Brian Skies Posted February 14 Clone Share Posted February 14 In this initial scenario, your mission features challenges that will help you learn how to play Dragonlance: Warriors of Krynn. Please review the rules before starting the scenario. This scenario is used to explain the organization of scenarios and how they are played. This scenario is being run for the Blue Team with the following members: Itasca Rosecliff Sean Finn Sabian Zexus Teeli Th'Underfoot Moricarn Cursewielder Black Training Ground: Turn 0 Scenario Rules This scenario has the following special rules: Flags: Objective tokens represent flags you need to gather. When you examine an objective token, place the token on the Command Tent or Command Post adventure tile - these are different sides of the same tile, and objective tokens remain if the tile is flipped. Command Tent Choice At this point, review the scenario's command tent choices - options presented by your allies that help you in different ways. As a group, choose 1 option. Your choice will be implemented before starting the game. In this scenario, you have the following options: Fight Fires. Fires are raging on the right flank. If you want to help get the fires under control, remove 1 fire token from the right flank. Send Reinforcements. Alliance forces face staunch opposition on the left flank. If you want to reinforce that flank, add 1 Alliance Foot unit to it. Dragon Army Control After the Dragon Army takes control of a battle tile, the scenario refers to a scenario entry. These instructions are followed every time the Dragon Army takes control of a battle tile. If the Dragon Army takes control of both tiles, the scenario immediately ends in a loss. Additional Endings This section explains special ways the scenario might end. These ending conditions are in addition to those that apply to every scenario, which are repeated below: The final key moment is read. The Dragon Army takes control of a number of battle tiles set by the scenario's "Dragon Army Control" section. A player has no ability cards left when their hero's stress would increase beyond their maximum. All the battle tiles become controlled. In addition to the usual ending conditions, this scenario ends when all 3 objective tokens and a hero with an equipment card are on the Command Tent or Command Post adventure tile and no vile champions remain on the battlefield. Aftermath Check the conditions below to determine whether the scenario ended in a win, hold, or loss. In other scenarios, you'll gain rewards depending on the outcome. Win: You returned all 3 flags, you defeated all the vile champions, and a hero with an equipment card is on the Command Tent or Command Post tile. Hold: The scenario ends before you completed all tasks, but the Dragon Army hasn't taken control of 2 battle tiles. Loss: The Dragon Army took control of 2 battle tiles, or a hero had no cards in their hand when taking stress beyond the maximum. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Brian Skies Posted February 20 Author Clone Share Posted February 20 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 Itasca's turn. Command Tent Choice The Blue Team has elected to Send Reinforcements. 1 Alliance Foot Unit will be added to the Left Flank. Blue Training Ground: Turn 0 Show Event Card Right Flank Right Now The right flank becomes the active flank. Battle Phase All-out battle. Activate commander powers at the start of this battle. Blue Training Ground: Turn 1 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
morgan_ Posted February 20 Clone Share Posted February 20 Itasca: Action 1: Move to right flank Actions 2–3: Put out fires Action 4: Cheer On [charisma card used] —> 2 tactic tokens to missile line of right flank Free Action: [dexterity card used] move one tile back to command tent Respite: recover 2 cards Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Brian Skies Posted February 20 Author Clone Share Posted February 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 Name xDiceName xDiceResult xDiceString xDiceRolls Mercenary Halberdiers 19 4d6 5,5,3,6 roll 16 4d6 4,6,2,4 Link to comment Share on other sites More sharing options...
Brian Skies Posted February 20 Author Clone Share Posted February 20 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 Name xDiceName xDiceResult xDiceString xDiceRolls Skirmish Die 6 1d6 6 Link to comment Share on other sites More sharing options...
rauhric Posted February 22 Clone Share Posted February 22 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Brian Skies Posted February 24 Author Clone Share Posted February 24 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Brian Skies Posted February 24 Author Clone Share Posted February 24 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 Name xDiceName xDiceResult xDiceString xDiceRolls Skirmish Die 1 1d6 1 Link to comment Share on other sites More sharing options...
DarkAngel Posted February 29 Clone Share Posted February 29 Sabian Wis, Cha, Paladin @Brian Skies proposed hero's actions... updated ! Activate Command Tent - Reinforcements Event Card - Archer line Move to right flank tile Initiate an Encounter - Refresh shaken Commander 'Raven' Refresh Commander 'Raven' Activate Class Card - Lead the Charge - Add 3 tactical tokens to Archer line, add 2 stress no respite ... remain on right flank tile to potentially absorb hits Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Brian Skies Posted March 6 Author Clone Share Posted March 6 Show Dragon Army Foot Card GOBLIN GLAIVES RECRUIT Roll 3 battle dice. Apply hits to the mounted line. Turn 3: Foot Line Skirmish Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Brian Skies Posted March 6 Author Clone Share Posted March 6 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 Teeli's turn. Sean has 1 stress. Sabian has 2 stress. Show Event Card LEFT FLANK RIGHT NOW The Left Flank becomes the active flank. BATTLE PHASE All-out battle. Activate commander powers at the start of this battle. Blue Training Ground: Turn 4 Skirmish All lines will engage in battle this turn. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted March 9 Clone Share Posted March 9 Teeli Th'Underfoot Rogue (Recruit) | Stress: [1] [2] [3] [4] | Mastered: DEX, INT | Ab Cards: [DEX] [DEX] [INT] [CON] Actions 1. Move to trail 2. INT ACTION - Dirty fighting, defeat vile champion and take 3 stress 3. Move to beach 4. Examine object Respite 1. Remove 2 stress @Brian Skies hope this is all correct Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Brian Skies Posted March 13 Author Clone Share Posted March 13 Commander Powers Commander powers were activated this turn. Grikan Ghar shakes two units in the Alliance Foot Line as it has the most Ready units. Darret Highwater shakes 2 units in the Dragon Army Missile Line. Turn 4: Commander Powers Show Dragon Army Foot Card HOBGOBLIN SWORDS RECRUIT Roll battle dice equal to the number of Dragon Army Foot units. Apply hits to the front line. Turn 4: Foot Line Battle Show Dragon Army Missile Card MERCENARY PIKE AND BOW RECRUIT Each Woe result during this fight also counts as a hit. Reveal another Missile unit card. BRIGAND SKIRMISHERS RECRUIT Roll 4 battle dice. Apply hits to the Missile line. Each Woe result during this fight removes a Dragon Army Missile unit. Turn 4: Missile Line Battle Show Dragon Army Mounted Card GOBLIN CHARIOTS RECRUIT Roll 3 battle dice. Apply hits to the Foot line. Turn 4: Mounted Line Battle Name xDiceName xDiceResult xDiceString xDiceRolls Hobgoblin Swords 13 6d6 1,2,5,2,1,2 Brigand Skirmishers 17 4d6 5,4,3,5 Goblin Chariots 14 3d6 3,5,6 Link to comment Share on other sites More sharing options...
Brian Skies Posted April 11 Author Clone Share Posted April 11 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 Moricarn's turn. Sean has 1 stress. Sabian has 2 stress. Teeli has 1 stress. Show Event Card MANEUVERS RIGHT NOW If the Dragon Army commander on the active flank is ready, activate their commander power. Otherwise, Refresh that commander. Reveal another 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 entry for the next key moment. BATTLE PHASE Skirmish. Then, shuffle the event discard pile (including this card), and add it to the bottom of the event deck. Blue Training Ground: Turn 5 Blue Training Ground: Event 2 Add a fire token to an Alliance line on each battle tile that has at least 1 fire token. Blue Training Ground: Key Moment Skirmish The Missile Unit Lines will engage in a skirmish this turn. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Skirmish Die 3 1d6 3 Link to comment Share on other sites More sharing options...
Eldariel Posted April 27 Clone Share Posted April 27 Moricarn Cursewielder (CN Wood Elf Wizard of Nuitari) Masteries: Wis, Int || Cards: Intx2,Wis, Cha Action 1: Move to Rocky Path. Actions 2-4: Initiate Conflict with the Vile Champion rolling 3 dice. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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