TEXT:  
   
   
   
   
  
   
   
   
   
  Dragonlance 
   
   
   
  War 
  Of The  
  Darklance 
   
  Campaign Setting 
   
   
   
   
  Senior Editor, Project Chair, and Continuity: Trampas Whiteman 
   
  Background, Historical Reference, Senior Proofreading: Patrick Coppock 
   
  Core Rules, Game Mechanics, and Assembly: Matthew Blasi 
   
  Based on a Story Concept by: David Miller 
   
  Cover Art “Icewall” by Ray Morru
  
   
  War of the Dark Lance 
   
   
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  Table of Contents 
   
  Authors’ Forewords................................................................................................... 4 
  The World of Krynn.................................................................................................. 9 
  Races ....................................................................................................................... 23 
  Classes..................................................................................................................... 41 
  Prestige Classes....................................................................................................... 69 
  Heroes And Villains.............................................................................................. 121 
  Pantheon of Krynn ................................................................................................ 152 
  Equipment ............................................................................................................. 165 
  Languages.............................................................................................................. 178 
  Treasures ............................................................................................................... 180 
  Moons of Krynn .................................................................................................... 191 
  Ansalonian Bestiary .............................................................................................. 195 
  
   
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  Authors’ Forewords 
   
  Words From The “Grand Poo-Bah” 
   
  By: Trampas Whiteman 
   
  The War of the Darklance campaign setting is older than what one might 
  think.  Its origins can be traced back to a time before the Fifth Age, before Dragons 
  of Summer Flame, and before the Second Generation.  At this time, we all had our 
  visions of what the future may yet hold for Dragonlance.  This setting is but one of 
  those futures. 
  The origins of this setting can be traced back to my good friend David 
  Miller.  David is the finest DM I have ever had the chance to play under.  He 
  always had a knack for epic story telling, and for proving that your characters were 
  never too powerful.  His vision for the future of Krynn was a harsh one.  The time 
  of the Heroes of the Lance was over, and a new band of heroes would then 
  champion the cause. 
  David introduced myself, and my friends Karen Thronebury and Kenneth 
  “Uncle Lockspringer” Reed to many new concepts and adventures.  He came up 
  with the concept of corrupted Dragonlances.  He also was inspired by the movie 
  “Fire and Ice”, an animated fantasy movie, which gave him the idea of moving 
  Icewall Glacier north.  As with all great campaigns, this one came to a premature 
  end.  Real Life, a thousand HP monster, reared its ugly head and the campaign 
  never saw its rightful end.  I was determined that this campaign would live on. 
  I picked up The Second Generation after it had hit paperback, and was 
  introduced to the Knights of Takhisis for the first time.  I fell in love with the 
  concept.  Shortly thereafter, I began a new Dragonlance campaign of my own.  
  Being the typical DM I was, I took my material from a variety of sources.  Yes, I 
  stole some of Dave’s ideas (with his permission, of course), taking them a step 
  further and adding in the Knights of Takhisis.  My campaign had its own twists 
  and turns, and eventually came to its logical conclusion.   
  In January 2001, the Dragonlance Nexus was born.  The Nexus became the 
  official Dragonlance gaming website, and was backed by Weis and Hickman.  The 
  Dragonlance legend was reborn.  The Nexus maintains that all points of view are 
  valid, whether canon or not. 
  I was working on some campaign journals for what I had named the War of 
  the Darklance for the Adventure Portal section, which detailed my adventures of 
  
   
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  old.  Adventure Portal Editor Neil Burton read them over, and said it was quite 
  good and should be developed.  From that came the idea of developing a new 
  campaign setting for Dragonlance. 
  I knew that I couldn’t do it alone, so I recruited some of the finest talents 
  that I know:  Pat “Rath” Coppock and Matt “Rooks” Blasi.  We also had a great 
  deal of help from Tobin “Arek Brimstone” Melroy to get us started.  I cannot say 
  enough good things about my fellow creators.  Pat’s creative mind, Tobin’s love of 
  Dragonlance, and Matt’s energy have all been an inspiration to me.  As we worked 
  on this project, many new ideas have come to light, and the setting was given new 
  life. 
  After all of these years, the War of the Darklance lives again, this time as the 
  first campaign setting for the Nexus.  It is a living tribute to all who had ever 
  worked on it, to all who had ever played in it, and to Dragonlance fans everywhere.  
  It is also a tribute to my good friend David Miller, whose path in life has taken him 
  in a different direction.  I miss you terribly, Dave.  I cannot thank you enough for 
  allowing us to develop your idea. 
  At GenCon 2001, I told Tracy Hickman of the idea for the campaign at the 
  Whitestone Council lunch.  He stared into the air, smiled, and said, “I like it.” 
  My friends and fellow companions, I give you a living testament to the very 
  ideals of the Nexus – that all views of Dragonlance are valid, and that Dragonlance 
  gaming lives.   
  I hope that all of you enjoy this setting. 
  I give you – the Darklance! 
   
  Trampas Whiteman 
  “Dragonhelm” 
  Chairman, Whitestone Council 
  Dragonlance Nexus 
   
  
   
  War of the Dark Lance 
   
   
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  A Word From The Rules Guy 
   
  By: Matthew Blasi 
   
  Well then!  Look at this!  I actually get my own little space to write 
  something!  But then, this project has been so rewarding, this seems like a perk 
  that’s almost too good to be true (ducks flying coffee cups).  Seriously, I just 
  wanted to say that this project has been an incredibly rewarding and joyous 
  undertaking.  I have had the privilege to work on brand new Dragonlance material 
  for the official Dragonlance gaming web site, the Dragonlance Nexus.  I was 
  blessed to be able to work with two of the most respectful and knowledgeable co-
  authors, Trampas and Pat. 
  A note on the Rules:  These rules were constructed with contributions from 
  all three of us.  They are entirely original and draw from some of the most essential 
  sources available – namely, Dragonlance Adventures, Tales of the Lance, The 
  Second Generation, Dwarven Kingdoms of Krynn and The Atlas of the 
  Dragonlance World.  We realized when we were putting this piece together that 
  some of the rules we were creating or instituting were somewhat contradictory to 
  what some may consider third edition “canon”.  This is clear to us.  We also realize 
  that some of the rules, especially the Classes and Prestige Classes may contain 
  rules that seem, at first glance, contradictory to the novels that are considered 
  “canon”.  And also that the rules presented in this book will be applauded by some 
  and cursed by others.  Not everyone, unfortunately, will be completely happy with 
  our vision of Fourth Age rules.  Yes, this is very clear to us.  However, please try 
  to understand that as we created this piece, we scrutinized every rule carefully and 
  in many cases, playtested them to make sure the feel and flavor of Dragonlance 
  was being accurately preserved.  We truly sought to make a rules system that could 
  be logically applied to either the novels or the games and make perfect sense.  In 
  short, we tried the best we could.  And I feel very confident in saying that this set 
  of rules, while bound not to please everyone, is certainly a fine product of care, 
  labor, and genuine love for Dragonlance. 
  I would like to thank the following: Mike Reed, Gary Ponzo and E – for 
  helping to keep me sane during the uncountable long nights I spent in front of the 
  computer; the Dragonlance Nexus – for providing a home for this labor of love; 
  David Miller – whom I’ve never met, but who created the original story concept 
  for this campaign and who without, none of this would have been possible; the 
  music of Live, Rage Against the Machine, The Cure, P.O.D., I.C.P., System of a 
  Down, Staind, Mudvayne and DMX – for keeping me filled with inspiration and 
  energy when I needed it most; my family and friends – for being supportive of the 
  project; Tobin Melroy – for being a great example of a person who knows just how 
  
   
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  to keep on trucking; and of course, Trampas Whiteman and Pat Coppock – for 
  being respectful, kind, courteous, insightful, resourceful, compassionate, 
  understanding and supportive of both me and this project, for truly, they have not 
  only been my co-authors, they have become my dear friends.  Thank you for 
  allowing me to work on this project.  Much love and good will to you two.  And to 
  everyone - Enjoy! 
   
  Matthew Blasi 
  “Rooks” 
  Co-Creator, Game Mechanics and Rules 
  War of the Darklance 
   
  
   
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  Words From The “Historian / Spell Checker” 
   
  By: Patrick Coppock 
   
  OK, I’m not very good at this.  I can make up all kinds of stuff when it 
  comes to the creative writing aspect, but when it comes to the real world stuff I 
  don’t know what to write. 
  Let me first reiterate Trampas and Matt’s sentiments by saying that it has 
  truly been a joyful experience working on this project.  I’ve never even considered 
  submitting anything to the Nexus, let alone helping to produce a project of this 
  size, especially since I knew next to nothing about D&D 3rd Edition.   
  I joined the Dragonlance message board around May this year and have 
  learned tons about a world I thought I was well versed in.  I became friends with a 
  few of the people there, namely Trampas, Matt and Tobin.  So, when Trampas 
  approached me and asked me to help create this product, I was honored, but really 
  wasn’t sure I had a lot to contribute. 
  As time progressed I found that this was truly an awesome product, and was 
  having a great time working with these two highly creative people.  I have often 
  found myself sitting and thinking about how we have changed Krynn and hoping 
  that everyone who at least checks this world out enjoys reading or playing it as 
  much as I have enjoyed helping create it. 
  I’d like to thank everyone on the DL MB, who put up with my rants, helped 
  me learn more about Krynn, and planted the seeds for some of the ideas used in 
  this creation.  I’d also like to thank Trampas and Matt for having faith in me, and 
  believing that I could contribute to this amazing piece of work.  A special thanks 
  goes to Matt for helping me to understand the 3e rules.  I was a die-hard 2e player, 
  but since I was involved in a 3e product I needed to know what all this new stuff 
  meant.  Matt made it very easy for me to transition to 3e in a very short time.  And 
  lastly, thanks to Tobin Melroy, your insight and input to some of my original ideas 
  was greatly appreciated.  Many thanks to you for cultivating those ideas and 
  challenging me to make the game that much better.  Keep ‘em flying Tobin. 
  Again, I hope you enjoy playing in our alternate reality of Krynn. 
   
  Patrick Coppock 
  “Rath the Ranger” 
  Co-Creator, Historical Background, Proof Reader 
  War of the Darklance
  
   
  War of the Dark Lance 
   
   
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  The World of Krynn  
   
  This section brings to light many of the elements that make the War of the 
  Darklance unique.  It contains descriptions outlining the state of Ansalon’s various 
  nations and lands, peoples, and legends.  Also contained in this section are some 
  background stories regarding a few of the antagonists who play a major role in the 
  War of the Darklance. 
   
  Since The War of the Lance 
  It has been 30 years since the War of the Lance, a war that brought about 
  great change to the world of Krynn.  For many years peace has ruled the land, trade 
  routes have opened up into and out of Thorbardin.  There is finally reconciliation 
  between the elves of Qualinost and Silvanost; of course the peace is a strained, as 
  is always the case with the Qualinesti and Silvanesti nations.  The tribes of 
  plainsmen are united under the rule of Goldmoon and Riverwind, two of the 
  Heroes of the Lance.  All across Ansalon people of every race and class exist in a 
  more trusting and less prejudiced land.  That is, until recently. 
  Over the last couple of years things have begun to change, tending more 
  toward the dark and gloomy.  Rumors of a new Knighthood dedicated to Queen 
  Takhisis have arisen, the weather has been erratic and the sun doesn’t seem to 
  shine as brightly from one day to the next.  Scholars, sages and magic-users all 
  over the continent have been researching this phenomenon in an effort to answer 
  the oft-asked question: “What is happening to our world?”  Their studies and tests 
  have thus far come up empty.  Whatever changes are occurring, they have nothing 
  to do with the land itself; there is a power at work here creating problems that seem 
  to have no solution. 
   
  The Approach of Darkness 
  One fateful day all the people and creatures of Ansalon awaken to find that 
  what was supposed to be the first day of summer has dawned more like a late 
  autumn morn.  Frost covers the land, crops are wilting and dying due to the 
  unseasonable cold, and chimneys everywhere breathe to life in an effort to chase 
  away the chill.  This is definitely the work of dark and fell magic, all signs point to 
  an evil never before known on Krynn.  To change the actual weather patterns and 
  extend a glacier hundreds of miles, if rumors are to be believed, would take great 
  and mighty magic only a madman would release.  There are no answers to any of 
  
   
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  the questions, only more questions being asked.  The only thing that can be done is 
  to try and continue with day-to-day life and hope the problems can eventually be 
  fixed. 
  The populace of Krynn begins to pull back into itself again.  The gates of 
  Thorbardin are sealed, the borders of the elven lands are closed, and a general 
  sense of distrust begins to spread across Ansalon once again.  Things are about to 
  become worse, when a day that began like any other over the last several weeks is 
  suddenly plunged into the dead of winter.  Blizzards scream across the land, 
  darkness lingers until mid-morning and livestock and crops are frozen instantly.  
  All over Krynn panic spreads, crowds of people trample others in an attempt to 
  escape the sudden tundra-like conditions that have swept the land.  Kings and other 
  nobles are forced into action; emergency food stores are opened to offset the loss 
  of crops, castles and keeps are opened to admit those suddenly without a home or 
  place to stay, even the royal treasuries are tapped in an effort to keep the economy 
  from plunging as it did during the War. 
  It is discovered that the rumors in the south are true, Icewall Glacier has 
  actually moved north to the southern part of Ansalon and encroached into the 
  desert land of Tarsis.  What could possibly have caused such a disturbance is, as 
  yet, still unknown.  The answers must lie somewhere in Icereach, and a force must 
  be sent south to find and terminate what is causing the unnatural freezing of Krynn. 
  What follows is a description of the lands and people of Krynn, and how 
  they are being affected by the northern migration of Icewall Glacier.  Krynn is 
  about to be plunged into a time of darkness nearly as bleak as the time following 
  the Cataclysm.  Heroes must be found to save the world, but it will be a very 
  daunting task, not to be taken lightly, for the evil that has caused these changes will 
  most certainly dishearten the most valiant and noble among us. 
   
  South Ansalon 
  As was stated, Icewall Glacier has migrated north as far as Tarsis, and it is 
  seemingly not stopping, everyday the glacier is found to have stretched further and 
  further.  At the rate it is advancing, the glacier will cover Tarsis within a week.  So, 
  with the glacier literally looming like a wall over their city, many of the citizens 
  are preparing to flee Tarsis for safer land, if there is any to be found.  But their 
  plans to reach safety have come to an end.  The dreaded Thanoi, fierce walrus-like 
  warriors from Icereach, have invaded Tarsis and destroyed much of the city, taking 
  the residents into captivity and looting the city.  They are led by a company of 
  knights in black armor riding dragons of white.  Could this be the group that has 
  formed in the name of Takhisis?   
  The largest white dragon ever seen on Krynn leads a flight of dragons.  Of 
  all the chromatic dragons, whites are normally the smallest breed; however the size 
  
   
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  of this white would rival even some of the most ancient red dragons.  A minotaur 
  who looks to be dressed in white furs rides the white dragon. 
  The Plains of Dust have been transformed into frozen tundra, and would 
  more accurately be called the “Plains of Snow and Ice” now.   
   
  East Ansalon 
  North and east of the plains, in Silvanesti, the borders are again closed to all 
  outsiders, even their cousins after years of strained peace following the War of the 
  Lance.  Squads of Silvanesti Kirath warriors have been trying to clear out the evil 
  that had taken up residence during Lorac’s nightmare.  Finally nearing completion 
  of this massive undertaking, the sudden winter has taken hold of the land, freezing 
  the Thon-Thalas river and killing many of the warriors who were journeying back 
  to Silvanost after an unsuccessful mission to destroy the last green dragon residing 
  in their land.  Being naturally distrustful of their cousins, the Silvanesti blame the 
  Qualinesti for this newest trouble in their home.  They assume that for some reason 
  the Qualinesti have turned on them and released some kind of weather changing 
  magic upon them. 
  Even though many of the Qualinesti have been in their lands working side 
  by side with their brethren to eradicate the evil of the nightmare, the Silvanesti 
  have always believed that the only reason the elves of Qualinost are helping them 
  is because their cousins are trying to take control of Silvanost.  Under pressure 
  from an influential Senator named Kalphanon, the Silvanesti Senate has decided to 
  prepare for war against their cousins.  Any and all of the Qualinesti elves still in 
  Silvanost are considered spies; they have been taken captive and held as prisoners 
  during the prewar preparations.  The plan is to launch an attack against Qualinost 
  within the next month.  Unbeknownst to the Silvanesti, the largest invasion force 
  yet is being formed in the lands between Bloten and the border of their nation.  The 
  Knights of Takhisis know this will be a most difficult battle and have their own 
  plans to invade within the next few weeks.  Both armies will most likely cross 
  paths on the Silvanesti border. 
  Up north, in the city of Sanction, home of the volcanoes called the Lords of 
  Doom, the temperatures are dropping rapidly and even the heat from the “Lords” 
  can’t fight the cold.  The earth itself is being frozen, and the resulting expansion of 
  the ground is compressing the subterranean lava pools, causing the lava to be 
  squeezed out through the volcanoes.  That alone would not be too terrible; but as 
  the pressure increases, the ground throughout Sanction is breaking open and 
  causing rivers of lava to course throughout the city. 
   
  
   
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  West Ansalon 
  West of Silvanesti, in Thorbardin, the mountain home of the dwarves, the 
  heights of the Kharolis Mountains have been besieged by the winter storm and 
  many contingents of the black knights.  Using Theiwar spies, the knights found the 
  northern entrance to Thorbardin and have taken control of the mountain 
  stronghold.  Of course, it was not an easy task, the dwarves battled furiously and 
  casualties were heavy on both sides.  Eventually, the knights succeeded in their 
  conquest, as they had a seemingly endless supply of manpower to draw from.  
  Many of the clansmen were taken captive, but a good number of Hylar and Daewar 
  have escaped and taken refuge deep in the little explored depths of the mountain 
  kingdom, hoping to possibly increase their numbers to start a rebellion and 
  expunge the darkness from their homes.  Most of the Theiwar and especially 
  Daergar have joined forces with the dark knights in an effort to gain their favor.  
  The dark dwarves believe they have found a way to finally rule Thorbardin if they 
  can convince the knights that they can be useful to their cause, and be left in 
  control of the mountain kingdom. 
  The storm moved north with a vengeance blowing through the Kharolis 
  Mountains creating avalanches and blocking most of the mountain paths, wreaking 
  havoc with travel and trapping and killing many people journeying through the 
  newly opened pass from Pax Tharkas to Qualinesti, Solace and beyond. 
  Qualinesti is covered in snow, the blizzard froze many of the tallest and 
  most ancient trees, killing many and felling not a few of those.  The elves of 
  Qualinost, believing this to be some fluke of nature, and being the most optimistic 
  of the fair folk, have tried to rescue many of the lost souls and have left their 
  borders open to any who seek refuge.   
  Quite a few of the centaur tribes have fled Darken Wood, which has been set 
  ablaze by the damnable red dragons.  It seems that the flames are advancing on the 
  forests surrounding Qualinost, and the centaur bands have decided to assist the 
  Qualinesti in fighting this threat to the elves’ homeland.  The close contact 
  between the centaur tribes and the Qualinesti has built a bond between the two 
  races.  The alliance that has been forged may be very beneficial in the time to 
  come, as no land is safe from invasion from the Dark Knights, and this attack on 
  the woods by the red dragons is surely a precursor to that attack. 
   
  North Ansalon 
  The same conditions are present throughout Ansalon.  The land has become 
  frozen tundra no matter where you look.  The only other change worth mentioning 
  is probably the most drastic change to the most recognizable feature on the face of 
  Krynn.  A particularly strong and frigid cold front moved across the Blood Sea of 
  
   
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  Istar and flash-froze the sea itself along with the Malestrom.  The blood red ice is 
  extremely clear and many features under the sea are visible from the surface.  The 
  oddest thing about the freezing of the Malestrom is that only the surface has been 
  frozen, the storm itself still rages behind the ice.  The underwater portion of the 
  Malestrom has frozen in such a way as to allow anyone foolish enough to try, 
  access to the bottom of the sea, and possibly even the sunken ruins of Istar. 
  The Minotaurs of Mithas and Kothas, under the leadership of The Red 
  Minotaur, have been planning an attack on the continent of Ansalon in order to 
  become the “rightful rulers” of Krynn.  They had planned a mass invasion across 
  the sea, but when it was frozen, every ship in their fleet was either destroyed or 
  rendered completely useless for even the most basic of uses.  The Red Minotaur 
  sent out many groups of scouts to see how far the freezing of the Blood Sea 
  reached, and one group returned with news that they may actually have the ability 
  to reach Istar and loot it for the lost magic that was stored in the city upon its 
  demise.  The Red Minotaur immediately sent a contingent of his most loyal 
  followers to seek out this magic, believing this would be the key to his vanquishing 
  Krynn, and ruling over the entire world. 
  More and more rumors abound about an Army of Darkness spreading across 
  Ansalon and the Knights of Solamnia can no longer disbelieve the news.  On 
  Sancrist Isle, home to the current head of the Knighthood, Lord Gunthar Uth 
  Wistan, many military strategy meetings have been taking place.  The goal of these 
  meetings is the find the best means of locating the head of this “dark knighthood” 
  and preventing it from taking control of Krynn.  As a precautionary measure, 
  Gunthar has had his officers all across Ansalon sending units out to patrol the 
  realms, in hopes that any uprising may be ended before it begins.  All of the largest 
  cities now have a command post full of Knights of Solmania, and any trouble or 
  problems should be reported immediately to these posts. 
  The only region seemingly unaffected by the cold is Nightlund, the home of 
  Dargaard Keep and Lord Soth.  In fact, the dark power of the undead seems to be 
  keeping the blizzard from penetrating the borders of Nightlund.  The land of Lord 
  Soth is always cold and eerie, and nobody in his or her right mind would enter 
  Nightlund.  But since the effects of the blizzard seem to cower from the land 
  surrounding Dargaard, this is surly a sign that something truly powerful is growing 
  within the borders of Nightlund.  Could it be that Lord Soth is the source of the 
  problems facing Krynn, or is something else arising to add to the woes of this 
  strife-filled world? 
   
  What Fate May Tell 
  For the most part people have shut themselves away from the cold and are 
  hoping that everything will work itself out eventually.  There are some, though, 
  
   
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  who suspect a new plot by the Queen of Darkness to take over the world has 
  begun, and they have decided that this will not happen.  Some of these people will 
  become heroes; others will die trying to defend their world from the tide of evil 
  that is sweeping across the land.  What will you do, what kind of person will you 
  be?  Will you be a hero or a stander-by?  The choice is yours; the fate of the world 
  may very well rest in your hands. 
   
  Lord Soth and Ebonfangus 
  Welcome to Dargaard Keep, the legendary home of the infamous Lord Soth, 
  Death Knight of Krynn, Knight of the Black Rose, and General of the most 
  frightening army Krynn has yet to face.  From this dark and gloomy fortification 
  shall rise a threat never before known to exist in this world. 
  As most beings on Krynn know, Lord Soth was once Loren Soth, Knight of 
  Solamnia, and member of the prestigious Order of the Rose.  Prior to the 
  Cataclysm, Rose Knight Soth was determined to cleanse his soul of his misdeeds, 
  praying to Paladine for a chance to prove himself once again.  Soth’s prayers were 
  answered and he was given the opportunity to save Krynn, and thereby himself, 
  receiving a vision from Paladine of the Kingpriest’s plans for ascension to 
  Godhood and the outcome of that demand.   
  On his way to stop the Kingpriest’s demand, Soth was intercepted by the 
  elven Clerics of Mishakal who did not approve of his marriage to Isolde, the young 
  elven maiden whom he married after his first wife’s “untimely demise”. The 
  Clerics convinced Soth of Isolde’s infidelity and he returned to Dargaard Keep to 
  confront her, and, in effect, abandoning all the people of Ansalon, his God, and his 
  quest, just to find out the truth from his wife.  Upon returning to Dargaard, the 
  fiery mountain was thrown down upon the land, changing the world, as it was 
  known, forever.  The keep was not spared, Soth found Isolde nearly consumed by 
  fire and offering their son to him in order to save the child.  Soth refused, claiming 
  the child was not his, and allowed wife and son to be burned to death.  But not 
  before Isolde could call down a curse on Soth with her last breath, condemning 
  him to an existence of un-life for thousands of years to come. 
  What is not known about Lord Soth, and what shall become evident, is what 
  Soth has been doing since his demise.  Most people assume that Soth is forced to 
  remain in his castle, the fire-blackened tomb that was once the pride of the 
  Knighthood, being hand-crafted from the finest rose-colored stone available at the 
  time.  It is also assumed that Soth can only emerge from Dargaard when 
  summoned by the Dark Queen.  None of these assumptions is necessarily correct.  
  The truth is as follows… 
  In the 5 years following the Cataclysm, Lord Soth sullenly took his 
  punishment and listened to the unending song of his misdeeds, sung to him by the 
  
   
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  banshees that were once the Clerics of Mishakal, also cursed for their part in Soth’s 
  failure.  Then one night, while roaming the halls of Dargaard Keep, Soth began to 
  feel the power of magic growing in him.  Suddenly, realizing that the magic at his 
  command was nearly unstoppable, Soth began to formulate a plan of revenge to be 
  released on the people of Krynn.  “If only there was a way to raise an army to 
  command,” thought Soth.  “Ah yes, Dargaard Keep had been laid siege to many 
  times.  Having never been breeched, thousands of men have died on the battlefields 
  around this keep.”  He could feel the spirits of the undead thriving to enter the 
  skeletal remains of lost soldiers outside his very walls.  These spirits could not wait 
  to wreak havoc upon Krynn, under the control of a great General like Soth.  
  “Now,” reasoned Soth “I must find the right mixture of magic and use of my own 
  foulness to raise an army of this size.”  Continuing down to the lower passages and 
  past the dungeons, Soth’s mind was abuzz with the beginnings of what must be 
  done to make his machinations a reality. 
  Many years passed, and Soth has made some headway with his plot, but 
  nowhere near where he wished it to be.  Many attempts at raising and controlling 
  the warriors that would be his “Undead Army of Terror, Death and Destruction” 
  have only met with minor results.  His greatest accomplishment has been the 
  reanimation of the spirit of his Seneschal, Caradoc, and several of the knights loyal 
  to him.  But the raising of his army has not come to fruition by the time of the War 
  of the Lance, and he is called away by Queen Takhisis to do battle in Her name. 
  Upon returning victorious in battle against the worm Tanis Half-Elven and 
  the city of Palanthas, Soth had just witnessed the death of a human woman, Kitiara 
  Uth Matar, and feels the need to add her to his army.  His love for this human had 
  grown strong after fighting alongside her.  Her death was tragic, but would work 
  well with his plans, if he could not have her flesh and blood body, he would find a 
  way to possess her soul.  If only he could complete his plans and release his wrath 
  upon the world in a form befitting a Knight of his stature.   
  While on one of his walks through the dregs of Dargaard Keep, his mind 
  begins to tingle with the communication from a powerful spirit attempting to 
  contact him.  Soth follows the “signal” up through the halls, out of the castle, 
  through the courtyard and to the drawbridge.  “What in the Abyss is going on 
  here,” said Soth, “what am I supposed to do now?”  Then, with a mental shout, a 
  voice screams in his head “Jump, no harm can come to you!!  You are a Death 
  Knight, and we have need of each other.  I am the answer to your woes.”  So, 
  thinking there is nothing to lose, Soth jumps down into the pitch-blackness of the 
  moat that was once as magnificent as the keep it surrounded.  He soars past broken 
  walls, thick shadows and cave upon cave in the sheer walls of the moat.  Gaining 
  speed with each passing foot Soth attempts to enact his levitation to slow his 
  descent, it fails utterly.  “I am in control in this place Dark Knight, have no fear, 
  
   
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  you will not be harmed.”  With that, as he is approaching the floor of the moat, he 
  is slowed to a stop mere inches from what appeared to be the floor of the moat.  As 
  he is lowered to the ground, Soth realizes it is not the floor, but a remnant of what 
  was once the moat that filled this gorge.  With the warping of Dargaard, the moat 
  had been transformed into a swamp.  The slime and sludge, which used to be 
  crystal clear water, is only five feet deep, however the walls are hundreds of feet 
  high.  The voice continues to call to Soth, and he follows it to what appears to have 
  once been a huge cavern that has caved in some time recently, at least more 
  recently than the Cataclysm.   
  The voice called from the other side of the wall, “Use your magic, to move 
  the stones and free my body.”   
  It was not a request, but a command.  Soth responded, “If you’re in control 
  here, why don’t you free yourself?  I am not to be ordered around like a squire, I 
  am the lord of this keep, and have existed countless years as a Death Knight.  Who 
  are YOU to give ME orders!?!” 
  “As I said,” the voice responded, “I am the answer you have been looking 
  for, the key to your army, and the salvation of the realm of the undead.  I am, 
  however, unable to work magic to aid myself, which is why I need the assistance 
  of the mighty Lord Soth.  Free me and we shall rise from this place and crush 
  Ansalon under our feet!!” 
  This piqued Soth’s curiosity.  What could possibly be behind this wall, and 
  still have survived, claiming to be the answer he is looking for?  A thought enters 
  Soth’s mind, “My magic does not work in these depths, as you know.” 
  “I have released the hold on some of your power, release me and you shall 
  have it all back and MORE,” came the response. 
  Soth, no longer able to contain his curiosity, attempted a few spells that 
  would accomplish what he needed, and finally worked a spell that disintegrated a 
  passageway through the stone, allowing him to enter a great cavern that could only 
  have been created by the Cataclysm.  In the center of this cavern, Soth finds a 
  mountainous pile of treasure, containing everything from copper pieces to magical 
  weapons and spell books.  Upon this huge pile of treasure is what appears to be the 
  remains of a great dragon, dead these past many years.  All that is left is a skeleton 
  of what once must have been a huge dragon, for the bones are easily 150 feet long.  
  “What is this place?” thinks Soth. 
  “This is the place you have been looking for,” replied the suddenly smooth 
  female voice in Soth’s head.  “I have been trapped in this lair for many years, using 
  my magic and the magic in this treasure hoard to keep my spirit here.  My name is 
  Ebonfangus, also known as “The Black Fang.”  As Soth continues to look at the 
  skeleton of this dragon, he notices the maw, one of the front fangs, huge even by 
  dragon standards, seems to be formed of pure onyx.  “I claimed this lair shortly 
  
   
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  after the Cataclysm, and your downfall.  Dargaard became the perfect location for 
  a lair after its demise.  You see I was once a magnificent black dragon, one of the 
  fiercest in the land.  I refused to go into that damned slumber imposed upon my 
  kind by the Gods, and continued to roam the lands of Ansalon in search of treasure 
  and conquest.” 
  “When I came upon this place,” continued Ebonfangus “the deepest, darkest, 
  most vile swamp on Krynn, I knew I had found the perfect place to call home.  I 
  dug this cavern out of the walls and moved all my treasure here.  Shortly after I 
  took residence, some sort of aftershock or shifting in the land above resulted in the 
  cave-in that trapped me here and caused one of those boulders to fall from the 
  ceiling and kill me.”  Soth’s attention was then drawn again to her head, where he 
  now noticed a large indentation and crack in the middle of the skull.  “As I said, 
  my spirit has been kept here these past countless years, due in no small part to the 
  magic I obtained in my raiding.  I do not seem to be allowed to use any magic upon 
  myself, other than to sustain my spiritual presence, although I can share what 
  magic I have taken from these books with you.  I have been trying to contact you, 
  Lord Soth, for several years.  I have a bargain to make with you.  If you free my 
  body from this tomb, and allow me to fly the skies of Krynn again, I will assist you 
  in the raising of your army of undead and we shall crush the living to reign as the 
  “Undead Lords of Krynn”.” 
  “What in the Abyss are you talking about,” exclaimed Soth.  “Your spirit is 
  free to leave, the path is opened, leave at your leisure.  What further need have you 
  of me?” 
  “Ah, therein lies the beauty of this partnership,” she said.  “As I mentioned, I 
  have learned much from these spell books.  One of these books, titled “The Tome 
  of Galan Dracos”, was taken from the body of a member of a cult dedicated to the 
  creation of abominations in the name of that twisted Renegade Mage from the time 
  of Huma.  Among other things, this group uses powerful magic to raise up 
  dracoliches from the remains of dead dragons.  I wish for you to bring my bones up 
  to Dargaard Keep and bring me back as a dracolich.  Together, between the magic 
  you posses, the magic I have stored here and what I have learned, we can 
  accomplish this.  The only thing we will need is the soul from a powerful leader - 
  preferably female - recently killed, and still wandering the world of the living.” 
  Soth considered this very carefully.  “You also mentioned that you could 
  help raise up my army of undead warriors.  How will that be accomplished?” asked 
  Soth. 
  “With the magic at my command upon becoming a dracolich, I will be able, 
  with your help, to raise up every skeletal body littering the lands surrounding your 
  keep.  Your army will be far greater then you ever imagined.  This I guarantee,” 
  Ebonfangus answered.  “What say you?” 
  
   
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  “I know just the soul for our scheme.  A recently killed General of the 
  Dragonarmies, she will fulfill our needs perfectly.  Her name is Kitiara Uth Matar, 
  and I shall have her soul hunted down and brought to us at once by my Seneschal.”  
  By the tone in Soth’s voice, the feral grin, though not visible, was obviously on his 
  ghostly face.  This was the opportunity he’d been waiting for, to raise his army and 
  have the Blue Lady by his side, albeit not in quite the way he originally thought.  
  Soth immediately began transporting the bones of Ebonfangus to the courtyard of 
  his keep, and sent Caradoc on his mission to find Kit’s soul.   
  The blessings of the Dark Queen were with him as Soth’s plans came to 
  fruition.  Kitiara’s soul was retrieved, though it was not the easiest of tasks to 
  accomplish.  Caradoc followed the spectral trail of Kit’s soul for a year and finally 
  tracked it down to an ethereal plane known as “The Gray”.  Caradoc, unable to 
  enter “The Gray” with his limited power, reported his findings back to Soth.  “This 
  is not unexpected,” he commented, “that is the place most souls of power go after 
  death.  I shall retrieve her myself.”  With that, Lord Soth, drawing on the added 
  power of Ebonfangus, opened a portal and vanished from Dargaard Keep.  After an 
  extensive search of “The Gray”, and not a few battles with some of the more evil 
  souls trapped there, Soth found Kit and convinced her to return with him to 
  become the prime component for creating the dracolich.  She agreed. 
  The body of Ebonfangus was prepared for the ritual to transform her into a 
  dreaded dracolich, and spirits of long dead warriors continued to gather around 
  Dargaard in preparation to become part of the undead army led by Lord Soth.  The 
  only problem that occurred was with the merging of the souls of Kitiara and 
  Ebonfangus.  The strength of will Kit’s soul possessed would not allow her to be 
  completely absorbed with the soul of Ebonfangus, resulting in both entities being 
  at “war” with each other for complete control of the dracolich.  It was a minor 
  inconvenience as far as Soth was concerned, as he saw it this only made the 
  dracolich that much stronger.  Unfortunately this could be more major than 
  expected. 
  About twenty-five years have passed since the conquering of Palanthas, and 
  no one on Ansalon has seen or heard from Soth.  Many rumors abound about the 
  demise of the Knight of the Black Rose, not the least of which is that he was taken 
  from Krynn and sent to a different realm.  The truth is about to become very 
  evident to the people of Krynn.  As the weather patterns begin to change, 
  becoming colder and more frigid, lending greater power to the army of undead, and 
  rumors spread about a new Knighthood dedicated to Takhisis, Soth’s army 
  prepares to march on the living to conquer in his name.   
  This is the darkest and most dismal time Ansalon has ever faced, and it can 
  only get worse, as a new scourge rises from Dargaard Keep, lifted on the wings of 
  a Dracolich empowered with the soul of one of the most evil and cunning Generals 
  
   
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  of the War of the Lance, Lord Soth orders his army forward with one hollow and 
  eerie command – “CHARGE!!!”  The cold wave seems to only grow colder as the 
  legions of undead move forward as one.  Is there any hope for the people of 
  Krynn…? 
   
  Minotaurs of the Blood Sea 
  Minotaurs have known from the ancient days that they were destined to rule 
  the world.  Now, a new Ice Age has hit the continent of Krynn, and the minotaurs 
  are preparing for war. 
  The Red Minotaur is the champion of the Games, where minotaur warriors 
  fight in gladiatorial combat.  This is a tradition that dates back to the time of Istar.  
  When a minotaur warrior slays the current Red Minotaur in honorable combat, he 
  is then awarded with the title.  His name is taken away and his fur is dyed with a 
  permanent red dye.  The last Red Minotaur has been the reigning champion since 
  the time of the War of the Lance.  He was very responsible for influencing his 
  people to not enter the War.  He has reigned for over 30 years, which is a record in 
  Minotaur society. 
  Seven years ago, though, a new minotaur champion started rising through 
  the ranks.  He was young and stout.  He was a leader and a favorite of both the Red 
  Minotaur and the Emperor.  He was the son of the reigning Red Minotaur.  The 
  time came when the Red Minotaur would accept challengers for his title.  There 
  were always a few contestants, but few could withstand the might of the Red 
  Minotaur.  None save the Red Minotaur’s son.  Two years ago, his son was the first 
  to come forward to face the Red Minotaur.  The Red Minotaur was astonished.  He 
  had no wish to kill his son.  Yet, the law was the law.  The Emperor commanded 
  that the battle was to commence.  New songs were written that day as father and 
  son battled.  The battle was said to last for hours on end, neither one gaining 
  ground.  Older experience battled youthful spirit.  In the end, the son was 
  triumphant, slaying his father in one powerful stroke. 
  The next day, the new Red Minotaur was presented before the Emperor in 
  the Arena, his hair freshly dyed.  “This is no youth, but an adult who has studied 
  his father for years,” the Emperor thought.  “Watch this one.” 
  As if to mirror the Emperor’s sentiments, the Red Minotaur faced the 
  Emperor after being awarded with his new title and position and proclaimed, “You, 
  Emperor Chot Es-Kalin, are a coward!” 
  The proclamation caused uproar in the crowd.  The Emperor had no idea of 
  what was going through the youth’s head, and had little clue as for what was to 
  come. 
  “That’s right, I said a coward.  It is the destiny of minotaurs to be the rulers 
  of Ansalon, much as our cousins rule over much of Taladas.  Yet we cowered 
  
   
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  during the War of the Lance.  We had the perfect chance to strike after that war and 
  after the Blue Lady’s War, yet we did not.  I say it is time for new leadership.  We 
  need a leader who is willing for us to meet our destiny!” 
  At this, the crowd went wild.  The Emperor had no choice but to fight.  
  Again, this was a pitched battle.  This time, though, the Red Minotaur did not have 
  the knowledge of the Emperor’s fighting techniques as he had with his father. 
  This battle as well was a long one, but as in the first – the Red Minotaur 
  triumphed.  The Emperor was dead.  So began the tradition that the Emperor would 
  have no name, other than Red Minotaur.  He would always be chosen in honorable 
  combat in the arena. 
   
  The Blood War 
  For the last two years, the Red Minotaur has readied his people for war.  He 
  has united both Mithas and Kothas.  He has built up a fleet of warships.  He has 
  also made allies with the Knights of Takhisis, where some of his own men serve.  
  He is using their infrastructure to his own advantage.  His warriors move up 
  through the ranks, obtaining positions of power, and secretly following his 
  commands. 
  Lord Ariakan is aware of the situation, and does his best to limit their actions 
  in that regard.  He has found that some of the minotaur warriors prefer the Knights 
  brand of honor to that of the Red Minotaur. 
  The Red Minotaur has organized the Blood Warriors, his elite army.  He was 
  almost ready to invade Ansalon.  Then came the ice.  His massive fleet of warships 
  was frozen in their harbors.  A deep snow had covered the minotaur lands.  It was 
  not long until scouts and sages reported that the entire Blood Sea was frozen.  The 
  Red Minotaur would not have to make an aquatic landing; they would just march 
  to Ansalon! 
  So began the Blood March.  So began the invasion of Ansalon 
   
  The Malestrom 
  As the Blood Warriors were marching over the frozen Blood Sea, they came 
  across the Maelstrom – now flash frozen!  As planned the Red Minotaur plans to 
  descend to the lost city of Istar, where countless secrets and magic may lie. 
   
  Chronology of the War of the Darklance 
   
  348 – 353 AC:  War of the Lance 
  Takhisis attempts to conquer Ansalon. 
   
  357 AC:  Blue Lady’s War/Ariakan Goes Free/Soth’s Bargain. 
  
   
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  Kitiara Uth Matar attacks Palanthas.   
   
  The Knights of Solamnia release Ariakan, who founded of the Knights of Takhisis. 
   
  Soth discovers the deceased Ebonfangus, and the two make a pact to bring 
  Ebonfangus back to life as a dracolich. 
   
  358 AC:  Kitiara’s Soul 
  Soth and Ebonfangus retrieve Kitiara’s soul from the Grey.  Kitiara’s soul and 
  Ebonfangus’ are merged. 
   
  370 AC: Knights of Takhisis Born 
  The first knights are initiated. 
   
  381 AC:  Weather Patterns Change/Red Minotaur Ascends 
  Weather patterns begin to shift.  Temperatures drop slightly and 
  uncharacteristically.  Scholars are baffled, and blame it on “dark magic”. 
   
  The Red Minotaur becomes Emperor, uniting Mithas and Kothas.  He prepares to 
  invade Ansalon. 
   
  382 AC:  Distrust Amongst Races 
  The gates of Thorbardin are closed.  Silvanesti seals its borders.  Tensions between 
  the Silvanesti and Qualinesti arise.   
   
  383 – 384 AC: War of the Darklance  
  Summer doesn’t arrive, and Ansalon is thrust into an ice age.  The Blood Sea 
  freezes, and Icewall Glacier moves north, ready to overtake Tarsis.  Icewall Castle 
  has been converted into a flying citadel, and leads the Icewall branch of the 
  Knights of Takhisis.   
   
  The Knights of Takhisis begin their invasion of Ansalon.  The dragons of good are 
  ineffectual against the Darklances – corrupted dragonlances.  The High Clerist’s 
  Tower falls to the Knights of Takhisis.  Lord Gunthar Uth Wistan dies in honorable 
  combat with Lord Ariakan.   
   
  The Minotaurs, under the leadership of the Red Minotaur, begin their Blood March 
   
  The Silvanesti prepare to wage war with the Qualinesti.  Darken Wood is set 
  ablaze by red dragons.  Centaur refugees flee to Qualinost.  Centaurs and 
  
   
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  Qualinesti Elves form an alliance.
  
   
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  Races 
   
  Elves, dwarves, gnomes, these are races that you might find in any medieval 
  fantasy setting.  So what makes Krynn so different?  Well, the races of Krynn share 
  a uniqueness and flavor wholly independent of any other setting.  To play them 
  properly, this section contains detailed rules on the various races that are native to 
  Ansalon.  While some of these may share many similarities with their counterparts 
  in the Player’s Handbook, there are subtle differences that mark them as unique to 
  Dragonlance.  You will also notice several races that are not ordinarily allowed as 
  player choices.  However, there are several races that do not exist on Krynn.  
  Among them are halflings, orcs, and lycanthropes.  If a race is not listed below, it 
  is not available for play, and the races below are the only races allowed for 
  character creation.  Please note that although the Irda race is an important part of 
  the Dragonlance saga, the race has been purposefully left out of the races available 
  for play. 
   
  Humans 
   
  Racial Description:   
  Humans are the most versatile of all races.  They are found in many different 
  climates, and have a variety of appearances. 
  Personality:   
  Humans are the most adaptable of all races.  They are diverse in morals, customs, 
  tastes, and habits.   
  Physical Description:  
  Humans typically stand between 5 to 6 feet tall and weigh anywhere from 125 to 
  250 pounds on an average.  Men are typically taller and heavier than women. 
  Relations:  
  Humans mix well with themselves and with other races.  
  Alignment:  
  Humans are of all alignments, and do not tend towards any one. 
  Lands:  
  Human lands are often of a multitude of varieties, often depending on the climate.  
  Humans can adapt to almost any climate, and are found all over Ansalon. 
  Religion:  
  
   
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  Humans do not have any single patron deity.  Various groups of humans such as 
  the Knights of Solamnia tend to worship select deities. 
  Language:  
  Humans speak common, but are also known to pick up various other languages 
  along the way.  Depending on geography, humans sometime develop other 
  dialects, such as Solamnic and Ergothian. 
  Names:  
  Human names are varied. 
  Adventurers:   
  Human adventurers are audacious, daring, and ambitious.  They adventure for 
  many reasons, ranging from greed to championing causes. 
   
  Barbarian Humans 
   
  Plains Barbarians 
  • +2 Constitution, -2 Intelligence  
  • Medium size 
  • Base speed is 30 feet. 
  • 1 extra feat at first level 
  • Proficient with bolas, throwing sticks and teeth chains 
  • +2 racial bonus to Craft checks when constructing plains barbarian weapons 
  and armor 
  • +2 racial bonus to Spot checks 
  • +2 racial bonus to Wilderness Lore checks in or dealing with native terrain. 
  • 4 extra skill points at first level and 1 extra skill point at each additional level. 
  • Automatic languages: Common and regional.  Bonus Languages: As per region. 
  • Favored Class: Barbarian 
   
  Desert Barbarians 
  • +2 Constitution, -2 Intelligence  
  • Medium size 
  • Base speed is 30 feet. 
  • 1 extra feat at first level 
  • Low water consumption: A desert barbarian can live off of one quarter the 
  amount of water that other humans consume, per day 
  • Proficient with throwing blades, weighted sash and kala 
  • +2 racial bonus to Craft checks when constructing desert barbarian weapons 
  and armor 
  
   
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  • +2 racial bonus to Ride checks 
  • +2 racial bonus to Wilderness Lore checks in or dealing with native terrain. 
  • 4 extra skill points at first level and 1 extra skill point at each additional level. 
  • Automatic languages: Common and regional.  Bonus Languages: As per region. 
  • Favored Class: Barbarian 
   
  Sea Barbarians 
  • +2 Constitution, -2 Intelligence  
  • Medium size 
  • Base speed is 30 feet. 
  • 1 extra feat at first level 
  • Proficient with saber and net 
  • +2 racial bonus to Craft checks when constructing sea barbarian weapons and 
  armor 
  • +2 racial bonus to Swim checks 
  • +2 racial bonus to Wilderness Lore checks in or dealing with native terrain. 
  • 4 extra skill points at first level and 1 extra skill point at each additional level. 
  • Automatic languages: Common and regional.  Bonus Languages: As per region. 
  • Favored Class: Barbarian 
   
  Mountain Barbarians 
  • +2 Constitution, -2 Intelligence  
  • Medium size 
  • Base speed is 30 feet. 
  • 1 extra feat at first level 
  • Proficient with bear claws and crook blade 
  • +2 racial bonus to Craft checks when constructing mountain barbarian 
  weapons and armor 
  • +2 racial bonus to Climb checks 
  • +2 racial bonus to Wilderness Lore checks in or dealing with native terrain. 
  • 4 extra skill points at first level and 1 extra skill point at each additional level. 
  • Automatic languages: Common and regional.  Bonus Languages: As per region. 
  • Favored Class: Barbarian 
   
  Ice Barbarians 
  • +2 Constitution, -2 Intelligence  
  • Medium size 
  • Base speed is 30 feet. 
  
   
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  • 1 extra feat at first level 
  • +4 racial bonus to saves against cold attacks whether magical or otherwise 
  • Proficient with ice crossbows, ice flasks, throwing stones and frostreavers 
  • +2 racial bonus to Craft checks when constructing ice barbarian weapons, 
  armor, or vehicles 
  • +2 racial bonus to Wilderness Lore checks in or dealing with native terrain. 
  • 4 extra skill points at first level and 1 extra skill point at each additional level. 
  • Automatic languages: Common and regional.  Bonus Languages: As per region. 
  • Favored Class: Barbarian 
   
  Civilized Humans 
   
  • Medium size 
  • Base speed is 30 feet. 
  • 1 extra feat at first level 
  • +1 extra Language  
  • 4 extra skill points at first level and 1 extra skill point at each additional level. 
  • Automatic languages: Common and regional.  Bonus Languages: As per region. 
  • Favored class: Any 
   
  Hill Dwarves and Mountain Dwarves 
   
  Racial Description:   
  Dwarves are warriors, craftsmen, and drinkers of ale.  They know the secrets of the 
  earth they walk upon, and have an uncanny knack to withstand punishment. 
  Personality:   
  Dwarves are oftentimes grumpy, but are loyal to those who earn their friendship.   
  Physical Description:  
  Dwarves and short and wide-shouldered, standing around four feet tall and 
  weighing about 140 pounds. 
  Relations:  
  Dwarves get along with most races, but have a racial animosity towards elves.  
  They are cautious around gnomes and kender, and have a strong animosity towards 
  gully dwarves, which they consider to be an abomination. 
  Alignment:  
  Dwarves are generally lawful, and tend towards good. 
  Lands:  
  
   
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  Dwarves inhabit various lands, depending on sub-race.  Mountain dwarves inhabit 
  Thorbardin, and Hill dwarves live in towns like Hillhome. 
  Religion:  
  Dwarves follow Reorx. 
  Language:  
  Dwarves automatically speak Common and Dwarvish 
  Names:  
  His clan elder, according to tradition, grants a dwarf’s name to him. 
  Male Names:  
  Flint, Jasper, Targin 
  Female Names:  
  Obsidian 
  Family Names:  
  Axehammer, Fireforge, Steelaxe 
  Adventurers:   
  Dwarves oftentimes adventure to help protect friends and family, as well as their 
  homes.   
  • +2 Constitution, -2 Charisma 
  • Medium size 
  • Base speed is 20 ft. 
  • Darkvision: Dwarves can see in the dark up to 60 feet. 
  • Proficient in weighted sword 
  • Stonecunning: grants a +2 racial bonus on checks to notice unusual stonework, 
  such as sliding walls, stonework traps, new construction (even when built to 
  match the old), unsafe stone surfaces, shaky stone ceilings, and the like.  
  Something that isn’t stone but that is disguised as stone also counts as unusual 
  stonework.  A dwarf who merely comes within 10 feet of unusual stonework 
  can make a check as if he were actively searching, and a dwarf can use the 
  Search skill to find stonework traps as a Rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as naturally as a human can 
  sense which way is up.  Dwarves have a sixth sense about stonework, an innate 
  ability that they get plenty of opportunity to practice. 
  • +2 racial bonus on saving throws against poison. 
  • +2 racial bonus on saving throws against spells and spell-like affects. 
  • +1 racial bonus to attack goblins, hobgoblins, and bugbears. 
  • +4 dodge against Giants.  Note that any time the character loses his Dexterity 
  bonus to AC, such as being caught flat-footed, he loses his dodge bonus too. 
  • +2 racial bonus on Appraise checks that are related to stone or metal items. 
  
   
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  • Automatic Languages:  Common and Racial.  Bonus Languages:  As per region 
  + any other dwarven. 
  • Favored Class: Fighter 
   
  Gully Dwarves 
   
  Racial Description:   
  Gully dwarves are a degenerate offshoot of the dwarven race.  These diminutive 
  dwarves live in garbage-infested areas of Krynn.   
  Personality:   
  Gully Dwarves are one of the least intelligent races on Krynn.  They do not 
  understand certain concepts.  For example, “one” means one, and “two” means 
  more than one.  Gully dwarves love all sorts of filth, and live in it.   
  Physical Description:  
  Gully dwarves are a dirty, garbage-ridden race.  They appear like a degenerate 
  offshoot of the dwarven race.  They are also accompanied by an unmistakable 
  odor. 
  Relations:  
  Due to their appearance and smell, most races usually shun Gully dwarves.  Most 
  races find talking to gully dwarves very frustrating, as their vocabulary is rather 
  limited.  Dwarves tend to shun them as a degenerate offshoot of the dwarven race.  
  Most dwarves will not admit any connection to gully dwarves.  Kender get along 
  best with gully dwarves, due to a kender’s curiosity.   
  In the War of the Darklance, many gully dwarves are shunned, as they have 
  become carriers of plague. 
  Alignment:  
  Gully dwarves tend to be chaotic neutral.  
  Gully Dwarf Lands:  
  Gully dwarves have no lands of their own.  Instead, you will find them in sewers, 
  ruins, or any other wretched hole of garbage they come across. 
  Religion:  
  Gully dwarves revere Reorx above all other gods. 
  Language:  
  Gully dwarves speak a language called Gullyspeak, a simplistic form of common 
  with gully dialects.  
  Names:  
  Gully Dwarf names are often rather simple, generally only having one or two 
  consonants.   
  Male Names:   
  
   
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  Bugr, Nomscul 
  Female Names:  
  Bupu 
  Family Names:  
  Bulp 
  Adventurers:   
  Generally, adventurers stumble across gully dwarves by accident.  Gully dwarves 
  sometimes follow a person out of some sense of loyalty, rather than for any other 
  reason. 
  • +4 Constitution, +2 Dexterity -4 Intelligence, -4 Wisdom, -4 Charisma, -4 
  Strength 
  • Medium size 
  • Base speed is 20 feet. 
  • +2 racial bonus to Climb checks.  
  • +2 racial bonus to any dodge actions. 
  • Darkvision: Dwarves can see in the dark up to 60 feet. 
  • Stonecunning: grants a +2 racial bonus on checks to notice unusual stonework, 
  such as sliding walls, stonework traps, new construction (even when built to 
  match the old), unsafe stone surfaces, shaky stone ceilings, and the like.  
  Something that isn’t stone but that is disguised as stone also counts as unusual 
  stonework.  A dwarf who merely comes within 10 feet of unusual stonework 
  can make a check as if he were actively searching, and a dwarf can use the 
  Search skill to find stonework traps as a Rogue can.  A dwarf can also intuit 
  depth, sensing his approximate depth underground as naturally as a human can 
  sense which way is up.  Dwarves have a sixth sense about stonework, an innate 
  ability that they get plenty of opportunity to practice. 
  • +2 racial bonus on saving throws against poison. 
  • +2 racial bonus on saving throws against spells and spell-like affects. 
  • +1 racial bonus to attack goblins, hobgoblins, and bugbears. 
  • +4 dodge against Giants.  Note that any time the character loses his Dexterity 
  bonus to AC, such as being caught flat-footed, he loses his dodge bonus too. 
  • +2 racial bonus on Appraise checks that are related to stone or metal items. 
  • Automatic Languages:  Common and Racial.  Bonus Languages:  As per region 
  + any other dwarven. 
  • Favored Class: Rogue 
   
  Elves 
   
  Racial Description:   
  
   
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  Elves are tall, lithe, elegant creatures. 
  Personality:   
  Elves have a high respect for nature, and work with it to shape it so that its inner 
  beauty will strive forth.  Elves oftentimes consider themselves the most superior of 
  all races.  Elves are distrustful of the outside world. 
  Physical Description:  
  Elves stand around five feet tall, and weigh between 90 and 100 pounds.  They 
  have pointed ears, and no facial hair. 
  Relations:  
  Elves stay away from the other races of the world, considering them to be inferior. 
  Alignment:  
  Elves are typically good aligned, although that can range from lawful to chaotic. 
  Lands:  
  Silvanesti elves live in Silvanesti, Qualinesti Elves live in Qualinesti, and 
  Kagonesti live in various tribal lands. 
  Religion:  
  Silvanesti and Qualinesti elves venerate the gods of good over all, especially 
  Paladine, Mishakal, Branchala, and Solinari. 
  Language:  
  Elves speak Elven, although there are dialects for each subrace.  The Qualinesti 
  and Silvanesti dialects are understandable by anyone who can speak Elven.  
  Kagonesti is a bit harder, and characters who speak Elven must make an 
  Intelligence check vs. DC 10 to understand them. 
  Names:  
  Elven names are unique creations, and are as artistic as the race itself. 
  Male Names:   
  Porthios, Gilthanas, Siriath. 
  Female Names:  
  Lauranthalasa, Selowyn. 
  Family Names:  
  Caladon 
  Adventurers:   
  Elves adventure sometimes out of curiosity of the outside world, and sometimes to 
  escape their own world.   
  • Silvanesti and Qualinesti receive +2 Dexterity, -2 Constitution.  Kagonesti 
  receive +2 Dexterity, +2 Wisdom, -2 Intelligence, -2 Charisma. 
  • Medium size 
  • Base speed is 30 feet. 
  • Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus 
  against Enchantment spells or effects. 
  
   
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  • Low-light vision: Elves can see twice as far as humans can in moonlight, 
  starlight, torchlight and other similar conditions. 
  • Qualinesti elves are proficient with longsword or rapier and are proficient with 
  short bow, composite shortbow, longbow and composite longbows.  Silvanesti 
  elves are proficient with soris, longsword or rapier and are proficient with short 
  bow, composite shortbow, longbow and composite longbows.  Kagonesti elves 
  are proficient with club, mallet, war club halfspear or longspear and are 
  proficient with short bow, composite short bow, longbow and composite 
  longbows. 
  • +2 racial bonus on Listen, Search and Spot checks.  An elf who merely passes 
  within 5 feet of a concealed door is entitled to a Search check to notice it as if 
  the elf were actively looking for the door. 
  • Qualinesti and Silvanesti receive a +2 racial bonus to Hide, Wilderness Lore, 
  and Move Silently when in a forest.  Kagonesti receive a +4 racial bonus to 
  Hide, Wilderness Lore, and Move Silently when in a forest. 
  • Automatic Languages: Common, and Racial.  Bonus Languages: As per region 
  + any other elven 
  • Favored class: Silvanesti and Qualinesti – Wizard, Kagonesti – Ranger 
   
  Half-Elves 
   
  Racial Description:   
  Half-elves are caught between the worlds of humanity and elves.  A product of 
  both, they are oftentimes accepted by neither. 
  Personality:   
  Half-elves have a blend of personalities, having the curiosity and ambition of their 
  human heritage, and the grace, love of nature, and artistic tastes of their elven 
  heritage. 
  Physical Description:  
  Half-elves have physical features of both of their parentage, including pointed ears 
  (although not so exaggerated), and facial hair for males.  They stand around 5 to 5 
  ½ feet tall and weigh anywhere from 90 – 180 pounds. 
  Relations:  
  Half-elves are caught between worlds.  While they can get along well with humans 
  and elves, they are often outcasts in both societies.  They get along with other races 
  fairly well. 
  Alignment:  
  Half-elves tend to be of all alignments, like their human heritage. 
  Lands:  
  
   
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  Half-elves live in either human or elven lands. 
  Religion:  
  Half-elves raised amongst elves tend to follow Paladine.  If they are raised by 
  humans, then they tend to follow the beliefs of their human heritage. 
  Language:  
  Half-elves speak common, and elvish if they grow up with their elven parentage. 
  Names:  
  Half-elves use either the conventions of their human or elven parentage for names. 
  Adventurers:   
  Half-elves often find themselves as outcasts, and are easily drawn to a life of 
  adventure.   
  • +2 Dexterity 
  • Medium size 
  • Base speed is 30 feet 
  • Immunity to magic sleep spells and effects, and a +2 racial saving throw bonus 
  against Enchantment spells or effects. 
  • Low-light vision: Half-Elves can see twice as far as humans can in moonlight, 
  starlight, torchlight and other similar conditions. 
  • +1 racial bonus on Listen, Search, and Spot checks. 
  • Elven blood: For all special abilities and effects, a half-elf is considered an elf 
  including use of magic items and weapons. 
  • Automatic Languages: Common, Elven racial.  Bonus Languages: As per 
  region. 
  • Favored Class: Any 
   
  True Kender 
   
  Racial Description:   
  Kender are the children of the world.  These curious wanderers travel far and wide 
  in search of new adventures.   
  Personality:   
  Kender view the world through a child’s eyes.  Their extreme curiosity lands them 
  in no end of trouble, and their fearlessness even more so.  Kender have the ability 
  to taunt an individual, which will drive them into a craze and attack the kender.  
  Kender also have no concepts of ownership.  Kender constantly “Handle” items, 
  picking them up and keeping them on their person.  If confronted about this, they 
  always come back with a heartfelt innocent reply such as “I thought you weren’t 
  using this anymore” or “It must have fell into my pocket”. 
  Physical Description:  
  
   
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  Kender appear to be small child-like humans with pointed ears.  Most kender stand 
  between 3 ½ to 4 feet tall and weigh between 85 to 105 pounds.  Kender usually 
  wear their hair long and braided. 
  Relations:  
  Kender love to meet new people and share in new experiences, but the feeling is 
  not mutual as far as the other races are concerned.  Other races consider kender to 
  be little more than just common thieves. 
  Alignment:  
  Kender tend to be chaotic good in alignment. 
   
   
  Lands:  
  Kender hail from either Hylo or Kendermore. 
  Religion:  
  Kender worship Reorx, as well as Mishakal and Paladine (Fizban) 
  Language:  
  Kender speak a language called Kenderspeak. 
  Names:  
  Kender names are often very descriptive of who they are, and sometimes come 
  from events in the parent kender’s life. 
  Male Names:   
  Balif, Earwig, Pentrian, Tasslehoff 
  Female Names:  
  Crystal 
  Family Names:  
  Burrfoot, Furrfoot, Lockpicker, Quickfoot 
  Adventurers:   
  Where there is a kender, there is adventure.  Kender look for the adventure in the 
  world, and often find themselves in trouble because of it.   
  • +2 Dexterity, -2 Strength 
  • Small size: Kender gain a +1 size bonus to Armor Class, a +1 size bonus on all 
  attack rolls, and a +4 size bonus on Hide checks, but they must use smaller 
  weapons than humans use and their lifting and carrying limits are three-quarters 
  of those of Medium size characters. 
  • Kender base speed is 20 feet. 
  • +2 racial bonus to Climb, Move Silently, Escape Artist, Listen, and Spot. 
  • Kender are born thieves, or as they like to say, handlers.  Thus, every Kender 
  starts play trained in Pick Pockets and Open Locks skills.  They also receive a 
  + 4 bonus to these skills as a racial bonus. 
  • +2 racial bonus on all saving throws 
  
   
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  • Kender are generally regarded as immune to fear.  While this is true for the 
  most part, there are exceptional circumstances that will shake and frighten even 
  a kender.  Due to their fearless nature kender receive a +8 racial bonus to any 
  save or check made against fear.  This stacks with any other modifiers. 
  • Kender may use their Taunt ability to drive others into a maddened frenzy. A 
  Taunt is a standard action.  Kender may target any one group, type or race of 
  people for a Taunt.  To target more than one requires using subsequent actions.  
  The victim of a Taunt must make a Will save vs. a DC of 13 + the kender’s Cha 
  modifier + Wis modifier.  Once driven into a rage, the opponent attacks the 
  kender by any means possible, ignoring all other threats.  Furthermore, the 
  enraged enemy suffers a -2 penalty to all attack rolls, but the anger fuels him on 
  to deliver a +2 bonus to all damage rolls. This rage lasts until the kender is out 
  of sight or dead, or the opponent has been subdued for two rounds or 1d8 
  rounds pass.  Taunt is considered an extraordinary ability. 
  • Automatic Languages: Common, Kenderspeak.  Bonus Languages: As per 
  regional. 
  • Favored Class: Rogue 
   
  Half-Kender 
   
  Racial Description:   
  While Kender are the children of Krynn, Half-Kender are the adolescents. Half-
  Kender always walk the line between the world of Kender and the world of 
  Humans, never quite fitting in to either world. 
  Personality:  
  While half-kender have several traits of their kender parentage, it does not 
  dominate how they act. Half-kender have a tendency to handle, for instance, but 
  have a vague notion of ownership and property. The often return the items that 
  they borrow. Half-Kender are free spirits, and have a certain amount of 
  Wanderlust. They do tend to settle down after a while, though. Half-Kender are 
  more cunning than Kender. Kender usually have no ulterior motive for what they 
  do, while Half-Kender often do. 
  Physical Description:  
  Half-Kender usually stand between 4 and a half to 5 and quarter feet tall and 
  usually weight between 90 and 140 pounds. Half-kender tend to look like small 
  statured humans. They do not possess the pointed ears of a kender, and do not tend 
  to wear their hair in a topknot. Oftentimes they appear as young adolescents. Half-
  Kender males grow some facial hair, which never reaches a thickness beyond that 
  of peach fuzz. 
  Relations:  
  
   
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  Half-kender never quite fit in with any race or community. Non-kender races will 
  consider the Half-Kender to be but a boy growing to manhood. Once an individual 
  gets to know a Half-Kender, they grow suspicious of their true heritage. Half-
  Kender seem to do well in Kender communities, although they don’t quite fit in 
  there either. Half-Kender tend to be more mature, therefore not fitting in well. 
  Alignment:  
  Half-Kender tend towards Chaotic Good. 
  Half-Kender Lands:  
  Half-Kender, as a mixed breed, do not possess any lands of their own. They often 
  live in Kender communities, such as Kendermore. 
  Religion:  
  Half-Kender have no set religion, although they tend to favor Branchala. 
  Language:  
  Half-Kender automatically speak Common and Kenderspeak. 
  Names:  
  Kender names often depend on whether the Half-Kender is raised in a human 
  community or a Kender community. 
  Male Names:  
  Tarli, Tobi 
  Female Names:  
  Serra, Tara 
  Family Names:  
  Lockspringer 
  Adventurers:  
  Half-Kender share the Kender curiosity, and tend to wander the lands of Krynn. 
  Their rebellious streak tends to land them in trouble more often than not. Half-
  Kender can also be found adventuring in search of their true parentage. 
  • +2 Dexterity 
  • Medium size 
  • Half-Kender base speed is 30 feet. 
  • +2 racial bonus to Climb, Move Silently, and Listen checks. 
  • +1 racial bonus to Spot checks. 
  • +1 racial bonus to all saving throws 
  • Half-Kender retain some of their kender parent’s resistance to fear.  They 
  receive a +2 racial bonus to all saving throws or checks made to resist fear.  
  This stacks with other modifiers. 
  • Half-Kender may use their Taunt ability to drive others into a maddened frenzy. 
  A Taunt is a standard action.  Half-Kender may target any one group, type or 
  race of people for a Taunt.  To target more than one requires using subsequent 
  
   
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  actions.  The victim of a Taunt must make a Will save vs. a DC of 13 + the 
  kender’s Cha modifier.  Once driven into a rage, the opponent attacks the 
  kender by any means possible, ignoring all other threats.  Furthermore, the 
  enraged enemy suffers a -2 penalty to all attack rolls. This rage lasts until the 
  kender is out of sight or dead, or the opponent has been subdued for two rounds 
  or 1d4 rounds pass.  Taunt is considered an extraordinary ability. 
  • Automatic Languages: Common, Kenderspeak.  Bonus Languages: As per 
  region. 
  • Favored Class: Rogue 
   
  Tinker Gnomes 
   
  Description:   
  Gnomes are the engineers of Krynn.  They build that which has not been created, 
  and improve on that which already exists.  They constantly design, build, and test 
  devices for a variety of purposes.  The motto of a Gnome is “There’s always room 
  for improvement.”  Gnomes will improve technological devices to death.  Simple 
  mechanics are replaced with redundancy. 
  Personality:   
  Gnomes are master inventors who lack everyday common sense.  They spend their 
  lives surrounded by technology.  Always, they strive to improve their inventions to 
  the infinite degree.  They prefer style to substance in all their inventions.  Gnomes 
  are very blunt at times, lacking certain social graces other races take for granted.  
  They are very eager to discuss inventions and technology, which sometimes causes 
  problems with other races.  Gnomes also know a little something about everything 
  technological, but cannot discriminate between useful and useless knowledge. 
  Physical Description:  
  Gnomes stand about 3 to 3 ½ feet tall and weigh 40 to 45 pounds.  Gnomes have 
  rich brown skin with straight or curly white hair.  Then tend to have china-blue or 
  violet eyes, and straight white teeth.  Males have soft, curly white beards and 
  mustaches; females are beardless.  Both genders develop facial wrinkles after they 
  reach the age of 50.  Gnomes are short and stocky, but have quick movements.  
  Their hands are deft and sure.  Their ears are rounded.  Gnomes also have large 
  noses, which is a source of pride and social status amongst gnomes.   
  Relations:  
  Gnomes are generally not well liked by most peoples and races.  Their technology 
  makes them seem very alien to non-gnomes.  Gnomes’ lack of social skills puts off 
  most potential friends.  Gnomes admire the keen minds of the elves, the 
  craftsmanship of the dwarves, and the curiosity of the Kender, although they 
  consider each of these races to be too easily distracted from the pursuit of science 
  
   
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  and technology.  Centaurs and minotaurs remain incomprehensible to gnomes.  
  Both are too rugged and brutal for comfort.  Neither of those races are known for 
  their craftsmanship.  The humans of Sancrist have adjusted to gnomes, but avoid 
  contact when possible.  The Knights of Solamnia are a different matter.  They 
  admire technology, and therefore admire the work of the gnomes. 
  Alignment:  
  Gnomes tend to be lawful-neutral in alignment.  They are focused on their craft 
  more so than the affairs of the world, and have a structure about it. 
  Gnome Lands:   
  Gnomes live in large subterranean colonies of tunnels in secluded mountain 
  ranges.  The largest gnomish settlement is Mt. Nevermind, a metropolis of 59,000 
  set in a dormant volcano. 
  Religion:   
  Gnomes worship Reorx.  There is little if anything in organized religion, but he is 
  still venerated.   
  Languages:  
  Gnomes speak Gnomish, a language comprised mainly of technical information.  
  Gnomes talk at rapid rates, so much so that other races have a hard time 
  understanding them.  Two gnomes can get together and speak rapidly at the same 
  time, understanding and responding to what the other says in the process.  Their 
  voices sound very much like a human’s, but are more nasal.   
  Names:  
  Each Gnome name is unique.  Oftentimes, there are three versions of the name.  
  The first is the formal name, which can take hours to recite and can literally fill a 
  book.  The second version is the abbreviated version, which only takes a few 
  minutes to recite.  The last is the shortest version, usually a couple of syllables of 
  the Gnome’s name.  This last option is usually decided upon by non-Gnomes 
  (particularly humans), and is considered undignified. 
  Male Names:  
  Conundrum, Gnimsh, Gnosh, Tym, Wrench 
  Female Names:  
  Spinner 
  Family Names:  
  Gnormthesonofgnorttheinventoroftheselfpropelledhammer… 
  Adventurers:  
  Gnomes often adventure in order to work on some project or, more commonly, to 
  further their Life Quest.   
  • +2 Dexterity, +2 Constitution, -2 Strength, -2 Wisdom 
  • Small size: Gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on all 
  attack rolls, and a +4 size bonus on Hide checks, but they must use smaller 
  
   
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  weapons than humans use and their lifting and carrying limits are three-quarters 
  of those of Medium size characters. 
  • Base speed is 20 feet 
  • Low-light vision: Gnomes can see twice as far as humans can in moonlight, 
  starlight, torchlight and other similar conditions. 
  • +2 racial bonus on saving throws against illusions. 
  • +2 racial bonus to Listen. 
  • -4 penalty on all Craft checks when dealing with machinery, traps, inventions 
  (gnomish and otherwise), and when attempting to invent or improve anything.  
  • Automatic Languages: Common, Gnomish.  Bonus Languages: As per region. 
  • Favored Class: Tinker 
   
  Minotaur 
   
  Racial Description:   
  Minotaurs are a warrior-race that inhabit the islands of Mithas and Kothas.   
  Personality:   
  Minotaurs often believe that “might makes right”.  They also follow a code of 
  honor in all things they do.  Minotaurs feel that they have a “Manifest Destiny” of 
  sorts, and wish to rule over Ansalon. 
  Physical Description:  
  Minotaurs are tall, well-muscled humanoids with bull heads and horns. 
  Relations:  
  Minotaurs have been slaves in the past to the ogres, and are bound to not be slaves 
  to any other race again.  They consider themselves the rightful heirs of Ansalon, 
  and think the other races to be lesser. 
  Alignment:  
  Minotaurs tend to be lawful-evil. 
  Lands:  
  Minotaurs inhabit the twin islands of Mithas and Kothas. 
  Religion:  
  Most minotaurs follow Sargonnas, although some follow Kiri-Jolith. 
  Language:  
  Minotaurs speak a language referred to simply as Minotaur. 
  Names:  
  Minotaur names often have hard sounds, like “K’s”, or are sometimes a 
  representation of who they are. 
  Male Names:   
  Karathos, Klank, Rikar 
  
   
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  Female Names:  
  Kiri 
  Family Names:  
  Es-Kalin 
  Adventurers:   
  Minotaurs are usually associated with the Blood Army, and most of their 
  adventures surround that.  Some minotaurs are renegades, though, who do not 
  follow the regime of the Red Minotaur.  These minotaurs find themselves on the 
  run, or working towards change in other fashions. 
  • +2 Strength, +2 Constitution, -2 Charisma, -2 Wisdom 
  • Large size: Minotaurs suffer a –1 penalty to attack rolls, -1 penalty to Armor 
  Class, and -4 to Hide checks.  Minotaurs may use Large weapons without 
  penalty as well as Medium, Small and Tiny weapons. 
  • +4 racial bonus to Armor Class 
  • Base speed is 30 feet. 
  • +2 racial bonus to Intimidate checks. 
  • +2 racial bonus to Climb, Balance and Use Rope checks  
  • +2 racial bonus to Craft checks involving crafting anything for sea faring 
  vessels such as ships, anchors, oars, masts, sails, etc. 
  • Automatic Languages: Common, Minotaur.  Bonus Languages: As per region. 
  • Favored Class: Fighter 
   
  Half-Ogre 
   
  Racial Description:   
  Half-Ogres are hulking brutes that ravage the lands of Ansalon. 
  Personality:   
  Half-Ogres are cruel beings who have a deep hatred for all other races on Krynn.  
  They take great pleasure in tormenting their prey. 
  Physical Description:  
  Half-ogres appear as huge, monstrous, hulking humans, sometimes with overly 
  large physical features.  They stand around seven feet tall, and weigh around 250 
  to 300 pounds. 
  Relations:  
  Half-Ogres are often detested by any society they find themselves in.  Ogres use 
  them as slaves and playthings.  Human cultures use them as thugs and bodyguards 
  oftentimes. 
  Alignment:  
  
   
  War of the Dark Lance 
   
   
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  Half-Ogres tend to be evil, although their human half allow for them to be of any 
  alignment. 
  Lands:  
  As a mixed race, Half-Ogres have no lands of their own.  They tend to live in a 
  variety of human or Ogre lands. 
  Religion:  
  Half-Ogres follow the religion of the area they live, although their hearts are more 
  open to Takhisis and especially Sargonnas. 
  Language:  
  Half-Ogres speak common, and also Ogre if they grew up in Ogre lands. 
  Names:  
  Half-Ogres tend to take on names from either heritage, but primarily their Ogre 
  heritage.  Their names sometimes can be translated into words describing them. 
  Male Names:   
  Groan, Steeltoe. 
  Female Names:  
  Morgrey. 
  Family Names:  
  Half-Ogres tend to follow the names of the parentage they live with. 
  Adventurers:   
  Half-Ogres tend to be fighters, and act as bodyguards and thugs.  Oftentimes they 
  are singled out of their society, and seek a place of their own within the world. 
  • +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma, -2 Wisdom, -2 
  Dexterity 
  • Large size: Half-Ogres suffer a –1 penalty to attack rolls, -1 penalty to Armor 
  Class, -4 to Hide checks.  Half-Ogres may use Large weapons without penalty 
  as well as Medium, Small and Tiny weapons. 
  • +2 racial bonus to Armor Class 
  • Base speed is 30 feet. 
  • +2 racial bonus to Intimidate checks. 
  • +2 racial bonus to Spot, Listen and Climb checks. 
  • Ogre Blood: For all special abilities and effects, a half-ogre is considered an 
  ogre, including Irda weapons and items. 
  • Automatic Languages: Common and Ogre.  Bonus Languages: As per region. 
  • Favored Class: Barbarian 
  
   
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  Classes 
   
  This section contains essential information for playing a character in the 
  Dragonlance setting.  While Fighters can be found in any setting, Knights of 
  Solamnia can only be found on Krynn.  What makes this class special?  What are 
  the game mechanics?  This section explains all the unique character classes to be 
  found on Krynn and the unique changes in the classes that are common to other 
  worlds. 
   
  *Note that unless otherwise noted below, the classes from the Player’s Handbook remain unchanged. 
   
  Bard 
  Bards may be played exactly as presented in the Player’s Handbook.  
  However, the Orders of High Sorcery are careful not to let magic be abused, even 
  by bards.  Thus, bards may proceed in their use of Arcane magic unhindered as 
  long as they do not present a threat to the stability and safety of magic on Krynn.  
  If a bard takes any act that may be deemed such a threat, the Conclave is bound to 
  know and treat the bard as a renegade.  If approached, the Orders of High Sorcery 
  will ask the bard to take the Test of High Sorcery.  If the bard does and succeeds, 
  he may choose to continue gaining levels as a bard or in his new Prestige Class, 
  Wizard of High Sorcery.  It is mandatory to take the Prestige Class upon passing 
  the Test. 
  Renegade bards will be hunted with the same dogged stubbornness that any 
  renegade would.  See the Renegade Class to discern how each order approaches 
  renegades. 
  Bards on Krynn tend to be good aligned and worship Branchala.  Neutral 
  bards tend to worship Gilean or Reorx, and evil bards, rare indeed, tend to worship 
  Hiddukel.  
   
  Cleric 
  Clerics on Krynn all belong to the Holy Order Of The Stars.  The Order is 
  composed of the 3 branches: One for clerics of the good gods, one for clerics of the 
  neutral gods, and one for clerics of the evil gods.  To play a cleric of one of the 
  Orders, use the Game Rule Information for clerics as presented in the Player’s 
  Handbook with the following changes presented below.  Clerics of the Holy Orders 
  of the Stars, in addition to the below features, keep all of the features from the 
  Clerics of the Player’s Handbook. 
   
  
   
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  Class Features: 
   
  Weapon and Armor Proficiency:  
  Clerics of the Holy Order of the Stars are granted the same weapon and armor 
  proficiencies as the clerics from the Player’s Handbook.  However, certain deities 
  may restrict weapon and armor use.  To figure out what weapons and armor 
  restrictions belong to a chosen deity, check the Pantheon section under the chosen 
  deity’s entry. 
  Medallion of Faith:  
  At 1st level, a cleric of the Orders receives a Medallion of Faith from his deity as a 
  symbol of the deity’s acceptance, faith and trust in the cleric.  The cleric proudly 
  wears this medallion as proof of her deity’s acceptance and any clerics professed 
  faith is obvious from a glance at the medallion.  A medallion of Faith is essential to 
  a cleric - it imbues him with the courage and tangible proof that the cleric’s deity is 
  there beside the cleric in all trials and tribulations.  The Medallions primary power 
  is the ability to create other Medallions of Faith to be given to other supplicants.  
  However, the Medallion also has other powers.  See the Treasures section for a 
  full listing of the Medallion’s powers. 
  Title:  
  As a member of the Holy Order of the Stars becomes more skilled and wise in the 
  ways of religion, the church may see fit to bestow better and more prestigious titles 
  upon the cleric.  These titles are listed below in order from entry on the Orders to 
  the highest rank attainable.  Increases in rank and title are bestowed by committing 
  deeds the Order considers beneficial to its ethics and principles. 
   
  Table 1-1: Holy Order of the Stars Titles 
   
  Good  
   
  Neutral 
   
   
   
  Evil 
   
   
  Acolyte 
   
  Aspirant 
   
   
   
  Acolyte 
   
  Deacon 
   
  Ovate  
   
   
   
  Deacon 
  Adept  
   
  Initiate  
   
   
   
  Adept 
  Priest  
   
  Disciple 
   
   
   
  Priest 
  Curate  
   
  Master of Earth 
   
   
  Curate 
  Prefect  
   
  Master of Fire  
   
   
  Prefect 
  Canon  
   
  Master of Water 
   
   
  Canon 
  Elder  
   
  Master of Winds 
   
   
  Spiritor 
  Patriarch 
   
  Master of Mystery 
   
   
  High Priest 
  High Priest 
   
  Master of Light 
   
   
  Nightmaster* 
  Apostle 
   
  Master of Time 
   
   
  Nightlord** 
  Prophet* 
   
  Master of Elements 
  Chosen Prophet** 
  Master of the Book 
   
   
   
  Archmaster* 
   
   
   
  Starmaster** 
  
   
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  * Note that there may only be one cleric of this rank for each god. 
  ** Note that there may only be one cleric of this rank for each of three Orders.  The cleric of good must be a cleric 
  of Paladine, the cleric of neutrality must be a cleric of Gilean, and the cleric of evil must be a cleric of Takhisis. 
   
  Ex-Holy Orders of the Stars Clerics:  
  Those who leave the Holy Orders of the Stars may no longer cast spells, use 
  domain powers, turn or rebuke undead, or use the powers of their Medallions of 
  Faith.   
   
  Druid 
  Druids on Krynn are very similar to their counterparts on other worlds.  
  However, there are some specific differences.  Druids on Krynn usually only 
  dedicate themselves to either Chislev, a neutral deity, or Branchala, a good deity.  
  Druids on Krynn cannot receive their powers or spells from other deities and thus, 
  there are no evil aligned druids on Krynn.  To create and play a Druid character, 
  use the Druid Class as it is presented in the Player’s Handbook with the following 
  modifications below: 
   
  Game Rule Information: 
   
  Alignment:  
  May be any non-evil. 
  Races Allowed:  
  Barbarian Humans, Civilized Humans, Elves, Half-Elves, Kender, Half-Kender. 
   
  Knights of Solamnia - Knight of the Crown 
   
  Knights of the Crown and their Measure:   
  The Order of the Crown is the basic order that all Knights of Solamnia start as.  
  They exemplify the ideals of loyalty and obedience in all that a knight is and does. 
  Adventures:   
  Knights of the Crown adventure in service of the Knights of Solamnia.  They often 
  come to the aid of those in need, especially those who are allied with the Knights 
  of Solamnia. 
  Characteristics:  
  Knights of Solamnia are the epitome of chivalry.  They stand, to most of Ansalon’s 
  nations, as the symbol for freedom, justice and goodness.  They carry with 
  themselves a great responsibility due to this, and it is one that cannot be taken 
  seriously enough. 
  Alignment:   
  
   
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  Knights of the Crown are typically Lawful-Good, but may be of any Good 
  alignment. 
  Religion:   
  Knights of the Crown follow Habbakuk, but also venerate Paladine and Kiri-Jolith. 
  Background:   
  Knights of the Crown come into the Knighthood as squires, and are sponsored by a 
  Knight of Solamnia who serves as a mentor of sorts during the squire’s early days. 
  Races:   
  Civilized Humans, and Half-Elves, though there may be exceptions as the DM 
  warrants. 
  Other Classes:   
  Knights of the Crown get along well with other warrior classes, especially the 
  Sword and Rose Knight prestige classes.  They are distrustful of wizards and 
  sorcerers, and dislike rogues.  Knights also respect Tinkers, as they have a 
  fascination with technology. 
   
  Game Rule Information: 
   
  Alignment:  
  Lawful Good 
  Hit Die:  
  d10 
  Abilities:  
  Strength is important for all the Orders to excel at combat.  Wisdom is important 
  for Sword and Rose Knights in practicing their clerical powers.    Charisma is also 
  important in leading others, commanding and endearing the populace to your 
  favor, as the Knights of Solamnia are upstanding, honorable and virtuous. 
  Class Skills:  
  Diplomacy (Cha), Handle Animal (Cha), Ride (Dex), Swim (Strength), Knowledge 
  (law) (Int), Knowledge (Oath and the Measure) (Int), Knowledge (religion) (Int), 
  Craft (Int)  
  Skill Points at 1st level:  
  (4 + Int modifier) x 4 
  Skill Points at each additional level:  
  4 + Int modifier 
  Starting Steel:  
  6d4 x 10 
   
  Class Features: 
   
  
   
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  Weapon and Armor proficiency:  
  Knights of Solamnia are proficient with all simple and martial weapons, and with 
  all types of armor and shields.  Note that Armor Check penalties for armor heavier 
  than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move 
  Silently, Pick Pocket and Tumble.  Also, Swim checks suffer a –1 penalty for 
  every 5 pounds of gear carried. 
  Weapon Focus:   
  Knights of the Crown receive the Weapon Focus Feat free at 1st level.  This may 
  only apply to a sword of some type. 
  Knightly Reputation (Su):  
  The Knights of Solamnia serve as the epitome of peace and justice for many of 
  Ansalon’s nations.  Thus even Knights of the Crown, considered widely to be the 
  very lowest of the three Orders, garner considerable respect when dealing with 
  peoples who view the Knighthood as an ally and protector.  When dealing with any 
  individual, group of people, or creature that views the Knighthood as an ally or 
  protector of any benevolent nature, the knight receives a +2 bonus at 1st level when 
  making Diplomacy or Charisma checks.  This bonus increases by +1 every five 
  levels and stacks with any and all other modifiers.  
  Mounted Combat:   
  The Knights of Solamnia are trained in the ways of mounted combat.  Thus they 
  receive the Mounted Combat Feat free at 1st level. 
  Receive armor:  
  At 1st level, a Knight of the Crown is given a suit of Solamnic Plate and a shield.  
  This suit of armor is a Knight’s pride and symbol of virtue.  The shield is 
  considered a large steel shield.  Both of these must be maintained and kept in 
  excellent condition.  When and if a Knight advances in the Order, the new symbols 
  of the Order are engraved into the armor and shield. 
  Purchasing arms:  
  A Knight must purchase the type of sword in which he has Weapon Focus at 1st 
  level. 
  Weapon Specialization:  
  At 3rd level, a Knight of the Crown may choose to take Weapon Specialization in 
  any weapon which Weapon Focus if taken.  
  Oath and The Measure:  
  The Knights of Solamnia are expected to live up to and uphold the rigorous and 
  strict tenets of the Oath and The Measure.  If any Knight has been found to have 
  engaged in behavior considered inappropriate, unbecoming or contradictory to the 
  Oath and The Measure, he may be brought up on charges and have his honor 
  questioned.  Such behavior includes acts such as spending the Order’s wealth for 
  personal gain or means outside of duties, dishonorably fleeing battle with an 
  
   
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  enemy, refusing assistance to the downtrodden, disloyalty to superiors or those to 
  whom loyalty is earned, and any situation in which the Knight compromises the 
  principles of the Measure for personal gain or safety.  Those accused of such 
  behavior are brought before a Knightly Council and forced to defend their honor.  
  The trial may be role-played through with the end result being based on the merit 
  of the player’s role-playing.  This is the most encouraged form of finding the 
  results for transgressions as it allows the player to succeed based on the merit of 
  role-playing.  However, for those who wish to randomly determine the outcome or 
  in the case in which there are many factors and randomness plays a great part in 
  the outcome, use the tables below to calculate the result of the trial.  The Character 
  must pass a Wisdom check to succeed and acquit himself of the charges before his 
  honor, status, arms and property can be restored.  The table below lists the DC of 
  the check: 
   
  Table 1-2: Knightly Trials 
   
  DC 
   
  Severity 
   
   
  Example of transgression 
   
   
   
  10 
   
  Inconsequential 
   
  Alleged violation a rule of common conduct  
  Transgression  
  or courtesy, offending a fellow Knight, failing to 
  carry out an urgent or important order or task 
  through no fault of his own 
  14 
   
  Minor   
   
   
  Knight has supposedly shown a discourteous  
  Transgression 
  or inconsiderate behavior toward others, insulted a 
  fellow or superior Knight, disobeyed a trivial order, 
  or failed to execute an important order or mission 
  due to inattention 
  18 
   
  Considerable  
   
  Accused of rude, cowardly, greedy or cruel  
  Transgression 
  behavior, willfully and knowingly disobeying a 
  direct order, or failing to carry out orders or 
  missions out of self-interest or self-preservation 
  21 
   
  Major  
   
   
  Accused of slaying or causing the death of a  
  Transgression 
  fellow Knight, telling an outright and damaging lie 
  about an innocent person, or betraying the 
  Knighthood in some grave way 
   
   
  The modifiers for this action are as follows: 
   
  Negative factors  
   
   
   
  Modifier 
  Special 
   
   
   
  Accuser is a Crown Knight 
  0 
  Half modifier (round up) if not 
  present at trial 
  Accuser is a Sword Knight 
  -2 
  Half modifier (round up) if not 
  present at trial 
  Accuser is a Rose Knight 
  -4 
  Half modifier (round up) if not 
  present at trial 
  
   
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  Accuser is a Lord Knight  
  -4 
  Half modifier (round up) if not 
  present at trial 
  Accuser is a High Warrior,   
   
  -5 
   
  Full modifier always 
  High Clerist, or High Justice 
  Accuser is a Superior or commander 
  -2 
  Half modifier (round up) if not 
  present at trial 
  Physical evidence or witness  
   
  -1 per piece  
  Evidence must be present at  
  or witness 
  trial or no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  -2 
   
   
   
  Positive factors 
   
   
   
  Modifier 
  Special 
   
   
   
  Sponsor or defender is a Crown Knight 
    0 
  Half modifier (round up) if not 
  present at trial 
  Sponsor or defender is a Sword Knight 
  +2 
  Half modifier (round up) if not 
  present at trial 
  Sponsor or defender is a Rose Knight 
  +4 
  Half modifier (round up) if not 
  present at trial 
  Sponsor or defender is a Lord Knight 
  +4 
  Half modifier (round up) if not 
  present at trial 
  Sponsor or defender is High Warrior,  
  +5 
   
  Full modifier always 
  High Clerist, or High Justice 
  Sponsor or defender is a superior 
  +2 
  Half modifier (round up) if not 
  commander present at trial 
  Physical evidence or witness  
   
  +1 per piece 
  Evidence must be present at  
  or witness  
  trial or  no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  +2 
   
   
   
  The Punishments for failing this action differ on the severity of the transgression.  
  The typical punishments for each grade of transgression are listed below.  
   
  Severity of Transgression 
   
  Punishment  
   
   
   
   
   
  Inconsequential 
   
   
  Reprimand before the Council, advice and counsel given 
  Minor 
  Stern lecture from Council and given an act of penance to 
  complete else Knight remains in disgrace and may not draw 
  funds or make requests to the Order. 
  Considerable 
  Immediate banishment from which a near impossible task 
  is required to redeem oneself, cannot draw funds, receive 
  assistance from the Order, or petition for advancement 
  Major 
  Immediate imprisonment, possible execution based on 
  severity of charge, Knight will no longer be considered a 
  Knight and will not receive proper services at burial. 
   
   
   
   
   
   
  
   
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  Abandon or Refuse a Challenge:  
  The Knights of Solamnia stand as the champions of good and thus are always 
  prepared to attack the Order’s foes.  When faced with the task of combating evil or 
  an enemy of the Order, it is very difficult to flee, abandon or refuse the challenge 
  of battle unless the Knight believes the fight to be foolish, impossible, useless or 
  dishonorable.  Unnecessarily fleeing a battle may warrant being brought up on 
  Transgression charges. 
  Owes 40 – 60 Days Service to the Order:  
  Each year, a Knight is assigned a mandatory period of duty within the Knighthood 
  ranging from 40 to 60 days.  During this time, the Knight is under the command of 
  his superiors and is not free to travel on his own.  His exact duty and charge is 
  determined by his superiors and the needs of the Order and can range to anything 
  from guard duty to finding a dragon’s lair.  This term of service is not negotiable 
  and any Knight who breaks it is in clear violation of the Oath and The Measure and 
  subject to a Considerable Transgression if brought up before a Knightly Council on 
  charges (see above). 
  Loyalty to the Order:  
  A Knight may not multi-class while in the service of the Knighthood.  The Order 
  demands obedience and respect and while many of the Knights do not necessarily 
  come from noble stock and therefore know and practice professions, the Order 
  does not allow their Knights to pursue what they consider less noble careers or 
  lifestyles. 
  Title:   
  Whenever a Knight merits himself in the face of battle, performs admirably, or 
  accomplishes anything that may merit an increase in rank; the Knight’s rank may 
  increase.  Examples of deeds that may merit an increase in a character’s rank 
  include exemplary bravery in battle, rescuing innocents from a life threatening 
  situation, risking your life to save others, holding off the enemy while others 
  retreat, facing 2 to 1 odds and surviving, discovering vital information on the 
  Knighthood’s enemies, or any other remarkable situation in which the Knight 
  shows incredible bravery or courage.  Note that the titles are not level dependent 
  and that a 3rd level Crown Knight who becomes a Sword Knight bears the title 
  Novice of the Swords just the same as a 10th level Crown Knight who becomes a 
  Sword Knight.  Only 1 High Warrior, High Clerist and High Justice may hold the 
  title at any time.  
  Tithe:  
  A Knight is expected to donate much of his wealth to the Knighthood, including 
  wealth acquired through personal questing or extra income from any estates or 
  property owned.  The amount is 30% of all wealth acquired from any quest, 
  income, or source. This also applies to any starting money left after purchasing 
  
   
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  equipment following character creation.  The Knight may still draw upon the 
  Order’s treasury if able, and the Order will always see to those and their families 
  who have served honorably until the Knight’s time on Krynn has ended. 
  Advancement to the Order of the Sword:  
  All Knights must start out as Knights of the Crown.  However, upon becoming 
  skilled enough, the Knight may attempt to enter the Order of the Sword (see 
  Prestige Classes, Knight of the Sword). The candidate must find a Knight who is 
  willing to sponsor him.  This requires the sponsor to put his honor and trust in the 
  young candidate, something that is never taken lightly.  The sponsor must be a 
  Knight of the Sword in good standing and solid, untarnished honor.  The candidate 
  is brought before a Knightly Council who hears his request for advancement.  The 
  applicant must then complete a quest given to him by the Council and his sponsor.  
  The quest must comprise of all the following elements:  
  A journey of at least 30 days that covers 500 miles  
  Restoration of something that was lost 
  Victory in single combat with an equally powerful foe (same level). 
  3 tests of Wisdom, 1 test of generosity, and 1 test of compassion 
  The Knight may enlist the aid of anyone he wishes as long as he maintains the 
  ideals and Principles of the Knighthood and the Measure.  The Knight must return 
  and provide proof and/or witnesses of his deeds and accomplishments to his 
  sponsor and a Knightly Council.  If satisfactory, the Knight will spend a 24-hour 
  period of fasting and prayer after which he will be ceremoniously inducted into the 
  Order of the Sword. 
  Advancement to the Order of the Rose:  
  Upon becoming a skilled enough Knight of the Sword, the Knight may attempt to 
  enter the Order of the Rose (see Prestige Classes, Knight of the Rose).  The 
  candidate must find a Rose Knight who is willing to sponsor him.  This requires 
  the sponsor to put his honor and trust in the young candidate, something that is 
  never taken lightly.  The candidate is brought before a Knightly Council who hears 
  his request for advancement.  The applicant must then complete a quest given to 
  him by the Council and his sponsor.  The quest must comprise of all the following 
  elements:  
  A journey of at least 30 days that covers 500 miles  
  Restoration of something that was lost 
  Victory in single combat with a more powerful foe (higher level). 
  1 test of Wisdom, 3 tests of generosity, and 3 tests of compassion 
  The Knight may enlist the aid of anyone he wishes as long as he maintains the 
  ideals and Principles of the Knighthood and the Measure.  The Knight must return 
  and provide proof and/or witnesses of his deeds and accomplishments to his 
  sponsor and a Knightly Council.  If satisfactory, the Knight will spend a 24-hour 
  
   
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  period of fasting and prayer after which he will be ceremoniously inducted into the 
  Order of the Rose. 
  Ex-Knights of the Crown:  
  Any knight who voluntarily leaves the order, is cast out, or is exiled retains all 
  abilities except knightly reputation, the ability to draw funds, and access local 
  circle stores.  He is also forced to relinquish his sword and armor back to the 
  knighthood.  He no longer has to tithe, serve terms of service or uphold the 
  Knighthood. 
   
  Table 1-3: Knight of the Crown 
   
  Base 
   
   
  Fort 
  Ref 
  Will 
  Level 
  Attack Bonus 
   
  Save 
  Save 
  Save 
  Special  
  1 
  +1 
   
   
  +2 
  +0 
  +2 
  Weapon Focus, Mounted Combat, receive armor,  
   
   
   
   
   
   
   
  Knightly Reputation 
   
  2 
  +2 
   
   
  +3 
  +0 
  +3 
   
  3 
  +3 
   
   
  +3 
  +1 
  +3 
  Weapon Specialization 
   
   
  4 
  +4 
   
   
  +4 
  +1 
  +4 
  5 
  +5 
   
   
  +4 
  +1 
  +4 
   
  6 
  +6/+1 
   
   
  +5 
  +2 
  +5 
   
  7 
  +7/+2 
   
   
  +5 
  +2 
  +5 
   
  8 
  +8/+3 
   
   
  +6 
  +2 
  +6 
    
  9 
  +9/+4 
   
   
  +6 
  +3 
  +6 
   
  10 
  +10/+5  
   
  +7 
  +3 
  +7 
   
  11 
  +11/+6/+1 
   
  +7 
  +3 
  +7 
   
  12 
  +12/+7/+2 
   
  +8 
  +4 
  +8 
   
  13 
  +13/+8/+3 
   
  +8 
  +4 
  +8 
   
  14 
  +14/+9/+4 
   
  +9 
  +4 
  +9 
   
  15 
  +15/+10/+5 
   
  +9 
  +5 
  +9 
  16 
  +16/+11/+6/+1 
   
  +10 
  +5 
  +10 
  17 
  +17/+12/+7/+2 
   
  +10 
  +5 
  +10 
  18 
  +18/+13/+8/+3 
   
  +11 
  +6 
  +11 
  19 
  +19/+14/+9/+4 
   
  +11 
  +6 
  +11 
  20 
  +20/+15/+10/+5  
  +12 
  +6 
  +12 
   
  Table 1-4: Knight Titles in Order of Entry 
   
  Knights of the Crown 
  Knights of the Sword 
  Knights of the Rose 
  Squire of Crown 
   
  Novice of Swords 
   
  Novice of Roses 
  Defender of Crown 
   
  Knight of Swords 
   
  Knight of Tears 
  Knight of Crown 
   
  Blade Knight  
   
  Knight of Mind 
  Scepter Knight 
   
  Knight Clerist  
   
  Knight of Heart 
  Shield Knight  
   
  Abbot of Swords 
   
  Knight of Roses 
  Shield of Crowns 
   
  Elder of Swords 
   
  Keeper of Roses 
  Lord of Shields 
   
  Lord Clerist 
   
   
  Lord of Justice 
  High Warrior (1 only)  
  High Clerist (1 only)  
  High Justice (1 only) 
   
  Knights of Takhisis - Knight of the Lily 
   
  
   
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  Knights of the Lily and Their Vision:   
  Knights of the Lily are the soldiers of the Knights of Takhisis.  Every Knight 
  begins as a Lily Knight, but some move to the orders of the Thorn and Skull later 
  on, while others remain Lily Knights. 
  Adventures:  
  Knights of the Lily adventure in the service of their Dark Queen.  Sometimes it is 
  secret covert missions, and sometimes it is for a quest or in service to the 
  Knighthood. 
  Characteristics:  
  The Knights of Takhisis are the Dark Queen’s mightiest champions, and also her 
  greatest victory.  They stand as a living testament to the power of evil on Ansalon, 
  and their aims and goals do not fall short of the Queen’s expectations.  The 
  Knighthood has risen and grown strong due to zealous faith and loyalty, and the 
  strong leadership of Lord Ariakan.  The Knights are a dedicated organization, 
  prepared to remake Ansalon in the fashion chosen by their Queen. 
  Alignment:   
  Knights of the Lily are typically Lawful-Evil. 
  Religion:   
  Knights of Takhisis venerate Takhisis, but also take one day a month to pay 
  homage to Zeboim. 
  Background:   
  Like the Knights of the Crown, a Knight of the Lily must be sponsored to join the 
  ranks. 
  Races:   
  Civilized Humans, Half-Elves, Elves, Dwarves, Minotaurs. 
  Other Classes:   
  Knights of the Lily work hand-in-hand with the Skull and Thorn Knights.  They 
  work well with most other classes, save for rogues and Wizards of High Sorcery. 
   
  Game Rule Information: 
   
  Alignment:  
  Lawful Evil 
  Hit Die:  
  d10 
  Abilities:  
  Strength is paramount in advancing in the orders of the Dark Knights.  Wisdom is 
  key for those who wish to eventually become Knights of the Skull, while 
  Intelligence is key for those who wish to become Knights of the Thorn.  Charisma 
  
   
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  is important for all three Orders, though many people on Ansalon would not 
  consider the Knights a ‘charismatic’ group. 
  Class Skills:  
  Diplomacy (Cha), Handle Animal (Cha), Ride (Dex), Swim (Strength), Knowledge 
  (law) (Int), Knowledge (Code and Vision) (Int), Knowledge (religion) (Int), Craft 
  (Int) 
  Skill Points at 1st level:  
  (4 + Int modifier) x 4 
  Skill Points at each additional level:  
  4 + Int modifier 
  Starting Steel:  
  6d4 x 10 
   
  Class Features: 
   
  Weapon and Armor Proficiency:  
  Knights of Takhisis are proficient with all simple and martial weapons, with all 
  types of armor and shields.  Note that Armor Check penalties for armor heavier 
  than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move 
  Silently, Pick Pocket and Tumble.  Also, Swim checks suffer a –1 penalty for 
  every 5 pounds of gear carried. 
  Weapon Focus:   
  Knights of the Lily receive the Weapon Focus Feat free at 1st level.  This may only 
  apply to a sword of some type.  
  Exemplary Leadership (Su):  
  Knights of the Lily are renowned for their courage and bravery.  Thus, Knights of 
  the Lily receive a +2 bonus to Leadership checks (see Leadership feat on page 45 
  of the Dungeon Master’s Guide).  This bonus increases by +1 at 4th level, 8th level, 
  12th level, 16th level, and 20th level and stacks with any and all other modifiers. 
  Mounted Combat:   
  The Knights of Takhisis are trained in the ways of mounted combat.  Thus they 
  receive the Mounted Combat Feat free at 1st level. 
  Purchasing arms:  
  A Knight must purchase the type of sword in which he has Weapon Focus at first 
  level. 
  Receive armor:  
  At 1st level, a Knight of the Lily is given a suit of Nerakan Plate and a shield.  This 
  suit of armor is a Knight’s pride and symbol of virtue.  The shield is considered a 
  large steel shield.  Both of these must be maintained and kept in excellent 
  
   
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  condition.  When and if a Knight advances in the Order, the new symbols of the 
  Order are engraved into the armor and shield. 
  The Vision (Sp):  
  Upon introduction into the Order of the Lily, all Knights receive the Vision.  This 
  is the first guiding principle of the Knighthood.  The Vision helps the Knight to 
  find his niche in the grand scheme of things and better understand what aids or 
  hurts the Knighthood when away from his commanding officers.  The Knight 
  receives the Vision upon first entering the Knighthood and thereafter can consult it 
  at will to better guide the knight when absent from commanding officers.  The 
  embodiment of the Vision can be summed up in the phrase, “One World Order”.   
  In times of doubt and duress, the Knight can turn to the Vision for 
  inspiration, comfort and guidance.  Starting at 1st level, the knight can turn to the 
  Vision for spiritual fortitude.  To do this, the knight must spend 1 round taking no 
  other actions.  If the knight wishes or needs to take any other actions during the 
  round of concentration, he must succeed at a Concentration check, DC 15.  Failing 
  the Concentration check means the knight has lost his concentration and must start 
  again.  Success in a full round of concentration enables the Knight to ignore a total 
  of 2 penalty points that the knight has suffered.  These ignored penalty points can 
  come from a single source, or multiple sources.  For example, a 1st level Knight of 
  the Lily is thrown into confusion in the midst of a battlefield route and begins to 
  suffer a –2 penalty to Will saves and a –2 penalty to attack, but not damage rolls.  
  By spending s single round focusing in the Vision, the Knight may choose to 
  ignore the –2 penalty to saving throws.  Or, the knight may choose to ignore –1 
  from the saving throws and –1 from to the attack rolls, leaving him with a –1 on 
  both saving throw and attack rolls instead of the full –2.  These ignored penalty 
  points may be used to negate any penalty, whether magical or otherwise.  This 
  ability lasts for a number of hours equal to the Knight’s level, and is usable up to 
  twice per day.   
  At 3rd level, the knight may ignore up to 3 penalty points.  At 6th level, the 
  knight may ignore up to 4 penalty points.  At 9th level, the knight may ignore up to 
  5 penalty points.  At 12th level, the knight may ignore up to 6 penalty points.  At 
  15th level, the knight may ignore up to 7 penalty points.  At 18th level, the knight 
  may ignore up to 8 penalty points. 
  Weapon Specialization:  
  At 3rd level, a Knight of the Lily may choose to take Weapon Specialization in any 
  weapon he has Weapon Focus in. 
  Mounted Attack Proficiency (Ex):  
  As a knight’s familiarity increases in mounted combat, so does his skill.  Knights 
  of the Lily may coordinate their mount’s primary attacks as well as their own to 
  deliver truly crippling blows to enemies in combat.  Starting at 5th level the knight 
  
   
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  may choose to take a full attack action against one enemy of his choice.  The 
  enemy must be within 5 feet of the mounted knight and the knight may only move 
  his mount 5 feet as part of the attack.  Upon the knight’s initiative count, the knight 
  must succeed at a Ride check, DC 13.  The knight may then roll for all of his 
  mount’s primary attacks as well as his full allotment of attacks at the same time.  
  For any attacks that hit, damage is rolled simultaneously as are critical hits.  Thus a 
  Knight of the Lily, riding a heavy warhorse, who passed the Ride check would be 
  allowed to make 2 hoof attacks for the horse as well as the full attacks his Base 
  Attack Bonus allows.  The knight must be mounted on a combat trained mount to 
  take advantage of this ability, whether it is a warhorse or dragon or any other 
  creature.  At 7th level, the knight’s mount gains a +2 bonus to attack and damage 
  rolls when this ability is used.  This bonus then increases by +1 at 11th level, 15th 
  level and 19th level. 
  The Blood Oath:  
  Upon introduction to the Knighthood, the Knight is expected to adhere and submit 
  to the Blood Oath.  This symbolizes the Knight’s dedication body and soul to the 
  Order’s cause.  The Blood Oath is simple: “ Submit or die”.  To not submit is to be 
  immediately executed. 
  The Code:  
  A complex yet flexible and straightforward principle of the Knighthood, the Code 
  is what governs a Knight’s life in every way.  Built to improve upon the rigidity of 
  the Solamnic Measure, the Code’s tenets differ slightly for each Order and help to 
  delineate a Knight’s goal in his Order.  The Order Codes are as follows: 
  • Order of the Lily: Independence breeds chaos.  Submit and be strong. 
  • Order of the Skull: Death is patient, flowing from without and within.  Be 
  vigilant in all things and skeptical of all. 
  • Order of the Thorn: One who follows the heart finds it will bleed.  Feel nothing 
  but victory. 
  If any Knight has been found to have engaged in behavior considered 
  inappropriate, hindering to the advancement of the Knighthood or contradictory to 
  the Code, he may be brought up on charges and have his honor questioned.  Such 
  behavior includes acts such as spending the Order’s wealth for personal gain or 
  means outside of duties, dishonorably fleeing battle with an enemy, refusing or 
  failing to achieve conquest in the advancement of the Knighthood, disloyalty to 
  superiors or those to whom loyalty is earned, and any situation in which the Knight 
  compromises the principles of the Code for personal gain or safety.  Those accused 
  of such behavior are brought before an Adjudicator of the Code and forced to 
  defend their honor. The trial may be role-played through with the end result being 
  based on the merit of the player’s role-playing. This is the most encouraged form 
  of finding the results for violations as it allows the player to succeed based on the 
  
   
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  merit of role-playing. However, for those who wish to randomly determine the 
  outcome or in the case in which there are a great many factors and randomness 
  plays a great part in the outcome, use the tables below to calculate the result of the 
  trial.  The Character must pass a Wisdom check to succeed and acquit himself of 
  the charges before his honor, status, arms and property can be restored.  The table 
  below lists the DC of the check: 
   
  Table 1-5: Knightly Trials 
   
  DC 
   
  Severity 
   
   
  Example of violation  
   
   
   
  10 
   
  Inconsequential 
   
  Alleged violation of a rule of common  
  Violation  
  conduct or courtesy, offending a fellow Knight, 
  failing to carry out an urgent or important order or 
  task through no fault of his own, striking a cowardly 
  blow against an honorable opponent 
  14 
   
  Minor   
   
   
  Knight has supposedly shown a discourteous  
  Violation 
  or inconsiderate behavior toward others, insulted a 
  fellow or superior Knight, disobeyed a trivial order, 
  or failed to execute an important order or mission 
  due to inattention 
  18 
   
  Considerable  
   
  Accused of rude, cowardly, greedy or cruel  
  Violation 
  behavior, a direct order, or failing to carry out 
  orders or missions out of self-interest or self-
  preservation, lying to another Knight or superior 
  officers. 
  21 
   
  Major  
   
   
  Accused of slaying or causing the death of a  
  Violation 
  fellow Knight, telling an outright and damaging lie 
  about an innocent person, assisting a rogue knight 
  to escape, willfully disobeying a direct order 
   
  The modifiers for this action are as follows: 
   
  Negative factors  
   
   
   
  Modifier 
  Special 
   
   
   
  Accuser is a member of the Order of  
  -4 
   
  Half modifier (round up) if  
  Lords  
   
   
   
   
   
   
  not present at trial 
  Accuser is the Lord of Night  
   
  -5 
   
  Full modifier always  
  Accuser is a Superior or Commander 
  -2 
  Half modifier (round up) if not 
  present at trial 
  Physical evidence or witness  
   
  -1 per piece  
  Evidence must be present at 
  or witness 
  trial or  no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  -2 
   
   
   
  Positive factors 
   
   
   
  Modifier 
  Special 
   
   
   
  Sponsor or defender is a member of the 
  +4 
   
  Half modifier (round up) if  
  
   
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  Order of Lords  
   
   
   
   
   
  not present at trial 
  Sponsor or defender is the Lord of Night 
  +5 
   
  Full modifier always 
  Sponsor or defender is a superior or  
  +2 
   
  Half modifier (round up) if  
  Commander 
   
   
   
   
   
   
  not present at trial 
  Physical evidence or witness  
   
  +1 per piece  Evidence must be present at 
  or witness 
  trial or no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  +2 
   
   
   
  The punishment for failing this action results in death by execution at the soonest 
  possible date. 
   
  Draw from Treasury:  
  Upon attaining the rank of Warrior in the Order of the Lily, or upon entering either 
  the Order of the Thorn or Skull, the Knight may draw funds from the Order’s 
  treasury for modest needs and wants and to further the Order’s aims and goals.  
  The Knight is also allowed to access stores from any local Knight circle he may 
  encounter if the circle can spare the stores. 
  Abandon or Refuse a Challenge:  
  The Knights of Takhisis stand as the champions of the Dark Queen and thus are 
  always prepared to attack the Order’s foes.  When faced with the task of combating 
  an enemy of the Order, it is very difficult to flee, abandon or refuse the challenge 
  of battle unless the Knight believes the fight to be foolish, impossible, useless or 
  dishonorable.  Unnecessarily fleeing a battle may warrant being brought up on 
  Violation charges. 
  Owes 40 – 60 Days Service to the Order:  
  Each year, a Knight is assigned a mandatory period of duty within the Knighthood 
  ranging from 40 to 60 days.  During this time, the Knight is under the command of 
  his superiors and is not free to travel on his own.  His exact duty and charge is 
  determined by his superiors and the needs of the Order and can range to anything 
  from guard duty to finding a dragon’s lair.  This term of service is not negotiable 
  and any Knight who breaks it is in clear violation of the Code and subject to a 
  Considerable Violation if brought up before an Adjudicator of the Code on charges 
  (see above). 
  Title:   
  Whenever a Knight merits himself in the face of battle, performs admirably, or 
  accomplishes anything that may merit an increase in rank, the Knight’s rank may 
  increase.  Examples of deeds that may merit an increase a character’s rank include 
  exemplary bravery in battle, rescuing fellow Knights from a life threatening 
  situation, risking your own life to further the Vision and the Code, holding off the 
  enemy while others retreat, facing 2 to 1 odds and surviving, discovering vital 
  
   
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  information on the Knighthood’s enemies, or any other remarkable situation in 
  which the Knight shows incredible bravery or courage.  Note that the titles are not 
  level dependent and that a 6th level Knight of the Lily who become a Knight of the 
  Thorn bears the title Blood Novice just the same as a 10th level Knight of the Lily 
  who becomes a Knight of the Thorn.  Only 1 Knight may hold the title of Lord of 
  Night at any time. 
  Tithe:  
  A Knight is expected to donate much of his wealth to the Knighthood, including 
  wealth acquired through personal questing or extra income from any estates or 
  property owned.  The amount is 50% of all wealth acquired from any quest, 
  income, or source. This also applies to any starting money left after purchasing 
  equipment following character creation.  The Knight may still draw upon the 
  Order’s treasury if able, and the Order will always see to those and their families 
  who have served honorably until the Knight’s time on Krynn has ended. 
  Advancement to the Order of the Thorn or Skull:  
  All Knights must start out as Knights of the Lily.  However, after completing 
  several quests (DM’s discretion) of importance, the character may petition to 
  advance to the Knights of the Thorn or Skull using role-playing as the guidelines 
  for advancement through the Test of Takhisis.  The candidate must find a Knight 
  who is willing to sponsor him.  This requires the sponsor to put his honor and trust 
  in the young candidate, something that is never taken lightly.  The sponsor must be 
  a Knight of the Order to which the applicant is applying.  The applicant must then 
  pass the Test of Takhisis.  Failure means death. 
  Test of Takhisis:  
  Similar to the Test of High Sorcery, the Test of Takhisis is designed to ferret out 
  the weak and provide the Knighthood with strong, dependable, loyal Knights.  
  Before moving to any different Order from any other Order, a Knight must first 
  pass a Test of Takhisis.  The test is extremely difficult and the result for failure is 
  death.  Typical problems posed to the applicant during the Test are: Will the 
  Knight sacrifice whatever is necessary for the Knighthood?  Will the Knight 
  sacrifice whatever is necessary for the fulfillment of the Vision?  Will order and 
  obedience win out over sentiment and emotions?  Will the Knight obey an order at 
  the cost of his own life or the lives of those he cares about? 
  The Test may be an illusion fueled by Knights of the Thorn or the Skull or it may 
  be real.  In some instances, the Knight may be sent on errands or missions to prove 
  their worth.  The applicant’s advocate determines the exact nature of the Test.  As 
  no advocate wishes to sponsor a weak Knight, they do their best to see that the Test 
  challenges the Knight to the very limits of endurance.  Knights who pass the Test 
  are free to choose the Order they wish to join though they may also choose to 
  remain as a Lily Knight.  After a four-day period of fasting and prayer, the 
  
   
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  applicant is ceremoniously inducted into the Order of his choice and then proceeds 
  to undergo a 6-month period of training.  Only after the 6-month period of training 
  is the Knight considered a full member of his Order (see Prestige Class, Knight of 
  the Thorn and Knight of the Skull.). 
  Ex-Knights of the Lily:  
  Any knight who voluntarily leaves the order is considered a rogue knight and 
  hunted to the end of his days.  The Knights of Takhisis will alert all outposts as to 
  the identity of the traitor and will send out search parties far and wide.  Should the 
  rogue knight be caught, the result is immediate execution.  As a rogue knight, the 
  character retains all abilities except the ability to draw on funds or access stores 
  from local circles of knights.  There is no way to be cast out of the order.  To do 
  anything that would warrant such a punishment results in execution at the soonest 
  possible date. 
   
  Table 1-6: Knight of the Lily 
   
  Base 
   
   
  Fort 
  Ref 
  Will 
  Level 
  Attack Bonus 
   
  Save 
  Save 
  Save 
  Special  
  1 
  +1 
   
   
  +2 
  +0 
  +2 
  Weapon Focus, Mounted Combat, receive armor,   
   
   
   
   
   
   
   
  Leadership +2, Vision 
  2 
  +2 
   
   
  +3 
  +0 
  +3 
   
  3 
  +3 
   
   
  +3 
  +1 
  +3 
  Weapon Specialization, Vision +1  
  4 
  +4 
   
   
  +4 
  +1 
  +4 
  Leadership +3 
  5 
  +5 
   
   
  +4 
  +1 
  +4 
  Mounted Attack Proficiency 
  6 
  +6/+1 
   
   
  +5 
  +2 
  +5 
  Vision +2 
  7 
  +7/+2 
   
   
  +5 
  +2 
  +5 
  Mounted Attack Proficiency +2 
  8 
  +8/+3 
   
   
  +6 
  +2 
  +6 
  Leadership +4 
  9 
  +9/+4 
   
   
  +6 
  +3 
  +6 
  Vision +3 
  10 
  +10/+5  
   
  +7 
  +3 
  +7 
   
  11 
  +11/+6/+1 
   
  +7 
  +3 
  +7 
  Mounted Attack Proficiency +3 
  12 
  +12/+7/+2 
   
  +8 
  +4 
  +8 
  Leadership +5, Vision +4 
  13 
  +13/+8/+3 
   
  +8 
  +4 
  +8 
   
  14 
  +14/+9/+4 
   
  +9 
  +4 
  +9 
   
  15 
  +15/+10/+5 
   
  +9 
  +5 
  +9 
  Mounted Attack Proficiency +4, Vision +5 
  16 
  +16/+11/+6/+1 
   
  +10 
  +5 
  +10 
  Leadership +6 
  17 
  +17/+12/+7/+2 
   
  +10 
  +5 
  +10 
  18 
  +18/+13/+8/+3 
   
  +11 
  +6 
  +11 
  Vision +6 
  19 
  +19/+14/+9/+4 
   
  +11 
  +6 
  +11 
  Mounted Attack Proficiency +5 
  20 
  +20/+15/+10/+5  
  +12 
  +6 
  +12 
  Leadership +7 
   
  Table 1-7: Knight Titles in order of entry 
   
  Knights of the Lily  
  Knights of the Skull* 
   
  Knights of the Thorn* 
  Petitioner 
   
   
  Bone Novice  
   
   
  Blood Novice 
  Supplicant 
   
   
  Bone Acolyte  
   
   
  Blood Acolyte 
  Follower 
   
   
  Bone Warrior  
   
   
  Blood Apprentice 
  Believer 
   
   
  Skull Abbot 
   
   
   
  Thorn Apprentice 
  Warrior 
   
   
  Skull Bishop  
   
   
  Sorcerer 
  
   
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  Novice of Night 
   
  Skull Cardinal  
   
   
  Wizard 
  Night Acolyte  
   
  Skull Knight  
   
   
  Seer 
  Night Warrior  
   
  Skull Paladin  
   
   
  Master 
  Black Bard 
   
   
  Skull Champion 
   
   
  Nightlord 
  Dark Wanderer 
   
  Master of Skulls (147 only)  
  Master of Thorns (147 only) 
  Dark Warrior  
   
  Protector of Skulls (21 only)  
  Protector of Thorns (21 only) 
  Warrior of the Lily 
   
  Lord of Skulls (7 only) 
   
  Lord of Thorns (7 only) 
  Master of the Lily 
   
   
  Champion of the Lily 
  Master of the Lily (147 only) 
  Protector of the Lily (21 only) 
  Lord of the Lily (7 only) 
   
  Lord of Night (1 only) 
   
  * Note that there are fewer Titles for Knights of the Thorn and Skull due to rank limitations put in place by Ariakan. 
   
  Monk 
  Monks are extremely rare on Ansalon.  All known monks follow the 
  teachings of the god Majere.  Known as Majere’s Disciples, monks are granted 
  abilities of concentration and discipline as they advance in their spiritual and 
  physical training.  Monks are played normally using the class information found in 
  the Player’s Handbook.   
  However, as the monks of Ansalon are dedicated to and receive their various 
  powers from Majere, Ansalonian monks must abide by the tenements of their 
  deity’s teachings and disciplines in order to stay in good favor and continue to 
  receive their abilities.  A monk who falls into disfavor with Majere may not use the 
  following abilities: Wholeness of Body, Diamond Body, Abundant Step, 
  Diamond Soul, Timeless Body, Tongue of the Sun and Moon, Empty Body, 
  and Perfect Self.  These abilities will be lost to the Monk until the monk can 
  regain the favor of Majere by a quest of penance given to the Monk by Majere.  
  The difficulty, length and dangerousness of the quest depend on the severity of the 
  offense.   
  There are no evil monks on Ansalon since none of the gods of evil have seen 
  fit to grant monk abilities or inspire the training and discipline necessary to pursue 
  the life of a monk. 
   
  Renegade 
  To study magic on Krynn is a delicate affair.  A wizard, sorcerer, or bard 
  may pursue the Arcane arts his whole life and never endanger or threaten the art of 
  magic.  As long as the magic studied is relatively weak and non-threatening, the 
  Conclave is content to allow the spellcaster to continue his studies in private.  
  
   
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  However, there are some spellcasters who, whether knowingly or secretly, attract 
  the notice of the Conclave.  There are a variety of reasons for this, ranging from 
  the abuse of magic to a lustful ambition for power, or even the use of powerful 
  magics that the Conclave deems dangerous.  Arcane spells of up to 2nd level are 
  considered relatively safe.  However, the casting of 3rd level or higher spells, or 
  any flagrant and dangerous abuse of the art will draw only one conclusion from the 
  Conclave: That the spellcaster is potentially dangerous and must be brought to take 
  the Test, whether voluntarily or involuntarily.  Thus, the spellcaster becomes a 
  renegade.  A renegade is hunted by members of all three Orders and if caught, 
  confronted and given the choice to take the Test and join the Orders.  If the 
  Renegade refuses, the Conclave has no choice but to destroy the offending 
  Renegade.  The means of persuasion used is different for all three Orders.  The 
  White Robes rarely use violence and attempt to give the candidate ample logical 
  argument and choice in the decision.  The Red Robes use only what force is 
  necessary, and try to allow the individual to come to the decision on his own terms.  
  The Black Robes will use almost any means necessary to bring the Renegade to 
  bay and will present the choice as a live or die decision. 
  Wizards, sorcerers and bards who do take and pass the Test are then required 
  to take the Wizards of High Sorcery Prestige Class.  They then gain special 
  benefits that only sanctioned Wizards of High Sorcery receive.   
  Renegades use the same Game Rule Information as the base class (wizard, 
  sorcerer, or bard) in the Player’s Handbook for advancement.  However, all 
  spellcasters on Krynn, whether wizard, sorcerer or bard receive the benefits of 
  lunar effects from the three moons of magic providing they meet the requirements.  
  To find the requirements to be affected by the moons and the effects of the moons 
  on a spellcaster, see the Moons of Krynn section. 
   
  Sorcerer 
  Sorcerers may be played exactly as presented in the Player’s Handbook.  
  However, the Orders of High Sorcery are careful not to let magic be abused, even 
  by sorcerers.  Thus, sorcerers may proceed in their use of Arcane magic 
  unhindered as long as they do not present a threat to the stability and safety of 
  magic on Krynn.  If a sorcerer takes any act that may be deemed such a threat, the 
  Conclave is bound to know and treat the sorcerer as a renegade.  If approached, the 
  Orders of High Sorcery will ask the sorcerer to take the Test of High Sorcery.  If 
  the sorcerer does and succeeds, he may choose to continue gaining levels as a 
  sorcerer or in his new Prestige Class, Wizard of High Sorcery.  It is mandatory to 
  take the Prestige Class upon passing the Test. 
  
   
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  Renegade sorcerers will be hunted with the same dogged stubbornness that 
  any renegade would.  See the Renegade Class to discern how each order 
  approaches renegades. 
   
  Tinker 
  There aren’t many professions that gnomish society on Ansalon considers 
  worthwhile.  Considering the majority of gnomes found on Ansalon are tinkers, 
  this isn’t surprising.  Tinkers are the improvers, innovators, builders, designers, 
  and geniuses behind gnomish society.  They are the completely dedicated to the 
  improvement of technology on Ansalon, whether or not other races see it that way 
  is quite beyond the point.  Known for their often haphazard (and at times, 
  downright deadly!) inventions and machinery, tinkers are the cream of gnome 
  civilization and a constant reminder to the rest of Krynn that whatever functions 
  fine today could very well function better tomorrow with an “improvement”. 
  Adventures:  
  Tinkers are not extremely fond of setting forth from Mt. Nevermind in search of 
  adventure.  However, there are times when a project or even a Life Quest call for a 
  tinker to venture forth into Ansalon.  Tinkers are not especially greedy or treasure-
  motivated, but almost all tinkers are wise enough to understand that any sizable 
  portion of treasure may yield a substantial sum that can be dedicated to research 
  and development on the next big project. 
  Characteristics:  
  Tinkers are not good combatants in the normal fashion.  However, a tinker-
  designed weapon or invention can almost be put to some deadly use (though not 
  always to the enemy!).  A tinkers’ weakness lies in their poor combat abilities.  
  However, with the large number of skills they possess and their ability to create 
  and improve inventions to discover solutions to situations, they can be invaluable 
  members of a party. 
  Alignment:  
  Tinkers are not especially motivated by moral or ethical concerns.  However, as 
  only gnomes are tinkers, it is easy to see why there aren’t many evil tinkers.  The 
  life of a tinker is more geared (no pun intended) to the path of neutrality, most 
  often neutral good, lawful neutral or just neutral. 
  Religion:  
  Much to the chagrin of most dwarves, tinkers tend to worship Reorx devoutly.  As 
  a whole, tinkers could not be considered zealous or even regular attendees to 
  religious services – it simply doesn’t fit in between projects.  A few tinkers also 
  give respect to Shinare. 
  Background:  
  
   
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  Becoming a tinker is not especially hard, nor especially easy.  In fact, there are no 
  set tasks that a gnome must accomplish to become a tinker.  Any gnome dedicated 
  to the improvement and creating of technology is basically considered a tinker.  Of 
  course, the true sign of a tinker is the ability to craft gnomish devices. 
  Races:  
  Only gnomes can become tinkers.  Other races seeking some other form of 
  engineering profession would not be so haphazard or dangerous in their design and 
  execution.  In all honesty, no other race is so clumsy or daft! 
  Other Classes:  
  Tinkers tend to gravitate towards other classes that make excellent practical use of 
  their abilities.  However, since violence is rarely practical or beneficial to reaching 
  a tinker’s goals, tinkers tend to veer away from warrior types and gravitate more 
  towards other, more versatile classes.  Rogues tend to fascinate tinkers for their 
  incredible ability to always have something handy when its needed, and magic-
  users seem like incredible sources of energy and mystery worthy of great and 
  protracted study (not to mention a few improvements).  Other classes are almost 
  always taken at a glance.  Tinkers’ minds are often deeply focused on the task or 
  project at hand, and thus they are less likely to care too much about the behavior or 
  attitudes of others. 
   
  Game Rule Information: 
   
  Alignment:  
  Any 
  Hit Die:  
  d4 
  Races Allowed:  
  Tinker Gnomes 
  Abilities:  
  Wisdom is of prime importance to Tinkers.  For Tinkers, it is Wisdom that allows 
  them to think of such brilliant (and often haphazard) inventions.  However, a great 
  deal of Intelligence is also required.  Dexterity is important for the careful crafting 
  that must be done to improve (gulp!) an invention. 
  Class Skills:  
  Alchemy (Int), Appraise (Int), Decipher Script (Int), Concentration (Con), Craft 
  (Int), Disable Device (Int),Gather Information (Cha) Knowledge (all skills, taken 
  individually) (Int), Listen (Wis), Search (Int), Spot (Wis), Profession (Wis), Use 
  Magic Device (Cha), Use Rope (Dex) 
  Skill Points at 1st level: 
  (6 + Int modifier) x 4 
  
   
  War of the Dark Lance 
   
   
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  Skill Points at each additional level: 
  4 + Int modifier 
  Starting Steel:  
  4d4 x 10 Steel 
   
  Class Features: 
   
  Weapon and Armor Proficiencies:  
  A Tinker is familiar with all simple weapons but no armor or shields.  Note that 
  Armor Check penalties apply for armor heavier than leather apply to the skills 
  Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and 
  Tumble.  Also, Swim checks suffer a –1 penalty for every 5 pounds of gear carried. 
  Gnome Devices:  
  Whenever a Tinker Gnome attempts to build a device or invention or “improve’ an 
  existing item or invention, use the charts below to find out the result. 
   
  Table 1-8: Gnome Inventions, Improvements and Devices 
   
  1. Damage Dealt/Blocked 
   
   
  2. Number of Dice Rolled 
   
  Die Type 
   
  DC Modifier  
  Number of Dice 
  DC Modifier 
  d4 
   
   
  +1 
   
   
  1-3 
   
   
  +1 
  d6 
   
   
  +2 
   
   
  4-6 
   
   
  +2 
  d8 
   
   
  +3 
   
   
  7-9 
   
   
  +3 
  d10 
   
   
  +4 
   
   
  10-12  
   
  +4 
  d12 
   
   
  +5 
   
   
  13-15  
   
  +5 
  d20 
   
   
  +6 
   
   
  16 + 
   
   
  +6 
   
   
   
   
   
   
   
   
   
   
  3. Range 
   
  Range  
   
  DC Modifier 
  Up to 20 feet  
  +1 
  Up to 30 feet  
  +2 
  Up to 40 feet  
  +3 
  Up to 50 feet  
  +4 
  Up to 60 feet  
  +5 
  Up to 70 feet  
  +6 
  Up to 80 feet  
  +7 
  Up to 90 feet  
  +8 
  Up to 100 feet  
  +9 
  Up to 100 + feet 
  +10 
   
  4. Movement 
   
  
   
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  Type of Movement  
   
  DC Modifier 
  Forward  
   
   
   
  +1 
  Backward 
   
   
   
  +1 
   
  Vertical 
   
   
   
  +1 
  Horizontal 
   
   
   
  +1 
  Diagonal 
   
   
   
  +2 
  Flies 
   
   
   
   
  +3 
  Floats  
   
   
   
  +3 
  Sinks  
   
   
   
  +2 
  Surfaces 
   
   
   
  +2 
  Propels something 
   
   
  +1 per object 
  Catches projectiles 
   
   
  +2 per object 
   
  5. Speed 
   
  Rate of Travel 
   
   
  DC Modifier 
  None  
   
   
   
  +1 
  Slow  
   
   
   
  +1 
  Medium 
   
   
   
  +2 
  Fast 
   
   
   
   
  +3 
  Hand-pushed  
   
   
  +1 
  Pulled by animals 
   
   
  +1 
  Steam driven  
   
   
  +3 
  Momentum 
   
   
   
  +2 
  Gas powered  
   
   
  +2 
   
  6. Temperature 
   
  Temperature Modification  
  DC Modifier 
  Heats up 
   
   
   
  +1 
  Cools down 
   
   
   
  +1 
  +/- 1-10 degrees 
   
   
  +1 
  +/- 11-20 degrees 
   
   
  +2 
  +/- 21-30 degrees 
   
   
  +3 
  +/- 31-40 degrees 
   
   
  +4 
  +/- 41-50 degrees 
   
   
  +5 
  +/- 51-60 degrees 
   
   
  +6 
  +/- 61-70 degrees 
   
   
  +7 
  +/- 71-80 degrees 
   
   
  +8 
  +/- 81-90 degrees 
   
   
  +9 
  +/- 91-100 degrees 
   
   
  +10 
  +/- 101 + degrees 
   
   
  +11 
   
  7. Construction Material 
   
   
  8. Construction Crew 
   
  Material 
   
  DC Modifier  
  Number of Helpers  
   
  DC Modifier 
  Wood  
   
  +1 
   
   
  1-2 gnomes 
   
   
   
  +1 
  
   
  War of the Dark Lance 
   
   
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  Metal  
   
  +2 
   
   
  3-5 gnomes 
   
   
   
  +2 
  Stone  
   
  +3 
   
   
  6-8 gnomes 
   
   
   
  +3 
  Rope  
   
  +1 
   
   
  9 + gnomes 
   
   
   
  +4 
  Hide 
   
   
  +2 
   
   
  1-10 kender 
   
   
   
  +3 
  Ice 
   
   
  +2 
   
   
  11 + kender 
   
   
   
  +5 
  Liquids 
   
  +3 
   
   
  1-10 any other race 
   
   
  +1 
   
   
   
   
   
   
  11 + any other race 
   
   
  +2 
   
   
   
   
   
   
  Gnomes are trained 
   
   
  -2 
   
   
   
   
   
   
  Gnomes are untrained  
   
  +1 
   
  9. Parts 
   
  Parts  
   
   
  DC Modifier             Parts  
   
   
  DC Modifier 
  Pulleys  
   
   
  +1 per set 
   
  Counter weights 
   
  +2 per weight 
  Shafts  
   
   
  +1 per piece 
   
  Coiled or wound springs 
  +1 per spring 
  Gears  
   
   
  +1 per piece 
   
  Waterwheel 
   
   
  +2 per piece 
  Belts  
   
   
  +1 per piece 
   
  Windmill 
   
   
  +1 per piece 
  Screws  
   
   
  +1 per piece 
   
  Steam pipes 
   
   
  +1 per piece 
  Blades  
   
   
  +3 per piece 
   
  Sun mirror 
   
   
  +1 per piece 
  Fins 
   
   
   
  +1 per piece 
   
  Boiling tank  
   
  +2 per piece 
  Rods  
   
   
  +1 per piece 
   
  Extra chambers or valves 
  +1 per piece 
  Glass  
   
   
  +1 per pane or sheet Steam engine  
   
  +4 per piece 
  Bellows 
   
   
  +1 per piece 
   
  Fuel tank 
   
   
  +2 per piece 
  Pumps  
   
   
  +2 per piece 
   
  Back-up parts  
   
  +1 per piece 
  Tuning forks  
   
  +2 per every two 
  Wheels 
   
   
  +2 per piece 
  Appendages 
   
   
  +1 per piece 
   
  Axles  
   
   
  +1 per piece 
   
  10. Conditional Modifiers 
   
  Condition 
   
   
   
  DC Modifier 
  Built device before 
   
   
  -2 
  Brand new device 
   
   
  +2 
  In a rush to complete  
   
  +2 
  Adequate or quality materials  
  -2 
  Poor or inadequate materials  
  +2 
  Improving previous versions  
  -1 per version 
  Working from non-gnomish design -3 
   
  11. Time to Complete Device 
   
  Construction DC 
   
  Time to Construct 
  1-10 
  1d8 rounds 
  11-15 
  1d10 rounds 
  16-20 
  1d12 rounds 
  21-25 
  2d10 rounds 
  26-30 
  2d20 hours 
  31-35 
  4d20 hours 
  
   
  War of the Dark Lance 
   
   
  - 66 - 
   
   
   
  36-40 
  8d20 days 
  41-50 
  10d20 weeks 
  51 + 
   
   
   
  15d20 weeks 
   
  12. Size of Device 
   
  Construction DC 
   
  Minimum Device Size 
  1-10 
  Tiny 
  11-20 
  Small 
  21-25 
  Medium 
  26-35 
  Large 
  36-45 
  Huge 
  46-50 
  Gargantuan 
  51 + 
  Colossal 
   
  To operate device: Int check (Int modifier) vs. Construction DC, +2 for 
  Tinkers, -1 for every gnome involved in construction. 
  To find the DC for the construction of a gnomish device, consult tables 1 
  through 10 in order.  If the device would do anything from that table, note the DC 
  Modifier from each listed function.  If the device does multiple things that are 
  listed on one table, add as many as necessary together.  There is no limit to how 
  many functions may be taken from any one table.  Also, if the device does or is 
  capable of doing the listed function more than once or has more than one of the 
  parts or functions, add the DC Modifier for each time.  Thus, a device with 4 arms 
  (Appendages on Table 9. Parts) would add the +1 DC Modifier 4 times.  After 
  noting down all the features and functions, add all of the DC Modifiers together.  
  Then consult tables 11 and 12 to find the time it will take to construct the device 
  and the minimum size of the device.  Take the total and divide it by 2, dropping 
  any remainders.  This number is the DC to successfully construct the device.  Upon 
  completion, the DM makes a Craft check keeping the result a secret.  He uses the 
  project designer’s Craft skill to check against adding in a +1 bonus for every 
  gnome involved in the construction or design process.  If there is no clear project 
  designer or leader, the DM takes the highest Craft skill to use on the check.  In 
  order to operate the device, the user makes an Intelligence check. 
  The DC to operate the device successfully is the Construction DC -1 for 
  every gnome involved in the construction, +2 for Tinkers, -2 for Thinkers + any 
  miscellaneous modifiers.  If anyone operating the device fails the check by 5 or 
  more points, a Mishap occurs.  To discover the result of the mishap, consult the 
  table below.  The result is based on the Construction DC of the device.  Find the 
  original Construction DC of the object and roll 1d4.  Then consult which of the 
  mishaps occur. 
   
  
   
  War of the Dark Lance 
   
   
  - 67 - 
   
   
   
  Table 1-9: Device Mishaps 
   
  Construction DC 
  1d4 Result 
   
   
  Effect  
   
   
   
   
  1-10 
   
   
  1-3 
   
   
   
  Fails to function until repaired 
  4 
  Reverse effect-if device deals damage, all 
  those within Range of object must make a 
  Reflex saving throw (DC = 15) or suffer 
  damage equal to damage what device was 
  supposed to deliver 
  11-20  
   
  1 
   
   
   
  Fails to function until repaired 
  2 
  Object performs opposite of intended effect 
  - if the device was supposed to block 
  damage, it deals damage, if it was supposed 
  to move, it doesn’t-reverse Damage, 
  Movement, and Temperature functions 
  3 
  Reverse Movement, Temperature and lower 
  Range by 4 categories 
  4 
  Device loses Damage function if any, gains 
  2 Temperature categories and 1 Range 
  category  
  21-30  
   
  1 
   
   
   
  Double Range and Movement, lose 
   
   
   
   
   
   
   
  Temperature 
  2 
  If device deals damage, all those within 
  Range of object must make a Reflex saving 
  throw (DC = 20) or suffer Damage equal to 
  Damage what device was supposed to 
  deliver, lose Block functions 
  3 
  1d6 Parts break and must be replaced before 
  device can function 
   
   
   
  4 
   
   
   
  Reverse Block to Deal Damage, lose 
  Movement, +5 categories to Temperature 
  31 + 
  1 
  Device collapses dealing Damage to all 
  within Range, -5 categories to Temperature 
  2 
  1d10 Parts break and must be replaced 
  before device can function 
  3 
  Increase Range by 4 categories, increase 
  Temperature by 5 categories, Increase 
  Number of Dice by 2 categories 
  4 
  If device deals damage, all those within 
  Range of object must make a Reflex saving 
  throw (DC = 25) or suffer Damage equal to 
  Damage double what device was supposed 
  to deliver, Increase Temperature by 7 
  Categories, reverse Temperature, lose 
  Block, double Movement, double Speed 
   
  Ex-Tinkers:  
  
   
  War of the Dark Lance 
   
   
  - 68 - 
   
   
   
  An ex-tinker retains all abilities, but suffers and additional +2 penalty to all 
  Construction and Operation DCs of any devices built.  They also lose the respect of 
  their fellow tinkers.  For gnomes who do not choose to ever be the tinker class, 
  they do not receive the additional +2 penalty listed above. 
   
  Table 1-10: Tinker 
   
   
  Base 
   
  Fort 
  Ref 
  Will 
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special  
  1 
  +0 
   
  +0 
  +0 
  +2 
  Build Gnomish device 
  2 
  +0 
   
  +0 
  +0 
  +3 
   
  3 
  +1 
   
  +1 
  +1 
  +3 
  4 
  +1 
   
  +1 
  +1 
  +4 
  5 
  +2 
   
  +1 
  +1 
  +4 
  6 
  +2 
   
  +2 
  +2 
  +5 
  7 
  +3 
   
  +2 
  +2 
  +5 
  8 
  +3 
   
  +2 
  +2 
  +6 
  9 
  +4 
   
  +3 
  +3 
  +6 
  10 
  +4 
   
  +3 
  +3 
  +7 
  11 
  +5 
   
  +3 
  +3  
  +7 
  12 
  +5 
   
  +4 
  +4 
  +8 
  13 
  +6/+1 
   
  +4 
  +4 
  +8 
  14 
  +6/+1 
   
  +4 
  +4 
  +9 
  15 
  +7/+2 
   
  +5 
  +5 
  +9 
  16 
  +7/+2 
   
  +5 
  +5 
  +10 
  17 
  +8/+3 
   
  +5 
  +5 
  +10 
  18 
  +8/+3 
   
  +6 
  +6  
  +11 
  19 
  +9/+4 
   
  +6 
  +6 
  +11 
  20 
  +9/+4 
   
  +6 
  +6  
  +12 
  
   
  War of the Dark Lance 
   
   
  - 69 - 
   
   
   
  Prestige Classes 
   
  This chapter contains game information on the various Prestige Classes of 
  the War of the Darklance campaign setting.  While some of these are specifically 
  tied to a class before it, others are free to pick just by meeting the requirements. 
   
  Knight of the Sword 
  Knights of the Sword are the warriors of the gods of good, following the 
  tenets of Kiri-Jolith.  A Knight who wishes to join the Order of the Sword must 
  complete a quest after he reaches 3rd level in Crown Knight.  After he completes 
  that quest, he begins on a journey of heroic honor and worship of the True Gods. 
  Hit Die:  
  d10 
   
  Requirements 
   
  Race:  
  Civilized Human or Half-Elf 
  Alignment:  
  Lawful Good 
  Previous Order:  
  Must have been a Knight of the Crown previously 
  Base Attack Bonus:  
  +3 
  Ride:  
  2 ranks 
  Diplomacy:  
  2 ranks 
  Knowledge (Oath and The Measure):  
  2 ranks 
  Passed Test of Advancement:  
  A Knight of the Sword must have succeeded in his quest, as described under 
  Knight of the Crown. 
  Class Skills: Diplomacy (Cha), Handle Animal (Cha), Ride (Dex), Swim 
  (Strength), Knowledge (law) (Int), Knowledge (Oath and the Measure) (Int), 
  Knowledge (religion) (Int), Craft (Int), Heal (Wis) Concentration (Con). 
  Skill Points at each additional level:  
  4 + Int modifier 
  
   
  War of the Dark Lance 
   
   
  - 70 - 
   
   
   
   
  Class Features: 
   
  Weapon and Armor proficiency:  
  Knights of Solamnia are proficient with all simple and martial weapons, with all 
  types of armor and shields.  Note that Armor Check penalties for armor heavier 
  than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move 
  Silently, Pick Pocket and Tumble.  Also, Swim checks suffer a –1 penalty for 
  every 5 pounds of gear carried. 
  Knightly Reputation (Su):  
  The Knights of Solamnia serve as the epitome of peace and justice for many of 
  Ansalon’s nations.  When dealing with any individual, group of people, or creature 
  that views the Knighthood as an ally or protector of any benevolent nature, the 
  knight receives a +1 bonus at 1st level when making Diplomacy or Charisma 
  checks.  This bonus increases by +1 every 3 levels and stacks with any and all 
  other modifiers and the Knight of the Crown ability Knightly Reputation. 
  Bravery (Su):   
  Knights of the Sword are renowned for their bravery, valor, honor and courage.  
  Therefore, Knights of the Sword all receive a +2 bonus to any saving throws or 
  checks made against fear at 1st level.  This bonus increases by +1 every 3 levels.  
  This includes magical effects, undead auras, dragonfear, etc. 
  Cast Spells:   
  Knights of the Crown are prohibited from learning any form of magic.  However, 
  upon becoming a 1st level Knight of the Sword, the Knight is granted spells by 
  Kiri-Jolith, the patron deity of the Order of the Sword.  Use the table below to 
  discover the maximum number of spells the Knight may have memorized at any 
  one time.  A Sword Knight acquires his spells in exactly the same way a cleric 
  does.  However, a Knight of the Sword may not choose any domains or receive 
  powers or extra spells from the domains as a cleric would. 
   
  Table 2-1: Sword Knight Spells per Day 
   
   
   
   
   
   
      ----Spells per Day---- 
  Level 
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
   
  4 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
   
  5 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
   
  3 
   
  5 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
   
  5 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
   
  5 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  6 
   
  5 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  7 
   
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
   
  8 
   
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
   
  9 
   
  6 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
   
  10 
   
  6 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
   
  11 
   
  6 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  
   
  War of the Dark Lance 
   
   
  - 71 - 
   
   
   
  12 
   
  6 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
   
  13 
   
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
   
  14 
   
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
   
  15 
   
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
   
  16 
   
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
   
  17 
   
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
   
  18 
   
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  3 
   
  19 
   
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  20 
   
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
   
  Divine Resistance (Su):  
  Knights of the Sword are trained mind, body and soul in the ways of the 
  Knighthood.  This wholesome devotion Strengthens the Knight’s will and spirit.  
  Thus, Knights of the Sword gain a +2 bonus to any saving throws made to resist 
  the effects of Divine magic.  This stacks with any and all other applicable 
  modifiers. 
  Exemplary Leadership (Su):  
  Knights of the Sword are renowned for their courage and bravery.  Thus, Knights 
  of the Sword receive a +2 bonus to Leadership checks.  In addition, they are 
  always treated as being Fair and Generous from Table 2-26: Leadership Modifiers 
  (see Leadership feat on page 45 of the Dungeon Master’s Guide). 
  Courageous Blow (Ex):  
  Knights of the Sword will never give up a fight unless absolutely necessary, and 
  even then, only hesitantly.  Thus, their courage, discipline and devotion to 
  thwarting evil allow them to attempt an extra powerful blow in combat.  Once per 
  day, a Knight of the Sword may make a single attack roll, adding in his Cha 
  modifier to attack and damage.  This ability is stackable with all Strength and other 
  applicable modifiers, and is usable with feats.  This attack may not be made from 
  horseback or while mounted; it must be made on foot. 
  Mounted Attack Proficiency (Ex):  
  As a knight’s familiarity increases in mounted combat, so does his skill.  Knights 
  of the Sword may coordinate their mount’s primary attacks as well as their own to 
  deliver truly crippling blows to enemies in combat.  At 1st level the knight may 
  choose to take a full attack action against one enemy of his choice.  The enemy 
  must be within 5 feet of the mounted knight and the knight may only move the 5 
  feet as part of the attack.  Upon the knight’s initiative count, the knight must 
  succeed at a Ride check, DC 13.  The knight may then roll for all of his mount’s 
  primary attacks as well as his full allotment of attacks at the same time.  For any 
  attacks that hit, damage is rolled simultaneously as are critical hits.  Thus a Knight 
  of the Sword riding a heavy warhorse, who passed the Ride check, would be 
  allowed to make 2 hoof attacks for the horse as well as the full attacks his Base 
  Attack Bonus allows.  The knight must be mounted on a combat trained mount to 
  
   
  War of the Dark Lance 
   
   
  - 72 - 
   
   
   
  take advantage of this ability, whether it is a warhorse, dragon or any other 
  creature. 
  Weapon Specialization:  
  At 3rd level, a Knight of the Sword may choose to take Weapon Specialization in 
  any weapon he has Weapon Focus in.  Note that this stacks with the Weapon 
  Specialization granted as a 3rd level Crown Knight and stacks with any and all 
  applicable modifiers. 
  Turn Undead (Su):  
  A Knight of the Sword serves as a spiritual warrior of Kiri-Jolith.  The undead, an 
  affront to the pantheon of good, are viewed as a bane and pestilence upon the 
  world of the living.  At 3rd level, Knights of the Sword are granted the ability to 
  turn undead.  The knight may use this ability a number of times per day equal to 1 
  plus the knight’s Charisma modifier.  A Knight of the Sword turns undead as a 
  cleric of 3 levels lower would.  Knights of the Sword may not take the Extra 
  Turning feat. 
  Stalwart Defense (Ex):  
  Knights of the Sword are fierce warriors trained in the ancient and modern ways of 
  combat by the Solamnic Order.  Thus Knights of the Sword may take up to 1 
  additional attack of opportunity starting at 4th level.  This addition to attacks of 
  opportunity increases by 1 extra attack of opportunity every 3 levels.  However, 
  just as with regular attacks of opportunity, only 1 attack of opportunity may be 
  directed towards a single enemy.  This stacks with any other extra attacks of 
  opportunity that can be made. 
  Oath and The Measure:  
  The Knights of Solamnia are expected to live up to and uphold the rigorous and 
  strict tenets of the Oath and The Measure.  If any Knight has been found to have 
  engaged in behavior considered inappropriate, unbecoming or contradictory to the 
  Oath and The Measure, he may be brought up on charges and have his honor 
  questioned.  Such behavior includes acts such as spending the Order’s wealth for 
  personal gain or means outside of duties, dishonorably fleeing battle with an 
  enemy, refusing assistance to the downtrodden, disloyalty to superiors or those to 
  whom loyalty is earned, and any situation in which the Knight compromises the 
  principles of the Measure for personal gain or safety.  Those accused of such 
  behavior are brought before a Knightly Council and forced to defend their honor.  
  The trial may be role-played through with the end result being based on the merit 
  of the player’s role-playing.  This is the most encouraged form of finding the 
  results for transgressions as it allows the player to succeed based on the merit of 
  role-playing.  However, for those who wish to randomly determine the outcome or 
  in the case in which there are many factors and randomness plays a great part in 
  the outcome, use the tables below to calculate the result of the trial.  The Character 
  
   
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  must pass a Wisdom check to succeed and acquit himself of the charges before his 
  honor, status, arms and property can be restored.  The table below lists the DC of 
  the check: 
   
  Table 2-2: Knightly Trials 
   
  DC 
   
  Severity 
   
   
  Example of transgression 
   
   
   
  10 
   
  Inconsequential 
   
  Alleged violation a rule of common conduct  
  Transgression  
  or courtesy, offending a fellow Knight, failing to 
  carry out an urgent or important order or task 
  through no fault of his own 
  14 
   
  Minor   
   
   
  Knight has supposedly shown a discourteous  
  Transgression 
  or inconsiderate behavior toward others, insulted a 
  fellow or superior Knight, disobeyed a trivial order, 
  or failed to execute an important order or mission 
  due to inattention 
  18 
   
  Considerable  
   
  Accused of rude, cowardly, greedy or cruel  
  Transgression 
  behavior, willfully and knowingly disobeying a 
  direct order, or failing to carry out orders or 
  missions out of self-interest or self-preservation 
  21 
   
  Major  
   
   
  Accused of slaying or causing the death of a  
  Transgression 
  fellow Knight, telling an outright and damaging lie 
  about an innocent person, or betraying the 
  Knighthood in some grave way 
   
   
  The modifiers for this action are as follows: 
   
  Negative factors  
   
   
   
  Modifier 
  Special 
   
   
   
  Accuser is a Crown Knight 
  0 
  Half modifier (round up) if not 
  present at trial 
  Accuser is a Sword Knight 
  -2 
  Half modifier (round up) if not 
  present at trial 
  Accuser is a Rose Knight 
  -4 
  Half modifier (round up) if not 
  present at trial 
  Accuser is a Lord Knight  
   
   
  -4 
   
  Half modifier (round up) if not 
  present at trial 
  Accuser is a High Warrior,   
   
  -5 
   
  Full modifier always 
  High Clerist, or High Justice 
  Accuser is a Superior or commander 
  -2 
  Half modifier (round up) if not 
  present at trial 
  Physical evidence or witness  
   
  -1 per piece  
  Evidence must be present at  
  or witness 
  trial or no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  -2 
   
   
   
  
   
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  Positive factors 
   
   
   
  Modifier 
  Special 
   
   
   
  Sponsor or defender is a Crown Knight 
    0 
   
  Half modifier (round up) if not 
  present at trial 
  Sponsor or defender is a Sword Knight 
  +2 
  Half modifier (round up) if not 
  present at trial 
  Sponsor or defender is a Rose Knight 
  +4 
  Half modifier (round up) if not 
  present at trial 
  Sponsor or defender is a Lord Knight 
  +4 
  Half modifier (round up) if not 
  present at trial 
  Sponsor or defender is High Warrior,  
  +5 
   
  Full modifier always 
  High Clerist, or High Justice  
   
   
   
  Full modifier always 
  Sponsor or defender is a superior or 
  +2 
  Half modifier (round up) if not 
  commander present at trial 
  Physical evidence or witness  
   
  +1 per piece 
  Evidence must be present at  
  or witness  
  trial or  no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  +2 
   
   
   
  The Punishments for failing this action differ on the severity of the transgression.  
  The typical punishments for each grade of transgression are listed below.  
   
  Severity of Transgression 
   
  Punishment  
   
   
   
   
   
  Inconsequential 
   
   
  Reprimand before the Council, advice and counsel given 
  Minor 
  Stern lecture from Council and given an act of penance to 
  complete else Knight remains in disgrace and may not draw 
  funds or make requests to the Order. 
  Considerable 
  Immediate banishment from which a near impossible task 
  is required to redeem oneself, cannot draw funds, receive 
  assistance from the Order, or petition for advancement 
  Major 
  Immediate imprisonment, possible execution based on 
  severity of charge, Knight will no longer be considered a 
  Knight and will not receive proper services at burial. 
   
  Draw from Treasury:  
  Upon becoming a Knight of the Sword, the Knight may draw funds from the 
  Order’s treasury for modest needs and wants and to further the Order’s aims and 
  goals.  The Knight is also allowed to access stores from any local Knight circle he 
  may encounter if the circle can spare the stores.  
  Abandon or Refuse a Challenge:  
  The Knights of Solamnia stand as the champions of good and thus are always 
  prepared to attack the Order’s foes.  When faced with the task of combating evil or 
  an enemy of the Order, it is very difficult to flee, abandon or refuse the challenge 
  of battle unless the Knight believes the fight to be foolish, impossible, useless or 
  
   
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  dishonorable.  Unnecessarily fleeing a battle may warrant being brought up on 
  Transgression charges. 
  Owes 40 – 60 Days Service to the Order:  
  Each year, a Knight is assigned a mandatory period of duty within the Knighthood 
  ranging from 40 to 60 days.  During this time, the Knight is under the command of 
  his superiors and is not free to travel on his own.  His exact duty and charge is 
  determined by his superiors and the needs of the Order and can range to anything 
  from guard duty to finding a dragon’s lair.  This term of service is not negotiable 
  and any Knight who breaks it is in clear violation of the Oath and The Measure and 
  subject to a Considerable Transgression if brought up before a Knightly Council on 
  charges (see above). 
  Loyalty to the Order:  
  A Knight may not multi-class while in the service of the Knighthood.  The Order 
  demands obedience and respect and while many of the Knights do not necessarily 
  come from noble stock and therefore know and practice professions, the Order 
  does not allow their Knights to pursue what they consider less noble careers or 
  lifestyles. 
  Title:   
  Whenever a Knight merits himself in the face of battle, performs admirably, or 
  accomplishes anything that may merit an increase in rank, the Knight’s rank may 
  increase.  Examples of deeds that may merit an increase in a character’s rank 
  include exemplary bravery in battle, rescuing innocents from a life threatening 
  situation, risking your life to save others, holding off the enemy while others 
  retreat, facing 2 to 1 odds and surviving, discovering vital information on the 
  Knighthood’s enemies, or any other remarkable situation in which the Knight 
  shows incredible bravery or courage.  Note that the titles are not level dependent 
  and that a 3rd level Crown Knight who becomes a Sword Knight bears the title 
  Novice of the Swords just the same as a 10th level Crown Knight who becomes a 
  Sword Knight.  Only 1 High Warrior, High Clerist and High Justice may hold the 
  title at any time.  
  Tithe:  
  A Knight is expected to donate much of his wealth to the Knighthood, including 
  wealth acquired through personal questing or extra income from any estates or 
  property owned.  The amount is 50% of all wealth acquired from any quest, 
  income, or source. This also applies to any starting money left after purchasing 
  equipment following character creation.  The Knight may still draw upon the 
  Order’s treasury if able, and the Order will always see to those and their families 
  who have served honorably until the Knight’s time on Krynn has ended. 
  Ex-Knights of the Sword:  
  
   
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  Any knight who voluntarily leaves the order, is cast out, or is exiled retains all 
  abilities except the ability to draw funds, cast spells, and access local circle stores.  
  He is also forced to relinquish his sword and armor back to the knighthood.  He no 
  longer has to tithe, serve terms of service or uphold the Knighthood. 
   
  Table 2-3: Knight of the Sword 
   
  Base 
   
  Fort 
  Ref 
  Will 
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special  
  1 
  +1 
  +2 
  +0 
  +2 
  Draw funds and access local stores from Knight circles, +2 to 
  Leadership, Bravery +2, Courageous Blow once per day, 
  Knightly  Reputation, Mounted Attack Proficiency 
  2 
  +2 
   
  +3 
  +0 
  +3 
  3 
  +3 
   
  +3 
  +1 
  +3 
  Weapon Specialization, Turn Undead 
  4 
  +4 
   
  +4 
  +1 
  +4 
  Knightly Reputation, Bravery +3, Stalwart Defense 
  5 
  +5 
   
  +4 
  +1 
  +4 
   
  6 
  +6 
   
  +5 
  +2 
  +5 
   
   
  7 
  +7 
   
  +5 
  +2 
  +5 
  Knightly Reputation, Bravery 4, Stalwart Defense 
  8 
  +8 
   
  +6 
  +2 
  +6 
    
  9 
  +9 
   
  +6 
  +3 
  +6 
   
  10 
  +10 
   
  +7 
  +3 
  +7 
  Knightly Reputation, Bravery +5, Stalwart Defense 
  11 
  +11 
   
  +7 
  +3 
  +7 
   
  12 
  +12 
   
  +8 
  +4 
  +8 
   
  13 
  +13 
   
  +8 
  +4 
  +8 
  Knightly Reputation, Bravery +6, Stalwart Defense 
  14 
  +14 
   
  +9 
  +4 
  +9 
   
  15 
  +15 
   
  +9 
  +5 
  +9 
  16 
  +16 
   
  +10 
  +5 
  +10 
  Knightly Reputation, Bravery +7, Stalwart Defense 
  17 
  +17 
   
  +10 
  +5 
  +10 
  18 
  +18 
   
  +11 
  +6 
  +11 
  19 
  +19 
   
  +11 
  +6 
  +11 
  Knightly Reputation, Bravery +8, Stalwart Defense 
  20 
  +20 
   
  +12 
  +6 
  +12 
   
   
  Knight of the Rose 
  The Order of the Rose is the highest order that a Knight of Solamnia can 
  reach.  A character must undergo another quest to become a Rose Knight.  Rose 
  Knights are the epitome of all that is good and honorable in the Knights of 
  Solamnia.   
  Hit Die:  
  d12 
   
  Requirements 
   
  Race:  
  Civilized Human or Half-Elf 
  Alignment: 
  Lawful Good 
  Previous Order:  
  
   
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  Must have been a Knight of the Sword previously 
  Base Attack Bonus:  
  +6 
  Heal:  
  2 ranks 
  Ride:  
  4 ranks 
  Handle Animal:  
  4 ranks 
  Diplomacy:  
  6 ranks 
  Knowledge (Oath and The Measure):  
  6 ranks 
  Feats:  
  Leadership, Ride-by Attack 
  Passed Test of Advancement:  
  A Knight of the Rose must have succeeded in his quest, as described under Knight 
  of the Crown. 
  Class Skills:  
  Diplomacy (Cha), Handle Animal (Cha), Ride (Dex), Swim (Str), Knowledge 
  (law) (Int), Knowledge (Oath and the Measure) (Int), Knowledge (religion) (Int), 
  Craft (Int), Heal (Wis) Concentration (Con), Spellcraft (Int). 
  Skill Points at each additional level:  
  6 + Int modifier 
   
  Class Features: 
   
  Weapon and Armor proficiency:  
  Knights of the Rose are proficient with all simple and martial weapons, with all 
  types of armor and shields.  Note that Armor Check penalties for armor heavier 
  than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move 
  Silently, Pick Pocket and Tumble.  Also, Swim checks suffer a –1 penalty for 
  every 5 pounds of gear carried. 
  Knightly Reputation (Su):  
  The Knights of Solamnia serve as the epitome of peace and justice for many of 
  Ansalon’s nations.  When dealing with any individual, group of people, or creature 
  that views the Knighthood as an ally or protector of any benevolent nature, the 
  knight receives a +1 bonus at 1st level when making Diplomacy or Charisma 
  checks.  This bonus increases by +1 every 2 levels and stacks with any and all 
  
   
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  other modifiers and the Knight of the Crown and Knight of the Sword ability 
  Knightly Reputation. 
  Bravery (Su):   
  Knights of the Rose are the epitome of bravery, valor, honor and courage.  
  Therefore, Knights of the Rose are completely immune to fear, magical or 
  otherwise.  While this is not to say that Knights of the Rose are not afraid at times, 
  they cannot be magically induced to fear by spells or spell like abilities.  However, 
  this ability does not extend to the frightful presence that dragons exude.  This 
  ability also negates the Bravery ability of the Knights of the Sword, as a bonus is 
  no longer needed. 
  Cast Spells:   
  Upon becoming a 1st level Knight of the Rose, the Knight is granted more spells by 
  Paladine, the patron deity of the Order of the Rose.  Use the table below to 
  discover the maximum number of spells the Knight may have memorized at any 
  one time.  A Rose Knight acquires his spells in exactly the same way a cleric does.  
  However, a Knight of the Rose may not choose any domains or receive powers or 
  extra spells from the domains as a cleric would.  Note that the spells granted here 
  are not stackable with the spells granted while a Knight of the Sword.  Upon 
  becoming a Knight of the Rose, the knight no longer receives the spells of a Knight 
  of the Sword. 
   
  Table 2-4: Rose Knight Spells per Day 
   
   
   
   
   
   
      ----Spells per Day---- 
  Level 
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
   
  6 
  5 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  2 
   
  6 
  5 
  5 
  4 
  4 
  2 
  1 
  - 
  - 
  - 
   
  3 
   
  6 
  5 
  5 
  4 
  4 
  3 
  2 
  - 
  - 
  - 
  4 
   
  6 
  5 
  5 
  5 
  4 
  3 
  2 
  1 
  - 
  - 
  5 
   
  6 
  5 
  5 
  5 
  4 
  3 
  3 
  2 
  - 
  - 
  6 
   
  6 
  5 
  5 
  5 
  5 
  4 
  3 
  2 
  1 
  - 
  7 
   
  6 
  5 
  5 
  5 
  5 
  4 
  3 
  3 
  2 
  - 
   
  8 
   
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
   
  9 
   
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
   
  10 
   
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
   
  11 
   
  6 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  3 
  12 
   
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
   
  13 
   
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
   
  14 
   
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
   
  15 
   
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  4 
   
  16 
   
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
   
  17 
   
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
   
  18 
   
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
   
  19 
   
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  20 
   
  6 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
  5 
   
  Arcane and Divine Resistance (Su):  
  
   
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  Knights of the Rose are trained mind, body and soul in the ways of the 
  Knighthood.  This wholesome devotion Strengthens the knight’s will and spirit.  
  Thus, Knights of the Sword gain a +2 bonus to any saving throws made to resist 
  the effects of Arcane and Divine magic.  This stacks with any and all other 
  applicable modifiers, and also stacks with the bonuses granted by the Divine 
  Resistance ability gained as a Knight of the Sword. 
  Exemplary Leadership (Su):  
  Knights of the Rose are renowned for their courage and bravery.  Thus, Knights of 
  the Sword receive a +4 bonus to Leadership checks.  In addition, they are always 
  treated as being of Great Prestige from Table 2-26: Leadership Modifiers (see 
  Leadership feat on page 45 of the Dungeon Master’s Guide). 
  Courageous Blow (Ex):  
  Knights of the Rose will never give up a fight unless absolutely necessary, and 
  even then, only hesitantly.  Thus, their courage, discipline and devotion to 
  thwarting evil allow them to attempt extra powerful blows in combat.  Three times 
  per day, a Knight of the Rose may make a single attack roll, adding in his Cha 
  modifier to attack and damage.  This ability is stackable with all Strength and other 
  applicable modifiers, and is usable with feats.  This attack may be made from foot 
  or while mounted. 
  Mounted Attack Proficiency (Ex):  
  As a knight’s familiarity increases in mounted combat, so does his skill.  Knights 
  of the Rose may coordinate their mount’s primary attacks as well as their own to 
  deliver truly crippling blows to enemies in combat.  At 1st level the knight may 
  choose to take a full attack action against one enemy of his choice.  The enemy 
  must be within 5 feet of the mounted knight and the knight may only move the 5 
  feet as part of the attack.  Upon the knight’s initiative count, the knight must 
  succeed at a Ride check, DC 13.  The knight may then roll for all of his mount’s 
  primary attacks as well as his full allotment of attacks at the same time.  In 
  addition, the mount’s attacks are granted a +2 bonus to attack and damage.  This 
  bonus to the mount’s attacks increases by +1 every 4 levels.  For any attacks that 
  hit, damage is rolled simultaneously as are critical hits.  Thus a Knight of the Rose, 
  riding a heavy warhorse who passed the Ride check would be allowed to make 2 
  hoof attacks for the horse as well as the full attacks his Base Attack Bonus allows.  
  The knight must be mounted on a combat trained mount to take advantage of this 
  ability, whether it is a warhorse or dragon or any other creature. 
  Stalwart Defense (Ex):  
  Knights of the Rose are fierce warriors trained in the ancient and modern ways of 
  combat by the Solamnic Order.  Thus Knights of the Rose may take up to 1 
  additional attack of opportunity at 1st level.  This addition to attacks of opportunity 
  increases every 3 levels.  However, just as with regular attacks of opportunity, only 
  
   
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  1 attack of opportunity may be directed towards a single enemy.  Note that this 
  bonus to the number of attacks of opportunity a Knight can make stacks with those 
  earned as a Knight of the Sword and any other additional attacks of opportunity. 
  Turn Undead (Su):  
  A Knight of the Rose serves as the spiritual warriors of Paladine.  The undead, an 
  affront to the pantheon of good, are viewed as a bane and pestilence upon the 
  world of the living.  At 1st level, Knights of the Rose are granted the ability to turn 
  undead.  The knight may use this ability a number of times per day equal to 2 plus 
  the knight’s Charisma modifier.  A Knight of the Rose turns undead as a cleric of 2 
  levels lower would.  Knights of the Rose may not take the Extra Turning feat. 
  Acute Reflexes (Ex):  
  A Knight of the Rose is considered to be the fighting elite of the Solamnic forces.  
  These brave warriors are ever alert and ever vigilant of their surroundings.  
  Starting at 3rd level Knights of the Rose cannot be caught flat-footed.  They never 
  lose their Dex or dodge bonuses to AC. 
  Weapon Specialization:  
  At 3rd level, a Knight of the Rose may choose to take Weapon Specialization in any 
  weapon he desires.  Note that this stacks with the Weapon Specialization granted 
  as a 3rd level Crown Knight and 3rd level Sword Knight. 
  Oath and The Measure:  
  The Knights of Solamnia are expected to live up to and uphold the rigorous and 
  strict tenets of the Oath and The Measure.  If any Knight has been found to have 
  engaged in behavior considered inappropriate, unbecoming or contradictory to the 
  Oath and The Measure, he may be brought up on charges and have his honor 
  questioned.  Such behavior includes acts such as spending the Order’s wealth for 
  personal gain or means outside of duties, dishonorably fleeing battle with an 
  enemy, refusing assistance to the downtrodden, disloyalty to superiors or those to 
  whom loyalty is earned, and any situation in which the Knight compromises the 
  principles of the Measure for personal gain or safety.  Those accused of such 
  behavior are brought before a Knightly Council and forced to defend their honor.  
  The trial may be role-played through with the end result being based on the merit 
  of the player’s role-playing.  This is the most encouraged form of finding the 
  results for transgressions as it allows the player to succeed based on the merit of 
  role-playing.  However, for those who wish to randomly determine the outcome or 
  in the case in which many factors and randomness plays a great part in the 
  outcome, use the tables below to calculate the result of the trial.  The Character 
  must pass a Wisdom check to succeed and acquit himself of the charges before his 
  honor, status, arms and property can be restored.  The table below lists the DC of 
  the check: 
   
  
   
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  Table 2-5: Knightly Trials 
   
  DC 
   
  Severity 
   
   
  Example of transgression 
   
   
   
  10 
   
  Inconsequential 
   
  Alleged violation a rule of common conduct  
  Transgression  
  or courtesy, offending a fellow Knight, failing to 
  carry out an urgent or important order or task 
  through no fault of his own 
  14 
   
  Minor  Knight  
   
  has supposedly shown a discourteous  
  Transgression 
  or inconsiderate behavior toward others, insulted a 
  fellow or superior Knight, disobeyed a trivial order, 
  or failed to execute an important order or mission 
  due to inattention 
  18 
   
  Considerable  
   
  Accused of rude, cowardly, greedy or cruel  
  Transgression 
  behavior, willfully and knowingly disobeying a 
  direct order, or failing to carry out orders or 
  missions out of self-interest or self-preservation 
  21 
   
  Major  
   
   
  Accused of slaying or causing the death of a  
  Transgression 
  fellow Knight, telling an outright and damaging lie 
  about an innocent person, or betraying the 
  Knighthood in some grave way 
   
   
  The modifiers for this action are as follows: 
   
  Negative factors  
   
   
   
  Modifier 
  Special 
   
   
   
  Accuser is a Crown Knight 
  0 
  Half modifier (round up) if not 
  present at trial 
  Accuser is a Sword Knight 
  -2 
  Half modifier (round up) if not 
  present at trial 
  Accuser is a Rose Knight 
  -4 
  Half modifier (round up) if not 
  present at trial 
  Accuser is a Lord Knight  
  -4 
  Half modifier (round up) if not 
  present at trial 
  Accuser is a High Warrior,   
   
  -5 
   
  Full modifier always 
  High Clerist, or High Justice 
  Accuser is a Superior or commander 
  -2 
   
  Half modifier (round up) if 
  not present at trial 
  Physical evidence or witness  
   
  -1 per piece  
  Evidence must be present at  
  or witness 
  trial or no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  -2 
   
   
   
  Positive factors 
   
   
   
  Modifier 
  Special 
   
   
   
  Sponsor or defender is a Crown Knight 
    0 
  Half modifier (round up) if not 
  present at trial 
  Sponsor or defender is a Sword Knight 
  +2 
  Half modifier (round up) if not 
  present at trial 
  
   
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  Sponsor or defender is a Rose Knight 
  +4 
  Half modifier (round up) if not 
  present at trial 
  Sponsor or defender is a Lord Knight 
  +4 
  Half modifier (round up) if not 
  present at trial 
  Sponsor or defender is High Warrior,  
  +5 
   
  Full modifier always 
  High Clerist, or High Justice  
   
   
   
  Full modifier always 
  Sponsor or defender is a superior or 
  +2 
  Half modifier (round up) if not 
  commander present at trial 
  Physical evidence or witness  
   
  +1 per piece 
  Evidence must be present at  
  or witness  
  trial or  no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  +2 
   
   
   
  The Punishments for failing this action differ on the severity of the transgression.  
  The typical punishments for each grade of transgression are listed below.  
   
  Severity of Transgression 
   
  Punishment  
   
   
   
   
   
  Inconsequential 
   
   
  Reprimand before the Council, advice and counsel given 
  Minor 
  Stern lecture from Council and given an act of penance to 
  complete else Knight remains in disgrace and may not draw 
  funds or make requests to the Order. 
  Considerable 
  Immediate banishment from which a near impossible task 
  is required to redeem oneself, cannot draw funds, receive 
  assistance from the Order, or petition for advancement 
  Major 
  Immediate imprisonment, possible execution based on 
  severity of charge, Knight will no longer be considered a 
  Knight and will not receive proper services at burial. 
   
  Draw from Treasury:  
  Upon becoming a Knight of the Rose, the Knight may draw funds from the Order’s 
  treasury for modest needs and wants and to further the Order’s aims and goals.  
  The Knight is also allowed to access stores from any local Knight circle he may 
  encounter if the circle can spare the stores.  
  Abandon or Refuse a Challenge:  
  The Knights of Solamnia stand as the champions of good and thus are always 
  prepared to attack the Order’s foes.  When faced with the task of combating evil or 
  an enemy of the Order, it is very difficult to flee, abandon or refuse the challenge 
  of battle unless the Knight believes the fight to be foolish, impossible, useless or 
  dishonorable.  Unnecessarily fleeing a battle may warrant being brought up on 
  Transgression charges. 
  Owes 40 – 60 Days Service to the Order:  
  Each year, a Knight is assigned a mandatory period of duty within the Knighthood 
  ranging from 40 to 60 days.  During this time, the Knight is under the command of 
  
   
  War of the Dark Lance 
   
   
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  his superiors and is not free to travel on his own.  His exact duty and charge is 
  determined by his superiors and the needs of the Order and can range to anything 
  from guard duty to finding a dragon’s lair.  This term of service is not negotiable 
  and any Knight who breaks it is in clear violation of the Oath and The Measure and 
  subject to a Considerable Transgression if brought up before a Knightly Council on 
  charges (see above). 
  Loyalty to the Order:  
  A Knight may not multi-class while in the service of the Knighthood.  The Order 
  demands obedience and respect and while many of the Knights do not necessarily 
  come from noble stock and therefore know and practice professions, the Order 
  does not allow their Knights to pursue what they consider less noble careers or 
  lifestyles. 
  Title:  
  Whenever a Knight merits himself in the face of battle, performs admirably, or 
  accomplishes anything that may merit an increase in rank, the Knight’s rank may 
  increase.  Examples of deeds that may merit an increase a character’s rank include 
  exemplary bravery in battle, rescuing innocents from a life threatening situation, 
  risking your life to save others, holding off the enemy while others retreat, facing 2 
  to 1 odds and surviving, discovering vital information on the Knighthood’s 
  enemies, or any other remarkable situation in which the Knight shows incredible 
  bravery or courage.  Note that the titles are not level dependent and that a 6th level 
  Crown Knight who becomes a Sword Knight bears the title Novice of the Swords 
  just the same as a 10th level Crown Knight who becomes a Sword Knight.  Only 1 
  High Warrior, High Clerist and High Justice may hold the title at any time. 
  Tithe:  
  A Knight is expected to donate much of his wealth to the Knighthood, including 
  wealth acquired through personal questing or extra income from any estates or 
  property owned.  The amount is 80% of all wealth acquired from any quest, 
  income, or source. This also applies to any starting money left after purchasing 
  equipment following character creation.  The Knight may still draw upon the 
  Order’s treasury if able, and the Order will always see to those and their families 
  who have served honorably until the Knight’s time on Krynn has ended. 
  Ex-Knights of the Rose:  
  Any knight who voluntarily leaves the order, is cast out, or is exiled retains all 
  abilities except the ability to draw funds, access local circle stores, cast spells, 
  exemplary leadership, and turn undead.  The ex-knight is also forced to relinquish 
  his sword and armor back to the knighthood.  The ex-knight no longer has to tithe, 
  serve terms of service or uphold the Knighthood. 
   
  Table 2-6: Knight of the Rose 
   
  
   
  War of the Dark Lance 
   
   
  - 84 - 
   
   
   
  Base 
   
  Fort 
  Ref 
  Will 
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special  
  1 
  +1 
  +2 
  +0 
  +2 
  Draw funds and access local stores from knight circles, 
  Immune to fear, Knightly Reputation, Mounted Attack 
  Proficiency +2, Arcane and Divine Resistance, Leadership +4, 
  Courageous Blow thrice per day, Stalwart Defense, Turn 
  Undead 
  2 
  +2 
   
  +3 
  +0 
  +3 
   
  3 
  +3 
   
  +3 
  +1 
  +3 
  Knightly Reputation, Acute Reflexes 
  4 
  +4 
   
  +4 
  +1 
  +4 
  Stalwart Defense  
  5 
  +5 
   
  +4 
  +1 
  +4 
  Weapon Specialization, Knightly Reputation, Mounted Attack 
   
   
   
   
   
   
  Proficiency +3 
  6 
  +6 
   
  +5 
  +2 
  +5 
   
  7 
  +7 
   
  +5 
  +2 
  +5 
  Stalwart Defense, Knightly Reputation 
  8 
  +8 
   
  +6 
  +2 
  +6 
    
  9 
  +9 
   
  +6 
  +3 
  +6 
  Knightly Reputation, Mounted Attack Proficiency +4 
  10 
  +10 
   
  +7 
  +3 
  +7 
  Stalwart Defense 
  11 
  +11 
   
  +7 
  +3 
  +7 
  Knightly Reputation 
  12 
  +12 
   
  +8 
  +4 
  +8 
   
  13 
  +13 
   
  +8 
  +4 
  +8 
  Stalwart Defense, Knightly Reputation, Mounted Attack 
   
   
   
   
   
   
  Proficiency +5 
  14 
  +14 
   
  +9 
  +4 
  +9 
   
  15 
  +15 
   
  +9 
  +5 
  +9 
  Knightly Reputation 
  16 
  +16 
   
  +10 
  +5 
  +10 
  Stalwart Defense 
  17 
  +17 
   
  +10 
  +5 
  +10 
  Knightly Reputation, Mounted Attack Proficiency 
  18 
  +18 
   
  +11 
  +6 
  +11 
  19 
  +19 
   
  +11 
  +6 
  +11 
  Stalwart Defense, Knightly Reputation 
  20 
  +20 
   
  +12 
  +6 
  +12 
   
  Table 2-7: Knight Titles in Order of Entry 
   
  Knights of the Crown 
  Knights of the Sword 
  Knights of the Rose 
  Squire of Crown 
   
  Novice of Swords 
   
  Novice of Roses 
  Defender of Crown 
   
  Knight of Swords 
   
  Knight of Tears 
  Knight of Crown 
   
  Blade Knight  
   
  Knight of Mind 
  Scepter Knight 
   
  Knight Clerist  
   
  Knight of Heart 
  Shield Knight  
   
  Abbot of Swords 
   
  Knight of Roses 
  Shield of Crowns 
   
  Elder of Swords 
   
  Keeper of Roses 
  Lord of Shields 
   
  Lord Clerist 
   
   
  Lord of Justice 
  High Warrior (1 only)  
  High Clerist (1 only)  
  High Justice (1 only) 
   
  Knight of the Thorn 
  Knights of the Thorn are the warrior-wizards of the Knights of Takhisis.  
  Thorn Knights begin play as Knights of the Lily, as do all Knights of Takhisis.  In 
  the ranks of the Lily, they train in the warrior arts.  Thorn Knights are able to draw 
  their power from all three moons, instead of just one.  They have their own Tower 
  of High Sorcery within Storm’s Keep, headquarters of the Knights of Takhisis.  
  Thorn Knights are considered renegades by the Wizards of High Sorcery. 
  Hit Die:  
  
   
  War of the Dark Lance 
   
   
  - 85 - 
   
   
   
  d4 
   
  Requirements 
   
  Race:  
  Civilized Human or Half-Elf 
  Alignment:  
  Lawful Evil 
  Previous Order:  
  Must have been a Knight of the Lily or Skull previously 
  Base Attack Bonus:  
  +5 
  Knowledge (Code and Vision): 
  4 ranks 
  Passed Test of Advancement:  
  A Knight of the Thorn must have succeeded in his Test of Takhisis, as described 
  under Knight of the Lily. 
  Class Skills:  
  Diplomacy (Cha), Handle Animal (Cha), Ride (Dex), Swim (Str), Knowledge (all 
  skills, taken individually) (Int), Craft (Int), Alchemy (Int), Concentration (Con), 
  Scry (Int, exclusive skill), Spellcraft (Int). 
  Skill Points at each additional level:  
  4 + Int modifier 
   
  Class Features: 
   
  Weapon and Armor proficiency:  
  Knights of the Thorn are proficient with all simple weapons.  Knights of the Thorn 
  are not proficient with any type of armor or shields.  Note that Armor Check 
  penalties for armor heavier than leather apply to the skills Balance, Climb, Escape 
  Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.  Also, Swim checks 
  suffer a –1 penalty for every 5 pounds of gear carried. 
  Receive Spellbook:  
  A 1st level, a Knight of the Thorn receives a spellbook, free of charge, containing 
  as many spells as the Knight can cast for each level.  The player may personally 
  select what spells are contained in the book.  In addition, the Knight may always 
  receive additional spells, as he is able to cast them, from his fellow gray robes at 
  Storm’s Keep.  The Knight may request and receive additional spellbooks for free 
  from the gray robe’s magical Bastion at Storm’s Keep for free as needed.   
  Purchase Magic Items:  
  
   
  War of the Dark Lance 
   
   
  - 86 - 
   
   
   
  A Knight may purchase any magical items that are contained in Storm’s Keep 
  (DM’s discretion) at one-half their market value.  See the Dungeon Master’s Guide 
  for the market values of magic items. 
  Cast Spells:  
  Knights of the Lily are prohibited from learning any form of magic.  However, 
  upon becoming a Knight of the Thorn, the Knight may now draw from the power 
  of all three moons and cast Arcane magic.  Use the table below to discover the 
  maximum number of spells the Knight may have memorized at any one time.  A 
  Thorn Knight acquires, memorizes, and casts his spells in exactly the same way as 
  wizards from the Player’s Handbook do.   
   
  Table 2-7: Thorn Knight Spells per Day 
   
   
   
   
   
   
      ----Spells per Day---- 
  Level 
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
   
  5 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  2 
   
  5 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
   
  3 
   
  5 
  4 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  4 
   
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  5 
   
  5 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  6 
   
  6 
  4 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  7 
   
  6 
  5 
  4 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
   
  8 
   
  6 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
   
  9 
   
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
   
  10 
   
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
   
  11 
   
  6 
  5 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  12 
   
  6 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
   
  13 
   
  6 
  6 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
   
  14 
   
  6 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  3 
   
  15 
   
  6 
  6 
  6 
  6 
  5 
  5 
  5 
  4 
  3 
  3 
   
  16 
   
  6 
  6 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
   
  17 
   
  6 
  6 
  6 
  6 
  6 
  5 
  5 
  5 
  4 
  4 
   
  18 
   
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
   
  19 
   
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  20 
   
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  5 
  4 
   
  Lunar Effects:  
  Knights of the Thorn draw power from all three moons, not just one, and thus are 
  more positively affected by the cycles of the Moons.  To find the effect of lunar 
  cycles on a Thorn Knight, consult the Moons of Krynn section. 
  Bonus Feats:  
  At 1st level, 4th level, 8th level, 12th level, 16th level, and 20th level a Knight of the 
  Thorn gains a bonus feat in addition to those gained by advancing in levels.  These 
  bonus feats must be spent on metamagic, item creation, or spell mastery feats.  
  Note that feats gained through any other means do not have to be spent on 
  metamagic, item creation, or metamagic feats.  If there are no more metamagic or 
  item creation feats left to take, the feats must be spent on spell mastery. 
  
   
  War of the Dark Lance 
   
   
  - 87 - 
   
   
   
  The Vision (Sp):  
  Upon introduction into the Order of the Lily, all Knights receive the Vision.  
  This Vision continues to guide the Knights of the Thorn.  This is the first guiding 
  principle of the Knighthood.  The Vision helps the Knight to find his niche in the 
  grand scheme of things and better understand what aids or hurts the Knighthood 
  when away from his commanding officers.  The Knight receives the Vision upon 
  first entering the Knighthood and thereafter can consult it at will to better guide the 
  knight when absent from commanding officers.  The embodiment of the Vision can 
  be summed up in the phrase, “One World Order”.   
  In times of doubt and duress, the Knight can turn to the Vision for 
  inspiration, comfort and guidance.  Starting at 1st level, the knight can turn to the 
  Vision for spiritual fortitude.  To do this, the knight must spend 1 round taking no 
  other actions.  If the knight wishes or needs to take any other actions during the 
  round of concentration, he must succeed at a Concentration check, DC 15.  Failing 
  the Concentration check means the knight has lost his concentration and must start 
  again.  Success in a full round of concentration enables the Knight to ignore 1 
  penalty point that the knight has suffered.  Since this ability stacks with the 
  bonuses of the Vision granted under the Order of the Lily or Skull, the total 
  number of ignorable penalty points is equal to the last bonus gained from the 
  previous Order plus the 1 from becoming a 1st level Skull Knight.  These ignored 
  penalty points can come from a single source, or multiple sources.  These ignored 
  penalty points may be used to negate any penalty, whether magical or otherwise.  
  This ability lasts for a number of hours equal to the Knight’s level, and is usable up 
  to twice per day.   
  The knight may ignore an additional 1 penalty point at 3rd level, 6th level, 9th 
  level, 12th level, 15th level and 18th level. 
   
  Improved Summon Familiar:  
  While the summoning of familiars in secret to most practitioners of magic, 
  the Knights of the Thorn have acquired a great handle on the practice in a 
  relatively short time.  The Knights of the Thorn, with their tremendous pool of 
  Arcane knowledge, mentorship, and ease of research have discovered ways of 
  summoning superior familiars than many other practitioners of the art.   
  Summoning a regular familiar takes a 1 day and costs 100 steel pieces.  A 
  superior familiar takes 2 days to summon and 300 steel pieces.  A familiar is a 
  magical, unusually tough and intelligent version of a small animal.  However, it is 
  a magical beast, not an animal.  The creature serves as companions and assistants.  
  The Knight chooses the type of familiar he gets.  As the Knight increases in level, 
  the familiar also increases in power.  If the familiar dies, or the Knight chooses to 
  dismiss it, the Knight must attempt a Fortitude saving throw (DC 15 for a regular 
  
   
  War of the Dark Lance 
   
   
  - 88 - 
   
   
   
  familiar, DC 20 for a superior familiar).  If the saving throw fails, the Knight loses 
  200 experience points per class level for a normal familiar and 400 experience 
  points per character level for a superior familiar.  A successful saving throw 
  reduces the loss to half of that amount. A Knight’s experience point total can never 
  go below zero from this.   
  For example, Brethel is a 5th level Knight and a 2nd level Knight of the Thorn 
  with 21,100 experience points when his superior snake familiar is killed by a 
  mongoose.  Brethel succeeds at his Fortitude saving throw, so he loses 400 
  experience points, dropping him below 21,000 experience points and back to 1st 
  level Knight of the Thorn.  See the Dungeon Master’s Guide for rules on losing 
  levels.   
  A slain or dismissed regular or superior familiar cannot be replaced until the 
  next Night of the Eye, when all 3 moons align.  To find the stats for familiars, 
  consult the tables below. 
   
  Table 2-8: Familiars 
   
  Familiar Type 
   
   
  Special Abilities 
  Regular 
  Bat 
   
   
   
   
  - 
  Cat 
   
   
   
   
  Master gains a +2 bonus to Move Silently checks 
  Hawk  
   
   
   
  - 
  Owl 
  Has low-light vision; master gains a +2 to Move Silently 
  checks 
  Rat 
   
   
   
   
  Master gains a +2 bonus on Fortitude saves 
  Raven  
   
   
   
  Speak one language 
  Snake (Tiny)  
   
   
  Poisonous bite 
  Toad  
   
   
   
  Master gains a +2 to Constitution score 
  Weasel  
   
   
   
  Master gains a +2 bonus on Reflex saves 
  Superior 
  Bat 
   
   
   
   
  Has darkvision; master gains a +2 on Listen checks 
  Cat 
  Has darkvision; master gains a +2 on Listen and Move 
  Silently checks 
   
  Dog 
   
   
   
   
  Master gains a +2 to Listen checks 
  Hawk  
   
   
   
  Has darkvision; master gains a +2 on Scry checks 
  Lizard  
   
   
   
  Has low-light vision; master gains a +2 to Climb checks 
  Monkey (Tiny) 
  Understands one language; master gains a +2 to Climb 
  checks  
  Owl 
  Has low-light vision; master gains a +2 to Move Silently 
  checks 
  Rat 
   
   
   
   
  Master gains a +2 bonus on Fortitude saves 
  Raven  
   
   
   
  Speaks one language; master gains a +2 to Spot checks 
  Scorpion 
   
   
   
  Poisonous sting; master gains a +2 to Intimidate checks 
  Snake (Tiny)  
   
   
  Poisonous bite; master gains a +2 bonus to Hide checks 
  
   
  War of the Dark Lance 
   
   
  - 89 - 
   
   
   
  Spider (Tiny) 
  Poisonous bite; master gains a +2 bonus to Use Rope 
  checks 
  Toad  
   
   
   
  Master gains a +2 to Constitution score 
  Weasel  
   
   
   
  Master gains a +2 bonus on Reflex saves 
   
  Use the basic statistics for a creature of its type, as given in the Monster Manual 
  with the following changes: 
  • Hit Dice: Regular familiar’s hit dice are treat as the master’s total level for the 
  number of hit dice received (for effects related to hit dice as well).  Superior 
  familiars add +2 hit dice.  Both use the familiar’s normal total if it is higher. 
  • Hit Points: Regular familiars receive one-half the master’s total rounded down.  
  Superior familiars receive the master’s total. 
  • Attacks: Both types use the master’s base attack bonus.  Use the familiar’s 
  Dexterity or Strength modifiers, whichever is greater, to get the familiar’s 
  melee attack bonus with unarmed attacks.  Regular and superior familiars’ 
  damage equals that of a normal creature of that type.  Superior familiars receive 
  a +2 magical bonus to damage. 
  • Saving Throws: The familiar uses the master’s base saving throw bonus if 
  they’re better than the familiar’s (Regular familiars have Fort +2, Ref +2,Will 
  +0; superior familiars have Fort +4, Ref +4, Will +2). 
  • Skills: Both types use the normal skills for an animal of that type or the 
  master’s - whichever is greater. 
   
  Table 2-9: Familiar Special Abilities 
   
      Master 
               Natural 
  Class Level 
   
  Armor  
  Int 
   
  Special 
  1-2 
   
   
  +1 
   
  6 
   
  Alertness, improved evasion, share spells,  
   
   
   
   
   
   
   
  empathic link 
  3-4 
   
   
  +2 
   
  7 
   
  Touch 
  5-6 
   
   
  +3 
   
  8 
   
  Speak with master 
  7-8 
   
   
  +4 
   
  9 
   
  Speak with animals of its type 
  9-10 
   
   
  +5 
   
  10 
   
   
  11-12 
   
   
  +6 
   
  11 
   
  Spell resistance 
  13-14 
   
   
  +7 
   
  12 
   
  Scry on familiar 
  15-16 
   
   
  +8 
   
  13 
   
   
  17-18 
   
   
  +9 
   
  14 
   
   
  19-20 
   
   
  +10 
   
  15 
   
  The following descriptions explain the familiar abilities list above.  Note that all 
  abilities are cumulative and the familiar gains more abilities as the master advances 
  in level: 
  • Natural Armor: This bonus is added to the familiar’s ordinary AC. 
  • Intelligence: This is the familiar’s Intelligence score. 
  
   
  War of the Dark Lance 
   
   
  - 90 - 
   
   
   
  • Alertness: When the familiar is within arm’s reach, the master gains the benefits 
  of the Alertness feat. 
  • Improved Evasion: If the familiar is subjected to an attack where a saving throw 
  would normally cut the damage in half, a successful saving throw negates any 
  damage, and a failed saving throw results in half damage.  Improved evasion is 
  an extraordinary ability. 
  • Share Spells: At the master’s option he may have any spell he casts on himself 
  affect the familiar as well.  The familiar must be within 5 feet of the master.  If 
  the spell has a duration other than instantaneous, the spell stops affecting the 
  familiar if it moves farther than 5 feet away.  The spell’s effect will not be 
  restored even if the familiar moves back within 5 feet of the master before the 
  spell’s duration would have ended.  Additionally, the master may cast a spell 
  with a target of “You” on his familiar (as a touch range spell) instead of on 
  himself.  The master and familiar can share spells even if the spells do not 
  normally affect creatures of the familiar’s type (magical beast). 
  • Empathic Link:  The master has an empathic link with the familiar out to a 
  distance of one mile.  The master cannot see through the familiar’s eyes, but the 
  two can communicate telepathically.  Note that the low Intelligence of a low 
  level master’s familiar limits what it is able to understand or communicate, and 
  even intelligent familiars see the world differently from most races.  Because of 
  the empathic link between the master and his familiar, the master has the same 
  connection to an item or place the familiar does.  For example, if a familiar has 
  seen a room, the master can teleport to that room as if he had seen it himself.  
  This is a supernatural ability. 
  • Touch: If the master is 3rd level or higher, the familiar can deliver touch spells 
  for its master.  When the master casts a touch spell he can designate the familiar 
  as the “toucher” (the master and the familiar have to be in contact at the time of 
  casting).  The familiar can then deliver the touch spell just as the master could.  
  As usual, if the master casts another spell, the touch spell dissipates. 
  • Speak with Master: The familiar and master can communicate verbally as if 
  they were using a common language.  Other creatures do not understand the 
  conversation without magical help. 
  • Speak with Animals of its Type: The familiar can communicate with animals of 
  approximately the same type as itself (including dire variants): bats and rats 
  with rodents, cats with felines, dogs with canines, hawks and owls and ravens 
  with birds, monkeys with simians, scorpions and spiders with insects, snakes 
  and lizards with reptiles, toad with amphibians, weasels with creatures of the 
  mustelidae family (weasels, minks, polecats, ermines, skunks, wolverines, and 
  
   
  War of the Dark Lance 
   
   
  - 91 - 
   
   
   
  badgers).  The communication is limited by the Intelligence of the conversing 
  creatures. 
  • Spell Resistance: If the master is 11th level or higher, the familiar gains spell 
  resistance equal to the master’s level +5.  If another spellcaster tries to affect 
  someone else’s familiar with a spell, the caster must make a caster level check 
  (1d20 + caster level) at least equal to the familiar’s spell resistance. 
  • Scry: If the master is 13th level or higher, the master may scry on the familiar 
  (as if casting the Scry spell) once per day.  This is a spell like ability that 
  requires no material component or focus. 
   
  School Mastery:  
  At 3rd level, a Knight of the Thorn may choose to become more powerful in 
  a school of magic.  Like a Wizard of High Sorcery, a Knight of the Thorn has the 
  ability to become a more powerful type of specialist than any renegade.  However, 
  as the Knights of the Thorn draw their power from all three of Krynn’s moons, 
  they may become more potent in school expertise than even their High Sorcery 
  adversaries. The Knight chooses to become a master of one or more schools of 
  magic at the expense of not being able to learn other schools.  Whenever a Knight 
  specializes in a school, he must choose one school to give up.  The restriction from 
  school includes the use of wands, scrolls, and other magic items.  Once mastery is 
  chosen, it cannot be dropped without serious consequences to the Knight.   
  As a result of mastering a school or schools, the Knight may prepare 4 
  additional spells per day (these spells must be from the mastered schools).  The 
  Knight also gains a +4 bonus to Spellcraft checks to learn the spells or for 
  counterspelling when dealing with mastered schools.  In addition, the Knight may 
  later take specialization in other schools of magic as well.  An additional school of 
  magic to be specialized in as well as an +1 additional bonus spells and Spellcraft 
  bonus are granted at 6th, 9th, and 12th level. 
  If a Knight wishes to change schools mastered, there are several penalties 
  the Knight must suffer.  The Knight will not be able to continue to advance his 
  spell progression, caster level, and will suffer a –2 penalty to any caster level 
  checks when dealing with the previously restricted and mastered schools until the 
  Knight gains 2 experience levels. 
  The Code:  
  A complex yet flexible and straightforward principle of the Knighthood, the Code 
  is what governs a Knight’s life in every way.  Built to improve upon the rigidity of 
  the Solamnic Measure, the Code’s tenets differ slightly for each Order and help to 
  delineate a Knight’s goal in his Order.  The Order Codes are as follows: 
  • Order of the Lily: Independence breeds chaos.  Submit and be strengthened. 
  
   
  War of the Dark Lance 
   
   
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  • Order of the Skull: Death is patient, flowing from without and within.  Be 
  vigilant in all things and skeptical of all. 
  • Order of the Thorn: One who follows the heart finds it will bleed.  Feel nothing 
  but victory. 
  If any Knight has been found to have engaged in behavior considered 
  inappropriate, hindering to the advancement of the Knighthood or contradictory to 
  the Code, he may be brought up on charges and have his honor questioned.  Such 
  behavior includes acts such as spending the Order’s wealth for personal gain or 
  means outside of duties, dishonorably fleeing battle with an enemy, refusing or 
  failing to achieve conquest in the advancement of the Knighthood, disloyalty to 
  superiors or those to whom loyalty is earned, and any situation in which the Knight 
  compromises the principles of the Code for personal gain or safety.  Those accused 
  of such behavior are brought before an Adjudicator of the Code and forced to 
  defend their honor. The trial may be role-played through with the end result being 
  based on the merit of the player’s role-playing. This is the most encouraged form 
  of finding the results for transgressions as it allows the player to succeed based on 
  the merit of role-playing.  However, for those who wish to randomly determine the 
  outcome or in the case in which a great many factors and randomness plays a great 
  part in the outcome, use the tables below to calculate the result of the trial.  The 
  Character must pass a Wisdom check to succeed and acquit himself of the charges 
  before his honor, status, arms and property can be restored.  The table below lists 
  the DC of the check: 
   
  Table 2-10: Knightly Trials 
   
  DC 
   
  Severity 
   
   
  Example of violation  
   
   
   
  10 
   
  Inconsequential 
   
  Alleged violation of a rule of common  
  Violation  
  conduct or courtesy, offending a fellow Knight, 
  failing to carry out an urgent or important order or 
  task through no fault of his own, striking a cowardly 
  blow against an honorable opponent 
  14 
   
  Minor  Knight  
   
  has supposedly shown a discourteous  
  Violation 
  or inconsiderate behavior toward others, insulted a 
  fellow or superior Knight, disobeyed a trivial order, 
  or failed to execute an important order or mission 
  due to inattention 
  18 
   
  Considerable  
   
  Accused of rude, cowardly, greedy or cruel  
  Violation 
  behavior, a direct order, or failing to carry out 
  orders or missions out of self-interest or self-
  preservation, lying to another Knight or superior 
  officers. 
  21 
   
  Major  
   
   
  Accused of slaying or causing the death of a  
  
   
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  Violation 
  fellow Knight, telling an outright and damaging lie 
  about an innocent person, assisting a rogue knight 
  to escape, willfully disobeying a direct order 
   
  The modifiers for this action are as follows: 
   
  Negative factors  
   
   
   
  Modifier 
  Special 
   
   
   
  Accuser is a member of the Order of  
  -4 
   
  Half modifier (round up) if  
  Lords  
   
   
   
   
   
   
  not present at trial 
  Accuser is the Lord of Night  
   
  -5 
   
  Full modifier always  
  Accuser is a Superior or Commander 
  -2 
  Half modifier (round up) if not 
  present at trial 
  Physical evidence or witness  
   
  -1 per piece  
  Evidence must be present at 
  or witness 
  trial or  no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  -2 
   
   
   
  Positive factors 
   
   
   
  Modifier 
  Special 
   
   
   
  Sponsor or defender is a member of the 
  +4 
   
  Half modifier (round up) if  
  Order of Lords  
   
   
   
   
   
  not present at trial 
  Sponsor or defender is the Lord of Night 
  +5 
   
  Full modifier always  
  Sponsor or defender is a superior or  
  +2 
   
  Half modifier (round up) if  
  Commander 
   
   
   
   
   
   
  not present at trial 
  Physical evidence or witness  
   
  +1 per piece  Evidence must be present at 
  or witness 
  trial or no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  +2 
   
   
   
  The punishment for failing this action results in death by execution at the soonest 
  possible date. 
   
  Draw from Treasury:  
  Upon attaining the rank of Warrior in the Order of the Lily, or upon entering either 
  the Order of the Thorn or Skull, the Knight may draw funds from the Order’s 
  treasury for modest needs and wants and to further the Order’s aims and goals.  
  The Knight is also allowed to access stores from any local Knight circle he may 
  encounter if the circle can spare the stores. 
  Abandon or Refuse a Challenge:  
  The Knights of Takhisis stand as the champions of the Dark Queen and thus are 
  always prepared to attack the Order’s foes.  When faced with the task of combating 
  an enemy of the Order, it is very difficult to flee, abandon or refuse the challenge 
  of battle unless the Knight believes the fight to be foolish, impossible, useless or 
  
   
  War of the Dark Lance 
   
   
  - 94 - 
   
   
   
  dishonorable.  Unnecessarily fleeing a battle may warrant being brought up on 
  Violation charges. 
  Owes 40 – 60 Days Service to the Order:  
  Each year, a Knight is assigned a mandatory period of duty within the Knighthood 
  ranging from 40 to 60 days.  During this time, the Knight is under the command of 
  his superiors and is not free to travel on his own.  His exact duty and charge is 
  determined by his superiors and the needs of the Order, and can range to anything 
  from guard duty to finding a dragon’s lair.  This term of service is not negotiable 
  and any Knight who breaks it is in clear violation of the Code and subject to a 
  Considerable Violation if brought up before an Adjucator of the Code on charges 
  (see above). 
  Title:   
  Whenever a Knight merits himself in the face of battle, performs admirably, or 
  accomplishes anything that may merit an increase in rank, the Knight’s rank may 
  increase.  Examples of deeds that may merit an increase a character’s rank include 
  exemplary bravery in battle, rescuing fellow Knights from a life threatening 
  situation, risking your own life to further the Vision and the Code, holding off the 
  enemy while others retreat, facing 2 to 1 odds and surviving, discovering vital 
  information on the Knighthood’s enemies, or any other remarkable situation in 
  which the Knight shows incredible bravery or courage.  Note that the titles are not 
  level dependent and that a 6th level Knight of the Lily who become a Knight of the 
  Thorn bears the title Blood Novice just the same as a 10th level Knight of the Lily 
  who becomes a Knight of the Thorn.  Only 1 Knight may hold the title of Lord of 
  Night at any time. 
  Tithe:  
  A Knight is expected to donate much of his wealth to the Knighthood, including 
  wealth acquired through personal questing or extra income from any estates or 
  property owned.  The amount is 50% of all wealth acquired from any quest, 
  income, or source. The Knight may still draw upon the Order’s treasury if 
  applicable, and the Order will always see to those and their families who have 
  served honorably until the Knight’s time on Krynn has ended. 
  Ex-Knights of the Thorn:  
  Any knight who voluntarily leaves the order is considered a rogue knight and 
  hunted to the end of his days.  The Knights of Takhisis will alert all outposts as to 
  the identity of the traitor and will send out search parties far and wide.  Should the 
  rogue knight be caught, the result is immediate execution.  As a rogue knight, the 
  character retains all abilities except the ability to draw on funds or access stores 
  from local circles of knights, and may no longer draw power from all three moons.  
  The rogue knight is now affected by the moons as renegades are.  There is no way 
  
   
  War of the Dark Lance 
   
   
  - 95 - 
   
   
   
  to be cast out of the order.  To do anything that would warrant such a punishment 
  results in execution at the soonest possible date. 
   
  Table 2-11: Knight of the Thorn 
   
  Base 
   
  Fort 
  Ref 
  Will 
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special  
  1 
  +1 
   
  +2 
  +0 
  +2 
  Bonus Feat, Improved Summon Familiar, Vision +1 
  2 
  +2 
   
  +3 
  +0 
  +3 
   
  3 
  +3 
   
  +3 
  +1 
  +3 
  Vision +2, School Mastery +4 
  4 
  +4 
   
  +4 
  +1 
  +4 
  Bonus Feat 
  5 
  +5 
   
  +4 
  +1 
  +4 
   
  6 
  +6 
   
  +5 
  +2 
  +5 
  Vision +3, School Mastery +5 
  7 
  +7 
   
  +5 
  +2 
  +5 
   
  8 
  +8 
   
  +6 
  +2 
  +6 
  Bonus Feat 
  9 
  +9 
   
  +6 
  +3 
  +6 
  Vision +4, School Mastery +6 
  10 
  +10 
   
  +7 
  +3 
  +7 
   
  11 
  +11 
   
  +7 
  +3 
  +7 
   
  12 
  +12 
   
  +8 
  +4 
  +8 
  Bonus Feat, Vision +5, School Mastery +7 
  13 
  +13 
   
  +8 
  +4 
  +8 
   
  14 
  +14 
   
  +9 
  +4 
  +9 
   
  15 
  +15 
   
  +9 
  +5 
  +9 
  Vision +6 
  16 
  +16 
   
  +10 
  +5 
  +10 
  Bonus Feat 
  17 
  +17 
   
  +10 
  +5 
  +10 
  18 
  +18 
   
  +11 
  +6 
  +11 
  Vision +7 
  19 
  +19 
   
  +11 
  +6 
  +11 
  20 
  +20 
   
  +12 
  +6 
  +12 
  Bonus Feat 
   
  Knight of the Skull 
  Knights of the Skull are the warrior-clerics of the Knights of Takhisis.  Like 
  the Thorn Knights, the Skull Knights begin play as Knights of the Lily, where they 
  train in the warrior arts.  After this time, they begin their training in the clerical 
  arts.  These dark priests guide the Knights of Takhisis with their connection to the 
  Dark Queen.   
  Hit Die:  
  d8 
   
  Requirements 
   
  Race:  
  Civilized Human or Half-Elf 
  Alignment:  
  Lawful Evil 
  Previous Order:  
  Must have been a Knight of the Lily or Thorn previously 
  Base Attack Bonus:  
  
   
  War of the Dark Lance 
   
   
  - 96 - 
   
   
   
  +5 
  Knowledge (Code and Vision): 
  4 ranks 
  Passed Test of Advancement:  
  A Knight of the Skull must have succeeded in his Test of Takhisis, as described 
  under Knight of the Lily. 
  Class Skills:  
  Diplomacy (Cha), Handle Animal (Cha), Ride (Dex), Swim (Str), Knowledge 
  (law) (Int), Knowledge (Code and Vision) (Int), Knowledge (religion) (Int), Craft 
  (Int) Alchemy (Int), Concentration (Con), Diplomacy (Cha), Heal (Wis), Scry (Int, 
  exclusive skill), Spellcraft (Int). 
  Skill Points at each additional level:  
  4 + Int modifier 
   
  Class Features: 
   
  Weapon and Armor proficiency:  
  Knights of Takhisis are proficient with all simple and martial weapons, with all 
  types of armor but not shields.  Note that Armor Check penalties for armor heavier 
  than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move 
  Silently, Pick Pocket and Tumble.  Also, Swim checks suffer a –1 penalty for 
  every 5 pounds of gear carried. 
  Cast Spells:  
  Upon becoming a Knight of the Skull, the Knight may now draw spells from 
  Takhisis and cast Divine magic.  Use the table below to discover the maximum 
  number of spells the Knight may have memorized at any one time.  A Skull Knight 
  acquires and casts his spells in exactly the same way a member of the Holy Order 
  of the Stars does.   
   
  Table 2-11: Skull Knight Spells per Day 
   
   
   
   
   
   
     ----Spells per Day---- 
  Level 
   
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1 
   
  6+1 
  4+1 
  3+1 
  2+1 
  1+1 
  - 
  - 
  - 
  - 
  - 
  2 
   
  6+1 
  4+1 
  3+1 
  3+1 
  2+1 
  - 
  - 
  - 
  - 
  - 
   
  3 
   
  6+1 
  4+1 
  4+1 
  3+1 
  2+1 
  1+1 
  - 
  - 
  - 
  - 
  4 
   
  6+1 
  5+1 
  4+1 
  3+1 
  3+1 
  2+1 
  - 
  - 
  - 
  - 
  5 
   
  6+2 
  5+2 
  4+2 
  4+2 
  3+2 
  2+1 
  1+1 
  - 
  - 
  - 
  6 
   
  6+2 
  5+2 
  4+2 
  4+2 
  3+2 
  3+1 
  2+1 
  - 
  - 
  - 
  7 
   
  6+2 
  5+2 
  5+2 
  4+2 
  4+2 
  3+2 
  2+1 
  1+1 
  - 
  - 
   
  8 
   
  6+2 
  5+2 
  5+2 
  4+2 
  4+2 
  3+2 
  3+1 
  2+1 
  - 
  - 
   
  9 
   
  6+3 
  6+3 
  5+3 
  5+3 
  4+3 
  4+2 
  3+2 
  2+1 
  1+1 
  - 
   
  10 
   
  6+3 
  6+3 
  5+3 
  5+3 
  4+3 
  4+2 
  3+2 
  3+1 
  2+1 
  - 
   
  11 
   
  6+3 
  6+3 
  5+3 
  5+3 
  5+3 
  4+3 
  4+2 
  3+2 
  2+1 
  1+1 
  12 
   
  6+3 
  6+3 
  6+3 
  5+3 
  5+3 
  4+3 
  4+2 
  3+2 
  3+1 
  2+1 
   
  
   
  War of the Dark Lance 
   
   
  - 97 - 
   
   
   
  13 
   
  6+4 
  6+4 
  6+4 
  5+4 
  5+4 
  5+3 
  4+3 
  4+2 
  3+2 
  2+1 
   
  14 
   
  6+4 
  6+4 
  6+4 
  6+4 
  5+4 
  5+3 
  4+3 
  4+2 
  3+2 
  3+1 
   
  15 
   
  6+4 
  6+4 
  6+4 
  6+4 
  5+4 
  5+4 
  5+3 
  4+3 
  4+2 
  3+2 
   
  16 
   
  6+4 
  6+4 
  6+4 
  6+4 
  6+4 
  5+4 
  5+3 
  4+3 
  4+2 
  3+2 
   
  17 
   
  6+5 
  6+5 
  6+5 
  6+5 
  6+5 
  5+4 
  5+4 
  5+3 
  4+3 
  4+2 
   
  18 
   
  6+5 
  6+5 
  6+5 
  6+5 
  6+5 
  6+4 
  5+4 
  5+3 
  4+3 
  4+2 
   
  19 
   
  6+5 
  6+5 
  6+5 
  6+5 
  6+5 
  6+5 
  5+4 
  5+4 
  5+3 
  4+3 
  20 
   
  6+5 
  6+5 
  6+5 
  6+5 
  6+5 
  6+5 
  6+4 
  5+4 
  5+3 
  4+3 
   
  Improved Domain Powers:  
  A Knight of the Skull may choose all of the domains that Takhisis allows and 
  receive powers from them just as a normal cleric of the Holy Order of the Stars 
  does.  However, a knight of the Skull’s domain powers are augmented by the 
  Knight’s enrollment in the Knighthood, and thus a Knight of the Skull receives 
  even better domain powers than a regular Knight of Takhisis.  The following 
  domain powers have been altered and listed below.  A Knight of the Skull may 
  have all of these basic domain powers starting at 1st level with any enhancements 
  granted at appropriate intervals: 
  • Evil Domain: Cast evil spells at +1 caster level.  This caster level bonus 
  increases by +1 at 4th level, 8th level, 12th level, 16th level, and 20th level. 
  • Destruction Domain: Granted the supernatural smite ability to make a single 
  attack with a +4 to attack and damage bonus equal to your Knight level.  The 
  smite must be declared before it can be done and counts as a standard action.  
  At 1st level, it is usable once per day.  The smite ability may be used +1 times 
  per day at 5th level, 10th level, 15th level, and 20th level. 
  • Law Domain: Cast law spells at +1 caster level.  This caster level bonus 
  increases by +1 at 4th level, 8th level, 12th level, 16th level, and 20th level. 
  • War Domain: Free martial weapon proficiency and Weapon Focus feat in any 
  weapon of the Knight’s choosing. 
  Improved Domain Spells:  
  Like clerics of the Holy Orders, Knights of the Skull receive bonus spells from 
  their domains.  However, as the Knights of the Thorn have become a specialized 
  priesthood wholly dedicated to Takhisis, she has seen fit to increase their number 
  of bonus spells.  Once a Knight of the Skull is able to cast a particular level of 
  spells, the domain bonus spells increase in number every 4 categories on the spell 
  progression chart.  These spells may be chosen from any that may be cast off of the 
  domain spell lists.  Use the spell progression table above to determine how many 
  bonus spells a Knight of the Skull receives.   
  The Vision (Sp):  
  Upon introduction into the Order of the Lily, all Knights receive the Vision.  
  This Vision continues to guide the Knights of the Skull.  This is the first guiding 
  principle of the Knighthood.  The Vision helps the Knight to find his niche in the 
  
   
  War of the Dark Lance 
   
   
  - 98 - 
   
   
   
  grand scheme of things and better understand what aids or hurts the Knighthood 
  when away from his commanding officers.  The Knight receives the Vision upon 
  first entering the Knighthood and thereafter can consult it at will to better guide the 
  knight when absent from commanding officers.  The embodiment of the Vision can 
  be summed up in the phrase, “One World Order”.   
  In times of doubt and duress, the Knight can turn to the Vision for 
  inspiration, comfort and guidance.  Starting at 1st level, the knight can turn to the 
  Vision for spiritual fortitude.  To do this, the knight must spend 1 round taking no 
  other actions.  If the knight wishes or needs to take any other actions during the 
  round of concentration, he must succeed at a Concentration check, DC 15.  Failing 
  the Concentration check means the knight has lost his concentration and must start 
  again.  Success in a full round of concentration enables the Knight to ignore 1 
  penalty point that the knight has suffered.  Since this ability stacks with the 
  bonuses of the Vision granted under the Order of the Lily or Thorn, the total 
  number of ignorable penalty points is equal to the last bonus gained from the 
  previous Order plus the 1 from becoming a 1st level Skull Knight.  These ignored 
  penalty points can come from a single source, or multiple sources.  These ignored 
  penalty points may be used to negate any penalty, whether magical or otherwise.  
  This ability lasts for a number of hours equal to the Knight’s level, and is usable up 
  to twice per day.   
  The knight may ignore an additional 1 penalty point at 3rd level, 6th level, 9th 
  level, 12th level, 15th level and 18th level. 
  The Code:  
  A complex yet flexible and straightforward principle of the Knighthood, the Code 
  is what governs a young Knight’s life in every way.  Built to improve upon the 
  rigidity of the Solamnic Measure, the Code’s tenets differ slightly for each Order 
  and help to delineate a Knight’s goal in his Order.  The Order Codes are as 
  follows: 
  • Order of the Lily: Independence breeds chaos.  Submit and be strong. 
  • Order of the Skull: Death is patient, flowing from without and within.  Be 
  vigilant in all things and skeptical of all. 
  • Order of the Thorn: One who follows the heart finds it will bleed.  Feel nothing 
  but victory. 
  If any Knight has been found to have engaged in behavior considered 
  inappropriate, hindering to the advancement of the Knighthood or contradictory to 
  the Code, he may be brought up on charges and have his honor questioned.  Such 
  behavior includes acts such as spending the Order’s wealth for personal gain or 
  means outside of duties, dishonorably fleeing battle with an enemy, refusing or 
  failing to achieve conquest in the advancement of the Knighthood, disloyalty to 
  superiors or those to whom loyalty is earned, and any situation in which the Knight 
  
   
  War of the Dark Lance 
   
   
  - 99 - 
   
   
   
  compromises the principles of the Code for personal gain or safety.  Those accused 
  of such behavior are brought before an Adjucator of the Code and forced to defend 
  their honor. The trial may be role-played through with the end result being based 
  on the merit of the player’s role-playing. This is the most encouraged form of 
  finding the results for transgressions as it allows the player to succeed based on the 
  merit of role-playing.  However, for those who wish to randomly determine the 
  outcome or in the case in which a great many factors and randomness plays a great 
  part in the outcome, use the tables below to calculate the result of the trial.  The 
  Character must pass a Wisdom check to succeed and acquit himself of the charges 
  before his honor, status, arms and property can be restored.  The table below lists 
  the DC of the check: 
   
  Table 2-12: Knightly Trials 
   
  DC 
   
  Severity 
   
   
  Example of violation  
   
   
   
  10 
   
  Inconsequential 
   
  Alleged violation of a rule of common  
  Violation  
  conduct or courtesy, offending a fellow Knight, 
  failing to carry out an urgent or important order or 
  task through no fault of his own, striking a cowardly 
  blow against an honorable opponent 
  14 
   
  Minor   
   
   
  Knight has supposedly shown a discourteous  
  Violation 
  or inconsiderate behavior toward others, insulted a 
  fellow or superior Knight, disobeyed a trivial order, 
  or failed to execute an important order or mission 
  due to inattention 
  18 
   
  Considerable  
   
  Accused of rude, cowardly, greedy or cruel  
  Violation 
  behavior, a direct order, or failing to carry out 
  orders or missions out of self-interest or self-
  preservation, lying to another Knight or superior 
  officers. 
  21 
   
  Major  
   
   
  Accused of slaying or causing the death of a  
  Violation 
  fellow Knight, telling an outright and damaging lie 
  about an innocent person, assisting a rogue knight 
  to escape, willfully disobeying a direct order 
   
  The modifiers for this action are as follows: 
   
  Negative factors  
   
   
   
  Modifier 
  Special 
   
   
   
  Accuser is a member of the Order of  
  -4 
   
  Half modifier (round up) if  
  Lords  
   
   
   
   
   
   
  not present at trial 
  Accuser is the Lord of Night  
   
  -5 
   
  Full modifier always  
  Accuser is a Superior or Commander 
  -2 
  Half modifier (round up) if not 
  present at trial 
  Physical evidence or witness  
   
  -1 per piece  
  Evidence must be present at 
  
   
  War of the Dark Lance 
   
   
  - 100 - 
   
   
   
  or witness 
  trial or  no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  -2 
   
   
   
  Positive factors 
   
   
   
  Modifier 
  Special 
   
   
   
  Sponsor or defender is a member of the 
  +4 
   
  Half modifier (round up) if  
  Order of Lords  
   
   
   
   
   
  not present at trial 
  Sponsor or defender is the Lord of Night 
  +5 
   
  Full modifier always 
  Sponsor or defender is a superior or  
  +2 
   
  Half modifier (round up) if  
  Commander 
   
   
   
   
   
   
  not present at trial 
  Physical evidence or witness  
   
  +1 per piece  Evidence must be present at 
  or witness 
  trial or no modifier is applicable, 
  witnesses give half modifier (round 
  up) if not present at trial 
  Witness is royalty or nobility  
   
  +2 
   
   
   
  The punishment for failing this action results in death by execution at the soonest 
  possible date. 
   
  Draw from Treasury:  
  Upon attaining the rank of Warrior in the Order of the Lily, or upon entering either 
  the Order of the Thorn or Skull, the Knight may draw funds from the Order’s 
  treasury for modest needs and wants and to further the Order’s aims and goals.  
  The Knight is also allowed to access stores from any local Knight circle he may 
  encounter if the circle can spare the stores. 
  Abandon or Refuse a Challenge:  
  The Knights of Takhisis stand as the champions of the Dark Queen and thus are 
  always prepared to attack the Order’s foes.  When faced with the task of combating 
  an enemy of the Order, it is very difficult to flee, abandon or refuse the challenge 
  of battle unless the Knight believes the fight to be foolish, impossible, useless or 
  dishonorable.  Unnecessarily fleeing a battle may warrant being brought up on 
  Violation charges. 
  Owes 40 – 60 Days Service to the Order:  
  Each year, a Knight is assigned a mandatory period of duty within the Knighthood 
  ranging from 40 to 60 days.  During this time, the Knight is under the command of 
  his superiors and is not free to travel on his own.  His exact duty and charge is 
  determined by his superiors and the needs of the Order, and can range to anything 
  from guard duty to finding a dragon’s lair.  This term of service is not negotiable 
  and any Knight who breaks it is in clear violation of the Code and subject to a 
  Considerable Violation if brought up before an Adjucator of the Code on charges 
  (see above). 
  Title:   
  
   
  War of the Dark Lance 
   
   
  - 101 - 
   
   
   
  Whenever a Knight merits himself in the face of battle, performs admirably, or 
  accomplishes anything that may merit an increase in rank, the Knight’s rank may 
  increase.  Examples of deeds that may merit an increase a character’s rank include 
  exemplary bravery in battle, rescuing fellow Knights from a life threatening 
  situation, risking your own life to further the Vision and the Code, holding off the 
  enemy while others retreat, facing 2 to 1 odds and surviving, discovering vital 
  information on the Knighthood’s enemies, or any other remarkable situation in 
  which the Knight shows incredible bravery or courage.  Note that the titles are not 
  level dependent and that a 6th level Knight of the Lily who become a Knight of the 
  Thorn bears the title Blood Novice just the same as a 10th level Knight of the Lily 
  who becomes a Knight of the Thorn.  Only 1 Knight may hold the title of Lord of 
  Night at any time. 
  Tithe:  
  A Knight is expected to donate much of his wealth to the Knighthood, including 
  wealth acquired through personal questing or extra income from any estates or 
  property owned.  The amount is 50% of all wealth acquired from any quest, 
  income, or source.  The Knight may still draw upon the Order’s treasury however, 
  and the Order will always see to those and their families who have served 
  honorably until the Knight’s time on Krynn has ended. 
  Ex-Knights of the Skull:  
  Any knight who voluntarily leaves the order is considered a rogue knight and 
  hunted to the end of his days.  The Knights of Takhisis will alert all outposts as to 
  the identity of the traitor and will send out search parties far and wide.  Should the 
  rogue knight be caught, the result is immediate execution.  As a rogue knight, the 
  character retains all abilities except the ability to draw on funds or access stores 
  from local circles of knights.  However, to retain the use of spell casting abilities, 
  the Wizard of High Sorcery, Renegade Wizard or Holy Order of the Stars class 
  must be taken.  There is no way to be cast out of the order.  To do anything that 
  would warrant such a punishment results in execution at the soonest possible date. 
   
  Table 2-13: Knight of the Skull 
   
  Base 
   
  Fort 
  Ref 
  Will 
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special  
  1 
  +1 
  +2 
  +0 
  +2 
   Improved Domain Powers, Improved Domain Spells, Vision 
  +1 
  2 
  +2 
   
  +3 
  +0 
  +3 
   
  3 
  +3 
   
  +3 
  +1 
  +3 
  Vision +2 
  4 
  +4 
   
  +4 
  +1 
  +4 
  Evil Domain, Law Domain 
  5 
  +5 
   
  +4 
  +1 
  +4 
  Destruction Domain,  
  6 
  +6 
   
  +5 
  +2 
  +5 
  Vision +3 
  7 
  +7 
   
  +5 
  +2 
  +5 
   
  8 
  +8 
   
  +6 
  +2 
  +6 
  Evil Domain, Law Domain 
  9 
  +9 
   
  +6 
  +3 
  +6 
  Vision +4 
  
   
  War of the Dark Lance 
   
   
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  10 
  +10 
   
  +7 
  +3 
  +7 
  Destruction Domain 
  11 
  +11 
   
  +7 
  +3 
  +7 
   
  12 
  +12 
   
  +8 
  +4 
  +8 
  Evil Domain, Law Domain, Vision +5 
  13 
  +13 
   
  +8 
  +4 
  +8 
   
  14 
  +14 
   
  +9 
  +4 
  +9 
   
  15 
  +15 
   
  +9 
  +5 
  +9 
  Destruction Domain, Vision +6 
  16 
  +16 
   
  +10 
  +5 
  +10 
  Evil Domain, Law Domain 
  17 
  +17 
   
  +10 
  +5 
  +10 
  18 
  +18 
   
  +11 
  +6 
  +11 
  Vision +7 
  19 
  +19 
   
  +11 
  +6 
  +11 
  20 
  +20 
   
  +12 
  +6 
  +12 
  Destruction Domain, Evil Domain, Law Domain 
   
  Table 2-14: Knight Titles in order of entry 
   
  Knights of the Lily  
  Knights of the Skull* 
   
  Knights of the Thorn* 
  Petitioner 
   
   
  Bone Novice  
   
   
  Blood Novice 
  Supplicant 
   
   
  Bone Acolyte  
   
   
  Blood Acolyte 
  Follower 
   
   
  Bone Warrior  
   
   
  Blood Apprentice 
  Believer 
   
   
  Skull Abbot 
   
   
   
  Thorn Apprentice 
  Warrior 
   
   
  Skull Bishop  
   
   
  Sorcerer 
  Novice of Night 
   
  Skull Cardinal  
   
   
  Wizard 
  Night Acolyte  
   
  Skull Knight  
   
   
  Seer 
  Night Warrior  
   
  Skull Paladin  
   
   
  Master 
  Black Bard 
   
   
  Skull Champion 
   
   
  Nightlord 
  Dark Wanderer 
   
  Master of Skulls (147 only)  
  Master of Thorns (147 only) 
  Dark Warrior  
   
  Protector of Skulls (21 only)  
  Protector of Thorns (21 only) 
  Warrior of the Lily 
   
  Lord of Skulls (7 only) 
   
  Lord of Thorns (7 only) 
  Master of the Lily 
   
   
  Champion of the Lily 
  Master of the Lily (147 only) 
  Protector of the Lily (21 only) 
  Lord of the Lily (7 only) 
   
  Lord of Night (1 only) 
   
  *Note that there are fewer Titles for Knights of the Thorn and Skull due to rank limitations put in place by Ariakan. 
   
  Gladiator 
  Only the most highly trained, zealous warrior can become a gladiator.  
  Whether trained in the Games of Mithas or Kothas, the goblin arenas of Throt, or a 
  makeshift slave pen in the slums of Neraka, all gladiators share one thing in 
  common: a keen sense of the art of combat that passes unnoticed by most.  
  Gladiators aren’t simply warriors.  They are highly efficient warriors of the highest 
  caliber capable of surviving and perhaps emerging victorious from situations that 
  would mean the death of most other warriors.  Gladiators are trained in most 
  weapons, armors and combat styles as well as unarmed combat.   
  
   
  War of the Dark Lance 
   
   
  - 103 - 
   
   
   
  Most classes who become gladiators tend to come from a warrior 
  background, though it has not been unknown for a spell-caster or rogue to become 
  a gladiator of some renown. 
  Gladiators also perform admirably as military leaders.  Their gladiator 
  training includes as much strategy training as it does weapon training, thus they are 
  able to anticipate and react to enemy maneuvers with incredible precision and 
  tactfulness. 
  Hit Die:  
  d12 
   
  Requirements: 
   
  Base Attack Bonus:  
  +6 
  Feats:  
  Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency 
  (heavy), Shield Proficiency, Simple Weapon Proficiency (gauntlet, dagger, 
  punching dagger, spiked gauntlet, club, quarterstaff, javelin), Martial Weapon 
  Proficiency (short sword, battleaxe, trident, greatclub), Exotic Weapon Proficiency 
  (net), Cleave, Endurance, Power Attack 
  Class Skills:  
  Balance (Dex), Climb (Str), Jump (Str), Swim (Str), Tumble (Dex), Use Rope 
  (Dex). 
  Skill Points at each additional level:  
  2 + Int modifier 
   
  Class Features: 
   
  Weapon and Armor proficiency:  
  Gladiators are proficient with all simple and martial weapons, with all types of 
  armor and shields.  Note that Armor Check penalties for armor heavier than leather 
  apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick 
  Pocket and Tumble.  Also, Swim checks suffer a –1 penalty for every 5 pounds of 
  gear carried. 
  Weapon Specialization:  
  A gladiator may take weapon specialization, just as a fighter can, at 1st level.  This 
  stacks with any previous weapon specializations taken by the character.  Under the 
  gladiator class, this feat may only be taken once.  See the Fighter class in the 
  Player’s Handbook for the complete description of weapon specialization. 
  Uncanny Dodge (Ex):  
  
   
  War of the Dark Lance 
   
   
  - 104 - 
   
   
   
  Starting at 3rd level, the gladiator cannot be flanked; he can fend off opponents on 
  opposite sides of him as easily as the opponents right in front of him.  This ability 
  denies a rogue to use a flank attack to sneak attack a gladiator.  The exception to 
  this is if the rogue is at least 5 levels higher than the gladiator. 
  Innate Weapon Proficiency:  
  A gladiator experiments with almost all known weapons at one time or another, 
  thus, if a gladiator uses a weapon with which he is not proficient, he suffers a –2 
  penalty instead of the normal –4 on attack rolls.  This counts for exotic weapons as 
  well. 
  Increased Weapon Proficiency:  
  Whenever a gladiator chooses to take any weapon proficiency, he may choose two 
  weapons to become proficient with instead of the normal one. 
  Attack Accuracy (Ex):  
  A gladiator is taught to hone his strikes with weapons to an unprecedented level of 
  accuracy and power.  Using this ability, the gladiator may study his opponent for 
  periods of time, determining the opponent’s weaknesses and strengths, and strike 
  when the best opportunity presents itself.  At 1st level, the gladiator may study a 
  single opponent for 2 rounds.  The only actions the gladiator may take during those 
  round are defensive actions at a –2 to AC.  At the end of the rounds, the gladiator 
  makes a Concentration check, DC15 to determine the opponent’s weaknesses and 
  strengths.  If the Concentration check is successful, the gladiator may make any 
  and all attacks on the next 2 rounds with a +2 bonus to attack and damage rolls.  
  This bonus stacks with all other modifiers.    This bonus increases by +2 every 4 
  levels, thus at 4th level, a gladiator may take 2 rounds of study and if the 
  Concentration check is successful, may make 2 rounds worth of attacks with a +4 
  bonus to attack and damage.  At 8th level, if the Concentration check is successful, 
  the gladiator may make 2 rounds worth of attacks with a +6 bonus to attack and 
  damage.  At 12th level, if the Concentration check is successful, the gladiator may 
  make 2 rounds worth of attacks with a +8 bonus to attack and damage.  At 16th 
  level, if the Concentration check is successful, the gladiator may make 2 rounds 
  worth of attacks with a +10 bonus to attack and damage.  At 20th level, if the 
  Concentration check is successful, the gladiator may make 2 rounds worth of 
  attacks with a +12 bonus to attack and damage. 
  Critical Strike (Ex):  
  Part of a gladiator’s training is instruction on the vital areas of the body to strike.  
  This training aids the gladiator in determining the best places to attack and the best 
  ways to damage those areas.  At 1st level, any time the gladiator scores a successful 
  threat hit, he adds a +2 bonus to his actual critical roll.  This bonus stacks with any 
  and all other applicable modifiers.  This bonus increases to +4 at level 5, +6 at 
  level 10, +8 at level 15, and +10 at level 20. 
  
   
  War of the Dark Lance 
   
   
  - 105 - 
   
   
   
  Ex-Gladiators:  
  Ex-gladiators no longer receive additional bonuses from their gladiator abilities as 
  they increase in level.  However, they do keep all gladiator bonuses and abilities 
   
  Table 2-15: Gladiator 
   
  Base 
   
  Fort 
  Ref 
  Will 
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special  
  1 
  +1 
   
  +2 
  +2 
  +0 
  Innate Weapon Proficiency, Increased Weapon Proficiency,  
   
   
   
   
   
   
  Weapon Specialization, Attack Accuracy +2, Critical Strike 
   
   
   
   
   
   
  +2 
  2 
  +2 
   
  +3 
  +3 
  +0 
   
  3 
  +3 
   
  +3 
  +3 
  +1 
  Uncanny dodge (can’t be flanked)  
  4 
  +4 
   
  +4 
  +4 
  +1 
  Attack Accuracy +4 
  5 
  +5 
   
  +4 
  +4 
  +1 
  Critical Strike +4 
  6 
  +6 
   
  +5 
  +5 
  +2 
   
  7 
  +7 
   
  +5 
  +5 
  +2 
   
  8 
  +8 
   
  +6 
  +6 
  +2 
  Attack Accuracy +6 
  9 
  +9 
   
  +6 
  +6 
  +3 
   
  10 
  +10 
   
  +7 
  +7 
  +3 
  Critical Strike +6 
  11 
  +11 
   
  +7 
  +7 
  +3 
   
  12 
  +12 
   
  +8 
  +8 
  +4 
  Attack Accuracy +8 
  13 
  +13 
   
  +8 
  +8 
  +4 
   
  14 
  +14 
   
  +9 
  +9 
  +4 
   
  15 
  +15 
   
  +9 
  +9 
  +5 
  Critical Strike +8 
  16 
  +16 
   
  +10 
  +10 
  +5 
  Attack Accuracy +10 
  17 
  +17 
   
  +10 
  +10 
  +5 
  18 
  +18 
   
  +11 
  +11 
  +6 
  19 
  +19 
   
  +11 
  +11 
  +6 
  20 
  +20 
   
  +12 
  +12 
  +6 
  Attack Accuracy +12, Critical Strike +10 
   
  Kirath 
  The kirath are the elite of the Silvanesti army.  Trained in stealth, combat, 
  espionage and the ways of the forest, the kirath act as the primary scouts and 
  expert light infantry of the Silvanesti.  The kirath were used as the first units to be 
  sent in to scout the remains of the Silvanesti forest following the end of the War of 
  the Lance.  Only Lorac’s Nightmare remained to greet them.  Needless to say, 
  without the aid and sacrifice of the kirath, the homeland of the Silvanesti would 
  never have been reclaimed. 
  Most often utilized for their ability to blend with and attune to the forest, the 
  kirath’s skills in stealth are near unparalleled.  Most often, rangers, fighters and 
  paladins make excellent candidates for the kirath.  Rogues also find it feasible to 
  meet the stringent requirements for entry, though the careful selection process of 
  choosing kirath is known for weeding out those of less than upstanding moral 
  behavior.  Spell-casters, both arcane and divine, make excellent kirath, though their 
  natural abilities at combat make their induction all the more difficult.  Other 
  
   
  War of the Dark Lance 
   
   
  - 106 - 
   
   
   
  classes tend not to fit into the kirath mold very well, though there have been 
  notable exceptions. 
  Hit Die:  
  d6 
   
  Requirements: 
   
  Alignment:  
  Any good 
  Race:  
  Silvanesti 
  Base Attack Bonus:  
  +6 
  Gather Information:  
  4 ranks 
  Handle Animal:  
  2 ranks 
  Hide:  
  4 ranks 
  Intuit Direction:  
  4 ranks 
  Knowledge (nature):  
  4 ranks 
  Listen:  
  4 ranks 
  Move Silently:  
  4 ranks 
  Spot:  
  4 ranks 
  Swim:  
  4 ranks 
  Use Rope:  
  2 ranks 
  Wilderness Lore:  
  6 ranks 
  Feats:  
  Alertness, Run, Track 
  Class Skills:  
  
   
  War of the Dark Lance 
   
   
  - 107 - 
   
   
   
  Animal Empathy (Int), Gather Information (Cha), Handle Animal (Cha), Hide 
  (Wis), Intuit Direction (Wis), Knowledge (nature) (Int), Knowledge (history) (Int), 
  Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), Wilderness Lore (Wis) 
  Skill points at each additional level:  
  6 + Int modifier 
   
   
  Class Features: 
   
  Weapon and Armor proficiency:  
  Kirath are proficient with all simple and martial weapons, with light armor, but not 
  shields.  Note that Armor Check penalties for armor heavier than leather apply to 
  the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket 
  and Tumble.  Also, Swim checks suffer a –1 penalty for every 5 pounds of gear 
  carried. 
  Bonus Languages:  
  Kirath have access to languages that many others do not.  The kirath are the 
  heavily trained elite light scouts of the Silvanesti army.  Thus, languages that 
  would otherwise be unavailable are taught to the kirath.  Upon becoming a kirath, 
  the character may learn the languages of griffins, the ancient elven ally.  Kirath 
  may also learn the secret language of Silent Voice, a language consisting of hand 
  signals and gestures employed by the kirath in times of stealth.  Silent Voice is 
  never taught to other races. 
  Kirath Equipment:  
  At 1st level, a kirath is given the standard equipment for his duties.  He receives, 
  for free, a soris, firebane cloak, greenmask, atrakha, elven cloak, and a pair of 
  elven boots.  This equipment is replaceable by the kirath’s commander, but is not 
  available outside Silvanesti. 
  Chameleon Grace (Ex):  
  Kirath are scouts first and foremost.  Stealth is naturally important to them 
  and they practice and hone their stealth abilities to a high degree.  Starting at 1st 
  level, a kirath may use his stealth training to better advantage.  When in any forest 
  setting, the kirath may attempt to blend in with the natural backdrop of the forest, 
  effectively hiding himself, though he is still in plain sight.  This is accomplished by 
  successfully passing a Hide check.  This ability will not work if someone is 
  directly observing the kirath, but even the slightest distraction will give the kirath 
  the opportunity he needs to blend with the forest as long as the kirath is within 10 
  feet of moderate density vegetation, such as a forest, briar patch, or heavy shrub 
  growth.   
  At 5th level, the kirath gains a +2 bonus to the Hide check.  This bonus 
  increases by +1 at 10th level, 15th level, and 20th level. 
  
   
  War of the Dark Lance 
   
   
  - 108 - 
   
   
   
     
  Guardian Sense (Su):  
  Kirath are naturally attuned to the forests they inhabit and protect.  They are 
  naturally knowledgeable on the ebb and flow of life around them.  The kirath are 
  sensitive to the reactions of the forest’s plant and animal life, to the point of being 
  able to sense danger before it is upon him.  Starting at 1st level, a kirath may focus 
  his senses on the forest around him, concentrating for 2 rounds.  At the end of 2 
  rounds, the kirath may make a Wisdom check (DC 15) to determine if anything has 
  disturbed the general peace of the forest in a 100 foot radius.  A disturbance can be 
  any number of things, including a goblin patrol passing through the area, a stray 
  draconian wandering in the forest, a group of hunters or trappers chasing prey, or a 
  general disturbance made by the passing of any groups or individuals that do not 
  take care to be stealthy or secretive.  If the trespassers are attempting to move 
  unnoticed, the Wisdom check’s DC is 18.  This ability is usable at will, but will not 
  detect the presence of other kirath in the area.  The ability will not reveal the 
  alignments or motives of the trespassers, but it will give the kirath a presentiment 
  as to exactly how far away the trespassers are, what the direction the trespassers 
  are currently located, and which direction they are moving.  Thus a successful 
  check may reveal to the kirath that a group of creatures are 70 feet away and 
  heading south through the forest.   
  The range at which the kirath may sense a disturbance increases every 2 
  levels by 50 feet.  At 3rd level, the kirath may sense a disturbance in a 150-foot 
  radius.  At 5th level, the kirath may sense a disturbance in a 200-foot radius.  At 7th 
  level, the kirath may sense a disturbance in a 250-foot radius.  At 9th level, the 
  kirath may sense a disturbance in a 300-foot radius.  At 11th level, the kirath may 
  sense a disturbance in a 350-foot radius.  At 13th level, the kirath may sense a 
  disturbance in a 400-foot radius.  At 15th level, the kirath may sense a disturbance 
  in a 450-foot radius.  At 17th level, the kirath may sense a disturbance in a 500-foot 
  radius.  At 19th level, the kirath may sense a disturbance in a 550-foot radius.   
  Trackless Step:  
  Starting at 3rd level, a kirath no longer leaves tracks in natural surroundings and 
  cannot be tracked. 
  Swift Foot (Ex):  
  Kirath are trained in the ways of stealth and speed in their native forests.  It 
  is not difficult for a kirath to discern the best path through an overgrown forest, no 
  matter how treacherous it may seem.  Thus, starting at 4th level, all kirath may 
  increase their speed by10 feet when moving through forests, jungle, or heavy 
  vegetative undergrowth of any kind except for heavy brambles, thorns or other 
  impeding growth.  In addition, the kirath suffers no damage or other impairment 
  while moving through heavy brambles, thorns, and other impeding growth.   
  
   
  War of the Dark Lance 
   
   
  - 109 - 
   
   
   
  At 6th level, all kirath may increase their speed by 20 feet when moving 
  through forests, jungle, or heavy vegetative undergrowth of any kind including 
  heavy brambles, thorns or other impeding growth.  In addition, the kirath suffers 
  no damage or other impairment while moving through heavy brambles, thorns, and 
  other impeding growth. This bonus to their speed is included in every category of 
  their movements and so they receive the bonus when doubling or tripling their 
  speed.  This ability also stacks with the Run feat. 
  Illusion Immunity:  
  The kirath’s greatest challenge in history was the battle against Lorac’s nightmare 
  that occurred shortly after the War of the Lance.  Due to this, all kirath are trained 
  in the ways of detecting illusions for what they really are.  Starting at 6th level, all 
  kirath are completely immune to illusion spells of 7th level or lower.  The exception 
  to this is if the spellcaster is 5 levels higher than the kirath’s total character level. 
  Silent Speed (Ex):  
  At 7th level, the kirath has honed his stealth skills so finely that normally absurd 
  actions are now possible for him.  A kirath may move his full base speed while 
  using the Hide ability with a reduced penalty.  When running or charging, the 
  kirath only suffers a –15 to their Hide checks instead of the normal –20.  This 
  penalty decreases by –5 every 3 levels until the penalty is negated altogether. 
  Ex-Kirath:  
  A kirath may leave may retire honorably, though few ever do.  The life of a kirath 
  is fraught with peril and danger, and few live to an age old enough where they may 
  retire peacefully.  However, even fewer are ever cast out or exiled from the class.  
  A kirath who is exiled keeps all benefits and abilities, but cannot acquire new ones 
  through gaining levels. 
   
  Table 2-16: Kirath 
   
  Base 
   
  Fort 
  Ref 
  Will 
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special  
  1 
  +1 
   
  +0 
  +2 
  +0 
  Chameleon Grace, Guardian Sense 
  2 
  +2 
   
  +0 
  +3 
  +0 
   
  3 
  +3 
   
  +1 
  +3 
  +1 
  Guardian Sense, Trackless Step 
  4 
  +4 
   
  +1 
  +4 
  +1 
  Swift Foot 
  5 
  +5 
   
  +1 
  +4 
  +1 
  Chameleon Grace +2, Guardian Sense 
  6 
  +6 
   
  +2 
  +5 
  +2 
  Illusion Immunity, Swift Foot 
  7 
  +7 
   
  +2 
  +5 
  +2 
  Guardian Sense, Silent Speed 
  8 
  +8 
   
  +2 
  +6 
  +2 
    
  9 
  +9 
   
  +3 
  +6 
  +3 
  Guardian Sense 
  10 
  +10 
   
  +3 
  +7 
  +3 
  Chameleon Grace +3, Silent Speed 
  11 
  +11 
   
  +3 
  +7 
  +3 
  Guardian Sense 
  12 
  +12 
   
  +4 
  +8 
  +4 
   
  13 
  +13 
   
  +4 
  +8 
  +4 
  Guardian Sense, Silent Speed 
  14 
  +14 
   
  +4 
  +9 
  +4 
   
  15 
  +15 
   
  +5 
  +9 
  +5 
  Chameleon Grace +4, Guardian Sense 
  
   
  War of the Dark Lance 
   
   
  - 110 - 
   
   
   
  16 
  +16 
   
  +5 
  +10 
  +5 
  Silent Speed 
  17 
  +17 
   
  +5 
  +10 
  +5 
  Guardian Sense 
  18 
  +18 
   
  +5 
  +11 
  +5 
   
  19 
  +19 
   
  +6 
  +11 
  +6 
  Guardian Sense 
  20 
  +20 
   
  +6 
  +12 
  +6 
  Chameleon Grace +5 
   
  Wizard of High Sorcery 
  The Orders of High Sorcery date back to the Second Dragon War when the 
  three gods of magic taught the first forms of arcane to the mortal races.  The first 
  magics unleashed in the chaos of the War were too wild and uncontrollable 
  resulting in unprecedented destruction and death.  As a result of this, the three gods 
  refined the teachings of magic into High Sorcery – a more controlled and 
  concentrated form of arcane.  Thus the Orders of High Sorcery was born. 
  Though there were originally five Towers of High Sorcery, three have since 
  been destroyed.  Only the Towers in Palanthas and Wayreth remain.  From the 
  Tower of Wayreth, the Orders are governed and maintained by the Head of the 
  Conclave. 
  The Orders of High Sorcery are wholly dedicated to the safeguarding and 
  practice of magic on Krynn.  For a Wizard of High Sorcery, magic is everything 
  and nothing can be allowed to threaten the security of it’s future on Krynn.  Thus, 
  the Orders are careful as to who they allow to practice the art of magic.  A 
  spellcaster who does not pose a threat to the stability or safety of magic, whether 
  powerful or not, and who practices it in a safe and proper manner is not a concern 
  to the Orders.  However, the wild mage who hurls fireballs at every and any 
  opponent or who abuses the art will quickly be hunted down by the Orders and 
  given the option to take the Test of High Sorcery.  To refuse the Test is not an 
  option, and the result is immediate death.  After all, the Orders have a 
  responsibility to not allow those who abuse magic to use it to the detriment of the 
  populace.  All spellcasters, whether hunted or not, are considered renegades until 
  they have passed the test.  For more information on renegades, see the Renegade 
  class. 
  The Test is perhaps the single most traumatic event of a spellcaster’s life.  
  Administered by the mages of the Tower, the Test is designed to test the 
  intellectual, magical and physical limits of a mage to the very limits.  Though 
  mostly made of illusions, this is not readily perceivable by those engaged in it.  
  The Test puts the mage through a series of trials, most of which revolve the 
  creative uses of magic.  However, no part of the Test is without a trial of the 
  mage’s ethics and morality.  This is the most difficult part of the Test, and is 
  determined by the way in which the mage deals with the situation.  This also 
  determines the mage’s robe color. 
  Hit Die:  
  
   
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  d4 
   
  Requirements 
   
  Race:  
  Barbarian Humans, Civilized Humans, Elves, Half-Elves, Gnomes, Minotaurs, 
  Dwarves, Half-Kender 
  Concentration:  
  2 ranks 
  Knowledge (arcane):  
  4 ranks 
  Spellcraft:  
  4 ranks 
  Languages:  
  Magius 
  Spellcasting:  
  Must be able to cast 2nd level Arcane spells 
  Class Skills:  
  Alchemy (Int), Appraise (Int), Concentration (Con), Knowledge (all skills, taken 
  individually) (Int), Scry (Int, exclusive skill), Spellcraft (Int) 
  Skill points at each additional level:  
  4 + Int modifier 
   
  Class Features: 
   
  Weapon and Armor Proficiencies:  
  A Wizard of High Sorcery is proficient with the club, dagger, heavy crossbow, 
  light crossbow, and quarterstaff.  Wizards of High Sorcery are not proficient with 
  armor or shields.  Note that Armor Check penalties for armor heavier than leather 
  apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick 
  Pocket and Tumble.  Also, Swim checks suffer a –1 penalty for every 5 pounds of 
  gear carried. 
   
  School Restriction:  
  The three Orders of High Sorcery practice specific kinds of magic.  Some 
  schools of Arcane magic are both more widely practiced and favored by specific 
  Orders.  For each Order, there are allowable and forbidden schools of Arcane 
  magic.  The schools of magic that are allowed and forbidden are listed below.  
  However, you may still cast spells of up to 3rd level of a forbidden school.  To cast 
  a spell from a forbidden school of higher than 3rd level is a breach of the 
  
   
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  Conclave’s rules and may result in a reprimand, exile, death, or any punishment 
  deemed suitable by the Conclave. 
   
  White Robes:  
  Allowed: Abjuration, Conjuration, Enchantment, Divination, Evocation. 
  Forbidden: Illusion, Necromancy, Transmutation 
  Red Robes: 
  Allowed: Abjuration, Conjuration, Enchantment, Illusion, Transmutation, 
  Evocation 
  Forbidden: Necromancy, Divination 
  Black Robes: 
  Allowed: Abjuration, Conjuration, Enchantment, Evocation, Necromancy, 
  Transmutation, Divination 
  Forbidden: Illusion 
  Arcane Lore:  
  By becoming a Wizard of High Sorcery, a character is also becoming a member of 
  an organization rich with the knowledge of aracana through the ages.  Starting at 
  1st level, Wizards of High Sorcery may make an arcane lore check to remember or 
  discover information relevant to the arcane arts.  With this ability, the Wizard’s 
  repertoire of knowledge spans spells, dweomers, magical items, wizard runes, 
  magical languages and magical creatures.  Unlike the lore abilities of other classes, 
  a Wizard of High Sorcery can recall not only a magic item’s name, but most if its 
  primary powers as well as long as the Wizard is aware of the item being magical.  
  This ability will not allow the Wizard to discern what is magical and what is not.  
  A Wizard of High Sorcery makes an arcane lore knowledge check with a bonus 
  equal to his level + his Intelligence modifier.  The Wizard may not take 10 or 20 
  on this check.  Use the tables below to find common Difficulty Classes for the 
  ability: 
   
  Table 2-17: Arcane Lore 
   
  DC 
  Type of Knowledge  
   
   
  Examples 
   
   
   
   
  10 
  Common, known by a substantial 
   
  Any of the works or items Raistlin  
   
  minority of the Conclave or magic 
   
  Majere, Fistandantalus, Magius, etc; 
  users, widely known national legends 
  legendary items such as the Dragonlance, 
  Dragon Orb, Hammer of Kharas  
  15 
  Uncommon, known by only a few 
   
  Most wizard sigils, nations where 
  mages, obscure local legends, powerful 
  prominent wizards dwell, powerful  
  post-Cataclysm magic items or spells 
  local wizards; Brightblade, post-Cataclysm 
  item’s most widely known abilities or 
  powers in detail 
  20 
  Obscure, known by a small group of  
  Knowledge of the Master of the 
  
   
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  people, hard to come by 
  Tower, the personal life of Par-Salian, rare 
  or personal wizard sigils; spells and items of 
  the sea elves and dragons 
  25 
  Very Obscure, known only by a select 
  A mighty wizard’s childhood 
   
  few individuals, forgotten by most   
  the secrets of Storm’s Keep; the 
  others, possibly known by those  
   
  history and powers of powerful pre- 
  who do not understand the 
   
   
  Cataclysm magic items and minor  
  significance 
   
   
   
   
  magic items 
  30 
  Myth and legend, knowledge  
   
  Methods employed by dragons to  
   
  considered lost to history and time,  
  cast spells, the secrets of the Test,  
   
  known by virtually no one anymore  
  the rituals of the Thorn Knights, 
  minor spells and wizards of the 1st and 2nd 
  Dragonwars; powerful and minor magic 
  items dating back to the 1st Dragonwar 
   
  Spell Mastery:  
  A Wizard of High Sorcery may also purchase the Spell Mastery feat as per the 
  Wizard class.  This feat works in exactly the same fashion, but may not be of any 
  use or benefit to Wizards of High Sorcery who were bards or sorcerers. 
  Arcane Mastery:  
  A Wizard of High Sorcery (and only a Wizard of High Sorcery) may take the 
  special feat Arcane Mastery.  Each time the Wizard takes this feat, the Wizard may 
  choose a number of spells equal to his relevant casting ability modifier 
  (Intelligence for wizards, Charisma for bards and sorcerers).  The Wizard must 
  then prepare these spells in two spell slots higher than their level.  Doing so 
  enables the Wizard to cast the spells with several benefits.  The spell’s effects are 
  treated as if the caster were 2 levels higher than he is.  Any Concentration checks 
  made while casting the spell are made with a +4 bonus.  Any and all metamagic 
  feats that you have may be incorporated into the spell without raising the spell 
  above the 2 spell slot parameter.  If the Wizard’s previous spell casting class was 
  wizard, then the spells chosen may be prepared without referring to a spell book. 
  School Mastery:  
  At 3rd level and only 3rd level, the Wizard of High Sorcery may choose to become a 
  more powerful type of specialist.  The Wizard chooses to become a master of one 
  or more schools of magic at the expense of not being able to learn other schools.  
  The restriction from certain schools includes the use of spells from the restricted 
  schools in the use of wands, scrolls, and other magic items.  Once mastery is 
  chosen, it cannot be dropped without serious consequences to the Wizard.  As a 
  result of mastering a school or schools, the Wizard may prepare 2 additional spells 
  per day (these spells must be from the mastered schools).  The master also gains a 
  +4 bonus to Spellcraft checks to learn the spells (if applicable), or for 
  counterspelling when dealing with mastered schools.  A +1 additional bonus spell 
  
   
  War of the Dark Lance 
   
   
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  and Spellcraft bonus are granted at 6th, 9th, 12th, 15th, and 18th level.  If a Wizard 
  wishes to change schools mastered, there are several penalties the Wizard must 
  suffer.  The Wizard will not be able to continue to advance his spell progression, 
  caster level, and will suffer a –2 penalty to any caster level checks when dealing 
  with the previously restricted and mastered schools until the Wizard gains 2 
  experience levels.  Note that this ability stacks with any School Specialization 
  taken in a previous class. 
  Improved Summon Familiar:  
  While the summoning of familiars in secret to most practitioners of magic, 
  the Wizards of High Sorcery have a unique advantage on the practice.  The Orders 
  of High Sorcery, with their tremendous pool of Arcane knowledge, mentorship, 
  and ease of research have discovered ways of summoning superior familiars than 
  other practitioners of the art.   
  A Wizard of High Sorcery can summon a familiar even if the wizard already 
  owns a previous familiar.  Summoning a regular familiar takes a 1 day and costs 
  100 steel pieces.  A superior familiar takes 2 days to summon and 300 steel pieces.  
  A familiar is a magical, unusually tough and intelligent version of a small animal.  
  However, it is a magical beast, not an animal.  The creatures serve as companions 
  and assistants.  The Wizard chooses the type of familiar he gets.  As the Wizard 
  increases in level, the familiar also increases in power.  If the familiar dies, or the 
  Wizard chooses to dismiss it, the Wizard must attempt a Fortitude saving throw 
  (DC 15 for a regular familiar, DC 20 for a superior familiar).  If the saving throw 
  fails, the Wizard loses 200 experience points per class level for a normal familiar 
  and 400 experience points per character level for a superior familiar.  A successful 
  saving throw reduces the loss to half of that amount. A Wizard’s experience point 
  total can never go below zero from this.   
  For example, Fakius is a 3rd level Wizard and a 2nd level Wizard of High 
  Sorcery with 10,100 experience points when his superior mouse familiar is killed 
  by a cat.  Fakius succeeds at his Fortitude saving throw, so he loses 1000 
  experience points, dropping him below 10,000 experience points and back to 1st 
  level Wizard of High Sorcery (if the familiar had been summoned by a different 
  class’s ability, that class would have dropped instead of the Wizard of High 
  Sorcery class).  See the Dungeon Master’s Guide for rules on losing levels.   
  A slain or dismissed regular or superior familiar cannot be replaced until the 
  next Night of the Eye, when all 3 moons align.  Note that familiars summoned 
  under other class’s abilities may take longer to replace.  To find the stats for 
  familiars, consult the tables below. 
   
  Table 2-18: Familiars 
   
  
   
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  Familiar Type 
   
   
  Special Abilities 
  Regular 
  Bat 
   
   
   
   
  - 
  Cat 
   
   
   
   
  Master gains a +2 bonus to Move Silently checks 
  Hawk  
   
   
   
  - 
  Owl 
  Has low-light vision; master gains a +2 to Move Silently 
  checks 
  Rat 
   
   
   
   
  Master gains a +2 bonus on Fortitude saves 
  Raven  
   
   
   
  Speak one language 
  Snake (Tiny)  
   
   
  Poisonous bite 
  Toad  
   
   
   
  Master gains a +2 to Constitution score 
  Weasel  
   
   
   
  Master gains a +2 bonus on Reflex saves 
  Superior 
  Bat 
   
   
   
   
  Has darkvision; master gains a +2 on Listen checks 
  Cat 
  Has darkvision; master gains a +2 on Listen and Move 
  Silently checks 
   
  Dog 
   
   
   
   
  Master gains a +2 to Listen checks 
  Hawk  
   
   
   
  Has darkvision; master gains a +2 on Scry checks 
  Lizard  
   
   
   
  Has low-light vision; master gains a +2 to Climb checks 
  Monkey (Tiny) 
  Understands one language; master gains a +2 to Climb 
  checks  
  Owl 
  Has low-light vision; master gains a +2 to Move Silently 
  checks 
  Rat 
   
   
   
   
  Master gains a +2 bonus on Fortitude saves 
  Raven  
   
   
   
  Speaks one language; master gains a +2 to Spot checks 
  Scorpion 
   
   
   
  Poisonous sting; master gains a +2 to Intimidate checks 
  Snake (Tiny)  
   
   
  Poisonous bite; master gains a +2 bonus to Hide checks 
  Spider (Tiny) 
  Poisonous bite; master gains a +2 bonus to Use Rope 
  checks 
  Toad  
   
   
   
  Master gains a +2 to Constitution score 
  Weasel  
   
   
   
  Master gains a +2 bonus on Reflex saves 
   
  Use the basic statistics for a creature of its type, as given in the Monster Manual 
  with the following changes: 
  • Hit Dice: Regular familiar’s hit dice are treat as the master’s total level for the 
  number of hit dice received (for effects related to hit dice as well).  Superior 
  familiars add +2 hit dice.  Both use the familiar’s normal total if it is higher. 
  • Hit Points: Regular familiars receive one-half the master’s total rounded down.  
  Superior familiars receive the master’s total. 
  • Attacks: Both types use the master’s base attack bonus.  Use the familiar’s 
  Dexterity or Strength modifiers, whichever is greater, to get the familiar’s 
  melee attack bonus with unarmed attacks.  Regular and superior familiars’ 
  damage equals that of a normal creature of that type.  Superior familiars receive 
  a +2 magical bonus to damage. 
  
   
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  • Saving Throws: The familiar uses the master’s base saving throw bonus if 
  they’re better than the familiar’s (Regular familiars have Fort +2, Ref +2,Will 
  +0; superior familiars have Fort +4, Ref +4, Will +2). 
  • Skills: Both types use the normal skills for an animal of that type or the 
  master’s, whichever is greater. 
   
  Table 2-19: Familiar Special Abilities 
   
      Master 
               Natural 
  Class Level 
   
  Armor  
  Int 
   
  Special 
  1-2 
   
   
  +1 
   
  6 
   
  Alertness, improved evasion, share spells,  
   
   
   
   
   
   
   
  empathic link 
  3-4 
   
   
  +2 
   
  7 
   
  Touch 
  5-6 
   
   
  +3 
   
  8 
   
  Speak with master 
  7-8 
   
   
  +4 
   
  9 
   
  Speak with animals of its type 
  9-10 
   
   
  +5 
   
  10 
   
   
  11-12 
   
   
  +6 
   
  11 
   
  Spell resistance 
  13-14 
   
   
  +7 
   
  12 
   
  Scry on familiar 
  15-16 
   
   
  +8 
   
  13 
   
   
  17-18 
   
   
  +9 
   
  14 
   
   
  19-20 
   
   
  +10 
   
  15 
   
  The following descriptions explain the familiar abilities list above.  Note that all 
  abilities are cumulative and the familiar gains more abilities as the master advances 
  in level: 
  • Natural Armor: This bonus is added to the familiar’s ordinary AC. 
  • Intelligence: This is the familiar’s Intelligence score. 
  • Alertness: When the familiar is within arm’s reach, the master gains the benefits 
  of the Alertness feat. 
  • Improved Evasion: If the familiar is subjected to an attack where a saving throw 
  would normally cut the damage in half, a successful saving throw negates any 
  damage, and a failed saving throw results in half damage.  Improved evasion is 
  an extraordinary ability. 
  • Share Spells: At the master’s option he may have any spell he casts on himself 
  affect the familiar as well.  The familiar must be within 5 feet of the master.  If 
  the spell has a duration other than instantaneous, the spell stops affecting the 
  familiar if it moves farther than 5 feet away.  The spell’s effect will not be 
  restored even if the familiar moves back within 5 feet of the master before the 
  spell’s duration would have ended.  Additionally, the master may cast a spell 
  with a target of “You” on his familiar (as a touch range spell) instead of on 
  himself.  The master and familiar can share spells even if the spells do not 
  normally affect creatures of the familiar’s type (magical beast). 
  • Empathic Link:  The master has an empathic link with the familiar out to a 
  distance of one mile.  The master cannot see through the familiar’s eyes, but the 
  
   
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  two can communicate telepathically.  Note that the low Intelligence of a low 
  level master’s familiar limits what it is able to understand or communicate, and 
  even intelligent familiars see the world differently from most races.  Because of 
  the empathic link between the master and his familiar, the master has the same 
  connection to an item or place the familiar does.  For example, if a familiar has 
  seen a room, the master can teleport to that room as if he had seen it himself.  
  This is a supernatural ability. 
  • Touch: If the master is 3rd level or higher, the familiar can deliver touch spells 
  for its master.  When the master casts a touch spell he can designate the familiar 
  as the “toucher” (the master and the familiar have to be in contact at the time of 
  casting).  The familiar can then deliver the touch spell just as the master could.  
  As usual, if the master casts another spell, the touch spell dissipates. 
  • Speak with Master: The familiar and master can communicate verbally as if 
  they were using a common language.  Other creatures do not understand the 
  conversation without magical help. 
  • Speak with Animals of its Type: The familiar can communicate with animals of 
  approximately the same type as itself (including dire variants): bats and rats 
  with rodents, cats with felines, dogs with canines, hawks and owls and ravens 
  with birds, monkeys with simians, scorpions and spiders with insects, snakes 
  and lizards with reptiles, toad with amphibians, weasels with creatures of the 
  mustelidae family (weasels, minks, polecats, ermines, skunks, wolverines, and 
  badgers).  The communication is limited by the Intelligence of the conversing 
  creatures. 
  • Spell Resistance: If the master is 11th level or higher, the familiar gains spell 
  resistance equal to the master’s level +5.  If another spellcaster tries to affect 
  someone else’s familiar with a spell, the caster must make a caster level check 
  (1d20 + caster level) at least equal to the familiar’s spell resistance. 
  • Scry: If the master is 13th level or higher, the master may scry on the familiar 
  (as if casting the Scry spell) once per day.  This is a spell like ability that 
  requires no material component or focus. 
  Bonus Feats:  
  At 1st level, 4th level, 8th level, 12th level, 16th level, and 20th level a Wizard of High 
  Sorcery gains a bonus feat in addition to those gained by advancing in levels.  
  These bonus feats must be spent on metamagic, item creation, or spell mastery 
  feats.  Note that feats gained through any other means do not have to be spent on 
  metamagic, item creation, or metamagic feats.  If there are no more metamagic or 
  item creation feats left to take, the feats must be spent on spell mastery. 
  Spells Per Day: 
   
  For each level that a Wizard of High Sorcery advances, the character gains 
  additional spells per day as if the character had advanced a level in his previous 
  
   
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  spellcasting class nor does the Wizard actually gain a level of the previous 
  spellcasting class .  No other benefits or abilities are gained from the previous class 
  or classes.  If there was more than one previous spellcasting class, use whichever 
  was higher in level. 
  Spell Progression:  
  While a few different types of spell casters exist on Ansalon, many of them 
  cast spells in different ways and with different natural progressions of 
  understanding.  By becoming a Wizard of High Sorcery, they are all become 
  unified under the nurturing shadow of the Conclave and fellow magic users.  
  However, each type of spell caster, bards, sorcerers and wizards, continue to cast 
  and learn spells in different fashions.  By becoming a Wizard of High Sorcery, 
  these spell casters find their abilities enhanced by both the environment of the 
  Orders and the Order’s patron deity’s sanction and acceptance of the magic user’s 
  dedication.   
  The Wizard of High Sorcery, regardless of previous class, now has access to 
  a different and more powerful spell progression.  When a Wizard of High Sorcery 
  level is gained, the character gains new spell progression as if the Wizard had also 
  advanced in the previous spellcasting class.  The Wizard does not gain any of the 
  benefits of the previous class, nor does the Wizard actually gain a level of the 
  previous spellcasting class.  The bonus to the Wizard’s casting level simply stacks 
  with the previous and current caster level.  If there was more than one previous 
  spellcasting class, use whichever was higher in level.  This bonus only adds to 
  Arcane spell progression, and applies universally to bards, sorcerers and wizards.  
  Previous bards and sorcerers also advance in the number of spells known.  As the 
  Wizard grows in power and advances levels, his spell progression becomes larger, 
  eventually allowing him to cast spells as if he were several levels higher than he is.  
  The table below lists the progression of a Wizard of High Sorcery’s spell casting 
  level progression. 
   
  Table 2-20: Wizard of High Sorcery Spell Progression 
   
  Level  
   
  Spell Casting Level  
   
  1-4 
  +1 spell casting level 
  5-8 
  +2 spell casting level 
  9-12 
  +3 spell casting level 
  13-16 
  +4 spell casting level 
  17-20  
   
  +5 spell casting level 
    
  From 1st level through 4th level the bonus is +1 spell casting level.  From level 5th 
  level through 8th level, the bonus increases to +2 spell casting level, meaning that 
  the Wizard now casts spells at 2 levels higher than the previous class’s caster level.  
  From 9th level through 12th level, the bonus increases to +3 spell casting level, 
  
   
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  meaning that the Wizard now casts spells at 3 levels higher than the previous 
  class’s caster level.  From 13th level through 16th level, the bonus increases to +4 
  spell casting level, meaning that the Wizard now casts spells at 4 levels higher than 
  the previous class’s caster level.  From 17th level through 20th level, the bonus 
  increases to +5 spell casting level, meaning that the Wizard now casts spells at 5 
  levels higher than the previous class’s caster level. 
  The Test:  
  As a result of the Test of High Sorcery, no surviving wizards remain unscathed.  
  Every person who has passed the Test carries some scar, whether mental or 
  physical of the grueling labors of the Test.  The resulting brand is different for 
  every person and there is no uniformity in the type or severity of the results.  It can 
  be as simple as a pronounced limp, to as deeply scarring as heavy emotional 
  trauma.  After the Test, the DM is allowed to choose the resulting brand and he 
  severity of it.  This most often manifests itself as related to an incident during the 
  Test, though the DM is not obligated to do so.   
  Lunar Effects:  
  As a result of the Test and the pledged allegiance to a specific Order of magic, a 
  Wizard of High Sorcery is now heavily influenced by the position of the patron 
  moon in the sky.  To find the effect of lunar cycles on a Wizard of High Sorcery, 
  consult the Moons of Krynn section. 
  Item Availability:  
  At 1st level a Wizard of High Sorcery is considered a brother in the magical arts.  
  The Wizard now has access to the vast stores of magical knowledge available at 
  the Tower of Wayreth, as well as the magical items within.  New spells are easy to 
  come by and are freely given to those who ask.  Spell books may be purchased at a 
  50% discount from what is listed in the Player’s Handbook.  Other magical items 
  may also be available for purchase (DM’s discretion).  If available, the item may 
  be purchased at half its market price (see market prices for magic items in the 
  Dungeon Master’s Guide). 
  Strength of Will:  
  Due to the strains and sacrifices of the Test, all Wizards of High Sorcery receive a 
  permanent +2 bonus to Will saves made against both Arcane and Divine spells and 
  spell like effects starting at 1st level.  This bonus stacks with any and all other 
  modifiers. 
  Will of the Conclave:  
  To the Orders of High Sorcery the continuation and prosperity of magic is 
  paramount.  Nothing is allowed to hinder this, and that applies to members of the 
  Order as well.  Should a Wizard of High Sorcery ever do something that threatens 
  the stability or prosperity of magic on Krynn, the Conclave may be summoned to 
  meet out justice and punishment for the offender.  While there are no specific rules 
  
   
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  that govern what is deemed good and bad behavior, any wizard who passes the 
  Test of High Sorcery receives advice on what is expected of him by his Order.  The 
  conclave will also assume that anyone strong enough to survive the Test is also 
  wise enough to carefully nurture magic instead of endangering it’s very survival.  
  Needless to say, punishment is often swift and brutal, even for first time offenders. 
  Changing Orders:  
  Changing allegiance is not something taken lightly with the Wizards of high 
  Sorcery.  Nor is it taken lightly with the patron deities of the Orders.  When a 
  Wizard switches Orders from one robe to another, he suffers several penalties.  
  First, the Wizard loses 2 levels, affecting spell progression, caster level, saves, base 
  attack bonus and any other level relevant abilities.  This drops the Wizard’s 
  experience points down to the amount needed to reach two levels lower than the 
  current level.  See the Dungeon Master’s Guide for rules on level loss.  Second, the 
  Wizard is not affected by the moons for one month.  After one month has passed, 
  the new moon affects the mage and he is once again affected normally by the 
  alignment of the moons.  However, the loss of levels is permanent and can only be 
  regained through gaining experience points 
  Ex-Wizards of High Sorcery:  
  A Wizard who is cast out is in dire straits indeed.  To be cast out of the Order is to 
  be labeled a Renegade wizard and the Conclave will stop at nothing to hunt the 
  Renegade down and eradicate him.  Regardless of the means of departure from the 
  class, an ex-Wizard of high Sorcery loses all school restrictions, and all duties to 
  the Conclave.  However, all other abilities remain at their current level.  
   
  Table 2-21: Wizard of High Sorcery 
   
  Base 
   
  Fort 
  Ref 
  Will 
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special  
   
  Spells Per Day  
  1 
  +0 
   
  +0 
  +0 
  +2 
  Mage Lore, Improved 
  +1 level of existing class  
  Summon Familiar, 
  Bonus Feat, Spell 
   
   
   
   
   
   
  Progression +1,  
  Strength of Will 
  2 
  +1 
   
  +0 
  +0 
  +3 
   
   
   
  +1 level of existing class 
  3 
  +1 
   
  +1 
  +1 
  +3 
  School Mastery +2 
  +1 level of existing class 
  4 
  +2 
   
  +1 
  +1 
  +4 
  Bonus Feats 
   
  +1 level of existing class 
  5 
  +2 
   
  +1 
  +1 
  +4 
  Spell Progression +2 
  +1 level of existing class 
  6 
  +3 
   
  +2 
  +2 
  +5 
  School Mastery +3  
  +1 level of existing class 
  7 
  +3 
   
  +2 
  +2 
  +5 
   
   
   
  +1 level of existing class 
  8 
  +4 
   
  +2 
  +2 
  +6 
  Bonus Feat 
   
  +1 level of existing class 
  9 
  +4 
   
  +3 
  +3 
  +6 
  School Mastery +4,  
  +1 level of existing class 
  Spell Progression +3 
   
  10 
  +5 
   
  +3 
  +3 
  +7 
   
   
   
  +1 level of existing class 
  11 
  +5 
   
  +3 
  +3 
  +7 
   
   
   
  +1 level of existing class 
  12 
  +6 
   
  +4 
  +4 
  +8 
  School Mastery +5, 
  +1 level of existing class 
  Bonus Feat 
   
   
  
   
  War of the Dark Lance 
   
   
  - 121 - 
   
   
   
  13 
  +6 
   
  +4 
  +4 
  +8 
  Spell Progression +4 
  +1 level of existing class 
  14 
  +7 
   
  +4 
  +4 
  +9 
   
   
   
  +1 level of existing class 
  15 
  +7 
   
  +5 
  +5 
  +9 
  School Mastery +6 
  +1 level of existing class 
  16 
  +8 
   
  +5 
  +5 
  +10 
  Bonus Feat 
   
  +1 level of existing class 
  17 
  +8 
   
  +5 
  +5 
  +10 
  Spell Progression +5 
  +1 level of existing class 
  18 
  +9 
   
  +6 
  +6 
  +11 
  School Mastery +7 
  +1 level of existing class 
  19 
  +9 
   
  +6 
  +6 
  +11 
   
   
   
  +1 level of existing class 
  20 
  +10 
   
  +6 
  +6 
  +12 
  Bonus Feat 
   
  +1 level of existing class 
  Heroes And Villains 
   
  This chapter details some of the major hero and villain NPC’s that play a 
  role in the War of the Darklance campaign setting.  Some are devious villains, bent 
  on vengeance, bloodshed, conquest and glory.  Others are valiant heroes struggling 
  in a world where darkness seems complete and total.  Still others are everyday 
  people sucked into the War of the Darklance against their will.  They struggle to 
  survive and find some semblance of sanity in war-torn Ansalon.  But whatever 
  their motive, one thing is for certain: These are names that are destined to play a 
  role in this dark and sorrowful saga. 
   
  Villains and Fiends 
   
  Lord Soth 
  Lord Soth, Death Knight of Krynn and Knight of the Black Rose.  Lord Soth 
  was once Loren Soth, Knight of Solamnia, and member of the prestigious Order of 
  the Rose.  Soth was given the chance to save Krynn from the Cataclysm, but he 
  abandoned the quest to confront his wife, and preserve his “honor”.  He has been 
  condemned to an existence of un-life for his crimes against humanity and 
  especially his heartlessness towards his wife and child. 
  Most people who are Dragonlance fans know who Lord Soth is and how he 
  became the most feared being on the face of Krynn.  Although, we have not been 
  told everything and not everything we have read is necessarily true.  There are 
  many holes in the story of Soth, like why can’t he leave Dargaard Keep, or what 
  does a Death Knight do with his unending time?  These questions and more will be 
  answered herein. 
   
  Lord Soth 
   
  Medium-size Male Death Knight (Undead) 23rd level 
  Knight of the Crown 3rd level, Knight of the Sword 3rd level, Knight of the Rose 7th 
  level, Death Knight (undead, Death Knight template) 10th level 
  Chaotic Evil 
  
   
  War of the Dark Lance 
   
   
  - 122 - 
   
   
   
  Str – 18 (+4) 
  Int – 13 (+1) 
  Dex – 14 (+2) 
  Wis – 9 (-1) 
  Con – - (-)  
  Cha – 17 (+3) 
  Speed:  
  20 feet 
  Initiative:  
  +2 
  A.C.:  
  25 (10 + 2 Dex + 4 natural + 9 Solamnic Plate), (26 against one opponent), (29 
  against attacks of opportunity) 
  H.P.:  
  217 
   
  Hit Dice:  
  3d10, 3d10, 7d12 (Knight of Crown, Sword and Rose), 10d10 (Death Knight) 
  Fortitude Save: 
   +15 
  Reflex Save:  
  +9 
  Will Save:  
  +14 
  Skills:  
  Knowledge (Oath and Measure) +11, Knowledge (religion) +11, Knowledge 
  (history) +7, Craft (weapons) +5, Handle Animal +13, Intimidate +24, Jump +7, 
  Listen +4, Ride +22, Spot +5, Swim +5, Wilderness Lore +3 
  Feats:  
  Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, 
  Shield Proficiency, Simple Weapon Proficiency, Martial Weapon Proficiency, 
  Weapon Focus (bastard sword), Mounted Combat, Weapon Specialization (bastard 
  Sword), Weapon Specialization (longsword), Exotic Weapon Proficiency (bastard 
  sword), Ride-by-Attack, Leadership, Combat Reflexes, Expertise, Dodge, 
  Mobility, Spring Attack, Whirlwind Attack, Trample, Spirited Charge, Weapon 
  Focus (longsword), Cleave, Power Attack, Great Cleave  
  Base Attack Bonus:  
  +23/+18/+13/+8/+3  
  Total Melee Bonus:  
  +27/+22/+17/+12/+7 (+3 with bastard sword and longsword) 
  Total Ranged Bonus: 
  +25/+20/+15/+10/+5 
  Weapons:  
  Bastard Sword +4, 1d10+4, crit 19-20/x2, 10 lbs., slashing 
  
   
  War of the Dark Lance 
   
   
  - 123 - 
   
   
   
  Armor:  
  Solamnic Plate 
  Special Abilities:  
  Spell Resistance 17, Fear Aura (as per the 4th level wizard spell except that instead 
  of a cone the aura extends up to 10 feet, always active, functions at 20th caster 
  level) Turn Resistance +5, Detect Magic (as per the 0 level wizard spell, at will, 
  functions at 20th caster level, Wall of Ice (as per the 4th level wizard spell, three 
  times per day, functions at 20th caster level), Dispel Magic (as per the 3rd level 
  wizard spell, twice per day, functions at 20th caster level), Power Word Kill or 
  Power Word Stun or Power Word Blind (as per the 9th, 7th, and 8th level wizard 
  spells respectively, only one of the three once per day, functions at 20th caster 
  level), Symbol (Pain) ( as per the 8th level wizard spell, once per day, functions at 
  20th caster level), Fireball (as per the 3rd level wizard spell but with 20d6 instead of 
  10d6 maximum damage, once per day, functions at 20th caster level)                                            
  Special Items:  
  None  
  Challenge Rating:  
  15 
   
  Ebonfangus (“The Black Fang”) 
  Ebonfangus, or as she is more commonly known among non-dragons, “The 
  Black Fang”, was once an ancient black dragon back even before the Cataclysm.  
  She was the terror of Northern Ansalon, and took any chance she had to decimate 
  land and villages alike.  The origin of her name is quite obvious to even the most 
  unobservant; her two front fangs are quite unique, being formed of the purest and 
  blackest onyx.  These fangs are huge, even compared to standards of dragons, 
  reaching a length of nearly 3 feet. 
  After many years of collecting treasure throughout Krynn, the Cataclysm 
  occurred and several of Ebonfangus’ lairs were collapsed.  Needing a larger, more 
  fitting place to call home, she went in search of such a lair.  Eventually, after 
  several years of searching, she discovered the defiled remains of Dargaard Keep, 
  but more importantly she found what she sought at the bottom of the once pure 
  moat.  The darkness that overtook the keep also transformed the moat into a dark 
  and gloomy swamp, the perfect place to call home. 
  Upon creating her new lair, Ebonfangus settled down to enjoy her newfound 
  darkness.  There suddenly came an aftershock of sorts that freed a boulder from 
  overhead, which happened to directly above Ebonfangus.  It fell and killed the 
  black dragon, breaking off one of her fangs in the process.  What happens to her 
  next is soon to be told; “The Black Fang” shall find a way to live on.  But surely, 
  with the close proximity of Lord Soth, he will play a part in her rebirth. 
  
   
  War of the Dark Lance 
   
   
  - 124 - 
   
   
   
   
  Ebonfangus (“The Black Fang”) 
   
  Mature Adult Female Black Dragon Dracolich 
  Huge Black Dragon (Water) 
  Hit Dice:  
  22d12 + 110 (253) 
  Initiative:  
  +4 
  Speed:  
  60 feet, fly 150 feet (poor), swim 60 feet 
  A.C.:  
  29 (-2 size +21 natural) 
  Attacks:  
  1 bite +28, 2 claws +28, 2 wings +28, 1 tail slap +23, 1 crush +28 
  Damage:  
  bite 2d8 +8, claws 2d6 +4, wings 1d8 +4, tail slap 2d6 +12, crush 2d8 +12 
  Face/Reach:  
  10 foot by 20 foot/ 10 feet 
  Special Attacks:  
  Breath Weapon (100 foot long – 50 foot wide cone, 14d4 damage [DC 26 to 
  save]), Spells (cast as a 5th level wizard), paralyzing gaze (the dracolich may gaze 
  at one creature for a full round during which time the dracolich performs all other 
  attacks or defensive actions at a –2 penalty unless directed at the subject of the 
  gaze, at the end of the round, the subject who meets the dracolich’s gaze must 
  make a Will save, DC equal to the Frightful Presence, or be paralyzed for 2d4 
  rounds – creatures with six hit dice or more receive a +3 to the saving throw, 
  usable three times a day), paralyzing attack (claw and bite attacks force the victim 
  to make a Fort saving throw, DC 15, or be paralyzed for 1d6 rounds, usable five 
  times a day) 
  Special Qualities:  
  Frightful Presence, Keen Senses, Water Breathing, Corrupt Water (Sp, once per 
  day the dragon can stagnate 10 cubic feet of water making it become still, foul and 
  unable to support life, spoils containers containing water, magic potions and items 
  must succeed at a Will save, DC equal to the Frightful Presence, or become 
  fouled), Charm Reptiles (Sp, operates as a Mass Charm spell and enables the 
  dragon to communicate with any charmed reptiles as though using an Speak with 
  Animals spell, usable three times a day), Darkness (as per the 2nd level wizard 
  spell, up to 70 feet, three times per day, functions at 5th caster level), Insect Plague 
  (as per the 5th level cleric spell, once per day, functions at 5th caster level), Plant 
  
   
  War of the Dark Lance 
   
   
  - 125 - 
   
   
   
  Growth (as per the 3rd level druid spell, once per day, functions at 5th caster level), 
  Control Undead (as per the 7th level wizard spell, undead save at –2, usable once 
  every three days, functions at 5th caster level) 
  Saves:  
  Fort +18, Ref +13, Will +15 
  Abilities:  
  Str 27, Dex 10, Con 21, Int 14, Wis 15, Cha 14 
  Skills:  
  Listen +29, Spot +29, Search +27, Spellcraft +24, Concentration +30, Scry +27, 
  Bluff +27, Diplomacy +27 
  Feats:  
  Flyby Attack, Hover, Snatch, Wingover, Improved Initiative, Alertness 
  Challenge Rating:  
  15 
  Alignment:  
  Chaotic Evil 
   
  Krystalice (cris-tal-iss) Frostfyre 
  The least common chromatic dragon on Krynn is the white dragon.  Among 
  the evil dragons, the white is normally the smallest and least powerful.  However, 
  with the changes that have occurred in Icewall over the last couple of years, the 
  whites have become more powerful.  One dragon in particular, a female who was 
  the “runt” of her clutch, has been the most affected by the magical release.   
  The dragon’s name is Krystalice Frostfyre, also known as Krystalice, and 
  she is a truly magnificent sight to behold.  At a length of nearly 300-feet, with a 
  wingspan to match, Krystalice is by far the largest white ever seen on Krynn.  
  When she flies across the arctic, at speeds never seen in dragon of this immense 
  size, she raises a cloud of snow and ice hundreds feet in the air.  Sunlight reflects 
  off of her nearly translucent, pristine white scales, creating a “snow blindness” 
  effect in all those who look directly at her during daylight. 
  How a white dragon could grow to such humongous proportions is not 
  known, but there is a story told by the lesser whites that follow Krystalice that may 
  explain much.  It is said that when Icewall Castle was transformed into a flying 
  citadel, that some of the magic was infused into Krystalice, and she began to 
  undergo some transformations.   
  When Krystalice was hatched, she was the smallest of her clutch mates and 
  very nearly died.  Some miracle saved her from death, and her mother coddled her 
  and assisted her in growing to adolescence.  However, her mother died in the War 
  of the Lance, and Krystalice was forced to eek out an existence as best she could.  
  She discovered a cave under Icewall Castle, where she had been living for nearly a 
  
   
  War of the Dark Lance 
   
   
  - 126 - 
   
   
   
  four decades, barely surviving because she was so fragile and slow.  Her main 
  source of sustenance was a type of glowing lichen that grew in abundance under 
  the castle. 
  A short time ago the Knights of the Thorn and Skull took over Icewall 
  Castle and began to perform their dark rituals to create the Darklances and 
  transform the castle into a flying citadel.  When these magics were released, 
  Krystalice inevitably absorbed some of it.  The immediate effects were strange to 
  Krystalice; she began to feel very sick and was unable to eat, she assumed that her 
  fragility was finally causing her to die.  She went to sleep never planning on seeing 
  the light of day again.  However, she awoke a week later to find that she had grown 
  to the size of an ancient dragon.  Thinking that she was in the afterlife, she decided 
  to venture forth in search of her mother.  Upon emerging from her lair, Krystalice 
  found that she was very much alive and actually growing larger out in the open 
  tundra of Icereach.  She immediately took flight, something nearly impossible 
  before, and sated her enormous hunger by decimating an entire herd of caribou, 
  also something she wouldn’t normally be able to do, as she was never fast enough 
  to catch them.  Krystalice also found that she could out fly any other dragon on the 
  glacier, leaving many in her wake.  She was eventually approached by some of the 
  other whites who wished to become her followers.  Not used to being the object of 
  such attention, she declined and returned to her lair. 
  Upon returning to her lair, she discovered Icewall Castle flying above her 
  and knew exactly what it was from stories her mother had told her.  So she flew up 
  to investigate the castle.  The draconians and knights on guard duty took one look 
  at Krystalice and went into a panic, the dragonfear emanating from her was more 
  powerful than even the largest red dragons, and affected even those creatures with 
  an evil alignment.   
  Once word of the dragon was brought to Lord Arcticus, the white minotaur 
  in command of the Citadel, he sought out Krystalice in an attempt to gain her 
  assistance in world domination.  Realizing that she was truly powerful now, she 
  accepted and sought out the dragons who had approached her earlier to begin 
  building her army of white death.  She quickly chose two generals to be her first 
  commanders and mates, Deathfreeze and Crynice, who are the largest males in 
  Icewall. 
  Krystalice now leads all the white dragon forces of Icereach and has become 
  the chosen mount of Lord Arcticus himself, she allows no one but the white 
  minotaur to fly on her back.  At the head of the newly formed white army, the 
  inhabitants of Icewall Glacier have fallen under the control of the Knights of 
  Takhisis.  With the whole world being plunged into an ice age, the Knighthood has 
  decided to use the whites to their fullest advantage.  Krystalice’s first mission was 
  
   
  War of the Dark Lance 
   
   
  - 127 - 
   
   
   
  to lead the attack on Tarsis in order to take over the city before the advancing 
  glacier destroyed it. 
  In the coming battles, the white army will play a key role in the domination 
  of Krynn.  Krystalice Frostfyre couldn’t be any happier, unless she was the one to 
  rule this new ice covered world herself.  She will definitely have to take advantage 
  of that opportunity when the time is right.  For now she will take what she can and 
  enjoy the new life she has been given. 
   
  Krystalice Frostfyre 
   
  Great Wyrm Female White Dragon 
  Gargantuan White Dragon (Cold) 
  Hit Dice:  
  36d12 +300 (545) 
  Initiative: 
  +4 
  Speed:  
  60 feet, fly 250 feet (clumsy), swim 60 feet, burrow 30 feet 
  A.C.:  
  46 (-4 size, +40 natural) 
  Attacks:  
  1 bite +48, 2 claws +43, 2 wings +43, 1 tail slap +43, 1 crush +48, 1 tail sweep  
  Damage:  
  Bite 4d6 +13, claws 2d8 +6, wings 2d6 +6, tail slap 2d8 +19, crush +4d6 +19, tail 
  sweep 2d6 +19 
  Face/Reach:  
  20 foot by 40 foot/15 feet 
  Special Attacks:  
  Breath Weapon, Spells 
  Special Qualities:  
  Cold Subtype, Icewalking, Freezing Fog, 3/day – Gust of Wind and Fog Cloud, 
  1/day – Control Weather, Damage Reduction 20/+3, Spell Resistance 27, Frightful 
  Presence, Keen Senses, Blindsight 
  Saves:  
  Fort + 30, Ref +22, Will +26 
  Abilities:  
  Str 37, Dex 10, Con 27, Int 18, Wis 19, Cha 18  
  Skills:  
  Listen +44, Spot +64, Search +61, Concentration +39, Diplomacy +38, Knowledge 
  (history) +16, Scry +30 
  
   
  War of the Dark Lance 
   
   
  - 128 - 
   
   
   
  Feats:  
  Alertness, Cleave, Improved Initiative, Flyby Attack, Hover, Quicken Spell-like 
  Ability, Snatch, Wingover, Heighten Spell, Silent Spell 
  Challenge Rating:  
  20 
  Alignment:  
  Chaotic Evil 
   
  Silpheric 
  In an attempt to create the ultimate fighter to lead their forces in battle, the 
  Knights of the Thorn and Knights of the Skull combined their magic to bring a new 
  draconian into the world.  This draconian is one of a kind due to the fact that the 
  process used in the creation was so costly to the Dark Knights.  Since the corrupt 
  Darklances are in short supply, that an egg that would normally yield 6 or more 
  draconians now produced only one, and that it takes multiple types of draconians 
  to create this draconian, it was decided that the creation would never be duplicated.  
  Thus there is but one of these truly powerful and dangerous draconians known as 
  the Platak.   
  As corrupt as all draconians are, the Platak draconian is even more so.  
  While researching the writings of Dracart, one of the original creators of the first 
  draconians, it was discovered by an apprentice Skull Knight that it might be 
  possible to combine the essences of multiple draconians to form one highly 
  intelligent, resourceful, and extremely powerful draconian.  The process was very 
  complex, and took several attempts to perfect.  The key to the whole 
  transformation was the use of the Darklance.  According to the notes, it took a truly 
  powerful artifact for the forces of good that had been corrupted to serve evil.  Now 
  that the Dark Knights had the corrupt Dragonlances they had the power to 
  complete the ritual started those many years ago.  Once the proper procedure was 
  found, the Knights realized that the end product didn’t justify the use and loss of so 
  many resources. 
  Beginning the corruption process of a silver dragon egg, which is used to 
  produce Sivak draconians, is the first step in creating the Platak Draconian; 
  halfway through the egg is pierced through the middle by a corrupt Darklance, the 
  multiple Sivak draconians then combine into one body and the fetus absorbs the 
  black magic of the lance, rendering it useless.  As the body begins to grow and 
  change, the very essences of an Aurak and Kapak are sucked from their body using 
  Dracart’s Heart, a powerful artifact named after the black-hearted mage, which was 
  rescued from Neraka following its destruction.  These essences are forced into the 
  breech left by the Darklance and are fused with the soul of the growing Platak. As 
  the merging nears completion the Platak draconian grows so large that he bursts 
  
   
  War of the Dark Lance 
   
   
  - 129 - 
   
   
   
  from the silver dragon egg and the transformation into the dreaded Platak 
  Draconian is finished. 
  The Platak is a platinum draconian.  It seems that the combination of the 
  Sivak, Aurak and Kapak draconians caused the Platak to take on the coloring and 
  traits of the highly prized metal, and, as platinum is the most rare metal on Krynn, 
  this draconian truly rare. 
  The Platak stands 10 feet tall and has 11-foot wings that allow him to fly 
  with great agility.  Flying is not the only ability the Platak received from its 
  combined lineage.  He inherited the ability to shape-change like the Sivak, 
  however it has been improved in this new form, he can take on any form at will up 
  to three times a day with perfect accuracy.  The Aurak essence gave him the ability 
  to cast spells as a sorcerer.  From the Kapak he has become a militaristic master, 
  able to wield almost any weapon and his battlefield strategies are near perfection in 
  their planning.  Although, unlike the Kapak, the platinum draconian is a true leader 
  of troops, his viciousness and intelligence has won over many companies.  Men 
  and draconians alike are willing to follow their commander into any confrontation 
  confident they will emerge victorious. 
  The name given to this monstrous draconian was Silpheric, due to his silver-
  like coloring and the fact that when he is in battle he emits a sulfuric, almost 
  noxious, smell.  His combined leadership abilities, intelligence, cunning, 
  resourcefulness and shear power have endeared Silpheric to Lord Ariakan.  The 
  leader of the Knights of Takhisis has used the Platak for missions ranging from 
  reconnaissance and infiltration to troop leadership and assassinations.  Silpheric 
  carries out his missions with extreme diligence, and nothing stands in his way.  
  Silpheric was exactly the “weapon” Ariakan had been looking for to carry out 
  missions of subterfuge and further the goals of the Knighthood. 
   
  The people of Krynn have finally gotten used to dealing with the draconians 
  and fighting against them.  When they meet this new threat, it will be more than 
  any of them have faced before. 
   
  Silpheric 
   
  Large Adult Male Monstrous Humanoid Platak Draconian 14th level 
  Sorcerer 6th level, Fighter 4th level, Rogue 4th level 
  Lawful Evil 
  Str – 20 (+5) 
  Int – 18 (+4) 
  Dex – 17 (+3) 
  Wis – 15 (+2) 
  Con – 13 (+1) 
  Cha – 11 (+0) 
  Speed:  
  30 feet, fly 60 feet (average) 
  
   
  War of the Dark Lance 
   
   
  - 130 - 
   
   
   
  Initiative:  
  +3 
  AC:  
  21  
  H.P.:  
  75 
   
  Hit Dice:  
  6d4 (Wizard), 4d10 (Fighter), 4d6 (Rogue) 
  Fortitude Save:  
  +7 
  Reflex Save:  
  +6 
  Will Save:  
  +4 
  Skills:  
  Alchemy +12, Concentration +7, Knowledge (arcane) +7, Knowledge (religion) 
  +7, Knowledge (history) +7, Knowledge (geography) +7, Scry +12, Spellcraft +12, 
  Climb +11, Jump +10, Swim +12, Balance +6, Bluff +5, Intimidate +3, Listen +5, 
  Search +6, Spot +4 
  Feats:  
  Spell Mastery, Simple Weapon Proficiency, Martial Weapon Proficiency, Light 
  Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Spell 
  Penetration, Empower Spell, Enlarge Spell, Silent Spell, Alertness, Ambidexterity, 
  Blind Fight, Hide + 14, Disguise +14, Move Silently +14  
  Base Attack Bonus:  
  +12/+7/+2 
  Total Melee Bonus:  
  +17/+12/+7 
  Total Ranged Bonus:  
  +15/+10/+5 
  Weapons:  
  Heavy mace, 1d8 +5, crit x2, 8 lbs., Bludgeoning; dagger, 1d4 +5, crit 19-20/x2, 
  10 feet, 1 lb., Piercing; Claws, 1d6 +5, Slashing; Bite, 1d10 +2, Piercing; Tail Slap, 
  1d6 +2, Bludgeoning 
  Armor:  
  None 
  Special Abilities:  
  Disease Immunity, Low Metabolism, Death Throe (Ex; upon reaching 0 or fewer 
  hit points, Silpheric’s scales begin to darken and corrode away and his form begins 
  to release an aura of decay and corruption that lasts for 4d6 rounds causing all 
  
   
  War of the Dark Lance 
   
   
  - 131 - 
   
   
   
  normal items and creatures within a 15 foot radius to succeed a Fort save (DC 18 
  for creatures and normal items, DC 12 for magic items) or suffer 2d8 points of 
  damage per round while in the radius) Glide, Keen Senses, Trip 
  Special Items:  
  None 
  Challenge Rating:  
  9 
   
  The Red Minotaur 
  The son of the prior Red Minotaur, the current Red Minotaur killed his 
  father in honorable combat, taking his place as the champion of the games.  The 
  next day, as the Red Minotaur was brought before the emperor to be recognized as 
  the new Red Minotaur, he dared to challenge the emperor as well. 
   
  History was changed that day, as the Red Minotaur stood triumphant over the dead 
  body of Emperor Chot Es-Kalin.  From that day, the title of Red Minotaur would 
  also be the title of the Emperor. 
  The Red Minotaur has united Mithas and Kothas, and has formed a Blood 
  Army that seeks to claim the Minotaur birthright, and conquer Ansalon.  The Red 
  Minotaur’s plans were changed when his navy was frozen in their ports during the 
  new age of ice.  After hearing reports from his scouts, he found that the Blood Sea 
  is frozen as well. 
  The Red Minotaur is now marching his forces across the Blood Sea in order 
  to invade.  He also thinks he can now reach the lost city of Istar, now that the 
  Maelstrom is frozen.  He hopes to find lost treasures, which will help him in his 
  cause. 
   
  The Red Minotaur 
   
  Large Adult Male Minotaur 16th level  
  Fighter 6th level, Gladiator 10th level 
  Lawful Evil 
  Str – 21 (+5) 
   
  Int – 11 (+0) 
  Dex – 15 (+2) 
   
  Wis – 12 (+1) 
  Con – 18 (+4) 
   
  Cha – 14 (+2) 
  Speed:  
  30 feet 
  Initiative:  
  +2 
  AC:  
  
   
  War of the Dark Lance 
   
   
  - 132 - 
   
   
   
  16 (10 + 4 racial + 2 Dex), (17 against one opponent) 
  H.P.:  
  132 
   
  Hit Dice:  
  6d10 (Fighter), 10d12 (Gladiator) 
  Fortitude Save:  
  +16 
  Reflex Save:  
  +11 
  Will Save: 
  +5 
  Skills:  
  Balance +10, Climb +13, Jump +15, Ride +5, Swim +9, Tumble +8, Use Rope +9, 
  Listen +3, Spot +3, Intimidate +3, Craft +2 (seafaring vessels) 
  Feats:  
  Simple Weapon Proficiency, Martial Weapon Proficiency, Exotic Weapon 
  Proficiency (net), Light Armor Proficiency, Medium Armor Proficiency, Heavy 
  Armor Proficiency, Cleave, Power Attack, Endurance, Alertness, Blind-Fight, 
  Dodge, Great Cleave, Improved Bull Rush, Sunder 
  Base Attack Bonus:  
  +16/+11/+6/+1 
   
  Total Melee Bonus:  
  +21/+16/+11/+6 
  Total Ranged Bonus:  
  +18/+13/+8/+3 
  Weapons:  
  Clabbard +3, 2d6 +8/3d4 +8, crit 19-20/x2/18-20/x3, 18 lbs., Slashing; mandoll, 
  1d4 +5/1d4 +5, crit 19-20/x2/19-20/x2, 4 lbs., Slashing/Bludgeoning; short sword, 
  1d6 +5, crit 19-20/x2, 3 lbs., Piercing; javelin, 1d6 +5/1d6 +2, crit x2, 30 feet, 2 
  lbs., Piercing; net, 10 feet, 10 lbs. 
  Armor:  
  None 
  Special Abilities:  
  Innate Weapon Proficiency, Increased Weapon Proficiency, Uncanny Dodge (can’t 
  be flanked), Attack Accuracy +6, Critical Strike +6 
  Special Items:  
  None 
  Challenge Rating:  
  11 
   
  
   
  War of the Dark Lance 
   
   
  - 133 - 
   
   
   
  Lord Arcticus 
  The white-furred Arcticus was a gladiator in the games in Taladas.  He never 
  liked being under the control of someone else, preferring to be the conqueror 
  instead of the conquered.  Arcticus decided that the time had come to make his 
  escape.  After several months of planning, he managed to escape and take a small 
  boat out into the sea.  His plans of moving to another part of Taladas were cut short 
  when a storm blew him off course and sent him towards Ansalon.   
  Arcticus washed up on the shore of Mithas.  In his weakened state, he was 
  captured by the minotaurs of Mithas and brought before Emperor Chot Es-Kalin.  
  The Emperor knew immediately that Arcticus was a mighty warrior and had 
  probably been a gladiator.  It didn’t take him long to figure out that Arcticus was 
  from Taladas.  Arcticus was once again a gladiator.  His experience was evident, 
  and he bested any gladiator he fought, save for one.  Only the Red Minotaur was a 
  match for Arcticus.  The two were like polar opposites.  The Red Minotaur was 
  chaotic and bloodthirsty.  Arcticus was cold and calculating. 
  Then, one day, the Red Minotaur challenged Emperor Chot Es-Kalin for the 
  throne.  Arcticus used the challenge as an opportunity to escape.  This time, 
  Arcticus made his way to the shores of the Ansalon mainland without trouble.  He 
  was free.  After a short time, Arcticus met up with the Knights of Takhisis.  He 
  found that their sense of honor matched his own quite well – even more than 
  Minotaur honor.  Arcticus quickly rose through the ranks, and gained the station of 
  the general at Icewall Castle.  His fellow Knights thought it was a joke assignment.  
  Arcticus loved it.  The cold of Icewall matched the cold in his heart.  It was 
  reclusive.  And while he still answers to Lord Ariakan and the Dark Queen, he is 
  the master of all he surveyed. 
  Recently, the dragonlances were brought to Icewall to be corrupted.  Lord 
  Ariakan thought this place to be remote enough that it would not draw attention.  
  Arcticus has also ordered that Icewall Castle be turned into a flying citadel, in case 
  they needed to evacuate the Darklances quickly.  Arcticus recently heard of the 
  alliance between the Minotaurs and the Knights of Takhisis.  While Arcticus is 
  opposed to the alliance, he knows his place.  He is preparing for the possibility that 
  the Red Minotaur will turn on the Knights of Takhisis, as he is not honorable.  
  Meanwhile, Icewall Glacier steadily moves forward, taking Ansalon one piece at a 
  time. 
   
   
  Lord Arcticus, 1st Lord of the Lily 
   
  Large Adult Male Minotaur 14th level 
  Fighter 5th level, Knight of the Lily 9th level 
  Lawful Evil 
  
   
  War of the Dark Lance 
   
   
  - 134 - 
   
   
   
  Str – 20 (+5) 
   
  Int – 16 (+3) 
  Dex – 13(+1) 
   
  Wis – 9 (-1) 
  Con – 17 (+3) 
   
  Cha – 13 (+1) 
  Speed:  
  30 feet 
   
  Initiative:  
  +5 
  AC:  
  24 (10 + 4 natural +1 Dex + 9 Nerakan Plate) 
  H.P.:  
  103   
  Hit Dice:  
  5d10 (Fighter), 9d10 (Knight of the Lily) 
  Fortitude Save:  
  +13 
  Reflex Save:  
  +8 
  Will Save:  
  +6 
  Skills:  
  Balance +3, Climb +11, Craft +15 (+17 seafaring vessels), Handle Animal +12, 
  Jump +11, Ride +15, Swim +13, Diplomacy +9, Knowledge (Code and Vision) 
  +12, Knowledge (law) +10, Knowledge (religion) +12, Intimidate +8, Sense 
  Motive +6, Concentration +7, Use Rope +3,  
  Feats:  
  Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor 
  Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield 
  Proficiency, Blind-Fight, Weapon Specialization (battleaxe), Improved Initiative, 
  Leadership, Weapon Focus (greatsword), Weapon Focus (battleaxe), Mounted 
  Combat, Mobility, Power Attack, Cleave 
  Base Attack Bonus:  
  +14/+9/+4 
  Total Melee Bonus:  
  +19/+14/+9 (+1 to each with great sword or battle axe) 
  Total Ranged Bonus:  
  +16/+11/+6 
  Weapons:  
  Greatsword, 2d6 +5, crit 19-20/x2, 15 lbs., Slashing; Frost Brand Greataxe – 
  “Fraeze”, 1d12 +7 +1d6, crit x3, 20 lbs., Slashing, Hammer of Darkness, 1d8 +9, 
  crit 19-20/x3, 12 lbs., Bludgeoning 
  
   
  War of the Dark Lance 
   
   
  - 135 - 
   
   
   
  Armor:  
  Nerakan Plate 
  Special Abilities:  
  Leadership +4, Vision +3, Mounted Attack Proficiency +2,   
  Special Items:  
  Hammer of Darkness (see Treasures section), Fraeze (DMG, pg188 – treat as 
  Frost Brand) 
  Challenge Rating:  
  12 
   
  Zilynn Morova 
  Zilynn was just a young girl when Lord Ariakan pulled her from the slave 
  mines of Neraka and made a knight of her.  No older than 9 years old when she 
  began her tutelage under her mentors, Zilynn proved to be an apt and able pupil.  
  Having been utterly abandoned by her parents as an infant and raised in the slave 
  mines of Neraka, she quickly became accustomed and delighted at the strict, yet 
  rewarding life that the knighthood offered.  Having never known love or affection, 
  she became the living embodiment of the Code, and has lived through it every day 
  of her life since.  By the time she was knighted at 16, she was already making her 
  superiors proud. 
  However, though Zilynn has served with distinct loyalty and unswerving 
  commitment, she has always been marked by a noticeable compassionate streak 
  that she has concealed for the duration of her knighthood.  Having never known 
  love and compassion, Zilynn cannot help be curious about such emotions.  Her 
  own life has been consumed with loyalty and dedication to a knighthood serving 
  the great goddess of evil, and though she has not regretted a single moment of it, 
  and likely never will, she is still mystified by other’s supposed belief in the 
  ultimate victory of love and goodness.  Without ever having known even so much 
  as a close friend, Zilynn is utterly alone in her life.  Now, at the age of 51, her 
  curiosity has finally begun to surface.  So strongly does it pull that at times she 
  finds herself hesitating before carrying out orders due to the pondering that she 
  puts into every act. 
  Standing five feet and eight inches tall, Zilynn is thin, though not gaunt, with 
  gray-streaked copper hair and large, somewhat curious blue eyes.  Her face, as thin 
  and angular as it is, holds a peculiar attractiveness to it that many find pleasing.  
  Her natural dexterity of the hands and devout spirituality made her a prime 
  candidate for enrollment in the Order of the Skull, and she has never found reason 
  to doubt her Queen.  However, as old age approaches, Zilyn remains 
  wholeheartedly dedicated to the knighthood, though the thoughts of what she may 
  have missed in life begin to plague her. 
  
   
  War of the Dark Lance 
   
   
  - 136 - 
   
   
   
   
  Zilynn Morova, 1st Lord of Skulls 
   
  Medium-size Human Female 15th level 
  Knight of the Lily 5th level, Knight of the Skull 10th level 
  Lawful Evil 
  Str – 10 (+0) 
   
  Int – 15 (+2) 
  Dex – 12 (+1) 
   
  Wis – 18 (+4) 
  Con – 9 (-1)  
   
  Cha – 16 (+3) 
  Speed:  
  30 feet 
  Initiative:  
  +1  
  AC:  
  11 (10 + 1 Dex), 20 (10 + 1 Dex + 9 Nerakan Plate) 
  H.P.:  
  73 
   
  Hit Dice:  
  5d10 (Knight of the Lily), 10d8 (Knight of the Skull)  
  Fortitude Save:  
  +10 
  Reflex Save:  
  +5 
  Will Save:  
  +15 
  Skills:  
  Craft +9, Diplomacy +17, Handle Animal +9, Ride +5, Knowledge (Code and 
  Vision) +12, Knowledge (religion) +17, Concentration +10, Spellcraft +12, Scry 
  +9 
  Feats:  
  Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor 
  Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield 
  Proficiency, Weapon Focus (longsword), Mounted Combat, Leadership, Combat 
  Casting, Iron Will, Extend Spell, Brew Potion, Craft Wand 
  Base Attack Bonus:  
  +15/+10/+5  
  Total Melee Bonus:  
  +15/+10/+5 
  Total Ranged Bonus:  
  +16/+11/+6 
  
   
  War of the Dark Lance 
   
   
  - 137 - 
   
   
   
  Weapons:  
  Dagger +2, 1d4 +2, crit 19-20/x2, 10 feet, 1 lb., Piercing 
  Armor:  
  None or Nerakan Plate 
  Special Abilities:  
  Leadership +3, Vision +5, Mounted Attack Proficiency, Improved Domain Powers, 
  Improved Domain Spells 
  Special Items:  
  Altar of Takhisis (see Treasures section) 
  Challenge Rating:  
  13 
   
  Sorschalunattus (“Sorschal”) Evinwoe 
  If ever there was a mortal perfectly suited to the rank of 1st Lord of Thorns, 
  it is Sorschal.  Sorschal grew up in Qualinesti, a member of House Weaver, and 
  part of a family in high standing with the various guilds of merchants who 
  provided for the Speaker.  A life of luxury, education and security was her life until 
  the age of 92, when a simple journey to a border village in Qualinesti turned into a 
  kidnapping by human bandits.  The bandits were thwarted, however, by a young 
  man of elven blood who, after freeing Sorschal and spiriting her by magical means 
  to Storm’s Keep, intended to subject her to interrogation to discern information on 
  Qualinost.  The rough and disciplined life of the knighthood seemed exotic and 
  inviting to the young elven maiden, and after her first meeting with Ariakan, her 
  opinion of humans increased substantially.  Here was a leader who seemed to 
  inspire trust and loyalty. 
  It was not hard for Sorschal, after living a life of containment, subdued 
  passions, and proper manners, to feel attracted to the darker ways of the Queen’s 
  knights.  Thus, after a time, the interrogations ceased and Sorschal freely confessed 
  everything the knight’s wanted to hear.  Swayed by the promises of glory and 
  power, it was only another year before the elven woman was to stand before 
  Ariakan and prepare to take her vows into the knighthood. 
  Sorschal stands five and a half feet tall.  Her long mane of honey colored 
  hair and piercing green eyes are almost kept carefully hidden by the cowl o her 
  black robes.  Her face, though beautiful, is marked by the cruelness that seems to 
  come naturally to her.  Though her blood is elven, Sorschal has absolutely no 
  disdain for bloodshed or violence, and is known to be the most ruthless, honest, 
  and dangerous Thorn Knight alive. 
   
  Sorschalunattus (“Sorschal”) Evinwoe, 1st Lord of Thorns 
   
  
   
  War of the Dark Lance 
   
   
  - 138 - 
   
   
   
  Medium-size Adult Qualinesti Female 15th level 
  Knight of the Lily 5th level, Knight of the Thorn 10th level 
  Lawful Evil 
  Str – 11 (+0) 
   
  Int – 18 (+4) 
  Dex – 13 (+1) 
   
  Wis – 16 (+3) 
  Con – 14 (+2) 
   
  Cha – 11 (+0) 
  Speed:  
  30 feet 
  Initiative:  
  +1 
  AC:  
  11 (10 + 1 Dex), 20 (Nerakan Plate)  
  H.P.: 62 
   
  Hit Dice:  
  5d10 (Knight of the Lily), 10d4 (Knight of the Thorn)  
  Fortitude Save: 
  +13 
  Reflex Save:  
  +7 
  Will Save:  
  +14 
  Skills:  
  Craft +12, Climb +5, Diplomacy +10, Handle Animal +8, Knowledge (Code and 
  Vision) +22, Knowledge (religion) +11, Knowledge (law) +10, Ride +6, Alchemy 
  +13, Concentration +17, Knowledge (arcane) +14, Spellcraft +17, Scry +11, 
  Intimidate +5, Sense Motive +10, Search +8, Listen +7, Spot +7 (+2 to Move 
  Silently, Wilderness Lore and Hide when in a forest) 
  Feats:  
  Simple Weapon proficiency, Martial Weapon Proficiency, Light Armor 
  Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield 
  Proficiency, Weapon Focus (longsword), Mounted Combat, Leadership, Alertness, 
  Lightning Reflexes, Craft Magic Arms and Armor, Craft Staff, Craft Wand, Craft 
  Rod, Still Spell, Silent Spell, Forge Ring 
  Base Attack Bonus:  
  +15/+10/+5 
  Total Melee Bonus:  
  +15/+10/+5 
  Total Ranged Bonus:  
  +16/+11/+6 
  Weapons:  
  
   
  War of the Dark Lance 
   
   
  - 139 - 
   
   
   
  Longsword, 1d8, crit 19-20/x2, 4 lbs., Slashing; Staff of Frost  
  Armor:  
  None or Nerakan Plate 
  Special Abilities:  
  Leadership +3, Vision +5, School Mastery +6, Improved Summon Familiar, Low-
  light vision, Immune to sleep spells and effects, +2 to saves against Enchantment 
  school spells 
  Special Items:  
  Freedom of Movement Ring (DMG, pg 194), Wand of Corruption (see Treasures 
  section), Staff of Frost (DMG, pg 205) 
  Challenge Rating:  
  14 
   
  Lord Ariakan 
  The son of Ariakas, the head of the Dark Queen’s Dragonarmies during the 
  War of the Lance, Lord Ariakan has not only equaled his father’s reputation and 
  accomplishments, he has rivaled them.  As the founder of the Knights of Takhisis, 
  Ariakan has come a long way from his youth as a captive of the Knights of 
  Solamnia.  He learned much from the Knights, and in studying both the strengths 
  of weaknesses of the Solamnic Orders, Ariakan was able to perfect his vision for a 
  superior organization. 
  If legend is to believed, a visit from the Dark Queen and Ariakan’s mother, 
  Zeboim, inspired the young warrior to create a knighthood dedicated as strongly to 
  the ideals of conquest, order, strength and dominance as the Solamnic Knights 
  were dedicated to freedom, justice and protection.  Thus were the Knights of 
  Takhisis formed, and since their conception, they have not only survived, they 
  have swollen quite beyond any estimation.  With thousands of loyal knights 
  swelling the ranks of his dark Orders, Ariakan, now approaching his middle age, is 
  set to unleash the greatest conflict Ansalon has ever known.  With the corruption of 
  the dragonlances and the movement of Ice Wall glacier, the lands of Ansalon have 
  more than a Knighthood of dark paladins to worry about, and Ariakan is the soul 
  responsible for these dark tidings.  For Ariakan, the future looks bright indeed. 
   
  Ariakan, Lord of the Night of the Knights of Takhisis 
   
  Medium-size Human Adult Male 18th level 
  Knight of the Lily 18th level 
  Lawful Evil 
  Str – 17 (+3) 
   
  Int – 16 (+3) 
  Dex – 11 (+0) 
   
  Wis – 15 (+2) 
  
   
  War of the Dark Lance 
   
   
  - 140 - 
   
   
   
  Con – 16 (+3) 
   
  Cha – 18 (+4) 
  Speed:  
  20 feet 
  Initiative:  
  +0 
  AC:  
  19 (10 + 9 Nerakan Plate) 
  H.P.:  
  149 
   
  Hit Dice:  
  18d10 
  Fortitude Save:  
  +14 
  Reflex Save:  
  +6 
  Will Save:  
  +15 
  Skills:  
  Craft +15, Diplomacy +25, Handle Animal +16, Knowledge (Code and Vision) 
  +24, Knowledge (religion) +18, Knowledge (law) +18, Ride +15, Swim +13, 
  Gather Information +10, Sense Motive +10, Intimidate +11, Listen +4, Spot +4 
  Feats:  
  Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor 
  Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield 
  Proficiency, Weapon Focus (longsword), Mounted Combat, Alertness, Blind-
  Fight, Leadership, Iron Will, Weapon Specialization (longsword), Trample, Ride-
  by-Attack, Spirited Charge 
  Base Attack Bonus:  
  +18/+13/+8/+3 
  Total Melee Bonus:  
  +21/+16/+11/+6 (+2 to each with longsword) 
  Total Ranged Bonus:  
  +18/+13/+8/+3 
  Weapons:  
  Longsword +4, 1d8 +7, crit 19-20/x2, 4 lbs., Slashing; dagger, 1d4 +7, crit 19-
  20/x2, 1 lb., Piercing 
  Armor:  
  Nerakan Plate 
  Special Abilities:  
  Mounted Attack Proficiency +4, Vision +6, Leadership +6 
  
   
  War of the Dark Lance 
   
   
  - 141 - 
   
   
   
  Special Items:  
  None 
  Challenge Rating:  
  13 
   
  
   
  War of the Dark Lance 
   
   
  - 142 - 
   
   
   
  Heroes and Champions 
   
  Merinda Uth Brishard 
  Merinda grew up in the city of Lytburg, in southern Solamnia, the daughter 
  of a middle class family of merchants.  The only child of the family, Merinda was 
  always different than other girls her age.  Even as a child, she was quiet, solitary, 
  and often studious in her behavior, though deep within herself she bore a great 
  anxiety for acceptance and close companionship that she bears still to this day. 
  As a teenager, her life was marked by an early fascination by the 
  Knighthood, which she never let go of.  Eventually, the Knighthood became her 
  true goal in life and the culmination of all desires.  Due to this dedication, Merinda 
  has never known closer intimacy with another person to any great degree, and 
  naturally closes herself off from others with the intention of protecting her from 
  any pain others might cause her.Merinda’s struggle is one of the heart as it is of the 
  soul.   
  Merinda is tall standing nearly five feet eleven inches tall.  Her long deeply 
  brown hair is normally kept tightly braided.  Her somewhat stern gray eyes seem to 
  keep many secrets, and her face is passive, almost hard.  Should her expression 
  soften, her smile would be both attractive and simple – a beauty borne more from 
  the spirit than the flesh. 
   
  Merinda Uth Brishard 
   
  Medium-size Female Adult Human 3rd level 
  Knight of the Crown 3rd level 
  Lawful Good 
  Str – 15 (+2) 
   
  Int – 11 (+0) 
  Dex – 13 (+1) 
   
  Wis – 16 (+3) 
  Con – 12 (+1) 
   
  Cha – 16 (+3) 
  Speed:  
  20 feet 
  Initiative:  
  +1 
  AC:  
  19 (10 + 9 Solamnic Plate) 
  H.P.:  
  24 
   
  Hit Dice:  
  3d10 
  
   
  War of the Dark Lance 
   
   
  - 143 - 
   
   
   
  Fortitude Save:  
  +4 
  Reflex Save:  
  +2 
  Will Save:  
  +8 
  Skills:  
  Craft +5, Diplomacy +9, Handle Animal +6, Ride +5, Knowledge (Oath and the 
  Measure) +3, Knowledge (law) +3 
  Feats:  
  Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor 
  Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield 
  Proficiency, Weapon Focus (longsword), Mounted Combat, Iron Will, Power 
  Attack, Weapon Specialization (longsword) 
  Base Attack Bonus:  
  +3 
  Total Melee Bonus:  
  +5 (+7 with longsword) 
  Total Ranged Bonus:  
  +4 
  Weapons:  
  Longsword, 1d8 +2, crit 19-20/x2, 4 lbs., Slashing; light mace, 1d6 +2, crit x2, 6 
  lbs., Bludgeoning; light crossbow, 1d8, crit 19-20/x2, 80 feet, 6 lbs., Piercing 
  Armor:  
  Solamnic Plate 
  Special Abilities:  
  Knightly Reputation 
  Special Items:  
  None 
  Equipment:  
  Traveler’s outfit, winter blanket, backpack, 2 belt pouches, 7 days rations, 1 
  waterskin, 1-pint flask of oil and spare rags, flint and steel, whetstone, 50 ft. hemp 
  rope, 4 torches, 20 crossbow bolts, bolt quiver 
  Total Weight:  
  60 lbs. 
  Encumbrance:  
  Light load 
  Money:  
  12 steel, 15 silver, 20 gold, 23 copper 
  Experience Points:  
  
   
  War of the Dark Lance 
   
   
  - 144 - 
   
   
   
  4,527 
   
  Windheart of Kharolis 
  Born in a nameless village in the rocky plains of Kharolis, the man named 
  Windheart was the only child to a Plains barbarian mother and a simple Kharolian 
  father.  The family’s life was nomadic, much in the tradition of the mother’s 
  people, but Windheart adapted to it well.  However, at the tender age of seven, his 
  parents were slaughtered by a roving band of goblins and draconians making a 
  clean sweep away from the destruction of the Temple in Neraka.  With no one to 
  watch after him, Windheart has pretty much taken care of himself, relying on 
  others for very little. 
  Windheart cannot relate to other people.  Though many other warriors have 
  shared his path in life and druids, Windheart has never journeyed with them long.  
  His fear of attachment and love of isolation prevent him from forming close 
  relationships, and truthfully, as unfamiliar as he is with civilized races and their 
  confusing ethics and laws, he does not feel comfortable around them. 
  Standing six feet two inches tall, Windheart has a long mane of dusky 
  black/gray hair, though he is only twenty-seven years of age.  His eyes are nearly 
  coal black with flecks of brown, and his face is passive and clam, though at times it 
  seems nearly amused or happy, this is simply the expression Windheart wears 
  when deep in thought. 
   
  Windheart of Kharolis 
   
  Medium-size Male Adult Human 5th level 
  Ranger 5th level 
  Neutral Good 
  Str – 12 (+1) 
   
  Int – 13 (+1) 
  Dex – 18 (+4) 
   
  Wis – 15 (+2) 
  Con – 16 (+3) 
   
  Cha – 10(+0) 
  Speed:  
  30 feet 
  Initiative:  
  +4 
  AC:  
  14 (10 + 4 Dex) 
  H.P.:  
  49 
   
  Hit Dice:  
  5d10  
  
   
  War of the Dark Lance 
   
   
  - 145 - 
   
   
   
  Fortitude Save:  
  +7 
  Reflex Save:  
  +7 
  Will Save:  
  +3 
  Skills:  
  Animal Empathy +5, Concentration +5, Climb +3, Handle Animal +4, Heal +4, 
  Hide +8, Intuit Direction +5, Jump +3, Knowledge (nature) +5, Listen +4, Move 
  Silently +6, Search +2, Spot +4, Wilderness Lore +5 
  Feats:  
  Ambidexterity, Two-Weapon Fighting, Simple Weapon Proficiency, Martial 
  Weapon Proficiency, Light Armor Proficiency, Medium Weapon Proficiency, 
  Shield Proficiency, Track, Run, Point Blank Shot, Lightning Reflexes 
  Base Attack Bonus:  
  +5 
  Total Melee Bonus:  
  +6 
  Total Ranged Bonus:  
  +9 
  Weapons:  
  Longbow, 1d8, crit x3, 100 feet, 3 lbs., Piercing; longsword, 1d8 +1, crit 19-20/x2, 
  4 lbs., Slashing;  
  Armor:  
  None 
  Special Abilities:  
  Spells, Favored Enemy (Hobgoblins), Favored Enemy (Draconians)  
  Special Items:  
  None 
  Equipment:  
  Traveler’s outfit, backpack, winter blanket, 3 pieces of chalk, fishhook, flint and 
  steel, 1-pint flask of oil, 5 pitons, 4 belt pouches, 2 days trail rations, 5 ft. hemp 
  rope, 1 sack, signal whistle, waterskin, whetstone, 25 arrows, arrow quiver 
  Total Weight:  
  32 lbs. 
  Encumbrance:  
  Light load 
  Money:  
  7 steel, 2 silver, 43 copper 
  Experience Points:  
  
   
  War of the Dark Lance 
   
   
  - 146 - 
   
   
   
  11,241 
   
  Tobi Half-Kender 
  Tobi was born to an unusual pair of parents made up of a kender mother and 
  a human father.  Though Tobi’s life has been fairly easy and his spirits in constant 
  good cheer, the young half-kender has seen his fair share of grief and misery.  
  Though now consumed by something akin to wanderlust, Tobi has been traveling 
  for years trying to consume all the experiences life has to offer him.  Though he 
  makes friends easily, Tobi is careful to choose his friends wisely.   
  Tobi is only twenty-one years old with dark blonde hair and deep brown 
  eyes.  His face is more akin to his mother’s side of the family, though when 
  saddened or under stress, Tobi tends to look more like his father. 
   
  Tobi Half-Kender 
   
  Medium-size Young Adult Male Half-Kender 4th level 
  Rogue 4th level 
  Neutral Good 
  Str – 9 (-1)  
   
  Int – 13 (+1) 
  Dex –17 (+3) 
   
  Wis – 11 (+0) 
  Con – 12 (+1) 
   
  Cha – 16 (+3) 
  Speed:  
  30 feet 
  Initiative:  
  +3  
  AC:  
  13 (10 + 3 Dex) 
  H.P.:  
  24 
   
  Hit Dice:  
  4d6  
  Fortitude Save:  
  +3 
  Reflex Save:  
  +8 
  Will Save:  
  +2 
  Skills:  
  
   
  War of the Dark Lance 
   
   
  - 147 - 
   
   
   
  Appraise +5, Balance +5, Bluff +5, Climb +3, Disable Device +6, Escape Artist 
  +10, Gather Information +10, Hide +8, Listen +5, Move Silently +11, Open Lock 
  +6, Pick Pocket +7, Search +3, Spot +5, Use Rope +7 
  Feats:  
  Proficient in light crossbow, dagger, dart, light mace, short bow, shortsword; Light 
  Armor Proficiency, Quick Draw, Ambidexterity 
  Base Attack Bonus:  
  +3 
  Total Melee Bonus:  
  +2 
  Total Ranged Bonus:  
  +6 
  Weapons:  
  3 Daggers, 1d4 –1, crit 19-20/x2, 10 feet, 1 lb., Piercing; light mace, 1d6 –1, crit 
  x2, 6 lbs., Bludgeoning 
  Armor:  
  None 
  Special Abilities:  
  Sneak Attack +1d6, Traps, Evasion, Uncanny Dodge (Dex bonus to AC), +2 fear 
  resistance, Taunt 
  Special Items:  
  None  
  Equipment:  
  Traveler’s outfit, winter blanket, caltrops, 2 candles, 1 sq. yd. Canvas, 4 pieces of 
  chalk, crowbar, 3 fishhooks, 10 feet of hemp fishing line, 1 oz. vial of ink, 2 
  inkpens, good lock, small mirror, 10 belt pouches, 2 sacks, 1 stick of sealing wax, 
  4 signet rings, 1 ball of collected lint, 1 cat’s paw, 1 rabbit’s foot, 2 silver forks, 1 
  embroidered napkin, 4 days trail rations, waterskin, masterwork thieves tools, 1 
  magnifying glass, 1 red marble, 4 sets of pearl beads, 1 lead paper weight, 1 soap 
  doll 
  Total Weight:  
  27 lbs. 
  Encumbrance:  
  Light load 
  Money:  
  16 steel, 22 silver, 12 iron, 2 bronze, 7 gold, 36 copper 
  Experience Points:  
  8,796 
   
  
   
  War of the Dark Lance 
   
   
  - 148 - 
   
   
   
  Denyon Mae-Algorus 
  Denyon was once the son of a wealthy patrician, a minotaur in the highest 
  ranks of the Emperor’s senate.  He was once the Emperor’s Wizard Councilor, a 
  position that, though mostly powerless, was important to him nonetheless.  He was 
  once an honored and esteemed member of his society with a wife, a child, a home, 
  and a future. 
  When the Red Minotaur took over, that all changed.  Denyon had never been 
  fond of the senseless bloodshed of his race, and the Red Minotaur’s plan of 
  conquest and apparent alliance with the Knights of Takhisis was simply too much.  
  Denyon felt little sympathy for other races, but the thought of his people being lead 
  to war and death on the false hopes and lies of The Dark Queen and her knights 
  was too much for him to bear.  He plotted for some way to stop the Red Minotaur, 
  but was discovered before he was successful.  Forced to flee to the mainland, 
  Denyon has decided to reveal the Red Minotaur’s plans to other races in the hopes 
  of averting mass bloodshed for his race and people.   
  What Denyon never counted on was discovering friends amongst other 
  races, or caring for their well being as well.  Denyon must face the prejudices of 
  his people as well as the darkness of the future.  
  Denyon stands seven feet five inches tall and at age thirty-one, he is 
  muscular, though lean, and always dresses in his red robes.  His dark black eyes 
  show an incredible intelligence that is only reinforced by his eloquent, though deep 
  voice. 
   
  Denyon Mae-Algorus 
   
  Large size Adult Male Minotaur 5th level 
  Wizard 3rd level, Red Robe Wizard of High Sorcery 2nd level 
  Neutral Good 
  Str – 16 (+2) 
   
  Int – 17 (+3) 
  Dex – 13 (+1) 
   
  Wis – 10 (+0) 
  Con – 12 (+1) 
   
  Cha – 15 (+2) 
  Speed:  
  30 feet 
  Initiative:  
  +1 
  AC:  
  15 (10 + 4 natural +1 Dex) 
  H.P.:  
  14 
   
  Hit Dice:  
  
   
  War of the Dark Lance 
   
   
  - 149 - 
   
   
   
  3d4 (Wizard), 2d4 (Wizard of High Sorcery) 
  Fortitude Save:  
  +5 
  Reflex Save:  
  +5 
  Will Save:  
  +6 (+8 against Arcane and Divine magic) 
  Skills:  
  Alchemy +8, Appraise +7, Concentration +6, Knowledge (arcane) +8, Knowledge 
  (law) +8, Knowledge (history) +8, Knowledge (geography) +8, Knowledge 
  (weather) +8, Knowledge (religion) +8, Scry +5, Spellcraft +8, Intimidate +4, 
  Balance +3, Use Rope +3, Climb +4, Craft +3 (+5 sea faring vessels) 
  Feats:  
  Proficient in club, dagger, heavy crossbow, light crossbow, quarterstaff; Scribe 
  Scroll, Heighten Spell, Brew Potion 
  Base Attack Bonus:  
  +2 
  Total Melee Bonus:  
  +4 
  Total Ranged Bonus:  
  +3 
  Weapons:  
  Quarterstaff, 1d6/1d6 +2, crit x2, 4 lbs., Bludgeoning 
  Armor:  
  None 
  Special Abilities:  
  Spells, Summon Familiar, Mage Lore, Improved Summon Familiar, Spell 
  Progression +1, Strength of Will  
  Special Items:  
  Spell Book, Arcane Lock scroll, Animate Rope scroll, Magic Weapon scroll 
  Equipment:  
  Traveler’s outfit, backpack, winter blanket, 5 candles, 5 scroll cases, 3 oz. vial of 
  ink, common lamp, 10 ink pens, 12 days trail rations, 2 sacks, 1 lb. sealing wax, 
  signet ring, spyglass, 2 waterskins 
  Total Weight:  
  32 lbs. 
  Encumbrance:  
  Light load 
  Money:  
  2 Platinum, 22 steel, 4 silver 
  
   
  War of the Dark Lance 
   
   
  - 150 - 
   
   
   
  Experience Points:  
  12,105 
   
  Kiala Stormfist 
  Kiala comes from the people of Nordmarr.  Born of parents who abandoned 
  her to the monasteries of Majere, Kiala has known nothing in life save for the 
  devotion and discipline of the monasteries.  The way of Majere, the study of 
  martial arts, these have been her only companions since as far back as she can 
  remember.  Now Kiala travels outward, seeking answers to the mysterious weather 
  changes and the rumors of war. 
  Standing five feet five inches tall, Kiala’s most startling feature is her 
  completely shaved head.  Hey piercing blue eyes are sharp and keen, and her face, 
  though rigid, is undeniably beautiful. 
   
  Kiala Stormfist 
   
  Medium-size Adult Human Female 4th level 
  Monk 4th level 
  Lawful Neutral 
  Str – 14 (+2) 
   
  Int – 11 (+0) 
  Dex – 16 (+3) 
   
  Wis – 17 (+3) 
  Con – 14 (+2) 
   
  Cha – 9 (-1) 
  Speed:  
  30 feet 
  Initiative:  
  +3 
  AC:  
  16 (10 + 3 Dex + 3 Wis) 
  H.P.:  
  26 
   
  Hit Dice:  
  4d8  
  Fortitude Save:  
  +9 
  Reflex Save:  
  +8 
  Will Save:  
  +7 
  Skills:  
  
   
  War of the Dark Lance 
   
   
  - 151 - 
   
   
   
  Balance +4, Climb +5, Concentration +5, Diplomacy +1, Jump +4, Knowledge 
  (religion) +6, Listen +5, Move Silently +6, Swim +4, Tumble +5,   
  Feats:  
  Proficient in club, light crossbow, dagger, handaxe, javelin, kama, nunchaku, 
  quarterstaff, shuriken, siangham, sling; Lightning Reflexes, Great Fortitude, Run, 
  Deflect Arrows 
  Base Attack Bonus:  
  +3 
  Total Melee Bonus:  
  +5 
  Total Ranged Bonus:  
  +6 
  Weapons:  
  Quarterstaff, 1d6/1d6 +2, crit x2, 4 lbs., Bludgeoning; sling, 1d4, crit x2, 50 feet, 0 
  lbs., Bludgeoning 
  Armor:  
  None 
  Special Abilities:  
  Unarmed Strike, Stunning Attack, Evasion, Still Mind, Slow Fall (20 feet) 
  Special Items:  
  Equipment:  
  Monk’s outfit, winter blanket, flint and steel, 4 days trail rations, 4 belt pouches, 1 
  sack, waterskin 
  Total Weight:  
  13 
  Encumbrance:  
  Light load 
  Money:  
  7 silver, 2 bronze, 7 gold 
  Experience Points:  
  7,292 
  
   
  War of the Dark Lance 
   
   
  - 152 - 
   
   
   
  Pantheon of Krynn  
   
  The gods and goddesses of Krynn are a complex and varied cast.  Good and 
  evil deities battle for dominance and influence while neutral deities struggle to 
  maintain the balance between all three forces.  Below, you will find different 
  sections detailing some important information used in the running of a War of the 
  Darklance game. 
   
  The Pantheon Above and Below 
   
  There are seven good, neutral and evil deities.  Each is listed below along with 
  crucial game information. 
   
  Good Deities 
   
  Paladine 
  Alignment:  
  Lawful Good 
  Worshipper’s Alignment:  
  Any Good 
  Symbols:  
  Platinum dragon (Solamnic), silver triangle, pine tree (Silvanesti, Qualinesti), 
  Anvil (Thorbardin), Bent Hat or Chicken Feather (Kendermore, Hylo). 
  Other Names:  
  Draco Paladin (Ergoth), Fizban (Kendermore and Hylo), Skyblade (Goodlund), 
  Dragonlord (Mithas), E’li (Silvanesti and Qualinesti), Thak the Hammer 
  (Thorbardin), Platinum Dragon (Solamnia) 
  Weapon Restrictions:  
  None 
  Armor Restrictions:  
  None 
  Domains:  
  Good, Protection, Healing, Law 
   
  Mishakal 
  Alignment:  
  Lawful Good 
  
   
  War of the Dark Lance 
   
   
  - 153 - 
   
   
   
  Worshipper’s Alignment:  
  Any Good 
  Symbols:  
  Blue infinity symbol 
  Other Names:  
  Healer in the Home (Kharolis), Mesalax (Thorbardin), Meshal (Icewall), Mishas 
  (Ergoth), Quenesti Pah (Silvanesti), Queen Illumini (Qualinesti), SkymiStrengthess 
  (Goodlund), Blue Lady (Balifor and Hylo), Empress (Mithas), Bearer of Light, 
  Light Bringer (Solmania) 
  Weapon Restrictions:  
  Clerics of Mishakal may only wield bludgeoning and slashing weapons 
  Armor Restrictions:  
  None 
  Domains:  
  Good, Healing, Protection, Sun 
   
  Majere 
  Alignment:  
  Neutral Good 
  Worshipper’s Alignment:  
  Any Good or Neutral– note that there are no clerics of Majere, only monks 
  Symbols:  
  Copper spider (Qualinesti), silver rose (Silvanesti), mantis (Solamnia) 
  Other Names:  
  Manthus (Ergoth), Mantis of the Rose (Qualinesti), Matheri (Silvanesti), Nadir the 
  Dreamsender (Mithas) 
   
  Kiri-Jolith 
  Alignment:  
  Lawful Good 
  Worshipper’s Alignment:  
  Lawful Good 
  Symbols:  
  Bison’s horns 
  Other Names:  
  Corji (Ergoth), Kijo the Blade (Thorbardin), Jolith (Kharolis and Tarsis), Emperor 
  (Mithas) 
  Weapon Restrictions:  
  None 
  Armor Restrictions:  
  
   
  War of the Dark Lance 
   
   
  - 154 - 
   
   
   
  None 
  Domains:  
  Good, Law, Protection, Strength, War 
   
  Habbakuk 
  Alignment:  
  Neutral Good 
  Worshipper’s Alignment:  
  Any non-evil 
  Symbols:  
  Blue phoenix (Ergoth and Silvanesti), kingfisher (universal, Solamnia) 
  Other Names: Blue Phoenix (Ergoth, Qualinesti and Silvanesti), Skylord (Balifor 
  and Goodlund), Sea Lord (Mithas) 
  Weapon Restrictions:  
  Clerics of Habbakuk may not use weapons made of metal. 
  Armor Restrictions:  
  Clerics of Habbakuk may not wear armor made of metal. 
  Domains:  
  Good, War, Animal, Water, Air 
   
  Branchala 
  Alignment:  
  Neutral Good 
  Worshipper’s Alignment:  
  Any non-evil 
  Symbols:  
  Bard’s harp (Goodlund), flute (Silvanesti and Qualinesti) 
  Other Names:  
  Songmaster (Goodlund), AStrengtha (Qualinesti), Astarin (Silvanesti), Bran 
  (Ergoth), Gardener (Mithas), Bardilun (Thorbardin) 
  Weapon Restrictions:  
  None 
  Armor Restrictions:  
  Clerics of Branchala may not wear armor. 
  Domains:  
  Good, Luck, Sun, Plant 
   
  Solinari 
  Alignment:  
  Lawful Good 
  
   
  War of the Dark Lance 
   
   
  - 155 - 
   
   
   
  Worshipper’s Alignment:  
  Any Good – note that there are no clerics of Solinari. 
  Symbols:  
  White circle or sphere 
  Other Names:  
  Solin (Ergoth), White-Eye (Goodlund), God’s Eye (Thorbardin), Ivory Disk 
  (Hylo), Beacon (Mithas) 
   
  Neutral Deities 
   
  Gilean 
  Alignment:  
  Neutral 
  Worshipper’s Alignment:  
  Any 
  Symbols:  
  Open book 
  Other Names:  
  Gilean the Book, Gray Voyager, Sage, Gate of Souls 
  Weapon Restrictions:  
  Clerics of Gilean may not use slashing or piercing weapons 
  Armor Restrictions:  
  None 
  Domains:  
  Knowledge, Law, Chaos 
   
  Sirrion 
  Alignment:  
  Neutral 
  Worshipper’s Alignment:  
  Any 
  Symbols:  
  Multi-colored fire 
  Other Names:  
  Firemaster, the Alchemist, the Wizard (Mithas) 
  Weapon Restrictions:  
  None 
  Armor Restrictions:  
  None 
  
   
  War of the Dark Lance 
   
   
  - 156 - 
   
   
   
  Domains:  
  Fire, Knowledge, Sun 
   
  Reorx 
  Alignment:  
  Neutral 
  Worshipper’s Alignment:  
  Any 
  Symbols:  
  Forging hammer, dwarven hammer (Thorbardin) 
  Other Names:  
  Anvil (Elian), Weaponsmaster (Mithas), Reorx the Master (Gnomes), Reorx the 
  Craftsman (Kender) 
  Weapon Restrictions:  
  Clerics of Reorx are required to be proficient in using the battleaxe, warhammer, 
  light hammer, handaxe, light mace and heavy mace.  These weapons are expected 
  to be the primary weapon any cleric of Reorx uses.  There are no restrictions as to 
  what secondary weapons may be carried or used. 
  Armor Restrictions:  
  Clerics of Reorx may only wear armor made out of metal. 
  Domains:  
  Fire, Earth, Luck, Strength 
   
  Chislev 
  Alignment:  
  Neutral 
  Worshipper’s Alignment:  
  Any Neutral, non-evil – note that there are no clerics of Chislev, only druids. 
  Symbols:  
  A yellow, green and brown feather 
  Other Names:  
  Wild One (Mithas), the Wilds 
   
  Zivilyn 
  Alignment:  
  Neutral 
  Worshipper’s Alignment:  
  Any 
  Symbols:  
  A great green or gold tree, vallenwood 
  
   
  War of the Dark Lance 
   
   
  - 157 - 
   
   
   
  Other Names:  
  World Tree, Tree of Life (Qualinesti, Silvanesti), Wise One (Mithas) 
  Weapon Restrictions:  
  Clerics of Zivilyn may not use slashing or piercing weapons. 
  Armor Restrictions:  
  Clerics of Zivilyn are not permitted to wear armor 
  Domains:  
  Knowledge, Plant, Animal 
   
  Shinare 
  Alignment:  
  Neutral 
  Worshipper’s Alignment:  
  Any 
  Symbols:  
  Griffin’s wing 
  Other Names:  
  Winged One (Silvanesti, Qualinesti), Silver Master (Thorbardin), Walking Liberty 
  (Ergoth), Balance of the Scales (Mithas) 
  Weapon Restrictions:  
  Clerics of Shinare may not use slashing or piercing weapons 
  Armor Restrictions:  
  Clerics of Shinare may only wear armor that was crafted by other clerics of 
  Shinare 
  Domains:  
  Luck, Travel, Protection 
   
  Lunitari 
  Alignment:  
  Neutral 
  Worshipper’s Alignment:  
  Any Neutral – note that there are no clerics of Lunitari 
  Symbols:  
  Red circle or sphere 
  Other Names:  
  Luin (Ergoth), Red-Eye (Goodlund), Night Candle (Thorbardin), Maid of Illusion 
  (Mithas) 
   
  
   
  War of the Dark Lance 
   
   
  - 158 - 
   
   
   
  Evil Deities 
   
  Takhisis 
  Alignment:  
  Lawful Evil 
  Worshipper’s Alignment:  
  Any Evil 
  Symbols:  
  Five headed dragon, black crescent 
  Other Names:  
  Dragon Queen (Ergoth, Silvanesti), Dragon of All Colors and of None (Solamnia), 
  Dark Queen, She of Many Faces (Hylo), Mai-tat (Tarsis), Nilat the Corrupter 
  (Icewall), Tamex the False Metal (Thorbardin), Lady Chaos (Mithas), Darklady 
  (Ogre), Mwarg (Hobgoblin) 
  Weapon Restrictions:  
  None 
  Armor Restrictions:  
  None 
  Domain:  
  Evil, Law, War, Destruction 
   
  Sargonnas 
  Alignment:  
  Lawful Evil 
  Worshipper’s Alignment:  
  Any Evil 
  Symbols:  
  Red condor, red fist (Thorbardin) 
  Other Names:  
  Argon (Ergoth), Firebringer (Hylo), Misal-Lasim (Tarsis), Gonnas the Willful 
  (Icewall), Sargonax the Bender (Thorbardin), Kinthalas (Silvanesti), Kinis 
  (Qualinesti), Sargas, DeStrengthoyer (Mithas) 
  Weapon Restrictions:  
  None 
  Armor Restrictions:  
  None 
  Domains:  
  Evil, Destruction, War, Fire 
   
  
   
  War of the Dark Lance 
   
   
  - 159 - 
   
   
   
  Morgion 
  Alignment:  
  Neutral Evil 
  Worshipper’s Alignment:  
  Any Evil 
  Symbols:  
  Hood with two red eyes, upside-down axe (Thorbardin), a rat’s claw (Hylo) 
  Other Names:  
  H’rar (Ergoth), Gormion (Tarsis), Morgoi (Icewall), Morgax the Rustlord 
  (Thorbardin), Pestilence (Mithas), Anthrax Goatlord (Hobgoblin) 
  Weapon Restrictions:  
  Clerics of Morgion must be proficient with dagger, club, dart, sling, sap, shuriken 
  and whip. These weapons are expected to be the primary weapon any cleric of 
  Morgion uses.  Clerics of Morgion may not use other weapons 
  Armor Restrictions:  
  Clerics of Morgion may only use armor made by other clerics of Morgion 
  Domains:  
  Evil, Death, Destruction 
   
  Chemosh 
  Alignment:  
  Lawful Evil 
  Worshipper’s Alignment:  
  Any Evil 
  Symbols:  
  Yellow skull 
  Other Names:  
  Aeleth (Ergoth), Dron the Deep (Tarsis), Chemos Joton (Icewall), Khemax 
  (Thorbardin), Lifebane (Mithas), Orkrust (Hobgoblin) 
  Weapon Restrictions:  
  Clerics of Chemosh must be proficient with the sickle and must use it as their 
  primary weapon.  There are no restrictions as to what secondary weapons may be 
  carried 
  Armor Restrictions:  
  None 
  Domains:  
  Evil, Death, Trickery 
   
  Zeboim 
  Alignment:  
  
   
  War of the Dark Lance 
   
   
  - 160 - 
   
   
   
  Chaotic Evil 
  Worshipper’s Alignment:  
  Any Evil 
  Symbols:  
  Turtle shell 
  Other Names:  
  Rann (Ergoth), Zyr (Tarsis), Zebir Jotun (Icewall), Bhezomiax (Thorbardin), 
  Maelstrom (Mithas) 
  Weapon Restrictions:  
  Clerics of Zeboim must be proficient in dagger, javelin, and trident. These 
  weapons are expected to be the primary weapon any cleric of Zeboim uses.  There 
  are no restrictions as to what secondary weapons may be carried or used. 
  Armor Restrictions:  
  Clerics of Zeboim may not wear armor 
  Domains:  
  Evil, Animal, Water, Travel 
   
  Hiddukel 
  Alignment:  
  Chaotic Evil 
  Worshipper’s Alignment:  
  Any Evil 
  Symbols:  
  Broken merchant scales 
  Other Names:  
  Betrayer (Mithas), Usk-do (Hobgoblins), Hitax the Flaw (Thorbardin) 
  Weapon Restrictions:  
  Clerics of Hiddukel may not use slashing or piercing weapons 
  Armor Restrictions:  
  None 
  Domains:  
  Evil, Trickery, Chaos 
   
  Nuitari 
  Alignment:  
  Lawful Evil 
  Worshipper’s Alignment:  
  Any Evil – note there are no clerics of Nuitari 
  Symbols:  
  Black sphere 
  
   
  War of the Dark Lance 
   
   
  - 161 - 
   
   
   
  Other Names:  
  Nightreaver (Mithas), Darkness (Elian), Black Hand (Balifor), Ungod (Thorbardin) 
   
  The Avatars of the War of the Darklance 
  Listed below are the stats for the avatar forms for Paladine and Takhisis.  
  While all of the gods employ avatar forms, Paladine and Takhisis are the most 
  pivotal and central gods in the Dragonlance Saga.  If you’d like to have the stats 
  for other gods, then there’s only one solution: Make them up!  It’s not too hard.  
  Just follow the guidelines for the two avatars listed here and work them however 
  you see fit.  After all, it’s your campaign! 
  No god is allowed on the surface of Krynn in His or Her true form.  There 
  exists only a few ways to gain access and the gods all have agreed that any god 
  who comes to Krynn is forced by the laws set in place by the High God to assume 
  avatar form.  No avatar can truly be “killed”.  The death or destruction of an avatar 
  simply sends the god back to his or her home plane of existence where the god 
  must wait a period of 24 hours before being able to assume a new avatar.  Avatars 
  are treated as regular, mortal NPC’s.  Their statistics are governed by class, level 
  and other normal limitations.  Though they do posses the intelligence and 
  knowledge of their true selves, they are restricted to the confines of the laws of 
  physics and nature that govern Krynn.  These avatars are immortal though, and 
  cannot truly die, as stated above. 
   
  Paladine’s Avatar 
   
  Fizban the Fabulous 
  Human, Male 
  Lawful Good 
  Wizard, 50th level 
  Str – 11 (+0) 
  Int – 22 (+6) 
  Dex – 14 (+2) 
  Wis – 20 (+5) 
  Con – 12 (+1) 
  Cha – 9 (-1) 
  Speed:  
  30 feet 
  Initiative:  
  +6 
  A.C.:  
  18 (10 +2 Dex +6 staff bonus) 
  H.P.:  
  250 
   
   
  Hit Dice:  
  
   
  War of the Dark Lance 
   
   
  - 162 - 
   
   
   
  50d4 
  Fortitude Save:  
  +19 
  Reflex Save:  
  +20 
  Will Save:  
  +34 
  Skills:  
  Concentration +59 (+63 while on the defensive in combat), Spellcraft +59, 
  Knowledge (history) +59, Scry +59, Knowledge (religion) +59, Knowledge 
  (arcana) +40, Bluff +9, Climb +8, Gather Information +11, Heal +15, Hide +4, 
  Innuendo +7, Listen +14, Search +12, Sense Motive +10, Spot +9 
  Feats:  
  Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell, 
  Quicken Spell, Silent Spell, Still Spell, Alertness, Combat Casting, Endurance, 
  Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Run, Spell 
  Focus (Fireball), Spell Penetration, Track, Brew Potion, Craft Magic Arms and 
  Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, 
  Scribe Scroll 
  Base Attack Bonus:  
  +25/+20/+15/+10/+5 
  Total Melee Bonus:  
  +25/+20/+15/+10/+5 
  Total Ranged Bonus: 
  +27/+22/+17/+12/+7 
  Weapons:  
  Quarterstaff +10, 1d6+10/1d6+10, crit x2, 4 lbs., bludgeoning 
  Armor:  
  None 
  Special Items:  
  Fizban’s Staff – AC bonus +6 (see item description in the Treasures section) 
  Familiars:  
  None 
   
  Takhisis’ Avatar 
   
  The Dark Warrior 
  Medium-size Human, Female (???) 
  Lawful Evil 
  Knight of the Lily, 50th level 
  
   
  War of the Dark Lance 
   
   
  - 163 - 
   
   
   
  Str – 22 (+6) 
  Int –  18 (+4) 
  Dex – 17 (+3) 
  Wis – 10 (+0) 
  Con – 13 (+2) 
  Cha – 10 (+0) 
  Speed:  
  30 feet 
  Initiative:  
  +7  
  A.C.:  
  22 (10 +3 Dex + 9 Nerakan Plate), (23 against one opponent) 
  H.P.:  
  600 
   
   
  Hit Dice:  
  50d10 
  Fortitude Save:  
  +29 
  Reflex Save:  
  +19 
  Will Save:  
  +27 
  Skills:  
  Ride +56, Swim +59, Knowledge (religion) +57, Knowledge (Code and Vision) 
  +57, Handle Animal +53, Diplomacy +40, Balance +23, Bluff +7, Climb +12, 
  Intimidate +12, Jump +11, Listen +7, Spot +7, Sense Motive +3 
  Feats:  
  Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor 
  Proficiency, Medium Armor proficiency, Heavy Armor Proficiency, Shield 
  Proficiency, Weapon Focus (bastard sword), Mounted Combat, Weapon 
  Specialization (bastard sword), Exotic Weapon Proficiency (bastard sword), 
  Alertness, Blind-Fight, Combat Reflexes, Expertise, Improved Disarm, Improved 
  Critical, Improved Initiative, Trample, Ride-By Attack, Spirited Charge, Power 
  Attack, Cleave, Sunder, Great Cleave, Dodge, Mobility 
  Base Attack Bonus:  
  +50/+45/+39/+35/+30/+25/+20/+14/+10/+5 
  Total Melee Bonus:  
  +56/+51/+45/+41/+36/+31/+26/+20/+16/+11 (+3 for each attack when using 
  bastard sword) 
  Total Ranged Bonus:  
  +53/+48/+42/+38/+33/+28/+23/+17/+13/+8 
  Weapons:  
  Bastard Sword +5, 1d10 +6, crit 17-20/x2, 10 lbs., slashing 
  
   
  War of the Dark Lance 
   
   
  - 164 - 
   
   
   
  Armor:  
  Nerakan Plate 
  Special Items:  
  None 
  
   
  War of the Dark Lance 
   
   
  - 165 - 
   
   
   
  Equipment 
   
  Currency 
  As gold is worth very little on Krynn, steel has become the prime metal used 
  in minting coins.  Use the following currency tables below when exchanging coin 
  types. 
   
  Table 3-1: Currency 
   
   
   
   
   
   
   
  Exchange Values 
  Coin 
   
           Copper 
       Gold               Silver 
       Iron/Bronze       Steel               Platinum 
  Copper (cp) 
           1         
       2/5 
   
  1/5 
       1/50  
        1/100 
  1/500 
  Gold (gp) 
           2-1/2  
       1 
   
  ½ 
       1/20  
        1/40  
  1/200 
  Silver (sp) 
           5          
       2 
   
  1 
       1/10  
        1/20  
  1/100 
  Iron/bronze (ip/bp)       50  
       20 
   
  10 
       1 
   
        ½ 
   
  1/10 
  Steel (stl) 
           100 
       40 
   
  20 
       2 
   
        1 
   
  1/5 
  Platinum (pp) 
           500 
       200               100 
       10 
   
        5 
   
  1 
   
  When buying equipment from the Player’s Handbook, count anything listed 
  in gold pieces as steel pieces.  Silver, platinum and copper remain the same.  
  Regional variations do occur in some areas of Ansalon, and the DM should feel 
  free to adjust these as needed. 
    
   
   
         
   
   
   
  Weapons 
   
  Racial Weapons 
  Listed below are the racial weapons of Ansalon.  These weapons have long 
  been used by the various races and peoples of Ansalon and thus any member of a 
  particular race seeing a racial weapon in use would recognize it.  All of the 
  following weapons count as Exotic Weapon and must be learned by purchasing the 
  Exotic Weapon Proficiency feat.  Anyone not trained in the use of these weapons 
  suffers the standard –4 penalty when wielding them. 
   
  Table 3-2: Racial Weapons 
   
  Plains Barbarian 
  Weapon  
  Cost 
  Damage  
  Critical  
  Range Increment 
  Weight Type 
  Ranged-Small 
  Bolas 
   
  10 stl 
  1d4 
   
  x2 
   
  20 ft. 
   
   
  2 lbs. 
  Bludgeoning 
   
  Throwing Sticks 5 stl 
  1d6 
   
  x2 
   
  20 ft. 
   
   
  2 lbs. 
  Bludgeoning 
  Melee-Medium-size 
  Teeth Chains 
  20 stl 
  1d8 
   
  x3 
   
  - 
   
   
  10 lbs. Slashing 
  
   
  War of the Dark Lance 
   
   
  - 166 - 
   
   
   
    
  Ice Barbarians 
  Weapon  
  Cost 
  Damage  
  Critical  
  Range Increment 
  Weight Type 
  Ranged-small 
  Crossbow, ice 
  25 stl 
  1d8 
   
  19-20 x2  
  50 ft. 
   
   
  7 lbs. 
  Piercing 
  Ice flask  
  20 stl 
  1d6 
   
  18-20 x2  
  20 ft. 
   
   
  5 lbs. 
  Bludgeoning 
  Throwing stones - 
  1d6 
   
  x2 
   
  20 ft. 
   
   
  3 lbs. 
  Bludgeoning 
  Melee-Medium-size 
  Frostreaver 
  - 
  1d10 
   
  x3 
   
  - 
   
   
  7 lbs. 
  Slashing 
   
  Mountain Barbarians 
  Weapon  
  Cost 
  Damage  
  Critical  
  Range Increment 
  Weight Type 
  Melee-Small 
  Bear Claws 
  15 stl 
  1d4 
   
  x2 
   
  - 
   
   
  2 lbs. 
  Piercing 
  Crook Blade 
  20 stl 
  1d6 
   
  x3 
   
  - 
   
   
  4 lbs. 
  Slashing 
   
  Sea Barbarians 
  Weapon  
  Cost 
  Damage  
  Critical  
  Range Increment 
  Weight Type 
  Melee-Medium-size 
  Sabre 
   
  15 stl 
  1d6 
   
  x2 
   
  - 
   
   
  5 lbs. 
  Slashing 
   
  Desert Barbarians 
  Weapon  
  Cost 
  Damage  
  Critical  
  Range Increment 
  Weight Type 
  Ranged-Small 
  Throwing Blades 5 stl 
  1d4 
   
  19-20 x2  
  40 ft. 
   
   
  2 lbs. 
  Piercing 
  Melee-Small 
  Weighted Sash 
  7 stl 
  1d6 
   
  x2 
   
  10 ft. 
   
   
  4 lbs. 
  Bludgeoning 
  Kala 
   
  5 stl 
  1d4 
   
  19-20 x2  
  20 ft. 
   
   
  2 lbs. 
  Piercing 
   
  Gnome 
  Weapon  
  Cost 
  Damage  
  Critical  
  Range Increment 
  Weight Type 
  Melee-Medium-size 
  Gnome Pick 
  10 stl 
  1d6/1d4  
  x2/x2 
   
  - 
   
   
  5 lbs. 
  Bludgeoning/ 
   
   
   
   
   
   
   
   
   
   
   
  Piercing 
   
  Kender 
  Weapon  
  Cost 
  Damage  
  Critical  
  Range Increment 
  Weight Type 
  Melee-Small 
  Chapak  
  4 stl 
  1d6/1d4  
  x2/x3 
   
  - 
   
   
  4 lbs. 
  Slashing/ 
   
   
   
   
   
   
   
   
   
   
   
  Bludgeoning 
  Whippik  
  5 stl 
  1d2/1d4/1d4 
  x2/x2/x3  
  15 ft. 
   
   
  4 lbs. 
  Slashing/ 
   
   
   
   
   
   
   
   
   
   
   
  Piercing/ 
   
   
   
   
   
   
   
   
   
   
   
  Bludgeoning 
  Bollik 
   
  10 stl 
  1d4 
   
  x2 
   
  15 ft. 
   
   
  3 lbs. 
  Bludgeoning 
  Melee-Medium-size 
  Hoopak  
  7 stl 
  1d6/1d6/1d4 
  19-20 x2/x2 
  10 ft. 
   
   
  4 lbs. 
  Piercing/ 
  Bludgeoning 
   
  Minotaur 
  
   
  War of the Dark Lance 
   
   
  - 167 - 
   
   
   
  Weapon  
  Cost 
  Damage  
  Critical  
  Range Increment 
  Weight Type 
  Melee-Small 
  Mandoll  
  15 stl 
  1d4/1d4  
  19-20 x2/x2 
  - 
   
   
  4 lbs. 
  Slashing/ 
  Bludgeoning 
  Melee-Large 
  Sangunie 
  20 stl 
  1d8/1d8  
  19-20 x2/x3 
  - 
   
   
  9 lbs. 
  Piercing/ 
   
   
   
   
   
   
   
   
   
   
   
  Slashing 
  Clabbard 
  18 stl 
  2d6/3d4  
  19-20 x2/ 
   - 
   
   
  18 lbs. Slashing 
   
   
   
   
   
  18-20 x3 
  Lajang  
  12 stl 
  1d8/2d4  
  19-20 x3  
  - 
   
   
  13 lbs. Piercing/ 
   
   
   
   
   
   
   
   
   
   
   
  Slashing 
   
  Dwarves 
  Weapon  
  Cost 
  Damage  
  Critical  
  Range Increment 
  Weight Type 
  Melee-Medium-size 
  Weighted Sword 15 stl 
  1d8 
   
  18-20 x3  
  - 
   
   
  17 lbs. Slashing 
   
  Elves 
  Weapon  
  Cost 
  Damage  
  Critical  
  Range Increment 
  Weight Type 
  Melee-Small 
  Mallet  
  - 
  1d4 
   
  x2 
   
  - 
   
   
  3 lbs. 
  Bludgeoning 
  Melee-Medium-size 
  Soris 
   
  70 stl 
  1d6/1d6  
  x3/x2 
   
  25 ft. 
   
   
  4 lbs. 
  Piercing/ 
   
   
   
   
   
   
   
   
   
   
   
  Bludgeoning 
  War Club 
  - 
  1d6 
   
  x2 
   
  - 
   
   
  6 lbs. 
  Bludgeoning 
   
  Weapon Descriptions: 
   
  Bolas: 
  Any small grouping of weights attached to a thin rope or cord is a Bola.  Bolas are 
  spun overhead by a small ring where all the cords meet.  The bola is thrown toward 
  a target with the intention of entangling the target.  A successful thrown hit forces 
  the target to make a Ref save at DC 15.  If the save is successful, the bola has hit 
  and caused damaged but has not entangled the opponent.  If the save is not 
  successful, the bola hits, does damage and entangles the target.  A snared victim 
  must make a Strength check, DC 15, to successfully break the bonds and free 
  himself. 
   
  Throwing Sticks: 
  These are flat, bent sticks with a beveled inside edge and a long, smooth straight 
  end for grip.  They are used in hunting by the Plainsmen and for attacking foes at a 
  distance.  If the attack misses within 5 numbers of the needed die roll, the stick 
  returns to its thrower as per a boomerang.  Catching the stick is a free action unless 
  distracted. 
   
  Teeth Chains: 
  
   
  War of the Dark Lance 
   
   
  - 168 - 
   
   
   
  This 5-6 foot chain has a handle wrapped in rough leather on one end and a barbed 
  metal or stone hook on the other.  Each link of the chain is barbed with a small 
  slashing hook, which tears and rents flesh.  The end hook may also be used to 
  disarm foes of weapons or items. 
   
  Crossbow, Ice: 
  This specially designed crossbow is well weighted and shoots hardened icicles and 
  small ice pellets.  Note that the weapons ammunition quickly become ineffective in 
  warmer temperatures. 
   
  Ice Flask: 
  These are flasks of hollowed bone filled with salt water, ash and thanoi/whale oil.  
  These flasks are normally carried beneath one’s cloak to aid in keeping warm.  
  However, when hurled at an opponent, the flask breaks on a successful hit and 
  spills it’s contents all over the victim.  The oil and ash may be lit ablaze to cause 
  fire damage.  Otherwise, the impact of the flask is bludgeoning damage. 
   
  Throwing Stones: 
  These hardened lumps of ice are formed and shaped into various shapes ideal for 
  throwing.  They are hurled through the air with great force to damage their 
  opponents. 
   
  Frostreaver: 
  Though one would not readily relate the crafting of mighty weapons with the Ice 
  Barbarians of Icereach and the Plains of Dust, these weapons are more than proof 
  that their skill at weaponsmithing is easily on par with many a civilized race.  
  Frostreavers are mighty battle axes carved and made of ice that is poured into a 
  handmade mold after prayers and ritual processions.  These axes are incredibly 
  durable when kept in the colder climes and their blade is as sharp as elven steel. 
   
  Bear Claws: 
  These makeshift iron claws attach to the hand through a glove-like hand covering 
  and hold tight to the arm from a metal strip that buckles around the forearm.  On 
  the palm are small, sharp spikes that aid the Mountain Barbarians in their climbing.  
  Besides being useful in combat, these claws provide a +2 to any Climb checks 
  made while wearing them.   
   
  Crook Blade: 
  This machete-like blade is curved towards the top and honed to razor sharpness.  
  This blade is used primarily for hacking through undergrowth and felling prey. 
   
  
   
  War of the Dark Lance 
   
   
  - 169 - 
   
   
   
  Sabre: 
  A sword worth twice it’s weight in steel, the sabre has been a traditional Sea 
  Barbarian weapon as long as the people of Saifhum can remember. This sword has 
  a single honed edge and a curved 3-foot blade.  The hilt is guarded by a hand 
  guard, made of curved metal to protect the wielder’s hand during combat. 
   
  Throwing Blades: 
  Desert Barbarians employ this weapon in combat and hunting.  The common 
  configuration for throwing blades are 3 curved blades, barbed on the back, and 
  attached to a central pivoting ring that allows all three blades to collapse and 
  expand as needed. 
   
  Weighted Sash: 
  This silken or leather sash appears to be little more than a commonplace garment.  
  However, desert barbarians commonly place weights in both ends of the sash and 
  use the sash as a garrote to grapple or strangle, to bludgeon foes as a flail, or to 
  entangle them like a whip. 
   
  Kala: 
  This short handled, sickle-like weapon is used in harvesting and planting and 
  doubles as a weapon of stealth and surprise. 
   
  Gnome Pick: 
  Gnome picks are 4-foot picks with heads topped by a hammer on one end and a 
  curved pick hook on the other.  The first listed damage is for the hammer end and 
  the second is for the curved pick hook. 
   
  Chapak: 
  The Chapak (known as a snapper axe to kender) is both a hand axe and a slingshot.  
  The head and blade as well as the sling fork rest atop a hollowed shaft of 
  ironwood.  The shaft is hollowed to be used as a flute with various pitch holes 
  laced up and down the shaft.  The first damage listed is for the slashing axe head 
  and the second damage listed is for the slingshot. 
   
  Hoopak: 
  The most common and famous kender weapon is the Hoopak.  This 4 to 5 foot 
  ironwood staff is tipped on the bottom with a small metal spear tip and at the top 
  with a slingshot between two wooden forks.  The Hoopak can be used as a spear, 
  slingshot or even a quarterstaff.  In addition, whirling the Hoopak in the air creates 
  a high-pitched whine that is often used as an alarm by the kender.  The first 
  damage listed is for using the Hoopak as a spear, the second is for using it as a 
  quarterstaff and the third is for the sling. 
  
   
  War of the Dark Lance 
   
   
  - 170 - 
   
   
   
   
  Whippik: 
  The Whippik is a short wand of ironwood that is topped with a length of some 
  strong rope, string or cord.  Very popular among female kender, the Whippik can 
  be used to shoot small darts as a bow, whip foes, snare opponents, play as a 
  stringed instrument (bass in one key) and wielded as a light mace or club.  The 
  damage listed first is for using the Whippik as a whip, the second as a club and the 
  third for firing small darts.  Note that using the Whippik as a whip deals double 
  damage instead of normal damage. 
   
  Bolik: 
  The Bolik is a webbed rope or net belt worn about the waist with a sash or buckle.  
  It can be unfurled to use as a net (small creatures only), used as a bola (see Bola 
  weapon description), and whirling as a wind instrument.  In addition, the netting or 
  rope can be used as a means of climbing giving a +1 bonus to Climb checks. 
   
  Mandoll: 
  This is a gauntlet of steel with a curved blade running along the back thumb that is 
  used to slash at foes.  The gauntlet causes normal bludgeoning damage if used to 
  punch foes.  The first damage listed is for using the Mandoll to slash foes and the 
  second damage listed is for punching. 
   
  Sanguine: 
  This is a common gladiatorial weapon employed by the Minotaurs in their contests 
  of strength.  The sanguine is a 7-foot long polearm topped on both ends by serrated 
  spearheads.  In the middle of the shaft, a buckler topped with a crescent shaped 
  blade protects the wielder’s hand.  The crescent blade can be used to slash at foes 
  and the spear tips pierce.  The first damage listed is for using the sanguine as a 
  spear and the second damage listed is for using the bladed buckler to slash at foes. 
  This weapon is a double weapon, thus you may fight with it as if fighting with two 
  weapons, but if you do, you incur all the normal attack penalties associated with 
  fighting with two weapons (page 124 of the Player’s Handbook). 
   
  Clabbard: 
  Clabbards are 6-foot broadswords with serrated edges on one side and a razor 
  sharp blade on the other.  These destructive weapons have been known to cripple 
  foes in a single blow.  Some Minotaur warriors and gladiators have been known to 
  wield 2 of these weapons at once.  The first damage listed is for using the straight 
  side of the blade and the second damage listed is for using the serrated side of the 
  blade.  
   
  Lajang: 
  
   
  War of the Dark Lance 
   
   
  - 171 - 
   
   
   
  The Lajang is a 7-foot polearm that has inverted crescent blades on both ends.  The 
  blades can be used for slashing or piercing as well as disarm attacks and parrying.  
  The first damage listed is for using the Lajang as a slashing weapon and the second 
  is for using it as a piercing weapon.  This weapon is a double weapon, thus you 
  may fight with it as if fighting with two weapons, but if you do, you incur all the 
  normal attack penalties associated with fighting with two weapons (page 124 of the 
  Player’s Handbook). 
   
  Weighted Sword: 
  Dwarven weighted swords are weighted at the tip of the blade to add leverage to a 
  dwarf’s swing.  These blades come in many varieties and shapes though the 
  dwarves seem to favor traditional styles over others. 
   
  Soris: 
  The genius of the Silvanesti Kirath produced the soris.  The soris is a two-part 
  jointed staff.  The bottom end of the staff is tipped with a flush spear tip while the 
  top has 2 small hooks and a length of lassoed silken cord protruding from it.  The 
  staff is 5 foot tall and may be released at the joint to be used as a flail or to lock the 
  middle joint so the staff can be affixed in any direction.  The soris may also be 
  used as a spear, quarterstaff, lasso and a snare to catch or trip or disarm opponents.  
  It also aids in climbing granting a +1 to Climb checks and a +1 to any disarm or 
  trip maneuvers.  The first damage listed is the damage used for the spear tip and 
  the second is for using the soris as a flail or a staff. 
   
  War Club: 
  The Kagonesti have refined their weapons over time to be light, powerful and 
  easily acquired.  Using special treatments to the wood of their homelands, the 
  Kagonesti craft war clubs.  Heavy stones are set in the head of the club to add force 
  to the impact.  These clubs range from 1 to 3 feet long. 
   
  Mallet: 
  Kagonesti mallets are small hammers made from wood or stone and are used in 
  both hunting and warfare.  These mallets generally are no larger than 1 to 2 feet 
  long. 
   
  Special Weapons 
   
  Listed below are the special weapons found throughout the world of Krynn.  
  They are powerful weapons and many are enchanted.  All of the following 
  weapons count as Exotic Weapon and must be learned by purchasing the Exotic 
  Weapon Proficiency feat.  Anyone not trained in the use of these weapons suffers 
  the standard –4 penalty when wielding them. 
  
   
  War of the Dark Lance 
   
   
  - 172 - 
   
   
   
   
  Table 3-3: Special Weapons 
   
  Weapon  
   
  Cost 
  Damage    Critical 
  Range Increment 
  Weight Type 
  Melee-Large 
   
   
   
   
   
   
   
  Lesser Dragonlance 
  Footman’s Dragonlance 
  - 
  2d6 
      18-20 x4 
   
  - 
   
  8 lbs. 
  Piercing 
  Mounted Dragonlance 
  - 
  2d10 
      18-20 x4 
   
  - 
   
  22 lbs. Piercing 
  True Dragonlance 
  Footman’s Dragonlance 
  - 
  2d8 
      18-20 x4 
   
  - 
   
  8 lbs. 
  Piercing 
  Mounted Dragonlance 
  - 
  2d12 
      18-20 x5 
   
  - 
   
  22 lbs. Piercing 
  Lesser Darklances 
  Footman’s Lance  
  - 
  2d6 
      18-20 x4 
   
  - 
   
  8 lbs. 
  Piercing 
  Mounted Lance  
  - 
  2d10 
      18-20 x4 
   
  - 
   
  22 lbs. Piercing 
  True Darklances 
  Footman’s Lance  
  - 
  2d8 
      18-20 x4 
   
  - 
   
  8 lbs. 
  Piercing 
  Mounted Lance  
  - 
  2d12 
      18-20 x5 
   
  - 
   
  22 lbs. Piercing 
  Melee-Medium  
   
  Skymace 
   
  - 
  1d10 
      x3 
   
   
  10 ft. 
   
  10 lbs. Bludgeoning 
   
  Weapon Descriptions: 
   
  Lesser Dragonlances: 
  These are Dragonlances that were forged with either the Silver Arm of 
  Ergoth or the Hammer of Kharas, but not both.  Most of these were created during 
  the War of the Lance though a few may have dated back to time of Huma 
  Dragonbane and the Third Dragon War.   
  These items carry a +5 enchantment to both attack and damage ratings and 
  do double damage when used while mounted.  The footman’s lance is meant to be 
  used on the ground by either mounted cavalry or infantry.  It is 8 feet long with a 
  shaft of smoothed, fire-hardened wood.  The tip is 3 feet in length, crafted of pure 
  dragonmetal, and is leaf-shaped with a honed tip, bladed sides, and barbed edges 
  near the shaft.  The mounted version is similar though it is 16 feet long with a 
  larger shaft made of dragonmetal ending in a protective shield, which is in itself a 
  separate piece.  The mounted lance is too large to be used as a mounted lance 
  unless mounted on a dragon.  The lance is strapped and secured to a special dragon 
  saddle, which allows the lance to be pivoted to better aim at the target.  If used on 
  foot, the mounted lance acts regularly.   
  When mounted on a good dragon, the mounted lance becomes an incredibly 
  powerful weapon of good.  If the lance is mounted on a good dragon when 
  successfully striking an evil dragon, it not only inflicts regular double damage due 
  to being used on a charging mount plus any applicable critical damage, it also 
  inflicts extra damage equal to the remaining hit points of the lance wielder and 
  mount.  Thus, a Knight of Solamnia with 20 remaining hit points mounted on a 
  silver dragon with 165 remaining hit points would deal 4d10 +5, + Knight’s 
  Strength bonuses, + any other applicable bonuses,  +185 (Knight’s + dragon’s 
  
   
  War of the Dark Lance 
   
   
  - 173 - 
   
   
   
  remaining hit points).  The lance also negates a dragon’s damage reduction 
  abilities.  As these weapons are imbued with the blessings of the gods of good, 
  they cause 3d4 points of damage to any character of evil alignment that touches 
  them.   
   
  True Dragonlances: 
  These weapons resemble the lesser dragonlances in every way.  However, 
  these lances were created with the Silver Arm of Ergoth, the Hammer of Kharas 
  and the blessings of the Head of the White Robes and the Chosen Prophet of 
  Paladine.  Legends speak of Paladine himself blessing these weapons that were 
  created on the high waxing of Solinari.   
  True dragonlances carry a +10 bonus to attack and damage and do double 
  damage when used while mounted.  In addition they also have the same features as 
  the lesser dragonlances.  Thus, a Knight of Solamnia with 20 remaining hit points 
  mounted on a silver dragon with 165 remaining hit points would deal 4d12 +10, + 
  Knight’s Strength bonuses, + any other applicable bonuses,  +185 (Knight’s + 
  dragon’s remaining hit points).  The lance also negates a dragon’s damage 
  reduction abilities.  As these weapons are imbued with the blessings of the gods of 
  good, they cause 3d8 points of damage to any character of evil alignment that 
  touches them.   
   
  Darklances: 
  The Darklances are corrupted dragonlances that are used to fight the forces 
  of good.  These lances are the epitome of the evil that has been growing in 
  Ansalon.  Due to the nature of a Darklance, a Darklance cannot be created from 
  scratch.  It must be made from a corrupted dragonlance.  A Darklance is created in 
  a dark ritual known only to the Knights of Takhisis.  Using heavily enchanted 
  items of evil to cement the spiritual corruption of the dragonlances, a Knight of the 
  Lily wields the Hammer of Darkness, a Knight of the Thorn wields the Wand of 
  Corruption, and a Knight of the Skull attends and activates the Altar of Takhisis.  
  The corruption ritual can only be completed when members of all three Orders 
  cooperate together to wield the items.   
  The footman’s lance is 8 feet long and has a long fire-hardened shaft of 
  wood that tapers to a wickedly barbed tip of steel.  The mounted variety is similar, 
  only longer, stretching up to 16 feet.  Both are used in a similar fashion to the 
  dragonlances above.  The once gleaming dragonmetal of the lances now has a 
  tarnished, almost rusted appearance that is hideous to behold.  The lances radiate 
  an unholy aura of evil.  The lesser lances are the ones made from corrupted lesser 
  dragonlances, and the true lances are made from true dragonlances.   
  
   
  War of the Dark Lance 
   
   
  - 174 - 
   
   
   
  Lesser lances have a +5 bonus to attack and damage.  True lances have a 
  +10 to attack and damage.  They also have a shield that attaches to the lance and 
  saddle that acts in exactly the same fashion as the dragonlance shield (see 
  Darklance Shield under Armor). The Darklance negates a dragon’s damage 
  reduction abilities and causes double damage when mounted on a charging mount.  
  As these weapons are imbued with the blessings of the gods of evil, they damage 
  any character of good alignment that touches them.  The lesser lances cause 3d4 
  points of damage and the true lances cause 3d8 points of damage.  In addition, a 
  bone-numbing chill accompanies the presence of a Darklance.  The cold seeps 
  through all clothing and armor and is said to feel like the numbing chill of despair 
  and defeat. 
   
  Skymace: 
  A skymace is a flail head fastened by chain to a wooden handle, which is tethered 
  to the wielder’s wrist during combat.  It can reach opponents up to 10 feet away by 
  being swung at them in the sky on dragonback and as well as attack at normal 
  melee ranges.  This is done by gripping or un-gripping how much of the mace line 
  to tether or un-tether.  On the ground, without the momentum of flight to help 
  swing it, the mace is too heavy to wield other than at normal melee ranges. 
   
  Armor 
   
  Table 3-4: New Armor 
   
   
   
   
    Armor    Maximum 
  Armor  
  Arcane  
  ------Speed------ 
  Armor  
      Cost   Bonus    Dex Bonus 
  Check Penalty Spell Failure 
  (30 ft.) (20 ft.) Weight 
  Medium Armor 
  Dragonscale 
       - 
    +6 
     +3 
   
  -4 
   
  15% 
   
  20 ft. 
  15 ft. 
  25 lbs. 
  Elven Chain 
       - 
    +5 
     +3 
   
  -3 
   
  10% 
   
  20 ft.  
  15 ft. 
  25 lbs. 
  Heavy Armor 
   
  Solamnic Plate 
       - 
    +9 
     +1 
   
  -5 
   
  25% 
   
  20 ft. 
  15 ft. 
  50 lbs. 
  Nerakan Plate 
       - 
    +9 
     +1 
   
  -5 
   
  25% 
   
  20 ft. 
  15 ft. 
  50 lbs. 
  Shield 
  Dragonlance Shield  -          +3 
  - 
   
  -2 
   
  - 
   
  - 
  - 
  25 lbs. 
  Darklance Shield      -          +3 
  - 
   
  -2 
   
  - 
   
  - 
  - 
  25 lbs.                      
   
  Armor Descriptions 
   
  Dragonscale: 
  This armor is made from overlapping dragon’s scales.  Used extensively by the 
  dragonarmies during the War Of The Lance, this form of armor has since fallen 
  into disfavor.  Though superior to ordinary scale mail, this armor carries one great 
  disadvantage: Dragons do not take kindly to seeing you wear their kindred’s skin.  
  
   
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  To say the least, wearing such armor does not make a favorable impression upon 
  dragons of any sort unless there is precedence or a special reason known to the 
  dragon.  Most dragonscale armor is made from the hides of evil dragons, red and 
  blue being the most common.  Armor of this type made from the scales of good 
  dragons is extremely rare if indeed it has ever been made at all.  Dragonscale 
  armor also confers a +4 bonus to saving throws against the breath weapon of the 
  type of dragon that the armor is made out of. 
   
  Elven Chain: 
  Known for their exquisite craftsmanship with steel and magic, the Qualinesti and 
  Silvanesti have long produced this armor as a reward or trophy to be worn or given 
  to the greatest heroes of their history.  Elven chain mail is magically imbued with 
  better protective qualities.  The armor has many other features as well.  The metal 
  will never rust or tarnish.  It is much lighter than normal chain mail.  Special 
  dweomers have been laid upon it that make casting arcane magic while wearing it 
  much simpler than casting while wearing other types of armor.  This armor is never 
  sold to anyone and only given to non-elves under the most extraordinary 
  circumstances.   
   
  Solamnic Plate: 
  Upon being admitted to the Order of the Crown, a young Solamnic Knight is 
  awarded this suit of exquisite plate mail.  This suit of full plate is engraved with the 
  Order’s symbols as well as many intricate patterns and designs much beloved of 
  the Knights.  It comes with everything a suit of full plate would and is specially 
  built and tailored to the size of the wearer.  It is considered a Masterwork suit of 
  full plate. 
   
  Nerakan Plate: 
  Upon being admitted to the Order of the Lily, a young Knight of Takhisis is 
  awarded this suit of exquisite plate mail.  This suit of full plate is engraved with the 
  Order’s symbols as well as many intricate patterns and designs much beloved of 
  the Knights.  It comes with everything a suit of full plate would and is specially 
  built and tailored to the size of the wearer.  It is considered a Masterwork suit of 
  full plate. 
   
  Dragonlance Shield: 
  This shield is designed to attach to the mounted Dragonlances.  This large steel 
  shield is 3 feet tall and shaped like a rounded triangle.  The shield attaches to the 
  lance just above the handle and swivels on the same pivot that the lance does.  The 
  shield is designed to protect the rider from dragon breath.  To this extent, the shield 
  
   
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  grants a +4 to any saving throws made against dragons breath and any successful 
  saving throw means the rider takes no damage instead of half.  This shield is 
  awkward and heavy when not mounted on dragonback.  On foot, the shield offers 
  no AC Bonus just as a tower shield though it does provide half the cover a tower 
  shield would and still provides all applicable saving throw bonuses against dragon 
  breath. 
   
  Darklance Shield: 
  This shield is designed to attach to the mounted Darklances.  This large steel shield 
  3 feet tall and shaped like a rounded triangle engraved with symbols of death.  The 
  shield attaches to the lance just above the handle and swivels on the same pivot 
  that the lance does.  The shield is designed to protect the rider from dragon breath.  
  To this extent, the shield grants a +4 to any saving throws made against dragons 
  breath and any successful saving throw means the rider takes no damage instead of 
  half.  This shield is awkward and heavy when not mounted on dragonback.  On 
  foot, the shield offers no AC Bonus just as a tower shield though it does provide 
  half the cover a tower shield would and still provides all applicable saving throw 
  bonuses against dragon breath. 
   
  Gear 
   
  Table 3-5: Gear 
   
  Item 
   
   
   
  Cost 
   
  Weight 
  Firebane Cloak 
   
   
  - 
   
  3 lbs 
  Greenmask 
   
   
  - 
   
  1 lb. 
  Atrakha  
   
   
  - 
   
  * 
  Elven Cloaks 
   
   
  - 
   
  2 lbs. 
  Elven Boots 
   
   
  - 
   
  * 
   
  * Means that the item weighs an inconsequential amount 
   
  Gear Descriptions 
   
  Firebane Cloak: 
  This elven made cloak is treated with heat absorbing oils from the elethas plant and 
  can be found amongst the Qualinesti and Silvanesti though the Kagonesti have 
  learned the ways of producing such cloaks as well.  Wearing this cloak grants a +2 
  to Hide checks made in a forest.  It also grants a +2 to any saving throws made 
  against fire or fire based attacks and will not burn unless exposed to fire or flame 
  for double the normal time that regular cloth cloaks can stand.  This cloak, if 
  wrapped around the body to carefully conceal the wearer, also blocks the heat 
  seeing aspect of low-light vision.  These cloak have a few internal secret pocket 
  
   
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  and are never sold to non-elves.  The cost of purchasing it depends on the 
  circumstance, but the buyer must be elven. 
   
  Greenmask: 
  Primarily a Silvanesti tool used during the war against Lorac’s nightmare after the 
  War of the Lance, elven greenmasks are nonetheless valuable items in the Fifth 
  Age.  A greenmask is a mask carved of living aspen wood and mosses.  It is used 
  to filter various poisonous or toxic gases or vapors.  The mask provides a +4 to any 
  saving throws made to resist any type of gas or vapor.  The masks are carved to 
  resemble elven faces.  The mouth is closed, rose crystal lenses cover the eye slits 
  and leather straps tie the mask to the user’s face.  Wearing the mask causes the user 
  to suffer a –2 penalty to Listen, Spot, Read Lips, and Search checks.  This item is 
  never sold to non-elves. The cost of purchasing it depends on the circumstance, but 
  the buyer must be elven. 
   
  Atrakha: 
  This is a small 6-inch collapsible whistle that is used as an alarm or signal by the 
  elves.  The Qualinesti and the Kagonesti most commonly employ it, though 
  Silvanesti kirath have used them as well.  The whistle can imitate many animal 
  calls and use of the whistle is handled by making Dexterity Checks.  Note that 
  these checks are not necessary unless the user is attempting an unusual call or 
  sound with the whistle. This item is never sold to non-elves. The cost of 
  purchasing it depends on the circumstance, but the buyer must be elven. 
   
  Elven Cloaks: 
  Elves are swift, stealthy people.  Perhaps much of that legacy is owed to the 
  masterful clothing they craft, which aids them in their movements.  Elven cloaks 
  are not commonplace, even amongst the elves and are generally only given to 
  elven military units.  These cloaks provide a +2 bonus to Hide checks if the wearer 
  is not moving and a +1 if the wearer is moving. This item is never sold to non-
  elves. The cost of purchasing it depends on the circumstance, but the buyer must 
  be elven. 
   
  Elven Boots: 
  Elves are swift, stealthy people.  Perhaps much of that legacy is owed to the 
  masterful clothing they craft that aid them in their movements.  Elven boots are not 
  commonplace, even amongst the elves and are generally only given to elven 
  military units.  These boots provide a +2 bonus to Move Silently checks. This item 
  is never sold to non-elves. The cost of purchasing it depends on the circumstance, 
  but the buyer must be elven. 
  
   
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  Languages 
   
  When a character starts play, the languages that character knows must be 
  determined.  To find out what languages the character knows, use the rules as 
  presented in the Player’s Handbook.  However, a character receives bonus 
  languages based on the region or land they come from.  Simply put, there is no 
  hard and fast rule to discern what languages a character may know and not know.  
  A 1st level Knight of the Crown knows Common and Solamnic just for being a 
  civilized human.  He also receives extra languages per his Intelligence modifier.  
  The DM may rule that being inexperienced, the character could only choose from 
  the languages of the regions immediately surrounding Solamnia, which would 
  include some racial tongues as well.  Or the DM may feel that the character cannot 
  choose any bonus languages at 1st level and will have to learn them through play.  
  However the DM rules on the matter, the lists below provide most of the racial and 
  regional languages to be found on Ansalon. 
   
  Racial Languages: 
   
  Elven: 
  Silvanesti, Qualinesti, Kagonesti, Dimernesti, Dargonesti 
  Dwarven: 
  Hylar, Neidar, Klar, Theiwar, Daergar, Zhakar, Daewar, Aghar, Hammertalk 
  Barbarian Human: 
  Plains, Mountain, Desert, Sea, Ice 
  Gnomish: 
  Gnome 
  Kender: 
  Kenderspeak 
  Minotaurian: 
  Minotaur 
  Ogre: 
  Ogre, Irda 
  Goblin: 
  Goblin, Hobgoblin, Bugbear, Gnoll 
  Centaurian: 
  Centaur 
  Other Racial: 
  
   
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  Slig, Draconian, Kyrie, Huldre, Naga, Bakali, Shadowpeople, Thanoi, Troll, 
  Kobold, Wemic, Dragon 
   
  Regional or National Languages: 
  Solamnic, Common, Abanasinian, Khurish, Kalinese, Nordmarrian, Estwilde, 
  Nerakese, Kharolian, Ergothian, Lemish, Kernen, Blode, Goodlund, Throtish 
   
  Magical Languages: 
  Magius 
   
  Special Languages: 
  Hand-Talk, Camp-Talk, Silent Voice 
  
   
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  Treasures 
   
  This section is designed to detail some of the more mystical and magical 
  items on Krynn during the War of the Darklance campaign setting.  In here you’ll 
  find information on cleric’s Medallions of Faith, strange artifacts, forgotten relics 
  and other treasures.   
   
  The Treasures of Krynn 
   
  Medallions of Faith: 
  At 1st level, clerics of the Holy Order of the Stars receive their Medallion of Faith.  
  This Medallion is both a symbol of faith and a symbol of trust between the deity 
  and the cleric.  Medallions of Faith have different powers depending on the 
  alignment of the deity.  The method by which the Medallion’s powers are used is 
  universal - all the cleric needs to do is utter a prayer and clasp the Medallion in his 
  hands. This counts as a single action in a round and is treated just like any other 
  action; it also provokes an attack of opportunity.  Any spell like effects created by 
  the Medallion function exactly the same as the spell description unless otherwise 
  noted below. If the Medallion is dropped or cannot be held onto, the powers 
  immediately cease to function.  Unless otherwise noted, all powers function at the 
  clerics current level. 
   
  Good Medallions of Faith 
  Purify Food and Drink – once per day 
  Virtue – once per day 
  Light - unlimited times per day, duration lasts as long as the cleric holds the 
  Medallion 
  This Medallion causes 1d6 points of damage if touched by anyone with any evil 
  alignment. 
   
  Neutral Medallions of Faith 
  Detect Magic – once per day 
  Detect Poison – once per day 
  Light - unlimited times per day, duration lasts as long as the cleric holds the 
  Medallion 
   
   
  
   
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  Evil Medallions of Faith 
  Resistance – once per day 
  Inflict Minor Wounds – once per day 
  Light - unlimited times per day, duration lasts as long as the cleric holds the 
  Medallion 
  This Medallion causes 1d6 points of damage if touched by anyone with any good 
  alignment. 
  In addition to these powers, Medallions of Faith can create other Medallions 
  of Faith of the same alignment.  To do this, the Medallion must be wielded by a 
  cleric in good standing with his deity, a Wisdom score of at least 15, and at least 2 
  ranks in Knowledge (religion).  1 round of concentration and prayer are required.  
  Once this is completed, a new medallion is created. 
   
  Fizban’s Staff: 
  Fizban’s Staff is a relic that was supposedly “lost” by Fizban the Fabulous, the 
  avatar of Paladine.  The Staff is a plain looking, unadorned +10 quarterstaff, and 
  has all the powers listed below. Any spell like effects created by the Staff function 
  exactly the same as the spell description unless otherwise noted below. To activate 
  the Staff’s powers, all the user needs to do is utter a command word and hold the 
  staff.  If the Staff is dropped or cannot be held onto, the powers immediately cease 
  to function.  The command words for each power are listed in parentheses next to 
  the spell name.  Unless otherwise noted, all powers function at the user’s current 
  level: 
  • AC Bonus +6 – as long as the staff is held or carried on the person of the user, 
  the user receives this AC bonus 
  • Daylight as per the 2nd level wizard spell (shirak to activate, dulak to 
  extinguish) – five times a day 
  • Mage Hand as per the 0 level wizard spell (up-orous) – twice a day 
  • Prestidigitation as per the 0 level wizard spell (karan-dulas) – three times a day 
  • Feather Fall as per the 1st level wizard spell (feather fall) – once per day 
  In addition to these powers, the Staff can never be lost.  If it is misplaced, 
  stolen, or separated from the current “user”, it returns to the user within 3 rounds, 
  either appearing in the user’s hands, or, if the user’s hands are occupied, in an 
  immediate five foot vicinity of the user.  The Staff identifies its user seemingly at 
  random.  It may stick with a particular user for years, only to be missing the very 
  next day.  Some users find the Staff and manage to keep it for some time.  The 
  Staff seemingly finds others, or perhaps it is simply that the Staff appears in the 
  right place at the right time.  Either way, the Staff has a way of helping its user 
  when it is most needed – providing it has not found a different user!  There are no 
  
   
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  magical traps or wards that can imprison the staff – it is simply impervious to 
  imprisonment.  That is, unless the Staff wants to be trapped.  It radiates a strong 
  sense of good, but does not radiate magic unless magically detected. 
  The Staff can only be destroyed by +5 or better weapons, dragon breath, and 
  powerful Arcane and Divine magics.  The Staff has a hardness of 15 and can 
  withstand 50 points of damage before breaking.  Any character with an evil 
  alignment that touches the Staff suffers 2d10 points of damage 
   
  Wand of Corruption: 
  The Wand of Corruption is one of the three items used in the corruption of the 
  dragonlances into Darklances.  The Wand is approximately 2 feet long, made of 
  gleaming obsidian with a plain, nondescript surface tipped by a single, oval-shaped 
  blood red ruby set in a silver holder.  The Wand is a powerful artifact that radiates 
  an extremely powerful aura of magic noticeable to anyone in a 30-foot radius as a 
  throbbing, heated current of energy pulsating from the Wand.  The Wand has very 
  few powers beyond the corruption of dragonlances.  It is this feature, however, that 
  makes it so powerful.  There are a few limitations to wielding the Wand of 
  Corruption listed below: 
  • The Wand will only work for those who can use Arcane magic.  The Magic 
  user must be able to cast 5th level spells or better 
  • The user must have an Int or Cha (depending on the relevant casting ability) of 
  16 or higher 
  • The Wand may be used no more that three times in one day.  After the third use, 
  the Wand will not work until the next time the moons set. 
  The Knights of the Thorn created the Wand of Corruption for the sole purpose of 
  corrupting the dragonlances.  This item is one in a triad of artifacts that when used 
  together, have the ability to corrupt a dragonlance, warping it into a Darklance.  
  The Wand is the initiator of the ritual that corrupts the lances.  The Wand is held 
  over the lances to be transformed and when the command words are spoken, the 
  Wand gives off a terrible black glow, noticeable only as a deeper shadow in an 
  otherwise shadowy place.  The Wand emits a beam of pure black light, a 
  corrupting stream of energy that grasps at the magical essence of the dragonlances 
  and renders them in a field of evil energy that prepares them for the final part of 
  the ritual, the smiting of the Hammer of Darkness.  This beam of magical energy 
  will not extend more than 25 feet and will not harm anyone of evil alignment, 
  however, those with any good or neutral alignment suffer2d8 points of damage if 
  caught in the path of the dark beam.  The beam will travel through any surface of 
  any thickness to reach a dragonlance, however, it cannot overreach its 25-foot 
  limit.  If the Hammer of Darkness does not strike the affected dragonlance within 1 
  
   
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  hour of being touched by the black beam, the dragonlance will revert to normal, 
  and the whole ritual must be repeated to corrupt the holy lance.   
  Any good aligned character who touches the Wand must make a Will saving 
  throw, DC 15, or suffer 2d6 points of damage; half if the saving throw is 
  successful.  The Wand cannot be destroyed unless struck by any weapon of +2 
  enchantment, immersed in dragon breath, melted in a forge fed by the fires of 
  Sirrion, or unraveled with powerful Arcane magics.  The Wand has a hardness of 
  10 can withstand 10 points of damage before breaking. 
   
  Hammer of Darkness: 
  The Hammer of Darkness is a fell weapon, crafted for its ability to complete the 
  corruption of dragonlances into the hideous Darklances.  However, the side effect 
  of creating such a weapon was the creation of a terrifyingly powerful melee 
  weapon capable of inspiring great awe, fear and respect in the enemies of it’s 
  wielder.  It is a 3 foot hammer made of glistening black steel with a black-leather 
  wrapped handle grip and a double sided sledge chiseled and inscribed with runes of 
  evil and the Knights of Takhisis’ symbols of death. 
  The Hammer was created to finish the corruption of a dragonlance into a 
  Darklance.  The Hammer is the third and final artifact in the dark triumvirate of 
  artifacts that is used to corrupt the holy lances.  After the lance has been placed on 
  the Altar of Takhisis and has been held in magical stasis by the Wand of 
  Corruption, the lance is struck on the blade while the Thorn and Skull Knights 
  complete their dark spells.  This completes the corruption of the dragonlance and 
  turns the weapon into a Darklance.   
  As a melee weapon, the Hammer is terrifying.  It has all of the stats and abilities 
  at an 8th level caster level: 
  • Hammer of Darkness: Medium-size, dmg 1d8 +4, crit 19-20 x3, 12 lbs., 
  Bludgeoning 
  • The Hammer acts as a +4 warhammer, adding the +4 bonus to attack and 
  damage 
  • The Hammer grants a +2 Will save bonus to it’s wielder 
  • The Hammer continually casts Doom on whomever is struck by it as per the 2nd 
  level cleric spell 
  • Continually casts Desecrate as per the 2nd level cleric spell 
  • Casts Glyph of Warding as per the 3rd level cleric spell by slamming the 
  Hammer into the target surface up to three times per day 
  • Continually casts Death Ward as per the 4th level cleric spell to it’s wielder 
  • Radiates an aura of evil granting anyone with an evil alignment in a 20 foot 
  radius a +2 bonus on saving throws, attack, and damage rolls, and fear checks 
  
   
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  • Causes corruption in anyone struck by the Hammer – anyone struck by the 
  Hammer must make an immediate Will save, DC 10 + wielder’s Cha bonus.  If 
  this save is successful, the victim of the strike suffers no ill effects other than 
  ordinary damage.  If the save fails, the victim begins to be corrupted in spirit.  
  He will lose any actions planned for that round and find himself face to face 
  with every demon, guilt and feeling of despair and negativity that he has buried 
  or has lain dormant.  The sudden revelations of everything the hero wishes 
  wasn’t true about himself deepens on the next round, in which he must succeed 
  at another Will save, DC 15, or be struck helpless again (treated as flat-footed, 
  no Dex or miscellaneous modifiers to AC).  The character’s dark revelations 
  about the negative aspects of his very personality continue forcing the character 
  to make a Will save every round for 5 rounds.  During this time, the characters 
  suffers a  
  • -2 to ability scores, initiative and saving throws as doubt and indecision plague 
  his every movement and thought.  The character also loses any spells in 
  preparation or being readied if the very first Will save is failed.  However, this 
  does not affect any other spells the character may have memorized.  If the 
  character fails 3 or more of the Will saving throws, he loses control of himself 
  for 3d4 rounds and falls completely under the evil influence of the Hammer.  
  During this time, he will obey commands from the wielder no matter how 
  preposterous and life threatening, and will instantly regard anyone of known 
  evil alignment as a friend while regarding his colleagues as enemies.  The 
  corrupted character loses all negative modifiers that were imposed while the 
  Hammer was trying to take control.  The corrupted character will attack and kill 
  his colleagues unless stopped.  There are only two ways to bring a corrupted 
  character out of the dark trance before the hold fails.  One is to destroy the 
  Hammer, which is no small feat.  The second is to plead to the inner goodness 
  of the corrupted character and attempt to influence the good side of the 
  character to fight and defeat the evil side.  This can only be accomplished by 
  speaking aloud to the corrupted character’s better side attempting to instill a 
  remembrance of the love and trust between friends that exist.  The corrupted 
  character must make a Will saving throw, DC 18.  If the save succeeds, the 
  character remains corrupted and continues in this fashion until the 3d4 round 
  has ended. If the save fails, the character is freed from the influence of the 
  Hammer and cannot be corrupted again for the rest of his life. 
  The Hammer can only be damaged by a +4 or better weapon, dragon breath, 
  powerful Divine magics, and the blessing of pure, honest, and noble hero whose 
  soul is untainted by the darkness (DM’s discretion).  The Hammer has a hardness 
  of 15 and can sustain 30 points of damage before breaking. 
   
  
   
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  The Altar of Takhisis: 
  The Altar of Takhisis was made to ready the dragonlances for corruption into 
  Darklances.  It is 4 foot tall, 7 foot long, 5 foot wide solid obsidian block etched 
  with the symbols of the Orders of the Skull.  It gleams with an almost unholy light 
  and radiates a strong sense of evil and magic in a 50-foot radius.  The Knights of 
  he Thorn and the Skull created the Altar for the sole purpose of corrupting the 
  dragonlances.  It is an artifact of immense size and power.  The ritual used to 
  corrupt the dragonlances starts with the Altar.  The dragonlances are placed on the 
  Altar where their blessed forms begin to smoke against the evil-imbued obsidian of 
  the altar.  This begins to quell the magical energies in the dragonlances, readying 
  them for their stasis, imbued by the Wand of Corruption, and finally, the smiting of 
  the Hammer of Darkness.  The Altar also conveys the following powers to any 
  within a 30-foot radius: 
  • +1 caster level to Knights of the Skull and clerics of Takhisis, or any other evil 
  deity 
  • Radiates an aura of despair that causes all good and neutral aligned characters 
  to make a Will save, DC 15, or suffer –2 on all attack, damage, saving throw 
  and skill rolls made while remaining in the aura’s radius 
  • Radiates an aura of entropy that provides anyone of evil alignment a +2 bonus 
  to all saving throws 
  The Altar weighs in at several thousand pounds and is immovable save by magic.  
  It causes 3d6 points of damage to any good or neutral aligned character that 
  touches it.  The Altar can only be harmed by a +4 or better weapon of good 
  alignment or blessing, powerful Arcane and Divine magics, or dragon breath.  The 
  Altar has a hardness of 20 and can withstand 150 points of damage before being 
  destroyed. 
   
  The Skyblade: 
  This weapon, named in honor of Paladine, is a mighty weapon of good.  Forged 
  long ago by the elves of Silvanesti and tempered by the blessing of powerful elven 
  clerics in the time before the Cataclysm, the Skyblade is a sword that instills awe 
  upon any who know of weapon smithing or magic.  The Skyblade is a longsword 
  made of pure shining elven steel and honed by the finest smiths Silvanesti had to 
  offer.  Legend speaks of the Chosen Prophet of the Silvanesti clergy of Paladine 
  calling down their god’s blessing onto the sword in the hopes of using it in the 
  Second Dragon War.  Alas, the sword was never tested against dragon hide and the 
  myths of the weapon vanished altogether by the time of the War of the Lance when 
  the weapon was purportedly lost in the nightmare of Lorac’s dream.  The sword 
  still exists though, and lies dormant, waiting for its chance to find a worthy wielder 
  to fight the encroaching darkness. 
  
   
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  The Skyblade has all of the stats and abilities listed below.  All effects function 
  at 10th level cleric caster level: 
  • The Skybalde: Medium-size, dmg 1d8 +4, crit 19-20 x3, 4 lbs., Slashing 
  • Skyblade acts as a longsword with a +4 bonus to attack and damage ratings 
  • Grants a 2 point damage reduction on any attack suffered by the wielder 
  • Continually emits a soft, pale blue light that reaches up to 10 feet 
  • Grants a magical +2 speed bonus to initiative checks 
  • Continually casts Entropic Shield as per the 1st level cleric spell 
  • Continually casts Consecrate as per the 2nd level cleric spell 
  • Wind Resistance – wielder suffers no ill effects from any type of windy 
  element, no matter how severe the force of the wind.  This includes, storms, 
  tornadoes, hurricanes, and even squalls.  As long as the sword is unsheathed 
  and held in one hand, the wielder feels only a light wispy breeze, no matter how 
  severe the elements around him.  With this sword, a character could simply 
  walk through a tornado completely unscathed and have no fear of being lifted 
  off the ground or hurled about.  However, while the sword does negate the 
  power of wind over a character, it does not deflect other elements.  A character 
  untouched by wind in a storm will still get rained on and the sword will do 
  nothing to discourage lightning.  This power works against magical and non-
  magical winds, but applies only to the wielder of the blade.  Even if others were 
  to clutch onto the wielder, they would still feel the full effects of any winds, 
  though the wielder would not.  The wielder may, however, be brought down by 
  such contact, and if the sword is dropped or sheathed, the power instantly 
  dissipates and the sword’s owner is once again fully affected by winds. 
  The Skyblade can only be harmed by +4 or better weapons, dragon breath, and 
  powerful Arcane and Divine magics.  The sword has a hardness of 15 and can 
  withstand up to 50 points of damage before breaking.  Any evil aligned character 
  that touches the Skybalde suffers 2d8 points of damage. 
   
  Knight Flame: 
  Forged just before the Cataclysm, Knight Flame is a powerful and holy weapon of 
  good.  Crafted of fine steel by the dwarven smiths of Kayolin and the human 
  craftsmen of Solanthus, Knight Flame is a beautifully tapered bastard sword.  The 
  crosspiece is wrapped steel, inlaid with platinum carved into the symbols of the 
  Knights of Solamnia.  A budding rose sits on the center of the crosspiece, just 
  above the hilt which is fashioned of solid oak and mahogany and wrapped with 
  seasoned leather, and is capped by an oval pommel inlaid on both sides with 
  platinum carvings of the symbols of Paladine, Kiri-Jolith and Branchala.  The 
  sword was kept for a time in a family of knights whose names are lost to the dark 
  times of post-Cataclysm Ansalon.  The sword lay, lost to the world and time, deep 
  
   
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  in the Garnet range where it lies still, awaiting a young knight to once again wield 
  it with courage and passion. 
  Knight Flame has all of the statistics and abilities listed below.  All effects 
  function at 9th level cleric caster level: 
  • Knight Flame: Medium-size, dmg 1d10 +5, crit 19-20/x 2, 10 lbs., Slashing 
  • Knight Flame acts as a bastard sword with a +5 holy bonus to attack and 
  damage ratings 
  • Grants a +2 magical bonus to Will saves 
  • Casts Sanctuary once per day as per the 1st level cleric spell 
  • Silver Light – Silver Light is the power given granted by Paladine to the sword.  
  To use this power, the wielder must be a Knight of Solamnia in good standing 
  with all three of the Knighthood’s patron deities.  By focusing his will and hope 
  on the blade, a Knight may cause the sword to shine with an unbelievably bright 
  light.  This concentration takes 1 round to complete, and if forced to take nay 
  other action during that time, the wielder must succeed at a Concentration check 
  (DC 15) or lose concentration and be forced to start the focus all over again.  
  This light fully illuminates an area in a 100-foot radius with a brightness 
  rivaling a clear day.  The light continues to well from the sword for 1 round per 
  level of the wielder.  To any of lawful good, chaotic good, or neutral good 
  alignment, the light appears extraordinarily bright, but does not cause blindness, 
  pain or any discomfort.  Instead, the light radiates a sense of hope and courage, 
  which bolsters the faithful and courageous.  To those of neutral, lawful neutral, 
  or chaotic neutral alignment, the light, though somewhat distracting, is not 
  painful and causes no hindrance or penalty.  To those of any evil alignment, the 
  light is an enormously powerful bane.  Evil aligned creatures caught in the 
  radius of the light must immediately succeed at a Will save (DC17) or suffer 
  2d8 points of damage.  A successful save halves the damage.  Whether or not 
  the save is successful, the affected creatures are blinded, as the light cannot be 
  shut out by covering one’s face or closing one’s eyes.  The light pierces the 
  darkness of evil creature’s souls and forces them to face the void in their 
  existences created by the perversion of evil.  This power is usable once per day. 
  • Song of the Harp – Branchala grants this power to the sword.  To use this 
  power, the wielder must be a Knight of Solamnia in good standing with all three 
  of the Knighthood’s patron deities.  By smiting any object, wall, edifice or 
  structure made of metal, stone, or wood, the blade will hum with a deep 
  resonance.  The wielder must utter a prayer to Branchala within three rounds of 
  the beginning of the blade’s humming.  This prayer is considered a free action 
  and the smiting of the blade is a standard action.  Once activated, the sword will 
  continue to hum for up to 1 round per level of the wielder.  To those of lawful 
  
   
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  good, chaotic good, or neutral good, the humming is loud enough to block out 
  all but shouts and screams, though it does not otherwise distract or bother those 
  of good alignment.  To those of neutral, lawful neutral, or chaotic neutral, the 
  humming is loud enough to block out all but shouts and screams, though the 
  sheer volume is enough to cause irritation, but not pain.  To those of any evil 
  alignment, the humming is a swell of noise, both cacophonous and grating in 
  it’s sound and melody causing pain and irritation (-2 morale penalty to all 
  Dexterity, Intelligence and Wisdom checks).  The humming is actually loud 
  enough to be heard for 500 feet in open space, -20 feet for every foot of 
  material blocking its path.  This humming instantly calms and soothes any wild, 
  natural animals in the audible zone regardless of number, type or natural 
  inclination.  Natural animals under the influence of magic spell like effects are 
  instantly freed of their domination and regain their complete free will.  The 
  animals cannot be controlled again by magical means for a period of 48 hours.  
  In addition, any animals that come upon the wielder either during the humming 
  or after it view and treat the wielder with respect and honor – no animal will 
  attack the wielder or the wielder’s companions.  The animals will not, however, 
  be able to communicate or understand the wielder unless magical or 
  supernatural aid is obtained.  Animals forced into servitude by magic will turn 
  on their dominators if the alignment of the dominators is evil, and will attack 
  and pursue the ex-controllers until the humming has ceased.  This power may 
  be used once per day. 
  • Warrior’s Trust – Kiri-Jolith grants this power to the sword.  To use this power, 
  the wielder must be a Knight of Solamnia in good standing with all three of the 
  Knighthood’s patron deities.  The wielder may, on a successful melee attack 
  with the sword, make a Strength check (DC equal to the opponents Constitution 
  score).  If the Strength check is not successful, the sword does regular damage 
  but no additional effects.  Upon a successful Strength check, the wielder is able 
  to embed the blade deeper into the body of the victim.  By uttering a prayer to 
  Kiri-Jolith, the wielder causes the blade to release an aura of holy power, 
  further damaging the impaled victim.  The sword then causes an additional 
  1d12 +5 points of damage every round the victim is impaled on the sword.  The 
  victim may make an opposed Strength check to dislodge himself of the blade 
  each round.  The sword will continue to cause damage for 1 round per level of 
  the wielder.  This power may be used once per day. 
  Knight Flame can only be harmed by +5 or better weapons, dragon breath, and 
  powerful Arcane and Divine magics.  The sword has a hardness of 15 and can 
  withstand up to 55 points of damage before breaking.  Any evil aligned character 
  that touches the Skybalde suffers 2d10 points of damage. 
   
  
   
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  Hope’s Sojourn: 
  Hope’s Sojourn is an artifact dating back to the time of the Second Dragon War.  
  This Longbow was crafted by the finest elven bowyers and blessed by the elven 
  priests of Branchala.  It is made from the aspens that grace the ancient elven 
  homeland and is smoothly sanded and polished to a bright, lustrous sheen.  The 
  string is made of a golden thread, which has never broken and will never break.  
  Hope’s Sojourn was lost to the elves following in the wake of destruction that 
  wracked Silvanesti following the Second Dragon War.  It has been missing since 
  and its legend amongst the elves has quickly faded in the wake of the War of the 
  Lance. 
  Hope’s Sojourn has all of the stats and abilities listed below.  All effects 
  function at 8th level cleric caster level: 
  • Hope’s Sojourn: Large-size, dmg 1d8 +2, crit 19-20 x3, range 130 feet, 3 lbs., 
  Piercing 
  • Hope’s Sojourn has a +2 bonus to attack and damage ratings 
  • Continually casts Prayer as per the 3rd level cleric spell 
  • Enchanted Arrows – Hope’s Sojourn can enchant regular arrows to create 
  different effects.  Each different arrow enchantment can be used up to three 
  times per day.  The arrow used to create the magical enchantment cannot be a 
  magical arrow and whatever regular arrow is used is consumed in the effect.  
  The command word for each effect is listed in the entry. 
  1. Arrow of Alarm (alar-asalunai)– causes an arrow to emit a high-pitched 
  shriek when fired audible up to 1 mile away.  This shriek lasts until the 
  arrow ceases its flight.  The volume or inflection of the arrow does not 
  differ with the speed the arrow is traveling at.  This shriek is 
  unmistakable and carries a magical resonance that creatures of evil 
  alignment are especially vulnerable to.  Any evil creature hearing the 
  shriek at a maximum distance of 2000 feet must make an immediate Will 
  save, DC 15, or be struck with a sudden sense of confusion and fear.  
  This causes those affected to suffer a –1 to all attack, damage, skill, and 
  saving throw rolls for 3 rounds. 
  2. Arrow of Light (shirak-dunasai)– causes an arrow to emit a bright light 
  that functions exactly the same as the 3rd level cleric spell Daylight.  The 
  light is not extinguished until the duration of the spell effect ends.  Thus, 
  if the arrow strikes something, it continues to emit the Daylight spell. 
  3. Arrow of Tethering (krinas-elkonas)– causes an arrow to produce a 
  magical rope during its flight.  The rope extends from the exact place the 
  arrow was shot and attaches itself to the end of the arrow.  The rope, 
  though only a few inches thick, is strong enough to hold up to 3000 lbs. 
  before snapping.  The arrow will remain tethered or affixed to whatever 
  
   
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  object it was affixed to for 10 rounds and Strength check (DC 25) is 
  required to dislodge the arrow any earlier.  The rope cannot be cut, will 
  not burn, and cannot be otherwise damaged. 
  • Arrow of Hope – Once per day, the user of the bow may enchant any ordinary, 
  non-magical arrow to become the Arrow of Hope.  To do this, the user of the 
  bow must utter a prayer to Branchala, which is considered a free action.  The 
  Arrow of Hope turns a regular arrow with the +2 bow enchantment into a +4 
  arrow.  The arrow also negates any damage reduction, changes the bow’s range 
  to 150 feet, does 1d10 damage and grants any good or neutral aligned character 
  who views the arrow in flight a +2 bonus to attack, damage, skill, and saving 
  throw rolls for 5 rounds.  The Arrow of Hope is seen as a streak of silver light 
  trailing the sound of chimes behind it as it flies.   The Arrow of Hope can only 
  be destroyed by +2 or better weapons, dragon breath, powerful Arcane or 
  Divine magics, or if the Arrow does not strike a target immediately, 1d6 rounds 
  pass. 
  Hope’s Sojourn can only be destroyed by +4 or better weapons, dragon breath, 
  molten lava, powerful Arcane and Divine magics, or the purposeful destruction by 
  the user.  Hope’s Sojourn has a hardness of 10 and can withstand 30 damage points 
  before breaking.  Any evil aligned character that touches the bow suffers 1d6 
  points of damage.  
  
   
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  Moons of Krynn 
   
  The three moons of Krynn have been a central part of the history of magic.  
  The moons are the celestial bodies of the three gods of magic, Solinari, Lunitari, 
  and Nuitari.  Their cycles and movements are so tied to the practice of magic that 
  those Wizards who have dedicated themselves to an Order of High Sorcery are 
  affected both positively and negatively by the lunar cycles. 
   
  Lunar Cycles 
  Each cycle represents a moon’s orbit around Krynn.  There are 4 quarters 
  per cycle.  The types, lengths, and effects of quarters are described below.  To find 
  the effects of the moons on a Wizard of High Sorcery and Knights of the Thorn, 
  consult the information below.  First check the cycle time for each moon and 
  determine the starting position for each moon.  Then consult the tables below for 
  the effects given to a Wizard of High Sorcery or Knight of the Thorn. 
  Solinari:  
  Solinari has a cycle of 36 days with 9 days per quarter of the cycle.  Thus Solinari 
  has 9 movements every quarter and takes 36 days to complete a cycle.  To find the 
  starting position for Solinari, roll 1d8.  A result of 1 or 2 places Solinari in waning, 
  3 or 4 in high sanction, 5 or 6 in waxing, and 7 or 8 in low sanction.  The exact day 
  of the quarter is left to the DM to determine. 
  Lunitari:  
  Lunitari has a cycle of 28 days with 7 days per quarter of the cycle.  Thus Lunitari 
  has 7 movements every quarter and takes 28 days to complete a cycle.  To find the 
  starting position for Lunitari, roll 1d8.  A result of 1 or 2 places Lunitari in waning, 
  3 or 4 in high sanction, 5 or 6 in waxing, and 7 or 8 in low sanction.  The exact day 
  of the quarter is left to the DM to determine. 
  Nuitari:  
  Nuitari has a cycle of 8 days with 2 days per quarter of the cycle.  Thus Nuitari has 
  2 movements every quarter and takes 8 days to complete a cycle.  To find the 
  starting position for Nuitari, roll 1d8.  A result of 1 or 2 places Nuitari in waning, 3 
  or 4 in high sanction, 5 or 6 in waxing, and 7 or 8 in low sanction.  The exact day 
  of the quarter is left to the DM to determine. 
  A spellcaster must meet specific requirements in order to receive benefits 
  from the three moons of magic.  First, the spellcaster receives no bonuses from the 
  moons until he has acquired at least 4 ranks in Spellcraft, Concentration, 
  Knowledge (arcana), is able to cast 2nd level spells, and has a relevant casting 
  
   
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  ability of at least 11.  However, only spellcasters with a relevant casting ability of 
  15 or greater can benefit from the bonuses of the moons at High Sanction.  
  Otherwise, the bonuses for waxing replace those for High Sanction. 
  Note that renegades may not benefit from moon quarter effects.  They may 
  only receive the bonuses from moon alignment. 
  Knights of the Thorn benefit not from one, but all three of Krynn’s moons.  
  They use separate tables below.  However, they are still required to pass the same 
  requirements to receive bonuses from the moons. 
   
  Table 4-1: Moon Quarter Effects 
   
   
   
   
  Will 
   
   
  Concentration 
  Moon Quarter  
  Save Bonus 
   
  Check Bonus 
   
  Casting Level 
  Waxing  
   
  0 
   
   
  +1 
   
   
  Normal 
  High Sanction 
   
  +1 
   
   
  +2 
   
   
  +1 
  Waning  
   
  0 
   
   
  0 
   
   
  Normal 
  Low Sanction 
   
  -1 
   
   
  0 
   
   
  -1 
   
  Table 4-2: Alignment Effects 
   
   
   
   
  Will 
   
   
  Concentration  
  Alignment 
   
  Save Bonus 
   
  Check Bonus 
   
  Casting Level 
  Solinari and Lunitari 
  +1 
   
   
  +1 
   
   
  +1 
  Nuitari and Lunitari 
  +1 
   
   
  +1 
   
   
  +1 
  Solinari and Nuitari 
  +1 
   
   
  +1 
   
   
  Normal 
  All Three Moons  
  +2 
   
   
  +2 
   
   
  +2 
   
  Table 4-3: Knight of the Thorn Moon Quarter Effects 
   
   
   
   
  Will 
   
   
  Concentration 
  Moon Quarter  
  Save Bonus 
   
  Check Bonus 
   
  Casting Level 
  Waxing  
   
  0 
   
   
  +2 
   
   
  Normal 
  High Sanction 
   
  +2 
   
   
  +3 
   
   
  +2 
  Waning  
   
  0 
   
   
  0 
   
   
  Normal 
  Low Sanction 
   
  -2 
   
   
  0 
   
   
  -2 
   
  Table 4-4: Knight of the Thorn Alignment Effects 
   
   
   
   
  Will 
   
   
  Concentration  
  Alignment 
   
  Save Bonus 
   
  Check Bonus 
   
  Casting Level 
  Solinari and Lunitari 
  +2 
   
   
  +2 
   
   
  +1 
  Nuitari and Lunitari 
  +2 
   
   
  +2 
   
   
  +1 
  Solinari and Nuitari 
  +2 
   
   
  +2 
   
   
  +1 
  All Three Moons  
  +4 
   
   
  +4 
   
   
  +4 
   
  Moon Quarter and Alignment Effects Explanations: 
   
  
   
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  Will Save Bonus:  
  This bonus is applied to any and all Will saves made.  It stacks with any other 
  modifiers. 
  Concentration Check Bonus:  
  This bonus is applied to any and all Concentration checks made.  It stacks with any 
  other modifiers. 
  Casting Level:  
  This bonus increases or decreases a Wizard’s effective casting level.  Thus, a +1 
  bonus means a 5th level wizard casts spells as a 6th level wizard.  This bonus only 
  applies to casting spells from the allowable schools of magic, not forbidden 
  schools.  This modifier stacks with any other modifiers. 
  Determining Position:  
  To find out where the moons are roll 1d8 and consult the Lunar Cycles 
  listing above.  Then note down and inform all players of any modifiers because of 
  Moon Quarter Effects and Alignment Effects.  Note that both Quarter Effects and 
  Alignment Effects stack with one another.  As days pass, move each moon one 
  spot in its cycles.  When it reaches the end of a quarter, note the new modifiers 
  from the tables and inform all of the players.  The movement of the lunar cycles 
  always follows the same formula: High Sanction leads to Waxing which leads to 
  Low Sanction which leads to Waning which leads to High Sanction, etc. 
  For example: As the DM, I need to know the moon placements.  I roll 1d8 
  for each moon.  Solinari comes up with a 4, making it start in High Sanction.  
  Since the exact choice of day in the quarter is up to me, the DM, I place it on day 4 
  of the High Sanction quarter.  Lunitari comes up with a 7, so I place it on the 3rd 
  day of Low Sanction.  Nuitari comes up with a 5, so I place it in the 1st day of 
  Waxing.  Looking at the charts, I note down that none of the moons are currently 
  in alignment, so there are no modifiers to note from the Alignment Effects table.   
  On the Quarter Effects table, I note that White Robed Wizards have +1 Will 
  Save Bonus, +2 Concentration Check Bonus, and +1 Caster Level.  Red Robed 
  Wizards have a –1 Will Save Bonus, 0 Concentration Check Bonus, and –1 Caster 
  Level.  Black Robed Wizards have 0 Will Save bonus, +1 Concentration Check 
  Bonus, and Normal Caster Level.   
  So as it stands, White Robes are in their peak of power, Red Robes are 
  weakest and Black Robes are still receiving benefits, though they are approaching 
  Low Sanction.  As we play, I move the moons through their quarters and cycles 
  and keep track of their position and alignment.  However, from a cursory glance 
  and making a few notes I can say with accuracy where the moons are going and 
  how long it will take them to get there.   
  From my initial roll up above, Solinari has 5 days left in High Sanction until 
  it goes in to Waning for 9 days, then to Low Sanction for 9 days, and then to 
  
   
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  Waxing for 9 days, and finally back to High Sanction again where it continues in 
  its cycle.  Lunitari has 4 days left in Low Sanction until it goes in to Waxing for 7 
  days, then to High Sanction for 7 days, and then to Waxing for 7 days, and finally 
  back to Low Sanction again where it continues in its cycle.   Nuitari has 1 day left 
  in Waxing until it goes in to Low Sanction for 2 days, then to Waning for 2 days, 
  and then to High Sanction for 2 days, and finally back to Waxing again where it 
  continues in its cycle.  
  
   
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  Ansalonian Bestiary 
   
  Ansalon’s flora and fauna are as varied and distinct as the peoples who have 
  cultivated the continent.  But there are races of creatures that bear worthy mention; 
  creatures who for good or ill have become widely known across Ansalon.  Some of 
  these are monsters, fit for little more than being hero fodder.  Or so the hero would 
  like to think.  Other races are more mysterious and perhaps not so widely known.  
  Some may even be relegated to the pages of myth and legend.  Whatever their 
  status in the tomes of lore, the creatures and races provided in this chapter are 
  integral to the running of a War of the Darklance campaign. 
   
  Draconians 
   
  Aurak 
  Medium-size Monstrous Humanoid 
  Hit Dice:  
  8d8 +20 
  Initiative: 
  +6 (+2 Dex, +4 Improved Initiative) 
  Speed:  
  40 feet 
  A.C.:  
  20 (+2 Dex, +8 natural) 
  Attacks:  
  2 energy rays +10 ranged touch; or 2 claws +12 melee; bite +7 melee; tail slap +4 
  melee 
  Damage:  
  1d8 +4 energy ray; claws 1d4 +4; bite 1d6 +2; tail slap 1d4 +2 
  Face/Reach:  
  5foot x 5 foot/5feet 
  Special Attacks:  
  Spells, spell-like abilities, mind control, breath weapon,  
  Special Qualities:  
  Spell Resistance 15, divine grace, keen senses, disease immunity, low metabolism, 
  death throe 
  Saves:  
  Fort +9, Ref +12, Will +12 
  
   
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  Abilities:  
  Str 18, Dex 15, Con 17, Int 18, Wis 15, Cha 18 
  Skills:  
  Alchemy +10, Bluff +9, Diplomacy +10, Forgery +10, Gather Information +10, 
  Intimidate +10, Innuendo +8, Listen +2, Spot +4 
  Feats:  
  Alertness, Blind-Fight, Combat Casting, Improved Initiative, Multiattack, Spell 
  Focus (Evocation), Spell Penetration 
  Climate/Terrain:  
  Any land 
  Organization:  
  Solitary, command (2-4), or council (5-12) 
  Challenge Rating:  
  8 
  Treasure:  
  50% coins, 30% items, 20% magical items 
  Alignment:  
  Usually lawful Evil 
  Advancement:  
  9-24 HD (Medium-size) 
   
  Combat 
   
  Energy Rays (Ex):  
  An Aurak’s preferred melee weapon, these rays of fiery energy are emitted from 
  the Aurak’s hands.  They deal 1d8 plus the draconian’s Cha modifier damage for 
  every successful ranged touch attack and can strike targets up to 60 feet away.  If 
  the Aurak’s physical shape has been altered, due to spells or circumstances such as 
  a Change Self spell, the rays appear to be some natural form of the creature’s 
  attack, though in reality they are the Aurak’s ray attacks.  These rays are a 
  supernatural ability. 
  Spells:  
  Auraks cast Arcane spells as 8th level sorcerers, preferring illusion and Evocation 
  spells above all others. 
  Breath Weapon (Su):  
  An Aurak can breathe a noxious cloud in a five-foot cone three times per day.  
  Victims caught in the cloud are allowed a Ref saving throw, DC 18.  If the saving 
  throw fails, the victims are dealt 20 points of damage and are blinded for 1d6 
  rounds.  A successful saving throw reduces the damage by half and negates the 
  blindness. 
  
   
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  Spell-Like Abilities (Sp):  
  Auraks can use Change Self up to three times per day to perfectly resemble any 
  individual humanoid.  In this guise, the Aurak’s voice will match the copied 
  subject’s.  This power only lasts for 2d8 +2 minutes.  An Aurak can also perform a 
  limited short-range teleportation up to three times per day.  This power functions 
  exactly like the spell Dimension Door except that it has a range of 60 feet and only 
  the Aurak and any carried equipment may be transported.  Auraks can turn 
  themselves invisible exactly like the Invisible spell once every ten minutes.  
  Auraks can change their shape as per the Polymorph Self spell three times per day. 
  Mind Control (Su):  
  An Aurak’s most devious and malignant power is its ability to control the minds of 
  others.  An Aurak’s mind control works exactly like the Suggestion spell and can 
  be used once every ten minutes.  An Aurak may also use a mind control power 
  exactly like the Mind Control spell once per day.  They may use this power on 
  creatures of 8 or fewer Hit Dice, lasting for 2d6 rounds.  This power does require 
  the active concentration of the Aurak and if forced to make any offensive or 
  defensive actions, or if the Aurak takes any damage, the Aurak must succeed at a 
  Concentration check, DC 15, or lose the mind control.  The target of a mind 
  control must succeed at a Will save, DC 18, or fall under the Aurak’s control. 
  Death Throe (Ex):   
  On the round that an Aurak reaches 0 or fewer hit points, its flesh suddenly bursts 
  into bright, raging green flames that give off an intense, scorching heat and 
  sickening charred stench.  This sets the Aurak into a berserker frenzy, during 
  which the Aurak gains a +4 morale bonus to attack, damage and saving throw rolls.  
  Anyone who comes within 5 feet of the draconian takes 1d6 + the Aurak’s Cha 
  modifier points of damage each round from the flames.  A successful Ref saving 
  throw will halve the damage.  Six rounds later or when the Aurak reaches –10 hit 
  points, it transforms into a whirling twister of green flames and lightning that 
  strikes with a +15 attack bonus and deals 2d6 +the Aurak’s Cha modifier points of 
  damage.  After spending three rounds in this form, the Aurak’s whirling body will 
  come to a sudden halt, and explode with a thunderclap and lightning flash stunning 
  anyone within 10 feet for 1d4 rounds (2d4 if underwater) and dealing 3d6 points of 
  lightning and concussive damage to all within 10 feet.  A successful Ref save, DC 
  18, will negate the stunning effect and halve the damage.  Any items carried by the 
  draconian that were not consumed in the blaze are destroyed by the blast, though 
  magical items may be able to survive depending on their hardness and hit points. 
  Disease Immunity (Ex):  
  Auraks are immune to all natural diseases. 
  Low Metabolism (Ex):  
  
   
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  Auraks can survive on one-tenth of the food and water it takes to sustain and adult 
  human. 
  Keen Senses (Ex):  
  Aurak’s senses are honed by both their racial history and their magical nature.  
  They possess low-light vision, and can detect hidden and invisible creatures within 
  a 40-foot radius.  Auraks can see through illusion spells of 6th level or lower. 
   
  Baaz 
  Medium-size Monstrous Humanoid 
  Hit Dice:  
  2d8 +4 
  Initiative:  
  +0 
  Speed:  
  30 feet 
  A.C.:  
  16 (+6 natural) 
  Attacks:  
  2 claws +2 melee; scimitar +2 melee; short sword +2 melee 
  Damage:  
  Claws 1d4 +1; scimitar 1d6 +1; short sword 1d6 +1 
  Face/Reach:  
  5 foot by 5 foot/5 foot 
  Special Attacks:  
  None 
  Special Qualities:  
  Death throe, disease immunity, glide, low metabolism 
  Saves:  
  Fort +2, Ref +23, Will +2 
  Abilities:  
  Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 10 
  Skills:  
  Bluff +5, Climb +4, Disguise +5, Jump +5, Listen +5, Spot +4  
  Feats:  
  Alertness, Multiattack, Run 
  Climate/Terrain:  
  Any land 
  Organization:  
  Band (2d4), scout (3d6), patrol (2d12) 
  Challenge Rating:  
  
   
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  1 
  Treasure:  
  25% coins, 75% items 
  Alignment:  
  Usually neutral evil 
  Advancement:  
  3-6 HD (Medium-size) 
   
  Combat 
   
  Death Throe (Ex):  
  On the round that a Baaz reaches 0 hit points, its body turns to stone.  The creature 
  that struck the killing blow must roll a successful Ref save, DC 13, or have the 
  weapon stuck fast in the stone body of the dead Baaz.  This only applies to slashing 
  or piercing weapons, not bludgeoning.  The dead stone body of the Baaz dissolves 
  after 1d4 minutes, releasing any stuck weapons.  This death throe does not affect 
  any items carried by the Baaz. 
  Glide (Ex):  
  A Baaz can use its wings to slow its descent from any height, negating any damage 
  taken from falls.  The Baaz may also use his gliding capability to move 
  horizontally up to four times the vertical height fallen. 
  Disease Immunity (Ex):  
  Baaz are immune to all natural diseases. 
  Low Metabolism (Ex):  
  Baaz can survive on one-tenth of the food and water it takes to sustain and adult 
  human. 
   
  Bozak 
  Medium-size Monstrous Humanoid  
  Hit Dice:  
  4d8 +8 
  Initiative:  
  +2 (Dex) 
  Speed:  
  30 feet 
  A.C.:  
  19 (+2 Dex, +7 natural) 
  Attacks:  
  2 claws +6 melee; bite +4 melee; tail slap +4 melee; heavy mace +6 melee; 
  scimitar +6 melee 
  
   
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  Damage:  
  Claws 1d4 +2; bite 1d6 +1; tail slap 1d4 +1; heavy mace 1d8 +2; scimitar 1d6 +2  
  Face/Reach:  
  5 foot by 5 foot/5 foot 
  Special Attacks:  
  Spells 
  Special Qualities:  
  Death throe, spell resistance 15, divine grace, glide, disease immunity, low 
  metabolism 
  Saves:  
  Fort +5, Ref +8, Will +7 
  Abilities:  
  Str 15, Dex 15, Con 14, Int 15, Wis 12, Cha 17 
  Skills:  
  Bluff +9, Diplomacy +9*, Hide +8, Intimidate +5, Knowledge (religion) +6, Listen 
  +3, Move Silently +7, Spot +9 
  Feats:  
  Alertness, Leadership, Combat Casting, Run 
  Climate/Terrain:  
  Any land 
  Organization:  
  Solitary, band (2d6), council (3d8) 
  Challenge Rating:  
  4 
  Treasure:  
  Standard 
  Alignment:  
  Usually lawful evil 
  Advancement:  
  5-12 HD (Medium-size) 
   
  Combat 
   
  Spells:  
  Bozaks are naturally talented spell-casters.  Bozaks can cast spells as a 5th level 
  wizard, though a few more talented Bozaks can cast spells as an 8th level wizard. 
  Death Throe (Ex):  
  On the round that a Bozak reaches 0 or fewer hit points, his scales, flesh and 
  muscles crumble from the bones of his skeleton.  On the next round, at the Bozak’s 
  previous initiative order, the bones explode causing 2d6 points of damage to 
  
   
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  anyone within a 10 foot radius.  A successful Ref saving throw, DC 15, negates the 
  damage. 
  Divine Grace (Ex):  
  Bozaks may add their Charisma modifiers to all saving throws (already included in 
  the above stats). 
  Glide (Ex):  
  A Bozak can use its wings to slow its descent from any height, negating any 
  damage taken from falls.  The Bozak may also use his gliding capability to move 
  horizontally up to four times the vertical height fallen. 
  Disease Immunity (Ex):  
  Bozaks are immune to all natural diseases. 
  Low Metabolism (Ex):  
  Bozaks can survive on one-tenth of the food and water it takes to sustain and adult 
  human. 
  Skills:  
  Bozaks gain a +4 to Diplomacy checks when dealing with other draconians 
   
  Kapak 
  Medium-size Monstrous Humanoid 
  Hit Dice:  
  3d8 +6 
  Initiative:  
  +3 (Dex) 
  Speed:  
  30 feet 
  A.C.:  
  21 (+3 Dex, +7 natural) 
  Attacks:  
  2 claws +6 melee; bite +4 melee; tail slap +4 melee; light crossbow +3 ranged; dart 
  +3 ranged; short sword +6 melee 
  Damage:  
  Claws 1d4 +3; bite 1d4 +1 plus poison; tail slap 1d4 +1; light crossbow 1d6; dart 
  1d4; short sword 1d6 +3 
  Face/Reach:  
  5 foot by 5 foot/5 feet 
  Special Attacks:  
  Poison 
  Special Qualities:  
  Death throe, spell resistance 14, disease immunity, low metabolism, glide 
  Saves:  
  
   
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  Fort +3, Ref +6, Will +4 
  Abilities:  
  Str 16, Dex 17, Con 15, Int 12, Wis 12, Cha 10 
  Skills:  
  Disable Device +6, Hide +9, Listen +6, Move Silently +9, Open Lock +9 
  Feats:  
  Dodge, Multiattack, Run, Track 
  Climate/Terrain:  
  Any land 
  Organization:  
  Band (2d6), patrol (2d10) 
  Challenge Rating:  
  4 
  Treasure:  
  Standard 
  Alignment:  
  Usually neutral evil 
  Advancement:  
  4-9 HD (Medium-size) 
   
  Combat 
   
  Poison (Ex):  
  Kapaks have developed a unique and deadly style of combat that clearly separates 
  them from other draconians and marks them as the assassins of the draconian race.  
  Their saliva is highly poisonous and Kapaks use it to every advantage they can by 
  coating their weapons in combat with it.  Whether by bite or weapon exposure, any 
  creature who receives even a small dosage of Kapak saliva in a wound must 
  immediately make a Fort save, DC 13, or fall paralyzed for 2d6 minutes.  When 
  applied to a weapon tip, the saliva remains good for 3 rounds; after that it must be 
  reapplied. 
  Death Throe (Ex):  
  On the round that a Kapak reaches 0 or fewer hit points, its body instantly 
  dissolves into a pool of greenish acid covering a 5-foot radius.  Anyone caught in 
  the radius of the acid suffer 1d6 points of damage per round that they remain in the 
  radius of the acid.  The acid evaporates after 1d6 rounds.  All items that were 
  carried by the Kapak or caught in the acid’s radius are destroyed. 
  Glide (Ex):  
  
   
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  A Kapak can use its wings to slow its descent from any height, negating any 
  damage taken from falls.  The Kapak may also use his gliding capability to move 
  horizontally up to four times the vertical height fallen. 
  Disease Immunity (Ex):  
  Kapak are immune to all natural diseases. 
  Low Metabolism (Ex):  
  Kapak can survive on one-tenth of the food and water it takes to sustain and adult 
  human. 
   
  Sivak 
  Large Monstrous Humanoids 
  Hit Dice:  
  6d8 +24 
  Initiative:  
  +1 (-1 size, +2 Dex) 
  Speed:  
  30 feet, fly 60 feet (average) 
  A.C.:  
  19 (-1 size, +2 Dex, +8 natural) 
  Attacks:  
  2 claws +10 melee; bite +8 melee; tail slap +8 melee; longspear +10 melee; bastard 
  sword +10 melee  
  Damage:  
  Claw 1d6 +5; bite 1d10 +2; tail slap 1d6 +2; longspear 1d8 +5; bastard sword 1d10 
  +5 
  Face/Reach:  
  5 foot by 5 foot/10 feet 
  Special Attacks:  
  Trip 
  Special Qualities:  
  Death throe, disease immunity, divine grace, low metabolism, spell resistance 15, 
  shapeshift 
  Saves:  
  Fort +8, Ref +9, Will +8  
  Abilities:  
  Str 21, Dex 15, Con 19, Int 13, Wis 12, Cha 15 
  Skills:  
  Bluff +7, Diplomacy +7, Disguise +7, Gather Information +7, Intimidate +7, 
  Listen +8, Spot +7 
  Feats:  
  
   
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  Alertness, Cleave, Multiattack, Power Attack, Run 
  Climate/Terrain:  
  Any land 
  Organization:  
  Band (2d6), patrol (2d8) 
  Challenge Rating:  
  6 
  Treasure:  
  Standard 
  Alignment:  
  Usually neutral evil 
  Advancement:  
  7-18 HD (Large) 
   
  Combat 
   
  Trip (Ex):  
  A Sivak may substitute a trip attack instead of its normal attacks in a round.  By 
  using its tail, the Sivak attempts to trip it’s opponent using its full +10 attack 
  bonus. 
  Shapeshift (Su):  
  Sivaks are capable of assuming the form of any humanoid their size or smaller 
  upon the death of the victim.  The Sivak does not gain the memories, spells, or 
  skills of the copied victim, but the Sivak’s appearance and voice are perfect 
  matches.  The Sivak may voluntarily shift back to his natural form at any time, 
  though the Sivak cannot shapeshift again until a new victim is slain.  Once shape 
  shifted, the Sivak can remain in the new form indefinitely. 
  Divine Grace (Ex):  
  Sivaks may add their Charisma modifiers to all saving throws (already included in 
  the above stats). 
  Death Throe (Ex):  
  A Sivak changes shape when it is slain so that its form perfectly resembles it’s 
  killer as long as the killer was humanoid and the same size or smaller than the 
  Sivak.  His shape lasts for three days.  After three days have passed, the body 
  decomposes into black soot.  If the killer was not humanoid or was any larger than 
  the Sivak, the Sivak bursts into flame dealing 2d8 points of damage to anyone 
  within a 10-foot radius.  A successful Ref save, DC 17, negates any damage. 
  Disease Immunity (Ex):  
  Sivak are immune to all natural diseases. 
  Low Metabolism (Ex):  
  
   
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  Sivak can survive on one-tenth of the food and water it takes to sustain and adult 
  human. 
   
  Dragons 
  The drastic climate changes sweeping across Ansalon during the time of the 
  War of the Darklance campaign have affected dragons just as much as every other 
  creature.  In particular, the smallest of the chromatic dragons, the whites, have 
  benefited greatly from the onslaught of the never-ending winter.  In the short time 
  that the cold has been wracking Ansalon, white dragons have found their strength 
  and dominance increased considerably.  On the other hand, red dragons have 
  suffered the most.  Even the metallic dragons do not seem so affected, though 
  some rumors indicate this is due to the evil nature of the winter affecting creatures 
  of similar ilk more strongly. 
   
  Chromatic Dragons 
   
  White dragons are treated as being 2 age categories higher than they actually are.  
  Red dragons are treated as 2 age categories lower than they are.  Black and blue 
  dragons are treated as one age category lower.  Green dragons suffer no penalties 
   
  Metallic Dragons 
   
  Gold dragons are treated as one age category lower than they actually are.  Silver, 
  bronze, brass and copper suffer no penalty. 
   
  Templates 
  This section details any templates used in the War of the Darklance 
  campaign setting.  These templates are overlapped onto a PC or NPC’s statistics to 
  transform them into something different.  For more information on monster 
  templates, see the Monster Manual. 
   
  Death Knight 
  Death Knights are the most accursed creatures ever to walk the face of 
  Krynn.  Thankfully, there are few of them.  A death Knight is a creature who in life 
  was a knight, cavalier, or some other noble archetype of honor and justice.  By 
  committing unspeakable acts and having the curse of the gods brought down upon 
  them, these creatures have been transformed into Death Knights – powerful, 
  horrifying leaders of the undead without equal on Krynn.  Note that a character 
  cannot set out to be a Death Knight.  It is a curse given by the gods to those found 
  
   
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  guilty of such incredible judgment that there is no worthy punishment.  The gods 
  of good and neutrality do not dole out such sentences.  It is the gods of evil, 
  particularly Chemosh and Takhisis who give such ‘rewards’ for such monstrous 
  behavior.  The most famous example of a Death Knight is Lord Soth. 
   
  Hit Dice:  
  d10 
  Speed:  
  Base speed is 30 feet 
  AC:  
  As per character AC 
  Damage:  
  As per character  
  Special Attacks:  
  Wall of Ice (Sp; as per the 4th level wizard spell, three times per day, functions at 
  20th caster level), Power Word Kill or Power Word Stun or Power Word Blind (Sp; 
  as per the 9th, 7th, and 8th level wizard spells respectively, only one of the three 
  once per day, functions at 20th caster level), Symbol (Pain) (Sp; as per the 8th level 
  wizard spell, once per day, functions at 20th caster level), Fireball (Sp; as per the 
  3rd level wizard spell but with 20d6 instead of 10d6 maximum damage, once per 
  day, functions at 20th caster level) 
  Special Qualities:  
  Spell Resistance 17, Fear Aura (as per the 4th level wizard spell except that instead 
  of a cone the aura extends up to 10 feet, always active, functions at 20th caster 
  level) Turn Resistance +5, Detect Magic (Sp; as per the 0 level wizard spell, at 
  will, functions at 20th caster level, Dispel Magic (Sp; as per the 3rd level wizard 
  spell, twice per day, functions at 20th caster level) 
  Saves:  
  As per class 
  Abilities:  
  Death Knights gain +2 to Strength, Intelligence and Wisdom.  However, as 
  undead, they have no Constitution score. 
  Skills:  
  Death Knights continue to gain skill points at the rate of 2 + Int modifier per level.  
  They also gain a +4 bonus to Intimidate. 
  Feats:  
  Death Knights continue to gain feats every 3 levels in the same fashion as a normal 
  character. 
  Climate/Terrain:  
  Any  
  
   
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  Organization:  
  Solitary, though at times accompanied by similarly accursed undead or undead 
  retainers, servants, or followers 
  Challenge Rating:  
  12 
  Treasure:  
  Magic items 50%, normal or cursed items 50%. 
  Alignment:  
  Any evil, though usually chaotic or lawful. 
  Advancement:  
  Standard experience template progression, Medium-size 
  
   
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  Fall of The High Clerist’s Tower 
  A Poem by Calvin Dreasler 
   
  A lance brought forth with awful power 
  Against defenders of High Clerist’s Tower 
   
  A mighty shout, the dragon falls 
  Glints of gold smash the walls 
   
  Two armies fighting afoot  
  One fighting in air 
  High Clerist’s Tower soon to fall  
  Lord Gunthar cries, “Away from there!” 
   
  “Retreat!  Retreat!” The call goes out as darkness rules the day 
  “If we run now, we live to fight again somewhere else, some way.” 
   
  On a mountain ridge in unmarked graves  
  Lie Heroes of the Fall 
  Look up!  Look up!  See the names! 
  They are written on the wall. 
   
  --Legion, Bard of Ansalon 
  Son of the Dragon 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/Dragonlance/War of the Darklance.pdf