Shalafi's Summer of Chaos (Inactive)

Game Master JASON RODARTE

Summer has come to Krynn, a summer unlike any before. The sun bears down on land and sea, searing the world with relentless light and heat. Clouds and rain are nowhere to be found, and even the darkness of night brings little relief from the strange and oppressive day.

Meanwhile, those who commune regularly with their gods are uneasy. Every day, their deities become more distant, more difficult to reach. Clerics' prayers go unanswered, and magic goes awry. As the tension on Ansalon builds, estranged cousins Palin Majere and Steel Brightblade search for an explanation. It soon becomes evident that more than just magic is at stake.

The fate of all Krynn hangs in the balance.


1 to 50 of 133 << first < prev | 1 | 2 | 3 | next > last >>

3 people marked this as a favorite.

Hello all potential Knights, Wizards, Priestesses, Kender, and more...gather round as we take a trip to the classical world of Krynn. See the sights, breathe in the atmosphere, play with gnomish contraptions, search a kender's pouches, complement that knight on his huge shiny lance, die to..err...attempt the Test of High Sorcery. All this and more can be yours!

Just wanted to do an interest check on a Dragonlance campaign.

The campaign would start off prior to the Summer of Chaos, go through the Knights of Takhisis invasion, the release of Chaos and the end of the war. This is based off a 3.5 campaigh that I ran several years that ran for about 2 abd a half but I would like to update it.

The game will be Pathfinder, with the 3.5 Dragonlance material available for use, such as the Knights of Solamnia PrC's, Wizard of High Sorcery PrC, etc (no other 3.5 material is allowed).

Available races: Human (civilized or nomadic), Elf (Qualinesti, Silvanesti, or Kagonesti), Dwarf (hill or mountain), Gnome, Kender, Half-Elf, and Minotaur (will incur distrust and have roleplaying negatives).

Available classes: Barbarian, Cavalier, Cleric, Druid, Fighter, Monk, Noble, Paladin, Ranger, Rogue, Wizard, and Alchemist (gnome only). Some of the new classes like warpriest, hunter, slayer, etc would also be appropirate.

Available alignments: Any non-evil

Stats: 24 pt build

Deities domain and favored weapon list:
Paladine: Good, Law, Nobility, Protection, Sun; Longsword
Kiri-Jolith: Glory, Good, Law, Strength, War; Greatsword
Majere: Good, Healing, Knowledge, Law, Protection; Unarmed Strike
Habbakuk: Air, Animal, Good, Travel, Water; Scimitar
Mishakal: Community, Good, Healing, Liberation, Protection; Heavy Mace
Branchala: Chaos, Charm, Good, Luck, Trickery; Rapier

Shinare: Community, Law, Luck, Nobility, Travel; Halberd
Chislev: Air, Animal, Earth, Plant, Weather; Spear
Gilean: Community, Knowledge, Liberation, Protection, Rune; Quarterstaff
Reorx: Artifice, Earth, Fire, Rune, Strength; Warhammer
Zivilyn: Knowledge, Plant, Repose, Rune, Travel; Club
Sirrion: Chaos, Charm, Fire, Glory, Luck; Heavy Flail

Takhisis: Darkness, Destruction, Evil, Law, Trickery; Shortsword
Sargonnas: Evil, Fire, Law, Strength, War; Greataxe
Chemosh: Darkness, Death, Earth, Evil, Trickery; Scythe
Morgion: Death, Destruction, Evil, Madness, Plant; Glaive
Hiddukel: Chaos, Charm, Evil, Knowledge, Trickery; Dagger
Zeboim: Chaos, Destruction, Evil, Water, Weather; Trident

If interested please let me know what you would be interested in playing.


This is the setting inbetween Legends and the Age of Mortals:

Summer has come to Krynn, a summer unlike any before. The sun bears down on land and sea, searing the world with relentless light and heat. Clouds and rain are nowhere to be found, and even the darkness of night brings little relief from the strange and oppressive day.

Meanwhile, those who commune regularly with their gods are uneasy. Every day, their deities become more distant, more difficult to reach. Clerics' prayers go unanswered, and magic goes awry. As the tension on Ansalon builds, estranged cousins Palin Majere and Steel Brightblade search for an explanation. It soon becomes evident that more than just magic is at stake.

The fate of all Krynn hangs in the balance.


for racial features we are going to use the following, humans, elves (Qualinesti and Silvanesti), dwarves, and half-elves are per the core rulebook. The other races are as follows:

Kender
+2 Dexterity, +2 Charisma, -2 Strength (max starting wisdom, 16)
Small: Kender are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kender have a base speed of 30 feet.
Fearless: Kender are immune to fear, magical or otherwise.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.
Lack of Focus: Kender have a -4 racial penalty on all concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Nimble Fingers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks. Kender can use the trained only aspects of these two skills even if they have no ranks in the skills.
Taunt: Kender receive a +4 racial bonus on Bluff checks to taunt someone.
Weapon Familiarity: Kender are proficient with slings and hoopaks and treat any weapon with the word "kender" in its name as a simple weapon.
Languages: Kender begin play speaking Common and Kenderspeak. Kender with high intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.

Kagonesti Elves
Racial Traits:
+2 Dexterity, +2 Wisdom, -2 Intelligence
Medium size
Normal Speed: Kagonesti have a base speed of 30 feet
Elvensight: Kagonesti Elves have low-light vision and can see twice as far as humans in conditions of dim light. Elvensight also includes darkvision up to 30 feet.
Elven Immunities: Kagonesti Elves are immune to magic sleep effects and get a +2 racial bonus against enchantment spells and effects.
Elven Naturalist: Kagonesti Elves gain the wild empathy ability and can improve the initial attitude of an animal. A Kagonesti Elf rolls a 1d20 and adds his Charisma bonus to determine the wild empathy check result. A Kagonesti Elf who gains this ability from another source, such as levels in Druid or Ranger, gain a +2 racial bonus on wild empathy checks. Kagonesti Elves also receive a +2 racial bonus on all Survival checks made to find or follow tracks.
Keen Senses: Kagonesti Elves recieve a +2 racial bonus on all Perception skill checks.
Weapon Familiarity: Kagonesti Elves are proficient with longbows (including composite longbows), longspears, shortbows (including composite shortbows), short spears, short swords, and spears and treat any weapon with "elven" in its name as a martial weapon.
Languages: Kagonesti Elves begin play speaking Elven and Sylvan. Kagonesti Elves with high intelligence scores can choose from the following: Common, Ergot, Gnoll, Goblin, Khurish, Ogre, Solamnic.

Tinker Gnomes
+2 Dexterity, +2 Intelligence, -2 Strength (max starting wisdom, 16)
Small: Tinker Gnomes are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Tinker Gnomes have a base speed of 20 feet.
Guild Affiliation: Tinker Gnomes select a Guild that they are affiliated with at character creation. His guild is a part of one of three broad groups which are Craft Guilds, Technical Guilds, and Sage Guilds. If he selects a Craft Guild he receives a +2 racial bonus on all Craft skill checks, Technical Guild Gnomes receive a +2 racial bonus on all Profession skill checks, and Sage Guild members receive a +2 racial bonus on all Knowledge skill checks.
Gnomish Engineering: Tinker Gnomes receive a +2 racial bonus on Craft (alchemy) and Craft (tinkering) skill checks.
Life Quest: Tinker Gnomes are difficult to deter from their individual Life Quests, they receive a +2 racial bonus on Will saving throws.
Weapon Familiarity: Tinker Gnomes are proficient will all crossbows (including repeating crossbows) and treat all weapons with the word "Gnome" in its name as martial weapons.
Languages: Tinker Gnomes begin play speaking Common and Gnome. Tinker Gnomes with high intelligence scores can choose from the following: Dwarven, Ergot, Ogre, and Solamnic.

Minotaurs
+2 Strength, +2 Constitution, –2 Dexterity, -2 Charisma
Medium size
A minotaur’s base land speed is 30 feet.
+2 natural armor bonus.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).
+2 racial bonus on Intimidate, Profession (sailor), and Swim checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.
Minotaurs may take the scent special quality as a feat.
Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.


So, would archetypes that grant a mutagen also be gnome only?


Half-Elf Arcanist. Lia Neve, an Arcanist that is looking into her heritage. Disliking the persistent heat, the oddity of the summer is providing her more things to look into.
STR: 10 DEX: 14 CON: 13 INT: 15 WIS: 13 CHA: 16

Is Arcanist available? Otherwise, She'll be a Wizard.
Good eye, Shalafi. Thanks for pointing that out. :)


I just had a flash of inspiration. A gnome Beastmorph Alchemist. It is a variant on the idea of Jeckel and Hyde.


Dragonlance does not have sorceres at this time period.


Red Robed Minotaur Wizard. Would consider dual class Cleric but I don't think Wizards can dual class as Clerics in the DL setting. If they can I think it would be am interesting build.


The Test determines the color of the robes if you take the Test. Divine and arcane magic does not combine. Let me explain. Once you take the Test you swear yourself to the gods of magic. To worship another good and entreat them to grant spells you become a Renegade.


An arcwnist? Interesting. Not sure how it would work with Towers.


Ahh... My bad for the complication.. I recall Dragonlance had something interesting with magic. I read "The Brothers Majere" and remember something odd with the caster brother, but I thought that was just the specific character. *goes to read up*


I am interested,huge dragonlance fan. Either a minotaur cavalier or paladin. Or a kinder ranger or hunter possibly a warpriest


Dotting for interest but have a few questions:

1. Would you be ok with someone that doesn't know the dragon Lance story well? It's been a long time since I read them

2. Would you allow the brawler class?

3. Is this just an interest check or also a recuitment?


Shalafi2412 wrote:
The Test determines the color of the robes if you take the Test. Divine and arcane magic does not combine. Let me explain. Once you take the Test you swear yourself to the gods of magic. To worship another good and entreat them to grant spells you become a Renegade.

I thought so. Still Minotaur Wizard allegiance to be determined by the test.


david barker wrote:
I am interested,huge dragonlance fan. Either a minotaur cavalier or paladin. Or a kinder ranger or hunter possibly a warpriest

Those sound fine. Warpriest of who?


Pathfinder Zoey wrote:

Dotting for interest but have a few questions:

1. Would you be ok with someone that doesn't know the dragon Lance story well? It's been a long time since I read them

2. Would you allow the brawler class?

3. Is this just an interest check or also a recuitment?

1. Yes

2. Yes
3. Right now it is just an interest but it might turn into a recruitment if things go well.


I.. I want to play a Kender so bad, but.. I know other people hate them...
*tries to resist*


I love Kender ;-)


Not every kender has to be a Tasslehoff knock off.


Just don't take my concoctions.


Azten wrote:

I.. I want to play a Kender so bad, but.. I know other people hate them...

*tries to resist.

I'll play a Kender if you play a kender. :D


So, this game could be made up mainly of small people then?


1 person marked this as a favorite.

Sounds like the beginning of a joke " a minotaur and two Kender walk into a tavern..."


Storyteller Shadow wrote:
Sounds like the beginning of a joke " a minotaur and two Kender walk into a tavern..."

(straight-faced Kender) "We're the horn ornaments."


What are the racial bonuses for the Silvanesti?


I think that they are like regular elves with a -2 to CHA


Shalafi you are just looking for interest and not actual builds at this time correct?


Shalafi, I'm thinking a Fighter/Cleric, mostly Cleric, who takes the Knight of the Sword (Clerist) prestige class from Knightly Orders of Ansalon.


Sounds good, Remy.


Consider the submission opporunities open.


Shalafi2412 wrote:
Not every kender has to be a Tasslehoff knock off.

But they are all "borrowers" of a sort.

Me'mori wrote:
Azten wrote:

I.. I want to play a Kender so bad, but.. I know other people hate them...

*tries to resist.
I'll play a Kender if you play a kender. :D
Me'mori wrote:
Storyteller Shadow wrote:
Sounds like the beginning of a joke " a minotaur and two Kender walk into a tavern..."
(straight-faced Kender) "We're the horn ornaments."

I'm in.

Ignatius Highhill, halfling/Kender Druid, rides again!


THe pts should be 25

Can I see your submission Azten?


Druids need to have a divine patron in order to get their abilities.

Silver Crusade

What are your thoughts on the unchained classes? My specific thought is the summoner, perhaps an with an eidolon that has as vested interest in what is happening with the summer? If no, then my next thought is the rogue

I actually really have high hopes on this one. I don't know the Dragonlance world as well as I'd like, though. I tried to read the books a few years back, but school and swimming got in the way so I was unable to finish the first one... Would love to learn more though!


Me'mori wrote:
Storyteller Shadow wrote:
Sounds like the beginning of a joke " a minotaur and two Kender walk into a tavern..."
(straight-faced Kender) "We're the horn ornaments."
Azten wrote:

I'm in.

Ignatius Highhill, halfling/Kender Druid, rides again!

Mela Lighteyes, Kender Martial Artist accompanies him. (Court)Bard is not available, and Rogue is too much like a thief. I'll have to make the humor and mockery where I can, and see what can be done with Intimidate/Bluff... Now, where'd that Minotaur get to?

STR: 12 DEX: 16 CON: 12 INT: 12 WIS: 15 CHA: 15

I'll retract Lia and go with Mela instead.


Phylotus wrote:

What are your thoughts on the unchained classes? My specific thought is the summoner, perhaps an with an eidolon that has as vested interest in what is happening with the summer? If no, then my next thought is the rogue

I actually really have high hopes on this one. I don't know the Dragonlance world as well as I'd like, though. I tried to read the books a few years back, but school and swimming got in the way so I was unable to finish the first one... Would love to learn more though!

Summoners arent really Dragonlancey.


Jakun Stormhoof.

HP=11
AC= 13

CMB +3
CMD 14

Strength 16, Dexterity - 13, Constitution 18, Intelligence 16, Wisdom 7, Charisma 8.

Feats - Heroic Surge

Class - Wizard 1 Transmutation School (+1 to Con), Telekinetic Fist 6x day 1d4+1 Bludgeon, Raven Familiar (+3 Appraise - Raven speaks Kothian), Scribe Scroll

Opposition Schools - Conjuration, Necromancy

Base Attack +0

Weapon - Longspear +3 - 1d8+3

Fort +4
Ref +1
Will +0

Skills: (5 spent - Know Arc,Know Geo, Linguistics, Perception, Spellcraft

Appraise - +6
Knowledge Arcana - +7
Knowledge Geography +7
Linguistics - +7
Perception - -1
Spellcraft - +7

Medium size
A minotaur’s base land speed is 30 feet.
+2 natural armor bonus.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).
+2 racial bonus on Intimidate, Profession (sailor), and Swim checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.
[Minotaurs may take the scent special quality as a feat. Not chosen yet].
Automatic Languages: Common, Kothian, Ogre, Draconic, Goblin.

Will finish the rest later when I have a chance including Background.


A minotaur wizard will be most interesting.


The Tower of High Sorcery (3.5 book) actually discusses their role in the world which surprised me, I guess I never looked at that section before. I have never seen one as a character in a book before. I think based on my stats that I will make him a hot-head who is a bit boorish. Having grown up amongst the Minotaur he values physical prowess perhaps more than a Wizard should. That is also why I want him to be a Transmuter, his combat tactics will lend him to mix it up close and personal a bit more than a normal Wizard would.

One of the reasons for him to journey to the mainland from the Isles is because he believes that Minotaur should embrace the Towers, most Minotaur wizards it seems based on the book are Renegades, who shy away from the Tower because they do not want to be dominated by "lesser" races. Jakun sees that as a challenge to be overcome. He will take the so called tests and best them, after all, is not the life of every Minotaur a test of wills and strength?!

Will have this all sorted out as a full submission in the next few days.


IIRC correctly there was a red robed minotaur, Rikar?, in the 2.0 modules.

I do like the information in TOHS. It is my favorite DL book.


Wow, which Module? I may not have that one.


Azten wrote:
Shalafi2412 wrote:
Not every kender has to be a Tasslehoff knock off.

But they are all "borrowers" of a sort.

Me'mori wrote:
Azten wrote:

I.. I want to play a Kender so bad, but.. I know other people hate them...

*tries to resist.
I'll play a Kender if you play a kender. :D
Me'mori wrote:
Storyteller Shadow wrote:
Sounds like the beginning of a joke " a minotaur and two Kender walk into a tavern..."
(straight-faced Kender) "We're the horn ornaments."

I'm in.

Ignatius Highhill, halfling/Kender Druid, rides again!

I am in as well with my minotaur paladin.

Are you allowing archetypes abd from what sources


Shalafi2412 wrote:

THe pts should be 25

Can I see your submission Azten?

Here is what I've got so far. The little guy is going to end up taking Mounted Combat later, so he can ride his animal companion into battle.

Speaking of, what animals are available as companions?


1. What would the starting level be?
2. Do you allow psionics?


1st level and no psionics in Dragonlance.


I am in as well with my minotaur paladin.

Are you allowing archetypes abd from what sources

Who would he worship. What archetype are you thinking?


I'm thinking I might go Chaotic Neutral cleric of Chemosh who channels negative energy (since neutrals get to choose) on this one.

Chemosh: Darkness, Death, Earth, Evil, Trickery; Scythe

Death and Earth shall be his domains.


He is going too worship Kiri-Jolith, was thinking either oathbound wyrms and either fiends or undeath or a hospitalor divine defender.


Brief Background

Jakun Stormhoof was the calf of a seafaring Minotaur named Karsh Stormhoof. His mother was a sickly sow who it was rumored was a Wizard in her younger years. A renegade she fought on the side of the Dragonarmies and lost. She returned to Kothas a broken figure never discussing what happened to her.

Despite her condition Jakun married her, he always coveted her, and soon gave her a calf Jakun. Karsh trained Jakun in the ways of the seamen but the young calf did not take well to the lessons. As he got older Jakun was known as a troublemaker. Not the largest or strongest of his kind his intelligence allowed him to outthink his opponents thiugh he received his share of barroom bruises.

Jakun disgusted with his son, left to his mother, a way to put him straight and learn honor and responsibility. She sought out a Minotaur wizard, to school Jakun.

Despite Jakun's protests he was forced to apprentice for the older steer. Young Jakun soon lerned of the power of magic and was hooked. Six years later he returned home to how his parents what he had learned. Now it was time for a new challenge. Jakun would journey to Ansalon and take and defeat the test of High Sorcery!


I am considering a one level fighter dip for Jakun, I know that the Cleric build would make him a Renegade in the eyes of the Gods of magic but a level of Fighter should not be an issue correct?

Are we using Traits? If not no bog deal but wanted to check.

Spell list 1st Level - Enlarge Person, Expeditious Retreat, Shield, Magic Missile, Color Spray, True Strike

Concentration +4

1 to 50 of 133 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Dragonlance Dragons of Summer Flame Interest Check All Messageboards

Want to post a reply? Sign in.