Dragonlance
Q. In issue 143, you said that Raistlin Majere's vision shows the
effects of time only on living things. But in "Raistlin's Daughter",
(in Love and War, page 286), Raistlin sees rocks crumbling to dust.
A. First, there are subtle differences between Krynn as described in
the novels and Krynn as described in the game products. This is
inevitable, since game materials have to be both self-consistent and
playable. So, when you're playing a game set in Krynn, Abeir-Toril, or
Oerth, follow the details given in the game products, if they differ
from the books, it's probably for a good reason. Second, if you reread
that page carefully, you'll find that Raistlin isn't actually seeing
rocks crumble; he just says he sees rocks crumble. Raistlin wouldn't
be above bending the truth now and again if it suited his purposes.
Q. "Love and War" also includes a brief encounter with a half-orc. Are
there orcs on Krynn?
A. Krynn has no orcs. The reference is due to an error in the
narrative; the character in question probably had some ogre or goblin
blood.
Q. Please give the height, weight, average lifespan, and base movement
rate for each of the 13 major races on Krynn, including the irda and
the minotaurs.
A. Complete information on each race is given in the Dragonlance
Appendix to the Monstrous Compendium (MC4, volume 4, TSR product
#2105). To randomly generate height, weight, and maximum age, use the
information given on page 24 of the 2nd Edition Players Handbook
unless MC4 directly contradicts it. For irda, I suggest the following:
base height 62", variable 2d10"; base weight 120 lbs, variable 6d10
lbs; base starting age 100 years, variable 3d12 years; base maximum
age 400 years, variable 2d100 years. For minotaurs, I suggest: base
height 74", variable 2d10"; base weight 300 lbs, variable 8d10 lbs;
base starting age 18 years, variable 1d4 years; base maximum age 105
years, variable 2d20 years.
Q. I'm having trouble understanding the Character Racial Minimum &
Maximum Table on page 117 of DLA. In the "Accepted Classes" column,
what do the letters mean?
A. These are abbreviations for character class names. The
abbreviations and their meanings are from the Character Class Master
Statistics Range Table, also on page 117. Note that the barbarian and
acrobat classes have been removed from the AD&D 2nd Edition game; if
you want them, either use the rules from the 1st Edition game or
Q. Which class's combat chart do tinker gnomes use? How quickly do
tinker gnomes gain proficiencies? DLA contradicts itself on this
point. Also, do tinker gnomes have any alignment restrictions?
A. A tinker gnome with enough common sense to fight with a simple
weapon instead of an outrageous gnomish device uses the magician THAC0
chart (see the Rule Book of Taladas, pages 3-4, from the Time of the
Dragon boxed set). Tinker gnomes gain one weapon and two non-weapon
proficiencies every three levels, as indicated in DLA, page 117. Most
tinker gnomes are lawful good or neutral good, though any non-evil,
non-chaotic alignment is acceptable.
Q. Which weapons, armour, and magical items can tinker gnomes use? Can
they use proficiencies from the AD&D 2nd Edition game? If so, which
ones?
A. Tinker gnomes can become proficient in any weapon that creatures
their size could use, but they wear no armour. Generally they disdain
magic, but PC tinkers can use any magical item except those usable
only by bards, wizards, clerics, or their subclasses. When using
proficiencies from the AD&D 2nd Edition game, tinkers can choose
proficiencies from the following groups: general, priest, and wizard.
Rogue and warrior skills can be selected at double-normal cost.
Q. How many draconians can be produced from a single dragon's egg? Is
there a process that produces different kinds of draconians from evil
dragon eggs?
A. One egg produces multiple draconians (DLA, page 73). DL9 Dragons of
Deceit, page 41, area L23, includes a scene in which 4d12 sivak
draconians are hatched from a single silver dragon egg. It might be
possible to produce new races of draconians from evil dragon eggs, but
neither the good nor the evil dragons, nor their deities or servants,
have been inclined to look for such a way.
Q. DLA says that Krynn has no assassins or monks, yet the deity Majere
is said to be a patron of monks. Also, kender are specifically
prohibited from being assassins; why would a prohibition be necessary
unless there was an assassin class?
A. There are no monk or assassin character classes on Krynn. However
there are cloistered religious orders of clerics dedicated to the
gods, and these clerics may be labelled "monks" in the historical
sense of the word. Beings who kill other beings for pay are generally
known as assassins; note also that the assassin kit from the Complete
Q. I've noticed that although wizards of the Red Robes are allowed to
cast invocation spells, the rule books list no wizard spells of this
type; its use seems to be restricted to clerical spells. Also, the
spell kiss of night's guardian is listed as an evocation spell; does
this mean that only wizards of the White Robes can cast it?
A. As shown in the Krynn spell summary (see DLA, page 126), invocation
and evocation spells are part of the same group. Spells that create
something out of virtually nothing or that release raw power fall into
this category. Generally, "invocation" implies that the effect comes
as the result of a petition to a greater power, while "evocation"
implies the effect was compelled. This is why most clerical
invocation/evocations are listed as invocations. The fact that the
order of the Red Robes calls its invocation/evocation spells
"invocations" could give a clue to its basic approach to magic, or it
could be just a clever use of names. Exactly who can cast kiss of
prerogative of the master of the Tower of High Sorcery at Palanthus.
Q. Do the minotaur and irda races get racial modifiers for thieving
skills? Do the other races on Krynn get such modifiers for their
corresponding races?
A. Minotaurs cannot become thieves. Irda have no racial adjustments to
thieving skills. The other races and their subraces get the standard
racial modifiers as described in the 2nd Edition Player's Handbook,
page 39; kender use the halfling modifiers, all subraces of elves use
the elf modifiers, and so on.
Q. Please give the weapon statistics for the kender hoopak.
A. A hoopak is a cross between a bo staff and a staff sling. When used
as a staff, its statistics are: type B; speed factor 4; damage
1d6/1d4. As a sling, the statistics are: type B; speed factor 11;
damage 1d4+1/1d6+1; rate of fire 2/1; medium range 3-6, long range 6-9
(the hoopak has no short-range category and cannot be used against
targets closer than 30 yards). Hoopaks weigh two pounds. They usually
cannot be purchased; a relative or friend gives an adventuring kender
his first hoopak. If found and sold, a hoopak might bring as much a
one steel piece; kender themselves are not prone to purchase hoopaks
from non-kender, and they always arrange to "pick up" any hoopak they
see in non-kender hands.
Q. Isn't there an error in the River of Time section on pages 86-87 of
DLA? According to this chronology, Huma defeated the evil dragons in
2645 PC, but the Knights of Solamnia weren't founded until 1225 PC.
Since Huma was a Knight of Solamnia, wasn't he 1,400 years too early?
A. Actually, the River of time puts Vinas Solamnus, founder of the
Knights of Solamnia, 1,400 years too late. The order was founded in
2692 PC. The year 1225 PC is erroneously reported as the year of
founding probably because the order's oath and measure were either
written or extensively revised that year.
Q. Do clerics of the Holy Orders of the Stars get bonus spells for
high wisdom scores? Do clerics of Solinari, Lunitari, and Nuitari get
bonus spells? Do they also get magician spells?
A. Clerics of the Holy Orders of the Stars do get bonus spells for
high wisdom scores. Solinari, Lunitari, and Nuitari have no clerics.
Greyhawk
Q. Where can I get detailed information about the Valley of the Mage?
A. The last word on the Valley of the Mage can be found in module WG12
Vale of the Mage (TSR Product #9270).
Q. Can zero-level characters, as described in Appendix 1 of the book
Greyhawk Adventures, retain and use abilities from other classes once
they choose a class? Once they pick a class, can they use unspent
attribute points for additional abilities?
A. Once a zero-level character chooses a class, he can keep abilities
from other classes only so long as he pays the experience penalty from
the table on page 125, and so long as he practices the skill between
levels. If the character gains a new level for any reason without
practising the skill at least once, the skill is lost. All unspent
attribute points are immediately converted to experience points, at
the rate of 10 xp per ap, when the character chooses a class. Once
these remaining attribute points are converted, the character cannot
gain new skills from other character classes.
Q. How can zero-level characters accumulate so many hit points, then
abruptly lose them when "advancing" to first level? Are the experience
penalties on page 125 cumulative? If so, what happens to a character
who has penalties totalling more than 100%? What constitutes
practising a skill?
A. Zero-level characters are untried, enthusiastic, and flexible; this
gives them leave to obtain a whole range of abilities that less callow
adventurers can't get (as explained on pages 117-118). However, the
short-cuts, blind stabs, and side explorations beginners make must be
abandoned if they are ever to become really skilled at anything. Thus
characters have to do a little back-stepping when they reach first
level. The experience penalties are cumulative, but optional. A
character can drop a skill and avoid the experience penalty at any
time. In the case of penalties totalling more than 100%, the character
must abandon skills until the penalties total 100% or less. DMs are
free to set their own standards for skill practice. I suggest the
characters practice their skills during non-adventuring time according
to the rules on page 119. The character must accumulate as many study
points as originally required to learn the skill, and retains the
knowledge for three months per study point earned. If a character
successfully uses a skill one or more times during an adventure,
extend his knowledge one month.
Q. The beginning of the deities section in Greyhawk Adventures says
that clerics get their special powers "during times of special need".
What defines a time of special need?
A. Clerics of Greyhawk deities get their special abilities when they
fulfil the requirements for getting them as described in the section
on each deity. However, the head cleric at a temple always can, in
time of need, call on spell-like powers granted by the deity, even if
the cleric is of insufficient level to have the ability and even if
the cleric has "used up" his daily allotment of the ability. The DM
must decide what events are times of special need as they arise, but
they always should include times when the temple is being invaded and
any time the deity's power is in question and the cleric must, or
should, demonstrate it.
Q. What deity or deities are venerated by the elves in Celene
(including Enstad) and in the Duchy of Ulek?
A. Ehlonna is the primary deity among the elves in Ulek and Celene,
and she has a strong following among elves everywhere else on Oerth.
Q. Who allies with Celene and Ulek against the humanoids in the
Pomarj?
A. Usually Veluna and Furyondy do so.
Q. Are the population figures given for Duchy of Ulek and its capital,
Tringlee, for humans or elves?
A. In any entry, the figure given for population is the area's human
population. When actual numbers are given for demi-humans or
humanoids, these are in addition to the human population. Numbers
given for city populations are the total number of beings (human,
demi-human, etc.) living there; unless noted otherwise, the
distribution of races is the same for the country as a whole. In the
case of Tringlee, the population is about 55% elvish and 45% human
with a smattering of gnomes.
Q. What race is Lewenn, Count Palatine of Ulek?
A. Lewenn is probably human. Generally it is safe to assume that a
country's ruler is human unless his description says otherwise.
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