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.