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About This Game

This game is for the AP Dragonlance: Shadow of the Dragon Queen. Warriors of Krynn is being used as a supplement.

Game System

D&D 5e

Detailed Description

To the Council of Maelgoth:

War is coming, that truth I can no longer deny. Here in Solamnia's eastern reaches, rumors swirl of human-led armies on the march, their ranks swelled by hobgoblins, minotaurs, ogres, and mysterious hooded mercenaries, all seeking a share of the spoils. Our allies in Nordmaar have fallen silent, and desperate travelers say the people of Khur have joined the enemy en masse. Whispers also speak of winged doom, wild reports of riders on dragonnels, and I dare imagine worse.

I don't yet understand the shape of our enemy. Their motivations, their origins, and their very nature remain opaque. What is clear is that we face a threat unlike any since the Cataclysm. And when it comes, it will come for Kalaman.

Good lieges, I pray you make overtures toward healing the old wounds between our order and the Beacon of the East. If we knights are to meet this threat, we need the sharp eyes and strong shields of Kalaman as allies.

To aid your efforts, I have compiled my notes n the Kalaman region's history, neighbors, and lore. I hope this knowledge proves useful in meeting the threat before us.

Live with honor,
Becklin uth Viharin,
Knight of the Crown


The world has ended, and it's ending again.

Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the people of Krynn survived, but the world isn't what it was. Those nations that remain linger in the shadows of their ancestors' wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed.

Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.

  1. What's new in this game
  2. Sabian proposed hero's actions Move to right flank tile free action - Ability Card WIS refresh troops 2 units - Archers free action - Ability Card WIS refresh troops 2 units - Archers Bolster Commander who is shaken - take 2 stress WIS character Initiate Conflict with Vile Champion Lozet roll 1 dice free action - Character Card CHA It aint Over - 2 hits for 1 stress vs Vile Champion Lozet free action - Ability Card STR - Response - add one dice (if required) after combat dice rolled Move to command tent respite - recover stress 2 = 1 remaining
  3. It is now Sabian's turn. This turn, the foot lines will engage in a skirmish. Commander Powers will not be activated this turn.
  4. This scenario is being run for the Blue Team with the following turn order: Itasca Rosecliff Sean Finn Sabian Zexus Teeli Th'Underfoot Moricarn Cursewielder It is currently Sabian's turn. Sean has 1 stress. Show Event Card DRAGON ARMY DIVERSION Right Now Add 1 Dragon Army Foot unit to each battle tile neighboring the active flank. Reveal another event card. THEY ARE RALLYING! RIGHT NOW On the active flank, Refresh a number of Dragon Army units equal to the number of heroes in play. BATTLE PHASE Skirmish. Blue Training Ground: Turn 1 Skirmish The Foot Lines will engage in a skirmish this round. Commander Powers will not be activated this turn. Show Battle and Adventure Tile Information Tomb 2 DEX Draw 1 Equipment Card Rocky Path Road extending from left to right Abandoned Fields Road connecting the top left, bottom left, and bottom right corners Trail Road extending from left to right Prairie Road extending along the bottom from left to right Command Tent 2 WIS Add the Reinforcements event card (11) to the bottom of the event deck. Flip this tile. Sacred Glade 2 WIS Refresh 6 Alliance units on 1 battle tile. Flip this tile. Show Commander: Darrett Highwater DARRETT HIGHWATER ⚔️: Shake 2 units in any Dragon Army Line. DARRETT HIGHWATER SHAKEN Refresh this commander. [2 CHA] Show Commander: Raven Uth Vogler RAVEN UTH VOGLER ⚔️: Add 2 shaken units to any Alliance line. RAVEN UTH VOGLER SHAKEN Refresh this commander. [3 WIS] Show Commander: Grikan Ghar GRIKAN GHAR ⚔️: Shake 2 units in the Alliance line with the most ready units. Show Commander: Lohezet of the Black Robes LOHEZET OF THE BLACK ROBES ⚔️: Add 1 fire token to an Alliance line. Show Vile Champion: Tomb GOBLIN POISONERS 2 CON Show Vile Champion: Rocky Path GOBLIN CHIEFTAIN 2 STR Show Vile Champion: Trail GOBLIN CHIEFTAIN 2 STR
  5. Commander Powers Commander powers were activated this turn. Lohezet adds 1 fire token to the Right Flank. The players have elected to place the fire token on the mounted line. Turn 2: Commander Powers Show Dragon Army Mounted Card GOBLIN WOLF RIDERS RECRUIT Roll 3 battle dice. Apply hits to the foot line. Turn 2: Mounted Line Skirmish
  6. let me know when it's Sabian's turn... and I shall update training ground 0: Blue btw: I have COVID so my brain is a little fuzzy...
  7. the Right Flank archer line will incinerate 2 archers... are you sure you want to do that ?... I'd go Mounted, only 1 unit which is not ready to lose there... on the Right Flank
  8. Lohezet's commander power is being activated this turn. To which Alliance Line on the Right Flank do you want to add a fire token to?
  9. Sean: Put Fire on Archer Line on the Left Flank Action 1: Move to Sacred Grove Action 2: Fight Vile Champion - use Mighty Strike Card to defeat Vile Champion and take 3 stress Action 3: Collect "!" token Action 4: Move back to Command Tent. Free Action: Use CON card to recover 2 stress Respite Phase: Recover 2 cards spent
  10. yes I think so... from where things are right now... just focus on what you are good at
  11. This Right Flank is lost, right? Strategically we should focus on the other tiles, correct?
  12. When a tile is lost, 1 Unit of each type for the winning side moves to a neighboring battle tile. When all tiles are controlled, the scenario ends and the outcome is determined by who controls more tiles. If the Dragon Army controls more tiles, then it is a loss. If the Alliance has more tiles, then it is a Win. If a tie, then it is a Hold.
  13. The best way to get reinforcements is by refreshing your commander. Unfortunately, refreshing Raven costs 3 action points unless you have Wis as a mastered ability.
  14. For 2 action points, you can add the Reinforcements Event Card to the bottom of the Event Card Deck. You could do that instead of fighting the fire.
  15. I personally don't have a card for that. I didn't know if that was something the Command Tent could do on my turn. I just wanted to bolster the units since all we have left are 2 archers.
  16. Not sure if I can do everything I want so let me post here first for review. Sean: Put Fire on Archer Line on the Left Flank Action 1: Move to Right Flank Action 2: Fight 1 Fire Tile Action 3: Send Reinforcements to Foot Line (?) Action 4: Fighter "Surprise Attack"Card - Shake 2 Dragon Army units on your tile. They don't add to combat strength this battle. Free Action: Fighter Dex Card - Move to Command Tent Respite Phase: Recover 2 cards
  17. This scenario is being run for the Blue Team with the following turn order: Itasca Rosecliff Sean Finn Sabian Zexus Teeli Th'Underfoot Moricarn Cursewielder It is currently Sean's turn. Show Event Card UNRELENTING SOLDIERS Right Now Add Dragon Army Foot units to the active flank until they equal the number of Alliance Foot units on that flank. If no units were added, ignore this card's "Battle Phase" text and reveal another event card. Battle Phase Skirmish. KEY MOMENT RIGHT NOW Read the key entry for the next key moment Skirmish. Then, shuffle the event discard pile (including this card), and add it to the bottom of the event deck. Show Key Moment FIRE! Add a fire token to an Alliance line on the left flank. Scenario entries may trigger unexpected changes or provide clues about how future events might unfold. For now, you may want to get rid of this fire! Blue Training Ground: Turn 1 Skirmish This turn, the Mounted Lines will engage in a skirmish. Commander Powers will be activated this turn. Show Battle and Adventure Tile Information Tomb 2 DEX Draw 1 Equipment Card Rocky Path Road extending from left to right Abandoned Fields Road connecting the top left, bottom left, and bottom right corners Trail Road extending from left to right Prairie Road extending along the bottom from left to right Command Tent 2 WIS Add the Reinforcements event card (11) to the bottom of the event deck. Flip this tile. Sacred Glade 2 WIS Refresh 6 Alliance units on 1 battle tile. Flip this tile. Show Commander: Darrett Highwater DARRETT HIGHWATER ⚔️: Shake 2 units in any Dragon Army Line. DARRETT HIGHWATER SHAKEN Refresh this commander. [2 CHA] Show Commander: Raven Uth Vogler RAVEN UTH VOGLER ⚔️: Add 2 shaken units to any Alliance line. RAVEN UTH VOGLER SHAKEN Refresh this commander. [3 WIS] Show Commander: Grikan Ghar GRIKAN GHAR ⚔️: Shake 2 units in the Alliance line with the most ready units. Show Commander: Lohezet of the Black Robes LOHEZET OF THE BLACK ROBES ⚔️: Add 1 fire token to an Alliance line. Show Vile Champion: Tomb GOBLIN POISONERS 2 CON Show Vile Champion: Rocky Path GOBLIN CHIEFTAIN 2 STR Show Vile Champion: Trail GOBLIN CHIEFTAIN 2 STR Show Vile Champion: Sacred Glade BLACK-ROBED WIZARD 3 INT
  18. A fire token is being added to the left flank on the Alliance side. Which Alliance line would you like to add the fire token to? Since it's technically Sean's turn, I will let Rauhric decide.
  19. Your missile line has become the attacking line. You may: Shake 3 units in any line. Roll 3 battle dice. Apply hits to the Foot line. Note: A battle tile is lost if all units on that tile are shaken.
  20. Commander Powers Commander powers were activated this turn. Lohezet adds 1 fire token to the Right Flank. The players have elected to place the fire token on the mounted line. Turn 1: Commander Powers Show Dragon Army Foot Card MERCENARY HALBERDIERS RECRUIT Roll 4 battle dice. Apply hits to the foot line. Turn 1: Foot Line Battle Show Alliance Missile Card MERCENARY ARCHERS RECRUIT Choose one: *Shake 3 units in any line. *Roll 3 battle dice. Apply hits to the Foot line. Turn 1: Missile Line Battle Show Dragon Army Mounted Card BAAZ SHIELDBREAKERS RECRUIT Each Woe result during this fight also counts as a hit. Reveal another Mounted unit card. FELL SORCERERS RECRUIT Shake the Alliance commander. If they are already shaken, roll 4 battle dice and apply hits to the Mounted line. Turn 1: Mounted Line Battle
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