(Yes I know this is very late, I'm a night owl, hoping some others are hanging around)
FG License: I have the Ultimate License
Time Zone: CST Day of week and time: Weds 10PM If new game, planned start date: Whichever date after the 30th I have enough players 8) Planned Duration & Frequency: 3 to 4 hours, weekly Term: Length of the campaign
Text or Voice: Voice required Main Language used: English Voice software used: Discord Will this be recorded and/or live streamed? Nah
Roleplay & Combat mix: Highly dependent on the group. This is a campaign module so the story itself will be somewhat "rail road" but how much engagement you get with the world is up to you. I'm a story guy as a DM so I'm more than happy to go off the rails a bit for player engagement.
Details of your scenario: Shadow of the Dragon Queen The world of Krynn has long endured without its gods or its dragons—both vanished in the centuries since the Cataclysm. Now, whispers of war spread across the land as an ancient evil stirs. The Dragon Armies march beneath dark banners, wielding strange new soldiers born of dragon’s blood, and their shadow threatens to engulf all of Ansalon.
Yet even in this dark hour, hope stirs. Rumors whisper that the gods have returned, bringing with them the gift of divine magic, and that heroes may rise to stand against the Dragon Queen’s might. The fate of Krynn will be written by your choices.
What Makes Krynn Unique
The Gods Withdrew Since the Cataclysm, the gods have been silent, leaving mortals without divine guidance or healing magic. Their rumored return is a world-shaking event.
Dragons Are Legendary and Rare For centuries, dragons have been absent from the world. Most people know them only from ancient tales and ballads, not personal experience.
Knights and Orders Traditions such as the Knights of Solamnia and the Orders of High Sorcery give structure, authority, and strict codes of conduct that shape the lives of those who serve them.
A Mortal-Centered World While elves, dwarves, and kender walk Krynn, the stories here are strongly focused on the struggles and choices of mortals, not the direct hand of gods or cosmic entities.
Magic With Limits Arcane spellcasters are bound by the three Orders of High Sorcery (White, Red, and Black), who regulate study and practice of magic. This makes spellcasting rarer and more political than in many other worlds.
Hope vs. Despair More than most settings, Krynn’s stories thrive on the tension between darkness and light—the fragility of hope in a weary world, and the rise of unlikely heroes to defend it.
The Three Tenets of Krynn The world’s balance is shaped by three truths: Good redeems its own, Evil turns upon itself, and Balance must be maintained. These principles underlie the struggles of gods, mortals, and nations alike.
Player Characters 2024 Rules ONLY except where noted Still reading? Good Ability Scores: Standard Array or Point Buy Species/Races: Krynn has a limited selection; Human, Elf, Dwarf, Half-Elf (choose either Human or Elf and your half-elf nature will be roleplayed), gnome (somewhat different than standard D&D gnomes, think more "mad inventor/scientist"), and a unique race Kender. For Kender we'll be using the 2014 version, it should integrate with no problems. Classes: 2024 Class/Subclasses (we will NOT be using Lunar Sorcery from the Dragonlance book), but note the following All Arcane casters are trained through the Orders of High Sorcery, or they are considered "renegades." Renegades are relentlessly hunted by the Orders. The Orders are separated by alignment; Good (White Robe), Neutral (Red Robe), and Evil (Black Robe). While the Orders accept Bards, Sorcerers, and Warlocks in their numbers, they are still expected to obey the rules of the Orders (which include belonging to one of the alignment based Orders), which specifically include that the wearing of armor and carrying weapons beyond staffs and daggers are forbidden (this serves two purposes; it keeps the already suspicious general populace from seeing Mages as a threatening, and it is a demonstration of their absolute trust in their arcane magic to provide necessary defense and attacks). In this framework, Eldritch Knights simply do not exist, but Arcane Tricksters must still train with the Orders or be declared Renegades. Backgrounds: We will ONLY be using 2024 backgrounds, HOWEVER you may substitute Initiate of High Sorcery or Squire of Solamnia for the Origin Feat from your background if appropriate. ON ALIGNMENT I don't use the formal system of Alignment for player characters in my games, however the Good/Neutrality/Evil system is powerfully ingrained into the Dragonlance mythos. This campaign is not for fence sitters; it assumes that the player characters will side with the good and the free over the villainous and tyrannical.
ME AS A DM: I've got over 30 years experience, and like to consider myself a story-oriented DM (however I acknowledge that D&D is largely a combat-centric game by nature). I don't have a lot of patience for power gamers or murder hobos. Not attacking your play style, its just not for me. I try to facilitate player story ideas to the best of my ability, but I don't extend that to using a lot of homebrew, UA, or third party material for player options (the short reason is; I think we all know a lot of it is unbalanced and its simply easier to say "no" to all of it than to argue with players over why some is acceptable and some is not. DMing requires enough effort as it is). In terms of the advancing story, I really like to roll with what the players give me, so yes, my plans may and probably will change based on what you're expressing interest in, and so on.
YOU AS A PLAYER: It is YOUR responsibility to create and play a character who is motivated to participate in the adventure. It isn't and shouldn't be the responsibility of the other players to motivate your character. Similarly, I require some basic levels of player etiquette. Yes its a game, no that doesn't mean you can steal from and murder other people's characters. EVERYONE should be having fun. "Its what my character would do" is no excuse. Create a character who would, at minimum, have motivations to further the groups' interests.
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We tell stories of greatness to remind ourselves that we too can be great.
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(Yes I know this is very late, I'm a night owl, hoping some others are hanging around)
FG License: I have the Ultimate License
Time Zone: CST
Day of week and time: Weds 10PM
If new game, planned start date: Whichever date after the 30th I have enough players 8)
Planned Duration & Frequency: 3 to 4 hours, weekly
Term: Length of the campaign
Text or Voice: Voice required
Main Language used: English
Voice software used: Discord
Will this be recorded and/or live streamed? Nah
Roleplay & Combat mix: Highly dependent on the group. This is a campaign module so the story itself will be somewhat "rail road" but how much engagement you get with the world is up to you. I'm a story guy as a DM so I'm more than happy to go off the rails a bit for player engagement.
Details of your scenario: Shadow of the Dragon Queen
The world of Krynn has long endured without its gods or its dragons—both vanished in the centuries since the Cataclysm. Now, whispers of war spread across the land as an ancient evil stirs. The Dragon Armies march beneath dark banners, wielding strange new soldiers born of dragon’s blood, and their shadow threatens to engulf all of Ansalon.
Yet even in this dark hour, hope stirs. Rumors whisper that the gods have returned, bringing with them the gift of divine magic, and that heroes may rise to stand against the Dragon Queen’s might. The fate of Krynn will be written by your choices.
What Makes Krynn Unique
The Gods Withdrew
Since the Cataclysm, the gods have been silent, leaving mortals without divine guidance or healing magic. Their rumored return is a world-shaking event.
Dragons Are Legendary and Rare
For centuries, dragons have been absent from the world. Most people know them only from ancient tales and ballads, not personal experience.
Knights and Orders
Traditions such as the Knights of Solamnia and the Orders of High Sorcery give structure, authority, and strict codes of conduct that shape the lives of those who serve them.
A Mortal-Centered World
While elves, dwarves, and kender walk Krynn, the stories here are strongly focused on the struggles and choices of mortals, not the direct hand of gods or cosmic entities.
Magic With Limits
Arcane spellcasters are bound by the three Orders of High Sorcery (White, Red, and Black), who regulate study and practice of magic. This makes spellcasting rarer and more political than in many other worlds.
Hope vs. Despair
More than most settings, Krynn’s stories thrive on the tension between darkness and light—the fragility of hope in a weary world, and the rise of unlikely heroes to defend it.
The Three Tenets of Krynn
The world’s balance is shaped by three truths: Good redeems its own, Evil turns upon itself, and Balance must be maintained. These principles underlie the struggles of gods, mortals, and nations alike.
Player Characters
2024 Rules ONLY except where noted
Still reading? Good
Ability Scores: Standard Array or Point Buy
Species/Races: Krynn has a limited selection; Human, Elf, Dwarf, Half-Elf (choose either Human or Elf and your half-elf nature will be roleplayed), gnome (somewhat different than standard D&D gnomes, think more "mad inventor/scientist"), and a unique race Kender. For Kender we'll be using the 2014 version, it should integrate with no problems.
Classes: 2024 Class/Subclasses (we will NOT be using Lunar Sorcery from the Dragonlance book), but note the following
All Arcane casters are trained through the Orders of High Sorcery, or they are considered "renegades." Renegades are relentlessly hunted by the Orders. The Orders are separated by alignment; Good (White Robe), Neutral (Red Robe), and Evil (Black Robe). While the Orders accept Bards, Sorcerers, and Warlocks in their numbers, they are still expected to obey the rules of the Orders (which include belonging to one of the alignment based Orders), which specifically include that the wearing of armor and carrying weapons beyond staffs and daggers are forbidden (this serves two purposes; it keeps the already suspicious general populace from seeing Mages as a threatening, and it is a demonstration of their absolute trust in their arcane magic to provide necessary defense and attacks). In this framework, Eldritch Knights simply do not exist, but Arcane Tricksters must still train with the Orders or be declared Renegades.
Backgrounds: We will ONLY be using 2024 backgrounds, HOWEVER you may substitute Initiate of High Sorcery or Squire of Solamnia for the Origin Feat from your background if appropriate.
ON ALIGNMENT
I don't use the formal system of Alignment for player characters in my games, however the Good/Neutrality/Evil system is powerfully ingrained into the Dragonlance mythos. This campaign is not for fence sitters; it assumes that the player characters will side with the good and the free over the villainous and tyrannical.
ME AS A DM: I've got over 30 years experience, and like to consider myself a story-oriented DM (however I acknowledge that D&D is largely a combat-centric game by nature). I don't have a lot of patience for power gamers or murder hobos. Not attacking your play style, its just not for me. I try to facilitate player story ideas to the best of my ability, but I don't extend that to using a lot of homebrew, UA, or third party material for player options (the short reason is; I think we all know a lot of it is unbalanced and its simply easier to say "no" to all of it than to argue with players over why some is acceptable and some is not. DMing requires enough effort as it is). In terms of the advancing story, I really like to roll with what the players give me, so yes, my plans may and probably will change based on what you're expressing interest in, and so on.
YOU AS A PLAYER: It is YOUR responsibility to create and play a character who is motivated to participate in the adventure. It isn't and shouldn't be the responsibility of the other players to motivate your character. Similarly, I require some basic levels of player etiquette. Yes its a game, no that doesn't mean you can steal from and murder other people's characters. EVERYONE should be having fun. "Its what my character would do" is no excuse. Create a character who would, at minimum, have motivations to further the groups' interests.
We tell stories of greatness to remind ourselves that we too can be great.