[Let's Read] Dragonlance: Shadow of the Dragon Queen

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Libertad
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[Let's Read] Dragonlance: Shadow of the Dragon Queen

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It’s been over a decade since the last Dragonlance gaming book was published. On the tabletop front we had Dragons of Spring in 2008, while for novels we saw the revised version of the Dragonlance Trilogy in 2011. After that was an utter dearth of content, resulting in many branding Dragonlance a dead setting. After a long wait we saw the rebirth for a new era in 2022, with the Shadow of the Dragon Queen as an adventure and Dragons of Deceit as a Weis & Hickman novel.

In a way it’s understandable that Wizards neglected Dragonlance for so long. Even discounting their whole lawsuit with Margaret Weis and Tracy Hickman, it’s been a rather divisive setting among D&D fans in a way that many other settings are not. And even among fans there’s been a lot of concern over whether or not a revamped Dragonlance will manage to keep the spirit of the setting for any number of reasons. But overall, I’m happy to see Dragonlance getting revived, and while it does have its problems they certainly aren’t insurmountable in making good stories from it. There’s a reason it ushered in entire generations of fans from outside the tabletop hobby over several decades. Its themes of how love can bloom on the battlefield, the prominence of dragons in the world beyond just hoarders of treasure, the romantic imagery of lance-wielding knights riding upon such mighty serpents, and being the trendsetter of many D&D tropes we take for granted all cemented Dragonlance’s place as a unique setting to stand on its own.

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War Comes to Krynn

Shadow of the Dragon Queen, in line with 5th Edition’s method of operation, is primarily an adventure sourcebook but includes a good helping of setting content. But on the setting front it’s not as comprehensive as prior edition sourcebooks or what was done with Eberron: Rising From the Last War. Shadow is at once broad in scope when talking about the world and its history, but rarely going farther or more in-depth when it comes to certain eras, regions, and places. Unlike Van Richten’s Guide to Ravenloft, a large portion of Krynnish canon is kept intact, with perhaps the most notable changes being the removal of gully dwarves and making it so that Goldmoon is not the first non-evil post-Cataclysm divine spellcaster.

This first section isn’t so much a “chapter” as a broad strokes coverage of the setting, beginning with an in-character letter from a Solamnic knight to the city of Maelgoth warning of a growing army of monsters and dragons in the east bound for Kalaman. What follows is an abbreviated overview of Krynn’s history, which is more or less left intact for those worrying about WotC blowing it to smithereens. Focus is placed on specific events from the four Ages: gods create the world from primordial chaos, the famous knight Huma Dragonbane wields the first Dragonlance to banish the evil goddess Takhisis from Krynn, the dragons retreat from the world as the theocratic Empire of Istar rises in power, Istar falls after its society grows zealous and intolerant and the Kingpriest seeks godhood for himself, the gods give many signs and take away their clerics before throwing a massive meteor at Istar, the Cataclysm marks three hundred years of the Age of Despair-

-hold on a minute!

So for those unfamiliar, the Cataclysm is one of the most controversial elements of Dragonlance. While it is an ode to old religious tales of God/the gods destroying the world in anger, such tales are reasonably dated given that killing millions of innocent people is recognized by right-thinking folks as one of the worst crimes of humanity. Given WotC’s more socially progressive ethos and revising setting lore in line with this, I am a bit surprised that they kept it in.

Even Wesley Schneider acknowledges in this video that the gods of Krynn did a horrible thing, and they spent a lot of time thinking and talking about the implications it raised for the story. So their answer was that the gods didn’t hedge all of their bets in entrusting Lord Soth with stopping the Kingpriest’s mad crusade before bringing about the apocalypse as their Plan B. Instead they had several trusted agents, but they all failed so they resorted to dropping the Divine Hammer on Istar and plunging Ansalon into an Age of Despair before turning away from the world.

The Cataclysm remains as the mark the world changed forever, turning Dragonlance into a technically post-apocalyptic setting. The architectural marvels, magical wonders, and lore of the Age of Might became lost to most, and even those who rebuilded are but shadows of what once was. Takhisis, the Dragon Queen who is known on other worlds as Tiamat,* knew that Krynn was under a cosmic power vacuum, so she plotted her return by transporting the Kingpriest’s ruined Temple of Istar into the Taman Busuk mountain range. She called on the evil dragons to come out of hiding, stealing the good dragon eggs to turn them into draconians while also blackmailing their parents from involving themselves in the upcoming war. The Dragon Armies gradually grew into an unrivaled international superpower, five military dictatorships empowered by the might of dragons and divine magic to conquer all of Eastern Ansalon.

*Her traditional title of the Dark Queen has been excised from this version of Dragonlance, and Wizards made it canon that she and Tiamat from other settings are one and the same.


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Life on Ansalon covers several setting elements useful to all characters. The languages of Ansalon are grouped into Standard and Rare categories and include much of the pre-5e languages, although Camptalk (mercenary/military jargon) and Gullytalk (gully dwarves) have been removed. Most standard languages are variant regional dialects such as Abanasinian, Ergot, and Solamnic plus the Common/Dwarvish/Elvish/Gnome/Kenderspeak, while rare languages cover Draconic/Primordial/Sylvan and most eastern Ansalonian tongues like Kothian (minotaurs) and Nerakese.

Ansalon’s calendar system is the same as ours, although we only cover the Solamnic calendar’s names for days and months.

There is one important change from prior editions: steel pieces are no longer the economic standard! Or rather, there are still bronze and steel pieces in circulation but they have the same value respectively as silver and gold pieces. The book explains this as post-Cataclysm times forced people back to the bare necessities by skyrocketing steel’s value, but over time it went back to pre-Cataclysm standards.

I’m not sure I’m buying this; steel coins are highly impractical when gold would be preferred, which was probably what led to this change. The book even acknowledges the difficulty in forging steel, so making them into coins and not tools is still a waste when softer and equally precious metals can be used.

Rumors of War covers things that PCs and the general population would know or have heard about the Dragon Armies. Most people in western Ansalon aren’t fully aware of their existence; it’s known that the nation of Khur has fallen into civil war and that various warlords are rising in prominence in the mountains of central Ansalon (Dragon Army HQ). There are rumors of said warlords using dragons in battle, but those are considered exaggerated “kender tales.”

Again, while this is in line with the original Chronicles of the Dragon Army as an unknown force that seemingly comes out of nowhere, the Heroes of the Lance were in a remote corner of the continent in the beginning of the tale. This adventure takes place in Kalaman on 351 AC, the easternmost city in Solamnia and a short travel away from Nordmaar. Three years ago Nordmaar was swiftly conquered by the Red Dragon Army, and Kalaman and the surrounding lands are no strangers to travelers and merchants from farther away. Nordmaar isn’t some reclusive country of insurmountable terrain, it has several cities and long had positive ties with Solamnia. By this time it would be public knowledge in eastern Solamnia that Nordmaar is under new administration, not to mention the forced displacement of people fleeing war.

Kalaman Region covers the province of Nightland, a Solamnic territory so named for frequent storms which are attributed to the wrath of the gods who left the world. The Knights of Solamnia are held in low esteem, as vague knowledge of Lord Soth’s failure turned into the broader claim that the Knights could have prevented the Cataclysm but chose not to, causing most of the populace to turn against them. Now most of Solamnia is a patchwork confederation of autonomous territories with different styles of government; in Kalaman’s case its government is presided over by trade guilds due to being a valued port city.

Religion and the Gods gives a rundown of Dragonlance’s deities. They are separated into three pantheons associated with each moral alignment. I covered the gods before in an earlier Let’s Read so no need to go over them again, but I can focus on what’s changed.

Details on individual deities are sparse, amounting to a sentence or two per god. Branchala is no longer chaotic good, instead neutral good, which means that there are no more chaotic good gods in the setting, whereas Mishakal changed from neutral good to lawful good. Each of the Gods of Neutrality are True Neutral in alignment: Shinare and Sirrion were formerly lawful and chaotic neutral respectively. As for the gods of evil only Chemosh has changed, from neutral to lawful evil.

But the other big change, and one that rubbed quite a few fans the wrong way, is that Goldmoon’s discovery of the Disks of Mishakal isn’t the first instance of non-evil clerics coming back into Ansalon. The Gods of Good and Neutrality are playing a bit of a slow head start: while divine magic* is still largely unknown on Krynn (the Dragon Armies excepting), there are a few mortals who witnessed and received miraculous visions. Unlike the Mages of High Sorcery, divine spellcasting is a personal affair of a relationship between a deity and the cleric/druid/paladin. In fact, the vast majority don’t have other priests to train and inform them, nor congregations to build their numbers, so they’re pretty much religious in isolation.

*There are many religious movements that arose after the Cataclysm, such as the Seekers of Abanasinia. Most who claim magical miracles are charlatans using arcane magic.
It’s easy to blame the gods for the Cataclysm. They sent the Thirteen Warnings and the burning mountain that followed. They sank Istar beneath the waves, shattered the continent, and withdrew from the world. They chose to cause the immense suffering of the disaster and the centuries since.

But let us suppose that the gods of good love this world and want us to flourish. That the gods of neutrality strive to steward and uphold the agency of mortals. That even the gods of evil, selfish as they are, seek power and influence, not destruction for its own sake. Why, then, would they punish us with the Cataclysm and leave us in a godless world?

I fear we’ve forgotten more than we remember. Worship of the true gods is ever waning, and false religions rise in their place. I pray every day that we’ve learned our lesson—that the gods will return, and that I may cede this chair to one who hears their voices and bears their true blessings.

Time alone will tell.

Rosamund Heward, Knight of the Crown
Acting High Clerist
Another portion of the text acknowledges the gods’ atrocities, but doesn’t have an answer and falls back into the “well it’s really our fault this happened” line that has been traditional for the setting.

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Chapter 1: Character Creation

This chapter covers what an enterprising player needs to know in creating their Krynnish PC.

Peoples of Krynn covers the major races and their cultures. Although each of them save Kender draw upon existing racial stats in the PHB or Monsters of the Multiverse, ability score modifiers can be chosen by the player as +2 to one score and +1 to another or +1 to 3 different scores.

Dwarves once claimed an extensive subterranean network of kingdoms beneath Ansalon, but the Cataclysm rendered most of them uninhabitable. Now dwarves are split into three groups, the mountain dwarven nations of Kayolin and Thorbadin, and the Neidar hill dwarves who lived above-ground and were denied entry into Thorbadin as refugees during the Cataclysm. The ensuing Dwarfgate Wars engendered a long-standing hatred between Thorbadin and Neidar dwarves that lasts to this day.

Now, you might notice that some subraces are missing, most notably the gully dwarf! In addition to the Cataclysm and its moral system, one of Dragonlance’s other controversial elements is its three short comic relief races. While gnomes and kender still exist as playable options, the gully dwarves were perhaps the most problematic and least fixable. So WotC simply did away with them, with hill dwarves capable of filling a similar role where some are reclusive survivalists forced to live off of harsh lands. There’s also no mention of the dark dwarven clans of Thorbadin or the nation of Zhakar.

Being one of the oldest surviving civilizations on Ansalon, the elves traditionally lived apart from the other races in the forests and seas. The Silvanesti are the oldest clan, with their Qualinesti cousins those who moved away in seeking a more egalitarian society after the Kinslayer War. They both use stats for high elves, and the Silvanesti became refugees once their leader resorted to using an Orb of Dragonkind* to protect his people from the invading Green Dragonarmy. Now their forest is an uninhabitable nightmare, and they are forced to take refuge in Southern Ergoth.

*Another retcon. They were originally the Dragon Orbs and occupied a similar role as Orbs of Dragonkind, but with expanded powers.

The Kagonesti use the stats of wood elves, being a group who sought to live as nomads and didn’t settle in Silvanesti instead opting for Ergoth’s forests. They welcomed the Silvanesti refugees and supported them, but “refuse to be overwhelmed by the Silveanesti’s numbers and distinct ways.”

This is another change from canon; in the original Dragonlance Chronicles, both the Qualinesti and Silvanesti enslaved the Kagonesti to use as an exploitable labor force. And they were still good-aligned while doing so! WotC rightfully retconned this.

The last group are the Sea Elves, made up of the Dargonesti who live in the deep sections of ocean and the Dimernesti who live closer to land and coastal shores. They are more isolated than their land-dwelling cousins, and use Sea Elf stats from Mordenkainen’s Monsters of the Multiverse.

Gnomes still exist, with rock gnomes renamed tinker gnomes and forest gnomes getting a mere two-sentence description of living in harmony with nature in Sancrist and Kendermore. Tinker gnomes primarily live on Mount Nevermind on the island of Sancrist, famed for their inventions far beyond Ansalon’s medieval technology level. Tinker gnomes still maintain their comic relief aspects, being absent-minded professors whose inventions are of questionable reliability.

Humans are the most numerous race on Ansalon, split into many different groups, and there’s no more distinction between “civilized” and nomadic humans. We have brief write-ups on Abanasinia (settlers who are part of the theocratic Seeker religion and nomadic Plainsfolk), Northern and Southern Ergoth (the remnants of a prior empire who have good relations with the kender of Hylo and goblins in the North, and are in conflict with the ogres and giants of the South), Solamnia (inwards-focused autonomous provinces that are collectively the most prosperous society on the continent), and Tarsis (struggling former port city turned landlocked backwater). Other lands are briefly touched on, mostly in Dragon Army territory and amount to little more than individual sentences that don’t tell us much about the lands beyond broad geography.


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We lost the gully dwarves, but the Kender still persist with a unique entry all their own! Due to their infamy they need no introduction. They’re still humanoids with an unquenchable curiosity and fearlessness, although their notable habit of “borrowing” has instead been pseudo-retconned into amassing impressive collections of various curiosities. As a race they are Small humanoids with a 30 foot walking speed, and gain proficiency with one of five rogueish skills of their choice: insight, investigation, sleight of hand, stealth, or survival. Their famed fearlessness is a nerfed advantage on saves vs the frightened condition rather than outright immunity like in prior Editions, although once every long rest they can choose to auto-succeed on such a saving throw. Finally their Taunt feature is activated as a bonus action against a nearby creature, who if they fail a Wisdom save have disadvantage on attack rolls against targets besides the taunting kender until the start of the kender’s next turn. The taunt is of limited use based on their proficiency bonus times per long rest, and its DC is based on one mental ability score of the kender’s choice at character creation.

If I had to judge kender as a race they’re average, as overall their abilities don’t strongly push them to any particular role. Their skill bonuses would make them good rogues, but their lack of darkvision limits their capabilities for sneaking around in dungeons and dark places. Taunt can make them a surprisingly effective tank in drawing away enemy attention, although in being small they aren’t the kind of builds that gravitate towards heavy armor which tend to be on the martial side of things. In comparison to halflings they aren’t as good scouts: Lucky is overall useful, and Silent Speech or Naturally Stealthy of the subraces are good for sneaky pursuits.

But what of other races not listed here, like a half-orc or warforged? Well the default assumption is that such people are extraplanar travelers or existed as pre-Cataclysm civilizations that are now isolated enclaves. In other words, it leaves that to the Dungeon Master’s discretion. Sadly, there’s no mention for Dragonlance’s other canonical playable races such as centaurs, minotaurs, and ogres. Draconians at this point are the enemy and not a playable option.

Dragonlance has quite the number of iconic Organizations, most notably the honorable Knights of Solamnia and the Mages of High Sorcery. Wait a moment, did they use to be Wizards of High Sorcery? You guessed right, dear reader! You see, when Dragonlance was first made, it was as much a deconstruction of 1st Edition and the kind of world that the rules would make as it was a more epic “save the world” fantasy. Vancian spellcasting was a phenomena known as the Curse of the Magi, and the nine alignments which were new at the time made Good vs Evil prominent over Law vs Chaos. Every time a new Edition (or SAGA) came out, the world of Krynn was gradually updated with such changes.

But Shadow of the Dragon Queen is set firmly in the original Chronicles era, but still wants the full variety of class options. Arcane spellcasting is still a unique kind of magic which can be channeled through the three moons, but there exist spellcasters who gain their powers from innate heritage as well as pacts made with…well, I presume creatures that aren’t gods, otherwise warlocks would be divine casters. The book doesn’t really elaborate on the place non-wizard arcanists have in the world.

The Mages of High Sorcery reflects this change, although their number is still made up mostly of wizards as that kind of spellcasting is most conducive to shared resources via spellbooks. Otherwise they exist more or less the same as they did in prior Editions: a governing body regulating arcane spellcasters across Ansalon divided into three Orders pledged to a different God of Magic. The Test of High Sorcery is still performed, although there’s no hard and fast cutoff point of “once you learn 3rd level spells you have to take the Test or become a renegade” like in prior Editions. Instead, it’s a more relative line when a caster approaches a notable level of power that they’re no longer deemed a dabbler of magic in the eyes of the Orders.

As for the Knights of Solamnia, their origins lie with Solamnia itself, where the founder Vinas Solamnus joined a rebellion in the eastern provinces of the Empire of Ergoth when he came to sympathize with their grievances. Three Gods of Good, Paladin, Kiri-Jolith, and Habbakuk created three orders of knights to justly rule and protect the realm of Solamnia. Before the Cataclysm they were a respected order by the goodly peoples of Ansalon, although they became vilified in their own lands and overthrown in being blamed for not stopping the gods’ wrath. Now most Knights fled to Sancrist Isle where they rule openly as a dwindling organization, and elsewhere in Krynn disguise themselves to continue doing good work. A major issue facing the knighthood is whether or not to cling to their old codes in the face of changing times, or adapt to a new world in order to better protect it.

Feats provide us with 2 new backgrounds, 9 new feats for a Dragonlance campaign, as well as a new rule for bonus feats. At 1st level a PC gains a bonus feat, which is either the Squire of Solamnia if part of the Knights of Solamnia background, Initiate of High Sorcery if part of the Mage of High Sorcery background, or their choice of the Skilled or Tough feat if the PC belongs to neither group. At 4th level they gain another bonus feat, being their choice of one from the 1st level list, Adept of the Black/Red/White Robes if a Mage, Knight of the Crown/Rose/Sword if a Knight, or Alert/Divinely Favored/Mobile/Sentinel/War Caster if belonging to neither organization.

The rationale for these bonus feats is that Shadow of the Dragon Queen is a harder than normal adventure, so bonus feats help give an extra edge to characters.


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The Knight of Solamnia background is a pretty good one: it grants Athletics and Survival as bonus skills, 2 bonus languages of the player’s choice, and the Squire of Solamnia as a bonus feat. It oddly doesn’t provide tables for Personality Traits (neither does Mage of High Sorcery), instead only having a d6 table of trinkets and suggestions for appropriate classes. In prior Editions the Knights of Solamnia weren’t really known for their magic, with spellcasters mostly fighter/clerics with the return of the gods if Knights of the Sword or Rose, and paladins weren’t a playable class in 1st through 3rd Edition. But in Shadow of the Dragon Queen fighters, clerics, and paladins make up the bulk of their forces. Valor bards and zealot path barbarians who worship Habbakuk are suggested as more unusual options.

The Mage of High Sorcery background reflects a character who isn’t a full member but is already fastening ties with one of the Orders of High Sorcery. They gain Arcana and History as bonus skills along with 2 languages of the player’s choice along with the Initiate of High Sorcery feat. They are typically arcane spellcasters from a wide variety of classes and walks of life, although the Orders have been known to recruit divine spellcasters if they’re considered promising enough individuals. Gish style classes and characters are rare but not unknown.

As for the new feats, Divinely Favored has a prerequisite of 4th level and represents a god choosing the PC to have some of their power, granting one cleric cantrip and one 1st level spell of the player’s choice along with Augury. The 1st level spell is pulled from the warlock, cleric, or druid spell list depending on the deity’s alignment and it and augury can be cast once per long rest without a spell slot. It also lets the PC use a holy symbol as a casting focus, so you can definitely have a “Wizard-priest” of Gilean reflavored as a faithful seeker of knowledge.

Overall it’s an alright feat; it’s nothing exceptional or a no-brainer for broad roles, but as it can be gained for free it’s not such a bad choice.

Initiate of High Sorcery grants a bonus wizard cantrip and two 1st level spells based on an affiliated moon. Unlike Divinely Favored the bonus spells are not gate kept behind alignment, nor are the Adept Robe feats, so technically within the rules you can be an good-aligned Adept of the Red Robes or an evil-aligned Initiate choosing bonus spells from Solinari. The bonus spells can be cast from spell slots or once per long rest each if of a class without spellcasting.

As for the particular spells, Lunitari’s selection isn’t that impressive with some spells that may be useful in only a few situations, but Solinari takes the cake with shield being one of the options among some utility divinations. Nuitari grants more offensive spells with false life and hex as the standouts.

The moon you choose for Initiate also locks you into one of the three 4th level Adept feats from then on out. Each feat grants a 2nd level spell from one of the Order’s two favored schools (Abjuration & Divination for White, Illusion & Transmutation for Red, Enchantment & Necromancy for Black) along with a unique ability. Black Robe Adepts can spend their own Hit Dice to add to the damage of damaging spells, which makes this a great choice for gish builds. I smell some Barbarian/Wizards in the future! Black Robe Adepts can treat an attack or ability roll of 9 or lower on a d20 as a 10 a number of times per long rest equal to their proficiency bonus, which leaves me rather mum. Can be useful, but not a life-saver unless you’re already rolling with something you have a large modifier for. White Robe Adepts can spend a reaction to protect themselves or a nearby creature within 30 feet, reducing oncoming damage by xd6 + spellcasting ability modifier, with x being the level of an expended spell slot. Much like Shield, this can be a useful ability to save a party member from the brink of death.

Moving on to the knightly feats, Squire of Solamnia provides 2 unique features: mounting or dismounting costs only 5 feet of movement rather than half, and a number of times per long rest equal to their proficiency bonus (use is expended only on a hit) can make a weapon attack have advantage and add 1d8 to the damage roll. Pretty useful, especially given it doesn’t cost you on a failed attack.

The 3 Order-based knightly feats differ from High Sorcery in that they don’t lock each other out. While it’s traditional for Knights to join the orders in sequence of Crown-Sword-Rose, they retain the training they had in a prior order and mechanically there’s nothing saying that the Knight of the Crown feat is a prerequisite for Sword, or Sword a prerequisite for Rose. Each feat grants a +1 to one of 3 ability scores appropriate to the Order plus a special ability that can be used a number of times equal to their proficiency bonus per long rest. Crown gets a Commanding Rally activated as a bonus action to have an ally attack as a reaction and add 1d8 to the damage roll; Rose gets a Bolstering Rally activated as a bonus action to have an ally gain temporary hit points equal to 1d8 + proficiency bonus + ability modifier of the ability score increased with the feat; Sword grants a Demoralizing Strike which once per turn can be added to a successful weapon attack roll that imposes the frightened condition on a failed Wisdom save. Even on a successful save the target has disadvantage on its next attack roll.

Thematically speaking, Commanding Rally feels odd for Crown name-wise as the Knights of the Rose are the archetypical “leader knights.” Rose’s Bolstering Rally feels more appropriate for Crown or Sword, as those Order’s themes (loyalty and endurance for Crown, courage for Sword) best represent the increased staying power of temporary hit points. But in terms of mechanical effectiveness, Crown’s Commanding Rally is very useful as most martial classes don’t make use of reactions and this is a good way to give them an additional attack. And in regards to Rogues it can be a means to get Sneak Attack more than once per round as Sneak Attack is restricted to once per turn, not once per round. Demoralizing Strike is perhaps the least broadly useful as there are many creatures who can resist or be immune to the Frightened condition.


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The Lunar Sorcery Subclass rounds out our new options in Chapter 1, representing sorcerers who draw magical power from the moon or moons of the setting. It even mentions adapting it to other worlds, such as people blessed by Selune in the Forgotten Realms or those using knowledge of the Draconic Prophecy to draw power from Eberron’s 12 moons.

Each of this subclass’ features has a variable effect depending on whether they are manifesting the power of the New Moon, Crescent Moon, or Full Moon. This is determined not by the phases of the moon as they are, but chosen by the sorcerer after finishing a long rest. They learn new bonus spells at every odd-numbered level up to 9th, with their own table based on moon phase which switches out said spell. Full Moon spells are geared towards protection and restoration, New Moon towards debuffs, and Crescent to illusions of various kinds. Additionally at 1st level the sorcerer learns sacred flame and can target up to 2 targets within 5 feet if they wish when casting this cantrip. At 6th level they can reduce the sorcery point of a metamagic feature by 1 to a minimum of 0 based on their moon phase a number of times per long rest equal to their proficiency bonus: abjuration and divination spells for Full, enchantment and necromancy for New, and illusion and transmutation for Crescent.

Also at 6th level they can spend 1 sorcery point to change their personal phase and cast a 1st level bonus phase spell once without a spell slot once per long rest. At 14th level they gain a persistent buff depending on their phase: shedding bright light granting advantage in Investigation and Perception in Full, advantage on Stealth and impose disadvantage on attacks while in total darkness with New, and resistance to necrotic and radiant damage with Crescent.

Finally at 18th level they can spend a bonus action to use a special ability based on their phase: a blinding AoE attack and healing one target 3d8 hit points with Full, dealing 3d10 necrotic damage and reducing speed to 0 as an AoE with New plus becoming temporarily invisible, or teleporting yourself plus one willing creature up to 60 feet and both gaining resistance to damage until start of next turn with Crescent. These can be used once per long rest, with 5 sorcery points for every additional time between long rests.

Overall Lunar Sorcery is a strong subclass, although its varied phases have clear winners and losers. The bonus spells from Crescent are situational, with Full Moon having spells that are of broader use to a wider variety of builds and campaigns. New has the nifty blindness/deafness spell but as most of the other spells are Concentration you can’t make full use of them all in many fights.

As for Lunar Empowerment, New Moon is a clear winner. At this level it shouldn’t be hard to create conditions of darkness, and disadvantage on attack rolls against you is more useful than resistance to two uncommon damage types. The small aura of light from Full is the worst of the lot. For 18th level the AoE blinding light of Full is pretty good given that’s a powerful condition and most creatures rely upon sight. Crescent’s teleport is basically a longer-range Misty Step with damage resistance and feels a bit underwhelming.

Thoughts So Far: The player and setting-facing section of Dragonlance: Shadow of the Dragon Queen is a good yet brief rundown on the world of Krynn for newcomers. As far as retconning elements, it leans towards a more conservative end in comparison to Ravenloft’s more dramatic changes. Much of the changes are done for both progressive sensibilities (which is good!) and also for more freedom of option in character-building (a more acquired taste that may not always make thematic sense). At times it feels that the authors are trying to walk a tightrope in pleasing both sides: kender are left pretty much unchanged save for ridding their “borrowing” aspect, and the Cataclysm still casts a dark shadow on the supposed non-evil gods. Steel pieces don’t make economic sense so gold is now the standard…but steel pieces are still just as valuable.

As for the Knights of Solamnia and Mages of High Sorcery, I feel that the openness in character creation is more a weakness than a strength. It certainly stands in contrast to the more restricted racial options, once again feeling like the authors are walking a tightrope than committing to a consistent strong vision. In the adventure it is possible for PC mages to end up in an Order they didn’t expect, and with their feat options may not necessarily be in an Order aligned with their lunar deity. The Lunar Sorcerer feels too broad in having a multitude of varyingly-balanced options at the expense of more tightly-focused options in other subclasses. The Knight of Solamnia feats stand out as appealing choices, and the idea of free bonus feats is already a popular house rule. Making the bonus feats ones that don’t grant Ability Score Increases or no-brainer options like Great Weapon Master or Lucky are also elements of good design. Save perhaps for War Caster, which is really good for just about any gish build or clerics who like shields.

Join us next time as we begin the adventure with Chapter 2: Prelude to War and Chapter 3: When Home Burns!
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

Post by Darth Rabbitt »

Playable minotaurs are like the one cool player option that the Dragonlance books gave us, so a real shame they didn’t include them. Centaurs and ogres would also be fun options. Also seems like a wasted opportunity to not include Draconian subraces for Dragonborn, even if they’re not player options in this specific adventure.

Guess being lazy about player options is 5e’s bag, though. At least for WotC’s 5e material.
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

Post by Thaluikhain »

They are still pumping out Dragonlance novels? Huh.

Anyhoo, the Cataclysm is just awful, but is so firmly established in the lore that there's not much you can really do. Except I guess, keep the details vague and have people blame the gods for it, but say that the gods are innocent and don't actually explain why.

Also, I'd previously ask if there was any details on the rest of Krynn, and what the other dragonarmies were doing mucking around on other continents when Ansalon was the only one that mattered. It seems that previous material totally failed to address this, but this is new so I get to start asking that again. Not expecting there to be an answer, though.
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

Post by Libertad »

Before I continue, my last post received some good-faith criticism from dave2008, a poster on one of the forums I placed this review. They’re definitely worth covering so I’m including the quote as well as my own explanation and likely errors on my end:
@Libertad , I always enjoy your reviews and I am sure I will this one. However, I had to stop and ask when I got to this:

"...making it so that Goldmoon is not the first non-evil post-Cataclysm divine spellcaster."

Unless I misunderstood what I have read (I have the adventure) and heard others discuss, this is not a completely true statement. From all the discussion of the War of the Lance timelines I have seen on these forums, it is entirely possible that Goldmoon is the first non-evil post-Cataclysm divine spellcaster. The timing of the PCs becoming divine casters could be directly after Goldmoon becomes one. It leaves the option for it to happen before, but it definitely could be after.

I think that is import for those who care about lore. The adventure doesn't necessarily contradict one of the foundational lore elements of the setting and this timeline.
It’s true that Shadow of the Dragon Queen doesn’t explicitly call out Goldmoon by name or mention who was the “first cleric.” In War Cromes to Krynn, the section on Religion and the Gods can be plausibly read a certain way to imply that divine casting isn’t “just returning” but has been around in bits and pieces:
The gods of Krynn are said to have abandoned the world, and in the great cities of Ansalon, temples and centers of faith are few. Nevertheless, small miracles occur across the world. Druids and hidden communities offer prayers in the old ways and employ mysterious magic. Long-lived peoples remember the worship of the gods and see their shapes in nature and the constellations above. Ancient, forgotten sanctuaries hold wonders beyond imagination, and divine whispers reach those with the minds and hearts to listen. The gods haven’t wholly abandoned Krynn, and as threats grow, mortals turn to them once more—sometimes after a remarkable encounter with a messenger of the gods.
Additionally as I will cover in the adventure itself, divine magic PCs don’t begin play with their spells but “awaken” to them in a religious epiphany. But as Shadow of the Dragon Queen takes place in the vague time of 351 AC where Verminaard is down in Abanasinia, the mention of druids and hidden communities implies a longer-lasting presence than the literal days after Goldmoon’s epiphany where more people become divine spellcasters after hearing about her example.

The book is more vague than explicit on this count like other things, so that’s why my initial reading was that divine magic preceded Goldmoon in the 5e version.
I also want to point out this is a bit misleading statement as well:

"*Her traditional title of the Dark Queen has been excised from this version of Dragonlance, and Wizards made it canon that she and Tiamat from other settings are one and the same."

TSR made this canon in the 1e Manual of the Planes (written by Jeff Grub one of the architects of Dragonlance) and 2e planescape settings among other references. And of course WotC continued that tradition in 4e and 5e products (including the 5e DMG) before this book. If you want to make a statement about this it would be more accurate to say something like:

"...Wixards continue to support that she and Tiamat from other settings are one and the same."

or you could have said this book, as far as I know, specifically mentions that her "true form" is a 5-headed dragon. I don't know that previous DL stuff ever made that distinction.

I guess you could say this is the first time in a Dragonlance product that is relationship clarified as this is also true IIRC.
The Tiamat/Takhisis link was something that Margaret Weis didn’t care for, and several sourcebooks often maintained a separation of Dragonlance’s cosmology from D&D. This was particularly so during the 3rd Edition line, where Cam Banks said in a forum post that the Abyss of Krynn wasn’t the Abyss of the Great Wheel. As the end of the War of Souls novels had Takhisis die, which were published during the 3.5 era and Krynn’s Age of Mortals made this canon in their own products, having Tiamat still be alive in other settings was used as a rationale for the separation.

Naturally, the explicit references to five-headed dragons and Paladine’s association with platinum are a clear call to Bahamut and Tiamat of typical D&D cosmology. So TSR, WotC, and Jeff Grubb making the link explicit is an understandable one. I went with the Dragonlance conception by Weis and Hickman in being the foremost authorities on the setting, and as Weis was the publisher for the 3e line of products and had a hand in writing a few of them I went with that designation. Even so, Jeff Grubb also contributed greatly to the evolution of Dragonlance, so I was wrong on this account being a new thing.

Now on with the review!
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Chapter 2: Prelude to War
The original Dragons of Despair module began with a party split, where PCs ventured to the village of Solace in smaller individual bands. During that time they’d encounter strange occurrences and people forewarning that all is not well, and Prelude to War follows in Despair’s footsteps.

But before that, the book gives a rundown of what the various chapters cover along with the major villains of the adventure: Kansaldi Fire-Eyes is the Red Dragon Highmaster overseeing the Solamnic invasion. She is on orders from Verminaard to find a hidden weapon under the City of Lost Names. Lord Soth has been tasked with the Dragon Queen herself to help out Kansaldi, but isn’t a member of the Dragon Armies and is more or less allowed to do his own thing. Finally there are the draconians, who have a write-up that I’m not fond of:
As early as the preludes later in this chapter, the characters will face the Dragon Army’s secret weapon: draconians. These dragon-like monstrosities are unnatural creatures born of the Dragon Queen’s foul magic. All draconians are fanatically devoted to Takhisis and want nothing more than her conquest of the world. They are utterly loyal to the Dragon Army and those who speak in their god’s name. In the course of the adventure, present draconians as magical, monstrous, fanatical, and unknowable. They aren’t creatures with their own goals and ambitions. Rather, they are magical manifestations of the Dragon Queen’s thirst for conquest, and they wreak her will with lethal efficacy.

The various draconians of Krynn are detailed in appendix B.
With all the talk of revamping the always evil humanoid races such as orcs, this honestly comes off as hypocritical on Wizards of the Coast’s part. Even the Dragonlance sourcebooks and novels subverted the draconians in making them more three-dimensional over time, with a few breaking away from Takhisis and the Dragon Armies due to their poor treatment. This was also “G-level canon” to use Star Wars terminology, as Margaret Weis herself helped write the Doom Brigade which covered one such group of non-evil draconians who decided to build a nation of their own.

I get that an adventure like Shadow of the Dragon Queen wants a straightforward “here are color-coded bad guys to fight without remorse,” but like I said before it speaks to the lack of a consistent vision on the writers’ part.

As for the Preludes, the PCs begin at 1st level, and there are 3 sample ones suited to different character types. What unites the PCs is that they’re all good friends of the now-departed adventurer Ispin Greenshield, and are on the way to his funeral in the Solamnic village of Vogler.

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Broken Silence is a Prelude suitable for divine magic-using PCs. They won’t have access to such holy magic and class features until the end of this encounter, which involves detailing the first vision of their deity-to-be. The PC(s) have a bad dream of being the survivor of a massacre in a forest clearing, spotting a glowing amulet held by one of the corpses. While traveling to Vogler their camp is ransacked during the night and tracking down their stolen supplies they find a strange amulet among their belongings that matches the holy symbol of their chosen deity. The surrounding plant life parts in order to lead them to some ruins which hold broken statues of Krynn’s deities. The statue of their patron deity glows as they establish mental communication with them, and how this scene plays out is up to DM Fiat. But in short the deity wants the PC(s) to become their herald in the world.

This Prelude is written as though there’s only one divine spellcaster in the party. I suppose that multiple PCs can participate and get their own medallions of faith and statue-prophecies, but I feel that this would narratively cheapen what should be a unique once-in-a-lifetime encounter.

Eye in the Sky is a Prelude geared for PCs who wish to join the Orders of High Sorcery. It takes place on the Night of the Eye, when all three moons of magic are full and lined in front of each other to look like a giant floating eye. The PC(s) is summoned to an old spire full of extradimensional rooms known as the Barb, where a red-robed mage by the name of Rovina presides over it. After engaging in some small chat, she reveals a test for the would-be mage(s) and leads them to the Hall of Sight. The Hall has a pedestal in the center holding a key and is surrounded by a maze of invisible walls. The key opens up a door on the other end of the room which the PC(s) must open in order to leave and pass the test. Spells such as Detect Magic and Faerie Fire can reveal the magical outlines of the walls, the former spell by their auras. Otherwise an Investigation check is necessary to “feel” one’s way through the maze, and an Arcana check on the wall around the rotunda can reveal a cipher for a one-time casting of the Knock spell as an alternative solution.

The Prelude presumes that the trial is completed and doesn’t detail what happens for characters that end up hopelessly stumped. The adventure does mention that an NPC apprentice can accompany a PC if the DM deems that they need assistance. They use the Acolyte stat block, which is amusing as that NPC casts divine magic and at this point in the story such magic is a unique miraculous event.

Upon completion Rovina will give each PC a scroll with instructions to take it to the wizard Wyhan in the city of Kalaman which is conveniently near Vogler. They’re also instructed to not open the scroll under any circumstances. This last part is a secret test of character which along with the mages’ alignment can eventually determine what Order of High Sorcery they’re inducted into. The contents of the scrolls aren’t detailed if the PC decides to open them up, so I presume that they’re blank; they certainly aren’t Explosive Runes, that’s for sure!

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Scales of War is our final Prelude and is suitable for PCs who don’t fit into either of the above Preludes. It’s also the only Prelude which sees actual combat and involves the party coming upon a terrified fleeing commoner whose traveling companions were ambushed by strange cloaked figures. These figures are draconian scouts, one kapak and four baaz to be specific, looking through the dead bodies of the traveling companions who are actually uniformed Solamnic Knights.* The kapak and two of the baaz will attempt to flee so that they can report to their superiors, and all of them are wounded from their fight with half normal hit points. There’s no mention of possible developments for PCs who manage to take a draconian prisoner alive or decide to track down the fleeing ones, which is odd as many future encounters outline what soldiers know and can tell PCs if they’re taken alive (or cast Speak With Dead) to be interrogated.

*Their armor has been rendered useless from the fight so PCs can’t loot them for good armor.

I suppose that now’s a good time to talk about draconians. At this point in the story there are only five varieties of draconians in order of strength: baaz, kapak, bozak, sivak, and aurak. Unlike prior Editions their type is Monstrosity, not Dragon, although thematically they’re pretty much the same. All but the aurak have wings which they can use to avoid a certain amount of fall damage as well as unique death throes.

Baaz are straightforward melee brutes who can multiattack with short swords and have advantage on attack rolls when they can see an allied dragon. Their death throes are different than in previous Editions: while originally they turned to stone and could forcefully embed sharp weapons in their petrified forms, in 5e they impose the restrained condition on adjacent targets and who then can turn to stone for 1 minute if they fail a second Constitution save. I can see this change being made to still be debilitating yet not frustrating in forcing PCs to lose their weapons when fighting hordes of baaz. In prior DL games it was common for characters to have bludgeoning weapons as backup (at least with the groups I gamed with) to get around these death throes. On the other hand, petrification for 1 minute is pretty much a Save or Lose effect, so this still hinders melee characters particularly those without reach weapons.

As for the kapak, they are your sneaky assassin types who fight with daggers coated in their poisonous saliva. They get a bit of buff in 5e, being outright immune to the poisoned condition and poison damage, and their dagger attacks can poison and paralyze a target at the same time for 1 round if they fail a Constitution save. Their death throes remain the same in exploding into a cloud of acid.

There is no real mention on draconian gender in this book; the Dragon Armies could identify the physical sex of dragons before they hatched, so in their rituals in creating draconians they only used the male dragon eggs in order to control their numbers. They hid this from draconians and kept them in the dark, which resulted in a number of them rebelling and taking the rest of the dragon eggs to have greater reproductive freedom once the ruse was discovered. I bring this up as kapak draconians could have healing saliva if they were women, and the book doesn’t mention this at all.

Thoughts So Far: The Preludes are serviceable, although my critical eye can still spot some flaws in their make-up. They aren’t the kind of things that make encounters unbalanced or the adventure unplayable, but it is a throwback to the railroady nature of Dragonlance modules which presume a predetermined course of action without thought as to other likely PC actions.

I had plans to review Chapter 3 tonight as well, although as I don’t know how long that could take I wanted to get out what I could for Chapter 2 tonight.
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

Post by Libertad »

Darth Rabbitt wrote:
Thu Dec 01, 2022 4:01 pm
Playable minotaurs are like the one cool player option that the Dragonlance books gave us, so a real shame they didn’t include them. Centaurs and ogres would also be fun options. Also seems like a wasted opportunity to not include Draconian subraces for Dragonborn, even if they’re not player options in this specific adventure.

Guess being lazy about player options is 5e’s bag, though. At least for WotC’s 5e material.
I'm fully expecting that WotC is planning on fans doing the heavy lifting via homebrew content via the DM's Guild.
Thaluikhain wrote:
Thu Dec 01, 2022 4:57 pm
They are still pumping out Dragonlance novels? Huh.

Anyhoo, the Cataclysm is just awful, but is so firmly established in the lore that there's not much you can really do. Except I guess, keep the details vague and have people blame the gods for it, but say that the gods are innocent and don't actually explain why.

Also, I'd previously ask if there was any details on the rest of Krynn, and what the other dragonarmies were doing mucking around on other continents when Ansalon was the only one that mattered. It seems that previous material totally failed to address this, but this is new so I get to start asking that again. Not expecting there to be an answer, though.
Shadow of the Dragon Queen has a heavy focus on eastern Solamnia, so even on that note it only covers a subsection of Ansalon. There isn't any mention about the other continents, which is kind of par for the course for Dragonlance really.
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

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Chapter 3: When Home Burns

This is the first real chapter where the PCs all meet up, they and are now 2nd level after beating their respective Preludes. It starts out slow, with some fun and games in your stereotypical Starting RPG Village of Vogler…only to see it all burn down when the Red Dragon Army marches to war. During this chapter the PCs will go from 2nd to 4th level, where 3rd level is achieved after the first major battle at High Hill.

Vogler is a village along the Vingaard River. During the Age of Might it was the scene of a border skirmish between Istar and Solamnia, with the latter country winning. The Kingfisher Festival, named after the bird that is the symbol for the Knights of Solamnia, is an annual holiday celebrating the country’s victory over Istar. Vogler’s major industries revolve around fishing and river travel, and the partially ruined keep of Thornwall is home to a non-binary tinker gnome by the name of Than. They built a catapult-like gnomeflinger device at Thornwall’s top that the town tolerates because it looks like an intimidating siege engine that can give raiders second thoughts.


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The DM is encouraged to play up Vogler’s small town charm and has short descriptions of local vendors and notable citizens to make them care for the community. All the better to motivate them in saving the people from the Red Dragon Army!

Ispin’s funeral begins after the PCs meet up with Becklin Uth Viharin, a lady Knight of Solamnia who dresses openly for the part and is tolerated by locals as she’s served the community in defense against bandits and monsters. They can also meet Darrett Highwater, Becklin’s pupil who isn’t like most Solamnics and is in love with the legacy of the Knights. He can share details about the celebrations, Vogler’s history, and an upcoming mock battle with some mercenaries of the Ironclad Regiment as an historical reenactment known as the Battle of High Hill.

During Ispin’s funeral they will send his body to a boat to be sailed downriver, and to honor his memory his various friends and family members gather at the Sand Crab tavern to tell tall tales about his various adventures. PCs who participate can gain inspiration, but the good cheer will come to a stop due to the heckling of an arrogant boor of a man by the name of Bakaris the Younger. For those veteran fans you might recognize the name, for he was Kitiara’s second-in-command as the Blue Dragon Highmaster in the Chronicles. In this adventure he hasn’t yet defected to the Dragonarmies, but is a privileged bastard who harbors violent fantasies and relies on his father’s connections as a Solamnic noble to avoid being strung up. There will be several times when the PCs can use skill checks to distract or run him off during the festivities, although it doesn’t say what happens if someone loses their cool and decides to teach him what the five fingers said to the face. He and his father will be frequent foils to the party in challenges that aren’t meant to be solved with murderhoboing.

Other events during the Kingfisher Festival include a fishing contest with skill checks and minor prizes along with Becklin approaching a party member. She will read Ispin’s will where he gives his signature +1 shield to the party, but Beckline will only do this if they agree to participate in the Battle of High Hill.

Withholding a shield doesn’t seem very knightly. I presume this is meant to be played out as more of a gentle encouragement than a mandate.


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The Battle at High Hill is meant to take place between the village militia and volunteers from the Ironclad Regiment. Although their leader Cudgel Ironsmile is a straight-shooter, there are secretly a group of warriors who’ve been bought out by the Red Dragon Army and plan to use real weapons during the reenactment to kill Vogler’s people-at-arms and leave the village defenseless. As professional adventuring types the various NPCs will convince the PCs to take part, at the very least as impartial observers to ensure that “nobody gets hurt.”

Observant PCs can notice that the mercenaries aren’t using padded weapons, but whatever they hope to do is too late as all hell breaks loose and the PCs are immediately accosted by three mercenaries using Guard stats, one of whom is riding a warhorse.

You might notice that the above map has some intimidating-looking flames surrounding the edges. These are special Battlefield Encounters representing a larger surrounding skirmish or war. The flaming edges of the map are the Fray, which is a zone of difficult terrain that deals damage to characters who fail a Dexterity save when entering it from stray shots and the din of flashing swords. Additionally Battlefield Encounters make use of a rule similar to Lair Actions where at initiative 0 or whenever a PC enters the Fray some random event happens. Each Battlefield Encounter has its own table and tend to be things reflecting the chaotic nature of mass combat. In this case we have options such as terrified horses running people over, the appearance of an allied or hostile unit close to the party, or stray arrows dealing an area of effect attack.

PCs who dispatch the initial enemies will then come to face Gragonis, the half-ogre leader of the traitorous faction of the Ironclad Regiment and four more mercenaries with him. He uses ogre stats, and if the PCs are defeated during this or the previous battle then militia members can drag them to safety albeit at 1 hit point. Either way, the mercenaries are forced into a retreat but almost all of Vogler’s militia perished. Cudgel was also targeted by Gragonis’ goons for death but managed to survive, and she is just as pissed off as the villagers about this affair.

PCs have several opportunities to take charge of things, and will be asked to by allied NPCs. Healing the wounded results in grateful villagers rewarding them with valuables, and magical healing in particular can have rescued NPCs eager to learn more about their healer’s deity. PCs can interrogate a surviving mercenary to learn what he knows via successful Charisma skill checks, although Becklin and the mayor will interfere if the PCs try to torture him. Little can be found out besides the fact that Gragonis met with some armed group in the forest and got paid a lot of gold, and if Gragonis was taken alive he doesn’t know his client’s identity besides the fact they wore red and black armor.

The party will have a night to rest while Cudgel Ironsmile and villager scouts do some reconnaissance in the woods, although if they wish the PCs can also go scouting on their own. Either way the discovered information is the same: there’s a camp of hundreds of red tents in a shadowy valley. It is populated by hooded baaz draconians and Dragon Army Soldiers, and combat is meant more as a deterrence if PCs manage to visit. They won’t be overwhelmed or tracked back to the village if they decide to attack some of the warriors.

Dragon Army Soldiers are a new enemy NPC type in this module. They’re indoctrinated soldiers a cut above the average Guard or Bandit at Challenge Rating 1. They have a high 17 Armor Class thanks to their armor and shield, and their weapons have been magically enchanted with the power of red dragon breath to deal +1d4 bonus fire damage on top of the base weapon damage. Like baaz they have advantage on attacks when within sight of an allied dragon. Needless to say they can be a threat in numbers to 3rd level PCs, although they can’t really do much other than fight.

Vogler’s leadership is fully aware that they can’t win against this mysterious army in conventional battle. Cudgel is guilt-ridden and promises the support of the Regiment to Vogler’s defense if need be, and Becklin privately suspects the worst but puts on a confident face to the public. Lord Bakaris doesn’t care at all about the safety of the villagers but expects his half-baked ideas to be taken seriously. They will all listen to the PCs for advice, and once enough planning and debate is done a messenger from the Red Dragon Army arrives, speaking for the Voice of Takhisis demanding Vogler’s surrender and to quarter the soldiers of the Red Dragon Army.
Characters proficient in Religion recognize the name Takhisis as one of the gods of Krynn. A cleric of Takhisis or a character who succeeds on a DC 12 Intelligence (Religion) check recognizes a spiral symbol on the messenger’s armor as a symbol of Takhisis, the greatest of the evil gods, who is also known as the Dragon Queen. This same symbol appears on all Dragon Army armor.
I love how this module takes into account the completely oddball chance that some gaming group out there has a PC who is worshiping the primary villain of the setting, but decides to fight her minions anyway.

The messenger will leave peacefully but PCs who try to attack or capture her will be countered by four Dragon Army Soldiers throwing javelins from nearby cliffs.

Only the Mayor is in favor of acquiescing to the Dragon Army’s demands, but Becklin and Cudgel veto her knowing that the villagers will suffer in being personal witnesses to the “horrors of occupying forces.” The plan is to find a way to keep the Dragon Army occupied for the eventual goal of evacuating the village. The PCs have two options for the former in scaling the cliffs to deal with Dragon Army scouts using its vantage point to keep abreast of the horizon. They can climb normally or use Than’s gnomeflinger to get up there.

Sadly this plan doesn’t make any noticeable changes to the module, even if a Dragon Army Soldier retreats back to their main camp as the main force will invade and any buying of time won’t make a mechanical difference for the later encounters. The evacuation is a series of skill challenges, from Persuading the Mayor that it’s the best out of a series of bad options,* helping the Mayor avoid mass panic among an addressed crowd with Intimidation or Persuasion, using Survival to make impromptu boats out of ropes and logs to help locals flee by river, Investigation to convert the raft and boat pulley system of the ferry crossing to even more boats, and convincing the fishers to lend their personal boats to the evacuation effort with Persuasion. While the module mentions what happens for failures during some individual rolls, there’s no mention of how things turn out if the PCs fail to evacuate enough people in time. Presumably the casualties are higher, but this isn’t elaborated or reflected on in the Chapter itself.

*This is pretty much a But Thou Must skill check, as the rest of the module assumes that she agrees.

Becklin will aid Cudgel and the Ironclad Regiment in diverting the Red Dragon Army’s attention once they arrive at Vogler, and the PCs and Darrett will be asked to remain with the mayor to ensure that straggling villagers have protection if the Regiment falls. But Becklin has another piece of armor and private request for the PCs. She asks the group to give a large wooden box weighing 70 pounds to Darrett once he safely escapes town. The box contains a suit of Solamnic plate armor, which he will wear with pride for the rest of the campaign after this request is honored.

You know, this raises the inevitable question of what happens if the PCs suggest that the armor would be of more practical use in the upcoming battle. Like getting Darrett to wear it immediately, or if a PC decides to don it themselves. The module doesn’t make any suggestions on how the NPCs will react in such a case.

What’s that? Rules for incorporating the Warriors of Krynn board game into providing in-game benefits to groups running Shadow of the Dragon Queen? Say it ain’t so!

Several times throughout this adventure we get Warriors of Krynn Scenarios telling what events to run from that strategy game to be in line with Shadows’ narrative. PCs who win or hold during a scenario often gain benefits such as a magic item, although they don’t suffer any penalties on a loss. In this case a victory causes the Mayor to gift the party with a Quaal’s Feather Token (Bird).

While this sounds like a cool idea, the board game isn’t out yet, and according to this Polygon review one of the manuals actually spoils a later part of the adventure. So DMs seeking to use it will have to weigh the balance of spoiling some story details ahead of time vs enhanced simulation of the war-game aspects of Dragonlance.


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The Invasion of Vogler is a series of combat encounters one after another, such as saving a messenger scout from a pursuing baaz draconian, a random 1d10 table of events such as a gliding kapak ambushing the party, and a mandatory encounter with four baaz draconians wheeling forward a dragon-shaped siege engine known as a boilerdrak to burn down buildings.

The boilerdrak is not a monster in game terms, and requires three separate actions to light, aim, and fire a 60 foot cone of 5d10 fire damage. But it’s a gnomish device, meaning that every action triggers a d20 roll which causes the boilerdrak to explode on a natural 1 for the same amount as its breath weapon.

The Vogler Battlefield table has an even mixture of fishers and militia helping out the party and enemy draconians throwing flasks of fire or dying from its death throes as potential results.

Once the boilerdrak is destroyed, the ogre known as Fewmaster Gholcrag and two baaz minions will come to fight the party as the final battle during this chapter. The PCs will be forced to board a boat as Vogler burns in the background, and Cudgel’s lieutenant will arrive with Becklin’s horned helmet. The ultimate fate of Becklin and Cudgel are left to the DM, with a few sample events: the lieutenant is a traitor who assassinated Becklin and hopes to make Darrett his next target, he was sent by Becklin to warn the party their defenses failed and the knight has been captured alive, and so on.

Sadly, none of these scenarios are further elaborated on as potential encounters in the rest of this module. At this point the party levels up to 4.

Thoughts So Far: I’ll start out with what I like about When Home Burns. Its pacing and escalation are well-timed, and the important NPCs leave strong first impressions that even a DM with amateur skill can use to elicit the proper reactions from players. I can see Darrett in particular being a trusted ally, if by a shared bond of knowing what they’re fighting for if nothing else.

I have mixed feelings on the Battlefield Encounters mechanic. The Fray is very clearly an invisible barrier that punishes PCs who get too far from the battle, and is rather punishing against mounted and high-speed characters who would use their mobility to their advantage. It doesn’t really act as a stopgap against PCs with a natural flying speed, for the Fray is at the edges of the map and not above. I do like the pseudo-lair actions which throw random events into the fight, which helps round by round combat from growing too stale.

What I don’t like is the fact that this Chapter’s rather railroady, in that while there is the illusion of choice many of those choices don’t matter. The module suggests using Charisma checks to persuade the Mayor to go with the evacuation plan…and the rest of the module operates on her agreeing to this. The PCs can do recon to learn the Red Dragon Army’s numbers…or let some NPCs do it without any consequence. Vogler’s leaders and warriors will suggest the PCs kill the Dragon Army soldiers standing watch on the cliffs, but it doesn’t matter if any of them escape as the Army is going to besiege the village anyway.

As for the enemies themselves, besides the Boilerdrak siege engine and kapak glider the vast majority of enemies are virtually identical in being melee-focused armored warriors without any special abilities or actions in combat to make them do things besides “I attack” or “roll to save vs the draconian’s death throes.” At the very least the Dragon Army could have domesticated monsters for some variety in battle, and it wouldn’t be out of character with the existing lore.

Join us next time as we venture to the city of Kalaman, retake a fortress from the Dragon Army, and venture into some haunted catacombs in Chapter 4: Shadow of War!
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

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Chapter 4: Shadow of War
I can’t put my finger on it, but there’s something off about this image. The art style is noticeably different from the rest of the book in that it has that “screenshot from a video game” vibe.

This is another 2-level chapter: the PCs reach 5th level before retaking Wheelwatch Outpost, and hit 6th level after they complete the Raided Catacombs at the end of the chapter.

We first open up with an overview of Kalaman, Beacon of the East. Its walls and harbor beacons still hold strong long after the Cataclysm, and the city is run by a governor and the leaders of various trade guilds who are predominantly humans and hill dwarves.

The PCs will first arrive with the refugees of Vogler, and after resolving business with Darrett’s armor and handling small conflicts between refugees the party will discover that both Lord Bakaris and his son are missing. Mayor Raven of Vogler will give the PCs the authority to approach Kalaman’s leaders to negotiate for the safety of her people. In fact, Bakaris the Younger and elder have departed from the village hours ago, and Lord Bakaris is currently addressing the city’s leaders! Both of them are selfish glory hogs, with Lord Bakaris convinced that he can attain more wealth and power by throwing Kalaman’s forces at the Red Dragon Army while he and his son sit back and claim all the credit. The PCs will need to attend the council meeting and provide their own more sensible advice and recounting of events. Marshal Vendri, the commander of Kalaman’s armed forces, will give the laydown of how various smaller villages have been attacked and razed but they couldn’t find the culprits, and Vogler is an exception in having a large number of survivors. Trusting that the PCs have proven themselves in the eyes of said survivors, they will be appointed as special operatives of the city’s military. Or as free agents under Darrett’s guidance for those independent-minded types.

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The only major quest in the city involves PCs who are initiates of High Sorcery delivering the scroll they received to Wyhan. She is a black-robed wizard operating a local apothecary, and the scroll is enchanted to let her know the deliverer’s alignment and if they opened the scroll. From this she will make a prediction of which Order the PC(s) will join after asking them some open-ended questions on their ideologies and motivations for why they wish to study magic. Those of morally neutral alignment will be the Red Robes regardless of whether they opened the scroll, but those of Good alignment will be White Robes if they didn’t open the scroll and Red if they did. Vice versa for Evil alignment, which is Black if they opened it and Red if they didn’t.

This is a first in Dragonlance material, and more or less explicitly spells out that moral alignment isn’t set in stone for the Orders. But the PC(s) isn’t an official member yet, for they must undertake the Test of High Sorcery at the Tower of Wayreth. But Wyhan first needs to hear from the Tower’s leaders for an opportune time to travel given the current political situation.

I will spoil things ahead of time and say that at no point does a mage PC travel to Wayreth, as the Orders deem the war in eastern Solamnia too risky on account that they don’t want to be perceived as “taking sides” in the Dragon Army conflict. The PC(s) will be considered a provisional mage, and will become an official member after a test from an archmage in Chapter 6.

While this makes sense in line with the campaign to avoid needless detours and additional material that may be bypassed by many gaming groups, I do wish that the adventure was better structured. In a way that the levels a PC may gain the Robe Adept feats at (4th) to better match them making progress in the eyes of NPC wizards of the Order.

Speaking of which, there are hardly any Solamnic Knights for PCs to interact with in this adventure path either. The closest we have is Darrett, who is still a squire, and Becklin who is pretty much consigned to death or DM Fiat for the rest of the campaign.

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Once the PCs finish up any errands in the city, they will be given lodgings in the castle and Darrett will meet with them to provide a series of missions in dealing with the Red Dragon Army threat. The first four are 1 plot-significant encounter and 3 smaller ones which can be summed up as random encounters in terms of length and importance and it’s up to the DM how many of those to run and in what order. At any time during these missions captured soldiers can reveal more workings about the Dragon Army such as their use of wyverns and dragonnels for flying mounts, or the capabilities of more powerful draconian types. The first mission involves leaving the city to find a gnomish artisan named Rookledust in the Vingaard Mountains; Kalaman wishes to hire her as a mechanical consultant for the boilerdrak and other possible devices the Dragon Army may employ.

Coincidentally Rookledust is the creator of the boilerdrak and sold it to the Dragon Army, but they lied to her in claiming they needed it for weed control. When the gnome caught on to their bad intentions she refused to sell anything else to them, so the Army sent a warband of goblins led by a hobgoblin to teach her a lesson. By the time the PCs arrive they will see goblins engaged in a chaotic battle with various clockwork devices, and this Battlefield Encounter doesn’t have a Fray zone but it does have a table of various gnomish inventions going haywire such as thrashing whip cords or a mechanical chicken laying explosive eggs in midair.

Rookledust is thankful to be saved and is willing to accompany the party back to Kalaman. She will also share a new device with them, the fargab, which is basically a backpack-sized walkie-talkie with a range of 18 miles.

The next missions are smaller individual encounters. The book suggests running more scenarios from Warriors of Krynn to show how Kalaman’s soldiers are faring against the Dragon Army, but these interludes provide no in-game benefits if the PCs win. The missions involve ambushing a human Dragon Army Soldier training hobgoblin recruits, locating missing scouts who have been captured by draconians, and figuring out the motives of a mysterious third party of armed soldiers…who turn out to be the survivors of the Ironclad Regiment, and Cudgel is more than happy to ally with Kalaman’s military. The PCs hit 5th level once they’ve done all of these missions.

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The next mission for the PCs is a big one: Kalaman’s southernmost outpost has been taken over by the Red Dragon Army and the PCs have to help them retake it. They won’t be doing this alone technically, as a detachment of Kalaman’s army will lie in wait as the party weakens the outpost’s defenses and opens the gate for them to charge inside.

This mission encourages a stealthy pursuit. PCs can perform Investigation checks at a safe distance to mark sentry numbers and patrols, and the Outpost is home to 16 Dragon Army Soldiers, 1 sivak, 2 baaz, a Dragon Army Officer and a dragonnel who is the Officer’s mount. The soldiers are spread out around the Outpost, and PCs may be able to enter nonviolently if they can disguise themselves as Dragon Army soldiers. The prison holds two people: Lanal the human soldier of Kalaman and Elgo Duckditcher the kender. They are both willing to help the PCs retake the fortress, although Elgo won’t leave the cell until the PCs recover her hoopak which is found elsewhere in the Outpost. As for Lanal, he can tell them about the fortress’ layout and how to work the gate, but only if he’s separated from Elgo; he finds her annoying and she insists he is her long-lost cousin Flannel.

Let’s go over the new enemies. Dragon Army Officers are tougher versions of Dragon Army Soldiers, but they can multiattack and perform a rechargeable Assault Orders ability that lets up to 2 other creatures make a melee attack as a reaction. Sivak draconians are Large-sized monsters with a flight speed and can attack up to 3 times per round with 2 swords and a tripping tail attack. They can take the illusory form of a humanoid they killed, and their death throes cause a shrieking image of their killer to impose the Frightened condition on a failed Wisdom save. Finally the Dragonnel is a Large-sized dragon who has some keen senses (blindsight 30 feet, darkvision 120 feet) and can only perform rending melee attacks but can avoid opportunity attacks when they fly out of an enemy’s reach.

As for Lanal and Elgo their stats are nothing to write home about, save that Lanal can grant advantage to an adjacent ally’s saving throw as a reaction and Elgo is immune to the Frightened condition and her Taunt imposes disadvantage on all attack rolls of a targeted creature (not just on targets besides the kender) and can be used an infinite number of times. Hey, why do NPC kender get better abilities than PCs?!

The “win condition” for this mission doesn’t necessarily involve killing the Officer or everyone at the Outpost, although if the latter happens it may as well be a win. If the PCs can open both the north and south gates then the Kalaman military will charge in and make short work of the Dragon Army. The gate control mechanisms are locked, requiring either thieves’ tools or keys found in a footlocker or carried by the commander to open. They take one minute each to fully raise the gates, and are obvious enough to attract the attention of creatures in the courtyard and nearby guard towers and fortifications. So even if PCs are stealthy and seek a “0 kill” run of this mission, it’s kind of inevitable that combat will happen.

The Battle of Steel Springs takes place after the PCs are heading back to Kalaman, where they will learn from an aide that Lord Bakaris has taken Darrett and a group of soldiers to fight some Dragon Army troops who broke away from a larger force. Darrett cannot disobey but knows Bakaris’ poor judgment will lead them to ruin, so the aide slips the group a sealed note explaining the danger. The Battle occurs once the PCs ride out to the war zone, which is both a Warriors of Krynn interlude (winning grants the PCs advantage on their next Deception or Persuasion roll to influence a soldier of Kalaman) and a Battlefield Encounter. The PCs have to rescue six Kalaman soldiers (same stats as Lanal) from four Dragon Army Soldiers on warhorses, and the lair action table includes a Kalaman soldier collapsing from their wounds, a stray arrow AoE, the summoning of additional allied or enemy units, and a dragonnel-riding enemy soldier falling to their deaths near a PC.

Darrett quickly takes command of the surviving forces, as Lord Bakaris has become unresponsive from a thousand-yard stare. Talk about a series of disastrous events! But back at Kalaman the city has received unexpected help with the unlikely arrival of the Knights of Solamnia! Things seem to be looking up!

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Or are they? The knights have entered the city without a word to meet with the governor and guild leaders, and nobody has heard any new developments. In reality these knights are Lord Soth and undead wights, and they murdered Kalaman’s leadership! Caradoc, a ghostly undead who can possess the bodies of others, sits in the council chamber in the body of a possessed living Knight waiting for any nosy do-gooders (such as the PCs) to come in and find out what’s going on. PCs can quickly realize that something is wrong as the Knights are silent, and passive Perception can reveal that their armor is rusted and incredibly old.

Caradoc will mock the PCs as he fights them, and he has a rechargeable ability where he can possess others and has a bonus action where he can force a target to attack an ally within their reach on a failed Wisdom save. He can be defeated the old-fashioned way, but if he is not possessing a target at the start of his turn he will be forcefully teleported back to Dargaard Keep (Soth’s headquarters) if he fails a Charisma saving throw. The knight Caradoc is possessing will be at 0 hit points if unpossessed, but if revived can help the PCs fight the undead.

At the end of the battle the PCs will find a letter from Lord Soth proclaiming himself as ruler over the province of Knightlund (the former name of Nightlund), and one of Soth’s banshees will appear to point to a hidden door in the chamber telling them of a secret that Soth can’t be allowed to possess.

For those Dragonlance newcomers, Lord Soth is tormented by banshees who in life were the elves who claimed that his wife was unfaithful, causing him to abandon his mission of stopping the Kingpriest to instead slay his wife in anger. This banshee, Leedara, is helping the PCs because she takes pleasure in making Lord Soth’s job harder than it needs to be, but won’t say anything else to them.

The Raided Catacombs is our first real dungeon crawl in the campaign, being a 7 room haunted dungeon which served as a tomb-temple for fallen Knights before the Cataclysm. When the Cataclysm happened the cursed fires of that horrible event still remained in pockets across Ansalon, such as these very tombs. As the PCs go through the dungeon they will witness visions of phantom flames playing out scenes of Lord Soth’s old life and detailing his fall from grace.

But what is this precious secret Leedara mentioned? These catacombs are also the resting place of Zanas Sarlamir of the Order of the Crown. When the Kingpriest of Istar built a floating pleasure-city powered by the souls of dead dragons atop one of their graveyards, the metallic dragons threatened to knock it out of the sky. Sarlamir was tasked by Paladine himself to broker peace between Istar and the dragons, but fearing the worst he took along a dragonlance that was his family’s heirloom. When the Kingpriest refused to back down, Sarlamir sided with Istar and used the dragonlance to kill the leader of the gold dragons, causing this sacred weapon to rust away and the dragons to knock the flying city out of the sky. None of the humans knew of what transpired, with the story then spun of Sarlamir defending the innocent from rampaging evil dragons. So his body and what remained of the dragonlance were taken back to Kalaman to be given a burial.

As for the crashed city? Well it now lies in the wastelands of northern Solamnia, now known as the City of Lost Names and the rumored great weapon that Kansaldi Fire-Eyes and Lord Soth are trying to rediscover.

As for the dungeon itself, it is light on monsters (all of which are undead) but heavy on magical treasure, including a new magic item: a Kagonesti Forest Shroud which gives advantage on Stealth checks and once per day lets the wearer teleport up to 30 feet and gain advantage on their next attack roll after doing so. Lord Soth used a portion of the Cataclysmic flame to reanimate Sarlamir as a Skeletal Knight to serve as the “boss” of this dungeon. The Skeletal Knight is a new undead type who has an Enervating Blade which prevents a target from regaining hit points until the Knight’s next turn but otherwise can’t do much else offensively. During the fight Sarlamir will drop clues, saying that he is commanded to destroy those who oppose Lord Soth and that he has been summoned to the City of Lost Names in the Northern Waste to rejoin Soth’s side. In the event of extremely lethal PCs he can relay this information as a “final dying breath.” The PCs can find the rusted spearhead of a Dragonlance as treasure, although its magic cannot be reactivated until later in the adventure when it’s consecrated in the Temple of Paladine in the City of Lost Names.

Thoughts So Far: I like this chapter more than When Home Burns for several reasons. The first is that the missions have some more variety, such as an actual dungeon crawl and retaking an Outpost that encourages stealth and reconnaissance over straightforward fighting. Caradoc serves as an interesting puzzle boss in that his special abilities can put PCs in the unenviable dilemma of having to hurt their allies, and I like how the PCs can learn more about the Dragon Army via captured intelligence.

I’m not as fond of the pre-Wheelwatch missions, in that they feel like very obvious filler content, and if done on separate days the PCs can easily overcome the enemies by making full use of spells and other per-day resources. I wish that there was more side content for PCs to do in Kalaman besides the High Sorcery sidequest, and Sarlamir’s predictable “melee fighter” tactics feel like a letdown in contrast to Caradoc’s more novel encounter.

Join us next time as we embark on a hexcrawl in Chapter 5: the Northern Wastes!
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Libertad
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

Post by Libertad »

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Chapter 5: the Northern Wastes
This desolate stretch of Solamnia is a no-man’s land of dry canyons which get regularly flooded by seawater in a phenomenon known as the Wash. It is here that Istar’s floating city crashed into the surface, and the bones of dead dragons can be found throughout the region. In this chapter the PCs level up twice, although when they do is left more to DM discretion with some sample suggestions like completing 3 adventuring locations or when they find the passage to the City of Lost Names.

Back in Kalaman, the sudden murder of the city’s leadership forced Marshal Vendri into keeping order, and Lord Bakaris is angry that is son went missing (he joined the Dragon Army). While Vendri doesn’t know much about the legacy of the dragonlances nor about a City of Lost Names, he does know that a sizable force of Dragon Army soldiers moved into the Northern Wastes. Based off of Lord Soth’s clues, he concludes that whatever they’re looking for must be very important. Darrett and a few hundred soldiers are to be sent into the Northern Wastes, and the PCs can accompany them serving as scouts.

If the party has a prospective member of an Order of High Sorcery, it is at this point they’ll be contacted by Wyhan that they can’t take the Test. But they’re given a brooch of red, black, and white stones marking them as a provisional member from the Conclave’s blessing.

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The Northern Wastes is a hexcrawl focused chapter with 11 locations of note. The uneven terrain plus the size of Darrett’s forces means that travel is slower than usual. PCs are expected to scout ahead and rendezvous with the army at predetermined points to report on things. Additionally the flash floods of the Wash can trigger at the DM’s discretion, and a Survival check can warn PCs ahead of time to retreat to higher ground.

The City of Lost Names (area K) is the main objective, although the ways the PCs can find it are rather restrictive. If not by dumb luck via wandering, the only real way is via doing a series of tasks for a scholarly expedition of Silvanesti wizards in area B and whose sailing vessel is in a hidden cove in Area A. The elves are searching for ancient pre-Cataclysm ruins, and for some added fanservice one of them is Dalamar! Their homeland lies in ruins, so there is some hope among the elves that recovering powerful magic will help save their homeland. Dalamar is more skeptical of the success of their mission, but mentioning the City of Lost Names earns his interest. Via cross-referencing his own notes he can find its location if the PCs visit 3 specific locations (areas C thru E) in the Wastes and report back to him.

Area C is an ancient shrine to Habbakuk, and a group of Dimernesti elves are making a pilgrimage to it. Some of their brethren have been taken hostage in a Dragon Army camp (area I) and the Sunward Fortress (area D). Rescuing the elves rewards the party with pearls and the location of secret passages in the shrine. The shrine is a 6 room dungeon crawl whose difficulty varies depending on how much respect they show to the deity: failing to wash oneself in the basins at the entrance summons water weirds to bar entry and disturbing the (treasureless) sarcophagus forces the party to fight some black puddings later on. If the other sea elves have been rescued, then their leader can accompany them into the shrine and help avoid such dangers along with giving them some expensive pearls as a reward.

Area D is Sunward Fortress, an ancient pre-Cataclysm structure dedicated to Sirrion. It is home to a shard imbued with the power of the Spawning Stone which can transform nearby life into slaadi. A bozak draconian was ordered to stay and research it, although the shard’s corruption has turned him and the other draconians into slaadi-draconian hybrids which use slaadi stat blocks. This is also a short dungeon crawl, being 5 rooms with two captives that can be freed: a sea elf and a human hunter from Heart’s Hollow in area G. The hunter has been infected with a slaadi tadpole, and if his life is saved his hometown can award the party 1,000 gp.

Area E is Wakenreth, an obelisk of Silvanesti construction marking the peace between them and the Empire of Istar. It broke off from the City of Lost Names as it fell, and its magical construction has frozen it in time to make it look like a half-disintegrated tower with its debris hanging in midair. It’s a vertical 5 room dungeon crawl inhabited by the wraiths of dead Silvanesti, some of which can be interacted with, and there’s some magic items to be gained such as a cloak of protection and dancing longsword. The wraiths can tell the party that the tower has become connected to the Shadowfell which is responsible for its cursed state. A PC can undo the curse by activating the runes originally meant to connect the tower to the Feywild, although the attempt can impose necrotic damage and exhaustion. While they’re doing this, an anhkolox will climb up the tower and attack. An anhkolox is a huge Challenge Rating 9 undead that looks like a massive half-decayed bear, and as is to be expected is a primarily melee monster who can grapple and restrain targets into its rib cage.

Area F is an abandoned blue dragon’s lair that is now home to a family of dwarven prisoners fleeing the Red Dragon Army. Or rather, they were using it as a home before some draconians occupied it as a strategic spot, and there’s also a pack of gricks who have been attacking the draconians. A 3 room dungeon crawl with a rich hoard and boots of levitation.

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Area G is Heart’s Hollow, a small circular town of several hundred people built around the inner walls of a large crater. It is a thriving assortment of people from varying walks of life, descended from the original inhabitants who were rescued from various dire fates by their community leader Nezrah. Although Nezrah appears as an elderly human, in reality she is a shape changed bronze dragon. PCs exploring nearby can meet and rescue one of its residents, Clystran, a scavenger who is knowledgeable about the Northern Wastes. In addition to being a safe place to rest, PCs can learn about other locations in the Wastes and hire guides to make travel easier. PCs who recover a dragon egg from Camp Carrionclay will be rewarded by Nezrah with a suit of dragon scale mail made from her own scales. That’s the furthest extent of her help, and she won’t take a more direct action against the Red Dragon Army.

Area H is a spire inhabited by 12 wasteland dragonnels, who unlike the ones in the Red Dragon Army are good-aligned and have a ranged acid spit attack. There isn’t much to do here besides helping Clystran out on an errand to leave some meat out for them.

Area I is Camp Carrionclay, a Red Dragon Army outpost serving as part of a supply line. PCs who are defeated in combat by Dragon Army soldiers will be taken here as prisoners, and it is a fortified structure surrounded by a moat filled with quipper swarms. In addition to the sea elves, there’s also a kender by the name of Kennah and a captured bulette, the latter which will go on a rampage and attack anyone in sight if freed. The rest of the camp’s inhabitants are a mixture of baaz and sivak draconians, hobgoblins, and Dragon Army soldiers and officers. The soldiers managed to find a bronze dragon egg which is kept in a chest of the camp’s leader, and once the PCs retrieve the egg or otherwise seek to escape an adult black dragon known as Akhviri will arrive at the camp. Barring canny optimization, she is well above the reasonable threat level for most groups and PCs are encouraged to run. In being the first real dragon the PCs likely encountered in this adventure they will have disadvantage against her Frightful Presence. She won’t pursue the PCs if they flee, instead delegating that task to the soldiers.

Area J is an unassuming inlet known as Dread Wolf Cove, which Dalamar will ask the PCs to escort him to once they visit the three locations he requested. It is a fog-shrouded place home to another anhkolox, as well as the fractured shard of an Orb of Dragonkind responsible for the supernatural fog. This is the reason why Dalamar wants to go here, although he won’t tell the PCs of the shard’s significance. PCs who overcome his deception with Insight can press him into revealing its nature as well as the fact that he’s unsure whether to use it to help his people or use it for himself. He won’t fight the PCs if they keep it for themselves, but will try to steal it later. As to when he does so, the book leaves that up to the DM.

Unlike Soth, Dalamar doesn’t have any unique stat block, simply using the Mage one.

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Area K is home to the City of Lost Names, with a canyon running down the middle of a plateau being the major passage into it. This canyon is heavily guarded by the Red Dragon army, far more than in Camp Carrionclay, and their aerial scouts and mages can detect the PCs if they try to sneak on by.* The PCs will need the help of Darrett’s own forces to get through, and as you can guess it is both a Warriors of Krynn scenario (no special benefit for winning), and a Battlefield Encounter pitting the PCs against three Dragon Army officers and a dragonnel. The lair actions involve enemy reinforcements, threats from the sky such as a dead falling dragonnel or mounted sniper, and a cloud of dust obscuring vision.

*Railroad alert!

Thoughts So Far: The openness of the hex crawl is a refreshing change of pace from the railroady nature of the prior chapters. The multiple mini dungeon crawls are of perfect length, and the opportunities to reward the party for helping out the two elven groups, the dwarves, and the inhabitants of Heart’s Hollow encourage exploration and good-hearted heroism. Even so, the adventure has less freedom than it initially seems, as the PCs more or less need Dalamar’s help in order to find area K. But with the preceding elements this funnel is not as apparent, marking it as one of the better chapters in this book.

Join us next time as we head into the City of Lost Names and gaze upon the lost wonders of the Age of Might!
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

Post by Thaluikhain »

Libertad wrote:
Sun Dec 04, 2022 12:07 am
If the party has a prospective member of an Order of High Sorcery, it is at this point they’ll be contacted by Wyhan that they can’t take the Test. But they’re given a brooch of red, black, and white stones marking them as a provisional member from the Conclave’s blessing.
Is it ever specified how far the reach of the Tower of Wayreth extends? Is it all of Ansalon and only Ansalon? Do they care about, say, minotaurs on those islands just to the east of Ansalon or walrus men in the frozen south learning magic?
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

Post by Libertad »

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Chapter 6: City of Lost Names

The entirety of this chapter takes place among the ruins of the same name. It was once known as Onyari, the City Without Sin, a project by the Kingpriest to reward his most loyal (and wealthiest) followers with a heavenly paradise where in due time they can overcome their mortal limitations once he obtained godhood. What the Kingpriest and his inner circle withheld from others was that the floating city was built upon an ancient dragon graveyard, absorbing their essence to power its magic.

For all the debates and arguments over the alignment and intentions of the Kingpriest in “going too far to wipe out evil” or that time Paladin authoritatively stated that he was a genuinely good man in the novels, I have to admire the sheer tenacity of Wizards of the Coast having him build a floating magical fuck pad powered by the souls of dead dragons. This’ll certainly be an interesting wrench to throw into the future discourse of his moral compass!

Although the city is thoroughly earthbound, the magical workings to make it fly again are still intact. There is no time limit for when the Red Dragon Army reactivates this and is designed to occur by the Laws of Plot. During this chapter the PCs will grow from 8th to 10th level, with the 9th level mark being malleable but suggested after they forge a dragonlance.

In going through the canyon the PCs are funneled through tunnels in a 9 room dungeon crawl known as the Path of Memories. The monsters within this section are the immortal types, such as a passive stone golem guardian and dragon skeletons which have the stats of spell-less bone nagas. PCs who fail to convince the spirit of a vengeful dragon that they aren’t responsible for Onyari’s injustices will fight a new monster, a lesser death dragon.

Death dragons are skeletal undead dragons who were resurrected by the fires of the Cataclysm. Both the lesser and greater versions have your typical dragon-themed abilities of powerful melee attacks and a Cataclysmic Breath weapon that deals necrotic damage and reanimates slain humanoids as zombies. The greater death dragon, in addition to being more powerful, also has legendary actions and resistance.

The other interesting figure PCs can encounter here is the Red Robe archmage Demelin. She was an elf and chief magical architect of Onyari’s construction, and after the city fell she took on the self-imposed role as its guardian to ensure it won’t be reactivated. Given that the Dragon Army is present, she isn’t doing a very good job, but is willing to “help” the PCs by giving them information about the city yet nothing more direct. If at least one PC is a Mage of High Sorcery she can give them a proper Test to make them a full member!

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The Test is short and has some guidelines on personalizing it for particular PCs based on their goals, personality, and alignment. The trials are not directly harmful but are meant to test their morality in determining what Order the mage joins. Death, the penalty for ordinarily failing the Test, won’t happen unless the character forsakes the use of all magic (fat chance) or refuses to engage with the Test at all. Demelin will conjure an illusory world portraying Onyari during the metallic dragon attack, and based on their alignment the mage will be met with a moral dilemma. For example, a neutral character is tasked to rescue some irreplaceable tomes from a building. Guardian scholars and innocents within are being attacked by a dragon, and a PC who prioritizes saving the defenseless innocents will be awarded induction into the White Robes along with an appropriate uniform magically summoned onto their person. But prioritizing the guardians or themselves will give them Red Robes, and taking the books and leaving everyone to fend for themselves will be awarded the Black Robes.

I think these optional High Sorcery encounters are cool and fit perfectly within Dragonlance, but they make me wish that the Knights of Solamnia got as much screen time.

The City itself has three major areas to explore: a sinister temple known as the Bastion of Takhisis which is heavily guarded, a ruined Occupied Mansion, a tower in the center of the city known as the Threshold of the Heavens, and the Temple of Paladine. You might have counted four just now, right? Although the PCs can explore them in whatever order they wish, the book warns the DM to discourage the PCs from approaching the Bastion. As to why? Well it’s supposed to be explored in Chapter 7, silly!

Choo choo, there’s no stopping the Dragonlance Express!

PCs who have a fargab will receive word from Rookledust to look for the Dragon Armies leaders and take them out in case they’re at a loss for what to do or plan while in the city. The random encounters are nothing to write home about, save one with a friendly death slaad who wants to eat one of each type of draconian. It will accompany the party as part of its hunt and reward them with a ring of feather falling if they help it with this task.

Huh, a slaad DMPC. This must be a first for Dragonlance, or D&D in general! Given how powerful a death slaad is at this point in the campaign relative to the PCs, having him join the party is a great idea.

The Occupied Mansion is a 2-story, 11 room building inhabited by a mixture of human Dragon Army soldiers and kapak and bozak draconians. In addition to having some nice treasure such as a pearl of power and javelins of lightning, the PCs can encounter the aurak draconian Captain Hask whose desk is full of reports concerning their work in the City of Lost Names, with the most pertinent details that two VIPs (the wizard Lohezet and the priest Belephaion) are working at the spire in the center on an important project. Much like Wheelwatch Outpost, it is entirely possible for PCs to move about without drawing a violent response if they disguise themselves as Dragon Army soldiers.

As this is our first aurak draconian encounter, let’s cover what they can do. They are the mage-focused breed of draconians, lacking wings but possess a variety of spells. Their spells aren’t damaging but include things to help confound enemies such as invisibility, disguise self, and dominate person, and their primary damaging attacks are an energy ray, melee rending claws, and a noxious breath that can inflict exhaustion on targets. Its death throes turn it into a ball of lightning that strikes two nearby targets.

I also realize that we didn’t cover bozaks in prior posts either. Well, they’re also magically-inclined albeit not as much as the auraks. They fight with a trident and can shoot discharges of lightning as their primary damaging attacks, and three out of four of their spells are battlefield control stuff like stinking cloud, web, and enlarge/reduce (the last being invisibility). Their death throes cause their bones to explode dealing force damage to nearby targets.

And since this mansion is an important place, any soldiers killed will be noticed after 24 hours. There is no similar thing that happens regarding the Threshold of the Heavens, which I find rather amusing.

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The Temple of Paladine is actually pretty short despite being technically 7 rooms. A beautiful building surrounded by shallow water, Dragon Army soldiers who previously investigated were killed by the treant sentry known as Duskwalker. PCs can earn its trust by displaying a holy symbol associated with one of the nature gods (Chislev, Habbakuk, Zeboim) to let them pass or otherwise convincing it of their good intentions via Persuasion. Duskwalker can tell the party a bit about Onyari (it was the caretaker of its gardens) and how it hates the Dragon Armies disturbing the plants. Some of the other monstrous guardians can be passed by nonviolently, such as nonevil mummies who relent in fighting if a symbol of Paladine is brandished at them, and the treasure here is geared towards a holy nature such as healing potions and scrolls of gentle repose.

But the greatest treasure of all is at the altar dedicated to Paladine, and Sarlamir’s lancehead will glow if placed on it. Paladin himself will intervene, turning it into a fully-formed dragonlance so that they may “banish the shadow of the Dragon Queen with the light of this most sacred weapon.” PCs also get fully healed and any who were dead are resurrected and teleported to the altar if they’re not present.

The Threshold of the Heavens is the final area of Chapter 6, and it is here the chapter will end once the PCs deal with its boss. It’s a vertical 5 floor, 10 room dungeon crawl packed to the gills with draconians and flameskull guardians. There’s also a new monster type, an Istarian drone, which are magical constructs designed during the Age of Might to build the marvelous structures of Istar. They are primarily melee attackers who have a rechargeable crystalline spit that can damage and restrain targets, although a Drone Monitoring room has a console which can let a character hijack a drone for direct control if they succeed on an Arcana check. PCs who take the “disguise ourselves as the enemy” tactic have the opportunity to learn some things about Lohezet and Belephaion, the Black Robe mage and priest of Takhisis, from a bone devil magically compelled to serve the former character. They can learn about the dangers of higher floors as well as the fact that the priest has some kind of secret power.

Lohezet holds no real loyalty to the Dragon Armies, and if confronted will feign being forced to serve and leave if the party proves too powerful if they manage to kill Belephaion. He can share pertinent info with the characters about his research as a bargaining chip if they see through his lie, and the scrying mirrors in his room along with a magical map being read by aurak draconians one floor down can reveal that the Dragon Army is magically monitoring the active troop movements of Kalaman.

Lohezet isn’t a typical wizard, but has his own unique stat block where in addition to typical (non-damaging) spells he can use a variety of necrotic and poison damage attacks such as a reaction-activated mist attack and a rechargeable poisonous miasma.

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As for Belephaion, he is with two bozak draconians in the uppermost room. His secret power is that he’s a young blue dragon who can change shape into an eagle or humanoid, and after giving a typical evil speech will activate the throne to slowly cause the city to hover. The throne is attuned to the dragon and the process once begun cannot be dispelled, and Belephaion will refuse to lower it if captured alive.

As the architects have not reinforced key points in the ruins yet, the raising will be only partially successful, causing parts of the city to dangerously break apart as it rises. The PCs will have to hurriedly make a break for it as the world around them crumbles.

The most intact structure that rises into the clouds is the Bastion of Takhisis. With the Dragon Army personnel on it, it serves as a proper aerial citadel from which to launch devastating raids against the Dragon Queen’s enemies. The PCs will catch Lord Soth riding on a death dragon flying towards the floating temple. After a Warriors of Krynn scenario (gain healing potions and a ring of fire resistance if won) the PCs will gain 10th level as they share the bad news with Darrett that the Red Dragon Army is in possession of an honest-to-gods flying fortress!

Thoughts So Far: Let’s start out with what I like. This chapter has perhaps the widest variety of enemy types and tactics seen so far in the campaign. The death dragon encounter, the blue dragon boss battle, the optional treant fight, the Istarian drones and their control panel, the introduction of aurak draconians and a unique Black Robe mage all look like interesting enemies that can make a fight feel fresh and engaging. I also like the Test of High Sorcery, in that instead of being an extended 1 on 1 encounter is more of a short moral test to avoid the Dragonlance equivalent of Shadowrun’s Decker Problem.

But now on to the criticisms, and boy do I have a lot!

The City of Lost Names is like a miniaturized version of the Northern Wastes in being heavy on open exploration with locations the PCs can visit in nonlinear order. It doesn’t hold up to that chapter, however, for a few reasons. My most major concern is that it is entirely possible for PCs to sequence-break and come to the Threshold too early, bypassing getting a Dragonlance. There should be more explicit hooks to encourage PCs to venture to certain locations beyond just getting a phone call from a gnome, like murals depicting a dragonlance being forged at the Temple or Dragon Army prisoners who if rescued can give the PCs information. Also after all that they’ve been through, the whole “there’s a lot of soldiers guarding this place” feels a bit weak of a deterrence in causing them to not go to the Bastion of Takhisis.

While I have been complaining about this module’s ultra-linear nature, I do feel that there should be stronger clues pushing them towards the Temple of Paladine or providing alternate ways of reforging the Dragonlance. Playing a Dragonlance campaign without getting its namesake artifact is like running a Dark Sun game without the opportunity to kill slavers.

Or Planescape without getting into a philosophical argument. Or Eberron without getting to use cool magitech devices. Or Ravenloft without getting to stake a vampire.

Edit: I managed to miss a pertinent bit of text where Demelin will detect Sarlamir's lance on the party, and mention its presence even if not volunteered. She will tell them to take it to the Temple of Paladine as she doesn't think its reappearance is a coincidence. This mollifies my above criticism a lot.

Beyond this, some of the potential allied characters, such as Duskwalker the treant and Demelin the archmage, feel a bit too inactive in regards to the Dragon Army threatening their protected charges. I can understand not having the manpower to take on an entire military force, but I can see many gaming groups try to cajole them into more precise strikes like assassinating the aurak captain in the mansion or creating a distraction while the party sneaks into the Bastion of Takhisis or the Threshold of the Heavens. Not to mention seeking out their fate once the city’s foundation crumbles! The fact that a death slaad is of more direct help than the holy guardians of a good-aligned temple is rather ironic.

Another weak point is that the module doesn’t say or take into account what happens if a PC manages to magically force Belephaion to reverse the change, like with the use of enchantment magic. While I understand that this is unlikely even at this level (PCs would have access to Dominate Person and not Dominate Monster) you know that there’s some interesting build, magic item, or material out there a clever gaming group will take advantage of at such a crucial moment, and Belephaion isn’t old enough to have Legendary Resistance. Personally speaking it would be cleaner and simpler to just make the process one-way and the dragon can’t reverse it even if he wants to.

I realize that I may sound a bit overcritical, but after seeing the high points this module can achieve back in Chapter 5 it’s a let-down to see it fall back down one chapter later.

Join us next time as we conclude the saga in Chapter 7: Siege of Kalaman!
Last edited by Libertad on Sun Dec 04, 2022 8:46 am, edited 1 time in total.
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

Post by Libertad »

Thaluikhain wrote:
Sun Dec 04, 2022 12:16 am
Libertad wrote:
Sun Dec 04, 2022 12:07 am
If the party has a prospective member of an Order of High Sorcery, it is at this point they’ll be contacted by Wyhan that they can’t take the Test. But they’re given a brooch of red, black, and white stones marking them as a provisional member from the Conclave’s blessing.
Is it ever specified how far the reach of the Tower of Wayreth extends? Is it all of Ansalon and only Ansalon? Do they care about, say, minotaurs on those islands just to the east of Ansalon or walrus men in the frozen south learning magic?
Theoretically they have jurisdiction over all of Ansalon. However there are some places that are too remote or dangerous to make hunting renegades or inducting apprentices a worthwhile pursuit. One example is Mount Nevermind, as what few gnomish wizards exist seem content to further their studies within the confines of the mountain. Another is the dwarven nation of Thorbadin, as only the dark dwarven clan of the Theiwar really take to arcane magic and they have their own organization, the Obsidian Circle. Between Thorbadin being traditionally closed off to the outside world, the "good dwarves" hating wizards, and the Circle being effectively a self-regulating body, it too isn't an area the Wizards can easily move through.
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

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Chapter 7: Siege of Kalaman

The final chapter of the book has a climactic showdown with the Dragon Army’s flying citadel as it moves across the horizon to besiege the city of Kalaman! Unlike prior chapters this one has a time limit when they enter the final dungeon. Once that happens. in three hours the citadel will reach Kalaman at which point it cannot be sabotaged lest it fall into and destroy the city.

*At which point they’ll reach level 11.

But first, once the party reunites with Darrett he will tell them to report to Marshal Vendri, and PCs who try to fly up to the citadel early on will be repelled by lesser death dragons. Once the PCs return and report, they will be grilled on the citadel’s nature and defenses, and once it becomes clear that they don’t have a surefire solution this will make her anxious. It won’t be long before word about the citadel spreads to Kalaman’s general population, and combined with the Red Dragon Army taking more and more territory this will cause panic to spread throughout the city. To set the scene there are various events the DM can use as set dressing, such as blacksmith shops running out of weapons and small crowds of refugees pleading to gate guards to be let through.

But Darrett has a plan! Clystran from Heart’s Hollow has arrived with a wasteland dragonnel, and based on his aerial scouting he spotted a series of tunnels lining the flying citadel’s underside which the PCs can use to infiltrate the fortress and find a way to destroy it. And since we have to raise the stakes, this plan of entry will be best done when it attacks Kalaman, for the Dragon Army will have the bulk of its attention directed towards the city’s defenses.

But before that happens, the PCs will take part in several encounters defending Kalaman’s walls from enemy scouts: they include any number of random encounters on a table involving draconians testing the defenses, such as shapeshifted sivak or dragonnel-riding bozaks. One involves a death dragon with a message hand-delivered to the PCs by Kansaldi Fire-Eyes talking about how she will bring about their end. The only mandatory encounter involves Lord Bakaris getting a letter from his son who defected to the Dragon Army, and decides to join him by raising one of the city gates with some fellow traitors to let several Dragon Army officers through.

After all of this, the PCs get one last long rest for the rest of the campaign, for the Battle of Kalaman will begin in earnest!

We get some more encounters as the Red Dragon Army’s ground forces attack attack the walls, with more random encounters with higher stakes: sivak draconians attacking ballistae the PCs need to defend/repair, dragonnel-riding officers throwing alchemist’s fire into the city, and auraks using dimension door to teleport next to and attack one of Kalaman’s officers. We have one more Warriors of Krynn scenario to play (Victory grants each dragonnel a PC is riding in the next encounter has advantage on the first attack or ability check). Once these are done, the PCs need to rendezvous with Clyrstran and the allied dragonnels via a gnomeflinger catapult, where they must fight alongside them against four red dragon wyrmlings in another Battlefield Encounter. The lair actions for this are pretty cool, including stray ballista shots, a blitzkrieg run of enemy dragonnels lighting fires on the ground, and the red dragons all recharging their breath weapons with a prayer to the Dragon Queen.


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PCs flying up to the Citadel will be let through if they’re disguised as Dragon Army soldiers or have some other means of avoiding attention, but otherwise they will be intercepted by a pair of dragonnel riders: Bakaris the Younger who uses typical Dragon Army Officer stats and Red Ruin, the commander of the aerial forces who has her own unique stat block. She is a lance-wielding heavy armor + shield fighter who has 2 out of 3 benefits of the Mounted Combatant feat (no advantage on melee vs unmounted). Her unique Ember Lance can deal 2d6 bonus fire damage and force prone a creature that fails a Strength saving throw, and also has a rechargeable Explosive Hand Crossbow which is basically a Fireball spell with lower range but increased damage. All in all a pretty cool battle with some nice weapons as loot, but can be easily bypassed by canny PCs.

Once they’re inside, the PCs need to find a way to destroy the flying citadel. It’s by far the longest dungeon crawl in the campaign, with 25 rooms split between the sublevels and the Bastion of Takhisis. The enemies here are light on draconians and heavy on undead, not all of which are hostile.

One “friendly” undead includes Lorry Wanwillow, a kender vampire who finds the idea of trespassers to be a fun change of pace from her boring unlife (she was sealed away in the City of Lost Names for 50 years by her former vampire master who couldn’t stand her nonstop talking), and can tell the PCs about the other creatures in the dungeon. PCs can also meet Leedara again at the entrance, where she warns them about Lord Soth who is in the Bastion above and is powerful to the point that they won’t be able to match him in typical combat. Soth is guarding the Cataclysmic fire from Kalaman’s catacombs, which is being used as fuel for the flying citadel, and if the PCs can find the Mirror of Reflected Pasts somewhere in the sub-levels they can use it to distract Soth and find a way to quench the flames. The mirror in question is inside a treasure vault behind a secret door which can open if the PCs figure out a rotating statue puzzle that opens doorways which it is facing. A Silvanesti spirit known as Cithcillion can reveal more about the mirror and how it works if they find the bones of his friends elsewhere in the dungeon and bring them back to him.

So what does the Mirror of Reflected Pasts do? Well when it’s activated it floats in the air and cannot be moved from that position, and those within 30 feet who look into it must make a Wisdom save or become paralyzed until the mirror is deactivated or they can no longer see their reflection.

The Bastion of Takhisis is comparatively short, making up 5 out of the 25 rooms, although it is home to Lord Soth and two of his more powerful minions who (thankfully) are initially fought separately. Caradoc makes a return in the possessed body of a Kalaman soldier, and over time has come to believe that Soth’s alliance with the Dragon Army is a bad idea and offers to ally with the PCs if they can grant him control of the flying citadel. Such a plan is doomed to failure (the helm required to control has to be attuned by a spellcaster), but he doesn’t know that.

The other minion is Wersten Kern, an undead former Knight who is Lord Soth’s most trusted champion. She has her own unique stat block where she attacks with a Banner Pike weapon that can impose a curse halving a target’s speed and imposing disadvantage on attack rolls and saving throws. She also has a rechargeable attack where she recites the names of everyone slain by Lord Soth, imposing psychic damage and the frightened condition. If Lord Soth is still around he will join the battle after 3 rounds have passed.


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Much ado has been made about Lord Soth’s stats, as it was one of the first things revealed by those who got this book early, and specifically whether he was weak or a fair match for a CR 19 monster or even just for a level 11 party. Several have claimed that he’d be a cakewalk at this point in the campaign, which may be true if all the players are into CharOps and Soth was being fought in a white room scenario where the PCs have all of their spells, limited-use class features, and hit points at 100%. Between the many combat encounters between this and the siege of Kalaman, the possible aid of Wersten Kern, and him popping off a deadly ability such as banishment or Word of Death, most gaming groups are going to see at least one PC die or be taken out of commission when fighting him.

However, the PCs have an ace in the hole for this: if the Mirror of Reflected Pasts is deployed, Lord Soth will autofail the save, whispering the name “Isolde” as he stares into it. Furthermore, the PCs don’t have to kill Lord Soth in order to get him off their back. If the big brazier holding the Cataclysmic fire is extinguished, then he will vanish into a pit of darkness and never show up for the rest of the adventure. The fire can be destroyed via a multitude of ways: throwing a relic of a good-aligned deity into the flames such as a dragonlance (this can be figured out via an Insight or Religion check) or if the four scaffolding supports reinforcing the brazier are smashed apart.

And being a Load Bearing MacGuffin, the entire citadel will begin to slowly fall, forcing the PCs to escape. The DM can deploy one or more Scenes of Destruction to emphasize the race against time, from your standard falling rocks to fleeing baaz draconians falling into suddenly-appearing pits. The PCs will have to fight Karavarix, a greater death dragon and the dragon Sarlamir slain with the dragonlance. He believes one of the PCs to be Sarlamir and will fight to the death.


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The PCs may have won the war, but what about the battle? Well after they land safe and sound, there is one more problem they must take care of: Kansaldi Fire-Eyes has vengeance in her heart, flying on the red dragon Ignia to kill the PCs. But not before giving an evil speech for one of the PCs to join her and burn the others alive as an “act of mercy.” if they send one of their own to be burned alive as both an example and “act of mercy” to the others.

Kansaldi is a heavy armor-wearing cleric with a variety of offensive spells, and can multiattack with her pike and thrown balls of flame. She has a glowing ruby in an eye socket that grants her truesight out to 120 feet, and can heal herself or an allied creature 17 hit points as a bonus action. As for Ignia, she has young red dragon stats but is Huge-sized. This is also a Battlefield Encounter, meaning we have cool features such as debris from the falling citadel as multitarget hazards, bozak reinforcements, exploding siege engines, a stampede of panicked dragonnels, and a one-time vision of Takhisis watching down from the clouds that can impose disadvantage on attacks and ability checks. But anyone wearing a good-aligned deity’s holy symbol gains inspiration instead as they’re protected from the Dragon Queen’s gaze.

We then get one last Warriors of Krynn scenario with some very nice rewards for a victory: a +3 shield or a Talisman of Pure Good if a good-aligned divine caster is within the party. Sadly, as this is the end of the campaign the PCs won’t get to use it unless the DM runs their own adventures afterwards. Celebrations are held, the dead are honored, and we get an epilogue for various surviving NPCs and what they are up to. For example, Darrett travels to the city of Malegoth in hopes of becoming a true Knight of Solamnia and Mayor Raven and the survivors of Vogler return to their hometown and start to rebuild.

But sometime later, the PCs are given a message from a mysterious figure, the letter sealed in blue wax bearing the Dragon Queen’s symbol:
Congratulations, heroes of Kalaman. I toast your bravery and daring. I could use audacious souls, such as yourselves, and will be watching your exploits with interest. Your city has escaped the Dragon Queen’s grasp today, but none can defy her will for long. I hope that when first we meet, it won’t be among Kalaman’s ruins.
The adventure doesn’t spell it out, but it’s Kitiara.

Thoughts So Far: I really like this chapter. The stakes are high, there’s quite a few challenges, the final battle is suitably climactic, the PCs can take some long-awaited satisfying revenge against at least one Bakaris, and having the PCs level up before entering the final dungeon rather than at the end of the campaign like some adventures do is a great idea. As 11th level brings a variety of cool features such as 6th level spells for primary casters and 3-6 attacks per round as a fighter, this is a better “end level” for a campaign than 10th.

My main criticism would be that Lord Soth takes up too much spotlight in comparison to the real leader of the Dragon Army forces. I get that Soth is fanservice for Dragonlance veterans, but I understand how Weis and Hickman felt when they were vehemently against WotC transporting him into Ravenloft. I feel that the true final battle should’ve been against Kansaldi Fire-Eyes in the room with the brazier, as a loss for the PCs then would spell out the doom of Kalaman. If the PCs lose against her in the typical adventure…well it’s sad that they died, but the flying citadel is irreversibly destroyed and Lord Soth has cut off ties with the Dragon Armies.

Appendices
The 5 appendices cover new material introduced in Shadow of the Dragon Queen. As I covered quite a few of these as they showed up during the adventure, this section is going to be rather brief.

Gear and Magic Items has a bit of gnome favoritism, as quite a few of the mundane items are the new gnomish devices and siege weapons. For the kender we get stats for the hoopak, which is basically a finesseable two-handed spear that can also be used as a sling with a longer range. The narycrash are gnomish parachutes which can be given to the PCs who express worries about the dangers of using a gnomeflinger at several points during the campaign. In true gnomish fashion Than and Rookledust genuinely won’t consider the danger in being flung unless the PCs bring it up. The only magic item we didn’t previously cover is the Flying Citadel Helm, which is an attunement-required wondrous item that grants control of a flying citadel. Basically you can move the citadel up to 80 feet per round and the wearer can see from the highest point outside the citadel at any time. Characters who are on the citadel or within 120 feet of its crash point take 39 bludgeoning damage, which at 11th level is pretty survivable.

Friends & Foes doesn’t include any creatures or NPCs we haven’t covered. It does have a 1d100 table of Dragon Army encounters the DM can use for times when PCs may run into a place under Dragon Army control. It’s your typical selection of evil human soldiers, draconians and monstrous humanoids, and some more unique encounters such as Caradoc and some skeletal knights on a mission to kidnap a noble Caradoc’s possessing or soldiers hunting for escaped prisoners with mastiffs.

Sidekicks gives us 6 DMPCs using the sidekick rules who can accompany the party on the adventure. Unlike Darrett or the death slaad none of them appear in the adventure by default, and it’s left to the DM’s discretion when and how they appear in the campaign. About half of them are spellcasters, including a human White Robe mage, a kender druid, and a dwarf war-priest of Kiri-Jolith. The other 3 DMPCs are more warrior-oriented, including a Khurish human archer…who doesn’t speak Khur, a human Solamnic knight who fights with a big sword and big armor and has Pack Tactics which makes her great to use alongside another melee-focused character, and a Kagonesti roguish type who fights with a poisoned dagger and is proficient in a wide variety of skills.

All of these characters have progression for their abilities beyond 2nd level, allowing for a painless process in leveling them up.

Story Concept Art & Maps are our final appendices, the former being a collection of rough sketches and notes. My favorite one is the draft of Kansaldi Fire-Eyes:


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We only have 2 maps, 1 being the hexcrawl map of Kalaman and the Northern Wastes we saw earlier, and the other a map of Ansalon:


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Beautiful, just beautiful.

Final Thoughts: Shadow of the Dragon Queen has all the workings of an epic fantasy adventure. You have a clear overwhelming villain, you have artifacts of legend that can decide the fate of the free peoples of Ansalon, and the emphasis on the backdrop of a larger war is mechanically reinforced via Battlefield Encounters and integration with the Warriors of Krynn board game. The initial setting overview is rather bare, but WotC did a good job preserving much of what we recognize about Dragonlance while making some necessary changes in places. I did notice a pretty high number of female Knights of Solamnia (and former Knight in Wersten Kern’s case) as well as women warriors in general. In the original setting that organization was pretty patriarchal, and while in-universe the knighthood is acknowledged as clinging too much to outdated mores to its detriment I can understand this change. One because knights are a cool and attractive option for players, and two to avoid the inevitable arguments about “Female Space Marines.”

But with that being said, the adventure inherits the time-tested Dragonlance problem of narrow-minded adventures that don’t take into account the various twists and turns from likely methods of action by the PCs. There are also too many options that give the illusion of choice and consequences but don’t make a difference in the long run, which only adds to the problem. Additionally this is a bit of a personal taste, but the adventure accelerates at a rapid pace without much downtime. I can understand the rushed nature given the backdrop of an invasion, but it’s a recurring thing I see in quite a few WotC campaigns.

In spite of being set in Solamnia we hardly get any screen time for Solamnic Knights, and while the PCs do get a dragonlance they don’t get to wield it while riding an actual metallic dragon which was one of the highlights of the War of the Lance. The dragonnels feel like a compromise option, as canonically in this part of the story the metallics are in hiding and don’t want to tip their hand, but even in the original adventures the PCs can gain the aid of Silvara and get to do this when rescuing the good dragon eggs. We even have a bronze dragon in this adventure that can be used for such a purpose, maybe even tipping the scales (pun intended) against that black dragon in Camp Carrionclay.

But overall, these above problems don’t take away to the point that the bulk of the adventure is unusable. And I’m happy to see a Dragonlance product released, for this also means that the setting is opened up to the Dungeon Master’s Guild and already there’s some promising content in the works for it. I don’t know when or if I’ll review such products; I may veer over to Let’s Reading an entirely different line.

Even after its birth nearly 40 years ago, Dragonlance still stands the test of time. Here’s to 40 more!
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

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How obvious is it made that the PCs have to go after the citadel's power source? Cause as soon as I read about infiltrating it, I was reminding on that bet in Test of the Twins, in which a totally different way of dealing with a flying citadel is used, and there's also mention of another flying citadel attack on Kalaman where they waited for it to deploy its troops and then flew lots of people up there and took it in a boarding action.
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

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Thaluikhain wrote:
Mon Dec 05, 2022 5:00 am
How obvious is it made that the PCs have to go after the citadel's power source? Cause as soon as I read about infiltrating it, I was reminding on that bet in Test of the Twins, in which a totally different way of dealing with a flying citadel is used, and there's also mention of another flying citadel attack on Kalaman where they waited for it to deploy its troops and then flew lots of people up there and took it in a boarding action.
Initially the plan is "go into the Flying Citadel and find a way to crash it" before the PCs enter. When they get inside they pretty much meet Leedara as a mandatory encounter and she explains to the party about the weakness of the Cataclysmic fire brazier. Caradoc is also aware of the link and can say as much to the party, although he has different intentions than destruction. There's no mention if soldiers captured alive and interrogated can volunteer this information.

Interesting story about Test of the Twins. I haven't really read any Dragonlance novels in spite of consuming so much of its sourcebooks. Maybe one day I'll cross it off the to-do list, given that I'm a fan enough already.
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Re: [Let's Read] Dragonlance: Shadow of the Dragon Queen

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Today WotC put out a digital version of the poster map with locations added. It's very high resolution so won't directly post here, but here it is!
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