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DragonLance Saga

DragonLance Saga
DragonLance Saga
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  • DragonLance Saga

    Dragon Knights of Taladas

    24/02/2026 | 8 min
    Let’s take a look at a very specific class only found in Taladas, the Dragon Knight. Buy DLA1 Dragon Dawn: https://www.dmsguild.com/en/product/209339/dla1-dragon-dawn-2e?affiliate_id=50797 

    https://youtu.be/HgjqgWP2tDo

    Transcript

    Cold Open

    High in the rocky uplands of the Conquered Lands, a lone copper dragon circles against a crimson sunset. On its back rides a warrior clad in leather and fur, braid snapping in the wind, lance leveled toward a distant shape in the clouds. They do not shout commands. They do not need to. Dragon and rider move as one. This is not Solamnia. These are not Knights of the Crown. These are the Dragon Knights of Taladas — bonded for life to the Othlorx, the Uninvolved. And to become one… you must be willing to give up everything.

    Intro

    Welcome to another DragonLance Saga episode. My name is Adam, and today we’re taking a look at the exciting player class and kit, the Dragon Knight of Taladas. 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, and the adventures DLA1 Dragon Dawn and DLA2 Dragon Knight for this information. If I leave anything out or misspeak, please leave a comment below.

    Discussion

    To understand the Dragon Knights, we must first understand the dragons. In the rocky uplands of the Conquered Lands, copper dragons once roamed openly. But as human settlement expanded, the dragons withdrew. These copper dragons — once chaotic good — swore neutrality and became the Othlorx, “The Uninvolved.” They removed themselves not only from humankind… but from dragonkind as well. They laired in isolated communal caverns. They avoided civilization. And when discovered, they faced an impossible dilemma: They could not allow word of their lairs to spread. So when intruders attacked, the Othlorx fought to the death. But when intruders approached with courtesy? Something extraordinary happened. The dragon would explain: “You cannot leave.” And if the mortal chose not to resist… If they chose to stay… They would be welcomed. Thus began one of the strangest societies in all of Krynn.

    The first to remain was Torloch Half-Elven — a scholarly fighter/mage whose curiosity led him into the uplands. Confronted by the old copper dragon Duranoc, Torloch did not attack. He gave his word. He promised not to reveal the lair’s location. And he offered to remain to prove his honor. Over a year, rapport deepened into mutual respect… then into something like family. When given permission to leave, Torloch chose to stay. From that moment forward, a symbiotic culture began to grow — dragons who had lost their young directing their paternal instincts toward mortals… and mortals who found belonging in dragon companionship. This was not servitude. This was not enslavement. This was partnership.

    Dragon Knights dwell in solitude. Their existence is not deliberately secret, yet few in the Conquered Lands truly know they exist. Most knights were once outsiders: Outlaws fleeing justice, Orphaned pioneers, Solitary adventurers, or The curious and the clever. They live in caverns adjoining dragon lairs or in small valley settlements nearby. Their clothing reflects necessity: Tanned leather tunics and trousers, Fur-lined caps, Bracers to keep sleeves from whipping in the wind, and Gloves and thigh-high boots to protect against dragon scales. Men and women alike wear long braids — rarely cut for one simple reason, it is Practical, Durable, and Built for the sky.

    Above all: A Dragon Knight’s word is his bond. He does not swear lightly. He does not obligate his dragon companion except in dire emergency. If he gives his word, he fulfills it — or dies trying. Shame is intolerable. Honor is paramount. And dragons are treated as equals — accorded the dignity due any thinking being. This is crucial. Because Dragon Knights are not masters of dragons. They are companions.

    Pairing occurs through mutual rapport. Older dragons are cautious and selective. Younger dragons are more impulsive. But most bonds form between mature adults of similar emotional maturity. Once bonded: The partnership lasts for life. A new partner is only taken after death. And Months of mourning follow loss. Dragons teach the knight: Aerial combat, Dragon riding, Ancient lore, Dragon tongues, and even Magic. Knights, in turn, offer conversation, grooming, and companionship. It is an emotional bond born of shared isolation.

    Mechanically, this is not simply a kit. It is a full character class. Its requirements include being: Human, Elf, or Half-Elf, Neutral or Neutral Good alignment (for Othlorx), having above average Intelligence, Wisdom, and Charisma. And Even then, acceptance is not guaranteed. There is a base 50% chance a dragon agrees to bond. Alignment differences are potentially preventative. And a treasure gift to the dragon’s hoard often helps. Training lasts up to 24 months, and Once committed, the knight can never advance in another class again. This is a life choice.

    Dragon Knights advance using the warrior experience table. There are a few Restrictions: No swords, shields, or armor heavier than chain mail can be used, and you must take lance as a proficiency. Their power comes from mounted combat. Early in your career, you gain Free Dragon Riding, No to-hit penalty with lance in flight, and Immunity to dragon awe. As you progress you gain No missile penalty in flight and you become Immune to dragon fear. Later on you learn Dragon tongue proficiencies, Improved riding, Bonuses to hit from dragon-back, and the Ancient History proficiency. Their strength lies not in raw power… but in synergy.

    If the knight was previously a wizard, dragon magic becomes available halfway into their career. They may learn spells known by their dragon companion. And some Unique spells include: Dragon Tongues — communicate in all dragon languages, Dragon Message — airborne communication immune to wind, Dragon Fall — feather fall for dragons, Wings — temporary dragon-like wings, and Eye-Shield — protection from glare and wind. These spells exist for one purpose: To fight in the sky.

    Dragon Knights also value specialized magical items like Potion of Dragon Sight, Cloak of Warmth, Dragon Whistle, Gateway Whistle — opening planar gateways mid-flight, or Torloch’s Saddle of Comforts — containing survival gear, ioun stone, figurine of wondrous power, rope of climbing, and more. Every item reinforces a single theme: Preparedness for the open sky.

    Taladas presents something radically different from Ansalon’s dragon traditions. Here: Dragons are not war-beasts. Knights are not crusaders. And their bond is voluntary. Isolation created something rare in Krynn’s history: A culture built on trust between dragon and mortal.

    In the Conquered Lands of Taladas, high above the valleys and settlements, copper wings still beat against the wind. Somewhere in those caverns, a knight sharpens his lance. Somewhere else, a dragon shares a fragment of ancient lore with the one mortal it trusts above all others. Not because of conquest. Not because of destiny. But because, once long ago, someone chose to stay.

    Outro

    But that is all the time I have to talk about the Dragon Knights of Taladas. What do you think of this second edition kit for Dragonlance? Have you ever played the DLA adventures? And finally what cultures of Taladas would you like to see next? 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:

    I hit them too hard.
  • DragonLance Saga

    DM101 Running the Game: Improvisation for DMs

    24/02/2026 | 28 min
    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: Improvisation for DMs.

    https://youtube.com/live/YAvwnda36VE

    Show Notes

    Intro

    Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Deepkolt the 16th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. The Moment Every DM Fears: The players ignore the obvious plot hook. They befriend the villain. They burn down the tavern you spent two hours designing. Improvisation isn’t optional in D&D. It’s inevitable. This episode reframes improv from “panic mode” to “core skill.”

    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 — Improvisation Is Not Making Things Up

    Core point: Good improvisation isn’t randomness — it’s structured reaction.

    You are responding, not inventing from nothing.

    Prep gives you raw material.

    Improv is connecting existing pieces in new ways.

    Reframe:

    You don’t need perfect answers.

    You need consistent ones.

    Segment 2 — Turning Player Surprises Into Opportunities

    When players surprise you, one of three things is happening:

    They’re curious.

    They’re testing boundaries.

    They’re deeply engaged.

    Instead of resisting surprise, ask:

    “What makes this interesting?”

    “What could this complicate?”

    “Who would react to this?”

    Surprises are energy. Your job is to redirect it — not suppress it.

    Segment 3 — The Power of “Yes, And” (and Its Variants)

    What “Yes, And” Actually Means. You accept the intent behind a player’s idea and build forward. But DMs also need:

    Yes, But (success with consequence)

    No, But (blocked action with forward motion)

    Yes, And Then… (success that escalates)

    Improvisation is not saying yes to everything. It’s avoiding dead ends. Rule of thumb: Never let a player action stop the story — redirect it instead.

    Segment 4 — The Three-Question Improv Trick

    This is your practical tool. When caught off guard, silently ask yourself:

    Who cares about this?
    (What NPC, faction, or force reacts?)

    What changes because of this?
    (Status, danger, relationships, stakes?)

    What new problem does this create?
    (Forward momentum.)

    That’s it. You don’t need lore. You need consequences. This trick turns chaos into plot.

    Segment 5 — Improvising NPCs Without Panic

    Fast NPC formula:

    Give them a want.

    Give them a mood.

    Give them leverage.

    Want + Mood + Leverage = Instant personality. You do not need accents.  You need intention.

    Segment 6 — Improvising Locations

    When players go somewhere unplanned: Think in layers:

    One sensory detail

    One tension point

    One interactive element

    That’s enough to run a scene. You can fill in details later.

    Segment 7 — Improvisation and Player Trust

    Improvisation feels scary when:

    You’re afraid of breaking canon.

    You’re afraid of being inconsistent.

    You’re afraid of looking unprepared.

    But players don’t see your prep. They see confidence. Consistency over perfection. Commitment over polish.

    Segment 8 — The DM101 Mindset Shift

    You are not losing control when you improvise. You are collaborating. The best campaigns often come from:

    abandoned notes

    unexpected alliances

    accidents you decided were intentional

    Improvisation is where player agency becomes real.

    Closing Takeaway

    Improvisation is not chaos. It’s structured reaction. When surprised:

    Accept the energy.

    Ask three questions.

    Create consequences.

    Move forward.

    You don’t need to predict your players. You just need to respond.

    Outro

    And that’s it for this episode of Dungeon Mastering 101, Running the Game: Improvisation for DMs. 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).
  • DragonLance Saga

    The Middle of Nowhere Review

    23/02/2026 | 14 min
    Join me as I review The Middle of Nowhere by Paul B. Thompson live! Share your thoughts on this final novel in the Dragonlance Crossroads series, released by Wizards of the Coast on July 1, 2003. You can buy a copy here: https://amzn.to/4qEzZFJ 

    https://youtube.com/live/pOSFH4p3tJU

    About The Middle of Nowhere

    The latest title in the world-spanning Crossroads series. Popular Dragonlance author Paul B. Thompson pens the latest novel that explores an area of the setting that has been mentioned but not previously described in detail to readers.

    The peace of a rural village is shattered by the sudden appearance of a band of renegade warriors seeking slaves. The farmers of Nowhere have no hope unless they can raise a company of champions to defend them, but the motley group of saviors who take up their cause–a shipwrecked sailor, a minotaur poet, a kender treasure hunter, a shamed half-ogre, a disgraced foot soldier, and an eccentric sorcerer–seem nearly as dangerous as the slavemasters

    Review

    Intro

    Welcome to another DragonLance Saga review episode. It is Palast, Deepkolt the 23rd. My name is Adam and today I am going to give you my review of The Middle of Nowhere by Paul B. Thompson. 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

    We start in the town of Nowhere, a simple hard-working farmer village. A group of bandits arrive, mainly with ogre brutes, but led by Lord Rakell. He has claimed control of the village and killed all who resisted. Then he demanded able bodied men and women to mines in the mountains with fresh ones to go a few weeks later. Malek, a farmer tried to fight, but was knocked down, and Rakell saw that an old Solamnic Knight leader of his was in the town. He took Marren and his daughter Laila with them, and left. The townspeople were beside themselves. They couldn’t stand up to these brutes, and their livelihood would end without the mena dn women Rackell took. 

    Malek decided to recruit warriors to fight back. He, Nils, his brother, Caeta, and Wilf all travel to the town of Robann and attempt to recruit warriors. They have no money, only food to cover, and so most laugh at them or ignore them. They discover a Minotaur who is ostracised by his family for being a poet who agreed to fight with them. A Khur nomad named Hume agreed to go as well. They adopted a kender named Carver, and a sailor mercenary named Raika. Together they aided the escape of a Kagonesti hunter named Amergin who killed the son of a gang leader in a duel. They only needed a leader and came across a disgraced Knight of th eRose named Howland. He agreed to help them, and they all left town, evading the gang.

    They came across a lynching where the crowd was paralysed. Ezu, a traveler, was going to be hanged by these villagers for being an outsider, but he paralysed them hoping to escape his bonds. He was unable, so the group let him out and he joined them. They continued on their way to Nowhere and Raika was trapped by a Kagonesti bounty hunter, but rescued by her group, and they all captured him. He turned out to be the famous Robein the tireless. THey all arrive at the town and let Robein go. He agrees to help, but will need to deliver his bounty afterward. They all rally the townspeople and start to build defences when some of them go to scout the enemy camp.

    They hide while some prisoners and guards are going to get water, then attack, killing some of them. The guards fight back and end up killing Hume, as the others flee. Malek saw Laila and was trying to rescue her which is what led to Hume’s death. He is scolded and they return to Nowhere hoping their plans haven’t been ruined. They spend a significant amount of time digging trenches, teaching villagers to fight and making plans for Rakell to return. By the time Rakell was supposed to return, he did not. The bounty hunter and Kagonesti had a brief back and forth about fighting each other when scouts arrived and they slew them, then returned to camp. Rakell sends a soldier with troops to test the fortifications.

    The villagers fought off all the probs by the invaders. Howland sent Malek and Nils to scout the area and report back. And then the real battle began. They fought off the invaders, taking damage, but delivering it in kind, and then they planned to parlay for peace. When they went, they were captured but Ezu the traveler cast a darkness spell and Howland escaped with the aid of the seemingly traitorous Marren uth Aegar. Rackel also knew Howland from the same Solamnic Knight company, but he was only a Sergeant not a Knight. He is led to Malek and Nils who all escape even though Malek wanted to find Laila.

    They return to the village and the battle resumes, this time with catapults and ogres attacking. In the end they fought off the invaders, killed the ogres, and many of Rackell’s bandit soldiers abandoned him. They ended up losing Amergin, Carver, and Khorr in the battle. Ezu returned to camp to deliver a message, and Rackell used him as a distraction to attack the village again! Rackell’s forces are diminished, but they fought well. In the end Howland and Rackell faced off against each other and dueled. It was a pitched battle, back and forth, bothering the other, but in the end Rackell died before Howland could deliver a final stroke. Turns out Amergin wasn’t dead after all as his metal throwing star was plunged into Rackell’s neck.

    With his death, the battle was lost. His bandits fled, and the town returned to normalcy. They buried all the dead, and honored the fallen Khorr. Turns out the kender Carver wasn’t dead either, just stuck in a house from the battle. And Howland, Raika, and Robien all went to free the remaining slaves from Rackells mine. Along the way Ezu arrived and revealed he is a wanderer. Whether they are inferring he is Valthonis or something else entirely, I really don’t like him in the story. This is an era where there are no gods, so someone wandering the land with the powers of a god is off brand and out of place. He leaves and they all arrive at the mine.

    It was destroyed and revealed the slaves all revolted after a red dragon assaulted the mine. Left behind are stacks of steel bars. The remaining three take what they can carry and travel in different directions to their own futures. In all it was a trite and expected story, falling back on old Kirasowa tropes that bled into and informed American westerns. It was entirely derivative and I had to force myself to read it, rather than enjoying it. It was well written, but just not a good telling of the familiar story. If you are a completionist, by all means read it, otherwise, you can skip this novel entirely.

    Outro

    And that’s it for my review of The Middle of Nowhere by Stephen D. Sullivan. What did you think of the familiar tale? Do you like divinity present in the Fifth Age? Feel free to email me at info@dlsaga.com or leave a comment below. 

    I would like to thank Creator Patron Aaron Hardy, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members! 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 (slan-ge-var).
  • DragonLance Saga

    D&D 2024 – Tyranny of Dragons Actual Play, Session 22

    22/02/2026 | 4 h
    Join us as we continue our @Dungeons & Dragons actual play of a heavily customized Tyranny of Dragons with this session twenty-two! You can buy Tyranny of Dragons here: https://amzn.to/3XJvuND 

    https://youtube.com/live/xf1AmzXn7M4

    Time Stamps:

    0:00 Intro

    2:50 Chapter 6: Castle Naerytar – Beneath the Castle Continued

    2:12:55 Break

    2:22:12 Chapter 6: Castle Naerytar – Beneath the Castle Continued

    3:59:17 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 are collected by two Dragonclaws who are assigned to new recruits. They set them to cleanup and training before letting them get a bite to eat. Once they are fed, it is time to feed the crocs in the moat. On their way out they see a figure in black robes, standing with a smile and crossed arms. It is the renowned Renegade Hunter Vest of the Orders of High Sorcery. He gives  Seto an ultimatum, join us and take the test or die. As they are talking, the Dragonclaws run to find their master Dralmorrer Borngray. Azbara Jos appears in the courtyard demanding what is going on. It seems Azbara knows the reputation of Vesh and suggests Seto go with him, never having met Seto before. Seto agrees just as Jkeauu the Night Hag of Morgion appears at the far end of the courtyard. She has been looking for them as they robbed her of Li-high’s soul. She wants a replacement. Everyone is stunned as she summons mummies who crawl up from beneath the keep and attack! It is a long brutal fight where the heroes call upon Mishakal and Kiri-Jolith, revealing their true ties, not with the evil Cult of the Dragon. Jkeauu flees after being bested and the mummies drop lifeless as Azbara demands the parties surrender. Without Dralmorrer to guide them, Azbara sends the remaining cultists to capture the heroes, but then the Bakali, in the final moment, decide to rebel. They call to the heroes to escape, leading them to the underground tunnels in the central tower. The heroes barricade the tower, but investigate the central tower, the residence of both Dralmorrer and Azbara. At the top they trigger gargoyles who chase them all down into the caverns below the keep and the heroes are desperately trying to find the way out as they evade the gargoyles.

    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
  • DragonLance Saga

    AD&D 2e – New Beginnings Actual Play, Session 2

    20/02/2026 | 1 h 57 min
    Join us as we continue our Advanced Dungeons & Dragons 2nd Edition actual play of DLS1 New Beginnings with this session two! 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/5A5lE7HnHxk

    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: The heroes entered the town of Boremium at night, and headed straight for the tavern. They overheard a number of rumors about a fading economy based on the Minotaur Legion’s forces being directed south to the Thenol Border. This has opened up an opportunity for brigands and ne’er-do-wells to enter High Vale and that is exactly what has happened. As they were seated and began their meal, a fanatic bust opened the door ready to throw a flask of oil but Tobin snatched it out of his hands, and Gunsh shoved him out the door. This revealed an invasion of the town by Priests and Fanatics of Usa the Mighty, the name Hiddukel has in the Nation of Armach. The heroes stand against the forces and are quickly shown they are not meant to face these invaders alone. They do their best to drive them off, and end up reentering the tavern to aid the citizens against the undead and a cleric of Usa. This is where we pick up with our heroes, in the heat of battle!

    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.
Altri podcast di Giochi
Su DragonLance Saga
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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