Dragon's Light is the name for the adventuring group of characters in the Dragon's Light Campaign played using Dungeon & Dragons 4th Edition. This is an ongoing campaign who's story is developed by DM and PC alike. We started in September 2010 and are presently in "Season 4" of our story.
The world of Dragon's Light is based on Stephen King's The Dark Tower series. To include the Tolkien aspects of D&D that we love so much, our story takes place in a different "when" than Roland Deschain's story. It is a world that exists on a different level of the Tower, thousands of years before the gunslinger's world "moved on" - when magic was still everywhere in MidWorld. Our heroes follow Ka, like the wind, as well as their own hearts on adventures that center around procuring thirteen magic orbs (The Wizard's Rainbow) and defeating Roderick Fanner, an evil demon sorcerer.
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The World: Useful information on the world in which your characters reside.
The Rules: Basic guidelines for playing the Dragon's Light Campaign
Useful Information: Details and intel gathered during the quests.
Quest Blog: Here you can find transcripts of the DM's log for each adventure.
Forums: Post any questions or discussion topics here.
Calendar: Scheduling for sessions. Check back often! Dates will change!
Downloads: Some useful cheat sheets, maps and downloadable information.
Links: To the official D&D sites as well as outside inspirational sites.
101 Adventure 01 – The Missing Wagon [Welcome to Goblin's Light]
102 Adventure 02 – Delain
103 Adventure 03 – The Grand Opening
104 Adventure 04 – The Battle for Delain
105 Adventure 04.5 – Showdown with Chandler
106 Adventure 05 – Rest in Peace
107 Adventure 06 – Zombies!!!
108 Adventure 06.5 – Showdown with Merrick
201 Adventure 07-A - The Azure Bend (part 1) [boys night]
202 Adventure 07-B - The Azure Bend (part 2) [girls night]
203 Adventure 08 - Closing Time
204 Adventure 09 - The Underdark Invasion
205 Adventure 10 - Wood's Edge: The Musical
206 Adventure 11 - The Path of the Beam
207 Adventure 11.5 - Palaver
208 Adventure 12 - The Ultimate Sacrifice
209 Adventure 12.5 - Dalruan: The Dalish Village
210 Adventure 13 - Reverence in the Western Woods
211 Adventure 14 - The King of Eluria
301 Adventure 15 - Over The Wizard's Rainbow
302 Adventure 16 - Six Cards Drawn
303 Adventure 17 - Keystone Earth
304 Adventure 18 - The Artist
305 Adventure 19 - Alvirad
306 Adventure 20 - Wade In The Water
307 Adventure 21 - The Sacking of Alvirad
308 Adventure 22 -The Salvation of Alvirad
309 Adventure 23 - The Showdown in Alvirad
401 Adventure 24 - The Kensley Paradox
402 Adventure 24.5 - The Drow Enclave
403 Adventure 25 - Welcome to Deadhold
404 Adventure 25.5 -Nightbringer (Escape From Deadhold)
405 Adventure 26 - Aerenal
406 Adventure 27 - The Rainbow's End
407 Adventure 28 -Into the Blue
408 Adventure 29 -The Return to Delain
409 Adventure 30 - The Beginning of the End
[Five Fixed Points in Time, Part 1 of 5: Adria]
410 Adventure 31 - The Curse of Aeroch Nor
[Five Fixed Points in Time, Part 2 of 5: Glarin]
411 Adventure 32 - The Witch of the Shadow Marshes
[Five Fixed Points in Time, Part 3 of 5: Andraste]
412 Adventure 33 - The Secret of Lud
[Five Fixed Points in Time, Part 4 of 5: K' Taash]
413 Adventure 34 - The Prisoner of the Tashyvari
[Five Fixed Points in Time, Part 5 of 5: Keyleth]
501 Adventure 35 - The Naglfur & The Sea of the Dead
502 Adventure 36 -The Tear in the Veil
Useful Information – details collected during your adventures
Historical Timeline - for AllWorld and Dragon's Light
Dreams in Chronological Order – dreams of the Dragon's Light ka-tet
Welcome to Goblin's Light & Carnivale, the premier freakshow of AllWorld. In a land of magic and parallel dimensions, it's hard to create the kind of show that keeps patrons coming back. From monstrous abominations to incredible acts of magic, GLC has developed a reputation of excellence throughout the world.
Goblin's Light, established nearly 400 years ago, has become the oldest operational traveling carnival. Not much is known to the public about the origins of the carnival but legend suggests that the carnival was brought over from the Shadowfell dimension by a group of wild mages. Most members of Goblin's Light know that it was simply a get-rich-quick scheme developed by a banished sorcerer from the King's court. Since then, the carnival has been passed down from master to student, wizard to adept, until it landed in the hands of a disgraced halfling politician.
In the true carny spirit, GLC openly accepts beings from all walks of life; outcasts, criminals and runaways are welcome with open arms. But they reject those who don't pull their own weight; and those who seek to disrupt the convoluted harmony of the carnival. The biggest antagonists against Goblin's Light come in the forms of paladins and cleric missionaries who feel the carnival represents an unholy union between man and demon. Several creatures' rights organizations (CROs) have also caused problems for GLC in the past, due to the use and alleged abuse of monsters in their pet-at-your-own-risk multidimensional zoo.