good  but there is an evil sub-species. The other primary race are the Bolandi  which were modified to be smaller and given a malicious, though I would call  it more mischievous, nature. There were forced to the islands one thousand  years before the Great Cataclysm.

Statistics are given for the two lines of Mischta so that the DM could use  them as player character races if desired. This was not done for the Bolandi  except that some can become illusionists. This was sort of disappointing  since they could provide a whole new type of Kender to play.

Watermere

The third location described is Watermere. This is the underwater realm of  the Dargonesti or as they are more commonly called the sea-elves. This more  so than either of the other two is more of a write up on the race than the  location. The location is described but it is done in reference to how it  affects the sea-elves. There are moderately in depth descriptions of their  history and then their society.

We are then given a description of Watermere and the various location that  comprise it. There are six distinct area that are described. These range from  Takaluras, the capital of the sea-elves, to The Ruins of Watermere, which is  an island that sank during the Great Cataclysm. The latter is occupied by both  the Dargonesti and the a collection of evil underwater races headed up by  Koalinths. There is next a section on the flora and fauna that exist in  Watermere.

The next section begins the bulk of the Watermere potion of the module. It starts with a section named Dargonesti from Cradle to Grave. It is the first of eight sections  that talk specifically about the sea-elves and not Watermere. These section  are listed below. The Relations section and Mahkwahb area a little broader in  scope that just the elves though still focus on them.

Dargonesti from Cradle to Grave
Religion
The Dargonesti Army
Magic
Relations with Undersea Folk
Relations with Surface Folk
The Mahkwahb (Evil Sea-Elves)
Dargonesti Elves as PCs.

The Watermere section is great but walks the line between too much  information and too little information. As part of the idea of different  realms it offers a lot of information and can give the DM a strong headstart  if they want to use this as a setting. It is not enough information though to  use it as race guide. Still the module overall is a good product plus it is  not set in the more common area of Krynn. Good on its own and great to mine  from.

Spell:

Death's Tale


Level: Three
Range: Touch
Duration: Instantaneous
Ares Effect: One Item
Components: V
Casting Time: 1 Round
Saving Throw: None

By use of Death's Tale a magic user can touch an item and see the death event of the person that the item belonged to. This spell can be used on an item or part of a person or beings remains.

The spell will give the caster a clear vision of who the person was though no more than name and place of origin or lair if a beast. They will also see the last few minutes of the person or creatures life. This will allow them to see where the person/beast died and how. The vision is as if the caster were seeing it through the eyes of the victim.

The period of time that the vision can go back is limited by the level of the caster and their intelligence. The vision can only occur if the victim died within 10 years/level of the caster plus an additional 10 years/point of intelligence. There is a 5% chance that when this spell is used it will attract the spirit of the victim. The spirit may respond as the DM sees fit and may request aid, ignore or haunt the caster of the spell.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit. 

Monday, April 18, 2011

O - Oak Lords, Outland, Omens, Olin's Steed

The second in the DLS module series. This series deals with the time just after the War of the Lance and how the people begin to recover and start over. This module deals specifically with the Qualinesti and the return to their homeland. I have never had a chance to play this module so I can't say much about it directly. I know there is a contingent of gamers out there that love the DragonLance saga and series of modules. For me as books they were good but as modules they did not work for me. Modules as a whole can be a little to linear in nature but these read like an instruction manual for the adventurers or a less free form Pick A Path. Still the setting is an interesting one and this module has information on a specific area and people so it is something that should have good information for a DM running an open campaign in the DL world.

Movie:

Outland came out in 1981 and starred Sean Connery. The story is set at a mining colony on Io and centers on a Marshall and his investigation into a series of deaths. The deaths end up being murders...and I won't spoil it from there. Players who play Traveler or Stars Without Number could use a movie suggestion to. This is a lesser known movie and was done well enough though I suspect it has not aged well. If you are looking for a more mundane idea for a space based game setting this will give you a number of ideas plus it has James Bond in it so how bad can it be.

Plot:

Omens have foretold of the coming of a hero that will restore the power of the relic in the local monastery in the town of . While passing through it is discovered that one of the player characters is a spitting image for the hero that has been foretold. This can be appearance based or some mark/item that the player has. The characters can try and ignore this but the townsfolk will become more and more aggressive and demanding until such time that they will actually try and kidnap the legendary hero. This can either be a situation where the players can be overpowered or a morale dilemma where they have to decode how to get out of there and not be complete jerks or hurt anyone. Then again what if the legends are true....

Magic:

Olin's Steed can either be a relic or a magic item that has multiple copies at the DM's discretion. Olin's Steed will be a smallish crude representation of what could be a horse if a four year old made it out of clay and it had been baked. In reality it is a powerful magic item that will upon command become any sort of non magical steed that the owner desires. There is no limit to what it can become and no limit on the duration on how long it can be active. The Steed will arrive with all required accessories and if appropriate armor. While in use the beast will require no rest or nourishment and can fight if called upon to do so. When no longer needed the owner can use a command word and restore it to its inert stare. The Steed will also have a limited number of times where it can be commanded to become a magical steed  with the abilities that such a steed would have. When commanded to become a magical steed it will have a duration limit of twenty four hours at which time it will revert back. The magical steed will not fight even if forced to and any damage that would kill it will cause it to revert back into its inert state. The steed will have 7-12 magical transformation on it when found. After the last transformation is used the steed will become worthless.

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