Thursday, July 28, 2022

Cemetery & Catacombs
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman
Just outside of Gateway, on the highest hill nearest the settlement stands a massive long closed cathedral: a gigantic structure of stone that stands in the center of the Cemetery, and it reaches fifty feet up into the air. Even though this structure is no longer used, it still has a magical light that appears right after dark which shines over the Cemetery until the sun returns each morning. The cathedral sits within a large grove which makes up the city Cemetery.

Legend has it that if one were to pledge his or her love to someone while standing on the main platform within the cathedral they would magically fall in love with them. This was no small feat since the cathedral was once always closely watched and looked over "being the noble cathedral of Gateway that it once was" by the groundskeepers that once maintained the location.

The seemingly harmless legend turned deadly one night when a young maiden named Erika braved the eerie night time glow of the cemetery in order to properly speak her loved one’s name so that they may be eternal. She climbed to the top of the cathedral near the everglowing night time light so that she could both stay out of sight of the nearby Cemetery Groundskeepers and bodly pledge her devotion to her love’s name highest that has ever been done. Unfortunately for Isadel, when she nearly completed her task, she slipped and fell from her high up perch at the top of the cathedral and fell to her death upon a magnificent grave stone resting near the structure.

When Erika let go of her last breath upon the grave of a stranger a dark energy burst into existence that cursed the poor girls soul to forever haunt the grove that surrounds the ancient cathedral. And through the generations, as her spirit wandered the dark, people learned to fear the area so much in fact that night time visits to the Cemetery came to a stop over time for no one could visit and feel safe with the spirit’s dark love songs dancing on the winds of the night.

The earthly remains of common citizens are interred below the cemetery in the catacombs, built upon the ruins of a former settlement. The clergy at the temple itself only maintains one section of the rambling catacombs; numerous tunnels branch out like a hive, burrowing ever deeper into the ancient ruins below. People exploring these tunnels often disappear.

Thursday, July 21, 2022

The Cult of Takhisis
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

The Cult of the Dragon Queen, also called the Dragon Cult and the Cult of Takhisis, is a religious organization venerating Takhisis, founded by Draekis, a powerful Cleric and former Seeker lord. Their belief is they believe the evil chromatic dragons are destined to one day rule Krynn under the guidance of the Dark Queen: Takhisis.

They are considered to be a secret society or a hidden cult, albeit an overly large and powerful one, and as a mercantile and criminal enterprise. According to the prophecy of Draekis and his translation of the Chronicle of Years to Come, Takhisis would, and indeed should, rule over Ansalon and all of Krynn, reclaiming all the lands she is destined to rule.

Moreover, only in cleansing the lands could this be achieved. The Cult of the Dragon Queen's purpose was thus to help bring about the coming reign of Takhisis.

In practice, this meant the conquering of civilization and the destruction of the dragons of law. They direct all their efforts toward these ends. While in theory they revered all dragons, they had a preference for the chaos dragons and particularly those dragons who answered to Takhisis herself. All members of the Cult of the Dragon Queen are devoted followers of Takhisis. The Cult of the Dragon Queen is divided into a number of independent cells, varying in size from a few to scores of members. They are arranged in a web-like structure with only loose connections between them and a very high level of secrecy. These cells act autonomously and operate in different ways, some aboveboard and some not, as each has its own role and mission. They generally work together to further the ultimate goals of Yakhisis though it is not unknown for them to work against one another, whether out of madness or just to be contrary.

This is because each cell had its own views on several points of doctrine and practice, such as whether to focus on religious devotion to Takhisis, devotion to seeing the Dragon Armies conquer Ansalon or pragmatic self-interest, if and how they should deal with other races and monsters, and whether they should cooperate with the Church of Takhisis. Hence, each cell is unique and all were in ceaseless schism with one another.

The cult is loosely based out of Haven and Gateway within Abanasinia and try to maintain a vale of secrecy of the goings on within the cult's membership. The settlements of Haven and Gateway are aware of this cult operating in and around the region but have found no way to disrupt this quickly spreading organization.

Monday, March 14, 2022

Character Alignments
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

All beings, whether PCs, NPCs, or monsters, adhere to one of three philosophies or spheres of behaviour, known as alignments. These spheres are Law, Neutrality, and Chaos. A player must choose one of these paths when creating a character. To break this all down and to make it simple, you're either good, neutral or evil.

Law: Lawful beings believe in truth and justice. To this end, they will follow laws and believe all things must adhere to order. Lawful beings also believe in sacrifice to a greater good and will choose the good of a larger group over the good of an individual.

Neutrality: Neutral beings believe in a balance between the ideas of Law and Chaos and, in their actions, tend to do what will serve themselves. They might commit good or evil acts in order to further their own ends and generally will not put others’ needs ahead of their own.

Chaos: Chaotic beings are in direct opposition to Law. These beings should seldom be trusted, for they tend to act in “evil” ways and are utterly selfish. Chaotic characters believe in chance and that there is no innate order to life.

Thursday, March 3, 2022

Archives
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Wednesday, March 2, 2022

Echoes of Krynn
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

It has been 30 years since the War of the Lance, a war that brought about great change to the world of Krynn. For many years peace has ruled the land, trade routes have opened up into and out of Thorbardin. There is finally reconciliation between the elves of Qualinost and Silvanost; of course the peace is a strained, as is always the case with the Qualinesti and Silvanesti nations.

The tribes of plainsmen are united under the rule of Goldmoon and Riverwind, two of the Heroes of the Lance. All across Ansalon people of every race and class exist in a more trusting and less prejudiced land. That is, until recently.

Over the last couple of years things have begun to change, tending more toward the dark and gloomy. Rumors of a new Knighthood dedicated to Queen Takhisis have arisen, the weather has been erratic and the sun doesn’t seem to shine as brightly from one day to the next. Scholars, sages and magic-users all over the continent have been researching this phenomenon in an effort to answer the oft-asked question: “what is happening to our world?” Their studies and tests have thus far come up empty. Whatever changes are occurring, they have nothing to do with the land itself; there is a power at work here creating problems that seem to have no solution.

One fateful day all the people and creatures of Ansalon awaken to find that what was supposed to be the first day of summer has dawned more like a late autumn morn. Frost covers the land, crops are wilting and dying due to the unseasonable cold, and chimneys everywhere breathe to life in an effort to chase away the chill.

This is definitely the work of dark and fell magic, all signs point to an evil never before known on Krynn. To change the actual weather patterns and extend a glacier hundreds of miles, if rumors are to be believed, would take great and mighty magic only a madman would release.

There are no answers to any of the questions, only more questions being asked. The only thing that can be done is to try and continue with day-to-day life and hope the problems can eventually be fixed.

The populace of Krynn begins to pull back into itself again. The gates of Thorbardin are sealed, the borders of the elven lands are closed, and a general sense of distrust begins to spread across Ansalon once again. Things are about to become worse, when a day that began like any other over the last several weeks is suddenly plunged into the dead of winter. Blizzards scream across the land, darkness lingers until mid-morning and livestock and crops are frozen instantly. All over Krynn panic spreads, crowds of people trample others in an attempt to escape the sudden tundra-like conditions that have swept the land. Kings and other nobles are forced into action; emergency food stores are opened to offset the loss of crops, castles and keeps are opened to admit those suddenly without a home or place to stay, even the royal treasuries are tapped in an effort to keep the economy from plunging as it did during the War.

Many fear Krynn is about to be plunged into a time of darkness more bleak than the time following the Cataclysm.

Tuesday, February 22, 2022

House Rules
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

1. Stats Rolling: This isn't a so called House Rule as one might know it, but every group has there own ways of rolling character stats. Some roll 3 six sided and keep whats rolled, some roll 4 six sided and reroll all ones. Our rule we use is we roll 4 six sided (6 times), reroll all 1's, and drop the lowest roll, keeping the 3 highest 6 sided dice for that stats. Yea it kills sucky stats, but we believe that players will play better (and enjoy the characters more) if the character does not "suck" and we have not had problems with characters getting a set of "GOD STATS". Sure every now and then someone gets a higher than normal set of stats but this is not happening often with us.

2. Level One Hit Points: We give all level 1 characters max hitpoints. This is done "only" for level One. This gives the characters a fighting chance, especially the Wizard who could easily have 1-2 hit points. Yea I know, it is babying them at level 1. We try to make sure our players have a good time and not worry about tripping and taking lethal damage from a pebble. From level Two and higher, hit points are rolled normal.

3. Clerics & Level One Spells: In Old-School Essentials, Clerics do not normally start out with an opening spell at level One which I find a bit harsh so we have house ruled in that Clerics will gain one level One spell at level One. Level two and beyond the Cleric follows the spell chart as it is written.

4. Healing Bonus: Clerics add their level to healing spells. For example - a normal Cure Light Wounds spell will heal 1d6 +1 points. If the Cleric is 5th level then they will heal for 1d6 +1 (+5 for level).

5. Spellcasting: All spells used by Wizard classes and Cleric classes will be from the Old-School Essentials books unless it is a spell from AD&D. Any spell not listed in the Old-School Essentials books will be ran as is from with the AD&D Players Handbook or Unearthed Arcana books. A time may come where a spell from 2nd edition is inserted into our games and if this happens, players characters will simply add this to the available spells able to be used.

6. Playable Classes & Races: We will be using a class based system from Old-School Essentials Classic Fantasy. Every class we use can be found at this link & the races that we use can be found at this link. If you happen to notice any errors, please let us know.

7. Advantage/Disavantage: We will be using Advantage & Disadvantage from 5th edition as it is written in the 5th edition core rulebook.

8. Unconsciousness & Death: Under the standard AD&D rules, unconsciousness and death are predictable states: When a character reaches negative hit points, he goes unconscious. When he reaches -10, he dies.

9. Inspiration: Inspiration is a rule in D&D 5e that allows the DM (dungeon master) to reward players for roleplaying and actions that elevate gameplay and make a session more fun for everyone. Players with a point of inspiration can roll with an advantage on an ability check, saving throw, or attack roll of choice.

Saturday, February 19, 2022

Organizations & Groups
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Cult of the Dragon Queen

Friday, February 18, 2022

Independent Towns & Villages
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Thursday, February 17, 2022

Independent Castles & Keeps
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Wednesday, January 26, 2022

Locations
The Cataclysm & The War of the Lance
The current year for our homebrewed Dragonlance campaign is set during 381AC.
Inspired By Trampas Whiteman

Regions

Tuesday, January 25, 2022