![]() There’s still a degree of railroading as the party moves between locations, but a certain amount of it is almost inevitable in adventures of this kind. ![]() As I mentioned during my Dragonlance: Warriors of Krynn review, "the core concepts of a cooperative quest driven by an external battle mini-game work very well, providing plenty of challenges with an unusual thematic standpoint."Īfter this relatively weak start, the module improves tremendously as the players are swept up in an unfolding war. Although it's able to function as a standalone experience, it's much better if you tie it into your Shadow of the Dragon Queen campaign - your success or failure in one influences the other. If you want to expand on the clashes seen within this book, you can zoom out for a broader view of the conflict via Warriors of Krynn. They work well, and there’s no need to use the board game unless it appeals to your group. The idea is that the party-members are placed on a small boxed map within the larger battle in which they can move around and have a series of encounters that influence the wider conflict. The good news is that narrative alternatives are provided for all the battles, and they’re all excellent. Some groups with strategic leanings will find this a welcome change of pace, while dedicated role-players will not. This initial phase closes with the first of many battle scenes which the module suggests you can play out in full using the accompanying board game, Warriors of Krynn. They simply presume that the party will follow suggestions given by NPCs in the chapter, and take particular actions in response to events, and largely in order at that. ![]() But the parts that are - the preludes and the initial chapter - both repeat many of the same mistakes as those old adventures, to the extent that it almost feels like a deliberate homage. Shadow of the Dragon Queen isn’t, for the most part, anywhere near that bad. The original Dragonlance modules were infamous for expecting players to make certain decisions, even down to internal party dynamics with pre-generated characters. Feels authentically Dragonlance - warts and all.Can be supplemented with a board game, but doesn't need it.Sense of epic scale thanks to being one part of a larger conflict.These are very short encounters for first-level characters intended to be tackled by a lone player or a subgroup of the whole party prior to the campaign proper. Player Clerics get their magic during one of the module's final innovations: preludes. This isn’t as well signposted as perhaps it should be. One other noteworthy aspect of life on Krynn is that, when the adventure starts, Clerics aren’t supposed to have access to any spells. This is a tough module, so characters start with a free feat including a selection that dovetails nicely with the new backgrounds. Mechanically speaking, most noteworthy are the two new backgrounds that tie into the setting, the Knight of Solamnia and Mage of High Sorcery. ![]() This is a tough module, so characters start with a free feat This is where rules for the Kender come in, offering a lowdown on what makes them special - namely, a 'Fearless' feature that lets you overcome the 'frightened' condition, and the opportunity to taunt foes so that they have disadvantage on attack rolls against targets other than you.
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