Tyranny of Dragons (Dragonlance)
Mar 13, 2020 21:15:06 GMT -8
Post by Daos on Mar 13, 2020 21:15:06 GMT -8
Tyranny of Dragons is a two-part series consisting of Hoard of the Dragon Queen and Rise of Tiamat. It was recently re-released with some extra spit and polish, and I've decided to run the campaign, but with a twist. I am converting the setting from Forgotten Realms to Dragonlance.
This is the most ambitious module I've ever tried to run. It will take the party from level 1 to 15. So I am basically treating it as a full campaign, rather than a simple one-shot adventure like I usually do with modules.
The basic pitch: The world of Krynn once again knows peace, after the War of Souls nine years ago. Once again, the gods have returned. But Takhisis, Queen of the Dragons, is dead. And her counterpart, Paladine, is a mortal, wandering the lands. High Sorcery and Divine Prayer now exist alongside Primal Sorcery and Mysticism. The Dragon Overlords are all dead. But this peace cannot last; it never does. Just when it seems like things are quiet again, word begins to spread of increased dragon activity. There are reports of Knights of Neraka, draconians, and even dragonspawn, working together with kobolds, goblins and dark priests for some nefarious purpose.
Greenest is a small town on the border of Solamnia and Estwilde. Each of you are traveling there for your own reasons. It's a simple, sleepy town that most just stay for a night while passing through to bigger, more important places. But little does anyone realize it will become the birthplace of a new group of heroes.
I'm recruiting here first, and then will put up a similar post over at the Playground after the weekend.
If there are any questions, let me know. Also, let me know how well versed you are in Dragonlance, particularly the Fifth Age, so I know how much I might need to fill you in on.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Fifth Edition D&D
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (e.g. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Dragonlance, in the year 430 AC/45 SC. This means it is post-War of the Souls by about 9 years.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
I'm looking for at least six players. I may take more, just because it's good to have extras in case there are drop-outs. It is a notoriously difficult adventure, so having an extra person or two will probably help with that.
4. How fast or slow of a pacing do you want to set? Some games require that players post once a day, every three days, or once a week.
I prefer a pacing of once a day, if at all possible. Certainly no slower than once every three days.
5. What is the characters' starting status (i.e. experience level)?
Everyone will begin at level 1. No XP will be earned, rather level-ups will occur at specific points in the story.
6. How much gold or other starting funds will the characters begin with?
Standard, depending on your class and background.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
I'm sticking to core at the moment. I've also added the Mystic class, which you can find in the Character Creation thread.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
You can read up on available races on the Character Creation thread. As this is Dragonlance, there are no Drow or Orcs. However, I've added a bunch of new races. Also, some new races will replace core ones (kender instead of halflings, draconians instead of dragonborn, etc.).
9. By what method should Players generate their attributes/ability scores and Hit Points?
Standard 4d6, drop the lowest works fine.
10. Does your game use alignment? What are your restrictions, if so?
My only restriction for alignment is not to be disruptive to the game or the other players. Good is encouraged, but Neutral and Evil are allowed--but don't use your alignment as an excuse to derail things, PK, or anything like that.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Standard multi-classing rules are fine. Treat Mystic as a Cleric when it comes to multi-classing.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Players can make their own die rolls using the forum's die rolling app. I may make rolls for the player if they forget or just to move things forward.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
No, just the standard rules.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Backgrounds are required. I will work with the player to help tie it into the main storyline. I will try to work any hooks in one's backstory into the game, if possible. There are some new backgrounds, bonds and optional features found in the Character Creation thread.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
I'd say this adventure does a good mix of all of the above.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Aside from the new stuff included in the Character Creation thread, I'd prefer to stick to core only, as that's all I have access to. That being said, if you know of something that would fit really well with the Dragonlance setting, I'm open to considering it.
This is the most ambitious module I've ever tried to run. It will take the party from level 1 to 15. So I am basically treating it as a full campaign, rather than a simple one-shot adventure like I usually do with modules.
The basic pitch: The world of Krynn once again knows peace, after the War of Souls nine years ago. Once again, the gods have returned. But Takhisis, Queen of the Dragons, is dead. And her counterpart, Paladine, is a mortal, wandering the lands. High Sorcery and Divine Prayer now exist alongside Primal Sorcery and Mysticism. The Dragon Overlords are all dead. But this peace cannot last; it never does. Just when it seems like things are quiet again, word begins to spread of increased dragon activity. There are reports of Knights of Neraka, draconians, and even dragonspawn, working together with kobolds, goblins and dark priests for some nefarious purpose.
Greenest is a small town on the border of Solamnia and Estwilde. Each of you are traveling there for your own reasons. It's a simple, sleepy town that most just stay for a night while passing through to bigger, more important places. But little does anyone realize it will become the birthplace of a new group of heroes.
I'm recruiting here first, and then will put up a similar post over at the Playground after the weekend.
If there are any questions, let me know. Also, let me know how well versed you are in Dragonlance, particularly the Fifth Age, so I know how much I might need to fill you in on.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Fifth Edition D&D
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (e.g. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Dragonlance, in the year 430 AC/45 SC. This means it is post-War of the Souls by about 9 years.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
I'm looking for at least six players. I may take more, just because it's good to have extras in case there are drop-outs. It is a notoriously difficult adventure, so having an extra person or two will probably help with that.
4. How fast or slow of a pacing do you want to set? Some games require that players post once a day, every three days, or once a week.
I prefer a pacing of once a day, if at all possible. Certainly no slower than once every three days.
5. What is the characters' starting status (i.e. experience level)?
Everyone will begin at level 1. No XP will be earned, rather level-ups will occur at specific points in the story.
6. How much gold or other starting funds will the characters begin with?
Standard, depending on your class and background.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
I'm sticking to core at the moment. I've also added the Mystic class, which you can find in the Character Creation thread.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
You can read up on available races on the Character Creation thread. As this is Dragonlance, there are no Drow or Orcs. However, I've added a bunch of new races. Also, some new races will replace core ones (kender instead of halflings, draconians instead of dragonborn, etc.).
9. By what method should Players generate their attributes/ability scores and Hit Points?
Standard 4d6, drop the lowest works fine.
10. Does your game use alignment? What are your restrictions, if so?
My only restriction for alignment is not to be disruptive to the game or the other players. Good is encouraged, but Neutral and Evil are allowed--but don't use your alignment as an excuse to derail things, PK, or anything like that.
11. Do you allow multi-classing, or have any particular rules in regards to it?
Standard multi-classing rules are fine. Treat Mystic as a Cleric when it comes to multi-classing.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Players can make their own die rolls using the forum's die rolling app. I may make rolls for the player if they forget or just to move things forward.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
No, just the standard rules.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Backgrounds are required. I will work with the player to help tie it into the main storyline. I will try to work any hooks in one's backstory into the game, if possible. There are some new backgrounds, bonds and optional features found in the Character Creation thread.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
I'd say this adventure does a good mix of all of the above.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Aside from the new stuff included in the Character Creation thread, I'd prefer to stick to core only, as that's all I have access to. That being said, if you know of something that would fit really well with the Dragonlance setting, I'm open to considering it.