Darkness has fallen over poor, suffering Krynn. Thus it has been since the great Cataclysm, when the old world fell. Curse the High Priest of Istar, whose pride caused him to make demands of the gods! For the gods then punished Krynn for this blasphemy, and much was forever lost. Lost were the great cities, the accumulated wisdom and knowledge of many generations. Lost as well was all knowledge of the True Gods, and mankind sank into idolatry. Priests lost their power, and mankind lost hope for its salvation. But hope always spring from the most modest of causes, the local concerns of a band of adventurers. They parted 5 years ago, following strange, interconnected rumors Originally there were seven: The pariah; the ambitious soldier, the aging hero, the adventure-seeker, the would-be knight, the mage of questionable ethics, and the brother with problematic loyalty. The time has come for them to come back together, sharing what they have learned. Not all have returned, and new allies may join them... * Join us for the modules that changed the face of D&D, starting the
modern trend of story-focused narrative campaigns! Enter Krynn, a world
wracked by cataclysm, abandoned by the gods, in which the minions of the
theocrats scour the lands for a mystic staff that has fallen into your
hands! Starting from the Inn of the Last Home in Solace, journey
throughout the
lands of Ansalon and defy the evil that threatens to overwhelm an
entire continent. * Setting Details Krynn is a bit different, more mythical than other D&D worlds. Here are a few differences. 1. Clerical spells have not existed for nearly 300 years. Some people still call themselves clerics, still belong to worshipful orders; however, all of these have turned their backs on the true gods in search of other, less demanding gods (which do not exist). These pseudo-clerics use the same combat table as true clerics but have no spell abilities. Never fear: it is the goal of this adventure to regain these abilities. 2. No dragons have existed in Krynn for over 1000 years. As a result, most people in this world smile when dragons are mentioned, believing they are only folktales to frighten children. Few believe that dragons ever did exist; almost nobody believes that they exist now. 3. Magic is heavily regulated by the Towers of High Sorcery, and any mage who practices magic without passing their tests is hunted down and brought to the tower for judgement. Learn more about Dragonlance and the world of Krynn: <a href="https://dragonlancenexus.com/" rel="nofollow">https://dragonlancenexus.com/</a> <a href="https://www.youtube.com/c/DLSaga" rel="nofollow">https://www.youtube.com/c/DLSaga</a> Roll20 Game Link: <a href="https://app.roll20.net/campaigns/details/12845483/dragonlance-chronicles-beginners-and-vets" rel="nofollow">https://app.roll20.net/campaigns/details/12845483/dragonlance-chronicles-beginners-and-vets</a> Roll20 LFG Link: <a href="https://app.roll20.net/lfg/listing/387104/dragonlance-chronicles-beginners-and-vets" rel="nofollow">https://app.roll20.net/lfg/listing/387104/dragonlance-chronicles-beginners-and-vets</a> This game will require payment to the Game Master at a rate of $30 per session through startplaying.games. Roll20 is not responsible for any payment transactions and cannot enforce any private arrangements.