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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!
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Join us as we begin our Advanced Dungeons & Dragons 2nd Edition actual play of DLS1 New Beginnings with this session one! You can buy DLS1 New Beginnings here: https://www.dmsguild.com/en/product/17372/dls1-new-beginnings-2e?affiliate_id=50797  https://youtube.com/live/UoPXdic2020 Cast of Characters Tobin Lightfingers | Marak Kender, 1st Level Fighter/Thief | Sam Gunch | Western Ring Mountain Abaqua, 1th Level Fighter | Howard Kriptac Semloh | Human, 1st Level Mage | Patrick Reyna Coperiscum | Human, 1st Level Cleric of Mislaxa | Kim Game Setup Last time on New Beginnings: Welcome to the continent of Taladas, where its common thread with Ansalon ended in the Age of Dreams. It suffered just as much as Ansalon when the Cataclysm struck, sundering the continent, sipping it into pieces and at its heart a vast burning sea. But it did not end life on the continent–instead it emboldened the people of Taladas to survive and thrive! Empires are not built by crowns or councils. They are built by those who stand when no one else will. Beyond the marble halls of Kristophan and the sun-drenched villas of Thera, the frontier of the League of Minotaurs stretches wide and vulnerable. The legions have marched away, drawn to distant borders and greater wars, leaving the province of High Vale exposed to old dangers long thought buried. Now the mountains stir. Goblins raid the roads. Ogres descend from the High Vale Range. Miners vanish. Caravans turn back—or never arrive at all. And at the heart of it stands Boremium, a once-prosperous village at the crossing of the Lenika River and the road from Jalum in the north to the Pathar Frontier to the east, holding fast with little more than stubborn hope. Yet hope has a way of calling to those who listen. Warriors hear of battles waiting to be fought. Wizards whisper of lost magic and forgotten ruins. Thieves smell opportunity where law has thinned. Priests feel the pull of suffering—and the chance to push back the dark. As dusk settles over High Vale, the Empire may be absent… —but heroes are not. And this is where their story begins. You find yourself in a crowded Inn in Boremium, it is dusk in early summer and the warmth of the day is slowly fading with the coming night…. About New Beginnings It is a continent of raw beauty and wondrous magics—of marauding hordes and avenging champions—it is Taladas, the forgotten continent of Krynn first revealed in the best-selling Dragonlance supplement Time of the Dragon. Now, this incredible setting is brought to life and made ready for adventuring with New Beginnings. This essential adventure provides all the information necessary for new players to begin adventuring in the Taladas campaign setting. New Beginnings includes a simple, step-by-step character creation outline which new players can use without the help of a Dungeon Master. Also, it presents essential tips on equipping and playing your new character in the Taladas setting, and sample encounters which allow your to test your characters skills without risking them in actual play. Finally, a complete mini-adventure helps to begin your Taladas campaign by thrusting the player characters right into the action.
Welcome to part twenty 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/ygBqYsqSonQ Time Stamps: 0:00 Intro 1:00 Appendix H: Tricks Continued 5:40 Appendix I: Dungeon Dressing 13:30 Appendix J: Herbs, Spices and Medicinal Vegetables 21:25 Appendix K: Describing Magical Substances 23:50 Appendix L: Conjured Animals 26:11 Appendix M: Summoned Monsters 30:52 Appendix N: Inspirational and Educational Reading 34:33 Appendix O: Encumbrance of Standard Items 39:33 Appendix P: Creating a Party on the Spur of the Moment 45:57 Glossary 58:02 Afterword 1:01:25 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 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 Running the Game: How to Open a Campaign. https://youtube.com/live/byN5-egbWgc Show Notes: Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 9th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Why do Campaigns Fail Early? Well, most campaigns don’t end — they fade out. Early misalignment is the silent killer for campaigns. The first session sets expectations players will carry for months. This episode is about opening strong before dice ever hit the table. 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 — What “Opening a Campaign” Actually Means It’s not just Session One It’s the onboarding experience for your table Opening includes: Session Zero tone and genre alignment social contract character relationships A good opening prevents 80% of future problems Segment 2 — Session Zero That Actually Works Purpose of Session Zero: alignment, not rules lectures What to cover: campaign premise and scope playstyle expectations (RP vs combat vs exploration) scheduling and commitment What to avoid: lore dumps rigid restrictions without context Keep it conversational and collaborative Segment 3 — Setting Tone and Genre Early Tone answers: What kind of story is this? Examples: heroic fantasy dark survival political intrigue Show, don’t tell: opening imagery first NPCs early consequences Tone inconsistency causes player confusion Segment 4 — Safety Tools Without Awkwardness Why safety tools matter: trust creates freedom Common tools: Lines and Veils X-Card Open Door policy How to present them: briefly calmly without apology Safety is not censorship — it’s clarity Segment 5 — Creating Party Bonds That Matter The party must have a reason to exist Avoid: “you all meet in a tavern” with no glue Tools for bonds: shared history mutual debts common enemies Ask players to define connections between characters Segment 6 — Aligning Character Concepts With the Campaign Characters should fit the game, not fight it Help players: refine backstories tie goals into the setting Say “yes, but” instead of “no” Alignment prevents spotlight friction later Segment 7 — Ending Session Zero With Momentum Session Zero shouldn’t feel like admin End with: a hook a looming problem a shared question Players should leave excited, not exhausted Segment 8 — The DM101 Mindset Shift You are not pitching a product You are building a social experience A strong opening is about listening as much as talking Collaboration beats control every time Closing Takeaway Opening a campaign is about trust, tone, and buy-in Do this well, and everything that follows is easier Skip it, and you’ll be fixing problems for months Outro And that’s it for this episode of Dungeon Mastering 101, Running the Game: How to Open a Campaign. 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, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! 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).
Let’s examine the Cha’asii and their ancient, nearly forgotten form of magic on Taladas, Cha’asi magic–It is built on an intuitive understanding of nature. Buy Time of the Dragon: https://www.dmsguild.com/en/product/16960/time-of-the-dragon-2e?affiliate_id=50797  https://youtu.be/oWNltKbtct8 Transcript Cold Open Deep in the jungles of Taladas, there are elves who do not build towers, do not write spellbooks, and do not believe magic is something you create. They believe magic already exists—hidden in stone, leaf, bone, and living wood… waiting to be revealed. And if you go looking for the ancient halls they protect, the jungle itself may rise against you. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we’re taking a look at one of the incredible cultures and forms of magic on the continent of Taladas, the Cha’asi Mages. 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 the Time of the Dragon boxed set for this information. If I leave anything out or misspeak, please leave a comment below. Discussion Today, we cross the sea to the distant continent of Taladas, as described in the Time of the Dragon boxed set, and journey into the steaming jungles of Neron. This is the story of the Cha’asii—the Wild Elves of Taladas—and their strange, beautiful, and nearly forgotten tradition of nature magic. Of all the peoples of Taladas, none are more secluded—or more misunderstood—than the Cha’asii, the Wild Elves of Neron. Though they share a name with the Kagonesti of Ansalon, the comparison ends quickly. Where the Kagonesti are seen as rough and untamed, the Cha’asii make them seem almost civilized by contrast. The Cha’asii are a small, slender people, rarely reaching five feet in height. Their skin reflects the jungle itself, ranging from deep wood-browns to yellow-green hues, while their hair runs from dark brown to green-black. Their eyes are a deep forest green, giving them an uncanny ability to blend into the foliage around them.  They wear little clothing—woven leaves, grasses, palm fronds—shaped by necessity rather than modesty. Decorations, however, are another matter. Feathers, shells, carved bone, bright ribbons, and trinkets are worn proudly. Metal items, especially steel tools, are treasured—not as symbols of wealth, but as useful objects in a land where workable ore is rare. To outsiders, the Cha’asii appear primitive. To survive among them is to quickly learn that this judgment could be fatal. The jungles of Neron shape every aspect of Cha’asii life, especially warfare. Long swords and heavy bows are impractical in thick undergrowth. Instead, the Cha’asii favor throwing spears, thrusting weapons, javelins, and blowguns, many crafted from the dense wood of the irontree. Blowgun darts are carved from the barbed thorns of the inya vine. Bombs made from fermented fruit gas are used to overwhelm enemies with unbearable stench. Hornets’ nests are collected at night and unleashed to scatter foes. Vines are woven into traps and concealed caltrops. Though the Cha’asii reject poisons as taboo, they have no issue using sleeping juices, sickness smoke, and herbal compounds to disable enemies. Survival—not cruelty—is the goal. The Cha’asii possess a deep mastery of jungle herbalism. They prepare salves that speed healing, poultices that draw out poisons, powders that ease pain, potions that bring sleep or forgetfulness. These arts are not seen as separate from magic—they are simply another expression of nature’s power. This knowledge is common among the people, but among the Cha’asii, it is the mages who take this philosophy to its greatest height. Cha’asii mages practice a form of magic that, according to every known magical theory, should not work. They do not divide magic into schools like abjuration, evocation, or illusion. Instead, they see all magic as coming from one of two sources: natural or unnatural. To them, the difference between spells is not theory—it is intent and origin. Anything tied to nature, growth, weather, animals, stone, or elemental forces is natural. Magic that creates mechanical, artificial, or imposed effects is unnatural—and often associated with the hated yaggol. Because of this worldview, Cha’asii mages specialize almost entirely in spells that shape the natural world: fog, wind, fire, growth, transformation, and elemental change. Their spell lists are broad in power but narrow in philosophy. Entire categories of traditional wizard spells are forbidden to them—not because they cannot be learned, but because they should not be. The Cha’asii do not care that their magic defies accepted arcane theory. They never studied the theory in the first place. To the Cha’asii, everything contains magic. A stone does not become magical when power is placed into it. It becomes magical when its hidden nature is revealed. Magical item creation among the Cha’asii is an art of discovery, not invention. Wizards seek objects in their most natural state: unshaped stones, lightning-struck branches, naturally curved shells, beautifully veined pebbles. The more aesthetically perfect an item is in its natural form, the more powerful the magic it may contain. A wizard does not decide what power an item will have. He can only draw out what was already there. Sometimes the result is useful. Sometimes it is strange. Sometimes it is dangerous. Around Cha’asii villages, the forest itself is alive with enchantment—vines, stones, trees, and flowers quietly humming with awakened power. Among their people, it is said that great wizards are not born knowing spells—but born able to see magic with their eyes. The Cha’asii live in small, scattered family groups deep within the jungle valleys. They hunt, tend small gardens, carve wood, and spend long hours resting in the heat. Their homes are simple huts built on the ground or in the branches of trees near rivers and streams. Life is communal. Males and females are equals, and women are just as likely to be warriors or hunters—often fiercer than their male counterparts. They ask little from life. But what they protect, they guard absolutely. Hidden beneath the jungle canopy are ancient ruins—massive halls of strange, stone-like wood that has survived time, rot, and even the Cataclysm itself. The Cha’asii claim ignorance of these places. Their eyes say otherwise. Their secret songs tell a different story: of an ancient elven empire, older than any known civilization, older even than recorded history. These halls once belonged to the ancestors of the Cha’asii, who either abandoned them—or were charged with guarding them until their return. Whether duty or self-imposed reverence, the Cha’asii accept this role completely. Those who seek treasure in these ruins often find it. Most never return. The greatest threat to the Cha’asii are the yaggol—a savage, degenerate race of mind flayers that dwell underground and in the darkest reaches of the jungle. The yaggol do not simply hunt. They terrorize. Bodies are staked to trees. Victims are tortured for days. Screams are allowed to carry back to villages as deliberate cruelty. Their war against the Cha’asii has lasted centuries. Because of this, the Cha’asii are a hostile people. Strangers are watched for years before being approached—if ever. Trust is earned slowly, if at all. Those who force themselves into Cha’asii lands are met with swift death. Yet there are exceptions. Those who save a Cha’asii life—or fight against the yaggol—earn something rare: respect. The Cha’asii of Neron are not primitive relics of a fallen age. They are a people who chose harmony over empire, intuition over theory, and guardianship over conquest. In the jungles of Taladas, magic is not written, studied, or controlled—it is listened to, revealed, and respected.  Outro But that is all the time I have to talk about the Cha’asii and Cha’asi Magic of Taladas. What do you think of this view and practice of magic? Have you ever explored the various cultures on Taladas? And finally should we have more Taladas content developed? 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: It will be a party such as the world of Krynn has not seen since before the Cataclysm!
Join us as we continue our @Dungeons & Dragons actual play of a heavily customized Tyranny of Dragons with this session twenty-one! You can buy Tyranny of Dragons here: https://amzn.to/3XJvuND  https://youtube.com/live/nR79V39rDMU Time Stamp: 0:00 Intro 2:28 Chapter 6: Castle Naerytar Continued 2:01:23 Break 2:11:31 Chapter 6: Castle Naerytar Continued 3:56:51 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 turned the tide on the crocodiles and then a shadow fell over the entire river. A massive dragon flew overhead, blocking out the sun momentarily and its sheer presence struck fear into the hearts of nearly everyone present, forcing them to panic and flee. After a bit of time, the heroes came back to their senses, but something changed in the Bakali. They began arguing with Snapjaw, and when they arrived at a river checkpoint, Snapjaw was taken by the Bakali guards. K’thriss and Elemier confronted the guards and tried to convince them to help. Bakali agreed but no one saw Snapjaw again. THey arrived at the Citadel of Karoc-Tor to find a massive encampment outside its walls. On one side the Bullywugs and on the other Bakali. The cult seems to be running things but the grunt work is completed by these two groups. With the appearance of a dragon, it has set everyone on edge. They send word back to Leosin Erlanthar, their Legion of Steele Akroatis or scout captain, then head toward the long houses. As Elemier tries to understand who is in charge of the Citadel when Rezmir is absent, the Bakali seem to ignore the question. There seems to be something off. They are led into the Citadel by Jamna and Garrith appearing as Bakali and are met inside by guards who show them to a room for recruits. After clearing it out they awoke cultists who were killed. In the morning the party began exploring the south western tower they were in, but Jamna went missing… 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 part nineteen 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/xXRnFCQ-fTw Time Stamps: 0:00 Intro 1:00 Appendix C: Random Monster Encounters Continued 44:37 Appendix D: Random Generation of Creatures from the Lower Planes 50:47 Appendix E: Alphabetical Recapitulation of Monsters 52:05 Appendix F: Gambling 57:31 Appendix G: Traps 58:10 Appendix H: Tricks 1:00:08 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 Nostalgia vs. Reinvention in Dragonlance. https://youtube.com/live/VMlJZOgxrWQ Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Deepkolt the 4th, and my name is Adam. Today I am discussing Nostalgia vs. Reinvention in Dragonlance. 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 or get $10 by signing up to StartPlaying.Games 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 Nostalgia vs. Reinvention in Dragonlance “What makes Dragonlance Dragonlance?  Is it the stories we remember… or the ones we haven’t told yet?” fans discovered Dragonlance decades ago Contrast that with new players encountering Krynn for the first time Tease the tension: preserving a legacy vs. keeping a world alive “Tonight, we’re talking nostalgia versus reinvention—and whether Krynn can survive without one or the other.” Quick reminder: this is a discussion, not a verdict Invite chat to take sides early: “Type Nostalgia or Reinvention in chat—we’ll revisit this at the end.” Segment 1: What Nostalgia Protects (10–15 minutes) Nostalgia isn’t just sentiment—it’s structure. Talking points: Dragonlance as tone-first fantasy Tragedy, sacrifice, faith, loss, earned hope Iconic pillars fans emotionally guard: The War of the Lance The Cataclysm The gods’ absence and return The Orders of High Sorcery Why characters like Raistlin, Sturm, and Tanis still matter They embody themes, not just plot roles Discussion questions: Is nostalgia about specific events… or how the world feels? Would Dragonlance still be Dragonlance without the War of the Lance looming in its history? Segment 2: Where Nostalgia Becomes a Trap (10 minutes) Too much reverence can freeze a setting in amber. Talking points: Retelling the same era again and again New players feeling like tourists in someone else’s story The danger of “homework lore” When callbacks stop being meaningful and start being crutches “Have you ever felt like Dragonlance was afraid to move past its own shadow?” “A world that only looks backward eventually stops moving.” Segment 3: What Reinvention Brings to Krynn (10–15 minutes) Reinvention keeps the setting playable, not just readable. Talking points: Alternate timelines (Chaos War, Fifth Age, War of the Darklance–style ideas) Updating themes for modern tables: Agency over prophecy Moral complexity instead of clear binaries New stories that don’t require knowing the Companions Letting players become history, not observers of it Discussion questions: Should new Dragonlance stories be allowed to contradict old ones? Is Krynn a museum—or a living world? Segment 4: Where Reinvention Goes Too Far (10 minutes) Change without respect breaks trust. Talking points: Removing core pillars: Gods without consequence Magic without discipline Dragons without mythic weight When Dragonlance starts feeling like “generic fantasy with familiar names” Fans don’t fear change—they fear loss of identity Strong framing: “Reinvention isn’t bad—but forgetting why people cared in the first place is.” “What’s more dangerous: changing too much, or changing too little?” Segment 5: The Balance Point (10 minutes) Dragonlance works best when nostalgia provides roots and reinvention grows branches. Key synthesis: Keep the themes, evolve the context Honor the past without repeating it Let legends exist—but not dominate the present Use history as pressure, not shackles Example talking beats: The gods still matter—but mortals choose how faith manifests Dragons are still rare—but their influence reshapes politics Magic is dangerous—but no longer static “If you were handed Dragonlance tomorrow… What is the one thing you would never change—and the one thing you absolutely would?” “Did you stay Nostalgia… or switch to Reinvention?”“Because Dragonlance isn’t just about remembering the past… It’s about deciding what the future of Krynn should look like.” Outro Thank you for tuning into today’s Dragonlance Hangout. What do you think of reinventing Dragonlance? Does maintaining the setting for nostalgia sake doom it to forgetfulness? 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, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! 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 Dragon Isles by Stephen D. Sullivan live! Share your thoughts on this fourth novel in the Dragonlance Crossroads series, released by Wizards of the Coast on December 1, 2002. You can buy a copy here: https://amzn.to/4k9Vsow  https://youtube.com/live/G7_6TTEypEQ About The Dragon Isles The Dragon Isles: abandoned home of the good dragons, land of amazing adventure and legendary treasure. The trouble is, no one knows how to get there. Now Mikal Vardan and his crew have found the hidden route, but they’re not the only ones interested in the isles. A beautiful sea elf scavenger thinks the wealth of a lost civilization might be worth killing for, and a menacing sea dragon is determined to bring a reign of terror to the peaceful archipelago. Review Part one of this novel deals with Lady Karista Meinor and her bodyguard Bok hiring a ship to take them to the Dragon Isles where they want to open a trade route. They are using an old poem that is thought to be a prophecy about how to find the mysterious dragon isles. The novel opens with the ship’s captain, Mikal Verdan rescuing one of his sailors, a kender named Tripleknot Shellcracker from a sea monster. THey narrowly escape and are pulled on deck just in time for the crew to near mutiny. THey have not been informed about the point of this excursion and they have been sailing the northern Courrain ocean for longer than anticipated with no end in sight.  They are told they are headed to the Dragon Isles where everyone will get their share of the spoils, and this pacifies them. Then they see floating wreckage which the kender claims has someone on top. It takes a while to intercept but there is a Dargonesti elf chained and unconscious on the wreckage. They bring her aboard and nurse her. It is revealed that she was believed to be cursed by her former shipmates and left to die, because there is  a sea dragon named Tempest trying to enter the Dragon Isles with her dragonspawn Mog. If they can’t get through the veil which protects the isles, no one will. She has been attacking all ships that dare to get near. It is also revealed that the captain, Mik, is having visions of treasure and the dargonesti named Ula, is willing to help him locate the isles and treasure for a percentage. He agrees, but Karista doesn’t. Then Tempest attacks. She capsizes the ship and kills most of the crew. Mik and Trip use the failing magical items to breathe under water but are captured by other Dargonesti and brought to their underwater town. There they will be sold off into slavery or fight. However, Tempest and Mog followed. Once imprisoned they see that Ula and Karista were there and the only other survivors. Then Tempest attacks. They escape together with the help of one of the elves that captured them named Shimmer. He leads them to the Veil and with the aid of a black gem Mik has, they all pass through. Mog follows and narrowly passes through as well. Though Tempest is left on the other side still. Tempest charges at the barrier using all her might and magic and is repelled again and again. She must be content that her spawn is on the other side, following the mortals, waiting to spring a trap and drop the veil once and for all. On the other side, the party comes ashore and is seen by a massive dragon, then a ship rolls up under order of the Brass taking them captive. Ula demands honor by combat rather than them being taken to their lord, and she fights Misa Kell, defeating her. Her brother is furious but honors the bargain. Ula is to take them to the dargonesti kingdom, but Benthor Kell, Misa’s brother, holds to the law of shipping the kender to an island where they all dwell. Karista Meinor decides to stay with Kell to have the Order of the Brass negotiate shipping routes with her. The kender is tied up in a cabin, and Ula, Mik and Shimmer are dropped into a boat and leave to the dargonesti home. Once they arrive they see some of the people from the ruined sea elf town outside the veil, and they make their pleas to the lord of this realm. He allows them freedom and Ula, mik and shimmer decide to look for the next key to their treasure by visiting the sea sage. When they arrive it ends up attacking them and they temporarily defeat it, taking its key. Next they head to the gold dragons libraries. There Ula stays at the ship while shimmer and Mik head up, only to be stopped by a copper dragon guard who knows shimmer and lets them pass.  Back on Kell’s boat, Trip escapes and jumps overboard, swimming from the pursuing ship. He hides in a cave and finds  a secret entrance to a pirates hide where he takes a sea dragon cloak that allows him free movement and breathing underwater. He escapes his pursuers and gets passage from the pirate Jerrick the Red, an old acquaintance of Miki’s. Very convenient. He takes the kender to the same island as his companions, conveniently, and meets Ula there. Mik and shimmer enter the library and mik climbs to the peak and has a vision of the island chain being formed and populated, then gets the next key piece. They come to shore to see Ula, Trip and Jerrick where they bargain for his ship to take them to the final key location. Kell meets with the order of the Bronze and is told to stop Ula and shimmer, retrieving the treasure themselves as payment for the future shipping agreement with Karista. They pursue Jerrick’s ship and their dragon emissary abducts Ula. Shimmer transforms into a bronze dragon, his true form, and attacks the bronze holding Ula. He recovers her as krell seizes control of Jerricks ship with his own. Shimmer crashed on deck with Ula and both sides nearly come to blows when Jerrick speaks up, on working together to split t he treasure. The interjection actually works and they all get together to find the last piece ofthe key.  They find the location and dive under the water, locating the temple where they find the key, but Mog is waiting and attacks a guard, changing into his appearance. He joins the crew and as Mik assembles the key with thenew piece, a stairway appears and ascends into the sky. They begin to go up and swarms of crabs attack, then Karista steals the key from Mik and reveals she is working for Tempest, this stuns Mog and they both race to the temple fighting the heroes all the way. Tempest breaks through the barrier when the group arrives at the temple and the now fully assembled key is a lightning weapon that is turned against the heroes. Factions are blurred and everyone seems to survive incredible wounds but the fight is truly epic. Karista is defeated and the heroes reclaim the key only to have tempest arrive and fight them, killing many people, including Karista, and the all scatter trying to defeat the sea dragon. Eventually Mik faces off against it and it plumets into a volcano, which then erupts and the key seems to offer Mik treasure at the sacrifice of the Dragon Isles. He refuses and throws the key into the volcano as well. The temple of the sky begins to fade and he leaps in to the ocean, sure to drown. He is saved by Ula and they return to the ship, when Trip arrives with a miraculously still alive Shimmer. They all decide to continue searching for treasure in the Dragon Isles together and the novel ends abruptly. There were so many moments where characters should have died over and over again, but I forgive it for the epic scope of that final battle. The author isn’t great, but I did find myself enjoying this novel more than I anticipated, even if the story itself was seemingly rushed. I also think it was more epic than the Dawning of a New Age final novel, which while not saying a lot since it want good, does say that this one novel was superior to a trilogy. If you are a fan of the Dragon Isles, and water based adventures, this is a must read. For fans of Dragonlance, it is fun, but not required reading.
Let’s examine an alternate timeline that sees the Knights of Takhisis take over, corrupt Dragonlances and raise a flying Citadel from Icewall. Buy Legends of the Twins: https://www.dmsguild.com/en/product/3252/legends-of-the-twins-3-5?affiliate_id=50797  https://youtu.be/7ptaSEFzU0A Transcript Cold Open Winter should never come in summer. But in this timeline, the snow never stopped falling… And the dragonlances themselves became weapons of darkness. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we’re taking a look at one of the alternate timelines found along the River of Time: the War of the Darklance. 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 the Legends of the Twins sourcebook for this information. If I leave anything out or misspeak, please leave a comment below. Discussion The River of Time carries every age, every hero, and every tragedy forward—but it does not flow as a single, unbroken stream. Branching from it are countless tributaries, alternate Krynns shaped by small divergences or catastrophic changes. The War of the Darklance takes place in one such world. Here, the Graygem is never broken. Chaos is never released. Wild Sorcery and Mysticism never emerge. Ambient magic lies dormant, subdued, and tightly controlled. At first glance, this seems like a safer world. But without Chaos to disrupt the fabric of time, the Balance itself becomes rigid—and fragile. When evil learns from its failures and ceases to destroy itself, the result is not equilibrium. It is domination. At the center of this darkness stands Lord Ariakan, son of Ariakas. Unlike the Dragon Highlords of the past, Ariakan does not cling to pride, infighting, or ancient grudges. Instead, he creates something unprecedented: a unified knighthood modeled after the Knights of Solamnia, but devoted wholly to Queen Takhisis. The Knights of Takhisis embrace modern ideals. They wield magic without fear. They integrate warriors, priests, and mages into a single doctrine. And most importantly—evil does not turn against itself. For the first time, the Dark Queen’s forces march with discipline, coordination, and purpose. The turning point of the war comes with an act so profane that it scars the world itself. The Knights of Takhisis cannot create weapons of light—but they can corrupt them. Captured dragonlances are brought before a ritual involving three unholy artifacts: the Altar of Takhisis, the Wand of Corruption, and the Hammer of Darkness. Placed upon the obsidian altar, the dragonlances smoke and weaken. The wand suspends them in a field of pure evil, tearing at their magical essence. Finally, the hammer strikes the blade, sealing the transformation. Thus, the darklance is born. These weapons strip the Whitestone forces of their greatest advantage. And the ritual’s consequences ripple outward—into the sky, the land, and the seasons themselves. In the year 383 AC, Ansalon enters a nightmare remembered as the Summer of Frost. Temperatures steadily fall throughout spring. By summer, the world freezes. Crops fail. Livestock die. Starvation spreads faster than any army. The sky becomes perpetually overcast. Paladine seems powerless. Even Chislev cannot restore nature’s order. Faith begins to crack. And it is in this moment of desperation that the invasion begins. The Knights of Takhisis strike swiftly. Kalaman falls. The Northern Wastes and Nordmaar collapse soon after. At Icewall, the dead Highlord Aren Feal-Thas is reborn as a death knight, cursed and bound to undeath. Icewall Glacier begins moving north—alive, jagged, relentless—guided by Feal-Thas’s thoughts and emotions. Floating above it is Icewall Castle, transformed into a flying citadel. White dragons patrol the skies, wielding darklances, while thanoi, sivak draconians, and barbarian tribes march below. Entire villages vanish beneath the ice. As the Blood Sea freezes solid, the minotaurs see their moment. Led by Chot Es-Kalin, they march across the ice toward Ansalon, beginning a brutal campaign of genocide against the ogres. Though larger and stronger, the ogres lack discipline. Battle after battle, the minotaurs advance—until the thaw comes too late for Chot’s secondary forces, which plunge into the Maelstrom beneath the melting ice. Chot himself remains stranded on the mainland, facing an ogre counteroffensive with no retreat. The war spares no one. The Qualinesti Forest burns, assaulted by dragons and Thorn Knights. Qualinost is destroyed. Elves flee—some to Ergoth, others east toward Silvanesti, where they are met with resentment and fear. The High Clerist’s Tower falls for the first time in history. Tanis Half-Elven and Steel Brightblade die in its defense. Their fallen comrades are buried in mass graves, their names carved into stone. Palanthas surrenders without a fight. The Tower of High Sorcery is destroyed from within as Dalamar the Dark brings it down to prevent the Knights of the Thorn from reaching the portal to the Abyss. Whether Dalamar survives is unknown. Ergoth becomes the last refuge. Overcrowded. Hungry. Diseased. Clerics of Mishakal work tirelessly, overwhelmed by suffering. Gnomes abandon invention for joy and instead build engines of war. Even the kender feel the weight of despair. Yet resistance survives. Merinda uth Brishard leads roving Solamnic knights. Galvan Stonebreaker wages his private war. Underground movements form in Palanthas and Khur. And even within the darkness, evil begins to strain against itself. Aren Feal-Thas seeks to overthrow Ariakan. Mirielle Abrena consolidates her own power. The Blood War threatens Ariakan’s eastern flank. The Balance may yet reassert itself.  This timeline has no fixed ending. The Knights of Takhisis have conquered most of Ansalon. Winter still grips the land. Another natural winter is coming. The Heroes of the Lance are gone. Now, the fate of the world rests with new champions—thieves, killers, outcasts, and survivors—people who may have to abandon honor to preserve hope. If the war can be won, the scars will remain. The land will never be the same. And the people of Ansalon will carry this darkness forever. But if the fight is abandoned—then this tributary of the River of Time ends in ice, silence, and shadow. The War of the Darklance is a world where evil learned, adapted, and nearly won. A Krynn where hope is fragile, honor is costly, and the Balance hangs by a thread.  And that makes it one of the most haunting alternate timelines in all of Dragonlance. Outro But that is all the time I have to talk about the Alternate Timeline: War of the Darklance. Do you like the idea of Dragonlance’s being corrupted? Can the death Knight Feal-Thas rival Lord Soth? And finally will the Knights of Takhisis ever be overthrown? 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: A chap who can point at you and say ‘die’ has the distinct advantage.
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: Worldbuilding Without Getting Lost. https://youtube.com/live/XJxgn4_xFRU Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 2nd. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Somewhere out there is a Dungeon Master with three notebooks of lore… a detailed pantheon… a map with trade routes… …and no campaign. Worldbuilding is one of the greatest joys of being a Dungeon Master — and one of the fastest ways to stall a game before it ever begins. This is Dungeon Mastering 101, and today we’re talking about worldbuilding without getting lost — how to build only what you need, and how to turn your setting into a tool, not a burden. 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 Worldbuilding Trap New Dungeon Masters often believe: “I need to build the whole world before we play.” You don’t. In fact, overbuilding can: delay starting the game lock you into ideas that don’t serve the table make improvisation harder, not easier Worldbuilding should serve play, not replace it. Segment 2 — Start Where the Characters Are The only part of the world that matters is: where the characters are what they care about what’s about to happen Everything else is optional. Build outward in concentric circles: The immediate location Nearby threats or opportunities Distant forces that might matter later If the players can’t reach it, they don’t need it yet. Segment 3 — Build in Broad Strokes, Not Detail Think in impressions, not encyclopedias. Instead of: “The Kingdom of Valen has a three-tier tax system…” Use:  “Valen is rich, paranoid, and ruled by bureaucracy.” Broad strokes: give you flexibility are easier to remember invite player interpretation Details should emerge through play, not prep. Segment 4 — Turn the World Into a Problem Generator A good setting creates problems, not just flavor. Ask: Who wants something they can’t have? What is about to break? What happens if no one intervenes? Worldbuilding works best when: factions collide values conflict power is unstable If nothing is in tension, the world is static. Segment 5 — Let Players Help Build the World Your players are an untapped resource. Ways to involve them: Ask where their character is from Let them name places or NPCs Tie backstory into existing conflicts This does two things: reduces your workload increases player investment Shared ownership makes the world feel alive. Segment 6 — Reusable Worldbuilding Smart worldbuilding can be reused endlessly. Create: factions instead of organizations themes instead of histories NPC roles instead of fixed characters Example:  “Corrupt local authority” can appear in: a village a city a kingdom Reuse patterns — reskin details. Segment 7 — Maps Are Optional Maps are tools, not requirements. You only need a map when: location matters tactically travel choices are meaningful players ask for one Otherwise: verbal geography is enough sketches beat perfection imagination fills the gaps Never let cartography stop play. Segment 8 — Worldbuilding as a Play Aid Ask yourself: “How does this help me run the game?” Good worldbuilding helps you: improvise NPC reactions answer player questions create consequences quickly If a detail doesn’t make play easier, cut it. Segment 9 — The DM101 Mindset Shift Here’s the key mindset change: You are not creating a world to be admired.  You are creating a world to be used. Your setting is: flexible incomplete responsive A living world grows in response to player action — not prep time. Worldbuilding doesn’t need to be big to be meaningful. Start small. Build outward. Let play do the heavy lifting. When your world exists to support the table, you’ll never feel lost in it again. Outro And that’s it for this episode of Dungeon Mastering 101, Core Foundations: Worldbuilding Without Getting Lost 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, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! 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 Sigil Users Gifts, Elden Ring TTRPG, Fallout Solo TTRPG, and Crows TTRPG. https://youtube.com/live/PY2QlFI4i3w Show Notes  Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 30th. 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! D&D Sends Out “Dope” New Freebie But Not Everyone Will Get It https://screenrant.com/dnd-free-character-sheet-sigil-users/ An Elden Ring Nightreign TTRPG is coming from the folks who crushed D&D in Japan https://www.polygon.com/elden-ring-nightreign-ttrpg-dnd-role-playing-adaptation-japan/ New Fallout solo RPG lets you go off the beaten track, no gamemaster or party required https://www.gamesradar.com/tabletop-gaming/new-fallout-solo-rpg-lets-you-go-off-the-beaten-track-no-gamemaster-or-party-required/ This indie RPG is part old-school DnD, part Resident Evil, and I’m already hyped https://www.wargamer.com/crows/ttrpg-dnd-meets-resident-evil  Outro And that’s it for this OA News episode! Did you ever play Sigil VTT and did you prefer it to Maps? Are you a fan of solo TTRPG’s? And finally, what’s your most anticipated ttprg? 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, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube members! 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 eighteen 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/qrnuBVdI-UY Time Stamps 0:00 Intro 0:57 Treasure: Swords Continued 20:47 Treasure: Miscellaneous Weapons 29:55 Appendix A: Random Dungeon Generation 37:47 Appendix B: Random Wilderness Terrain 40:46 Appendix C: Random Monster Encounters 59:27 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 What Makes an Epic Fantasy Campaign Setting? https://youtube.com/live/nuJaSlAyfL0 Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Newkolt the 28th, and my name is Adam. Today I am discussing What Makes an Epic Fantasy Campaign Setting?. 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 or get $10 by signing up to StartPlaying.Games 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 What Makes an Epic Fantasy Campaign Setting? Epic fantasy isn’t just about maps, gods, or ancient wars. It’s about a world that remembers itself. A setting becomes epic when: History leaves scars Belief shapes reality Culture exists beyond stat blocks Tonight isn’t about “which setting is best.” It’s about why some worlds feel inevitable, and others feel disposable. And what DMs can learn from the masters — and from darker, more modern designs like my own DireLands Touchstones: Tolkien’s Middle-earth Martin’s Westeros Weis & Hickman’s Dragonlance And then: a comparison to DireLands, a dark fantasy setting built with many of the same tools — but different intentions Framed for: Dungeon Masters Worldbuilders Anyone who wants their setting to feel lived in, not just described PART I — YOUR CORE ELEMENTS OF EPIC FANTASY (Establish the Lens) 1. Deep, Recorded History Epic fantasy has epochs, not backstories History isn’t flavor text — it’s pressure Wars, rises, collapses, consequences DM takeaway:  If nothing important happened before the PCs were born, your world isn’t epic — it’s empty. 2. Cosmology That Touches the World Gods aren’t distant abstractions Belief changes behavior, laws, taboos Divine or cosmic forces matter, even indirectly DM takeaway:  Cosmology should create: Conflicts Factions Cultural divides 3. A World Scarred by War Epic fantasy worlds are post-trauma Peace is fragile Victory always costs something DM takeaway: If the last great war solved everything cleanly, you’ve written a fairy tale — not epic fantasy. 4. Mythic Creatures With Narrative Weight Dragons, elves, fey, giants Not just monsters — symbols Each race carries history, loss, and perspective DM takeaway: If elves are just “humans with pointy ears,” you’re wasting epic tools. 5. Culture Beyond Combat Music Recipes Poetry Stories told by the people of the world DM takeaway: Culture is how players emotionally anchor to a setting. PART II — HOW THE CLASSICS DO IT (DM-TABLE PRACTICAL) MIDDLE-EARTH — Mythic Epic What Works Unparalleled depth of history Songs, poems, languages baked into the world Clear cosmological order Evil has a metaphysical weight Limitations (DM Practical) Mythic distance can reduce player agency The world feels preordained Hard to run long sandbox campaigns without fighting canon Lesson for DMs Myth gives weight But too much destiny can suffocate choice WESTEROS — Historical Epic What Works History as cycles of violence Power structures feel real Culture varies sharply by region Consequences are relentless Limitations Minimal cosmology engagement Myth exists, but is distant or unclear Hope is often absent Lesson for DMs Political realism creates tension But without mythic meaning, darkness can feel nihilistic DRAGONLANCE — Heroic Epic What Works Clear epochs and ages Gods directly shape events War defines generations Built for play, not just reading Limitations Archetypal characters can feel restrictive Moral clarity can limit ambiguity Some depth sacrificed for accessibility Lesson for DMsEpic fantasy at the table thrives on clarity But nuance keeps it alive long-term PART III — DIRELANDS AS A DARK EPIC (Compare & Contrast) Where DireLands Aligns With Epic Fantasy Recorded History with Bias Epochs defined by conquest, ice, liberation History acknowledged as written by victors Cosmology That Warps Reality Cosmic entities Two moons with mechanical and narrative impact Gods tied to culture, language, and region A World After the “Victory” Witch-Queen defeated — but nothing healed The Triumvirate mirrors the corruption they overthrew Mythic Races With Consequences Elves exiled Dwarves driven underground Halflings isolated Cultural Texture Languages Music Poetry Religious schisms Where DireLands Intentionally Diverges Epic fantasy usually asks: “How do we save the world?” DireLands asks: “What if saving the world wasn’t enough?” Key differences: Corruption replaces destiny Victory creates new injustices Magic is feared, politicized, gendered History doesn’t inspire hope — it demands reckoning DM Practical Insight DireLands is epic fantasy through erosion, not ascension The epic scale comes from systems of belief collapsing, not heroes rising PART IV — WHAT DMs SHOULD STEAL FROM ALL OF THIS Bullet-point, actionable advice: Build history that players inherit, not just learn Let cosmology influence laws, fear, and tradition Make war change culture permanently Give races reasons to mistrust each other Embed art and ritual into everyday life Decide what your world believes about hope Outro Epic fantasy isn’t a checklist, It’s an agreement between the world and the players. Tolkien gave us myth Martin gave us consequence Dragonlance gave us playability DireLands asks what happens after the epic victory As DMs, the real question isn’t: “Is my world epic?” It’s: “Does my world remember what it’s been through?” That is going to do it for another Dragonlance hangout episode.Let me know what you think makes an epic campaign setting and which is your favorite. Have you ever created your own campaign setting? 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).
Let’s examine an alternate timeline that was witnessed by Tasslehoff before Takhisis stole the world at the end of the Chaos War. Buy Legends of the Twins: https://www.dmsguild.com/en/product/3252/legends-of-the-twins-3-5?affiliate_id=50797  https://youtu.be/BO-6paVSeSg Transcript Cold Open Peace has come to Krynn… but the world is holding its breath. Intro Welcome to another DragonLance Saga episode. My name is Adam, and today we’re taking a look at one of the alternate timelines found along the River of Time: the Age of Dragons. 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 the Legends of the Twins sourcebook for this information. If I leave anything out or misspeak, please leave a comment below. Discussion The Age of Dragons exists as one of many alternate timelines branching from Krynn’s true history along what is known as the River of Time. This river represents the flow of history itself, carrying events forward while also allowing for tributaries—alternate paths created when key moments unfold differently. Each tributary forms a complete and self-contained version of Krynn. To those who live within these worlds, their timeline is not an alternate possibility, but the only reality they have ever known. In the case of the Age of Dragons, the point of divergence centers on a single individual: Tasslehoff Burrfoot. In 371 AC, Tasslehoff activates the Device of Time Journeying and travels into the future with Fizban’s permission. In the true timeline, Tasslehoff eventually returns, and his actions help shape the events of the future. In this alternate history, however, Tasslehoff never returns from the future. That absence alters the course of events in ways that are not immediately obvious, but which ultimately reshape the fate of Krynn. Despite this divergence, Krynn still experiences two defining conflicts within a relatively short span of time: the War of the Lance and the Chaos War. These wars leave deep scars across Ansalon, devastating nations, displacing populations, and exhausting entire generations. However, while the War of the Lance largely mirrors the events of the true timeline, the conclusion of the Chaos War unfolds very differently. When Chaos threatens to destroy all of creation, the gods respond in an unexpected way. Rather than acting at cross purposes, the gods unite, including long-standing enemies. Most notably, Takhisis chooses to fight alongside the other gods, even standing with Paladine in opposition to Chaos. Gods and mortals alike take part in the struggle, and through this combined effort, Chaos is defeated and driven back into the Beyond. As a result, Krynn is not stolen from the gods, and the world continues to exist much as it had before—though profoundly changed by the wars it has endured. In the aftermath, the people of Ansalon are left to reckon with the consequences of nearly continuous conflict. With so many lives lost and so much destruction endured, there is a widespread desire to prevent another global war. From this desire emerges a new political structure known as the United Realms, an organization designed to settle disputes through diplomacy rather than open warfare. The United Realms brings together several of the major powers of Ansalon, though participation is not universal. Its stated goal is stability, but its existence also reflects how fragile that stability truly is. Among the most prominent members are Solamnia and Sanction, which emerge as rival powers. While both are part of the United Realms, their relationship is tense, and neither fully trusts the other. Each maintains its own military strength, and both remain alert for signs of aggression, even as they publicly support diplomatic solutions. Ergoth takes on a different role, positioning itself as a neutral power. Over time, it draws a number of smaller human nations into its sphere of influence, expanding its political reach without direct conquest. Ergoth’s position allows it to act as a stabilizing force within the United Realms, though its growing influence does not go unnoticed. Not all nations choose to participate. Khur refuses to join the United Realms entirely, opting instead for isolation. This decision sets Khur apart from the emerging political order and leaves it outside the system designed to manage continental disputes. Significant changes also take place among the elves of Ansalon. The long-divided Qualinesti and Silvanesti are finally united through the marriage of Porthios Kanan and Alhana Starbreeze, creating what is known as the One Kingdom. This union represents a rare moment of elven cooperation after centuries of division. From this marriage comes a son, Silvanoshei, who is named Speaker of the Sun and Stars. Because of his youth, Silvanoshei does not rule independently. Instead, those around him take steps to ensure his safety and guide the future of the united elven nation. Gilthas, son of Tanis Half-Elven and Laurana, abdicates the throne of Qualinesti in order to serve as an ambassador to the United Realms. In doing so, he shifts from a role of national leadership to one of diplomacy. Laurana herself relocates to Silvanesti, where she works to protect her grandson and help stabilize the One Kingdom during this transitional period. Elsewhere in Ansalon, other peoples prepare in their own ways. The minotaurs continue to strengthen their military forces, expanding their fleets and sharpening their readiness. Mountain dwarves retreat inward, withdrawing into their strongholds, while hill dwarves begin to reenter broader society with caution. The kender remain scattered across the continent, largely unchanged in their habits and outlook. Religion takes on increased importance during this era. The gods actively recruit clerics, increasing their influence throughout Krynn. Divine power is once again clearly present in the world, and faith becomes a significant factor in political and social life. Hiddukel, Sargonnas, and Takhisis all continue to pursue their own interests, while the balance among the gods remains uncertain. Throughout all of this, dragons become increasingly visible across Ansalon. More dragons are seen than at any time since the War of the Lance. Both chromatic and metallic dragons gather, their growing presence impossible to ignore. Their return to prominence gives this timeline its name: the Age of Dragons. The Age of Dragons is not marked by open war, but by what comes after it—a prolonged pause shaped by alliances, rivalries, and preparation. It is a time when the world waits, knowing it has already survived two great wars, and uncertain what the next chapter will bring. Outro But that is all the time I have to talk about the Alternate Timeline: Age of Dragons. What do you think of this version of Krynn as witnessed by Tasslehoff in the War of Souls Trilogy? Do you already play in campaigns similar to this or do you prefer the Age of Mortals? And finally do you think this is the inevitable result of the Destinies Trilogy sans the Chaos War? 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: How do you know the Graygem isn’t controlling you? If it was it wouldn’t be likely to tell you, now, would it?
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 Makes a Session Fun? https://youtube.com/live/s0Zt6WK6zZA Show Notes: Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 26th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. You can run a session where everything goes right on paper…and still walk away thinking, Why did that feel flat? Fun isn’t about perfect rules calls. It’s not about clever plot twists. And it’s definitely not about doing voices. Fun is about how players feel in the moment. This is Dungeon Mastering 101, and today we’re breaking down what actually makes a session fun — and how to recognize it while it’s happening. 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 — Fun Is Psychological, Not Mechanical New Dungeon Masters often chase content. More encounters. More NPCs. More lore. But fun doesn’t come from quantity — it comes from engagement. Players feel engaged when: they anticipate what’s coming their choices matter the tension rises and falls naturally If you understand the psychology behind that, you can make almost any session fun — even when things go off the rails. Segment 2 — Tension: The Engine of Fun Tension is the fuel that drives engagement. Not stress — uncertainty. Players lean forward when they don’t know: if a plan will work what an NPC will say whether the fight will turn How to create tension: Ask questions instead of giving answers Delay outcomes just long enough to matter Put something at risk — time, resources, reputation If nothing is uncertain, nothing is exciting. Segment 3 — Anticipation: Letting the Moment Breathe Anticipation is tension stretched over time. Players love: doors they haven’t opened yet secrets hinted at but not revealed threats they know are coming How to use anticipation: Foreshadow dangers End scenes just before resolution Let players speculate out loud If players are theorizing between turns, you’re doing it right. Segment 4 — Stakes: Why This Moment Matters Stakes answer the question: “Why should I care?” Stakes don’t have to be lethal. They just have to be meaningful. Examples of stakes: a trusted NPC’s reputation a character’s belief or value losing time or opportunity Tip for new DMs: If players don’t react emotionally, the stakes aren’t clear enough. Say them out loud. Segment 5 — Autonomy: Let Players Drive Players have fun when they feel in control. Autonomy means: meaningful choices multiple valid solutions freedom to fail forward How to support autonomy: Avoid “correct” answers Let plans succeed imperfectly React to player ideas instead of redirecting them When players feel railroaded, fun collapses — even if the story is good. Segment 6 — Spotlight Sharing: Everyone Gets a Turn Fun dies when someone disappears for too long. Spotlight sharing is not equal time — it’s intentional attention. How to manage spotlight: Rotate focus naturally between players Ask quiet players direct but gentle questions Let loud players shine, then move on A simple DM habit: Ask yourself, Who hasn’t mattered in the last 10 minutes? Segment 7 — Pacing: The Rhythm of a Session Every good session has rhythm. Fast moments: combat arguments escapes Slow moments: reflection roleplay discovery Problems happen when pacing gets stuck. How to fix pacing mid-session: Speed up by summarizing Slow down by zooming in Cut scenes early if energy drops You are conducting, not controlling. Segment 8 — Reading the Room This is the skill that separates good DMs from great ones. Signs players are engaged: leaning forward interrupting with ideas talking in character Signs energy is dropping: phones appear silence stretches rules questions increase When you see it: change the scene introduce a decision raise or release tension You don’t need to know why — you just need to respond. Segment 9 — The DM101 Mindset Shift Here’s the mindset that makes this manageable: You are not responsible for being entertaining. You are responsible for facilitating engagement. That means: watching reactions adjusting in real time letting go of prep when needed A fun session is a conversation — not a performance. Closing Takeaway Fun is not accidental. It’s built from: tension anticipation meaningful stakes player autonomy shared spotlight thoughtful pacing And above all, attention. If you can read the room and respond honestly,  your sessions will feel alive — even when nothing goes as planned. Outro And that’s it for this episode of Dungeon Mastering 101, Core Foundations: What Makes a Session Fun? 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, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! 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 twenty! You can buy Tyranny of Dragons here: https://amzn.to/3XJvuND  https://youtube.com/live/R4DI-gj4Id0 Time Stamps: 0:00 Intro 3:38 Chapter 6: Castle Naerytar Continued 2:05:41 Break 2:17:53 Chapter 6: Castle Naerytar Continued 3:56:49 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: As Jamna quickly figures out the heroes are getting into trouble in the middle of the night, she goes to create a distraction outside, pulling the majority of the laborers, guards and even Bog Luck out into the night. Lucan feels pulled in the direction of the store room by Mishakal, and discovers Elemier in the storeroom and the heroes finishing up combat with Bakali in the Strong Room! Jamna leans in as they are talking and lets them know that they need to get out of there before they all return. Turns out there is a secret tunnel! They follow it out and into the jungle, following a marked trail. After a day of traveling deeper into the jungle, they ran across some natural dangers, a shambling mound, and even quicksand before arriving at what seems to be a deserted camp. As they were investigating the camp, Bakali arrived and engaged in combat. The heroes plowed through them, and captured one. They discussed the area and their aversion to the cult, when the Bakali thought perhaps these heroes could assist his people in liberating themselves from the cultists. They end up working together and Snapjaw, the Bakali leader of sorts, leads the heroes toward the Citadel of Karac-Tor. En route they were attacked by more crocodiles than they have ever seen in person, it seems the swamp itself is trying to stop them. Will the heroes snake it out of the swamp alive? 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 Jean Rabe, D&D coming to Fortnite, D&D and AI, and D&D #1 Rule. https://youtube.com/live/x180bpM8_n4 Show Notes  Intro Welcome to another DragonLance Saga, Order of Aesthetics News episode! It is Bakukal, Newkolt the 23rd. 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! R.I.P. JEAN RABE https://icv2.com/print/article/61449  https://en.wikipedia.org/wiki/Jean_Rabe  Dungeons & Dragons comes to Fortnite as Wizards of the Coast explores ‘how D&D can connect’ with players https://www.polygon.com/fortnite-dnd-dungeons-dragons-homebrew-creative-islands-codes/  Scientists Forced AI Language Models To Play Dungeons & Dragons To See How Well They Concentrate https://www.iflscience.com/scientists-forced-ai-language-models-to-play-dungeons-dragons-to-see-how-well-they-concentrate-82297 I Finally Understood The #1 Rule For D&D, & It Changed My Games Forever https://screenrant.com/dungeons-dragons-dnd-number-one-rule-fan/  Outro And that’s it for this OA News episode! Do you have a favorite Jean Rabe project? 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, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube members! 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 seventeen 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/TtQwyAYdtgw Time Stamp: 0:00 Intro 0:59 Treasure: Miscellaneous Magic Continued 59:32 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!
Join me as I review Dragon’s Bluff by Mary H. Herbert live! Share your thoughts on this third novel in the Dragonlance Crossroads series, released by Wizards of the Coast on June 27, 2001. You can buy a copy here: https://amzn.to/49KMLMm  https://youtube.com/live/60w8Oljnazc?feature=share About Dragon’s Bluff The Crossroads Series explores previously undescribed areas of the Dragonlance world. Dragonlance fans eagerly await detailed information on any area of their favorite fantasy world. The son of one of the Heroes of the Lance and his wizard companion journey to Flotsam to recover the body of the wizard’s father. They quickly discover that her father isn’t dead, but missing. To compound their situation, a red dragon is terrorizing the population. Review Intro Welcome to another DragonLance Saga review episode. It is Misham, Newkolt the 22ndth. My name is Adam and today I am going to give you my review of Dragon’s Bluff by Mary H. Herbert. 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 or get $10 by signing up to StartPlaying.Games 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 The first third of this novel is a very interesting setup. Ulin Majere just returned from Palanthas after looking for magical artifacts for his father Palin in the wake of magic being unstable (we are pre War of Souls here). Exhausted from travel, he is excited to be home with his betrothed Lucy Torkay. They are visited by a female dwarf from Flotsam named Chalcedony Rockdale who is the magistrate. She would like Lucy to come to identify a body believed to be her father Kethril. Her father abandoned her and her mother. He was a thief and con artist. They set sail to Sanction then took a caravan to Flotsam. En route they were ambushed by draconians and Lucy was able to make a spell actually work. She imbued potatoes with her magic which burst into flame as they struck the draconians. It’s not what she intended, but it worked. Everyone was stunned, and with much of the caravan destroyed, they were approached by Silver Fox the 3rd, and his group, the Vigilant Force. They are all stunned that Lucy is a sorcerer and lead them into town.  Once in town the local council tells them they don’t have the body and can’t seem to find it. This is clearly something fishy going on, and Ulin and Lucy say they will only stay for four days then leave with the caravan, whether they have found her fathers body or not. As they wait, they get to know the other members of the vigilant force and become friendly with them. Lucy is offered a role as sheriff for Flotsam, as Malys is sending her Dark Knights to collect the annual taxes as tribute, and the town can get rowdy. Lucy and Ulin refuse. Lucy is jumped by brigands with their dwarven magistrate and she fights them off, threatening more potato fire.  They are called to help with some men who were wounded and the council presents a corpse, believing it to be Kethril, supposedly. It is not him, and the council finally admits that they need her to help them find Kethril, as he stole the town treasury they were going to give to Malys. Now with everything clear, Ulin and Lucy have to make a choice. Again, it is an interesting setup, but it seems like a lot to go through to get someone to hunt down a thief. Why not hire a bounty hunter? Certainly Flotsam has some hanging around. Ulin leaves with Notwen to see his hideout which contains a ton of magic items and components, when he returns to Lucy he has been gone for hours and she is in the hands of Dark Knights. They claim she stole the horse that was given to her by the caravan for saving them, and the council arrives to say they could pay the Dark knight for the horse, a bribe. The dark knight agrees and they release Lucy. When they leave Ulin runs to her and they confront the council about the bill of sale they happened to have ready. They say that they had to have it so they could convince her to be sheriff. She decides to stay for a while and be their sheriff, and Ulin swears to find her father.  Ulin and Notwen leave on his steamboat which crashes on a small island inhabited by a Siren. She tries to charm Ulin but her magic fades. He shares that its happening everywhere and the sirine helps them fix the steamboat. Back on their way they head to dead pirates’ cove to find Kethril. It seems everyone knows him, and hates him. But no one has seen him lately. They finally hear about a gambling riverboat that he may frequent, so they head off. Life in Flotsam as the sheriff is as crazy as one could expect it to be. Lucy is approached by the Dark Knights again, demanding that if she sees the Silver Fox, to raise the town flag. Otherwise she will be killed. THen the fox appears next to her in a fisherman’s disguise. He clearly likes her romantically, but she doesn’t reciprocate. They are friends however and will work together but he obviously has a spy in his inner circle he needs to discover. Back at the riverboat, Palin and Notwen discover Kethril disguised as a Khur and they drug him during a cardgame and take him on their ship. As they are heading back to Dead pirate cove for fuel they say, they see Ghagglers, sea slugs, attacking boats and come after them! They are boarded and captured, leaving a hidden Notwen for the siren to discover. She hears that they have been captured and leaves. Notwen stays hidden, fearing for his life. Ulin and Kethril are chained up for a while and get to know each other, then the Ghagglers take them to a sea cave with a  sea lion, hungry and ready for them. The final third of this novel was rather nice. Ulin and Kethril were saved from the Ghagglers and Sea Lion by the Sirine and her sea elf friends. It turned out that Sirine was Kethril’s daughter. He gets around it seems. And they are taken by the sea elves to Notwen’s ship, where he is still trying to make repairs, but it is slow going. Back in Flotsam the red dragon Fyremantle showed up a week early to ensure the new sheriff was collecting the requisite taxes. He burned some boats and killed some men in the process. Lucy confirmed that they were collecting the money, and the dragon left. Seeing the dragon in the distance, Ulin, Notwen and Kethril leap from the hip and swim away from it as the dragon burns as it flies by. Kethril only agreed to return if Ulin gave his word of honor that he wouldn’t let the town kill him outright. They arrived and Lucy punched her father in the nose, then sent him to jail. Ulin and Notwen talk with the town leadership about the predicament. They cannot pay the total money, and are at a loss for a plan, but they are beginning to put one together when they retire for the night. Kethril is found guilty at a trial and says that he spent the money he stole from them, but that he can get the money back. It turns out Fyremantle is stealing from Malystrix, and keeping his money in a separate lair. Kethril knows the location and was planning on stealing it, but now he will help the town get it and pay their debt. Lucy has a better idea.  Dark knights arrive in town and while Ulin and the townspeople are raiding the dragon’s lair with Kethril, Lucy has the dark knight soldiers abducted and tells the commander that Fyremantle is stealing and provides proof. If the dark knight reports to Malystryx, she will be given payment from the stolen money. She will be called off if Fyremantle agrees to lower the cost and leave the town largely alone. The knight reluctantly agrees and leaves. The town returns having lost some warriors due to traps and lizards living in the lair. The gnome Notwen has a dragon trap design and presents it for the final confrontation. Fyremantle arrives and steps into the trap which ends in it being bound in the trap. They share their knowledge of him skimming off Malystryx and the evidence being delivered. The dragon is furious but helpless in the face of the threat, knowing Malys will kill him if she finds out. He agrees to stop skimming and burning the town down, and is let out of the trap. He murders the council and mayor then leaves with the treasure.  The dark knight returns after the funerals and receives her pay and men. The town elects a new leadership as another Khur caravan arrives. Ulin and Lucy leave with the caravan after her father steals some money and flees into the desert. He left a note saying he is proud of her, and Lucy told the town to just bury him if he ever dies again. They join the caravan and return to solace. This was a great story about the love between Ulin and Lucy and how each of them feel slightly unworthy for the other due to the state of the world and their respective places in it. I really like these intimately driven stories. It is so much more relatable. I would recommend this to any fan of the Fifth Age or Dragonlance in general. It was a fun read. Outro And that’s it for my review of Dragon’s Bluff by Mary H. Herbert. What did you think of the town of Flotsam in this era? Do you enjoy stories where mortals pull one over on dragons? And finally, would you have stayed in Flotsam if you were Lucy? 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 (sl
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 Dungeons & Dragons Basic Set, Holmes Edition. https://youtube.com/live/gWX0M7frBEA Show Notes Intro Welcome to another DragonLance Hangout! It is Kirinor, Newkolt the 21st, and my name is Adam. Today I am discussing the Dungeons & Dragons Basic Set, Holmes Edition. 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 or get $10 by signing up to StartPlaying.Games 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 Holmes Basic Set https://grognardia.blogspot.com/2008/09/holmes-basic.html The Holmes Basic Set was published in 1977 and would be superceded by Moldvay/Cook Basic/Expert or B/X (1981) a revision and representation of OD&D for the mass market, supercedes Original Dungeons & Dragons (1974) an introduction to the then-unpublished AD&D game,  and a unique game in its own right. draws select influences from other sourcebooks, including Supplement I: Greyhawk (1975), Swords & Spells (1976), the Chainmail wargame rules, and the third-party sourcebook Warlock https://dungeonsdragons.fandom.com/wiki/Basic_Set_(Holmes) color art by  David C. Sutherland III contents vary considerably depending on printing, but all include the 48-page rulebook The rules only cover play from level 1 to 3. Spells are only provided up to level 2. From the Greyhawk supplement, it includes the thief class; variable hit points per class; and the hit point bonus for very high Constitution scores; the first-level Magic-User spells magic missile, shield, and ventriloquism; the second-level Magic-user spells darkness, magic mouth, mirror image, pyrotechnics, strength, and web; and the second-level cleric spells silence 15′ radius and snake charm. From Advanced Dungeons & Dragons, for which the Player’s Handbook had not yet been released, it includes the first-level Magic-User spells dancing lights, enlargement and Tenser’s floating disc; the second-level Magic-User spells audible glamer and ray of enfeeblement; the first-level cleric spells remove fear and resist cold; and the second-level cleric spells know alignment and resist fire. An individual initiative system has characters with highest Dexterity go first. The 3 for 1 basis rule is clarified to mean that one can lower an ability score to raise their prime requisite. Although Gygax would later assert that this was not the intended interpretation of the rule, it would influence further editions of the Basic D&D rules line. A two-axis alignment system is included, with alignments having both lawful-neutral-chaotic and good-neutral-evil. However, only five of the possible nine alignment combinations are evidenced in the text—lawful good, lawful evil, neutral, chaotic good, and chaotic evil. There is no neutral good, neutral evil, lawful neutral, or chaotic neutral. Parrying rules are included, likely from Chainmail. Early printings of the book included Dungeon Geomorphs Set One: Basic Dungeon (1976) Monster & Treasure Assortment Set One: Levels One-Three (1977) November 1978 onward, the box set instead came with a copy of the adventure module B1 In Search of the Unknown (1979) Later printings instead included B2 The Keep on the Borderlands (1981) It was edited by Dr. John Eric Holmes, an associate professor of neurology at the University of Southern California’s School of Medicine. Holmes was a D&D player, and it was he who first approached TSR in 1976 offering to write an edited revision of the game’s rules. TSR had originally envisioned the idea of a Basic Set prior to the release of Eldritch Wizardry (1976). publication date of July 10th, 1977 sold for the price of US $9.50 The Basic Set received seven printings between 1977 and 1980. https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_Basic_Set The rulebook is intended for characters of levels one through three, with rules for adventuring in dungeons, and introduces the main concepts of the game;[2] it explains the game’s concepts and method of play in terms that make them accessible to new players ages twelve and older who might not be familiar with the rules and structure of tabletop miniatures wargaming. Although the Basic Set was not fully compatible with Advanced Dungeons & Dragons, players were expected to continue play beyond third level by moving to AD&D,[2][3] which was released beginning later that year. Holmes preferred a lighter tone with more room for personal improvisation, while Gary Gygax, who wrote the Advanced books, wanted an expansive game with rulings on any conceivable situation which might come up during play, and so could be used to arbitrate disputes at tournaments. Outro And that is all the time we have to hangout today. What do you think of Holmes’ Basic Set? What was your first experience with D&D? And finally, would you ever play B1 or B2 with the Basic D&D set rules? 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).
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