Wednesday, April 15, 2026

A look back at: Death Knights of Krynn

More Krynn-inge. Nah, just kidding. I'm quite glad I knocked this one out in less than a week. Chock it up to the importing of characters from the previous game, as well as delving into the right quests at the right time. Death Knights of Krynn is certainly about defeating the new evil in the death knights, and at least two instances are where you have to battle former friendly NPC characters. That's cause this is a game where necromancy takes center stage in the plot. Lord Soth is the main bad guy to quell, and he's got the previously dead Sir Karl to his side WITH the Dragonlance. Note to the idiots in the epilogue of Champions of Krynn, THIS is why you don't take the Dragonlance from the party! Now we have to be in a terrible situation of having to bring Sir Karl to rest, which would definitely hurt his lover Maya, who's a dragon herself, of course.

The other major character for this game is Durfey, and he's a bit like Vala from Secret of the Silver Blades in that he's around for a very long haul once you recruit him. He then leaves to help a lovely woman, only to find himself as another undead trying to defend her and you have to slay him. Poor man. Oh my, are we really talking about the main plot of "Just defeat Lord Soth before he uses lots of undead, especially this one badass hero"? Yeah, that's the gist of the plot. This game, without sidequests, is very short. Though even WITH the sidequests, it was still short. But it was worthwhile to do them. I haven't really mentioned gameplay here since it's basically identical to Champions of Krynn, with the only notable new thing is the re-addition of the Paladin class. And they brought some DOS chiptune music back which is always nice. Alright, let's see what that last Dragonlance chapter will offer.

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