Features - Dragonlance Nexus: Unofficial Dragonlance ...dlnexus.com/downloads/23074.pdf · that had...

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Transcript of Features - Dragonlance Nexus: Unofficial Dragonlance ...dlnexus.com/downloads/23074.pdf · that had...

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Features:

8 Fantasy Gumshoe System Chuck Martinell Pelgrane’s gumshoe system converted into a

Fantasy horror mystery system.

15 Treatise of the Creation of the

Solamnic Empire

Chuck Martinell

Summarizing the creation of the modern day

Solamnic Empire.

21 Traveler’s Guide: Neraka Chuck Martinell

Welcome to the streets of Neraka, watch

your money bag.

Artwork by: Chris Untch

Columns:

Ramblings by the Fire

Letters and News

Protecting Palanthas Novel Review

Board Game Review: Thunderstone

Tavern Rumors

Kender’s Pouch

3 4 25 26 28 29

Departments:

5 Palanthas Herald Stories from around the world.

13 Bestiary

“Blaze” Clive Squire

20 Character Spotlight “Justarius” Green Giant

27 Gamemaster’s Forge “D&D Next” Chuck Martinell

Staff: Editor in Chief Chuck Martinell Layout Chuck Martinell Writing Staff Trampas Whiteman, BeezerMN, Tristan Zimmerman, Ben Jacobson, Chuck Martinell, Clive Squire, Uziel, Green Giant Cover Art Lindsey Archer Interior Artists Ray Morris, Lady Katherine, Leonid Kozienko, Sticko, Arcmage, Brian Landan, Fflender, PsychaDurmont, Jon, Munin Raven On the Cover

Master Yap is artwork

that was created by

Lindsey Archer. This is

her first cover for the

Herald and we have to

say we are proud to

display such fine work.

To view more of Lindsey

Archer’s work please visit

www.lindseyarcher.com

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Page 3

Guest Editorial

Nexus 2.0 Update

Greetings, friends and fellow companions, and

welcome to another exciting issue of the brand-new

Palanthas Herald! Our new editor, the one and only

Gerrin, asked me to write an article to update you on

the status of Nexus 2.0.

Wait, you haven’t heard of Nexus 2.0? Then sit

down by the fire, my friends, and let me tell you a

tale.

This all started a couple of years ago. We on the

Whitestone Council were looking at the Nexus.

She’s a good girl, but she’s starting to show some

age. The Nexus was created all the way back in

2001. In web design terms, that’s ancient! With the

Nexus’ crafter and caretaker, Matt “Paladin” Haag

moving on to new frontiers in his life, it became

apparent that we needed a new Nexus. One that was

more modern, that we could maintain easily, and one

that had a lot of cool features that you guys should

enjoy.

This will not be an easy task, nor will it be one that is

launched all at once. Really, it’s not wholly accurate

to say that the Nexus is a website. It’s more accurate

to say that it’s a network of sites.

It is with deep pleasure that I report the launch of the first portion of Nexus 2.0 – the brand-new

Dragonlance Lexicon. For two years, Kranar Drogin

(aka Ben Jacobson) has been working with a

dedicated crew of volunteers to recreate the Lexicon

using Mediawiki software (the same software that

Wikipedia uses!). I have to say that I’m really proud

of the work they have done.

That’s just part one. The next part deals with the

Dragonlance Canticle podcast. Under the leadership

of Tristan “Zarvox” Zimmerman, the Canticle is fast

approaching episode #50. The site is going to be

moving to a new host. It seems like a good time to

do a site redesign. There might also be some other

goodies along the way, so stay tuned.

As for the Nexus itself, construction is on the way.

However, the Nexus is so massive, that it will take us

quite some time to port everything over. We will

have to tackle it a few sections at a time. An ETA,

you ask? I can’t give you one quite yet. While I

want to show it off as soon as possible, I also want to

make certain that we give you the best possible

Nexus we can.

We are on a fantastic journey, my friends, and I hope

you will join us on it.

Long live the Lance!

Trampas Whiteman

“Dragonhelm”

January 21, 2012

Trampas Whiteman is the co-creator of the Dragonlance Nexus. The Nexus has been in operation for the last eleven years and serves as an outpost for fans of Dragonlance. While never included with the great authors of the setting, Trampas has served in a variety of capacities and has single handily made it his crusade to keep Dragonlance alive.

Fun fact about Trampas his dog is named Snuggles.

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What is this? So the Palanthas Herald is what now? I followed the old Palanthas Herald for quite a while and when I saw this post on the Enworld forums I decided to check it out. So what are you doing with this? Its not quite a newspaper but its not a magazine. This is a good attempt to get something going and I am glad to see that someone at the Nexus is still awake. Looking forward to see what else you come out with next month. Tom Schaeffer Via email

Bring back the Shadow Sorcerer!!!!

First off its nice to see someone bring back something Dragonlance. Its been too long since I have read anything with it. I can’t wait to read more and I see some solid improvement between the two issues. Secondly I want some stories covering the Shadow Sorcerer. Whatever happened to him, he was such a fixture in the original paper and now nothing for two issues. James R. Via email The Shadow Sorcerer isn’t sitting idle and in the near future we are hoping to revisit this character again. Chuck

Raistlin Majere Day

I discovered the Dragonlance

Nexus not that long ago, but it has

become my favorite website. I read

on a blog that April 8 is

international Raistlin Majere Day.

This seems like something that

could be made into an article. I

would also like to say that my

favorite part of the Nexus is the

Quote of the Day section.

I’ll be waiting for the Palanthas

Herald each month.

Silvermage

Via email We will be doing something big one of the most, if not the most popular characters in Dragonlance. Perhaps April will be a Raistlin themed issue…. Chuck

A New Format Hi, I haven’t read the Palanthas Herald in some time……….a few years actually. I logged on today and am really pleased to see that it is still up and running strong……even in a new format. Well done to all those who the herald heralding. Jarred H. Via email Have comments, ideas, thoughts you want

us to know if so please respond to the

thread on Dragonlanceforums.com or send

an email to [email protected]

Conventions February:

Con of the North February 17-19 St. Paul, MN http://www.conofthenorth.org/

Genghis Con XXXIII February 16-19 Denver, CO http://denvergamers.org/

March:

Gary Con IV March 22-25 Lake Geneva, WI http://www.garycon.com/index.php

April:

Mage Con April 22-22 South Sioux City, NE http://www.mage-page.com/

May:

Fear the Con V May 4-5 Maryland Heights, MO www.fearthecon.com Have a convention you would like to see

listed here. We accept local and regional

convention submissions. We will print

your convention here at no cost. Send

your convention to

[email protected]

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Winter Storm Strands Travelers Outside of Palanthas

Artwork by: Ray Morris

Palanthas-This past Palast a winter storm hit the area and

left behind two feet of fresh powder. The storm was an

unexpected in the area and forced many travelers in the area

to be creative in seeking shelter. With the ending of the

Yule season and travel at its highest the roadways were

filled with people heading home.

Travelers passing through the High Clerist Tower were

informed of the increasing winds to the northern end of the

pass and the possibility of snow. One set of travelers was

the Gavin’s who were returning back from Solanthus after

celebrating the Yule season. They were warned by the

Knights of Solamnia as they passed through the tower and

headed north.

“We were told they was going to be a lot more wind,” said

Foryth Gavin. “They advised us to stay at the tower but we

couldn’t. My business needed to reopen as soon as

possible, so nothing was going to stop us.”

Upon leaving the tower they traveled a few miles before

encountering what other traveler’s had found, blowing

snow. Many travelers reported that the snow was blowing

so hard that at times they could not see the lead animals of

their wagons. Most of them pulled off to the side of the

road and set up camp the best they could to wait out the

storm.

The Gavin family continued to push on as they were not

prepared for the possibility of camping out in the open.

Pushing on they passed several wagons, and ignored advice

given by the already stranded travelers.

“The family was on foot, no problem marching through the

drifts,” continued Gavin. “Didn’t think much of it until I

noticed that it was dark early and that we weren’t anywhere

near an inn. I had planned on walking late into the night

and reaching the city but my wife felt that we needed to

stop as our children were complaining.”

The family sought shelter in a small copse of trees not far

from the road. Their they huddled together for warmth as

they were unable to find wood for a fire. Night settled in

and temperatures were dropping steadily.

“I was sure we were doomed,” told Marta Gavin. “My

husband had pushed us hard thinking he could out walk the

blizzard.” *continued on page 6 Storm Strands Travelers

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War Brewing Between

Ogres and Minotaurs

Palanthas-This past Misham it was announced by the

minotaur ambassador Halrog de-Calkos that hostilities

between Bloten and his nation have broken out in the

borders of the minotaur colony of Ambeon. This

announcement spurred many Solamnic citizens into feeling

uneasy about the potential threat of war.

“Why in the blazes do they have to go to war,” spoke

Morrec Aurrafil. “We have peace for a few weeks before

some nation decides to go to war. What’s the war about

anyway?”

In the past few weeks it has been reported that the Ogres of

Bloten have requested the northern lands of the former

elven realm of Silvanesti. The colonists of Ambeon refused

the request and expelled the ogre chieftain Fire-Eye Pyrnee

back to Bloten. Pyrnee after returning to Bloten declared

that the minotaurs would cede the land or else.

“We have done nothing wrong,” said Ambassador de-

Calkos. “These people demanded land that belongs to us.

What would you do here in Palanthas if your neighbor

demanded your property? Would you fight it?”

The minotaur navy has been reported in increasing numbers

in the Sea of Blood with many vessels traveling south.

Reports coming out of the former elven territory report no

open battles between the two nations.

Artwork by Lady Katherine

Wandering Minstrel Composes

New Music

Solace-This past Palast the Wandering Minstrel composed

a new ballad to be presented in at Spring Dawning.

Sources report that the new ballad contains references to

the great heroes of the past with a special significance to

location.

This ballad has been a source of speculation as many had

believed that the minstrel had finished composing new

music. It has been several years since the famous bard has

sung anything that he originally created. It is expected that

the new music will create a pilgrimage to the Spring

Dawning Festival in Solace this year.

“We are fortunate to have him (Wandering Minstrel) here

this winter,” said innkeeper Petroc John. “He has been

performing to standing room only crowds all winter. This

news has only increased the numbers who want to see him

and ask about it.”

Crowds have swollen to several hundred each evening.

Even in the dead of winter people have traveled in from

Haven to catch a glimpse of the singer and to learn more

about the new music. Those who have asked the bard about

his new music have received a surprising answer.

“He’s been surprising mum on it,” continued John. “I don’t

even know much about it and he’s living in my inn.”

Continued from page 5 Storm Strands Travelers

Three figures who were wearing heavy clothing approached

the family and begin to provide help. They set up heavy

tarps, lit a fire, and began to cook a meal. The figures also

provided the family with blankets and told them they would

return.

“I didn’t know what to think, they were strange,” said

Foryth Gavin. “I hate to think what would have happened

if they hadn’t been there. They came back in the morning

and made sure we were all right.”

The family’s saviors stayed with them for the next three

days waiting out the blizzard and even arranging for

transportation back to Palanthas. It is unknown of who the

three men were as the Gavin family tried to thank them

only to find that they disappeared. The only lead to the

identification of the men is a report from the youngest

child.

“I saw wings, and pointed ears,” said Sally Gavin. “They

told me not to tell mommy but I think they were flying

elves.”

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Court Dates Set for Smugglers By: Gerrin

Palanthas-On this past Palast a magistrate set the court

dates for the 23 individuals accused of smuggling within

the city limits of Palanthas. The smugglers were found

smuggling in exotic wines, gems, and furs without paying

the city’s luxury tax. They were mismarking crates

containing the items with different seals and changing the

ship’s logs that were carrying them.

This event was brought to light after a disgruntled dock

worker spoke to members of the Golden Shield. The

Golden Shield conducted a series of raids and arrests

throughout the city arresting 23 individuals over a two

month sweep. These individuals have been held in the city

watch’s barracks awaiting trial.

The most prominent of the arrested individuals is Cessa

Lorbaird, the wealthy dutchess of the Lordbaird Western

Palanthas Company. She was arrested after the former

Senator Ulric Tolmorea confessed that she had

masterminded the plot. The news of her involvement

stunned many in the merchant community.

“I was surprised, the Lordbaird’s are an ancient merchant

family here,” said Reghar Firehammer of the Garnet

Mining Company. “To think that they are caught in

something like this is shocking. I can hardly believe it

myself, as I just recently was at her estate for the Yule

party.”

This event has not gone unnoticed as the Emperor Jaymes

Markham has ordered all family property of the Lordbaird

to be confiscated and held by the Knights of Solamnia. All

merchandise will be resold at a public auction if Lordbaird

is found guilty of the crime of smuggling.

Sources have stated that Lordbaird had secretly arranged

with several other family merchant houses in Northern

Ergoth. These families would crate up goods that are

subject to high taxes, and fake ship log books to allow these

shipments to be considered non-taxable goods. Once upon

being offloaded these specially marked crates would be

taken to Lordbaird’s warehouses for redistribution. On the

night of the raid by the Golden Shield, Lordbaird had hoped

to hide the evidence and ordered the burning of her

warehouses.

“It was a party of adventurers that turned up the truth here,”

said Golden Shield Captain Thomas Kilner. “That party

had to do some tremendous legwork to prove the

connection between Cessa Lorbaird and the smuggling ring.

It wasn’t easy to obtain the documents as they ended up in a

manner of taking on Lordbaird’s mercenaries. I really look

forward to the court cases coming up here.”

Gargath Burning from Rogue

Dragon Attack

By: Leonid Kozienko

Gargath-A pack of rogue black dragons attacked the keep

of Gargath this past week. The dragons appeared in the

early morning hours north of the city. The defenses of

Gargath were mobilized to face the possible threat that the

dragons posed.

“We did everything we could,” said Knight of the Crown,

Sir Bac uth Wilston. “They came to fast and were to many.

They left a path of destruction.”

The hardest hit parts of the city were located in the north

where the dragons first struck. The dragons pulled down

buildings and breathed acid onto the defenders of the keep.

It took the Knights of Solamnia minutes to arrive to their

posts to defend the city.

“We were unarmored for such an assault,” continued Sir

uth Wilston. “Many of my friends arrived at the walls with

nothing but a helmet, shield, and sword. Many of them

didn’t leave that wall.”

The city’s famous landmark the Tower of Gargath was

spared from any attack as the force of dragons stayed away

from the ruined building. Many citizens in the city were

left wondering what prompted such a deadly attack.

Estimates place the casualties from the attack in the

hundreds as scarcely a family was left untouched by the

attack.

It is unsure at this time the reasoning of the attack on

Gargath was related to the recent spotting of a citadel near

Sanction.

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A New Twist to a Familiar Setting

Gumshoe Rules for Fantasy

By: Chuck Martinell

To play in a role playing game using the Gumshoe

Rules by Pelgrane Press players will need to own a

copy of the original rules. The Gumshoe Rules

Fantasy Variant is in written with the concept of

using the original d6 rules and is not a standalone

game.

Concept:

The concept of the Gumshoe rules system is that

you are investigating an occurrence of supernatural

origin. This investigation involves characters that

in most Dungeons and Dragons world would be

considered minor heroes. The first thing to

understand about running the Gumshoe system is

that the player characters are not superheroes.

They will not be able to use muscle to overcome

every situation. In fact this system is created in

mind for the game master to no have more than a

couple of combat encounters.

In the original version of the Gumshoe rules the

game is set in present day with the PC’s serving as

regular everyday folks who have an interest in the

supernatural. These people have been recruited to

secretly fight the powers that try to bend evil

events into world altering events. The team must

use clues to uncover the plot of the story and

thwart it.

This system can be easily reworked into a fantasy

setting. In this kind of setting the PC’s will have

to understand that they are playing regular citizens

who have for a variety of reasons decided to fight

the supernatural evil. The evil can come from

many different fronts such as murders, strange

creatures (yes even for a fantasy world), or events

that can be interrupted as a ritual.

In this setting the PC’s have the task to gather

clues and to use those clues to come up with a

plan. This system is based on the PC’s gathering a

specific clue as all major clues will be given with a

reason behind it, but instead in finding the

secondary information that can be used to avoid

major fights, or easily stop an event in motion.

Skills:

The skills used in the gumshoe setting do need some

modifying to make them fit a fantasy setting. This system

gives players points based on its party size to be spread

into three different investigative ability scores. Players

may buy skills from academic, intrapersonal, and

technical. In the fantasy variant the technical class has

been dropped.

In most fantasy setting you can divide PC’s into

possessing skills from the four main classes of characters:

fighters, mages, clerics, and rogues. To represent this in

the fantasy version requires a player to pick an additional

professional ability. The PC will select which

professional ability to be designated as their main ability.

The following is the list of the skills located for each of

the professional classes and a brief description of that

ability.

Artwork By: Sticko

Fighter Skills:

Subduing Tactics:

You are able to subdue an opponent in a non-lethal style.

All attacks made with subduing tactics are rolled normally

but all damage is treated as temporary damage.

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Ranged Weapons:

You are able to use a ranged weapon for an attack.

Two Handed Weapons:

You are able to use a two handed weapon for an

attack.

One Handed Weapons:

You are able to use a one handed weapon for an

attack.

Throwing Weapons:

You are able to use throwing weapons for an

attack.

Tracking:

You are able to follow people or animals that have

been through an area.

Weapon Improvisation:

Even when you are unarmed you are able to locate

a weapon of any sort to use it.

Tactics:

You are able to surmise the best course of action to

any tactical solution.

Leadership:

You are able to persuade others in dangerous

situations to follow your lead.

Mage Skills:

Detect Magic:

You are able to sense magical energies from items,

fields, beings, and nearly anything touched by

magic.

Identify Magic:

You are able to identify the type of magic used.

You are also able to read through magical texts and

translate them.

Abjuration:

You are able to cast spells that protect, block, or

banish individuals.

Conjuration:

You are able to cast spells that bring creatures or

materials.

Divination:

You are able to cast spells that reveal information.

Enchantment:

You are able to cast spells that grant the recipient with

some property or grant the caster power over another

being.

Evocation:

You are able to cast spells that manipulate energy or

create something from nothing.

Illusion:

You are able to cast spells that alter a being’s perception

or create false images.

Transmutation:

You are able to cast spells that transform the target

physically or change the properties of something in a

subtle way.

Artwork by: Arcmage

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Page 10

Rogue Skills:

Ranged Weapons:

You are able to use ranged weapons.

One Handed Weapons:

You are able to use one handed weapons.

Throwing Weapons:

You are able to use throwing weapons.

Stealth/Pick Pockets:

You are able to sneak into areas or take things

undetected.

Lock Picking:

You are able to pick locks in rooms and padlocks.

Forgery:

You are able to forge documents and signatures.

Find/Disable Traps:

You are able to locate and disable traps.

Hide in Shadows:

You are able to hide in areas that others would

have difficult hiding in.

Climb Walls:

You are trained in how to climb a multitude of

different walls.

Cleric Skills:

One Handed Weapons:

You are able to use one handed weapons.

Two Handed Weapons:

You are able to use two handed weapons.

Throwing Weapons:

You are able to using throwing weapons.

Divine Heal:

You are able to divine magic to heal individuals.

Divine Cure:

You are able to cure individuals of long lasting

inflictions.

Commune with God/Goddess:

You can commune with a higher power to receive

direction.

Divine Power:

You can call on a higher power to provide assistance.

Artwork by: Brian Landan

Clerical Rites:

You understand the rites of your order.

Counter Rituals:

You understand how to end rituals, and the best method to

thwart them.

For characters wishing to add stats outside of their

primary profession they may take a secondary profession

for double the points, a third profession for triple the

points, and a fourth profession for quadruple the points.

For example Sam is playing a character that has selected

cleric as his primary profession. He also wishes to add the

Mage profession and will pay two points for one skill rank

in any mage skill. If he wishes to add a third profession

he will pay three points for one skill rank, and so forth.

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In addition to the profession ability scores this

variant also makes changes to the general ability

skills. First the following skills have been

removed filch and shooting. Secondly remove

scuffling with the word brawling. The final thing

is to add search to the general abilities of the game.

The points given to individual characters general

abilities and their investigative skills are two

different point totals and can only be used in their

respective areas.

Fantasy Races:

Human: Players choosing to play a human player may add

2 extra ability scores at no cost. Humans are a race

that even though short lived often has a broad

sense of interests. They are inclined to investigate

the supernatural with a curiosity of what is

happening and preventing it.

Elven: Players choosing to play as an elf gain 2 points in

history and 2 points in flirting. The elven race is

ancient race known to possess great beauty and

with their long lives have also accumulated a good

grasp on the history of the world.

Halfling: Players choosing to play as a Halfling gain 2 points

in stealth/pick pockets and 2 points in streetwise.

Halflings are a race known to blend into the crowd

and move around unnoticed. They also are a race

that is knowledgeable in life on the street.

Dwarf: Players choosing to play as a dwarf gain 2 points

in architecture and 2 points in intimidation.

Dwarves are often known for their fondness in

masonry and building as they have constructed

their own vast halls and houses out of stone. Also

dwarves are known to be extremely stubborn in

their ways which leads to people avoiding having

to deal with them.

Gnome: Players choosing to play as a gnome gain 2 points

in research and 2 points in illusion. Gnomes are

often known as inventors and thinkers work hard

into ensuring their work is done well. Also

gnomes are known for their use of illusionary magic to

help get them out of difficult situations.

Half-Elf: Players choosing to play as a half elf gain 1 point in

leadership and may spend 1 additional point on any skill

they choose. Half elves are known for their natural ability

to lead both men and elves. With their human heritage

they also develop their passion for skills outside of their

chosen career path.

How the Game Works:

In the Gumshoe system the players must understand that

having a balanced team is much more important than

having a team that is combat heavy. If a team is unable to

be prepared to handle the various tasks of the adventure

they will find out that they are at a dead end. It is

encouraged that players are explained that their characters

are not the D&D, Pathfinder, or other gaming system

character where combat is a heavy focus on the game. In

the Gumshoe system the players will learn quickly that if

they don’t acquire enough information and attempt to end

a problem quickly that it will almost always result in a

total party kill (TPK).

Players are encouraged to approach the game with an

investigative mindset and try to steer away from combat

first approach. They are able to choose characters that

have skills from the standard fantasy classes of mage,

fighter, cleric, and rogue. These characters have the

ability to add more skills from other classes but at a price.

To create a character in this system you will need a copy

of the Gumshoe system and need to insert in the

appropriate information to run a fantasy setting.

One of the most difficult things for GM’s running

adventures in this setting is that the adventure can’t hinge

on one all important clue being revealed during the

session. Instead players should be able to use the clues

they find to figure out the mystery and how to stop it.

Knowing this GM’s must create several places where

players may want to go based on the information given.

Not all of these locations need to have relevant gaming

information, but by no means should a GM railroad the

game.

During game play characters have a lot of different

opportunities to acquire the mystery story. A GM may

place the group as part of a cell of supernatural fighters, a

group responding to a knowledgeable benefactor, a group

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Page 12

thrust together due to circumstances, or any

plausible explanation of why the group is together.

The group will have to work together to solve the

mystery.

Artwork by Arcmage

Dragonlance Variant:

To use the Gumshoe system in Dragonlance there

needs to be a few variations to the rules. As with

any fantasy setting the players need to understand

that they are fighting the supernatural and not

trying to slay dragons. All of the PC’s have day

jobs and moonlight as investigators trying to

eliminate the supernatural threat.

In the Dragonlance setting their needs to be a few

changes in the race section of the rules. Gnomes in

this setting do not receive 2 additional bonus

points for illusion instead they receive 2 points in

bureaucracy. Gnomes in Krynn are known for

their inventions and the paperwork that goes with

receiving approval for lifequests.

Also half-elves in this setting do not receive an

additional point in leadership, instead they receive

an additional point in negotiation. Half-elves in

Dragonlance are often forced to deal with angry

individuals targeting their mixed heritage, being able to

talk their ways out of dangerous situations and making

them advantageous to themselves.

The final changes in races affects halflings. In

Dragonlance there are no halflings and instead there are

kender. The stat lines for kender remain the same as

halflings but characters are encouraged to play kender as

highly curious.

Characters in this setting are often dealing with mysteries

in urban settings. These settings have less adventurous

types and often their residents have little contact with

supernatural beings. Adventures can often deal with cults

of Chemosh, Hiddukel, and Morgion. The worshippers of

these cults often employ the powers of creatures of

unnatural origin to carry out their motives. PC’s will need

to be well versed in the cosmology of Dragonlance to

understand each of the cults individual motives.

These cults operate in secrecy fearful for their lives as

they know if they are discovered that they will be crushed.

Members of these cults have been known to be upstanding

citizens of the community and linking these members to a

cult has been difficult. The main motive of each cult is to

bring their god’s agenda into play in the world through

any dark way.

It is up to the PC’s to fight these cults and prevent these

dark rituals from taking place. While not on the same

caliber as those traipsing across the world slaying giants,

they are the last defense against a world of strange,

deadly, unnatural creatures.

To obtain a copy of the original rules please visit

www.pelgranepress.com

Next Month This Article Continues with:

Death By Pins: A Gumshoe Adventure Set in Palanthas

The Latest In Dragonlance Can Be Found Here

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Page 13

Dragonlance Bestiary: Beasts of All Ages D&D 3e (3.0/3.5) Rules

by Clive Squire (Background Information by: Uziel)

Blaze, Red Defiant

Gargantuan Wyrm Red Dragon (Fire) (1,135

years old)

Hit Dice: 37d12+370 (610 hp)

Initiative: +4

Speed: 40ft, fly 200ft (clumsy)

Armour Class: 42 (–4 size, +36 natural), touch

6, flat-footed 42

Base Attack/Grapple: +37/+64

Attack: Bite +49 melee (4d6+15)

Full Attack: Bite +49 melee (4d6+15), 2 claws

+46/+46 melee (2d8 + 7), 2 wings +46/+46

melee (2d6+7), and tail slap +46 melee

(2d8+22)

Space/Reach: 20ft/15ft (20ft with bite)

Special Attacks: Breath weapon, crush, tail

sweep, locate object, spell-like abilities, frightful

presence.

Special Qualities: Immune to fire, sleep and

paralysis; DR 20/magic, blindsense, keen

senses, darkvision 1,100ft, SR 30

Saves: Fort +30, Ref +20, Will +27

Abilities: Str 41, Dex 10, Con 31, Int 24, Wis

25, Cha 24

Skills: Appraise +44, Bluff +44, Concentration

+47, Diplomacy +44, Escape Artist +37,

Intimidate +44, Jump +52, Knowledge (Arcana)

+44, Knowledge (History) +44, Listen +44,

Search +44, Sense Motive +44, Spot +44, Use

Magic Device +44

Feats: Cleave, Dodge, Fly-by Attack, Fly-by

Breath, Great Cleave, Hover, Improved

Initiative, Multi-attack, Power Attack, Snatch,

Strafing Breath, Weapon Focus.

Environment: Any warm mountains

Organisation: Solitary

Challenge Rating: 24

Treasure: Triple standard

Alignment: Chaotic evil

This dragon is a gigantic creature over three

hundred feet from nose to tail (172ft body

length, 160ft tail), his scales are a dark, blood-

Artwork by Leonid Kozienko

Combat

Blaze's first and nearly only priority is his own safety. While

he will follow the instructions of others and give assistance

to other dragons, he will not do so if it means harming

himself (he is rather vain about his luxurious scales). His

favoured tactic is to enter combat using his breath weapon

and then retreat.

Breath Weapon (Su): Cone of fire, 60 feet long, every 1d4

rounds; damage 22d10, Reflex half DC 38.

Crush: Area 20ft by 15ft, Medium or smaller opponents

take 4d6+22 of bludgeoning damage and must make a

Reflex saving throw (DC 38) or be pinned; grapple bonus

+64.

Frightful Presence (Ex): 330ft radius, creatures with 37HD

or less, Willpower save DC 35.

Locate Object (Sp): Blaze can locate object 11/day as the

spell of the same name.

Spell-Like Abilities: 3/day - suggestion; 1/day – find the

path.

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Page 14

scarlet and his eyes look like orbs of molten

lava.

Spells: As a 17th level sorcerer.

Spells Known (cast 6/8/8/8/7/7/7/7/4; save DC

17 + spell level): 0-level – detect magic, detect

poison, read magic, dancing lights, ghost sound,

mage hand, open/close, mending, resistance; 1st

–endure elements, mage armour, divine favour,

cure light wounds, shield; 2nd –bull's strength,

cat's grace, blur, bear's endurance, endure

elements, fog cloud; 3rd –haste, dispel magic,

protection from elements, slow; 4th –spell

immunity, dimension door, improved invisibility,

detect scrying; 5th –cloudkill, righteous might,

dominate person, teleport; 6th –heal, greater

dispelling, harm; 7th –spell turning, destruction,

greater scrying; 8th –mass charm, maze.

Tail Sweep: As a standard action, Blaze can

sweep his tail in a half-circle with a radius of

30ft. Small or smaller creatures take 2d6+22

points of bludgeoning damage and are allowed a

Reflex saving throw (DC 38) for half damage.

Background

laze (ca. 750 PC - ? AC) was a monstrously

large male red dragon who was every bit as

powerful as he was old. The fearsome red wyrm

was over 1100 years at the time of the War of

the Lance, and kept himself in top physical

condition. His scales were the color of burning

blood and he bore no scars or visible injuries on

his body. Blaze was somewhat vain, but few

other dragons could match his raw power. The

red dragon measured over three hundred and

twenty feet in length, from nose to tail. Blaze

was extremely strong-willed and independent.

Early Life

The red dragon began his life in the Abyss

serving the great goddess Takhisis. In the dark

realm, he grew in might and power to become

one of her largest and most powerful servants. It

wasn't until shortly before the War of the Lance,

that Blaze first entered Ansalon and made his

presence known.

War of the Lance

When Blaze arrived in Ansalon, his main aim was to survive

the War of the Lance, and settle down in a nice cave filled

with treasure. During the war he refused a rider, and also

refused to enter any conflict in which he might be risking his

own life. Blaze most often flew large containers of pitch and

flaming oil into battle, dousing the enemies of the

dragonarmies with devastating results before leaving the

field. Because Blaze refused many orders and could not be

controlled by the Dragon Highlords, he was shifted between

armies. However, he was still utilized from time to time as a

powerful servant.

Dragonlance Canticle #49 – Psionics? 5th edition?

by Zarvox

In a rather unconventional episode, Tristan, Trampas,

Weldon, and Chuck discuss the new Dragonlance Lexicon,

mentions of Dragonlance in recent WotC products, and

argue over the inclusion of psionics. Then, in an emergency

Canticle broadcast, the second half of the show is devoted to

Tristan, Trampas, and Chuck talking about the

announcement of 5th edition D&D.

You can check out the new lexicon here:

dlnexus.com/lexicon

Sign up for the 5th edition playtest here:

http://wizards.custhelp.com/ci/documents/detail/2/infosignup

Discuss the episode here.

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Page 15

Treatise of the Creation of the Solamnic Empire

By: Chuck Martinell

The creation of the current state of Solamnia is one

that has become the topic of many discussions with

the recent creation of the Rise of Solamnia trilogy.

To many people it seems that the state that is called

Solamnia is not the Solamnia of the past and for the

most part that is true. The state that is now created is

a nation that finds it roots to the Cataclysm and its

development has been slow to come.

Prior to the Cataclysm the nation of Solamnia was a

series of independent nations or kingdoms that were

tied together through their allegiance to the Knights

of Solamnia. This loyalty was strong and created

bonds within the nations to make it feel that they

acted in one direction. Governing the individual

nations were noble knights who exercised their

authority over hereditary lands. These lands are

worked by peasants in the system of feudalism.

Feudalism is a system in which the lord grants the

peasants rights to work the land in exchange for

their services. These services may be in the form of

crops, crafts, or military service. The lord will then

grant the peasants protection from outside forces

through the use of the military. This system is an

informal contract in which outside forces may

influence or even change.

In Solamnia the contract between the lord and his

people prior to the Cataclysm was a traditional form

of feudalism as described above. This form was

unchanging for centuries as lords governed and

peasants labored. The lords were a part of the

organization known as the Knights of Solamnia and

through this organization they were required to

perform certain duties to maintain their status. At

times these lords and their knights would be

required to join the main organization group to help

defend, debate the laws, or other various duties that

the Knights of Solamnia would assign their

individual lords.

The Knights of Solamnia would have been funded

by these lords to provide the services that they

Artwork by: Fflewddar

offered. Individual knights would tithe so much of their

earnings to the knighthood in exchange for lodging and

protection. Lords would pay taxes to the knighthood in

exchange for titles, land, and the use of the knighthood.

This system would allow the knighthood to form its own

organizational structure that would often be confused as

the real government of Solamnia.

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Page 16

The real government of Solamnia was the

independent nations. These nations were not united

politically but were tied to each other through their

loyalty to the knighthood. The leaders of these

nations chose to follow the same set of laws, to

allow uniformity across the nation, but they still

controlled the power to change these laws. This

power would be limited through the Oath and the

Measure but they still could regulate that power.

Artwork by: Sticko

Prior to the Cataclysm many knights had fallen

away from the original ideas of the Oath and the

Measure and were often times exercising their own

powers. This would begin the roots of the downfall

of feudalism in Solamnia as the peasants would be

forced to follow new laws as seen fit by their

individual lords. These lords would begin to abuse

their powers and rights, with no regard for the well

beings of their subjects.

The peasants would quietly grumble for decades

over their treatment and abuse at the hands of their

lords. While the lords publicly would look and

support the rules and regulations of the knighthood,

they would privately misuse their power. During this

time the feelings of the people would begin to grow

as they look for a way to escape from the drudgery

of feudalism.

The event that would allow the people to rise up against

the oppression of feudalism would be the Cataclysm.

During the years that followed this terrible event,

peasants found that they suffered more and more as the

trade routes that had provided many lords in Solamnia

wealth were now destroyed. These lords sought to keep

their nations powerful and increased taxes on the already

overburdened peasants.

The knighthood at this time was also suffering as it was

spending more money then it was bringing in because of

conflicts with refugees. These refugees, some of whom

had turned to banditry, were seeking new lands to build

a nation. The nations of Solamnia already suffering from

the loss of trade, felt that they could not take in any more

refugees. These nations decided that the knighthood

would be used to force the refugees to travel elsewhere.

During these times, lords were forced to raise taxes

again and demand military service from their peasants.

The peasants who were barely surviving after the

Cataclysm found the new demands of their lords to be

intolerable. These peasants would slowly band together

and rise up to overthrow their lords.

The lords were unprepared to face a peasant rebellion as

many had contributed troops and money to the

knighthood to help control the threat of refugees and

other forces following the Cataclysm. Many of the

rebellions would be brief and brutal, with often times the

rightful ruler of the realm fleeing or being murdered.

The peasants would then often set up their own forms of

government or suffer under warlords.

These new nations would force the knights into exile and

the knighthood would become firmly established on

Sancrist. The knights that remained in Solamnia would

be for the most part attempting to restore or trying to

retain their hereditary lands. Many of the knights would

renounce their knighthood as they witness senseless acts

by other knights.

The structure of feudalism would change following the

Cataclysm. No longer would peasants be content to work

the land in exchange for protection. Instead the peasants

would demand the right to own land and sell

Clerist Tower as Derek Crownguard argued with Sturm

Brightblade about the uselessness of hiding. Claiming

that it went against the Oath and the Measure,

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Page 17

Crownguard rode out to fight the enemy. His forces

quickly were routed during the battle, while the

forces of Brightblade would manage to defeat the

Blue Dragonarmy.

The peasants during this time of conflict would

experience the hardships of war. Many of them

would be affected either directly or indirectly by the

war as events caused the war to change. These

peasants weathered through the disasters during the

war in which there was little relief from. Many of

them would be happy at the end of the war to give

the lords temporary control over the markets. This

action would cause a financial boom as many of the

lords were able to trade with foreign markets

because of stabilized roads and shipping lanes.

This would change the status of feudalism again in

Solamnia as many of the lords were able to

reestablish themselves as rulers of the various

nations that comprised Solamnia. The people gave

the knights the power back to them temporarily

while everything was being reestablished. This

period would take many years as many of the

villages and towns suffered following the War of the

Lance.

Prior to the Chaos War the knighthood experiences a

renaissance of both its political influence and ideas.

Adopting the ideas set forth by Sturm Brightblade's

death, the knighthood's ranks are swollen with

young ideal thinking men and women. These people

will come from a variety of different life styles and

ideas. The knighthood will be unified under

experienced leadership that will help guide the

nations of Solamnia from the island of Sancrist.

This renaissance would bring about much material

wealth for the knights as they would be able to use

the system of feudalism to increase their coffers.

These coffers would be little used following the War

of the Lance and the wealth of the nation creates

changes between the relationship of peasant and

lord. The peasants begin to ask for a return of land

ownership, while the knights argue that such an idea

is implausible since farming required a large number

of people.

Following the Chaos War, the lands of the

Solamnics are lost to the Dark Knights, who become

more interested in reaping money off of the land.

They govern the land loosely, allowing for the peasants

to own the land. The Dark Knights are unable to

establish feudalism themselves instead they provide

foreign markets for the peasants. The peasants gain

much in material wealth at this time and gain a sense of

independence from their former lords.

Many of the cities at this time experience a growth of a

middle class; prior to this most cities are centers of trade.

In the years prior to and after the Chaos War, these cities

develop a middle class that is created because of

technology improvements in farming. The creation of

the harness allows horses to be used in farm labor and

reduces the amount of people needed to work one piece

of land.

This new middle class is comprised of merchants,

scholars, and artists who begin to flock to cities. The

cities' populations grow quickly even in the years

following the Chaos War, as many former peasants

move to the city seeking work. The Dark Knights are

unchallenged as many people feel that the nation is more

prosperous under them.

The Knights of Solamnia attempt to reestablish

themselves in the area through the use of the Clandestine

Circles. These circles learn shocking details that even if

the knights did try a rebellion the rebellion they would

be unsupported by the growing middle class and the

peasant population. The knights are also forced to deal

with their own internal struggle to survive as a group.

Throughout the world of Ansalon, the knights discover

that their authority has fallen greatly after the Chaos

War. With the death of Lord Gunthar the knights were

able to maintain the leadership of the organization with

Lord Liam Erling. This leadership, while firm on

Sancrist, was becoming a loose collection of advisory

positions working with local governments.

At the time of the War of Souls the Knights of Solamnia

were not a political power anywhere beyond the island

of Sancrist. Their attempts to infiltrate and overthrow the

Dark Knights in Solamnia were largely unsuccessful.

Many of the members of the knighthood were living in

Northern Ergoth, most of them having been born there.

During the War of Souls, the knighthood lost its last few

key strategic areas in Solamnia to the Dark Knights.

These areas would be reclaimed in the years following

the war as the Dark Knights would be forced to

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Page 18

withdraw out of Solamnia. In much of Solamnia, the

Dark Knights had become symbolized as part of the

Dragon Overlords and with Mina. People not

wanting to be associated with those evils rose up and

welcomed the knights who liberated the fallen parts

of Solamnia.

This feeling of liberation was short-lived as the

people of Solamnia had changed since the Chaos

War. With a larger middle class and decreased

demand in farming, the knights found themselves at

a crossroads. The people in many parts of Solamnia

had rejected the idea of feudalism and would rebel if

they were forced to return to that structure. Instead,

the knights allowed the three ranks of knights to take

control of key areas and try to organize a new

government.

The government that was organized during this part

was also helped finance by the coffers of the knights

that they had hidden during the Chaos War because

of the quick attack by the Dark Knights. These

coffers at first would be under the direction of Lord

Lankford Lorimar, who preached that the

knighthood could not divide itself. Lord Lorimar

created the Compact of Freedom in which he hoped

to guarantee the rights of the people of Solamnia and

create a government which would work for the

people.

Lord Lorimar was also struggling to keep the

knighthood together as the heads of each order in

Solamnia was fighting for control of the land. As

Lorimar neared his goal, tragedy fell and he and his

daughter were assassinated to prevent Solamnia

from being under the rule of one man. The heads of

the other orders declared themselves dukes and set

themselves to governing certain cities in Solamnia.

The death of Lorimar was also a blow to the

peasants and middle class of Solamnia as many of

their rights and freedoms were stripped by the

knights. A few cities stood up to the knights and

refused to be governed or protected by them. The

city of Garnet, which proclaimed itself a free city,

would become the first victim to the new threat,

Ankhar's Horde.

Palanthas, Caergoth, Solanthus, and Thelgaard

become the major trading centers in Solamnia and

they fell under the control of the Dukes who follow

the lead of the Lord Regent of Palanthas. The Lord

Regent, Bakkard du Chagne, had helped the knights

overthrow the Dark Knights and was a leading merchant

in the city. He viewed Solamnia as a ripe land to

increase trade and wanted Palanthas to become its

shining jewel. The dukes, also driven by material wealth,

fight for political control over the rest of Solamnia.

Artwork by: Sticko

The Knights of Solamnia living in Solamnia refuse to

listen to the orders of the Grand Circle in Sancrist. They

began to act independently from the order and carry out

their own agendas. These knights abuse their power and

strip many of the peasants of their land in an attempt to

recreate feudalism. For the most part this system is

unsuccessful and weakens the economy of Solamnia.

Prior to the creation of the Solmanic Empire, the nation

of Solamnia was in dire need of a true leader. The Dukes

and the Lord Regent had driven the economy to its

breaking point as they destroyed many of the rights that

the people had been given under the reign of the Dark

Knights. Also they began to quarrel with each other as

they began to seek to outdo the other cities in Solamnia.

The people at this time were ready for a change as the

knights that controlled their land after the War of Souls

were worse then any group in the history of Solamnia.

Many knights refused to enter the rigid structure that the

Dukes had created in the knighthood. Believing that

honor was still important the right to attain ranks was

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Page 19

equally important, these knights joined forces with

the Legion of Steel. These knights still consider

themselves Solmanic and use the Legion as a way to

promote their ideas. Many of the younger knights

have confused the Legion with the Clandestine

Circles of old.

When Jaymes Markham led the armies to victory

over the forces of Ankhar, the people of the land

loved him. They loved him not for the man but for

the fact that he destroyed the forces, Ankhar and the

Dukes, which had stolen their lives. The people of

Solamnia would support Markham because he

guaranteed the basic free rights that Lorimar had

outlined in his compact.

Solamnia currently has become an empire that is

ruled by an emperor. Markham has changed the

feudal system that still operates in the land. Lords

rule over there lands but these lands are owned by

the emperor. The emperor uses his army to enforce

his edicts and demands. The current Solamnia still

draws support from the Knights of Solamnia but in a

new fashion.

The knights living in Solamnia are a separate group from

the Knights of Solamnia found elsewhere in Ansalon.

These knights refuse to answer to the Grand Circle on

Sancrist and do not acknowledge that power of Lord

Tasgall as their leader. The knights living in Solamnia

have continued to follow the system that the Dukes set

up. They do not attempt to enter other ranks and instead

are proud of who they are.

Following the war with Ankhar and the removal of the

Dukes from power, we see a new Solamnia. A Solamnia

that no longer seeks the approval of the Knights of

Solamnia and instead will forge itself into an empire.

The knighthood, while still in the empire, is not the

driving force of unity it once was. With the change of

feudalism, the knights have been forced to take a back

seat in the affairs of Solamnia.

This change has produced a unified Solamnic state that

is both financially and politically stable. This stability

has allowed the citizens of the empire to increase their

standard of living. The nation has changed from a being

a loose collection of realms based on a common cause to

a strongly unified force that is led by a strong man.

Tired of the

continent of

Ansalon?

Want to visit

new shores?

Short on

pocket money?

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Page 20

Character Spotlight: Justarius, Head of the Red Robes

Strength 13 Fortitude +10 Armor Class 20 Dexterity 17 Reflex +12 Flat-footed AC 17 Constitution 12 Will +19 Touch AC 15 Intelligence 28 Alignment LN Base Attack +9 Wisdom 15 Speed 30 ft. Melee Attack +10 Charisma 13 Initiative +3 Ranged Attack +12 Hit Points 64 Size Medium By: Green Giant

Special:

Enhanced specialization, moon magic, tower resources, arcane research +5, Secrets of the Red Robes (magic of change 5/day, magic of deception 5/day, magic of independence, magic of mystery +5, pure magic 5/day).

Justarius has the penalties and benefits associated with middle age. I have also used the optional character flaws found in Unearthed Arcana to give him the Slow flaw (to simulate his pronounced limp) which also grants him a bonus feat. Following Rich Baker's advice, he gets a 25% discount with any magic item he can craft with his item creation feats.

Skills:

Concentration +22 (+26 when casting defensively), Craft (alchemy) +19, Decipher Script +14 (+16 with arcane scrolls), Intimidate +11, Knowledge (arcana) +35, Knowledge (architecture and engineering) +14, Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nature) +14, Knowledge (nobility and royalty) +14, Knowledge (religion) +14, Knowledge (the planes) +19, Profession (scribe) +7, Speak Language (see below), Spellcraft +37 (+39 with arcane scrolls).

Feats:

Combat Casting, Craft Staff, Craft Wondrous Item,

Weapons:

Eschew Materials, Forge Ring, Quicken Spell, Scribe Scroll{B}, Silent Spell, Spell Focus (transmutation), Spell Reprieve (greater dispel magic), Still Spell.

Artwork by: PsychaDurmont

Languages

Common, Ergothian, Abanasinia, Draconic, Elven, Kharolian, Magius, Solamnic.

Spells

Wizard Spells Prepared (5/8/7/7/7/7/6/5/5/4; save DC 19 + spell level; 20 + spell level with transmutation spells; prohibited schools – abjuration, enchantment, and necromancy; caster level 18th). +1 morphing dagger (+11/+6 melee, 1d4+2/19-20).

Possessions:

+1 morphing dagger, gloves of dexterity +2, headband of intellect +6, potion of cure serious wounds x2, potion of spider climb, robe of the archmagi (red i.e. gray), ring of protection +2, scroll of summon monster V, scroll of greater scrying and greater teleport, Justarius' Staff of the Red Moon (13 charges). As Head of the Order of the Red Robes, Justarius has access to other incredible resources.

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Page 21

Artwork by: Munin Raven By: Chuck Martinell

Neraka is the capital city of Taman Busuk and the

current base of operations for Knights of Neraka. The

city is settled in the middle of the Khalkist Mountain

range and currently has around 11,000 people living

inside its walls. The city is broken into 3 different

sections with the heart of the city containing a large

hole where the Temple of Darkness once stood.

Currently the city is led by the Lord of the Night, Sir

Baltasar Rennold.

History:

The current city of Neraka is built near the ruins of the

previous city that was destroyed during the Cataclysm.

The previous city of Neraka was a city that was once

called Narakid and held by the High Ogres and once

was considered part of a trade route. Around 1300 PC

the area became controlled by humans in a series of

unrecorded events, and was home to a notable red

dragon named Deathfyre.

After the destruction of the city following the

Cataclym this area became the home of the Temple of

Istar that Takhisis had secretly stolen. The city

quickly grew as Takhisis was able to twist the

temple’s purpose and the settlers in the area became

drawn to the evil seeds planted by the Dark Queen.

The settlement grew quickly into a city and became a

den of evil.

The city would become known as the capital of the

evil state of Taman Busuk, and travelers would often

avoid traveling to the city at all costs. With the

relative isolation of the area this location would

become the perfect area for Ariakas to raise his

dragonarmies in 333 AC. When the War of the Lance

began this city was the main base of operations for the

dragonarmies throughout the war. At the end of the

war the battles came to the front steps of the city and

during the closing hours of the war the Temple of

Darkness was destroyed.

Following the War of the Lance the city became at

first the location of infighting between the surviving

dragonarmies. The city was largely destroyed from

the battles, with many of its surviving residents

fleeing. With the widespread destruction of the city its

power in the region waned and without the influence

of the Lord Mayor of Neraka the city would have

certainly have fallen in obscurity.

The city would slowly regrow over the years

following the War of the Lance and after the Chaos

War it would become the main base of operations for

the Knights of Neraka (Takhisis). The city was part of

the lands given to them following the Council of

Fallen Heroes. As the Knights began to take control

of the city a coup was led by the Lord Mayor who

failed and was killed during the coup.

The city would become known as the capital of the

evil state of Taman Busuk, and travelers would often

avoid traveling to the city at all costs. With the

relative isolation of the area this location would

become the perfect area for Ariakas to raise his

dragonarmies in 333 AC. When the War of the Lance

began this city was the main base of operations for the

dragonarmies throughout the war. At the end of the

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Page 22

war the battles came to the front steps of the city and

during the closing hours of the war the Temple of

Darkness was destroyed.

Following the War of the Lance the city became at

first the location of infighting between the surviving

dragonarmies. The city was largely destroyed from

the battles, with many of its surviving residents

fleeing. With the widespread destruction of the city its

power in the region waned and without the influence

of the Lord Mayor of Neraka the city would have

certainly have fallen in obscurity.

The city would slowly regrow over the years

following the War of the Lance and after the Chaos

War it would become the main base of operations for

the Knights of Neraka (Takhisis). The city was part of

the lands given to them following the Council of

Fallen Heroes. As the Knights began to take control

of the city a coup was led by the Lord Mayor who

failed and was killed during the coup.

Prior to the War of Souls the city saw its rival

Sanction growing faster and wealthier. Unable to

compete with Sanction the city was unable to prevent

the Knights of Neraka to moving their chief base of

operations there. During the War of Souls Neraka

remained relatively untouched and after the war the

Knights of Neraka returned to the city.

Outside the heart of the city is the inner bailey. Here

all kinds of buildings crowd together in the small area,

and its own wall surrounds it with watchtowers spaced

out. Then is the Outer bailey, and this was literally

jammed with buildings, such as stables and markets. It

is a warren of brothels, bars, shops, slave pens, huts,

and hovels on narrow streets. A huge stench, squalor is

found everywhere, and rowdy crowds on their streets.

Outside the outer bailey are the neat barracks of the

Dark Knights.

Districts of Neraka:

Neraka is broken into several different districts.

Outside of the inner city lie the five districts of the

former Dragonarmies which are named in honor in

honor to the relating army. The Black, Blue, Green,

Red, and White Districts make up the outside of the

city. These parts of the city are where the major

battles following the War of the Lance occurred.

Artwork by Sticko

Travelers in this part of the city can be greeted by

slum like conditions, in which most citizens live in squalor. Dwellings in this area often appear abandoned but in reality house sometimes dozens of people.

The district known as His High and Mighty’s

Grandiose Playground of Pleasure is located just

outside of the inner city. This part of Neraka has

survived the bloody history of the city untouched.

This part of the city is home to the city’s wealthy

families and large homes. Residents of the city often

refer to this part of the city as the High and Mighty.

Homes in this area often have personal retinues to

protect themselves from the riots that erupt in the

outlying color districts.

Located at the heart of the city is the district known as

the Inner City. This district has a very distinct feature

that is leftover from the War of the Lance. In the

middle of the city located on Temple Square, the

Temple of Darkness once stood. After its destruction

a large crater was left over and the stones that

remained poisoned the ground around it. The inner

city is home to the Knights of Neraka’s offices. Also

the inner city is home to the markets and is patrolled

by the Dark Knights to ensure that their day to day

operations go undisturbed.

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Page 23

Buildings in Neraka

The Arena of Death

This building was a popular coliseum used for

entertainment in gladiatorial style matches. It is

located in the Inner City within a few blocks of

Temple Square. Following the War of the Lance this

building was damaged extensively in the destruction

of the Temple of Darkness and remained closed unless

a public execution was needed. The arena has the

capacity to seat 10000 individuals but currently it has

only reopened with a capacity to seat 1000 spectators.

It runs events during the weekends in which spectators

may gamble on matches. Currently the Dark Knights

oversee the day to day operations of the arena.

The Broken Barrel

This establishment is located in the Blue District of the

city. It is a tavern known for its rowdy crowds and

dark ales. The inn is said to be home to many of the

cities less desirable citizens and for a few coins things

can be easily forgotten. The current owner of the

tavern is Stol Blackguard, a former sergeant in the

Dark Knights army.

The Great Market

The largest market of the city is located in the Inner

City. This market is open early on days of events in

the Arena of Death. It is a large sprawling plaza in the

city and on most market days it is three quarters filled

with merchants. Merchants who wish to display their

wares in this plaza must pay an extra tax to operate,

those who do not face a stiff penalty from the Dark

Knights who patrol the area.

Hair of the Troll Tavern

This tavern is located in the Green District and from

the outside resembles a collection of crates and tarps

put together. The inside of the tavern is run down

with mismatched furniture. Patrons will notice that

the bar’s owner, a sivak named Tyrol, is often sitting

near the door lamenting to customers what caused the

defeat of the Dragonarmies. Minotaurs are also not

tolareted in the tavern.

Lute’s Loot

Located in the White District is the pawnshop Lute’s

Loot. This pawnshop has been in operation since

before the War of the Lance and currently houses an

inventory of curiosities from all the following wars.

The owner of the shop, a human name Lute, is

rumored to be the original owner.

Lord of the Night’s Keep

This keep was formerly called the Pink Palace prior to

Baltasar Rennold’s coming to power. Currently this

building is the main seat of power for the Dark

Knights in the city. The keep also serves as living

quarters for the Lord of the Night.

Queen’s Court

This area is located in the Inner City of Neraka.

Historically this area was a slum area, but in recent

history this area has been cleaned up and the

businesses and taverns that line this area are of the

highest quality.

The Red Handed Pawnshop

One of the largest pawnshops in the city is located in

the White District. This pawnshop has been a family

owned business characterized by its sign showing

three red hands. Goods in the shop are rather

mundane in nature. The pawnshop was built upon the

ruins of a former inn that many citizens believe has

access to a secret tunnel.

People of Neraka:

Sir Baltasar Rennold

Lord of the Night, Sir Baltasar Rennold, has made his

home in the city since 425 AC. He moved the

knighthood back to the city to attempt to unify the

Dark Knights. This move though created more

splintering in the ranks. Although Rennold has taken

large strides in reuniting members of the knighthood

in recent years, there still remains a level of animosity

between the various warlords of the Dark Knights.

Currently Rennold is attempting to rebuild Neraka to

return it to its former level of glory. He has arranged

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Page 24

Artwork by: Jon

work gangs in the city to help clear out the slums in

the color districts.

Galen Nemedi

Lord Adjudicator, Galen Nemedi is the leader of the

Knights of the Skull. This paranoid and angry knight

has refused to take the title Lord of the Skull fearing

that he will meet his end like the previous two lords

did. He currently has an alliance with the Lord of the

Night but has secretly been inserting his own men into

the ranks with his agenda. Galen’s dragon mount, a

black dragon named Raventheras, lives in the ruins of

the Black District.

Rahk Toerg

The current gladiatorial champion is a minotaur named

Rahk Toerg. This warrior whose past history is

unknown has never been defeated in the arena and is

known for his blue painted horns. It is rumored that

this gladiator once was caught spying on the Lord

Adjudicator.

Elnir Tictan

The current head of the thieves guild of Neraka is a

young individual whose ruthless climb to power

included murdering the three most senior members of

the guild. This young man is rumored to be part elf

but all those who mention it are met by Tictan’s anger

about the subject. He is currently expanding the

thieves guild into the arena to pay gladiators to take a

dive.

Possible Adventure Sites and Plots:

Hidden Light’s Chambers: Located underneath the

city of Neraka is a system of mazes used by the

members of the Hidden Light during the War of the

Lance. These tunnels were a fiercely guarded secret

but the entrance was rumored to be held by an

innkeeper named Talent, who had an inn in the White

District. It is rumored that these chambers were used

during the Chaos War to store wealthy families

treasures and that the earthquake that struck the

following the Battle with Chaos sealed those families

inside with their treasures.

The Dark Sword: A rumor has surfaced in the

training camps around Neraka of a powerful weapon

called the Dark Sword. This weapon is rumored to be

the weapon of the future leader of the order who will

reunite the factions. It is believed that the weapon was

in the Temple of Darkness with its destruction and

many of a young knight has quested to locate it but so

far none have found it.

The Color Districts: These districts have been for a

long time a lawless area. Currently the Dark Knights

have begun to “recruit” individuals to clear out these

ruffians and to serve as the law. Rumors have also

arisen that in each of the five districts contain hidden

dungeons that the Dragonarmies and Dark Knights

found and used. As to what is found in each dungeon

stories contradict each other, but many citizens feel

that the Dark Knights are searching for the lost

entrances to them.

This is the first in a series of Traveler’s Guide from

around all of Krynn. Next month we will be setting

foot in the city of Sanction and exploring into its

possible gaming options and fleshing out the city.

Chuck

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Protecting Palanthas:

A Dragonlance Novel Review

By: BeezerMN

Protecting Palanthas by Douglas W. Clark is the fourth

book is a series of stand alone books titled the

Champions. The first book, also penned by Mr. Clark

is titled Saving Solace. The second book written by

Lucien Soulban is titled Alien Sea and the third nook

by Peter Archer is The Great White Wyrm. All four of

these novels are set in the Dragonlance universe. The

beauty of these stand alone novels is that prior

knowledge of the Dragonlance world is not truly

necessary to understand them. It is certainly helpful,

and readers of past Dragonlance books will recognize

many nuggets scattered throughout the books, but it is

not imperative.

The plot of this book, on the surface, seems rather

linear. A chest was stolen, and two people are hired to

find it. Later in the novel the reader find out there is

more to the small chest than first thought. The small

chest is really the main plot line, but there are also a

couple sub plots within the pages of this novel as well.

One being the Beloved of Chenosh appearing a couple

of times. When I first read the book this particular sub

plot seemed more like an editor telling the author to

make sure and include it and I was a little disappointed

in that. However, if that was the case, I think Mr.

Clark did a very good job of adding it without it

detracting from his story. I actually ended up enjoying

the inclusion of it as I had forgotten about them. While

reading this book, I almost felt as though it was a

gaming session being put to paper, and I by no means

mean that in a negative way. It's a nice compact,

succinct plot. It allows the reader to immerse

themselves in it and worry about little else.

The characters in this book are in two categories. One

being characters that have appeared in past

Dragonlance books. Specifically Galdar, who

Dragonlance fans will remember as the minotaur from

the Mina novels. The second is Gerard who is an ex

knight of Slomnia. He has appeared in several books,

but his latest was Saving Solace which as mentioned

above was written by Mr. Clark and started off the

Champions series. Both of these characters hold true

to their past actions and motivations. The second

group of characters are largely new characters that add

to the story. Since this is a Dragonlance novel, there is

the requisite kinder. Admittedly, I am a fan of kender

and the one in this novel is no different. Mr. Clark

wrote him, and really all the characters, very well.

They all seem to have their own voice, actions,

motivations, and flaws. It really is a joy to read about

such diverse characters. Certainly, they may be a little

clichéd at times. But, the way Mr. Clark has written

them they don't feel like recycled characters. They feel

new and interesting.

The only criticisms I can think of for this novel is the

linear plot. I would have liked just a little more

substance in it, and the ending seemed rushed to me.

Almost like Mr. Clark was running close to his word

count so he tied everything up nice and neat. Neither

of those two issues detracted significantly from this

novel however.

This is only the second book I have read by Mr. Clark,

however, I can already say I am a fan of his writing.

His prose is smooth and his pacing is spot on. It is

almost as though he is daring the reader to put the

book down. It is easy to read, but covers a lot of

information and builds well upon itself. I am really

hoping Wizards of the Coast gives Mr. Clark more

opportunities to write novels for them. He has a

tremendous talent and I am anxious to see what he

does next.

Fans of the Dragonlance universe will enjoy this

novel. Fantasy fans who are looking at a nice

introduction to the Dragonlance universe could do

worse than starting with the Champions series. It gives

a good overall feel to what readers can expect from the

world. I enjoyed the Champion series as a whole and

think most fantasy fans will as well. I can easily see

myself recommending this novel to other readers.

It’s not only just for the casual

draconian………….or fan.

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By: Chuck Martinell A description from the publisher… For ages the vile Doom Knights have sought to gather the remaining Thunderstones to fulfill a prophecy of corruption over the lands. Now the first Thunderstone has been discovered in the Dungeons of Grimhold and the Doom Knights have sent their minions to claim the relic. The Villagers of Barrowsdale gather brave souls to face the dungeon and keep the Thunderstone out of the hands of the Doom Knights. Thunderstone is a new and exciting fantasy deck-building game from Alderac Entertainment Group. Fight the evils of the dungeon to prove your worth. Gain powerful weaponry and level into new and mighty hero classes. Claim the best cards and survive to take the Thunderstone. Featuring beautiful art from Jason Engle, Thunderstone is a welcome addition to any fantasy gamer’s collection. The Components: The cards included in this game are produced with a linen finish. This helps extends the cards life and for most gamers who will pull this game out a few times a year they will last. Owners who play the game with regular frequency will notice that the finish will begin to wear off though and while sleeving cards is expensive it is recommended for this game, or to buy a second copy. The original box is a solidly constructed box with a tray that is designed to make things “easier”. This tray is a terrible insert and if you enjoy the game then you are most likely going to pick up the first expansion which includes a tray that really works, and dividers for quick finds for the cards. The original box of this set contains dividers that are a little bit wider, but after you sleeve the cards you will have a hard time figuring out where the cards are in the box. The Gameplay: In Thunderstone, you are competing against the other players to gather as many victory points from defeating monsters in the dungeon, recruiting heroes, and purchasing certain items. This game requires players to make a critical choice at the start of their time. They must either explore the dungeon, purchase items, or rest.

If a player wishes to explore the dungeon then they have the option of battling one of the three monsters located in there. They must first select the monster and then from

the cards in their hands defeat the monster. If they are unable to defeat the monster the players will end their turn without receiving the monster card. Defeated monsters will be placed in the victors deck and sometimes add added benefits.

The second option that players may choose is to go to town where they can spend the XP they acquire from defeating monsters to upgrade their heroes, and/or they may purchase items with their gold supply. Cards that are in the hand have different amounts of gold and you may add them together to make purchases. Players are somewhat limited in their purchases to only buying one card, unless they have a card that allows them additional buys.

Players who choose the third option of resting, may trash a card from their hand and then discard the deck. This option allows players to be rid of the harmful cards that they sometimes receive from defeating monsters, and also allows players to thin down their decks. This game similar to most deck building games requires players to find that balance of enough cards in the deck to act, versus having a glutton of cards that while early in the game will make you seem like you have a big lead, will later lead to you falling behind.

Gameplay proceeds with players taking turns until the Thunderstone is revealed. This item is located in the dungeon and signals that the end of the game is near. Once the Thunderstone has been claimed the game has ended and players count up victory points.

Overall Impression: I have to say that I really enjoyed this game more than I thought. If you are tired of your traditional deck building games then this is a game that gives a fresh feeling to the genre. Also this game includes three expansions with a fourth being released this year that allows it to grow. It is a bit longer of a game, taking around 45 minutes a play but it is also game that plays well as a solo game. I wouldn’t hesitate to pick this game up and I give it 5 stars. This game has inspired me to go back into playing deck building games. For those of you who love Dominion or Ascension: Chronicle of the Godslayer you will also really enjoy this variation. This style of gameplay can be easily converted into a Dragonlance kind of game with a little imagination and time.

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Game Master’s Forge: D&D Next By: Chuck Martinell

This article is written by someone who was not invited to play D&D next with other media sites at WotC headquarters. I feel that my invitation was lost in the mail…….WotC you can make it up by sending the Palanthas Herald either a copy of Lords of Waterdeep to review, or Chris Perkins (ever heard of Spectre of Sorrows Chris?). "The goal of this project is to develop a universal rules system that takes from the best of every edition and get at the soul of what D&D is." - WotC. On January 9th 2012, the gaming community received the news that Wizards of the Coast was going to unleash a new gaming system so far entitled D&D Next. This announcement was met with a lot of skepticism (myself included) as to why I would care. Why should the average fan care about what this is. WotC has unleashed more editions, and changes to the game then I care to count (or purchase). What about this new edition (of course we can’t just be honest and say new edition) appeals to me. The first thing that was released with the announcement is that this edition was going more back to its roots. What does that mean are we going back to 1e, the white books, or Chainmail? No what it means is that the game is going to have that feel of gaming. That feel of cracking open the screen and hearing the dice rolling. Of having late night crawls with piles of dead soda cans, and mounds of empty pizza boxes. What this edition is going to try to do is bring all edition players back to the table. To roll dice with folks who have been in the industry for 39 years or newbies, who can all enjoy the same adventurers together. This is exciting to think that WotC is trying to extend the olive branch to all gamers. "Stuff like Castle Ravenloft had a big effect on our decision, as it showed that we could focus the tabletop RPG on its strengths rather than worrying about incorporating the latest trends in gaming." - Mike Mearls. This is perhaps one of the best bits about the new edition that has come out. What I have learned is that 4th edition makes a tremendous board game, with its World of villains that don’t feel forced, instead they can grow with

Warcraft ability regeneration. The future for this edition is bright as the designers seem to be more interested in what worked with each setting rather than figuring out what is the hottest trend in gaming. This is a nice acknowledgement that sometimes if something isn’t broken you don’t have to fix it. "We actually went back and played every major edition of D&D and used those experiences to help narrow down the absolute core elements of the game. If you removed those elements, it’s not D&D. Our list includes the six abilities, classes, levels, hit points, Armor Class, and a few other things." - Mike Mearls. Including the “basic” elements of the game in D&D Next is a nice way to really focus on what made D&D exciting to play. In the last few years I have been wishing back to 2nd AD&D where things seemed differently. It was a huge issue that really grew the more I played. What the biggest problem I have had of late when it comes to D&D is the fact that ability scores no longer matter. Instead it was about being able to get the right skills to give you the perfect killing edge. No longer did you have to roll for the stats of the character instead you picked what skill you wanted an 18 in and prepared the character accordingly. This left a foul taste in my mouth as it made abilities less important (or in some editions non-existent.) "Instead of the fighter getting a better and better attack bonus, he instead gets more options to do stuff as he goes up in level, and his attack bonus goes up at a very modest rate. I think it offers a better play experience that the orc/ogre can remain in the campaign, and people can know how the monster would work from a previous experience, but they remain a challenge for longer." - Monte Cook This bit of information is fantastic to hear as it really excites me to think that no longer do fighters just rely on one mechanic. Instead you can create a fighter that suites your taste (once again speculation here wasn’t invited). Also with the idea that orcs (I know Dragonlance doesn’t have them) can still be a factor past a couple of levels also excites me. People love facing iconic enemies. The possibilities of monsters remaining a challenge longer

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Page 28

should have most Dungeon Master’s salivating. You can create a campaign world in which you don’t have to constantly move the PC’s around in hopes of keeping them challenged. Instead you can create the large sandbox and play in it. This will allow for DM’s to create areas that have more details, flesh out the history, and create recurringthe PC’s. Other Settings: "The stories and worlds of past editions of D&D are just as important to our development and ideas for D&D Next as the rules and other information is. I don't have any more information to share at this time, but we're definitely exploring and excited about what we have planned." - Mike Mearls. What does this mean to Dragonlance fans, not much at this time. This does nothing to end the pains of fans of Dragonlance as they have remained supportive of a setting that was discontinued several years ago. The setting has taken a beating in a sense that without new material the fanbase is slowly drifting off, and while the older material still exists it is no longer being marketed to anyone. The Dragonlance Nexus will continue to support Dragonlance in every way possible. While it is impossible for us to release gaming material that will be instantly compatible with D&D Next we do promise to create our own version is Dragonlance goes unsupported by WotC. The stories that remain to be told in this setting are tremendous.

Come in sit down and have a drink. Have you heard

the latest news, did you hear about……..

Scratches on the Door

Setting: Rural

Rumor: Villagers have been awoken in the morning

to find strange scratching marks on the door frames of

their homes. Livestock in the village has been found

dead and partially eaten.

Truth: The villagers are being groomed for an attack

by a roaming pack of ghouls who are consuming all of

their food choices.

Late Arrival

Setting: Rural (mountainous)

Rumor: The village of Red Iron believes that the

traveling merchant caravan, Lollin’s Trading Post, has

been insulted after their last visit. One of the village

women spurned an advance by the caravan master

Lollin.

Truth: Lollin and his caravan had been waylaid a day

from the village by a tribe of ogres. These ogres are

now moving their thoughts towards the village of Red

Iron.

The Round Up

Setting: Neraka

Rumor: The Dark Knights are rounding up citizens

that they believe are a threat to the city. These citizens

are ordinary people who have begun to show some

strange characteristics.

Truth: The Dark Knights are battling with a group of

Beloved. They are slowly infiltrating the city in hopes

of creating it into a new home for them.

The Mayor’s Bounty

Setting: Darken Wood

Rumor: The mayor of Haven has announced that his

daughter has been kidnapped by a band of goblins

residing in the Darken Woods. He has announced that

a 100 steel piece award for the return of her.

Truth: The mayor’s daughter is indeed the prisoner

of a viscous band of goblins called Humansplitters.

His daughter was part of a small group that were

returning to the city of Haven when they were

captured. All of the other members of the group have

been slain.

The mayor in reality does not care if his daughter is

alive. The group was also carrying an item of ancient

power said to date back to the Kingpriest, a crown of

Unlin, which is said to bestow the wearer with great

oratory skills. The mayor will feign being upset about

his daughter but will emphasize that the package also

needs to be brought back.

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Page 29

Top Ten Items Found in that Pouch Tas

Forgot He Had

By: Aya

10.The Holy Grail

9. A load of single socks

8. A gully dwarf

7. Raistlin's conscience

6. Caramon's spine

5. Kitiara's...er, never mind

3. The Crown Jewels

2. A member of another adventuring party

1. Jimmy Hoffa

Kender Taunts for Wizards

(To a Red Robe): Have you ever been charged

by a minotaur?

How can a Black Robe be evil in a dress?

Whew! Is that your spell components, or do

you make your own soap?

Who needs a magic portal with those

nostrils?!?

(*bends over*) Worship This Moon!

You couldn't turn water into ice in the dead of

winter!

You're such a bad wizard that you couldn't

even cast fishing rod!!!

Have an idea for an article, a comment about this issue, some artwork to share, or just want to say hello please send emails to [email protected] or check out the forums on www.dragonlanceforums.com

A Knightly Tournament (Not My Little Pony)

The Shadow Sorcerer

A Traveler’s Guide to Krynn: Sanction

We are the Krynnians

By: Crown-Keeper

To the tune of 'We Are the Champions', with apologies

to Queen.

We've lost our gods

Time after time

We've seen two Cataclysms

But committed no crime

And bad trilogies

We've been in a few

We've been tormented

By Dragon Highlords

But we, pulled through!

The story goes on, and on, and on, and on

We, are the Krynnians, my friends,

And we'll, keep on fighting, 'till the end

We, are, the Krynnians

We, are, the Krynnians

No, time, for Eberron,

Cuz we are the Krynnians,

The best world

The monks took their bows

The bards' curtain calls

W&H brought fame, and fortune, and franchising

We thank the gods,

But it's been none of Majere's roses,

No Maelstrom cruise

We consider it a challenge of every Krynnian race

And we'll, never lose,

The story goes on, and on, and on, and on

We, are the Krynnians, my friends,

And we'll, keep on dying, 'till the end

We, are, the Krynnians

We, are, the Krynnians

No, time, for Realms,

Cuz we are the Krynnians,

The best world

We, are the Krynnians, my friends,

And we'll, keep on dying, 'till the end

We, are, the Krynnians

We, are, the Krynnians

No, time, for Planescape,

Cuz we are the Krynnians