New project

So, true to my geeky self, I have started a new project. Actually, I have started an old project, which I originally began back in 1995 and never really finished.

I have decided to pack all my old writing into one single file and create my own Dragonlance compendium. The project included a friend of mine, who has now left these shores, so I will take the liberty of rewriting some of his stuff as I see fit.

At this point, I am deciding whether the War of Souls should be part of the setting, since we originally started to write this compendium, because we didn’t like the War of Souls. However, there are so many cool changes in Dragonlance, that I think I will try to incorporate these in order to move the setting forward.

Needless to say, this is a pretty big project, and if I ever finish it, it will take me a long time. However, instead of complaining about a dead world, I will try to put my money where my mouth is and actually make a contribution to it.

Adventure hook

I was looking through some of my old files, and I found a document I started back in the day with various adventure hooks. See, I used to keep a notebook with me at all times so I could write down ideas for my campaigns. It kept me from going insane many a time. Too bad I can’t do the same thing in current job. Maybe I should start blogging at work?

Anyway, screw my lousy job, here’s the first adventure hook from my old notebook.

The Minotaur Revolt

brom_minotaur The ogres are known for their use of slave labor. Among the numerous slaves kept in Daltigoth, a group of minotaurs, who has been taken prisoners and are currently working the mines or building new houses for the ogres. These minotaurs are yearning for freedom, and would gladly join the impending slaughter of the ogres. A powerful group of adventures might succeed in penetrating Daltigoth and free the slaves. However, due to the cultural differences it might prove more than difficult to integrate the minotaurs into the invading army. If the player characters convince the slaves that they are people of honor, the slaves will fight in the war. Given the intimate knowledge of Daltigoth they have, the slaves are valuable allies and it is believed that the leader of the minotaurs will be rewarded with a seat on the ruling council of the oligarchs.

I intended to run these adventure hooks as little interludes in a much grander campaign “The Wizard’s War”. The party was involved in a huge attack on the city of Daltigoth, and the plan was to let that be the overall theme, however, in order to let the players get a little R&R I would let them stray from the main campaign once in a while.

Alas, it never came to pass…


I created this sword maybe 12 years ago for a minotaur PC, who was a member of the party for which I was DMing. The party was around level 10 (2nd edition rules), and travelled beyond the world of Krynn.

This party was basically a bunch of good guys, who fought evil with remarkable savagery. I decided to use the Ravenloft setting, so I added the Domain of Dread to my own Dragonlance setting. The wizard in the party was a Red Robe with few scruples, which made him susceptible to the influence of the dark powers of Ravenloft.

I needed a character who could pull the party in the direction of good, and as it turned out, the player, who played the minotaur agreed to provide this counterbalance. In order to empower him, and send him on a epic quest, I created the sword Icingdeath.

I stole the name from Forgotten Realms, as it is the name of a white dragon killed by Drizzt Do’Urden. I include the only write up of the sword I could find on laptop. I seem to remember there was a richer back story to the weapon, but unfortunately I cannot find it. I haven’t updated the weapon to 3rd or 4th edition rules either. I don’t have the 4th edition rules, and since my gaming days are long gone, I didn’t see any reason for me to update to 3.5 either.

I hope somebody will find this interesting and maybe update the stats. I’d be more than happy to post the stats on the blog, so if feel free to email me should you decide to update my sword. Email me at dragonlance (at) gigaboot (dot) dk


Used by: Fighters, The white minotaur.

Description: This sword looks like a normal clabbard, except it glows with a faint white light when drawn.

Powers: Being a Frost Brand Icingdeath has the following natual powers:

  • +3 bonus to hit and damage.
  • +6 vs. fire using/dwelling creatures.
  • Wielder is protected as if he wore a ring of fire resistance:
  • Immune to normal fires (torches, flaming oil, bonfires, etc.)
  • Large fires, molten lavas, wall of fires, etc. causes 10 hit points of damage each round the wielder is directly in it.
  • +4 bonus to saving throws vs. red dragon breath weapon and magical fire.
  • Damage rolls are calculated by -2.

Secrets: Icingdeath is an intelligent sword and has the following additional powers:

  • Primary abilities: Detect fire using/dwelling creatures
  • Locate fire using/dwelling creatures
  • Extraordinary powers: Cone of cold 1/day (10d4)
  • Blizzard 1/day blinds opponent

Special purpose: Slay fire using/dwelling creatures

  • Special purpose power: Paralysis 1d4 rounds save to negate
  • Intelligence:14
  • Communication: Speech (telepathy)
  • Number of languages: 2, Common, Minotaur
  • Weapon ego: 21

Defenses: Icingdeath chooses its own user and thus does not permit any lesser fighter to wield it. The unfortunate one is subject to a cold shock doing 2d12 points of damage.

The Hierarchs of Shrentek

This little introduction is something I wrote for a campaign i started about 10 years ago with my old Dragonlance group. I needed an evil nation to counter Neraka and the Dragonarmies, so I made up the Hierarchs. The idea was that they should be very secretive and very violent in order to inspire fear and dread in the party. we stopped playing shortly after, so I never got to use them that much. I was planning on having the Dragonarmies butcher the Hierarchs in a orgy of violence but that never came to pass.

In the wake of the War of the Lance a group of people formed an unholy alliance, which was supposed to turn them into the most powerful force in Ansalon. Their tools were deceit, treachery and murder; and their willingness to commit the foulest deeds. Among these were renegade ogres, draconians and even a dragon or two. Other than that many wicked humans flocked to the group’s condor banner.

The groups, or Hierarchs as they call themselves, are not surprisingly followers of the dark god of vengeance Sargonnas. The Hierarchs are attempting to establish a powerbase in Ansalon and they have chosen the ancient city of Shrentek as their main city. With lightning speed and incredible precision, the Hierarchs’ forces were able to defeat the original inhabitants and take over the city and the surrounding areas. The people that were not killed were used as slaves and they were promptly put to work rebuilding the city in honor of Sargonnas.


Through the hard work of the slaves and the aid of their dark god’s infernal servants, the city was constructed in a matter of months. The Hierarchs solidified their grasp on the area, while maintaining a high degree of secrecy. They are still a rather unknown force, but whispers about them are slowly spreading across the Eastern part of Ansalon. The Silvanesti elves are concerned about an evil power so close to their borders, and are preparing for war.

For the time being, the Hierarchs do not posses the military might to challenge the regions of Khur, Blöde and Silvanesti, which is why they use spies to infiltrate and gather vital information. These spies are spread out all over the Eastern seaboard, providing the Hierarchs with an accurate rendition of the political climate.

The Hierarchs are currently considering a new foe – The Cabal. Gil-Galad has made his home in the area coveted by the Hierarchs, which has caused the two to clash on occasion. Currently, the conflict is not yet violent in nature; however, the future does seem rather unstable. If the Hierarchs decide to go up against the combined might of the Cabal, the region will surely experience destruction and death. Unbeknownst to the Hierarchs, the Cabal is reluctant to enter into an open conflict, because a lot of resources are gathered in Daltigoth.

The biggest obstacle to the plans of the Hierarchs is the tribes of Khur. In terms of military might a united Khur would almost certainly be able to repel any attacking force, given their knowledge of the treacherous lands of the region. Unfortunately, the tribes have a lot of internal rivalry, which prevent them from uniting behind one cause or leader. The Hierarchs are aware of this situation, and they attempt to fan the flames by attacking certain tribes making it look like the work of their enemies. Furthermore, the Hierarchs try to form alliances with some of the tribes that are willing to join the ranks of the Condor. However, since only a fool would trust the Hierarchs, the alliances are shaky at best. Moreover, the Hierarchs have managed to pace spies in many tribes, which give them a lot of information regarding the in fight that takes place. The spies have attained different ranks throughout Khur, ranging from common foot soldier to trusted advisor of the Zulkirs. Evidently, the Hierarchs are a major influence in the region, albeit a hidden one. The Hierarchs’ main goal is to dispose of the Khan who is currently the closest thing Khur has to a regent.

The Arcane Library of Tarsis

The arcane library of Tarsis is actually two buildings. It consists of a tower, which is inhabited by Norrin Cahill (w18) and the library itself. Both buildings are made of white marble and are covered with golden runes of power and protection. The buildings are also crowned with golden domes that sparkle in the sunlight. The compound is surrounded by a huge stonewall, which has a single silver wrought gate. Inside the inside the wall any visitor is greeted by a beautiful garden with small streams and ponds as well as many different fruit trees. Sets of double doors are the only entrance to the library. The tower has no visible entrance. The city guard of Tarsis patrols the walls.

The tower of the white mage

As mentioned before, the tower is the dwelling of the white robed wizard Norrin Cahill. He is the creator and overseer of the library, as well as a valued advisor to the city rulers. The tower contains his most valuable possessions as well as a personal library and laboratory where he conducts his arcane experiments. The tower is also a meeting ground for the Cabal when Norrin hosts the meetings. The tower is protected by many powerful enchantments and anyone who wishes to enter must have a special permission to do so.

The lower levels of the tower are reserved for the apprentices and henchmen. These people have luxurious rooms of their own, which they can use freely. Norrin’s apprentices usually accompany him when he conducts his arcane research. His apprentices also work as Norrin’s messengers and can often be found in Tarsis. Norrin has three apprentices, all wizards of the white robes level 3-6. One of his apprentices is a female elf hailing from Qualinesti and she is in charge of communicating with the elven kingdom.

Norrin spends most of his time in his tower but he can also be found walking the enormous halls of the library.

The Library

The library consists of five different buildings connected via long halls. There are bookcases everywhere filled with old books and scrolls. This place has one of the highest concentrations of knowledge and information pertaining to Krynn. The second floor is reserved for small study cells where anyone seeking knowledge may study in peace. Scribes who spend their time working on new volumes or restoring old ones inhabit the third floor.

The library does not contain spell books but holds numerous volumes about almost every subject imaginable. The building is open day and night and often visitors can see mages of all colors pour through the tomes. There are also many non-mages who make use of the library’s facilities.


Studying in the Grand Library of Tarsis

There are two primary guardians of the library. Charged with the outside defenses is the Zhakar dwarf Dwaars whose plague Norrin cured. In return Dwaars was more than happy to be in charge of the outer defenses. Dwaars (fighter 9) has his own quarters in the library where he occasionally will spend a quiet evening. To outsiders Dwaars appears like the stereotypical dwarf. He takes his job very serious and will do whatever he feels necessary to carry out his tasks. He maintains a good relationship with the apprentices, albeit these relationships are rather superficial. His only real friend is the elf in charge of the interior of the library Tyslin-San with whom he spends many a quiet evening in their private quarters.

Tyslin-San is a male Silvanesti dark elf. He is a wizard of the black robes (wizard 8) who was banished from his homeland by the Silvanesti elders for practicing the dark arts. After winning his black robes Tyslin-San traveled Ansalon searching for a place to settle down. For many years he was on his own until he met the white robe Norrin Cahill who instantly recognized the elf’s talent. Norrin offered Tysli-San the position of caretaker of the grand library. Tyslin-San accepted and finally found a place to settle down for good. The elf spends most of his time in the library overseeing the defenses. He also spends time in the tower where he has his own quarters including a fully equipped laboratory where he can conduct his magical research. Tyslin-San is not very approachable and visitors will find him a difficult man to deal with.


Tyslin-San of the Black Robes

The sage of Tarsis resides in the grand library where he has his own chambers. He showed up the day before the completion of the compound and was instantly welcomed and afforded his own quarters. The sage is obviously a powerful wizard of the white robes but no one seems to know him prior to his appearance at the library. His knowledge concerning the history of High Sorcery is immense and he displays an acute sense of detail. The sage appears to be an elderly yet vigorous man with almost silver looking hair and white robes. He enjoys stimulating conversation and can often be found roaming the great halls of the library at night.

Unbeknownst to anyone at the grand library, the sage is in fact an ancient silver dragon named Mercury. He is a very skilled magic user and historian, which is why he chose the library as his residence. He will not reveal his true nature unless another dragon attacks him. Mercury will defend the library using his spells if attacked; however, he will remain in his human form. Mercury has his own quarters where he conducts his experiments. He will gladly talk to anyone but he never invites people to his own quarters. He is known for spending the evening with Norrin discussing matters of wizardry and philosophy.

Additional defenses

Unlike the Towers of High Sorcery, the Grand Library is not surrounded by a magical grove. Instead, the library is surrounded by a white wall with protective runes. Within the compound itself there are several streams and small waterfalls in which many water elementals are hidden. The elementals will rise out of the water and attack any intruder when so commanded by their master. Roaming the grounds is also a large number of air elementals who are virtually invisible. They patrol the skies above the compound and report directly to the dwarf Dwaars.


Dwaars the Keeper

In the middle of the courtyard a fountain is situated. Unbeknownst to any except for the master and the guardians of the compound is that the fountain is a secret passage to the Watermere. Norrin has dealings with Forcasion Omidai, the Master of the White Robes (wizard 15) and they use this portal to travel to each other’s domains.

Guild of Wizardry in Tarsis

As could be expected, the Wizards of High Sorcery are not as powerful as they used to be. Guided by the three moon gods, Solinari, Lunitari and Nuitari the wizards have devised a strategy, which will restore the glory of their organization.

Nor surprisingly, the power of the wizards is concentrated in their towers. The Conclave does not currently command the power to build new towers, but in time they plan to erect a minimum of two towers; one in Daltigoth and one in the Khur area. Evidently these plans are in the future, which is why the Conclave has setup numerous mage guilds in most of the major ansalonian cities.

The buildings used by each guild varies from area to area, however, they are all magically fortified. The guild master is usually a senior mage level 13+ who has the responsibility of preserving the existence of the guild as well as recruiting new apprentices. The guild masters do not have a seat on the ruling conclave but most of the masters are considered next in line and are expected to step up when there is a vacancy.

In terms of knowledge, the guilds are nowhere as resourceful as the towers, but they do carry a large assortment of spells, which members can learn.

Some of the guilds have grown quite powerful and some of them are even beginning the preparation for construction of a new Tower of High Sorcery. One such example is the guild in Tarsis, which is one of the more powerful guilds in Ansalon. The reason why the guild in Tarsis has grown so strong is primarily due to the newly built Grand Library. The library has attracted many mages and its creator Norrin Cahill is an influential figure among the rulers of Tarsis. This has turned the guild into a fairly strong political force in the city.

The Tarsan guild is located a few blocks away from the Grand Library. The building is a multistory mansion surrounded by a large brick wall, which is patrolled day and night by armed guards. The building contains numerous laboratories and living quarters as well as a great meeting hall. The guild also contains a grand library, which has an impressive selection of spells. The library has attracted many mages from the south western part of Ansalon and Tarsis is slowly but steadily becoming a place where trade flourishes. The marketplace boasts of many shops that specialize in exotic ingredients needed for arcane spell casting. The city even has a Three Moon Shop located in the business district. Generally the businesses have prospered from the guild due to an increase in demand. The lords of the city are already dreaming of restoring Tarsis’ pre-cataclysmic greatness.

Adventure hook: Ravenloft in Dragonlance

ravenloft So, this is not exactly an adventure hook, but rather a little story about how we included Ravenloft in our Dragonlance setting back in the good old days. Hopefully, somebody can find some inspiration from this post, or at least be a little entertained.

The whole story started with the Tower of High Sorcery of Istar. In our campaign the tower was transported to the demi plane of dread, Ravenloft, shortly before the Cataclysm struck Istar. My DM got the story hook from one of the Dragonlance comic books.

lance52 My black robed wizard found out that the tower wasn’t destroyed in Cataclysm, and after many dangerous adventures, he was able to locate it in Ravenloft. Hen entered the tower, and basically had to pass his Test of High Sorcery again. Long story short, he passed the Test and became the Master of the Tower.

The Tower still included the original portal to the Abyss, but since the Tower was located on a different plane, and since there was no white robed cleric around, the Portal opened up in Scull Cap back on Krynn. This little nifty trick allowed us to run a campaign that spanned across the Dragonlance and the Ravenloft setting.

Shortly after I more-or-less retired my character since he had attained level 23 or something like that. The character was used as a high level NPC, who could help the party travel between planes.

Nice spring = no RPG

Well, the weather has been nice in Denmark, so I have not uploaded the files I initially expected to. However, if I can sit long enough in front of the computer one of these days I will definitely upload some of my old Dragonlance work.

Now I just need to find the files and edit them a bit…