*hrms* Well, I haven't gotten my copy of KoD yet, so I dunno exactly what has/hasn't made it in to the final cut (hint, hint, wink, wink, nudge, nudge)... but in my original Epilogue, I did include a short section on Personalizing the adventure, with specifics for Wizards of High Sorcery & Knights of Solamnia. I'll go ahead and post what I had originally put in below... it's lengthy, so sorry in advance for that
Originally, I had planned on including two mini-quests, but *ahems* the adventure got too long as it was c.c; Sorry for that *laughs* Anyways, here's what I had... dunno if it's in KoD or not, so hopefully it's not repeatin' stuff that's already in there!
Christopher
Personalizing the Campaign
Although this campaign was designed for the “stereotypical” adventuring party of one Fighter, one Wizard, one Rogue, and one Cleric, there are many chances scattered throughout the adventure trilogy for you to alter things, to add your own distinct touch to the game.
As the adventure progresses, the players may decide that they want to take their characters in different directions than what they had originally imagined. The bumbling Rogue discovers a natural gift for magic that leads him to study wizardry, or a grizzled fighter who’s had enough of bloodshed and wishes to pursue the Blue Path of Mishakal. Keep track of what your players are interested in, in how their characters are developing. Although this book provides a backdrop and storyline, it is the characters and their players that truly make the campaign interesting and unique.
Below are two examples of how to personalize the adventure around specific player characters, using the Wizard of High Sorcery and the Knight of Solamnia prestige class requirements as examples.
Personalizing a Test of High Sorcery
The Test of High Sorcery is an integral initiation into the Orders of High Sorcery, an initiation that weeds out those only dabbling in the magic, or those unwilling to apply themselves properly, for failing the Test often means death for the young wizard attempting to prove worthy of donning the colored Robes of the Orders—the White Robe of Solinari, the Red Robe of Lunitari, or the Black Robe of Nuitari.
Just as no two wizards are alike, nor are any two Tests alike, which can make it difficult to try and include one as part of the adventure. However, here are a few ideas to help you run a Test for your PCs, although you will have to design the encounters yourself (at least until the Towers of High Sorcery sourcebook is completed).
Every Test of High Sorcery includes at least three problems that can only be solved by the character’s knowledge of magic and its usage, requiring Spellcraft and Knowledge (Arcana) checks as well as the application of known spells. The character must solve problems and defeat foes, including one foe at least as powerful (if not more so) magically than the character, and by the end of the Test, the wizard should have cast every spell that they know at least once.
Sometimes, the Test can seem like a single long trial, while at other times the Test can comprise of three completely separate ‘realities,’ each shaped to explore different aspects of the wizard’s psyche and dedication.
When the Tests were held in the Towers of High Sorcery, great magic was often used to create the Tests, ranging from making friends seem like foes or foes seem like allies, to intricate illusions, mental journeys, or even in one instance of traveling to the past and experiencing someone else’s life. Now that the Towers are abandoned or inaccessible (at least during this part of the adventure), a potential wizard character’s Test could actually be tied into their every day life and an apprentice could be Tested without ever knowing what was going on.
For example, Zoe decides that a fiery tempered young wizard’s apprentice needs to gain better control over his temper if he is to be a truly great wizard, so she arranges things so that his journey to Pashin involves a trip through the Burning Lands where he must deal with the fiery Azer, all without his ever knowing that she’s watching him from afar to see how he deals with the volatile “fire dwarves.”
Personalizing a Knightly Quest
It is possible that characters may wish to petition to join the ranks of the noble Knights of Solamnia, although becoming a member of that august body is not always easy.
Every petitioner must first become a Squire of the Crown, as detailed in the DRAGONLANCE Campaign Setting. If a character can find a Solamnic Knight in good standing to sponsor her, she will be taken before a Knightly Council where she will formally present her petition, swear an oath to honor the knighthood, the causes of the order, allegiance to the order, and must vow to live by the Oath and the Measure.
If there is no dissent from the gathered knights, and no question of honor regarding the candidate brought forth, she is accepted into the knighthood as a squire. Once the character advances one character level (in any class), and meets the basic requirements for the Knight of the Crown prestige class, she may petition at the next Knightly Council to be accepted as a full Knight of Solamnia.
Unfortunately, for this adventure, the characters do not travel through lands controlled by the Knights of Solamnia, nor will they be meeting many Knights. The best opportunity to allow characters an opportunity to begin taking the path towards Knighthood is for them to run into Lord Auchuran in Port Balifor. A Knight of the Rose acting undercover as an agent of the Clandestine Circle, you may choose to have him approach the characters, seeking assistance, particularly if a character displays a sense of honor and justice, as well as virtue and integrity.
The adventure that the characters are undertaking, particularly the reclamation of the legendary Dragonlance of Huma Dragonbane, is more than suitable fulfill the requirements of Knightly Virtue for petitioning to become either a Knight of the Sword or a Knight of the Rose. Note, however, that if a Solamnic Knight recovered Huma’s Dragonlance and either didn’t return it to its resting place in the Dragon Monument of Southern Ergoth, or place it into the safe-keeping of the Solamnic Knighthood, she may find her virtue is in question if it is ever discovered…