Development

Contracts Beneath Three Moons

A weathered contract board at a frontier inn while hunters prepare beneath three colored moons

Not every adventure begins with prophecy. Some begin with a name on a board, a trail outside the gates, and a promise of coin if you return.

Early 2024 gave the Dragonlance campaign three engines for repeatable adventure: missions, hunts, and random encounters. Missions created structured work tied to the campaign. Hunts sent characters after dangerous quarry. Random encounters made the roads between authored places less predictable, so the wilderness could answer a journey with its own story.

Rewards with teeth

Dragons became more than bosses. Dragon hide, scales, and bones entered the crafting vocabulary, turning victory into material choices for future gear. Goblin and Hobgoblin joined the available races, while grouped companions began contributing their kills to quest goals correctly. Lost quest items gained a recovery path, reducing the chance that a single vanished object could break a whole storyline.

The Warlock’s upper circles

A new series of feats improved Warlock power damage and saving throw difficulty, culminating in the level-30 Eldritch Master feat. Defending weapons, Necromancer cohorts, creature companions, and campaign-specific damage limits also received targeted adjustments.

The February update reached well beyond those headlines. Psionicists gained stronger recovery and Intelligence-based PSP regeneration. Time Stop allowed spellcasting without consuming ordinary actions. Power Word Silence joined the spell list, with Power Word Blind, Stun, and Kill placed into the highest War-domain circles. Spellswords gained stronger channeling options, while object editors gained better controls for clearing effects and special weapon abilities.

These systems gave Krynn a repeatable pulse. A character could leave town without a scripted quest, find work, meet danger on the road, bring back rare material, and turn that material toward the next expedition. Beneath three moons, the world had learned how to make its own invitations.