Dragonlance Adventures


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DL1-16
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DLA

Dedication +
Credits +
Preface +


 

THE REALMS ABOVE
"In the Cradle of the Sky,
On Silken Starshine lay
We who soon upon the Face oF Krynn
would as infant mortals play."

The Universe +
    Orders of the Universe +
    The Place of Mortals +
    The Law of Consequence +

Lot in Life +
    Characters in Krynn +
    Travelers from the Beyond +
    Acceptable Character Classes +
    General Limitations in Krynn +
        What's Your Alignment? +
    Knights of Solamnia +
        The Origin of the Knights +
       Cataclysm to Present +
        The Organization of the Knighthood +
       The Oath and the Measure +
       Knights of the Crown +
       Knights of the Sword +
       Knights of the Rose +
       Knights in Battle +
       The Knightly Council +
        <^the above may be out of order, or a couple of sections may be missing^>

    Tinkers (Gnomes) +
    Game Statistics +
    Device Creation +
    Device Components and Their Costs +
        Hall of Gnomes Inventions +

Wizards of High Sorcery +
    The Moons of Magic +
        Locations of the Moons +
       Moon Tracking Chart +
    The Conclave of Wizards +
    The Spheres of Magic +
    The Towers of High Sorcery +
        The Tower of Wayreth +
        The Shoikan Grove of the Tower of Palanthus +
        The Tower of High Sorcery at Palanthus +
       Map of the Tower at Palanthus +
      Guardian Groves of the Destroyed Towers +
    Early Life of a Wizard +
        Student Magic-Users +
    Test of High Sorcery +
        Changing Orders After the Test +
    Wizards of the White Robes +
    Wizards of the Red Robes +
    Wizards of the Black Robes +

 

    Renegade Wizards +
    Illusion and Krynn +
    Spells of High Sorcery +
        Kiss of Night's Guardian +
        Mindspin +
        Timeheal +
        Timereaver +

Messengers of the Heavens +
Gender and the Gods +
Obligations of Clerics +
Godly Spheres of Influence +
Deity Descriptions +
Holy Orders of the Stars +
Clerics of Good +
Clerics of Neutrality +
Clerics of Evil +
The Gods of Good +
Paladine +
Majere +
Kiri-Jolith +
Mishakal +
Habbakuk +
Branchala +
Solinari +
The Gods of Neutrality +
Gilean +
Sirrion +
Reorx +
Chislev +
Zivilyn +
Shinare +
Lunitari +
The Gods of Evil +
Takhisis +
Sargonnas +
Morgion +
Chemosh +
Zeboim +
Hiddukel +
Nuitari +
The Heathens +
 


St. George

The Races of Krynn +
The Age of Twilight +
Kender +
Kender Pockets +
Kender Taunt and Fearlessness +

Gnomes +
Mad Gnomes +
Elves +
Silvanesti (High Elves) +
Qualinesti +
Kagonesti (Wild Elves) +
Dargonesti and Dimernesti (Sea Elves) +
Dark Elves +
Half-Elves +
Dwarves +
Hill Dwarves +


 

Mountain Dwarves +
Gully Dwarves (Aghar) +


 
 

Irda +
Krynn Minotaurs +
 


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Character Proficiencies +


 

Creatures of Krynn +
Common Creatures of Krynn +
Unique Creatures of Krynn +
Draconians +
    Auraks +
    Baaz +
    Bozaks +
    Kapaks +
    Sivaks +
Dreamshadows +
Dreamwraiths +
Fetch +
Ice Bears +
Minotaurs (Bloodsea) +
Shadowpeople +
Spectral Minions +

Thanoi (Walrus Men) +
Krynn Dragons +
Background and History +
The Evil Dragons +
The Good Dragons +
The Gods as Dragons +
Dragon Rules +

The World That Was +
Tales of Long Ago +
The Ages of Krynn +
Map of Pre-Cataclysm Ansalon +
Astinus's Scroll (Part 1) +


-
 

NPCs of Long Ago +
Huma +
The Silver Dragon +
Magius +
Fistandantilus +
Astinus of Palanthus +
Reorx (Dougan Redhammer)
The Kingpriest of Istar


The Reign of Istar (Dragonlance Tales II)
 
 

Arack, Master of the Games
Raag
Steeltoe, the Half-Ogre Bandit

Magical Items of Krynn +
Potions
Scrolls
Rods, Staves, and Wands
Crystals and Gems
Miscellaneous Magic
Armor and Shields
Weapons
Special Magical Items of Krynn

War of the Lance +


 

DL1

DL8

DL9

DL9

-

DL12

DL12

DL16

 
 

Astinus's Scroll (Part II)
Map of Post-War Ansalon

War of the Lance

Ansalon After the War +
Areas of Control
Factions
General Conditions
Climate
Beyond the Map
The Lands of Ansalon
Map of Ansalon's Climate--Post Cataclysm

Personalities of the Age of Dragons +
    Takhisis +
    Fizban the Fabulous +
    Pyrite +
    Raistlin Majere +
    Lord Soth +


 

    Kitiara +
    Duncan +
    Kharas +
    Reghar Fireforge +
    Amothus Palanthus +
    Elistan +
    Par-Salian +
    Justarius +
    Ladonna +
    Maquesta Kar-Thon +
    Bas-Ohn Koraf +

PCs from the DRAGONLANCE Legends Books +
    Dalamar +
    Crysania +
    Caramon Majere +

    Tasslehoff Burrfoot +
    Tika Waylan Majere +

    Tanis Half-Elven +

Charts and Tables
Races of Krynn
Character Alignment Tracking Chart
Unified Ansalon Monster Chart
Character Class Master Stats Range Table
Character Racial Min. && Max. Table
Gnome Device Complexity Table
Gnome Mishap Table
Spheres of Influence--The Gods of Good
Spheres of Influence--The Gods of Neutrality
Spheres of Influence--The Gods of Evil
Spell Summary Table (Magical)
Knights Circle Table
Knights Circle Modifiers

Q: Where can I get the addresses of
Margaret Weis and Tracy Hickman?
A: You can write to Margaret Weis and
Tracy Hickman c/o TSR, Inc., P.O. Box 756,
Lake Geneva WI 53147. We will forward
your letters to them.
(143.10)


Night of the Eye
 

Q: When will DRAGONLANCE Tales II
he coming out?
A: To my knowledge, there will be no book
series called DRAGONLANCE Tales II. The
second and third DRAGONLANCE Tales
volumes (Kender, Gully Dwarves, and
Gnomes and Love and War) are already
out, as are three DRAGONLANCE Heroes
novels (The Legend of Huma, Stormblade,
and Weasel?s Luck).
(143.10)


Night of the Eye
 
 

Q: How many provinces are there in
Solamnia? Several maps published
in the various DRAGONLANCE
products differ on this point.
A: The Atlas of the DRAGONLANCE World
by Karen Wynn Fonstad (TSR product
#8448, $15.95) shows six provinces on
pages 94-95: Solamnia, the Plains of Solamnia,
Southlund (which includes the city of
Caergoth), Coastlund, Throt, and an
unnamed province containing the city of
Lemish and the Southern Darkwoods.
(143.10)


Dragons of Krynn
 

Q: When will the DRAGONLANCE
trilogies come out in hardback?
How much will they cost?
A: Hardcover collector?s editions of the
DRAGONLANCE Chronicles are available
now (TSR product #8320). This edition
contains all three books in the trilogy and
costs $16.95 (£9.95 in the U.K.).


 

Q: I have been trying to locate
DRAGONLANCE game material for
some time. I have visited several
stores whose owners claim that it is
no longer to be had.
A: All DRAGONLANCE products are still in
print. If your local hobby or book store
does not carry them, you can get them
from the TSR Mail Order Hobby Shop in
the U.S. or from TSR Ltd in the U.K. Just
write for your free catalog. The addresses
to use are on the first page of ?Forum? in
the publisher?s column.
(143.12)


Heroes of the Lance
 

Q: Where can I get the official
DRAGONLANCE miniature figures?
A: TSR, Inc. once produced official
DRAGONLANCE miniature figures, but
now Ral Partha Enterprises, Inc. has the
license for them (see ?Through the Looking
Glass? in this issue). For more information,
write to: Ral Partha Enterprises, Inc.,
5938 Carthage Court, Cincinnati OH
45212; or call: (800) 543-0272 toll-free.
(143.12)


Dragonlance Villains

Q: Why are PCs on Krynn limited to
18th level?

A: Krynn's deities remove characters from
Krynn when the characters exceed 18th
level (DLA, page 13).
(143.98)


 


 


Kagonesti
 


Qualinesti


Maquesta Kar-Thon
 
 


The Medusa Plague


 
 


What kind of draconian is that?


Who is that dwarf?


Fist...


Dragon #243


Magickal dwarven helm


Dimernesti


 


The Lost Giants of Krynn (Dragon #256)


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DL14

DL14

DL14

DLE1

DLE2

Garden of the Dead


Isle of Dragons

DLE3


Prisoners of Pax Tharkas

A question of size
Dear Dragon,
I have a question about the size and population
of Ansalon in the world of Krynn. In the article
about the gnomes of Krynn (#103), Roger Moore
said there were about 59,000 gnomes on Sancrist
Isle. How do you make room for all the other and
more numerous races on Ansalon (which could be
(Concluded on page 4)
compared to the size of Arkansas), which has
many barren and inhospitable areas?
    Wesley Marshall
    Cane Hill, Ark.
    (Dragon #106)

According to the map in DL5, the continent of <link>
Ansalon measures about 1,320 miles from east to
west and about 1,000 miles from north to south.
This is a lot larger than Arkansas.

It occurs to me that you might have been
referring to Sancrist Isle alone, not to the whole
of Ansalon, when you were wondering how all
those gnomes would fit into that space.  Consider
that 59,000 people (or gnomes) will not even fill
many of our world's baseball and football stadiums.
Arkansas has about 2,000,000 people, and
it is not considered a densely populated state.  In
addition, there are as many people living in Little
Rock as there are gnomes on Sancrist Isle, and
the gnomes live largely underground.  Sure,
everyone has enough room. -- KM

The Game Wizards
A book of kender, knights, and Krynn
by Mike Breault


 
 
Knights and gnomes The Orders of High Sorcery New gods, new alignments Off to the races The history of Krynn
1st Edition AD&D - Dragon #125 - Dragon magazine

Hi. I've been given this month's Game
Lizards column to tell you all about the
latest addition to the multizillion-selling
DRAGONLANCE® saga: DRAGONLANCE
Adventures, by Tracy Hickman and Margaret
Weis, appearing in bookstores and
hobby shops in early October. This 128-
page, hardback source book is coming out
in response to the tremendous interest
shown in getting all the background for
the DRAGONLANCE game world in one
book. But there's a lot more to this book
than just background material.

DRAGONLANCE Adventures gives you
all the information you need to run your
own adventures in Krynn. Whether you
create characters here or bring in existing
characters from other campaigns, the
world is yours to explore. This product is
designed to encourage players to create
their own characters to adventure in
Krynn, either during the War of the
Lance, after that conflict, or in the distant
past before the Cataclysm tore the land of
Ansalon asunder.

In addition to all the standard AD&D®
game character classes and races, several
classes and races unique to Krynn are
introduced. Players can now choose to run
Knights of Solamnia, kender, gnomes (the
technicians of Krynn), or Wizards of High
Sorcery. Each of these additions contains
full details on its history, philosophy, character
options and abilities, level advancement
tables, spells, and more.

Knights and gnomes
The sections on the Knights of Solamnia
describe the workings of the three orders
of Knights, rules for convening Knightly
Councils, and the ways to become a Knight
of any of the orders. Also included are
information and tables on the clandestine
groups of Knights (the Circles) that operate
deep within the lands of the Dragon
Highlords, preparing the way for the
overthrow of those evil oppressors. Everything
you need to run a Knight of Solamnia
PC is here.

The redundant wackiness of Krynn?s
gnomes is revealed in its full glory. You can
now build incredibly intricate and
unwieldy monstrosities to accomplish the
simplest of tasks! As if this wasn?t enough
incentive to create a gnome PC, rules are
also given for creating devices that might
actually prove to be useful. Along with the
usual stuff you need to know for a new
player-character race, you also get information
about how to create a gnomish
device, how likely the device is to do what
you want, and the unexpected (and sometimes
unpleasant) secondary functions that
your device might have. There are tables
showing you how to figure out the Complexity
Level of your device, the parts you
need to get it to work, and how much time
and money are needed to build the contraption.
Then, when you?re all done, you
might need to refer to the Gnome Mishap
table if your invention goes awry.

Also included is the Gnome Design Hall
of Fame, a compilation of the greatest
devices in gnomish history ? not that they
all worked, mind you; it?s just that all
gnomes agreed that they were wonderful
ideas. Complete game descriptions are
given for such wonders of gnomish technology
as the flapestry (a flying art
exhibit), the fargab (a device to communicate
over long distances), the gnomethinkklackeradd
(an overly large mechanical
calculator), and other devices that will
amaze and bewilder you.

The Orders of High Sorcery
Magic-users in the world of Krynn must
join one of the three Orders of High Sorcery.
Those who refuse to join are called
renegades and are hunted down by their
card-carrying counterparts. There is an
Order of High Sorcery for each of the
three major moral alignments: good, evil,
and neutral (the orders of the White
Robes, Black Robes, and Red Robes,
respectively). Each order has its own organization,
rules, level advancement system,
and spells. Some of the AD&D game Second
Edition changes for magic-users make
their first appearances here in the
DRAGONLANCE Adventures hardback.

The influences of Krynn?s three moons
-- Solinari, Lunitari, and Nuitari ? on the
powers of wizards are detailed in this
section as well. Each of the Moons of
Magic primarily affects the powers of one
of the three orders of magic, but the times
when two or three of the moons are in
conjunction are periods of special powers
and perils for the magic-users of Krynn.

Also in this section is a full-page chart
that DMs can use to keep track of the
relative positions of the moons in their
orbits around Krynn. Thus, the DM can
tell at a glance the waxings and wanings of
the powers of wizards according to the
phases of their moons. This chart also
enables the DM to keep track of the conjunctions
of the moons.

The Towers of High Sorcery are
described in detail here, as is the Test of
High Sorcery that must be undertaken by
all who join one of the Orders of High
Sorcery. Guidelines are given for those
DMs who wish to give Tests to the mages
in their DRAGONLANCE saga campaigns.

New gods, new alignments
In this book, the gods of Krynn are
described more completely than ever
before. The philosophies and structures of
the three pantheons (good, evil, and neutral)
of gods are given here, as are detailed
sections on each god of Krynn. Each deity
?s description contains a history of the
god, his game statistics, his godly Sphere
of Influence (which determines the spells
available to his followers), the special
powers he grants to his followers, and
additional spells his followers gain over
and above their daily allotments.

Good, evil, and neutral clerics each have
their own level advancement system, their
own hierarchies, and their own tables for
gaining spells by level. Within each moral
alignment, the spells available to a cleric
depend greatly on which god the cleric
worships.

In DRAGONLANCE Adventures, a new
alignment system is presented (similar to
the new system coming in the AD&D
game revision). This system grants the
player characters much more freedom of
action than the old system; no longer does
a character?s alignment force him into
certain actions or modes of thought. Now,
a character?s actions determine his alignment.
If a character acts against his
present alignment?s philosophies too often,
he slides into an alignment that is better
suited to his actions. (Think about it. If you
see Joe beating up on small, defenseless
animals, you wouldn?t say: ?Gee, Joe?s of
good alignment ? but why is he beating
up those small, defenseless animals?? You
would say, ?Gee, Joe?s beating up those
small, defenseless animals. He must be an
evil person.? That?s the way it should really
work, and this is what the new alignment
system will do.) We have included a simple
chart to make it easy for the DM to keep
track of characters? alignments and how
their actions affect their alignments.

Off to the races
Next come discussions of the unique
species of the DRAGONLANCE saga. The
history of Krynn?s races is discussed in
detail, including the role of the Greystone
of Gargath in transforming Krynn's few
original races into the myriad creatures of
present-day Ansalon. Each race is
addressed in its own section. The special
characteristics and foibles of elves, tinker
gnomes, the various dwarven races, and
kender are described along with their
game statistics. Also included here is a
section on special proficiencies designed
especially for characters in the world of
the DRAGONLANCE saga. Following this
are descriptions and game statistics for the
creatures that are native only to the world
of Krynn: draconians, fetch, gully
dwarvres, shadowpeople, dreamwraiths,
spectral minions, and thanoi.

The history of Krynn
The explanation of how the world came
to be is covered in this book as well. The
Timeline of Krynn covers the major events
in the world's past, from its creation
through the War of the Lance. The history
of the War of the Lance is given in great
detail, with all the battles and political
machinations of that world-shaping conflict.
Pre-Cataclysmic maps of the political
boundaries and climate of Ansalon are
given here in case players wish to adventure
in the early days of Krynn.

Against the backdrop of the history of
Krynn, the major personalities who dominated
that history are presented with
game statistics and personal backgrounds.
The most important NPCs of the past,
present, and future of Krynn are
described here, along with the player
characters of the War of the Lance.

Lavish descriptions of post-war Krynn
are given so players can experience further
adventures in the turmoil of the war-torn
continent of Ansalon. Post-war maps
of the politics and climate of Ansalon are
included in this section.

No source book on Krynn would be
complete without discussing the many
unique magical items that the world of the
DRAGONLANCE saga has brought to the
AD&D game. The dragonlance, the orbs of
dragonkind, the frostreavers, the glasses
of Arcanist, and many more arcane
devices are detailed in this book.

This is just a brief listing of the Krynnish
lore and game information available in
DRAGONLANCE Adventures. For all those
gamers who wrote us saying that they
wanted info on how to take their own
characters adventuring in Krynn (or to
take the characters of the DRAGONLANCE
saga on further adventures), this book?s
for you!
 
 





SEPTEMBER 1987


LETTERS
Where's Krynn?
Dear Dragon:
I have noticed that there have been no articles
on Krynn for a good period of time (over a
year). I have tried to do my part as a writer to
help remedy this situation. I am sure others
who love the world of Krynn and adventuring
in it would also love to see more. Will there be
more on Krynn in the future? If so, I hope it is
in the very near future. Krynn has plenty of
room to grow; will you help it by publishing
more about it?

Jeff Maxwell
Troy MI
(Dragon #141)

We have received very little material on
DRAGONLANCE® campaigns and only marginally
more material on the WORLD OF
GREYHAWK® setting. Though these settings are
widely played, few have written to us about
them. It would be easiest to tailor a group of
characters, magical items, monsters, or new
spells to fit one of these settings for our “Lords
& Legends,” “Bazaar of the Bizarre,” “The
Dragon’s Bestiary,” and “Arcane Lore” columns.
Perhaps some of our readers would like to try
this (nudge, nudge).
 

Lost miniatures
Dear Dragon:
In the "Coming Attractions" section of
DRAGON issue #91, you told about upcoming
DRAGONLANCE® metal miniatures (Set I). In the
issues since then, there hasn?t been any word
about this or subsequent sets. I am unable to
find these in any of the catalogs from miniatures
companies and was wondering if you
could tell me which company produces these
miniature figures,

Michael Bimbo
Kilmarnock VA
(Dragon #145)

TSR, Inc., cancelled its plans to produce those
particular miniatures; a few castings and prototypes
of these figures exist, but they are rare in
the extreme. David Sutherland and Dennis
Kauth were the sculptors. However, Ral Partha
Enterprises, Inc., now has the license for this
line of figures. You can contact this company for
further information by writing to it at: 5938
Carthage Court, Cincinnati OH 45212; or calling:
(800) 543-0272 toll-free.







Asrogoth wrote:
Gary,

I am pretty sure you had nothing to do with Dragonlance, but I wondered what you thought of the story, particularly the first novels that came out.

Have you read them? If so, do you consider them to be representative of a D&D-type world, or do you envision the worlds of D&D differently? (i.e. magic-use, dragons, gods, etc.)

If you haven't read them, well... how's the weather? 


I prefer action in my fantasy 

Cheers,
Gary


Citadel Miniatures (Games Workshop)
 
 


Well...

That was indeed my way of saying that the novels in question were not the sort I found to be compelling reads. Certainly they appealed to a large audience, and I have no problem with that. Different strokes for different folks and all that 

Cheers,
Gary


 

Calithena wrote:
Hi Gary,

It's very generous of you to answer so many of our questions like this - thanks again for all you've done over the years.

I was curious about internal attitudes towards the original Dragonlance modules at TSR during the time that they first came out. They have an implicit style of play very different from what came before. They were obviously popular and made some cash for the company, but were there members of the staff who disliked them, or worried that they were going to give people 'odd' ideas about the game or how to play it, or anything like that? Or was it pretty much 'let a thousand flowers blossom'? Were these kind of issues much discussed at the time?
 


Welcome!

I am unable to say what the various officials and creative people at TSR felt about the game merits of the Dragonlance modules.
They sold well, so these products were discussed mainly in those terms.

Not a few gamers complained abouyt them, though, as in many places the modules forced results to conform to the storyline the authors desired.

Brian Blume was in charge of the creative output of TSR at the time,
so he is the only person that could answer your question regarding discussion of the merits of those modules in AD&D game terms.

Cheers,
Gary


The Oath && The Measure (The Meetings Sextet, Vol. IV) (Sturm Brightblade)
 


Quote:
- Dragonlance. Your thoughts on the novels and other matters when you were with TSR way back then. Basically was it something that you approved etc.
 


I had no connection with the project, and I found the modules less than satisfactory for any RPG system as their outcome was too scripted.

The novels were very successful and made a fair amount of profit for TSR.
I found them lacking the sort of swashbuckling action that I enjoy in my fantasy reading.
 

Quote:
Originally posted by Theuderic
Quick question Gary: have you read any of Margeret Weis & Tracy Hickman's works and if so what did you think of them?


Well, I did read about half of the first of the "Dragonlance" novel and found it not to my particular taste in fantasy, so I passed it on to my sons. One read several of their books thereafter and enjoyed them.

I enjoy either a lot of action or very interesting and different characters being developed. So, for example, Howard and Vance are favorite authors 

Gary


Quote:
Originally posted by Kai Lord
Hi Gary!

In the early eighties, TSR created Dragonlance to compliment the world of Greyhawk.
Greyhawk provided the Dungeons, Dragonlance showcased Dragons. What did you think of Dragonlance?


Tracy and Margaret created the "Dragonlance" material because Trecy liked to "tell stories," Margaret to write/develop them, and that was the vehicle that emerged.
The books were not my cup of tea, as I am more a Swords & Sorcery type, so I enjoy less time spent in character development and more action.
The strictures in the DL modules also lessened their value for dame play, I thought.
Lots and lots of people disagree 

Cheers,
Gary


 


Quote:
Originally posted by Kai Lord

I thought Dragonlance had some pretty nice dames, actually. Particularly Laurana, Kitiara, and Goldmoon. 
 


There are adventure modules, and there adventures... <eek>

Gary


 


I was pleased that the DL material sold so well, disliked the changes and the lack or true role-playing presented in the forced-conclusion modules.