Dragonlance How would you 'fix' DL1: Dragons of Despair for a 5E revisit? [spoilers!]

Libertad

Hero
I actually have a series of blog posts for revising some of the more problematic plot elements of the Dragonlance Chronicles, including updating the adventure for more modern systems. However it is an incomplete series, as due to various events I petered out after the end of Dragons of Winter Night. I'll repost the DL1 article here for easy reading.



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Image by Clyde Caldwell


It's been a while since my last update. Nearly a year, in fact. A variety of factors came into play, for a while I was running the original Dragonlance Chronicles adapted for the 13th Age ruleset. As of last Saturday (September 17th), my players ended the campaign and saved Krynn from evil. It last a good 7 to 8 months, all with players I consider good friends, and plenty of DMing notes to spare for adaption into blog posts. Now would be a perfect time to delve back into things, and what better way than looking at the adventure that started it all?

Overview

Dragons of Despair opens up with the PCs venturing to the quiet burg of Solace to reunite at the Inn of the Last Home. While there they get hints of dark tidings, from the Seeker movement on the search for a Blue Crystal Staff to goblins being hired to search for it. The crux of the module is that the cleric/prophet PC begins play with this treasured artifact, which she obtained from the ruins of Xak Tsaroth before Dragonarmy forces moved in and forced her to flee. The PCs can gain information sources from various places on the goings-on in the land of Abanasinia lately, from Inn patrons to visiting the Lordcity of Haven. But all in all, the crux of the adventure is to get to Xak Tsaroth and find the Discs of Mishakal and help bring knowledge of the True Gods to Krynn. While in the dungeon, the PCs descend a multi-level flooded ruins and fight a black dragon guarding the Discs and a bunch of other treasure?

Things to Change/Look Out For

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Lost Kender by Amy Clark of Deviantart

The module suggests the PCs coming back to Solace in separate groups, each with their own encounters along the way to tell the rest of the party that things are not alright. This may or may not be a good idea depending on your party makeup and how your players feel about sitting around doing nothing while their fellows participate in several pieces of combat.

Fewmaster Toede is a Dragonarmy flunky and recurring villain who ends up promoted several times simply due to his superiors kicking the bucket. He's an overweight, cowardly, and arrogant fool with little redeeming qualities who the PCs will meet several times during the Dragonlance Chronicles. One of the possible first encounters with him has him ordering hobgoblin lackeys to attack the party. Depending on how your players feel about recurring villains, it's entirely possible that Toede will get killed in this encounter, even if on a horse (ranged attacks and spells can be a game-changer). If the GM wants to keep Toede around, perhaps have his presence be near the edges: seeing him as a boisterous bully in Solace demanding families tell him of the Blue Crystal Staff, or if escaping from a Seeker patrol amidst the linked trees of Solace seeing Toede off in the distance barking orders.

The Initial Hook: It's assumed that the Cleric/Prophet PC with the Blue Crystal Staff was already at Xak Tsaroth. That PC could be a great way to get the rest of the party into going to the dungeon. However, the main hook provided is having a mysterious old man in the Inn of the Last Home tell them to take the artifact there as part of a great destiny. This may be a bit cliche and overt for many groups. Another way is to have rumors that evil's afoot off to the east, that a strange army of monsters now inhabits a set of old Istaran ruins in the swamps to the east.

Pax Tharkas Rumors: The Dragonarmies do not have an overt presence in Abanasinia yet, instead having draconian minions go about in concealing robes and acting through intermediaries such as Toede. Even so, they're transporting slaves and prisoners of war to a fortress to the south. A refugee first tells the PCs in overland encounter 38 (AD&D version), telling him the specifics. Do not do this; although he tells the PCs to not head south and go to Xak Tsaroth first, it's likely that the PCs are heroic in nature as Dragonlance doesn't work well with evil-aligned protagonists. Hearing of this may cause them to go south as a first priority, bypassing the Discs of Mishakal.

Instead keep the hints of slavery as a background element; a friend of a friend claiming that their cousin went missing one day in Haven, or that a certain nomadic Plains tribe wasn't seen in their usual location route in the autumn months.

Xak Tsaroth Dungeon Crawl: There are many rooms with low numbers of baaz draconians. Fighting them one after another can get tedious after a while due to low enemy variety. This is going to be a common theme in Dragons of Renewal, but cutting out extraneous encounters (especially ones where the enemies are little better than easily-defeated mooks) can help speed things up and allow for focus on the more interesting encounters.

Interesting encounters in Xak Tsaroth include: a Huge Spider in a cellar in the Upper Levels (51a in AD&D, UXT21 in 3.5), swarm of poisonous snakes in Dance on the Wall (59b or UXT39), exposition talks among some draconians in Assembly and Mess Hall (64d and 64h/LXT8 and LXT 12), bozak draconian's high priest office (has spellcasting ability, 70h/LXT41), and of course the black dragon Khisanth/Onyx in the bottom room, the Court of Balance!



Overall, there isn't as much things to change in this adventure plotwise, at least in comparison to the following adventure Dragons of Flame. The PCs have quite a bit of places to explore, both in Xak Tsaroth and overland.
 

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Kai Lord

Hero
Also if the PC's don't think to head to Xak Tsaroth on their own you could just have the Pegasi (or griffons if you wanted to change it up) drop out of the sky from literally anywhere (as opposed to only appearing in Darken Wood) and then fly them to the swamps. That way you can give the party a lot of leeway in where they roam if you want them to enjoy a more sandbox approach until finally plucking them up from wherever and sending them to the final stage of the adventure.

Maybe the Forestmaster is like the White Stag where she can just appear anywhere to advise the party should their travels take them somewhere other than Darken Wood.
 

Helena Real

bit.ly/ato-qs (she/her)
I'd highly recommend you take a look at the Dragons of Autumn 3.5 rewrite/revisit and use that as the basis instead. It approaches the whole thing from a much more cohesive and modern perspective without losing much of the original's appeal in my opinion. It doesn't really transform it into a full-blown sandbox, in my opinion, but it develops alternatives and unexplored paths the OG Heroes didn't take.
 

Libertad

Hero
I'd highly recommend you take a look at the Dragons of Autumn 3.5 rewrite/revisit and use that as the basis instead. It approaches the whole thing from a much more cohesive and modern perspective without losing much of the original's appeal in my opinion. It doesn't really transform it into a full-blown sandbox, in my opinion, but it develops alternatives and unexplored paths the OG Heroes didn't take.

Interestingly enough, I helped contribute to someone else's review of the original 1e Chronicles by highlighting how future Edition versions of the book changed things. The 2e 15th Anniversary version does a pretty good job in opening up the plot and even allows many of the bigger adventures to be played out of order. It's a really underrated book IMO.
 

Some general thoughts (I've only read the original version of DL1, and that was a long time ago).

If the PCs are wandering around the wilderness without anything interesting to encounter, I would drop in some interesting content (perhaps borrowing from other adventures or the PCs' backstories) not more signposts.

Goldmoon pretty much drives the plot. If you don't have a PC spellless-cleric with the blue crystal staff, I would run her as a DMPC, or as a sidekick to a PC playing her protector.
 

The module suggests the PCs coming back to Solace in separate groups, each with their own encounters along the way to tell the rest of the party that things are not alright. This may or may not be a good idea depending on your party makeup and how your players feel about sitting around doing nothing while their fellows participate in several pieces of combat.
Given that this is a livestream, it might be a good idea to ask each player to think of an adventure their character had on the way to the inn before the game starts, and be ready to tell the story (as interestingly as they can) in the first session.

I don't think running a livesteam is exactly the same as running a game without an audience.
 

Casimir Liber

Adventurer
Apropos of this thread - I loved this dungeon, hated the railroad. So incorporated it into a post-Wild beyond the Witchlight setting.

  • Our Heroes (lvl 7) save Zibylna at end of Witchlight, however one of the hags (Granny Nightshade) escapes.
  • Zibylna asks for Snicker-Snack (vorpal sword) back, but sword has other ideas - urges party to promise to hunt down the hag in return for using Snicker-Snack in meantime.
  • Grudgingly, Zibylna agrees and attempts to send party back to Material Plane to a location where clues to Granny Nightshade's whereabouts might be found.
  • During the Shift back to the Material plane, Snicker-Snack (keen to kill dragons) subverts the journey and the players are dumped in a desert locale in time to witness a blue dragon flying off and kobolds and baaz draconians ransacking a troop of caravans that have been blasted by the aforesaid dragon. Snicker-Snack is (slightly but not too much) apologetic.
  • Party follows tracks to well entrance and temple of Mishakal (I ditched the above ground swampy city, placed it in the desert, made the black dragon a blue dragon)
  • Then it turns into a dungeon crawl. The city (Xak Tsaroth) had been guarding an evil artifact, the Cradle of Tiamat, which infuses reptilian eggs into it with the essence of the dragon queen. A blue dragon had infiltrated the lower depths and is making its army of draconians out of (very numerous) kobolds and must be stopped before the army grows to prodigious proportions. In my game, draconians come from kobolds, behir came from crocodile eggs, traag draconians came from troglodytes etc. I always thought the idea of huge metallic dragon eggs creating pissy draconians was lame. The deity's avatar and ghosts in the city warn of the Cradle and dire implications of hordes of transformed critters. I dispensed with the gully dwarves and just replaced with unconverted/reluctant kobolds.
 


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