The year is 350 of the Ansalon Calendar and darkness reigns. The armies of the Dark Queen have taken Nordmaar and Balifor, driven the Elves from Silvanost and started skirmishes along the borders of Solamnia and Icereach. The Draconians, foul spawn of dark magics and the eggs of dragons, have helped bolster the success of the ground troops. The forces of light are scattered and weak, having lost much of their power with the disappearance of the Gods and the fallout of the Cataclysm.
But, all is not lost.
The Solamnic Knights, once proud defenders of good, have risen once again to face the forces of evil along their borders. However, in secret the Knights stationed in Solanthus have sent a unit of four specially selected knights on a stealth mission to investigate the emergence of the Draconians.
Meanwhile, in Sanction, the center of the Dragonarmies' power, Mages of the Black Robes have joined their hands in a most unusual experiment and have created Draconians from a batch of Chromatic Dragon eggs. These so-called Noble Draconians have exhibited greater power than their metallic brethren, but they seem less eager to fight for the Dark Queen. One such Draconian, a Noble Draconian given the name of Irian, has been looking for those who disagree with the Dragonarmies' methods within the Green Dragonarmy of the Dragon Highlord Salah-Khan, hoping to find allies with which to flee...
- The Dragonlance Campaign Setting
- The War of the Lance
- Towers of High Sorcery
- Races of Ansalon
- Holy Order of the Stars
- Knightly Orders of Ansalon
- Legend of the Twins
- (provisionally) Age of Mortals
- Spell Compendium
- Magic Item Compendium
- The Races of Series
- The Complete Series
- Savage Species
- Stormwrack
- Sandstorm
- Frostburn
- The Tome of Magic
- The Tome of Battle: Book of Nine Swords
- Libris Mortis
- Dragon Magic
- Heroes of Horror
- The Book of Vile Darkness
- The Book of Exalted Deeds
- Lords of Madness
- The Draconomicon
- The Dungeon Master's Guide
- The Player's Handbook
- Any other source check with me before making use of it. I'm a pretty lenient DM, I just need to see the mechanics.
- Character level 8
- Max HP at level 1, roll every level thereafter
- 4d6 stat rolls, may choose to take an 18 on one stat
- Accepted Races Only (Only one Noble Draconian, if any, will be accepted)
- Starting Gold: Standard for the level, meaning 27,000 GP (Se Restrictions from details).
- All non-Draconian and non-Kender characters on the Defectors side begin with "Resist Dragonfear" as a bonus feat.
- All Solamnics begin with "Honor-bound" as a Bonus feat.
- One template is allowed, but as I prefer RP over crunch, said template should make sense within the setting and campaign.
- Two Flaws and Two Traits allowed.
Name: Always important, please link the character sheet here when finished.
Race: Include the template here as well, if your character has one.
Class(es): Levels in said classes would be nice, but not necessary.
Alignment: Actually a big thing in a Dragonlance game. You can keep this private if you wish, but I at least need to know this.
Appearance: A picture isn't necessary, but I'd like a basic description of your character's physical appearance and distinctive features/dress.
Personality: I'm not going to demand an essay, but I'd like a paragraph detailing your character's personality, beliefs and personal ethics. How they work in a group would also be fairly good to know, as you're a group of defectors or Infiltrators. Knowing you're not going to stab the party in the back is sort of an important thing to know.
Background: This should answer all the big questions: Where is your character from? Why did your character join with the Dragonarmies in the first place? What did they do before and with the armies? Why are they now defecting? Or in the case of the Solamnics: How did you join the knights? What have you done prior to this mission? This shouldn't have to be the Odessey in terms of length, but detail would be nice.
- Curse of the Magus: After casting a Spell, a Wizard has a chance of fatiguing themselves. The player rolls a D100 after casting, if 25% or below, they are fatigued. Should they get 25% or lower while fatigued, they become exhausted, and a third role in that range causes them to fall unconscious.
- Regionality: Players begin the game knowing Common, their racial language (if any) and the language of their home region. It does not count against the bonus languages gained via INT.
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I'll admit, this is pretty much a copy-paste job of the Dragon #313 Half-Minotaur template (or in my case, a hand copied down version with some variations to fit the Krynn minotaur), but it's a neat template and I thought I'd make use of it for this game.
- Size and Type: The base creature's type does not change.
- Armor Class: The base creature's Natural Armor Bonus improves by +2.
- Attacks: If the base creature lacked a gore attack, it gains one. When not using weapons, a Half-Minotaur may
attack with its gore at its highest attack value and gaining its full Strength bonus to damage. When using a weapon, a
Half-Minotaur can use a Gore attack as a secondary natural attack.
- Damage: The Half-Minotaur's gore attack deals damage according to its size as shown below: Size Gore Damage
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
- Abilities: Change from the base creature as follows: +4 STR, -2 DEX, -2 CHA.
- Skills: A Half-Minotaur gains a +2 racial bonus on Intimidate, Swim and Use Rope checks
- Feats: A Half-Minotaur may select the Scent special quality as a feat (see Monster Manual Glossary).
- Level Adjustment: Same as the Base Creature.
- Alignment and Prestige Classes: Alignment in Krynn is sort of a big deal, it defines, many times, what you do for the rest of your life. The Tower of High Sorcery categorizes it's mages and their specializations by alignment and the Solamnics maintain a strictly Lawful Good Doctrine. However, as defectors, you're in much more of a moral grey area than is standard for most people. Unless your reasons for defection DIRECTLY CONTRADICTS a facet of your class or prestige class, or you follow a course of action through the game that makes me feel that your alignment should have shifted, you should be able to still have a class (Such as Talon of Tiamat (properly re-flavored for Takhisis) that requires an evil alignment without suffering too much. Just because you're evil doesn't mean you agree with the armies. The exception to this is the Knight of Neraka PrCs, which require dedication to the ideals of the Dark Queen Takhisis, and choosing to defect will naturally contradict this.
- The Dragonlance Nexus: The DL Nexus is a fantastic Dragonlance Fansite that's been running for ages. It has a significant amount of good material, and I've found most fan-made things on there rated 3 stars or better is generally well constructed and works just fine in a standard campaign. I will allow you guys to similarly make use of stuff from the site as well, though within reason. Anything in the "Classes & PrCs", "Spells and Magic" and "Equipment and Magic Items" categories are fair game, though please try and keep it to the more highly rated (3 stars or more) stuff. When you do make use of something from the nexus though, please indicate what it is, and know that I may or may not veto it's use if I feel I need to.
- Draconians: Draconian characters, as is the case with Centaurs, Kyrie and Ursoi, are required to take racial levels before they can begin to take class levels. I'll be using the DL nexus monster class breakdowns since I've used both the Standard and Noble Draconian classes before and they work pretty well. The one alteration will be that you gain full HD. You're sinking a fair number of levels into this class, you should get full HD.
- Baaz, Bozak, Sivak, Aurak Class Levels:
- Venom, Vapor, Frost, Flame, Lightning:
- Wizards of High Sorcery: The Wizard of High Sorcery PrC will be the Towers of High Sorcery variant, which does not require you to give up yet another school of Spellcasting on the first level. Sacrificing 2 schools can be problematic at times, but easily managed, sacrificing 3 (which cannot be your Robes' favored schools and you cannot ban Divination, of course) can be downright inhibiting.
- Moons and Magic: The Moons named and guided by the Gods of Magic are vitally important to the spellcasters of Krynn. I will be plotting out the cycles of Solinair, Lunitari and Nuitari over the course of the campaign and will inform casters of what effects this is having on their spells.
- Gnomish Toolbelts: Normally a Gnomish Toolbelt has only about 10 Tool Points, meaning your Kitbashed and Macguffin inventions will fail more often (which fits flavor-wise for the Gnome, but can get pretty annoying as a player). Thus the Toolbelt will start with 25 Tool Points and may be improved further. Every Odd-numbered level a Gnome may use a Craft (Tinkering) check to attempt to increase the Tool Point value of their Toolbelt. The DC will be 10 + the character's level. Upon a successful Craft check, the number of Tool Points the belt has available will increase by 5.
- Inventions: When inventing, a Gnome merely has to make the Complexity DC, rather than deal with the restrictions of the max Complexity Calculation. The DC is bad enough, I don't think a layer on top of that is necessary.