Dragonlance: The War of the Lance - Myth-Weavers

Dragonlance: The War of the Lance

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Game Description

[b]Estimated Members Requested:[/B] 8

Greetings All! After looking, and thinking I decided to attempt to run a game here. I loved reading the Dragonlance books, so I am going to run the updated Dragonlance Adventures based on Dragons of Autumn, Dragons of Winter, and Dragons of Spring. Although I am running these adventures I am not going to have people run the premade characters (Tanis, Flint, Sturm, etc.). Everyone will make their own characters, but there will be some specific things that need to be filled.

Books Used: Dragonlance Campaign Setting (DCS), War of the Lance (WL), Towers of High Sorcery (THS), Races of Ansalon (RA), PHB, and DMG. Other books from Wizards are allowed, I just have too many to list.

Game Description:

Autumn settles on the plains of Abanasinia as rumors of war and strange creatures travel from northern lands. The people of Ansalon need heroes, as the ancient gods have returned to the world, and brought creatures of myth and legend to fight in their battles. Dragons – ancient, deadly, and powerful – have returned to Krynn. An adventure like no other calls the heroes to re-discover the greatest gift given to the mortal races, to find safe haven for hundreds of desperate refugees, and unearth the secrets that might lead to the power of the dragonlance.

Races: Humans, Half-Elves, Kender [DCS 28], Half-Kender [RoA 147], Neidar (Hill) Dwarves [PHB Dwarves], Elf* (Kagonesti, Qualinesti, Silvanesti) [DCS 18], Gnome* [DCS 25], Minotaurs* [DCS 42], Half-Ogres* [DCS 41]. Racial Alternative Class features from Races of Ansalon can be used.

*Needs to have a back-story explaining why the character is not at home with their people.

Alignment: No Evil.

Level: 5

Abilities: 36 point buy. Level 4 ability 1 point increase as normal.

Classes: The Master [WL 20], Barbarian, Bard (No spellcasting ability), Druid (No spellcasting ability, no use of class abilities), Cleric (Considered Heathen Clerics who worship false gods or philosophy. No spellcasting ability, no turning undead, no domains), Fighter, Noble [DCS 50], Rogue, Wizard.*

*A low-level wizard (through 4th level) is considered an apprentice by the Orders of High Sorcery. Knowledge of 1st and 2nd level spells is unrestricted. Anyone who advances power beyond that is required to take the Test of High Sorcery and declare allegiance to one of the Orders of High Sorcery. If you are accepted into the game and are a wizard higher than 4th a Test of High Sorcery will have been done in your back-story. The three moons of magic will be in effect for the game.

Prestige Classes: Gnome Tinker [WL 31], Handler [RA 156], Knights of Solmania (Knights of the Crown have no change, but Knights of the Sword and Knights of the Rose have variant rules in effect – still have to have levels in Knights of the Crown) [DCS 54], Wizard of High Sorcery [THS 22], Inquisitor [DCS 80], Legendary Tactician [DCS 81]. These are the Dragonlance PrCs. Other PrCs are allowed from Wizards books – no divine spellcasting classes, and arcane spellcasting classes are allowed but wizards will still abide by the rules above.

Hit Points: Max at first level. All other levels get half class die plus one plus con modifier. For example a second level fighter with a 16 con would have this for hit points: 13 (1st level 10+3) + 9 (2nd level 5+1+3) = 22.

Feats: No Leadership feat.

[u]Gold:[/U] 9,000 steel. 1 Steel piece is worth one 1 D&D gold piece. No items with a divine source (wands of cure light wounds, etc.).

[u]Special:[/U] 4 major archetypes must be filled for this game. They are the Prophet, the Leader, the Rogue, and the Sage. Additionally there are 6 other archetypes that can be filled and could be helpful, but not required. They are the Ranger, the Mentor, the Protector, the Idealist, the Ingénue, and the Hawk. Characters can cover more than one archetype.

The Prophet

This Archetype’s Role in the Adventure
The Prophet is chosen by the gods of Light to hear Mishakal’s calling. She obtains the Blue Crystal Staff and, using it, retrieves the Disks of Mishakal—the holy scripture that will return knowledge of the gods to the people.

The Classic Character
The plainswoman Goldmoon was chosen by the goddess Mishakal to bear the ancient artifact known as the Blue Crystal Staff. As the Prophet, Goldmoon is fated to bring the knowledge of the true gods back into the world. While she does not fully comprehend how to accomplish this, she has accepted the responsibility of this task. Although her possession of the Blue Crystal Staff places her in great danger from those who desire or fear its powers, Goldmoon stands resolute and bold in the face of that threat. Raised as royalty among her people, Goldmoon is not afraid to take a commanding role when one is needed, but she also has the wisdom to allow others to lead when necessary. She is soft-spoken but always maintains an air of confidence and dependability.

What Could Replace the Character
This adventure requires a cleric, for healing during and after combat if nothing else. If Goldmoon is not used, another character with a spiritual outlook (whose player is willing to take at least one level of cleric after retrieving the Disks of Mishakal from Xak Tsaroth) should be created. The NPC Elistan is intended to become the shepherd of the people, so the player taking on the role of Prophet need not be purely devoted to taking levels of cleric. This character must be of good moral alignment.

The Leader

This Archetype’s Role in the Adventure
The Leader is the face of the group. He does the talking in delicate social situations; he negotiates with friends and enemies when appropriate. He is trusted to make many decisions on behalf of the entire party.

The Classic Character
Among the original Innfellows, Tanis Half-Elven reluctantly takes on the role of the Leader archetype. Although he often doubts himself, his companions frequently look to him for guidance and direction. Being a half-elf, Tanis has a unique outlook on life. He understands being a victim of prejudice and is never quick to judge or underestimate a person he meets. His long life and wanderings have made him one of the more worldly and experienced of the companions. Tanis often broods over internal conflicts, but he is careful to conceal his true emotions. He doubts his leadership abilities. He struggles over his love for both the human Kitiara and the elf maid Laurana, and he is at odds with his mixed heritage. In his leadership role, Tanis understands the strengths and weaknesses of his companions; he works to bring out their best in any situation. If there is a diplomatic solution to a situation, Tanis will usually be the first to take advantage of it.

What Could Replace the Character
Any charismatic character with a sense of responsibility can fill this role. The other characters should like and trust him, even if he doesn’t trust himself. It’s unlikely a wizard can fill this role, but many other classes can; a noble or a charismatic fighter would be ideal.

The Rogue

This Archetype’s Role in the Adventure
The Rogue is usually the jack-of-all-trades. This archetype has a wide array of skills at his disposal. He regularly uses these skills to his own advantage, but he also often uses them to assist the other members of his party.

The Classic Character
The irrepressible kender Tasslehoff Burrfoot plays the Rogue archetype among the Innfellows. Being a kender, Tasslehoff grew up perfecting a number of skills that come naturally to those of his race; moving silently, hiding in shadows, and picking locks and pockets are all second nature to him. Tasslehoff ’s role as the Rogue presents him with challenges that other party members rely on him to overcome. He is employed as a scout to range ahead and find enemies before they find him or his companions. He is also known for acquiring items the party may need (and more than a few they don’t). When the party is trapped, it is often Tasslehoff who finds a way out. Tasslehoff is energetic, intensely curious, and entirely fearless.

What Could Replace the Character
There are certainly times when a character who knows how to sneak, pick locks, and get into places he’s not supposed to be can be very handy. Rogues (of course) and rangers can fit role very well; a mariner might also work, or even a master with suitable specializations.

The Sage

This Archetype’s Role in the Adventure
The Sage is a central character in many fantasy tales. In this adventure, most of the heroes are ignorant of Ansalon’s history, but it is through uncovering and understanding the past that the heroes prevail in particular tasks. The Sage is extremely important to the group’s success throughout the adventure.

The Classic Character
The red-robed mage Raistlin Majere fills the role of the Sage archetype for the Innfellows. He is highly intelligent and has a thirst for knowledge. Raistlin is physically weak, his body broken by the Test of High Sorcery; therefore, Raistlin draws strength from his knowledge. He jealously guards it, doling it out in small portions. Raistlin has an air of mystery about him, and when he speaks, he is often biting and sarcastic. He keeps many things to himself and only reveals his knowledge if he believes it will further hisown goals or will prove to others he is not as weak and helpless as they believe. He gains a measure of satisfaction in seeing others put his knowledge to use, especially when he uses knowledge to manipulate them to do his bidding.

What Could Replace the Character
A wizard, though not required, is certainly useful. Spell support for the party is always extremely helpful, but the role of a Sage could be filled by a master with the sage focus or a rogue with a number of skill points dedicated to various knowledge checks. However, selecting those classes over wizard will lessen the overall combat effectiveness of the group.

The Ranger

This Archetype’s Role in the Adventure
The Ranger is often seen as a dark and stoic warrior. The party relies on the Ranger for his combat abilities and his knowledge of wilderness and nature when traveling to distant lands. The Ranger archetype is not usually suited to take a leadership role as most rangers prefer not to deal with people in general.

The Classic Character
Riverwind fills the archetype of the Ranger for the Innfellows. He rarely speaks; when he does, it is short and to the point. Riverwind is content to follow Goldmoon on whatever path she may take, and he will serve and protect her with his dying breath. He will do the same for any of the companions he feels he can trust. The rest of the Innfellows depend on Riverwind for his skills in battle and wilderness survival. Since he is more of a follower than a leader, he is uncomfortable with giving orders and would prefer to perform missions on his own (or with Goldmoon) rather than take on any kind of leadership position.

What Could Replace the Character
Any character with good fighting abilities and survival skills could fill this role. Player characters with the
barbarian, fighter, or ranger classes are the most likely candidates to fill this archetype. Monks or nobles with skill points in survival would also make an interesting choice.

The Mentor

This Archetype’s Role in the Adventure
The Mentor archetype is a character who teaches by example, is a steadfast friend, and counsels the others using his life experience.

The Classic Character
The dwarven blacksmith Flint Fireforge plays the role of the Mentor for the Innfellows. He is not the strongest, most intelligent, or most skilled of the heroes, but Flint’s wisdom and levelheaded outlook helps prevent the companions from making rash decisions. He works to keep the more chaotic members of the party in line and gives his council to the Leader when he feels it’s necessary. Flint tends to grumble and complain, but he does it in a good-natured manner. When Flint perceives an injustice, he speaks up and doesn’t dance around the subject. He speaks plainly and directly to the point. A Mentor must prove he is reliable, and there is no other character more reliable and loyal than Flint Fireforge.

What Could Replace the Character
The most important aspects of filling this role are loyalty and friendship. Wisdom and old age would also seem to be a requirement, but they are not entirely necessary. Since these are roleplaying attributes, it does not matter what class a person plays. Any player who is willing to support the party as a whole, rather than looking out only for himself, would do well in this role.

The Protector

This Archetype’s Role in the Adventure
The Protector is the archetype who is always willing to put himself in harm’s way for the good of the party. He will step into any fight to shield the ones he loves.

The Classic Character
Among the Innfellows, Caramon Majere fills the role of the Protector. Caramon is a good-looking, strapping young man with a big heart. He cares deeply for all the companions and is always willing to place himself between them and any threat that may come their way. Caramon is protective of anyone who is physically weaker than himself, which is just about everyone. This is especially so for his twin brother Raistlin who is often sick. Caramon and Raistlin often fight back to back, combining their strengths and ensuring that Caramon can defend the wizard. Riverwind, companion and defender of Goldmoon, also qualifies as a Protector.

What Could Replace the Character
The role of the Protector will most likely be served best by a skilled warrior who can stand at the front of the party in any battle and is able to take a beating. Knights and fighters make the best protectors, although a barbarian could also fill the role.

The Idealist

This Archetype’s Role in the Adventure
The Idealist archetype is that of the beautiful, gifted, and doomed. This character in the story is fated to fulfill some destiny during the adventure and is willing to give up his life to accomplish this task.

The Classic Character
Sturm Brightblade has chosen to dedicate his life to the tenets of the Knights of Solamnia. In all aspects of his life, he tries to embody the ideals and principles of his knightly training. He would not willingly do anything to mar that image. As the Idealist archetype, Sturm is fated to a tragic end in order to pull together the crumbling organization of the Knights of Solamnia. He is a skilled warrior, willing to defend his friends at any cost. Among the Innfellows, Sturm is not always understood. The rules by which he governs his life sometimes are at odds with the rest of the party. Tanis seems to have an uncanny ability to make Sturm realize that sometimes even the most rigid rules can be interpreted in different ways. As the story progresses, Sturm grows to realize that the world is not as black and white as he once thought.

What Could Replace the Character
The character who takes this role should have some affinity with the noble ideals of the Knights of Solamnia. It will take a huge sacrifice to bring the Knights back together and rally them against the invading Dragonarmies. A knight or warrior affiliated with the Knights would be the most likely candidate for this role, though even a nonknightly character may prove to have the commitment and conviction to rise above the darkness and inspire others at great risk to himself.

The Ingénue

This Archetype’s Role in the Adventure
The Ingénue archetype is that of a sweet and beautiful maiden in distress. This character in the story shows a progression from an innocent girl to a strong, worldly woman.

The Classic Character
Tika Waylan serves as the Ingénue archetype in the story. She begins as an acquaintance of the Innfellows who knew her as a small child. But since that time, she has grown into a young woman. The invasion of the Red Dragonarmy forces her to flee Solace with the Innfellows; her love for Caramon keeps her with them. Tika is a freckled-faced redhead who is as beautiful as she is fiery. While she seems to maintain an air of confidence, she is the least experienced of the companions. As the damsel in distress, the companions always have to keep an eye out for her in any dangerous situation. Laurana, Princess of Qualinost, also begins as an Ingénue, but later develops into a strong and inspirational leader of the Solamnic armies.

What Could Replace the Character
The Ingénue archetype has no ties to any particular character class; rogues, nobles, and even monks could take this part in the story. Tika and Laurana begin as NPCs because the innocent and vulnerable character is often not as interesting to play until character growth begins.

The Hawk

This Archetype’s Role in the Adventure
The Hawk archetype is related to aggressive impulses. Driven by frustration or despair, this character often seeks a foe upon which to focus his aggression, although as the story develops he may begin to understand the need for peace and stability.

The Classic Character
Gilthanas-Kanan fills this niche in the story. For an elf, he is quick to anger and quick to react against the threat of the Dragonarmies. The fate of his people weighs heavily on his shoulders, and Gilthanas lets his concern for his people fuel his anger. This weight is lifted somewhat once the elves flee into the west, but Gilthanas continues to struggle until the threat of the Dragonarmies is eliminated.

What Could Replace the Character
Any warrior character with levels in fighter, barbarian, or ranger could fill the role of Hawk. Nobles, especially among the nonhuman races, are likely to possess the required emotional drive. Gilthanas begins as an NPC because, in addition to coming from a different set of circumstances than the rest of the Innfellows, his initial aggression and suspicion can be disruptive to the party.

Application Format:

Archetype (the one you are filling)
Physical Description
Back-story (Keep in mind when doing your back-story that the players that are chosen will be figuring out how they know one another, or if they do at all. Once the group is chosen I will present more information on this at that time.)

Full character sheets are not required at this time.

If you have any questions please let me know.

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