![]() ![]() There are a few sections in the adventure that can restore a spent Destiny Point, but they’re rare and a PC may get 1 at most, 2 perhaps if they’re lucky. Remaining Destiny Points also determine how well they’re graded after the Test, with more Destiny Points resulting in increased rewards from the Order leaders. Destiny Points can be spent to avoid certain doom, such as turning a failed roll into a success, turning a successful attack into a critical hit, or regaining 10 hit points upon being reduced to 0. Furthermore, to offset the disadvantages of a single PC they begin play with 5 Destiny Points. Additionally, there are no maps and this all takes place in the theater of the mind, and during the rare occasions when initiative is rolled the PC is encouraged to get into the mindset of the enemies and “root for them as much as your character” in a DMless game. Some Traits are tied to moral actions or outlooks and can add points to one of the three Orders of High Sorcery, where the PC is inducted into the Order in which they have the most points. Sometimes an action may result in the PC gaining a Trait, which has an effect on a later section or after the adventure ends. The product is structured in the vein of a Choose Your Own Adventure novel, where you flip to specific sections (usually labeled things such as A5, B16, etc) based on choices the PC makes or whether they succeed or fail at a particular ability check, attack roll, or saving throw. *Which allows for some interesting possibilities, like an Arcane Trickster Rogue or someone with the Magic Initiate feat. In the latter case, the Test begins when the scroll is delivered to Wyhan in the city of Kalaman, teleporting the PC to the Forest of Wayreth. It is balanced around a single 4th level character capable of casting spells from the spell list of one of the arcane casting classes,* and can be played on its own or as part of the larger Shadow of the Dragon Queen campaign. The idea is that the PC is a prospective mage who is about to undertake the Test of High Sorcery in order to join one of the three great Orders of arcane spellcasters of Ansalon. It is a choose your own adventure that can be played by yourself, with one player and one DM, or a typical group of one DM and several players. The Test of High Sorcery ranks among these passion projects in being the work of long-time fans touching upon an iconic element of Dragonlance. The original author of Chaos Reaver, a SAGA-era adventure from Dungeon Magazine, converted the adventure to Fifth Edition. We even got an Aesthetic’s Guide to Ansalon series, a two-year project of converting the original DL1-16 adventures to Fifth Edition along with lots of other converted material set during that era from a variety of sourcebooks and novels. ![]() The Dragonlance Companion has been six months in the making and got a personal recommendation from Margaret Weis herself on Facebook. Already we saw the Dragonlance Nexus release Tasslehoff’s Pouches of Everything plus Champions of Krynn, a general-purpose sourcebook and adventure full of options for both players and GMs. While there is the inevitable shovelware that looks hastily put-together at the last minute and titles tagged to the setting that have nothing to do with Dragonlance, the world of Krynn’s big strength is that it has a very passionate fanbase. It hasn’t been a full week since the DM’s Guild gave Dragonlance homebrew the go-ahead, but already we have several strong contenders. ![]()
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