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DragonLance Saga
DragonLance Saga
Author: DragonLance Saga
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Description
This podcast is a celebration of the one-of-a-kind, high fantasy setting Dragonlance. It will include information about the Dragonlance Saga and the world of Krynn, including features on characters, events, stories, art and more!
886 Episodes
Reverse
Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing one-shot games, Tales from Woodcreek, Alien: The Roleplaying Game, and Call of Cthulhu.
https://youtube.com/live/wDh31F3KX-g
Show Notes
Intro
Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 16th. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.
I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media and get $10 by signing up to StartPlaying.Games using my affiliate links in the description below.
Discussion
DLSaga Anthology – Now through March 1, 2026
https://dlsaga.com/contributors/
8k words or less
Members and patron benefits:
Weekly readings and monthly downloads
Discord sections for subscribers and members only
Discounts on merchandise
Patrons – 2 free game sessions per month!
Why one-shot tabletop RPGs should start full throttle
https://www.polygon.com/ttrpg-advice-game-design-cold-open-best-indie-games/
‘Tales from Woodcreek’ Is the Most Watchable ‘D&D’ Show That Not Enough People Are Watching
https://www.cracked.com/article_49599_tales-from-woodcreek-is-the-most-watchable-dd-show-that-not-enough-people-are-watching.html
The “Evolved Edition” of ‘Alien: The Roleplaying Game’ Adds Even More to an Already Great TTRPG
https://bloody-disgusting.com/reviews/3924630/the-evolved-edition-of-alien-the-roleplaying-game-adds-even-more-to-an-already-great-ttrpg-review/
D&D rival Call of Cthulhu offers 94% off essential sourcebooks worth $426 in this epic bundle deal
https://www.wargamer.com/call-of-cthulhu-rpg/humble-bundle-dnd
Outro
And that’s it for this OA News episode! Do you enjoy one-shot games? Do you enjoy watching actual plays? And finally, have you ever tried Alien or Call of Cthulhu ttrpgs? Feel free to email me at info@dlsaga.com or comment below.
I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael and Developer Patrons Chris Androu & Sam Ruiz!
This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Join the 2026 Dragonlance: Dragons of Autumn Twilight Annual Watch Party celebrating the direct to video film release. Originally released by Paramount Pictures on January 15, 2008. The film was scored by Karl Preusser. We will be commenting on its production and story with you, the audience. You can learn more here: https://en.wikipedia.org/wiki/Dragonlance:_Dragons_of_Autumn_Twilight
https://youtube.com/live/zb8KSREFL5k
About Dragonlance: Dragons of Autumn Twilight
After 300 hundred years of peace, the world of Krynn has descended into darkness as the evil goddess Takhisis and her army of dragons threaten to dominate the lands. Can a small band of heroes, including the wizard Raistlin (Kiefer Sutherland), the priestess Goldmoon (Lucy Lawless), and the half-elven warrior Tanis (Michael Rosenbaum), save the world before all is lost? Based on the New York Times best-selling novel, Dragonlance: Dragons of Autumn Twilight is an epic tale of might, magic, and monsters!
Welcome to part sixteen of my Gaming AD&D: Dungeon Masters Guide Reading series where I rediscover Advanced Dungeons & Dragons with a live audience by reading the core rules. In this episode I will continue reading aloud the Advanced Dungeons & Dragons Dungeon Masters Guide by Gary Gygax, released in August 1979. Buy the Advanced Dungeons & Dragons Dungeon Masters Guide now: https://www.dmsguild.com/en/product/17004/dungeon-master-s-guide-1e?affiliate_id=50797
https://youtube.com/live/2blD3M4BNM0
Time Stamps:
0:00 Intro
1:12 Treasure: Miscellaneous Magic Continued
59:41 Outro
About the Advanced Dungeons & Dragons Dungeon Masters Guide
The 1st Edition Dungeon Master’s Guide is Back! Dungeon Masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the Dungeon Master’s Guide. Herein you will find:
Combat Matrices
Encounter Tables
Monster Attacks Alphabetically Listed
Treasure and Magic Tables and Descriptions
Gem Values by Type
Random Wilderness Terrain Generation
Random Dungeon Generation
Suggestions on Game Mastering
And a Whole Lot More!
This excellent tome is a must for every Dungeon Master!
In Dragonlance, The Orders of High Sorcery are governed by the three gods of Magic, Solinari, Lunitary, and Nuitari. Does that make the Wizards of High Sorcery Clerics? Buy Holy Orders of the Stars: https://www.dmsguild.com/en/product/3239/holy-orders-of-the-stars-3-5e?affiliate_id=50797
https://youtu.be/ubZWAe9_1Ks
Transcript
Cold Open
Wizards of High Sorcery serve the gods, obey strict laws, and can lose their power if they stray.
So… are they clerics?
Intro
Welcome to another DragonLance Saga episode. My name is Adam, and today I’m going to answer a question that comes up surprisingly often: are Wizards of High Sorcery clerics? I’d like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron–you can even pick up Dragonlance media or get $10 by signing up to StartPlaying.Games using my affiliate links. I’m referencing DLA Dragonlance Adventures, and the Chronicles and Legends for this information, if I leave anything out or misspeak, please leave a comment below.
Discussion
At a glance, Wizards of High Sorcery look very much like clerics. They draw power from divine beings. Their magic waxes and wanes according to heavenly bodies’ cycles. They are bound by oaths, laws, and a rigid hierarchy. They can be punished, stripped of power, or even executed for violating doctrine. And like priests, their lives are defined by service to something greater than themselves. So the confusion is understandable.
But in Dragonlance, Wizards of High Sorcery are not clerics, and the distinction matters greatly—both thematically and cosmologically. To understand why, we have to start with what the gods of magic actually are.
Solinari, Lunitari, and Nuitari are gods, yes—but they are fundamentally different from the rest of the pantheon. When the other gods aligned themselves for the coming All-Saints War, the gods of magic refused to take sides. Instead of ruling from the heavens, they bound themselves to Krynn itself, revolving around the world as moons, anchoring magic directly into creation.
They do not demand worship. They do not ask for prayer. They do not require devotion, sacrifice, or moral obedience. They grant access, not favor.
A Wizard of High Sorcery does not serve a god in the way a cleric serves Mishakal, Paladine, or Takhisis. A wizard pledges loyalty to magic itself. This is explicitly stated in the doctrine of the Orders: a wizard’s only loyalty is to magic. That single principle is the reason magic survives in Krynn at all. This is the first and most important difference. Clerics are instruments of divine will. Wizards are custodians of a cosmic force.
Since the Second Dragon War, the gods of magic have not intervened to guide behavior. They do not issue commandments. They do not speak through visions demanding obedience. Instead, they allow the Orders to regulate themselves through law, tradition, and brutal accountability. The Conclave, not the gods, governs wizardry. The Test of High Sorcery, not divine judgment, determines worthiness.
And the Test makes this distinction crystal clear. The Test of High Sorcery is not about faith. It is not about morality. It is not even about good or evil. Wizards are not judged on why they want power, but on whether they will use it responsibly. Failure does not mean excommunication. It means death.
When a wizard takes the Test, they are not dedicating their soul to a god. They are pledging their entire life to magic. That pledge is enforced not by divine punishment, but by the Orders themselves. A wizard who breaks faith with their order does not lose magic because a god is displeased—they lose it because they have broken alignment with the cosmic structure that allows them to channel it. Even the moons reinforce this difference.
A cleric’s power flows continuously so long as they remain in good standing with their deity. A wizard’s power fluctuates mechanically, predictably, impersonally. Solinari waxing does not reward a White Robe. Nuitari waning does not punish a Black Robe. The moons do not care. They simply are.
When a wizard strays too far from the principles of their order, the moon ceases to affect them—not as judgment, but as consequence. And this brings us to the crucial dividing line. Clerics exist to serve divine purposes. Wizards exist to preserve balance.
A White Robe wizard must pursue good, yes—but only because unrestrained magic is destructive. A Black Robe wizard pursues self-interest, but within boundaries. A Red Robe wizard stands between extremes, maintaining equilibrium. These are not moral callings. They are functional necessities.
That is why White and Black Robes can slaughter each other on the battlefield, then calmly debate spell theory in a Tower of High Sorcery. Their loyalty is not to ideology, nation, or god—it is to magic’s survival. And it is why renegade wizards are treated more harshly than apostate clerics.
A fallen cleric has lost favor. A renegade wizard is a threat to reality. The Orders will hunt, capture, convert, or destroy renegades because uncontrolled magic destabilizes the world itself. This is not heresy—it is hazard containment.
So while Wizards of High Sorcery share surface similarities with clerics—hierarchy, obligation, loss of power—their role in Dragonlance is entirely different. Clerics are servants. Wizards are stewards. Clerics submit to will. Wizards submit to law. And that distinction is at the very heart of Krynn’s cosmology.
Outro
But that is all the time I have to talk about Wizards of High Sorcery and whether they are clerics. What do you think? Does the distinction matter to you as a player, or do they feel functionally the same at the table? And if you were playing a wizard in Dragonlance, which order would you choose, and why? Leave a comment below.
I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember:
I go where I choose in this world, and I choose to go with you, Tanis Half-Elven.
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: The Five Pillars of Running the Table.
https://youtube.com/live/5Pq90qF-nYw
Show Notes
Intro
Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 12th, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Most new Dungeon Masters think a good session comes down to one thing: combat. But if every session is only a fight, players burn out. If there’s no tension, the world feels flat. And if characters don’t grow, the story doesn’t stick. Running a great game isn’t about doing one thing well — it’s about balancing multiple forms of engagement. Today we’re breaking down the Five Pillars of Running the Table, and how understanding them can transform the way you run your game. Welcome to Dungeon Mastering 101.
Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below.
Discussion
Segment 1 — The Table Is a System, Not a Scene
Before we talk about the pillars themselves, we need to reset expectations. A D&D session is not a sequence of encounters. It is a dynamic system made up of:
player motivations
emotional energy
pacing
choice and consequence
The Five Pillars are not rigid categories — they are lenses. They help you diagnose what a session needs right now. A balanced table feels alive because it shifts focus naturally.
Segment 2 — Pillar One: Combat (Tension & Stakes)
Combat is not just about tactics and damage. At its best, combat provides:
urgency
risk
visible consequences
cinematic payoff
For new DMs:
Combat should answer the question: What happens if the players fail?
Short, meaningful fights are better than long, repetitive ones.
Every combat should matter narratively or emotionally.
Combat is the pressure cooker of the game — use it intentionally.
Segment 3 — Pillar Two: Exploration (Curiosity & Discovery)
Exploration is about giving players the freedom to investigate the world. This includes:
physical travel
dungeons
wilderness
mysteries
environmental storytelling
Exploration works when:
choices lead to different outcomes
information is earned
the world reacts to curiosity
For new DMs:
You don’t need maps for everything.
Give players meaningful options, not exhaustive detail.
Exploration feeds player agency.
Segment 4 — Pillar Three: Social Interaction (Connection & Influence)
Social interaction is where players test who their characters are. This pillar includes:
roleplay
negotiation
deception
persuasion
alliances and rivalries
Key points for new DMs:
NPCs should have goals, not scripts.
Let conversations change the world.
Reward engagement, not just high rolls.
Social scenes turn the world from a backdrop into a relationship.
Segment 5 — Pillar Four: Downtime (Reflection & Growth)
Downtime is often overlooked — and that’s a mistake. Downtime allows:
characters to reflect
players to breathe
consequences to settle
the world to move
For new DMs:
Downtime doesn’t need weeks of in-game time.
A single evening, festival, or travel montage can count.
Use downtime to highlight character priorities.
Without downtime, the game becomes exhausting.
Segment 6 — Pillar Five: Character Arcs (Meaning & Investment)
Character arcs are the emotional backbone of the campaign. They answer:
Why does this character care?
What do they want?
What challenges them personally?
For new DMs:
You don’t need full backstory novels.
Look for unresolved questions.
Tie character choices to world consequences.
When characters grow, players stay invested.
Segment 7 — Balancing the Five Pillars
You do not need all five pillars in every session. Instead:
Rotate focus over multiple sessions.
Watch player energy and shift accordingly.
Use one pillar to support another.
Examples:
Exploration leads to combat.
Social interaction creates future conflict.
Downtime sets up character arcs.
Balance is about awareness, not math.
Segment 8 — The DM101 Mindset Behind the Pillars
Here’s the mindset shift that ties everything together: You are not delivering content —you are curating experiences. The Five Pillars exist to serve:
player agency
emotional pacing
shared storytelling
Your role is to notice what the table needs and provide the right pillar at the right time.
Closing Takeaway
Combat excites. Exploration invites. Social interaction connects. Downtime sustains. Character arcs endure. A great Dungeon Master doesn’t master one pillar — they learn to balance all five.
Once you understand these pillars, you stop asking, “What should happen next?”…and start asking, “What does this table need right now?” That is the heart of Dungeon Mastering 101.
Outro
And that’s it for this episode of Dungeon Mastering 101, Core Foundations: The Five Pillars of Running the Table! Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.
Thank you for tuning in. Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy and Developer Patron Chris Androu!
This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Join us as we continue our @Dungeons & Dragons actual play of a heavily customized Tyranny of Dragons with this session nineteen! You can buy Tyranny of Dragons here: https://amzn.to/3XJvuND
https://youtube.com/live/oDLH2mA2Q6A
Time Stamps:
0:00 Intro
2:44 Chapter 5: Construction Ahead – Carnath Roadhouse Continued
20:52 Chapter 6: Castle Naerytar – Traveling to the Castle
1:53:56 Break
2:10:22 Chapter 6: Castle Naerytar – Traveling to the Castle Continued
3:53:18 Outro
Cast of Characters
Elemier of the Thornwood | Kagonesti Elf, 5th Level Paladin of Kiri-Jolith, Oath of Vengeance | Ryan
Lucan Silvershaper | Solamnic Human, 5th Level Cleric of Mishakal, Life Domain | Austin
K’thriss | Aurak Draconian, 5th Level Fighter, Psi Warrior | Robert/@emtman25
Gunnar Thorvald | Nordmaar Human, 5th Level Barbarian, Path of the Wild Heart | Chris
Garrick Bloodmoor | Icewall Human, 5th Level Rogue/Fighter/Ranger | Gregory
Seto Hoshiko | Ran-Eli Human, 5th Level Warlock, Great Old One Patron | Gabriel/@PensiveDream
Game Setup
Last time on Tyranny of Dragons: The heroes return to the caravan en route to Gander and Elowyn is near being strung up. At this point it seems the cult is ready to blame anyone for the death of their member even if it means manufacturing a reason. The heroes negotiate a solution to have her brought to Gander and turned over to the authorities. They make their way on this last leg of the trip and aside from regular road hazards and inclement weather, make it to Gander, finally. They let Elowyn go and she decides to head for the Temple of Paladine in Palanthas. The heroes meet up with Jamna and are all introduced to Seto. They decide to work together as they all are trying to discover more about the Cult and what they are planning with the stolen loot. The Cult’s wagons are going to be headed East, and the heroes learn of Lord Winterholm starting a building campaign to rebuild the road from Winterholm to Gander. Construction is already underway and the heroes join up with the High Road Charter Company. They are ambushed on the way to Carnath House, the drop off point for tradesmen and supplies for the construction, and overcome the Bullywug’s. Once at the roadhouse they realize some of the crates, specifically the cults’ loot crates are being stored in a secured area. The heroes deal with one furious cultist who calls out Gunner and as tensions are high, Bog Luck, the half-ogre who runs the construction effort, suggested Gunner retire to his room rather than have the cultists kill him. As Soto and Garrick discover a secret portal in the secure room, Bakali erupts from within. The heroes all come to help fight off the Bakali, but with the sounds of battle evident and the already high tension with the cultists, what will the heroes do?
About Tyranny of Dragons
The Return of Tiamat
An epic draconic adventure for levels 1-15
The forces of Tiamat, Queen of Evil Dragons, bring war to the Forgotten Realms. Led by the sinister Cult of the Dragon, an army of dragons and foul villains wage a merciless campaign to unleash their draconic god upon the world. Opposing them is a desperate alliance including the heroic Harpers and treacherous Zhentarim. This fragile coalition needs heroes to unite them and find ways to resist the draconic threat. Do you have the courage to stand against the Cult of the Dragon and the threat of Tiamat’s immortal tyranny?
Jump Into Play with D&D Beyond
Purchasing a digital copy of this book unlocks it for use in the D&D BEYOND compendium and toolset. D&D BEYOND is the official digital toolset for DUNGEONS & DRAGONS. Create characters in minutes, play directly on your character sheets with digital dice, and prep less and play more with Dungeon Master tools like the Encounter Builder and Combat Tracker. Unlock Maps, D&D BEYOND’s virtual tabletop, with a Master Tier subscription. Host game sessions on dozens of official maps, or make your own and use our player and monster tokens to take your gaming to the next level!
New features:
Adds 31 tyrannical monsters to use in the Encounter Builder to create & run organized battles for your party
Wield 13 new magical items against the forces of Tiamat with a click of your character sheet
A good beginner adventure for Dungeon Masters including rollable tables, detailed maps, and unique NPCs
Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing Starting an adventure, down time in game, RealmsBound project, and Dungeon Crawl Classics.
https://youtube.com/live/ZY7AiDCzjQE
Show Notes
Intro
Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 9th. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.
I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media using my affiliate links and get $10 by signing up to StartPlaying.Games in the description below.
Discussion
DLSaga Anthology – Now through March 1, 2026
https://dlsaga.com/contributors/
8k words or less
Members and patron benefits:
Weekly readings and monthly downloads
Discord sections for subscribers and members only
Discounts on merchandise
D&D: Five Classic Ways To Open An Adventure
https://www.belloflostsouls.net/2026/01/dd-five-classic-ways-to-open-an-adventure.html
The worst part of Critical Role is one of the best parts of Dungeons and Dragons
https://www.wargamer.com/dnd/critical-role-downtime
Ed Greenwood’s RealmsBound Project Brings New Depth to Dungeons & Dragons’ Forgotten Realms
https://techraptor.net/tabletop/news/ed-greenwoods-realmsbound-project-brings-new-depth-to-dungeons-dragons-forgotten
After 8 years of playing D&D nonstop, I’ve finally tried its biggest alternative
https://www.polygon.com/dnd-alternative-dungeon-crawl-classics/
Outro
And that’s it for this OA News episode! How do you like to open your adventures? Do you mind long periods of player discussion above table in your games? And finally, have you ever tried dungeon crawl classics? Feel free to email me at info@dlsaga.com or comment below.
I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael and Developer Patrons Chris Androu & Sam Ruiz!
This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Welcome to part fifteen of my Gaming AD&D: Dungeon Masters Guide Reading series where I rediscover Advanced Dungeons & Dragons with a live audience by reading the core rules. In this episode I will continue reading aloud the Advanced Dungeons & Dragons Dungeon Masters Guide by Gary Gygax, released in August 1979. Buy the Advanced Dungeons & Dragons Dungeon Masters Guide now: https://www.dmsguild.com/en/product/17004/dungeon-master-s-guide-1e?affiliate_id=50797
https://youtube.com/live/tA9owQw7hCU
Time Stamps:
0:00 Intro
0:57 Treasure: Miscellaneous Magic Continued
58:54 Outro
About the Advanced Dungeons & Dragons Dungeon Masters Guide
The 1st Edition Dungeon Master’s Guide is Back! Dungeon Masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the Dungeon Master’s Guide. Herein you will find:
Combat Matrices
Encounter Tables
Monster Attacks Alphabetically Listed
Treasure and Magic Tables and Descriptions
Gem Values by Type
Random Wilderness Terrain Generation
Random Dungeon Generation
Suggestions on Game Mastering
And a Whole Lot More!
This excellent tome is a must for every Dungeon Master!
Welcome to today’s Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing TTRPG actual plays and paid games.
https://youtube.com/live/li4JAhXcgJE
Show Notes
Intro
Welcome to another DragonLance Hangout! It is Kirinor, Newkolt the 7th, and my name is Adam. Today I am discussing the forthcoming DLSaga Anthology and my process of writing!
I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media using my affiliate links in the description below.
Discussion
DLSaga Anthology
https://dlsaga.com/contributors/
4,000–7,500 words preferred
Notifications sent by March 1, 2026
1. Actual Plays: Entertainment or Tabletop Gaming?
Opening Framing Thought
Actual plays began as a way to share a game—but they’ve evolved into a distinct form of fantasy entertainment.
Key Contrast
Playing a Game
Agency, immersion, personal stakes
Messy, slow moments are part of the fun
The story belongs to you
Watching an Actual Play
Passive, narrative-focused
Edited (or performed) for pacing
The story belongs to the cast
Prompt
“Is watching an actual play closer to playing D&D… or closer to watching a fantasy series set in a D&D world?”
Dragonlance Angle
Dragonlance is deeply narrative and character-driven
Watching fits well for fans who love the lore but don’t want rules overhead
Playing hits harder for those who want to leave a mark on Krynn
2. Do People Enjoy Playing Online More Than Watching?
Why People Prefer Playing
You matter to the outcome
Emotional investment is stronger
Especially powerful in settings like Dragonlance where legacy, honor, and tragedy matter
Why People Prefer Watching
No scheduling stress
No social anxiety
High-quality storytelling without homework
You can love Krynn without knowing THAC0
Question
“If you could only choose one—would you rather be in Krynn, or observe it being explored by others?”
3. Paid Games vs Free Games (StartPlaying, etc.)
This is where things get spicy—and relevant to a lot of viewers.
Why Players Try Paid Games
Consistent scheduling
Experienced, prepared GM
Clear expectations
Safety tools and table norms
Especially appealing for online-only players
What Players Expect From a Paid Game
Compared to free games, players often expect:
Paid Game Expectations
Strong session prep and continuity
Clear campaign direction
Spotlight balance
Professional table management
Respect for player time
Stable tone (very important for Dragonlance)
Free Game Expectations
More flexibility
More chaos
Often more forgiving of rough edges
“We’re here to have fun” energy
Question
“Is paying for a game paying for quality… or paying for reliability?”
4. What Should a Paid Dragonlance Game Deliver?
This is a great moment to subtly establish your philosophy as a DM.
Dragonlance-Specific Expectations
Respect for established lore (without being shackled by it)
Epic stakes, not kitchen-sink chaos
Meaningful moral choices (Good, Evil, and the gray between)
Consequences that matter
Characters who feel like they belong in Krynn—not generic fantasy avatars
Discussion Prompt
“If you paid to play in Dragonlance, what would feel like a betrayal of the setting?”
5. Does Any of This Matter to Viewers?
Short answer: Yes—but not in the way players think.
What Viewers Care About
Chemistry at the table
Emotional authenticity
Clear character motivations
Momentum and pacing
Respect for the world
What Viewers Don’t Usually Care About
Whether the game is paid or free
Perfect rules accuracy
Who ‘won’ the encounter
Key Insight
Viewers can feel professionalism, even if they don’t know why. A paid-level game often produces:
Better focus
Fewer derailments
Stronger narrative arcs
Which—ironically—makes it better viewing.
6. The Big Question
“Are actual plays about showcasing a game… or showcasing a Dungeon Master’s philosophy?”
And for Dragonlance specifically: “Is Krynn better experienced as a place you visit… or a story you watch unfold?”
Chat Polls
Would you rather: Play online or Watch an actual play
Have you ever paid for a game? Yes / No / Would Consider
What matters more: Lore Accuracy or Good Story
Should Dragonlance games stick close to canon? Yes / No / Depends
Outro
And that is all the time we have to hangout today. What do you think of actual plays? Would you ever pay to play a TTRPG? And finally, what is your favorite system to play Dragonlance in? Feel free to email me at info@dlsaga.com or comment below.
I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patron Chris Androu!
This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Join me as I review The Citadel by Richard A. Knaak live! Share your thoughts on this third novel in the Dragonlance Classics series, released by Wizards of the Coast on July 1, 2000. You can buy a copy here: https://amzn.to/3LkFPxk
https://youtube.com/live/kiArl9R5CJs
About The Citadel
Weapon of the Dark Queen
Against a darkened cloud it comes, framed by thunder and lightning, soaring over the ravaged land: the flying citadel, mightiest power in the arsenal of the dragon highlords.
In an age of war, an evil wizard learned the secret of creating these castles in the air and sought to use them to gain power over all Krynn. Against him were ranged a red-robed magic-user, a cleric, an ancient warrior, and — naturally — a kender.
Their battle shook the skies of Krynn.
Review
Intro
Welcome to another DragonLance Saga review episode. It is Majetag, Newkolt the 6th. My name is Adam and today I am going to give you my review of The Citadel by Richard A. Knaak. I would like to take a moment and thank the DLSaga members and Patreon patrons, and invite you to consider becoming a member or patron. You can even pick up Dragonlance media using my affiliate links. This is my perspective only, and if you have any thoughts or disagree with mine, I invite you to share them in YouTube chat.
Review
This is a solid start to a story. We are in Christine with the red robe wizard Tyrus and white robe Leot. They are researching when the city is attacked by General Markus Cadrio. He was a former member of the Black Dragon Army who was trying to rally an army around him. He commands dragons, gargoyles and two citadels which pummel Crystine. However, the city is protected by two gold dragons who fight off many of the attackers. The gargoyles take the wizards, but Tyrus falls. He wakes after the battle to Captain Bakal who shares the outcome. Immediately Tyrus wants to travel to get back his friend Leot. He goes to the gold dragons who refuse, as one is ready to deliver her eggs.
Cardio is met by a wizard named Valkan who wants to raise another Citadel in Atrium, so he travels there and they sacrifice Lemuel, a cleric of Takhisis to raise this new, but different citadel. They use it to destroy the town of Norwich, but the new citadel destroyed one of Cadrio’s other citadels in the process as well as fighting off the silver dragons defending the town. This infuriates Cadrio who doesn’t feel he can trust Valkan.
Back in Crystine, Tyrus is visited by a cleric of Branchala named Serene who asks where Cadrio is. He doesn’t know but he asks if she needs help, and introduces her to Captain Bakal. They travel with twelve soldiers to meet up with a kender named Rap who invites griffons to carry them all in search of General cardio. They eventually arrive at Norwich, shocked at the devastation and remains of a flying citadel.
They suddenly realized there was motion in the clouds, and saw the Atrium citadel flying, concealed in the clouds. They moved to intercept it as they sent Rap to Gwynned to get the Gold Dragons to aid in the attack. Simultaneously, the gargoyles that served Valkan were beginning to mutiny as Stone was speaking with both General Cardio and Tyrus about helping either of them overthrow Valkan. Once the battle began it was a brutal one, with lightning striking and decimating foes. The black dragons joined and the gold dragons were defeated. Serene and Tyrus were taken into the Citadel as captives as it slowly made its way to Gwynned.
General Cadrio and Vulkan were at each other’s throats as well, vying to power, but Vulkan is clearly the victor. Selene realized that the love of her life she was searching for, is actually Vulkan, but was shocked to see the transformation in him. Vulkan showed Tyrus how he has been powering the citadel, through the life force of captured magi. Including Tyrus’ friend Leot. He then curses him to be unable to cast magic, and imprisons Tyrus again. Tyrus is saved by a gargoyle and Leot, and escapes to report to Captain Bakal. Together they come up with a scheme to stop the Citadel before it reached to Gwynned.
Captain Bakal, Tyrus, and Serene once again invaded the citadel as it was staged to attack, and Tyrus was captured and replaced Leot as the power cell. Rap went to save him and was killed by Valkan. Serene began to take control of the citadel and the gargoyles attacked each other. Valkan was playing General Cadrio off his officer Zander, as they fought the gold dragons with the black dragons.
In the Atrium citadel, they destroyed the help which steers the citadel, but needed to also destroy the magical columns which powered it. Tyrus sent Bakal and Serene off and he went to destroy Valkan, the calendars or both. When he arrived, Valkan was busy focusing on the power, but after a short battle Tyrus sent his staff hurtling toward a calendar and destroyed it, and the citadel began falling from the sky. Valkan was caught under rubble and doomed, as the gargoyles in his service fled. Outside the griffons saved them from the falling fortress as it plummeted onto its own army far below. Tyrus ended up living, and they made a cairn for Rap where he trained the griffons. THe gargoyles came to pay homage to the heroes and went off as free beings.
All in all the story was interesting but I had no idea when it was set. It kept referencing the war of the lance and even kitiara, but then made mention of the gods leaving, but everyone used magic, so I am just confused. I suppose it doesn’t really matter, as Knaak put together an entertaining story with a horrid villain and interesting characters. If you are a completionist, you should read this novel, but otherwise I think you could skip it.
Outro
And that’s it for my review of The Citadel by Richard A. Knaak. When do you think the story was set? Do you like the new type of citadel? And finally, will we ever see citadels in the age of mortals? Feel free to email me at info@dlsaga.com or leave a comment below.
I would like to thank Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz! I would also like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content.
This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
He had a natural aptitude for magic as a young man, but clearly survived and benefitted from Fistandantilus. Let’s examine if Raistlin Majere was a warlock. You can buy Towers of high Sorcery here: https://www.dmsguild.com/en/product/2940/towers-of-high-sorcery-3-5?affiliate_id=50797
https://youtu.be/k_w-BOj03wY
Transcript
Cold Open
If there’s one character who bends the rules of magic on Krynn, it’s Raistlin Majere. But what if the greatest wizard in Dragonlance history… wasn’t purely a wizard at all? What if his unparalleled power came, at least in part, from a dark pact that echoes the mechanics of a D&D Warlock?
Intro
Welcome to another DragonLance Saga episode. My name is Adam, and today we’re diving deep into a fascinating theory: Was Raistlin Majere secretly a Warlock? I’d like to thank the DLSaga YouTube members and Patreon Patrons, and invite you to consider becoming a member or patron. You can also grab Dragonlance media through my affiliate links. This discussion pulls from the Chronicles & Legends novels, Dragonlance sourcebooks, and D&D 5th Edition 2024 rules, particularly the Warlock class from the Player’s Handbook. As always, if I miss details or get something wrong, let me know in the comments.
Discussion
To understand this theory, we first need a quick refresher on how magic works in Dragonlance. Arcane magic on Krynn is tied to the three moons of magic: Solinari for White Robes and good-aligned wizards, Lunitari for Red Robes and neutrality, and Nuitari for Black Robes and evil. Wizards must take the grueling Test of High Sorcery, swear allegiance to one order, and draw power through rigorous study, meditation, and devotion to the moons’ gods. It’s a scholarly, disciplined path—very much like the classic D&D Wizard class, relying on Intelligence, spellbooks, and long preparation.
Raistlin starts firmly in this tradition. He wears the white robe of his instructor and his early life is all about mastering the craft through intellect and observation. But everything changes during his Test of High Sorcery in the Tower at Wayreth.
At the climax of the Test—the youngest mage ever to take it—Raistlin faces what seems like certain death against a powerful dark elf illusion. That’s when the spirit of Fistandantilus appears. This ancient, infamous archmage—known as the Dark One—offers Raistlin a bargain: immediate power to defeat the elf and survive the Test, in exchange for a steady drain on Raistlin’s life force. Raistlin, ever ambitious, accepts without hesitation.
The deal transforms him physically and magically. His skin turns golden (providing resistance to spells), his hair goes white, his eyes become hourglass-shaped (letting him see the ravages of time on all things), and he’s cursed with a chronic, debilitating cough. But he gains immense power in the moment, and Fistandantilus’s essence lingers within him, subtly feeding him knowledge and strength for years to come.
Now, let’s shift to D&D 5th Edition 2024 mechanics. The Warlock class is defined by one thing: a pact with a powerful otherworldly patron. Warlocks don’t grind through spellbooks like wizards—they gain their magic through a binding agreement with entities like fiends, archfey, celestials, Great Old Ones, or undying beings. In exchange for power, they often give up something: loyalty, service, life essence, or even their soul.
Some Key Warlock features include: Pact Magic: Spell slots that recharge on a short rest, not a long rest. Eldritch Invocations: Customizable magical abilities that feel like built-in perks from the patron. A subclass based on the patron type, granting themed spells and abilities. Often, the pact is sealed through a direct bargain, especially with Fiend or Undying patrons.
Raistlin’s deal with Fistandantilus fits this template almost perfectly. Fistandantilus is an undying archmage—a lich-like figure who extended his life by draining others via his Bloodstone and even bargained with Takhisis herself. He qualifies easily as an Undying Patron (from the Sword Coast Adventurer’s Guide) or a Fiend Patron. The bargain is explicit: power now for life force over time. Post-pact, Fistandantilus inhabits Raistlin like a possessive patron, granting boosts during critical moments—helping him master the Dragon Orb in Silvanesti, providing insights in Skullcap, and accelerating his overall arcane growth.
This “patron” influence explains Raistlin’s meteoric rise. A normal wizard progresses steadily, but Raistlin goes from novice to the most powerful mage on Krynn in mere years, absorbing Fistandantilus’s ancient knowledge. It’s like gaining levels in Warlock on top of his Wizard base, with the patron providing “invocations” in the form of enhanced resilience and forbidden lore.
We see the patron dynamic play out further in the Legends trilogy. When Raistlin travels back in time, he apprentices under the living Fistandantilus, learns his secrets, and ultimately defeats him in a magical duel—absorbing the archmage’s essence completely. This flips the script: the “warlock” overpowers and consumes his patron, becoming the Master of Past and Present. It’s a classic tale of a Warlock who outgrows or betrays their patron, wielding its power against it.
There are other Warlock parallels too. Raistlin’s golden skin acts like a permanent magical ward—similar to the Undying patron’s features that defy death and decay. His hourglass eyes give him a unique perception of time, evoking Chronurgy Wizard elements but also the alien insights some patrons grant. And his addictive thirst for power mirrors how many Warlocks are portrayed: always chasing the next boon from their patron, even as it destroys them.
But here’s where the theory hits its limits—Raistlin is still, at his core, a wizard. He meticulously studies spellbooks every day. He relies on the moons for high-level magic. He wields the Staff of Magius, a classic wizard artifact. His spellcasting is Intelligence-based, rooted in arcane theory, not the Charisma-driven pact magic of Warlocks. The Fistandantilus deal enhances him but doesn’t replace his foundational wizardry. He never gets short-rest spell slots or true invocations; his power surges come from artifacts, study, and the lingering patron essence.
In modern D&D terms, the best way to build Raistlin is as a multiclass: primarily Wizard (maybe School of Divination or Chronurgy for the time themes), with a few levels in Warlock—Undying or Fiend subclass—to represent the pact’s boost. This captures the hybrid nature: scholarly depth plus a dark bargain for extra edge. A pure Warlock build would miss his vast spell repertoire and intellectual arrogance.
Other characters in fantasy have similar “warlock-ish” elements—think of Anakin Skywalker’s fall or Gandalf’s ring of power—but Raistlin’s story is uniquely tragic because the pact fuels his fatal flaw: ambition bordering on addiction. It costs him his health, strains his relationships (especially with Caramon), and nearly dooms Krynn. Yet without it, he might never have become the fulcrum that defeated Takhisis.
So, is Raistlin Majere a Warlock? Strictly speaking, no—he’s a wizard who made one fateful, devilish bargain that supercharged his destiny. But viewing him through the Warlock lens adds a thrilling layer, highlighting the cost of forbidden power and making him even more compelling for D&D adaptations.
Outro
That’s my take on whether Raistlin Majere could be considered a Warlock. Do you buy the theory? Would you play him as a Warlock multiclass in your game? Does the Fistandantilus pact change how you see his redemption? Leave your thoughts below.
These videos happen weekly because of your support—thank you. If you’re not a patron or member yet, I’d love for you to join. Grab Dragonlance books or games online via my affiliate link in the description.
This channel is all about celebrating the Dragonlance Saga, and I hope you’ll keep watching. Thank you—this has been Adam with DragonLance Saga. Until next time, remember:
No my brother, where I go, you cannot follow. Strong as you are, it would lead to your death.
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: What a Dungeon Master Actually Does.
https://youtube.com/live/I-yhpqr-sP0
Show Notes
Intro
Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 5th, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. When most people think about being a Dungeon Master, they imagine rules mastery, monster stat blocks, or elaborate worldbuilding binders. But here’s the truth:
None of those things define what a Dungeon Master actually does. Dungeon Mastering isn’t about knowing everything. It isn’t about control. And it certainly isn’t about telling your story. At its core, being a DM is about facilitating a shared experience between very different people — and doing it with intention. Welcome to Dungeon Mastering 101.
Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media, using my affiliate links. All links are in the description below.
Discussion
Segment 1 — The DM Is Not the Protagonist
The first misconception new DMs struggle with is this: “I’m responsible for the story.” You’re not.
The Dungeon Master is not the hero, not the main character, and not the author of a finished narrative. Your role is to create situations, not outcomes. Your players:
make the choices
take the risks
live with the consequences
You provide the structure that allows those choices to matter. Once you let go of the need to control the story, your games immediately improve.
Segment 2 — The Five Core Roles of a Dungeon Master
A Dungeon Master wears many hats, but most of what you do falls into five core roles.
1. The Facilitator
You keep the game moving. This means:
setting the pace
clarifying options
transitioning between scenes
managing spotlight time
A facilitator doesn’t rush players — but also doesn’t let momentum die. Your job is to keep the shared experience alive.
2. The Arbiter
You interpret rules and make calls. Not perfectly — consistently. Rules exist to support play, not interrupt it. When something is unclear:
make a ruling
keep the game moving
revisit it later if needed
Fairness matters more than precision.
3. The World’s Voice
You describe the environment and its reactions. The world speaks through:
weather
NPC behavior
danger
opportunity
consequence
You don’t tell players what to think — you tell them what happens when they act. A living world responds.
4. The Spotlight Manager
You decide who gets attention and when. This is subtle, but critical:
inviting quieter players into scenes
gently limiting dominant voices
rotating focus naturally
When everyone feels seen, trust forms. When trust forms, engagement follows.
5. The Tone Setter
Your energy sets the emotional temperature of the table.
Calm → calmExcited → excitedTense → tense
Players take their cues from you more than you realize. Managing your own reactions is one of the most important DM skills you’ll ever develop.
Segment 3 — What a Dungeon Master Is Not
Understanding what you don’t do is just as important. A DM is not:
an adversary
a rules lawyer
a novelist
a referee trying to “win”
Conflict exists within the world — not between you and the players. You succeed when the table succeeds.
Segment 4 — The Hidden Skill: Decision-Making
Most of what a DM does boils down to making decisions under pressure. Every moment behind the screen asks:
Does this happen?
How hard is it?
What reacts?
Who goes next?
You don’t need perfect answers — you need timely ones. Confidence comes from decisiveness, not encyclopedic knowledge.
Segment 5 — Responsibility Without Control
Here is the balance every DM must learn: You are responsible for:
fairness
clarity
safety
momentum
You are not responsible for:
player choices
perfect outcomes
saving characters from consequences
Great Dungeon Masters respect player agency — even when it leads somewhere unexpected.
Segment 6 — The Human Side of the Screen
Every player arrives with:
different motivations
different comfort levels
different expectations
Your role is not to flatten those differences, but to work with them. Dungeon Mastering is as much about reading people as it is about running a game system.
Closing Takeaway
Being a Dungeon Master isn’t about mastery — it’s about presence. You:
create structure
guide momentum
make fair calls
and hold space for creativity
When you understand what your role actually is, the pressure drops, the game flows, and the experience improves for everyone at the table. This is the foundation. Welcome to Dungeon Mastering 101.
Outro
And that’s it for this episode of Dungeon Mastering 101, Core Foundations: What a Dungeon Master Actually Does! Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at info@dlsaga.com or leave a comment below.
Thank you for tuning in. Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy and Developer Patron Chris Androu!
This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing James Haeck, Ravenloft Anniversaries, Stranger Things Conclusion, and D&D in 2026.
https://youtube.com/live/LE2D5SGvDlw
Show Notes
Intro
Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 2nd. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.
I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media using my affiliate links in the description below.
Discussion
DLSaga Anthology – Now through March 1, 2026
https://dlsaga.com/contributors/
Members and patron benefits:
Weekly readings and monthly downloads
Discord sections for subscribers and members only
Discounts on merchandise
James Haeck Hired as Senior Game Designer for D&D
https://dungeonsanddragonsfan.com/james-haeck-dnd-senior-game-designer/
PSA: Dungeons and Dragons Fans Should Circle March 15 and May 18 on their Calendars
https://gamerant.com/dungeons-dragons-dnd-march-15-may-18-2026-ravenloft-curse-strahd-more/
Was Stranger Things real or just a Dungeons and Dragons game?
https://poprant.indiatimes.com/trending/was-stranger-things-real-or-just-a-dungeons-and-dragons-game-fans-make-wild-theories-as-finale-ending-scene-sparks-debate-over-mikes-dd-campaign-678285.html
5 Things We Need to See From Dungeons & Dragons in 2026
https://comicbook.com/gaming/list/5-things-we-need-to-see-from-dungeons-dragons-dnd-2026/
Outro
And that’s it for this OA News episode! Are you excited about a new D&D designer? Will WotC make anniversary Ravenloft products? And finally, what would you like to see in 2026? Feel free to email me at info@dlsaga.com or comment below.
I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael and Developer Patrons Chris Androu & Sam Ruiz!
This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Welcome to part fourteen of my Gaming AD&D: Dungeon Masters Guide Reading series where I rediscover Advanced Dungeons & Dragons with a live audience by reading the core rules. In this episode I will continue reading aloud the Advanced Dungeons & Dragons Dungeon Masters Guide by Gary Gygax, released in August 1979. Buy the Advanced Dungeons & Dragons Dungeon Masters Guide now: https://www.dmsguild.com/en/product/17004/dungeon-master-s-guide-1e?affiliate_id=50797
https://youtube.com/live/YnY4ShcPndE
Time Stamps:
0:00 Intro
0:58 Treasure: Miscellaneous Magic Continued
59:35 Outro
About the Advanced Dungeons & Dragons Dungeon Masters Guide
The 1st Edition Dungeon Master’s Guide is Back! Dungeon Masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the Dungeon Master’s Guide. Herein you will find:
Combat Matrices
Encounter Tables
Monster Attacks Alphabetically Listed
Treasure and Magic Tables and Descriptions
Gem Values by Type
Random Wilderness Terrain Generation
Random Dungeon Generation
Suggestions on Game Mastering
And a Whole Lot More!
This excellent tome is a must for every Dungeon Master!
Welcome to today’s Dragonlance Hangout! This is a casual series where we discuss all things Dragonlance, from characters, to modules, to game editions in a relaxed conversation with the live audience. Today I am discussing the forthcoming DLSaga Anthology and my process of writing!
https://youtube.com/live/eEVnGgwPaGc
Show Notes
Intro
Welcome to another DragonLance Hangout! It is Kirinor, Frostkolt the 31st, and my name is Adam. Today I am discussing the forthcoming DLSaga Anthology and my process of writing!
I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even pick up Dragonlance media using my affiliate links in the description below.
Discussion
DLSaga Contributors
https://dlsaga.com/contributors/
4,000–7,500 words preferred
Stories must be unpublished and original
DLSaga acquires First Publication Rights
All rights revert to the author after publication
Accepted authors receive:
Full author credit
A complimentary copy of the anthology (print and/or digital)
Notifications sent by March 1, 2026
Writing tips
Start Small (Short Is a Feature, Not a Limitation)
A short story isn’t a novel in miniature.
Focus on:
One main character
One core problem or moment
One change by the end
If you can summarize your story in one sentence, you’re on the right track.
Give Your Character a Want
Every scene should revolve around what the character wants right now:
To escape
To prove themselves
To protect someone
To uncover the truth
Conflict comes from something standing in the way of that want.
Show Change, Not Just Events
By the end of the story, something should be different:
The character has learned something
The world has changed
A belief is broken or reinforced
Even quiet stories need an emotional shift.
Let the Setting Do Story Work
Your setting should actively affect the plot:
Magic behaves differently at night
A city is built on forbidden ground
The forest remembers those who enter
If the story could happen anywhere, the setting isn’t pulling its weight.
Use Specific Details
Strong stories come from concrete details, not vague descriptions:
“A chipped blue mug” beats “a cup”
“The smell of wet leather” beats “a bad smell”
One or two sharp details per scene is enough.
End With Meaning, Not Fireworks
Fantasy endings don’t need giant battles.
Strong endings often include:
A sacrifice
A quiet victory
A revealed truth
A cost paid
The best endings feel inevitable in hindsight.
Don’t Aim for Perfect—Aim for Finished
Your first draft is allowed to be messy.
Finishing stories teaches you more than endlessly polishing the opening paragraph.
A great habit: write to the end, then revise.
Revise With Purpose
When revising, ask:
Does every scene matter?
Can I cut anything without harming the story?
Is the ending earned?
Short stories often improve most by cutting, not adding.
Simple Fantasy Short Story Formula (Beginner-Friendly)
A character wants something
Magic complicates it
The character must choose
The world or character changes
That’s it. Everything else is flavor.
Story Ideas
A mercenary company discovers their employer is a Dragon Highlord—and must choose between gold and conscience.
An apprentice of the Tower of High Sorcery fails their Test—not catastrophically, but quietly—and must live with what was taken instead.
A disgraced Knight of Solamnia hides his past while protecting a caravan—until his old order comes calling.
A plainsfolk storyteller realizes their oral history will die with them unless they entrust it to an outsider.
An artifact from before the Cataclysm resurfaces, but using it may doom the fragile balance of the new world.
A widow casts her knight-husband’s armor into a river sacred to Habbakuk—and something answers.
Log Line
A Knight of the Divine Hammer struggles with leaving his secret wife to chase down the Cult of Chemosh.
Era
The Age of Might, ~39 PC after the Kingpriests declaration of Manifest Virtue
Characters
Kingpriest Beldinas Pilofiro
Formed the holy knighthood to defend the Holy Empire from wickedness
Cathan MarSevrin
Cathan Twice-Born
Received a vision of a burning hammer falling toward Istar
first Knight of the Divine Hammer
Tavarre of Luciel
first Grand Marshal, answered to the Kingpriest and no other.
Darian Volkar
Main character, former orphan, in love with Amara Kesh
Knight of the Divine Hammer
Amara Kesh
Darian’s secret wife, former orphan
Cassian Morvek
Darian’s battle buddy
Loyal, direct, dirty minded
Tiber Kaelos
Darian’s Icodio, or Knight Banneret. The leader of his Ina, or Squadron.
The Bone-Seer Arkhavel
High Priest of Chemosh
Hierophant Caldris Ossian
Local Cult Leader of Chemosh
Organizations
Order of the Divine Hammer
The smallest military unit was the Ina, or squadron, which consisted of ten knights, twenty Scatas, and three clerics or war-priests.
An Istaran company (Cosa) consisted of four Inas and pursued roaming hobgoblin and ogre bands.
The Imperial squadron (Meniba) quelled civil unrest in minor lands and consisted of 300 Scatas plus a contingent of knights and clerics.
Istaran Birafas, or regiments, saw use in the Lost Battles and were each comprised of five Menibas
the mighty Istaran division (Droma) was made up of six Birafas but was only deployed once during the Hammer’s existence.
The first officer position within the Hammer is that of Knight Banneret (Icodio), who commands a dozen knights and can commandeer thirty Scatas for crucial missions.
Above the Knight Banneret is the Knight Commander, or Icilmo. A Knight Commander leads six Knights Banneret and associated troops, and he can requisition two hundred additional Scatas. Knights Commander also instruct squires and younger knights in the use of arms; they are known as Preceptors when serving in this capacity.
A Knight Marshal (Frebo) leads four Knights Commander and associated troops and is usually given authority over a particular city.
Above the Knight Marshal is the Senior Marshal, or Frecico, who is responsible for the defense of a particular province within the Holy Empire.
The Grand Marshal (Freburmo), also known as the Lord Marshal, heads the Order of the Divine Hammer and can be discerned by his crimson surcoat, in contrast to the white surcoats of other knights.
Knights of Solamnia
Kingpriest of Istar
Cult of Chemosh
Locations
Lordcity of Istar
Midrath Mountains
Vsule, Southeast side of the Midrath Mnts
Zathraas, darian and Amaras’ home
Story Arc
Act 1
We learn about Darian and the Knights of the Divine Hammer. In addition to his secret wife Amara. Darian is searching for Hierophant Caldris Ossian, a cult of Chemosh cell leader in the town of Vsule.
Act 2
Discovery of Ossian leads the Order to the Midrath mountains and a n ancient temple there. Darian is tormented by his inability to be with his wife, the fact that he is living a lie, and the terror the Order of the Divine Hammer is spreading across the Holy Empire.
Act 3
Darians squad finds the temple and confronts the high priest The Bone-Seer Arkhavel.
Outro
And that is all the time we have to hangout today. What do you think of a DLSaga Anthology? Will you be contributing a story? And finally, what is your favorite anthology? Feel free to email me at info@dlsaga.com or comment below.
I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patron Chris Androu!
This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
She was told she could never be a knight. So she became a legend. Riva Silverblade trained in secret, slew dragons, wielded the dragonlance, and carried Solamnic honor from Ansalon to Taladas. This is the story of the Knight who proved courage has no limits. You can see readings of all DC Dragonlance comics here: https://www.youtube.com/playlist?list=PL-ZMN0IxDq3QY9hD0rB8n4JIETH-Czi8k
https://youtu.be/0KQlpZ5t2KQ
Transcript
Cold Open
In every age, there are knights born to banners… and there are knights who must carve their place into history with blood, steel, and unyielding will. This is the story of Riva Silverblade—
a woman who defied tradition, challenged destiny, and proved that courage recognizes no gender, no station, and no age.
Intro
Welcome to another DragonLance Saga episode. My name is Adam and today I am going to talk about Riva Silverblade, Knight of the Sword. I would like to take a moment and thank the DLSaga YouTube members and Patreon patrons, and invite you to consider becoming a member or patron, you can even pick up Dragonlance media using my affiliate links in the description below. I am referencing the Dragonlance DC Comics, Dragonlance Campaign Setting sourcebook and the Price of Courage adventure module for this information. If I leave anything out or misspeak, please leave a comment below!
Discussion
Riva Silverblade was born Riva Silvercrown in 332 AC, within the cold stone halls of her father’s ancestral castle. Lord Silvercrown was a respected noble—firm in tradition, immovable in his beliefs—and like most of Solamnia, he believed knighthood was a path reserved for men. But from her earliest years, Riva dreamed of becoming a Knight of Solamnia.
She watched tournaments from the battlements. She listened to tales of Huma Dragonbane and Vinas Solamnus. And though denied sword, shield, and saddle, she trained in secret—practicing with stolen weapons, learning footwork and form until she was certain she could surpass many of her father’s sworn knights. In 344 AC, Lord Silvercrown hosted a tournament within his own keep. Disguised and unrecognized, Riva entered. She defeated every challenger.
When the victor removed her helm and revealed herself, the hall fell silent. Her triumph was undeniable… and so was her father’s fury. Though humiliated, Lord Silvercrown refused her knighthood. So Riva resolved to earn what tradition denied.
Seeking to prove her worth, Riva learned of a raid by Dark Dwarves upon Neidar merchants and rode to intervene alone. She was captured. Bound and helpless, Riva was offered as a sacrifice to a White Dragon. But her father, tracking her trail, arrived at the dragon’s lair. Together they fled as the cavern collapsed around them—stone shattering, flame roaring, death close at hand. In the chaos, the dragon was impaled upon Riva’s battle standard, dying amid the falling rock. Riva returned home not as a knight… …but with her father’s respect.
When Riva’s courage was again questioned, she climbed a mountain in search of a dragon’s egg—an act few dared attempt. She fell into a dragon’s nest… and into a secret older than nations. There she encountered gnomes, holding dragon hatchlings captive in pursuit of treasure. Riva chose the hatchlings. She fought beside them—and was recognized by a Bronze Dragon as a dragon-friend. But the time was not yet right. Bound by the Oath of Neutrality, the dragon erased her memory of the encounter. Only her courage remained.
In 351 AC, Riva was rescued from hobgoblins by a young warrior named Sturm Brightblade. Their journey led them to a Temple of Majere, where Riva met Vandar Brightblade, Sturm’s uncle and a monk of deep conviction. When the Blue Dragonarmy descended, the temple was annihilated. Only Riva and Vandar survived.
From a hidden shed, Vandar revealed a weapon of legend—a dragonlance. Their path led to Castle Silvercrown, where betrayal awaited. Riva’s brother Marik revealed himself as a Sivak Draconian, murdering, taunting, and mocking before Riva struck him down—only to watch his body twist into her own likeness as he died. That night, Riva and Vandar shared the same dream. Lord Soth. Takhisis. And Temptation.
Riva raised the dragonlance against the Dark Queen herself. When the Dragonarmies attacked, Riva struck down a red dragon—but was no match for Kitiara uth Matar. Vandar died shielding a child. The dragonlance was taken. And Fizban revealed the truth: Riva had wielded a false lance. The real one had never been lost.
By the time Riva stood before the minotaurs of Nethosak, she was no longer merely Riva Silvercrown. She was Riva Silverblade— Knight of the Sword, champion of Paladine, and voice of Solamnic honor beyond Ansalon’s shores. Even when alliances failed, her resolve did not.
Summoned by Fizban, Riva was cast across the world to Taladas, a land broken by war and forgotten by gods. There, she slew a blue dragon, opposed traitorous minotaurs, freed captives, and became a symbol of hope among strangers who had none. She crossed shardstorms, elven caverns, and burning fields. She chose mercy when others chose fire.
And when a village punished a boy mage for a terrible mistake, Riva defied the law—saving him from death, even as fate claimed him anyway. In Taladas, Riva learned that righteousness does not always bring victory. Sometimes… it only ensures that goodness survives.
Decades later, weakened by poison and age, Riva fled draconians across Ansalon. Her dragon Ktarrh lay dead. Yet even then, Riva stood. She entrusted a scroll to Solamnic Knights astride bronze dragons—guiding them to victory one last time.
In her final years, Riva Silverblade became head knight of Castle Eastwatch, guarding Southern Ergoth with wisdom earned through sacrifice. She commanded not with arrogance—but with memory. She passed peacefully in 422 AC.
Riva Silverblade was never meant to be a knight. That is why she became one. Headstrong. Impulsive. Noble. She carried the courage of a dragon, and proved that honor is not inherited—It is earned.
Outro
And that is all I have to say about Riva Silverblade. Do you think she should have been given entrance into the Knighthood? Did you like her storyline largely taking place in Taladas? And finally, have you played Price of Courage and did you witness her final moments? Leave a comment below.
I would like to invite you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos, and click the like button. It all helps other Dragonlance fans learn about this channel and its content. Thank you for watching — this has been Adam with DragonLance Saga, and until next time, remember:
So I’m credited with a book I didn’t write, That’s about sex although it isn’t, and is being used by a rebellion that has yet to rebel.
Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Advanced Skills, the gateway to DM201. Mini-Arc, From Running Sessions to Shaping Campaigns.
https://youtube.com/live/PVSEgLkSGLs
Show Notes
Intro
Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Frostkolt the 29nd, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Today we are going to discuss Running Sessions to Shaping Campaigns in this gateway to DM201, Advanced Skills episode.
Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media, using my affiliate links in the description below.
Discussion
At some point, every Dungeon Master crosses a threshold. You’re no longer struggling to keep the game moving. The rules feel comfortable. Improvisation doesn’t scare you anymore. And yet — something still feels flat.
Advanced Dungeon Mastering isn’t about more prep or more complexity. It’s about intentional pressure, long-term payoff, and thinking beyond the current session. Welcome to DM201: Advanced Skills.
Segment 1 — The Shift from Moment-to-Moment to Long-Form Thinking
Beginner DMs think in scenes. Intermediate DMs think in sessions. Advanced DMs think in arcs. Your focus shifts from:
“What happens next?” to
“What is being set up?”
“What will this matter later?”
“How do player choices echo forward?”
Advanced DMing is about shaping trajectory, not just content.
Segment 2 — Designing for Consequence
Consequences are what give player choice weight. Advanced consequences are:
delayed
layered
sometimes unseen until much later
When designing outcomes, ask:
Who notices this?
Who benefits?
Who is harmed?
What does this destabilize?
A choice that changes nothing is not a choice.
Segment 3 — Foreshadowing That Pays Off
Foreshadowing is not hinting — it is preparation. Effective Foreshadowing:
is subtle
appears more than once
feels obvious only in hindsight
Plant:
rumors
symbols
recurring NPCs
repeated phrases
unexplained reactions
When the payoff arrives, players should say, “We should have seen this coming.”
Segment 4 — Villains With Purpose
Advanced villains are not obstacles — they are counter-arguments. A compelling antagonist has:
a belief system
a vision of a better world
methods the players find unsettling
reasons to think they are right
Ask:
What truth does this villain believe?
What flaw makes them dangerous?
How are they a mirror to the party?
The best villains challenge the players ideologically, not just mechanically.
Segment 5 — Campaign Structure & Narrative Beats
Advanced campaigns are not plotted — they are structured. Think in:
arcs, not rails
beats, not scripts
pressure points, not paths
Useful structures:
rising tension → rupture → fallout
stability → disruption → transformation
mystery → revelation → consequence
Structure gives freedom meaning.
Segment 6 — Player Arcs as Campaign Engines
At an advanced level, player characters are not passengers — they are drivers. Use:
backstories as unresolved questions
relationships as leverage
personal goals as story hooks
Weave character arcs into:
faction conflicts
villain motivations
world events
When the world responds to who the characters are, investment skyrockets.
Segment 7 — Managing Complexity Without Overload
Advanced play introduces more moving parts — but clarity is still king. Tools:
track only what is changing
summarize between sessions
let factions act off-screen
collapse unused threads
Complexity should emerge naturally, not all at once.
Closing Takeaway
Advanced Dungeon Mastering is not about control — it is about cultivation. You plant seeds. You apply pressure. You watch what grows.
When you think in arcs, design for consequence, and trust your players to shape the world… you stop running games and start building legacies. Welcome to DM201.
Outro
And that’s it for this episode of Dungeon Mastering 101, Advanced Skills! Do you have any tools and techniques you would like to share? What would you like to see covered in the DM201 series? Feel free to email me at info@dlsaga.com or leave a comment below.
Thank you for tuning in. Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate links in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, and Developer Patrons Chris Androu & Sam Ruiz!
This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Join us as we continue our @Dungeons & Dragons actual play of a heavily customized Tyranny of Dragons with this session eighteen! You can buy Tyranny of Dragons here: https://amzn.to/3XJvuND
https://youtube.com/live/Ub0FGy97SPM
Time Stamps:
0:00 Intro
11:19 Chapter 4: On the Road – Life on the Road Continued
53:45 Chapter 5: Construction Ahead – Waterdeep
1:53:30 Chapter 5: Construction Ahead – Northbound, Again
2:00:51 Break
2:09:33 Chapter 5: Construction Ahead – Northbound, Again Continued
2:42:10 Chapter 5: Construction Ahead – Carnath Roadhouse
4:06:22 Outro
Cast of Characters
Elemier of the Thornwood | Kagonesti Elf, 4th Level Paladin of Kiri-Jolith, Oath of Vengeance | Ryan
Elowyn | Kayolin Niedar Dwarf, 4th Level Cleric of Mishakal, Life Domain | Amy/@amyalys77
K’thriss | Aurak Draconian, 4th Level Fighter, Psi Warrior | Robert/@emtman25
Gunnar Thorvald | Nordmaar Human, 4th Level Barbarian, Path of the Wild Heart | Chris
Garrick Bloodmoor | Icewall Human, 4th Level Rogue/Fighter/Ranger | Gregory
Seto Hoshiko | Ran-Eli Human, 4th Level Warlock, Great Old One Patron | Gabriel/@PensiveDream
Game Setup
Last time on Tyranny of Dragons: As the heroes decide to chase after Li’High they run into the two doppelgangers from the caravan a week back. Then inadvertently wake an Ettin as Li’High communicates from the cliff that she wants K’thriss to join her. He tries to talk her down when another voice declares ownership of Li’High, and she disappears. The heroes do their best to track her to no avail. They decide to return and bury the corpse of Boros. Back at the caravan, Gunner notices one of the cultists recognizes him, and then points to a bracelet that a child has. Seemingly trying to start a problem, the cultists were let down as the heroes politely reclaim the bracelet and pay the travelers for it. That night, the cultists try to kill the party, but K’thriss informs on them, and the heroes overcome them. This does, however, create a problem. If they are known to be in the caravan still, the cultists might continue assassination attempts, alternatively, it also may blow up K’thriss’ position. They decide to stay out of the caravan and follow to Witdel. Now at the town, a new hero joins the caravan, a Kagonesti paladin, a female gnome, and a male human with red tattoos he seems to be covering up on his head. This human joins the cultists caravan, and the gnome Jamna Gleamsilver offers to work with the heroes and the new Paladin, then a dead cultist body is found and the caravan, now under way to the next destination, is once again, in an upheaval.
About Tyranny of Dragons
The Return of Tiamat
An epic draconic adventure for levels 1-15
The forces of Tiamat, Queen of Evil Dragons, bring war to the Forgotten Realms. Led by the sinister Cult of the Dragon, an army of dragons and foul villains wage a merciless campaign to unleash their draconic god upon the world. Opposing them is a desperate alliance including the heroic Harpers and treacherous Zhentarim. This fragile coalition needs heroes to unite them and find ways to resist the draconic threat. Do you have the courage to stand against the Cult of the Dragon and the threat of Tiamat’s immortal tyranny?
Jump Into Play with D&D Beyond
Purchasing a digital copy of this book unlocks it for use in the D&D BEYOND compendium and toolset. D&D BEYOND is the official digital toolset for DUNGEONS & DRAGONS. Create characters in minutes, play directly on your character sheets with digital dice, and prep less and play more with Dungeon Master tools like the Encounter Builder and Combat Tracker. Unlock Maps, D&D BEYOND’s virtual tabletop, with a Master Tier subscription. Host game sessions on dozens of official maps, or make your own and use our player and monster tokens to take your gaming to the next level!
New features:
Adds 31 tyrannical monsters to use in the Encounter Builder to create & run organized battles for your party
Wield 13 new magical items against the forces of Tiamat with a click of your character sheet
A good beginner adventure for Dungeon Masters including rollable tables, detailed maps, and unique NPCs
Welcome to the Order of Aesthetics News, LIVE! We are broadcasting directly from the Great Library of the Ages in Palanthas Alt Cataclius, and today we are discussing Dragonlance Legends, Gingerbread Dungeon, Baldur’s Gate 3 Rival, and 2025’s Best TTRPGs.
https://youtube.com/live/lK0j0vefWvA
Show Notes
Intro
Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Frostkolt the 26th. My name is Adam and today I was sifting through the Iconochronos and ran across this exciting bit of news.
I would like to take a moment and thank the DLSaga YouTube members, and Patreon patrons and invite you to consider becoming a member or patron. You can even grab Dragonlance media using my affiliate links in the description below.
Discussion
DLSaga Anthology – Accepting Intent to Submit or Submissions now through March 1, 2026
https://dlsaga.com/contributors/
Members and patron benefits:
Weekly readings and monthly downloads
Discord sections for subscribers and members only
Discounts on merchandise
D&D Book Confirmed For February 2026 Is One You Don’t Want To Sleep On
https://screenrant.com/dnd-dragonlance-legends-collectors-edition-book/
Dedicated D&D fan bakes a playable gingerbread dungeon for their Christmas one shot
https://www.wargamer.com/dnd/gingerbread-map
Baldur’s Gate 3 Has a New Rival Coming Early 2026
https://comicbook.com/gaming/feature/baldurs-gate-3-has-a-new-rival-coming-early-2026/
The Best Tabletop RPGs Of 2025
https://gameinformer.com/tabletop/2025/12/23/the-best-tabletop-rpgs-of-2025
Outro
And that’s it for this OA News episode! Are you picking up the collectors edition of Legends? Would you make a one-shot dungeon out of gingerbread? And finally, what is your favorite ttrpg? Feel free to email me at info@dlsaga.com or comment below.
I would like to take a moment and remind you to subscribe to this YouTube channel, ring the bell to get notified about upcoming videos and click the like button. This all goes to help other Dragonlance fans learn about this channel and its content. Thank you Creator Patron Aaron Hardy and Developer Patron Chris Androu!
This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).
Welcome to part thirteen of my Gaming AD&D: Dungeon Masters Guide Reading series where I rediscover Advanced Dungeons & Dragons with a live audience by reading the core rules. In this episode I will continue reading aloud the Advanced Dungeons & Dragons Dungeon Masters Guide by Gary Gygax, released in August 1979. Buy the Advanced Dungeons & Dragons Dungeon Masters Guide now: https://www.dmsguild.com/en/product/17004/dungeon-master-s-guide-1e?affiliate_id=50797
https://youtube.com/live/4vt_ee0p3bM
Time Stamps:
0:00 Intro
0:51 Treasure: Rods Continued
36:38 Treasure: Miscellaneous Magic
59:17 Outro
About the Advanced Dungeons & Dragons Dungeon Masters Guide
The 1st Edition Dungeon Master’s Guide is Back! Dungeon Masters everywhere, rejoice! Too long have you had to suffer along with crucial charts and tables spread through many works. Too long have you had to use makeshift references trying to solve the problem. You now have a complete compilation of the most valuable material for your refereeing, the Dungeon Master’s Guide. Herein you will find:
Combat Matrices
Encounter Tables
Monster Attacks Alphabetically Listed
Treasure and Magic Tables and Descriptions
Gem Values by Type
Random Wilderness Terrain Generation
Random Dungeon Generation
Suggestions on Game Mastering
And a Whole Lot More!
This excellent tome is a must for every Dungeon Master!



