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Unofficial Dungeons & Dragons Campaign Setting

Richard Connery

The author gratefully acknowledges the original pioneers of Krynn:


Larry Elmore, Jeff Grubb, Harold Johnson, Douglas Niles, Carl Smith,
Michael Williams and of course, Margaret Weis and Tracy Hickman.

Based on the original Dungeons & Dragons rules created by E. Gary Gygax and Dave Arneson, and the new
Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison,
and the unofficial D&D 3rd Edition DRAGONLANCE Campaign Setting, An Ansalonian Gazetteer.

DUNGEONS & DRAGONS, D&D, DRAGONLANCE, the D&D logo, and the DRAGONLANCE logo are registered trademarks owned by
Wizards of the Coast, Inc. All D&D and DRAGONLANCE characters, character names, and the distinctive likenesses thereof are trademarks
owned by Wizards of the Coast, Inc. 2001 Wizards of the Coast, Inc. All rights reserved. The author has no intention of disputing
Wizards of the Coast' ownership of the respective trademarks.
intr4ducti4n
should never have left,
Flint grumbled, looking Heroes of the Lance

I
down into the valley Although I personally recommend letting your players
below. He spoke aloud, create their own characters, here are the future heroes of
the War of the Lance ready to play in the hands of your
though there was no sign players. Where required, the abilities were modified
of another living person according of age (An Ansalonian Gazetteer, page 23) and
about. Long years of level. Laurana is a special case because she is actually
solitary wandering had below adult age. The statistics presented below for
forced the dwarf into the Laurana dont take into account her young age but if youd
like to use the rules presented in the Star Wars d20 Core
habit of talking to himself. He slapped both Rule book you should drop all statistics by one.
hands on his knees. And Ill be damned if The modifications due to level obeyed a few
Im ever leaving again! he announced guidelines to ensure consistency. Firstly, I took into
vehemently. account the novels to determine which ability was most
used. Secondly, whenever the first option didnt provide a
The opening of the first chapter of the clear ability I chose the one that would allow for a better
rendering of the character in relation to the novels. An
novel, Dragons of Autumn Twilight example is Tasslehoff which is presented with Int 9
although I dont get a feeling from the novels that Tas is
This is a step-by-step conversion of the DRAGONLANCE
somehow less clever than the other characters thus I chose
Classics 15th Anniversary Edition adventure sourcebook.
to increase Tass Intelligence. Thirdly, Caramon and
Every single AD&D entry, statistic or reference present in
Riverwind had exceptional Strength scores. If I had
the original was converted to DUNGEONS & DRAGONS 3rd
followed the guidelines present in the Conversion Manual
Edition using the rules presented in An Ansalonian
Caramon would have ended up with Str 20 and Riverwind
Gazetteer thus you will need it and the original sourcebook,
with Str 19. Since the maximum at generation is 18 this
excellently written by Steve Miller and Stan!, to utilize this
would break the rules thus I chose to raise Strength for
conversion since only the parts that needed converting are
both characters to represent their enormous physical
included. Like most conversion books, this one is to be
ability.
kept side by side with the original module as you run the
Ive also chosen to present the stats in the layout put
adventure. I hope you enjoy this conversion book and
forth by DRAGON Magazine. The Possessions line detail
have fun running it for your players. You can pretty much
objects not stated in the main body although any modifiers
ignore the Introduction of the original book for conversion
are already factored in. For instance, Gilthanas has a
purposes as it deals with using Saga rules in the 4th Age
chainmail as one of his possessions but his AC is already
and some DM advice so we'll skip it right to the good
modified because of it. Magic items with several powers
stuff. I used some bits of information from other sources as
like the Staff of Magius or the Brightblade already have
well mostly to come up with skills and feats for the
their powers factored into the stats but you should check
characters.
out the GAZ for the full description.
Modifiers because of race have also already been
Encounters Conversion Provisions factored in with the exception of conditional bonuses. For
This is a direct conversion of the encounters presented, example, Kender receive a +1 racial bonus to all saving
which means that some encounters (especially those which throws. This bonus is factored in. Kender also receive a +4
have a random number of enemies) may turn out either bonus against fear. Even though this bonus affects saving
too easy or too hard for the PCs. Individual Dungeons throws it is not factored in because it is conditional. You
Masters might need to exercise some tweaking to balance should see the PHB and the GAZ for details on racial
these encounters. By the same token, the treasure special abilities.
presented here is a direct conversion of the treasure in the The skills already have the armour check penalty
original thus the PCs may find themselves with less/more factored in. Swim has a penalty of 1 per 5 pounds of
equipment and money than their level would otherwise equipment. This penalty is not factored in.
indicate. Finally, I used the draconians as presented in the
Draconian Measures novel with one modification: character
class instead of raw HD increase determines their
advancement.

3 intr4ducti4n
Thalanthas Tanis Half-Elven Raistlin Majere
Old Male Half-Elf 5 -level Fighter
th Adult Male Human 3rd-level Wizard (Red Robes)

Strength 13 (+1) Fort. Save +4 Armour Class 15 Strength 10 (+0) Fort. Save +1 Armour Class 16
Dexterity 13 (+1) Ref. Save +2 Flat-footed AC 14 Dexterity 16 (+3) Ref. Save +6 Flat-footed AC 13
Constitution 10 (+0) Will Save +3 Touch AC 11 Constitution 10 (+0) Will Save +5 Touch AC 16
Intelligence 14 (+2) Alignment NG Hit Points 35 Intelligence 17 (+3) Alignment N Hit Points 8
Wisdom 15 (+2) Speed 30 ft. Initiative +1 Wisdom 14 (+2) Speed 30 ft. Initiative +3
Charisma 17 (+3) Size M (5 ft. 10 in.) Base Attack +5 Charisma 10 (+0) Size M (5 ft. 9 in.) Base Attack +1

Melee +6 (1d8+1, longsword) Melee +3 (1d8, Staff of Magius)


Ranged +7 (1d8, longbow) Ranged +4 (1d4, dagger)

Skills: Climb +3, Craft (bowmaking) +4, Diplomacy +4, Jump +4, Skills: Alchemy +9, Concentration +6 (+10), Knowledge (ancient
Listen +3, Ride +4, Search +3, Sense Motive +4, Speak Language history) +9, Knowledge (arcane) +9, Profession (herbalist) +8,
(gnomish, goblin, kenderspeak), Spot +6, Swim +3, Wilderness Spellcraft +9.
Lore +4. Feats: Combat Casting, Lightning Reflexes, Scribe Scroll, Spell
Feats: Dodge, Point Blank Shot, Precise Shot, Track, Weapon Focus (Illusion).
Focus (longbow). Languages: Common, Elven (qualinesti).
Languages: Common, Elven (qualinesti), Dwarven (neidar), Possessions: Staff of Magius.
Plainsman, Gnomish, Kenderspeak (goodlund), Goblin.
Possessions: +2 leather, 20 arrows. Wizard Spells per Day: 4/3/2. Base DC 13 + spell level. Illusions
spells have a DC of 15 + spell level.

Caramon Majere
0thall; 1stburning hands, charm person, comprehend languages,
floating disk, hold portal, magic missile, sleep; 2nddarkness, detect
Adult Male Human 6th-level Fighter thoughts, invisibility, mirror image, see invisibility, web.

Strength 19 (+4) Fort. Save +11 Armour Class 16 Raistlin doesnt have a familiar. See An Ansalonian
Dexterity 11 (+0) Ref. Save +2 Flat-footed AC 16 Gazetteer for the complete description of the Staff of
Constitution 18 (+4) Will Save +2 Touch AC 10 Magius.
Intelligence 12 (+1) Alignment LG Hit Points 58
Wisdom 11 (+0) Speed 20 ft. Initiative +0
Charisma 15 (+2) Size M (6 ft. 2 in.) Base Attack +6 Tasslehoff Burrfoot
Adult Male Kender 4th-level Rogue
Melee +11/+6 (1d8+6, longsword)
Ranged +6/+1 (1d8, longbow)
Strength 13 (+1) Fort. Save +4 Armour Class 16
Dexterity 16 (+3) Ref. Save +8 Flat-footed AC 16
Skills: Climb +7, Jump +7, Ride +7, Swim +11, Wilderness Lore +4.
Constitution 14 (+2) Will Save +3 Touch AC 14
Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved
Intelligence 10 (+0) Alignment NG Hit Points 25
Unarmed Strike, Power Attack, Track, Weapon Focus
Wisdom 12 (+1) Speed 20 ft. Initiative +3
(longsword), Weapon Specialization (longsword).
Charisma 11 (+0) Size S (3 ft. 9 in.) Base Attack +3
Languages: Common, Plainsman.
Possessions: Scale mail, large wooden shield, 20 arrows.
Melee +8 (1d6+3, hoopak +2)
Ranged +11 (1d4+2, hoopak +2)
Flint Fireforge Skills: Bluff +5, Climb +5, Decipher Script +2, Disable Device +5,
Middle-age Male Neidar Dwarf 4th-level Fighter Escape Artist +8, Hide +10, Jump +5, Listen +8, Move Silently +10,
Open Lock +8, Pick Pocket +10, Search +4, Speak Language
Strength 15 (+2) Fort. Save +8 Armour Class 13 (dwarven, elven, gnomish, goblin), Spot +6.
Dexterity 9 (-1) Ref. Save +0 Flat-footed AC 13 Feats: Alertness feats, Weapon Focus (hoopak).
Constitution 18 (+4) Will Save +4 Touch AC 9 Languages: Common, Kenderspeak (goodlund), Dwarven
Intelligence 8 (-1) Alignment NG Hit Points 50 (neidar), Elven (qualinesti), Gnomish, Goblin.
Wisdom 13 (+1) Speed 20 ft. Initiative -1 Possessions: +2 hoopak, leather, masterwork thieves tools
Charisma 14 (+2) Size M (4 ft. 7 in.) Base Attack +4
Rogue Abilities: Evasion, Uncanny dodge (Dex bonus to AC),
Melee +7 (1d6+4, handaxe) Sneak attack +2d6.
Ranged +3

See An Ansalonian Gazetteer for the complete description of


Skills: Craft (weaponsmithing) +7, Speak Language (gnomish,
the hoopak.
goblin).
Feats: Blind Fight, Iron Will, Skill Focus (craft), Weapon Focus
(handaxe), Weapon Specialization (handaxe).
Languages: Common, Dwarven (neidar), Gnomish, Goblin.
Possessions: Studded leather, small wooden shield.
Sturm Brightblade Goldmoon of the Que-Shu
Adult Male Human 6 -level Fighter
th Adult Female Human 5th-level Priest (Heathen Priest)

Strength 17 (+3) Fort. Save +8 Armour Class 19 Strength 12 (+1) Fort. Save +5 Armour Class 14
Dexterity 12 (+1) Ref. Save +3 Flat-footed AC 19 Dexterity 14 (+2) Ref. Save +3 Flat-footed AC 12
Constitution 17 (+3) Will Save +4 Touch AC 10 Constitution 12 (+1) Will Save +9 Touch AC 12
Intelligence 14 (+2) Alignment LG Hit Points 55 Intelligence 12 (+1) Alignment LG Hit Points 37
Wisdom 11 (+0) Speed 20 ft. Initiative +1 Wisdom 17 (+3) Speed 30 ft. Initiative +6
Charisma 14 (+2) Size M (6 ft. 4 in.) Base Attack +6 Charisma 17 (+3) Size M (5 ft. 7 in.) Base Attack +3

Melee +13/+8 (2d6+8 [17-20/x2], Brightblade) Melee +6 (1d6+1, Blue Crystal Staff)
Ranged +7/+2 Ranged +5 (1d4, sling)

Skills: Climb +0, Diplomacy +6, Jump +1, Knowledge (nobility) Skills: Concentration +4, Diplomacy +13, Handle Animal +5, Heal
+6, Listen +1, Profession (scribe) +1, Ride +10, Spot +3, Swim +6. +8, Knowledge (religion) +3, Perform (lyre) +5, Wilderness Lore
Feats: Expertise, Improved Disarm, Iron Will, Mounted Combat, +5, Speak Language (elven).
Power Attack, Ride-by-Attack, Weapon Focus (greatsword), Feats: Improved Initiative, Iron Will, Skill Focus (diplomacy)
Weapon Specialization (greatsword) Languages: Common, Plainsman, Dwarven (neidar), Elven
Languages: Common, Solamnic, Elven (qualinesti). (qualinesti).
Possessions: Solamnic half-plate, Brightblade, masterwork small Possessions: Blue Crystal Staff, leather.
steel shield.
See An Ansalonian Gazetteer for the complete description of
See An Ansalonian Gazetteer for the complete description of the Blue Crystal Staff. When the Blue Crystal Staff
the Brightblade and solamnic half-plate. vanishes, she gets a Staff of Striking/Curing and becomes a
true Priest of Mishakal. Until then, Goldmoon is unable to

Gilthanas Kanan cast spells and access domains.

Adult Male Qualinesti Elf 3rd/3rd-level Fighter/Wizard


Riverwind
Strength 13 (+1) Fort. Save +5 Armour Class 18 Adult Male Human 5th-level Ranger
Dexterity 16 (+3) Ref. Save +5 Flat-footed AC 16
Constitution 12 (+1) Will Save +4 Touch AC 12
Strength 19 (+4) Fort. Save +5 Armour Class 16
Intelligence 14 (+2) Alignment CG Hit Points 33
Dexterity 16 (+3) Ref. Save +4 Flat-footed AC 13
Wisdom 10 (+0) Speed 20 ft. Initiative +3
Constitution 13 (+1) Will Save +3 Touch AC 13
Charisma 13 (+1) Size M (5 ft. 6 in.) Base Attack +4
Intelligence 13 (+1) Alignment LG Hit Points 37
Wisdom 14 (+2) Speed 30 ft. Initiative +3
Melee +7 (1d8+1, masterwork longsword)
Charisma 13 (+1) Size M (6 ft. 7 in.) Base Attack +5
Ranged +8 (1d8, masterwork longbow)
Melee +9 (1d8+4, longsword)
Skills: Diplomacy +3, Concentration +1 (+5), Knowledge (arcane) Ranged +9 (1d6, shortbow)
+8, Listen +3, Ride +7, Speak Language (gnomish, kenderspeak),
Search +5, Spellcraft +8, Spot +4, Wilderness Lore +4.
Skills: Animal Empathy +5, Handle Animal +5, Hide +7, Intuit
Feats: Combat Casting, Quick Draw, Point Blank Shot, Spell Focus
Direction +6, Knowledge (nature) +3, Listen +4, Move Silently +7,
(evocation), Scribe Scroll, Weapon Focus (longsword).
Profession (herdsman) +4, Ride +5, Search +3, Speak Language
Languages: Common, Elven (qualinesti, silvanesti), Gnomish,
(elven), Spot +6, Swim +7, Wilderness Lore +10.
Kenderspeak (hylo), Goblin.
Feats: Point Blank Shot, Run, Track, Weapon Focus (shortbow)
Possessions: Masterwork chainmail, masterwork small wooden
Languages: Common, Plainsman, Dwarven (neidar), Elven
shield, 20 arrows.
(qualinesti).
Possessions: Leather, masterwork buckler, 20 arrows.
Wizard Spells per Day: 4/3/2. Base DC 12 + spell level. Evocation
spells have a DC of 14 + spell level.
Ranger Abilities: 1st Favoured Enemy +2 (wolves), 2nd Favoured
0thall; 1stenlarge, magic missile, shocking grasp; 2ndknock,
Enemy +1 (Draconians).
levitate, pyrotechnics, web.

Since Riverwind does not worship Habbakuk he cannot


Arcane Spell Failure 35%. Gilthanas doesnt have a
cast any spells. If striking at targets within 30 ft. with his
familiar. If striking at targets within 30 ft. with his
shortbow Riverwind has an additional +1 bonus to attacks
longbow Gilthanas has an additional +1 bonus to attacks
and damage rolls because of the Point Blank Shot.
and damage rolls because of the Point Blank Shot.

5 intr4ducti4n
Lauralanthalasa Laurana Kanan
Adult Female Qualinesti Elf 4th-level Fighter

Strength 13 (+1) Fort. Save +4 Armour Class 19


Dexterity 17 (+3) Ref. Save +1 Flat-footed AC 17
Constitution 14 (+2) Will Save +3 Touch AC 12
Intelligence 15 (+2) Alignment CG Hit Points 33
Wisdom 12 (+1) Speed 20 ft. Initiative +7
Charisma 17 (+3) Size M (5 ft. 5 in.) Base Attack +4

Melee +6 (1d6+1, masterwork shortsword)


Ranged +9 (1d6+2, masterword shortbow)

Skills: Diplomacy +6, Listen +4, Perform (singing) +5, Ride +7,
Search +5, Speak Language (gnomish, kenderspeak), Spot +4,
Wilderness Lore +5.
Feats: Improved Initiative, Iron Will, Point Blank Shot, Weapon
Focus (shortbow), Weapon Specialization (shortbow).
Languages: Common, Elven (qualinesti, silvanesti), Gnomish,
Kenderspeak (hylo), Goblin.
Possessions: +1 chainmail, masterwork buckler, 20 arrows.

If striking at targets within 30 ft. with his shortbow


Laurana has an additional +1 bonus to attacks and damage
rolls because of the Point Blank Shot feat.

Tika Waylan
Adult Female Human 3rd/2nd-level Fighter/Rogue

Strength 15 (+2) Fort. Save +6 Armour Class 15


Dexterity 16 (+3) Ref. Save +7 Flat-footed AC 12
Constitution 13 (+1) Will Save +2 Touch AC 13
Intelligence 9 (-1) Alignment NG Hit Points 33
Wisdom 12 (+1) Speed 30 ft. Initiative +7
Charisma 14 (+2) Size M (5 ft. 8 in.) Base Attack +4

Melee +6 (1d6+2, shortsword)


Ranged +7 (1d4+2, dagger)

Skills: Bluff +5, Climb +5, Decipher Script +2, Disable Device +4,
Escape Artist +7, Hide +6, Jump +5, Listen +4, Move Silently +7,
Open Lock +7, Pick Pocket +8, Profession (barmaid) +5, Speak
Language (plainsman).
Feats: Great Fortitude, Improved Initiative, Power Attack, Sunder,
Weapon Focus (club).
Languages: Common, Plainsman.
Possessions: Leather.

Rogue Abilities: Evasion, Sneak attack +1d6.

intr4ducti4n 6

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