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Basic Info

Dragonlance Game, 3-6 PCs at levels 1-3, set in 375 AC, using DLQ1 (Knight's Sword) and DLQ2 (Flint's Axe)

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JadedDM
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Basic Info

Post by JadedDM »

Some basic ground rules.

First, any and all of the house rules I run in my other games still apply here. So that means, among other things, group initiative, XP is rewarded at the end of each thread, etc.

This game is set in 375 AC which means the gods have returned and the War of the Lance and the Blue Lady's War are over. Ansalon is in a period of relative peace at the moment.

A special note to Breila. Because this game takes place 25 years after the events of Chronicles, you'll likely see some big spoilers as a result. However, keep in mind, this game is following the timeline of the books. So just because something happened in the books doesn't mean it will happen in the Chronicles game.

Finally, a note about the Knights of Solamnia. They are important in this module, and so it's worth going over them a bit. First, the knights were created in 1775 PC (2150 years ago) by Vinas Solamnus. The legends say the man had a vision from three gods--Paladine, Kiri-Jolith, and Habbakuk. Paladine is the leader of the seven gods of light. He is sometimes called the Platinum Dragon. He is the god of light, hope, order, rulership and guardianship. Kiri-Jolith is Paladine's son. He is the god of war, justice, honor, battle, courage, heroism, and solidarity. Habbakuk is Kiri-Jolith's twin brother. He is the god of animal life, hunting, rebirth, water, the sea, creation, and passion.

The knights are divided into three factions, and each faction is dedicated to one of those gods.

The first faction are the Knights of the Crown, dedicated to Habbakuk. They are dedicated to the virtue of loyalty. All those who wish to become knights must first start in the Order of the Crown. From there, they may remain in that order or they may advance to another order.

The second faction are the Knights of the Sword, dedicated to Kiri-Jolith. They are dedicated to the virtue of heroism.

The third and highest order are the Knights of the Rose, dedicated to Paladine. They are dedicated to the virtue of honor.

Knights of all three orders live by a very strict code. There is the Oath and there is the Measure. The Oath is quite simply Est Sularus oth Mithas, or "My honor is my life." It is the code by which all Solamnic Knights must live.

The Measure is the set of rules by which a knight lives his life, giving instruction on how to live the Oath. The Measure spans over 30 volumes.

As an order that is over 2000 years old, they have a lot of history. I will just hit the highlights here, though:

*Under the leadership of Vinas Solamnus, the knights managed to unite all of what is now called Solamnia, one of the most powerful nations in Ansalon.
*While Vinas was a very important figure in the knighthood's history, there were three other knights of great importance: Bedal Brightblade, Human Dragonbane, and Sturm Brightblade.
*Bedal Brightblade was known to have single-handedly fought desert nomads that were invading Solamnia, and held the pass that they were trying to get through until help arrived. It is known that he wielded the Brightblade, a very powerful dwarven-made blade. When he died he was buried in a tomb in Solamnia's southern mountains. There is a legend that Bedal will return when there is great need.
*Huma Dragonbane is perhaps the most famous of all knights. He was said to have fought against Takhisis herself, the goddess of ambition and darkness, while riding atop a beautiful silver dragon and wielding a legendary weapon known as the Dragonlance. Although he died in the battle, he defeated Takhisis and forced her out of this world and back into the Abyss.
*Over three hundred years ago was the terrible Cataclysm. Mortals turned away from the gods and began worshiping one of their own. As punishment, the gods hurled a fiery mountain onto the world. On that day, the face of Ansalon was changed. Hundreds of thousands died, and all divine magic (including healing magic) vanished from Krynn.
*However, before this happened, the gods decided to give mortalkind one last chance. They went to a knight known as Lord Soth. They told him, if he would ride to the city of Istar and stop the Kingpriest, who had turned mortals away from the gods, they would stay their hand. But when Soth was half-way there, he heard a rumor that his wife had been unfaithful to him. Outraged, he rode back home. Just as he entered his keep, the Cataclysm struck. There are legends that say his armor became black and he became a horrible 'death knight,' a powerful undead warrior of great evil. Because of these events, many people blamed the Knighthood as a whole for failing to save them from the Cataclysm.
*About twenty five years ago, Takhisis returned to Ansalon. By that point, the knighthood had fallen into disgrace. Many knights cared only for their own prestige and power. But a young man named Sturm Brightblade, a descendent of Bedal, believed strongly in the Oath and the Measure. During an assault on Solamnia, he bravely sacrificed his own life to save everyone. Many were so inspired by this act, that the knighthood made some heavy reforms, got their act together, and now strive to live by Sturm's example.
*In present day (375 AC), people's opinions of the knighthood have changed. They are credited with helping to win the war against the dragonarmies and saving all of Ansalon as a result. The current leader of the knights, Grandmaster Gunthar Uth Wistan, is considered an honorable and kind man.
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Re: Basic Info

Post by Breila »

Don't worry about there being spoilers. I think I'm quite good at keeping things separate in my head, to think every game along the lines of their premises. And I'm used to this in a way: I've been reading a lot of fantasy the last few years, and in almost every world, elves are portrayed differently, form the noble beings in LOTR and the "Eragon" series via the ambivalent characters of Holly Black to outright meanies...
There's more to me than meets the eye...
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Re: Basic Info

Post by JadedDM »

I realized recently that although I've been DMing here for a year and a half now, I've never really gone into any detail on the rules of my games. Which optional rules do I use, which splatbooks, and which house rules?

So I'm going to clarify that all now, so there won't be any question at all. Note that rules written in italics are ones that have not yet been 'activated' but will be come the next adventure/module. Sometimes I like to tweak or update the rules, but I don't like doing so in the middle of the game, but rather wait until the current adventure/module is over. Don't worry, I'll make an announcement when those rules become 'official.'

Core Rules
Character Generation - Because of the way many players tend to drop suddenly and without warning from pbp games, I usually use pre-gens whenever possible. Otherwise, I prefer using Method III (3d6, choose order). When I allow a different method, I'll announce so formally.
Rerolling Ability Scores - A player may reroll a single roll if it is 3 during character generation. Otherwise, you keep what you get. If you are unsatisfied with the results, talk to me, maybe we can work something out.
Height/Weight/Age - Players need not roll for these, unless they want to. They can just choose them. The DM secretly rolls your maximum age, to learn when your character will die of old age (if you're lucky!)
Starter Spells - A player may choose his wizard's starting spells, but still must roll to learn them. Upon reaching a new spell level, a general mage learns a new spell for that level automatically (chosen by the DM) whereas a specialist mage learns a new spell of their chosen school (chosen by the player). A mage's first spellbook is free, but additional ones must be paid for.
When XP is Given - Characters earn XP (and level up automatically upon receiving enough to do so) at the end of a thread. Threads are usually divided into chapters, and generally will end when the party rests for the night.
Initiative - I use Individual Initiative during combat. I also use all of the modifiers that come with it, including casting times and weapon speeds. Characters with multiple attacks don't use them until the end of the round (except for those who are dual-wielding).
Firing into Melee - This rule is completely ignored. You can only hit an ally during melee with a projectile weapon if you roll a fumble or if they move directly into your line of fire (and are larger than or the same size as your target).

Optional Rules (The rules in blue found in the PHB/DMG)
Intelligence Bonus to Proficiencies - For every language slot a character gets from INT, they get an extra NWP slot, as well.
Maximum Spells per Level - Based on their INT score, wizards have a limit to how many spells they can learn each level, total.
Racial Adjustment to Charisma - I actually apply lots of extra modifiers to Charisma when taking into account race, class, ethnicity, and so forth. For instance, a Cleric of Good proudly bearing his icon in a land of evil is likely to get a big penalty to his reaction adjustment.
Detection of Pick Pocketing - I use the optional rule that allows a thief a lesser chance of being caught pickpocketing when the victim is lower level than the thief.
Nonweapon Proficiencies - I use both weapon and nonweapon proficiencies in my game, not secondary skills. Unless stated otherwise, a character must train to learn a new proficiency slot once it becomes available.
Encumbrance - I do use (basic, not specific) encumbrance in my games. I also rule that magical armor does not count toward one's encumbrance.
Horse Traits - I do use horse traits for flavor, but don't usually enforce them.
Armor Made of Unusual Metals - I do allow this.
Spell Components - I do use these. Material components that are rare and expensive must be in the caster's inventory to work. For more general components, like sand, gum, cloth, etc., a caster needs a 'component bag' that costs 1 gp per spell level to refill (a 1st level mage would need to spend 1 gp, a 3rd level mage would need to spend 3 gp, etc.) at a mageware shop. The component bag must be refilled between adventures (or once a month, whichever comes first).
Researching Extra Wizard Spells - I allow that any spell researched by a wizard does not count against his/her limit of spells per level.
Individual Experience Awards - I use these, and group awards, too.
Training - I do not require a character train to advance in level (but they do need to train to learn new proficiencies).
Weapon Type vs Armor Modifiers - I do use these rules. Thus, a piercing weapon is more effective against leather armor, whereas a bludgeoning weapon is better against chain mail.
Parrying - I do allow this.
Multiple Attacks Against Weak Opponents - I do not allow warriors to make a number of attacks equal to their level against opponents who have 1-1 or less HD.
Polearms/Shields and Weapon Frontage - I use both of these rules.
Critical Hits/Misses - I use both. A natural 20 is a critical hit, and the character is allowed to roll for damage twice (not once and then multiplied by two). On a natural 1, the character fumbles. What this means is up to the DM, but it can involve a weapon breaking, accidentally hitting oneself or an ally, dropping a weapon or falling down to the ground. It depends on the situation.
Specific Injuries - I do not use this rule.
Hovering at Death's Door - I do use this rule. At 0 HP, a character becomes unconscious and bleeds out (losing 1 HP per round) until they reach death at -10 HP. A character who is bleeding out can have their wounds bound (no check or roll needed) to stop the bleeding. Magical healing spells only restore an unconscious character to 1 HP and no more can be used until the character has rested one day (exception--the Heal spell; I also allow potions and wands to be exempt from this rule, as well).
Aerial Combat - I use all of these rules, too.
Degrees of Darkness Modifiers - I use these, yep. Moving/fighting in moonlight is not as bad as total darkness, etc.
Jogging and Running - I use these rules.
Terrain Effects on Movement - I use these rules. So traveling through water, snow, heavy forest/brush, rocky ground, and in darkness slows the party down.
Terrain Modifiers for Overland Movement - I use these, too.
Command Words - Rods, wands and staves use them, yep.

Splatbook Rules
Kits - I do allow some kits, but not others. If you are interested in a kit, just ask the DM to find out more.
The Complete Fighter's Handbook - I use the rules for weapon and armor crafting, off-hand weapon use, kneeling and sitting, range and initiative, ambidexterity, fighting style specialization, martial arts, punching/wrestling specialization, disarming, grabbing, holding, pinning, pulling/tripping, sapping, shield punching and rushing, recovery of temporary damage, darkness modifiers, unstable ground, mounted combat, bone and stone weaponry, high quality racial armor, and piecemeal armor.
The Complete Paladin's Handbook - Pretty much all of it.
The Complete Ranger's Handbook - Pretty much all of it.
The Complete Wizard's Handbook - Pretty much all of it.
The Complete Druid's Handbook - Pretty much all of it.
The Complete Thief's Handbook - Pretty much all of it.
The Complete Bard's Handbook - Pretty much all of it.
The Complete Book of Dwarves - Pretty much all of it.
The Complete Book of Gnomes and Halflings - Pretty much all of it.
The Complete Book of Elves - Just the expanded archery rules and the new equipment/spells.
The Complete Book of Humanoids - Pretty much all of it.
Of Ships and the Sea - Pretty much all of it.
Dungeoneer's Survival Guide - I use the new equipment.
Wilderness Survival Guide - The rules for temperature, the rules for food and water, the rules for foraging, fishing and hunting.
Player's Option: Spells and Magic - The Cure Moderate Wounds spell only.

House Rules
No Racial Ability Adjustments - I don't bother with these at all (e.g., not being able to play a dwarf unless your STR is 8 or higher). Never saw the point to it.
No Level Limits - I don't bother with these, either. Most of my games never get high enough in level for them to matter anyway.
Rally Allies/Berserker Rage - The benefits of a bard's 'rally allies' ability kicks in on the first round, not the third round. Those who can go berserker can do so in one round, not ten.
No Racial/Class Restrictions - Any race may take any class in my games. A dwarf can be a paladin, an elf can be a bard, a gnome can be a ranger, etc.
Proficiency Checks without the Proficiency - In some cases, I will allow a character to attempt a proficiency check in something he/she doesn't have proficiency in. In this case, they must roll a 3 or less to succeed. And the end result will never be of high quality (someone trying to forge a dagger without the weaponsmithing proficiency will only make one of average quality at best). There are lots of stipulations to this rule. For instance, the character in question cannot even make the attempt if the DM feels that it violates common sense (a character who has never seen a horse before can't possibly hope to make a rider check). Likewise, some things are just impossible for unskilled characters, regardless of luck (someone without the armorer proficiency could try and bang out a satisfactory suit of chain mail, but full plate mail is out of the question).
Crossbow Damage - In my games, a light crossbow does 1d6 damage and a heavy crossbow does 1d8 damage.
Turn/Control Undead - I allow clerics and paladins with this ability to also use it against extraplanar creatures. A good cleric can turn evil extraplanar creatures, and an evil cleric can control evil extraplanar creatures.
Cantrips Cantrip is not a spell, but a nonweapon proficiency that can only be taken by someone with levels in wizard or bard.
Natural Healing - The effects of natural healing and the healing proficiency are stacked.
Proficiency Slots - If a player adds an empty NWP slot to a proficiency he/she already has, they get a +2 to their rolls.

Dragonlance Rules
For my games that take place in Dragonlance, I used to use the Tales of the Lance supplement. I am currently working on alternatives for races and kits, which can be found here.

Forum/Posting Rules
Present Tense - Keep your posts in present tense, please.
Three Day Rule - The DM will wait for any given player at least three days before moving on.
Name Your Targets! - When in combat, make sure to specify who you are hitting or where you are centering any spells.
Roll or No Roll - If you roll (attack, damage, initiative, whatever), use Invisible Castle and then (most importantly) post the results of your rolls. If you do not roll, the DM will roll for you. If you forget your modifiers, the DM will add them (when he remembers to).
AWOL - If a player vanishes (stops posting, doesn't even log in) for at least a month without giving any prior explanation or warning, they are dropped from the game and their character becomes a permanent NPC.
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