Saturday, November 25, 2023

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

Friday, November 10, 2023

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

Thursday, November 2, 2023

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

The dragons of Krynn are power incarnate and they know it. The DM has the responsibility of playing these magnificent beasts properly. There should be nothing so terrifying to PCs as dragons on the wing. When in flight at full speed, dragons rush across the world like a gale, but their ability to turn is greatly impaired (Maneuverability Class E).

When engaging earth-bound creatures in combat, dragons slow to half-speed, improving their maneuverability to Class D. At less than half speed, the creatures stall and lose altitude. They can climb at half speed or dive at double their listed speeds. Dragons can glide but they lose 1,000 feet of altitude per round. Dragons can perform a wingover if they stall while climbing. This enables them to turn 120 degrees as they dive to regain speed.

Very young and young adult dragons have maneuverability ratings one better than older dragons (Class D at full speed, Class C at half speed). Dragons cannot fly higher than 10,000 feet because the air becomes too rarefied to breathe at that altitude.

When attacking from the air, dragons employ their breath weapons and awe ability while swooping down low over their opponents and then climbing back into the sky.

Flying dragons can swoop down and either claw or bite, but not both. Diving dragons inflict double damage with their claws if they dive. Dragons cannot cast spells while flying, but can cast spells on the ground or while gliding. Most dragons tend to use their breath weapons twice and then wait for a strategic moment to use their third breath attack.

Dragons are haughty creatures and may refuse to fight except as it suits their own purposes. When using spells, they often cast them before melee to avoid the conflict, weaken their opponents, or gain the upper hand. Once in melee, dragons cast spells only if losing.

Dragons do not knowingly place themselves in a position to be subdued, although they are clever enough to pretend to be subdued to lure unwary adventurers into a trap. Dragons are very clever opponents. They have been known to feign death, unconsciousness, sleep, or subdual to trap opponents. They can see, hear, and smell much better than most creatures and automatically detect hidden and invisible beings at a range of 1' per age level. They are rarely surprised. Dragons adapt their tactics to the situarion as is appropriate for very clever creatures. The following tactics are frequently used.

1. Dragons stay in the air as much as possible during melee to cause awe (see below) and stay out of hand-held weapon range.
2. If the combat area is dusty, they beat their wings, stirring up clouds to blind fighters and disturb spell casters.
3. They use clever conversation and promises to talk their way out of bad situations.

The power to cause awe and fear is one of a dragons' most potent weapons. Flying or charging dragons cause awe under the following conditions: 1. Watchers with less than 1 hit die automatically panic and flee for 4d8 turns.
2. Watchers with 1 to 3 hit dice must roll a' successful saving throw vs. spell or be paralyzed with fear (50% chance) or flee as'above (50% chance).
3. All others must roll a successful saving throw vs. spell or suffer a - 1 penalty to hit.

Even the draconians are subject to these effects from good dragons. If the draconians are within 12' of the evil dragon they serve, however, they have a +1 bonus to hit.

Dragons younger than adult cannot inspire awe.