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Rei ESTO Lec Ld Dragons of Glor by Douglas Niles and Tracy Hickman Activation Bonus EEE ‘The player who draws one of these countets gets the indicated bonus to his Activation roll ‘onthe Turn the counter is dtawn. The bonus is subtracted from the player's d10 roll for Acti vation during Step 3 of the same Tarn. Dragonlances Each of these countess is given to the WS. player when drawn, Thefirsccounter indicates thatthe forces of good have leamed the secret of eeating Dragonlances. subsequent counters represent further production of Dragonlances. ‘The WS player plares the counter in a hex with one of his armies. That army is designated to carry the lances forthe duration of the game. If the amy is removed from the map for any reason, the Dragonlance counter is permanently eliminated "Aa. army catzying, Deagonlances has its Combat Strength doubled forall purposes. In addition, if chat atmy is par of a stack being aeacked by dragons, che attacker receives 20 die roll modifiers for the presence of his dragons ‘An army can only cnry one Dragonlance counter and only that army's strength is dou- bie. Dragon Orb Discovered Each of these counters is used by the player ‘who draws it from the cup, The Drzgon Orb must be immediately placed in a hex with a leader. The Orb can be used anytime che leader is atacking or being attacked by an enemy force that includes dragons. ‘To use the Orb, the player mast roll 146 and compare the result to the leaders Tactical Rating. If che toll is higher than the leader's rating, both the leader and the Orb counters sre permanently removed from the game. If the roll sequal to of les than the leader's Ta tical Reting, all dragons opposing that leader inthe battle are eliminated. The Orbis ao permanently eliminated strategic events Wizard a ‘These counters represent powerful wizards who have chosen sides in the wat. A wizard ‘counter must be given tothe delisted on the counter (Highlord or Whitestone), regardless of which player drew the counter Wizards have no movement allowance Dring «player’smovement step, he may pick up his wiards and place them wich any of his stmies ot ships. Wiaards must always be stacked with an army o ship. ‘A wizard with an attacking army adds + 3 to thecombatdie olla wizard with a defend ing army lowers the die rll by "3. ‘A wizard with aship adds * 3 wo the Com bat Rating of the ship Golden General ‘olden General ‘This event means that Laurana has been appointed a commander in the WS atmies ‘The Golden General counter is st aside, but the Taurana counter (in Knights of Solamnia colofs) is placed with one of the WS armies. Laurana is treated as any other leader Good Dragons Arrive Good Dragons ‘Thiscounter signifies that the good dragons have joined the war aguine che HL player The “WS player can immediately take all seven good dragon counters and place them with any of his armies on the map Gaomish Technology ‘The player who draws this counter receives the dubious benefit of gnomish wat machine technology. The counter is immediately placed with any army of the player who drew the counter. ‘The gnomish technology councer may be used whenever the atmy itis stacked wath is involved in combat. (Use of gnomish technol gy is always optional!) TE the player decides to use the gnomes, he tolls two dice before combat takes place. On any result but doubles, the player receives a combat dlc coll modifier equal tothe highest of his two dice. If che roll is doubles, however, the player receives a combat die penalty of 6, and the ‘znomish technology matkeris removed from the fame. The goome modifier is in addition tall other applicable de rll modifies. ‘Thus, a roll of } and 2 would give an anack roll modifier of + 5 to an atacker who used the ‘gnomes, The same roll for # player who was sing the gnomes with a defending army would result in 2-5 modifier to the acack against his amy. An attacker who rolled doubles when ey- Jing to use gnomish technology would reeive 2 6 to bis atack roll, while a defender whorolled doubles would add + 6 to the attack roll against him, lying Girdels Each of these countess given to the HL playet when drawn. The fs counter indicates the discovery of the secre of ceaing the massive citadels, while subsequent counters represent farher production of citadel, “The ctadel counters placed on any fortes or fotfed cy controlled by the HL player. Iecan move four hexes every Tarn, and ignoces all ‘ain, Up to three Hl armies of any types can ide ‘upon it. The citadel cannot be atacked by WS (ground armies. IF iis aracked by air armies, tueat ica a fritid city fhe citadel joins an attack against WS round armies, those armies receive no terrain bonuses ll defending fortes and fried city Denes ae als los. HL ground armies can board the citadel whenever they are inthe sae hex, provided the frmies have tot yet moved tha Tim. Ground armies can also be dropped off a any vime. An ‘amy tha has ben cared even one hex onthe Citadel cannot move under its own powet dung the sme Turn Lord Soth’s Legion Somme Legion ‘When this event is drawn, the HL player can immediatly place Lord Soch and his ewo armies ‘on the map in the Dargaard Keep hex. These armies function as normal HL armies, except that they afe noe subject co conquest. fDargaard Keep is taken by WS forces before this counter is drawn, Lord Soth and his armies appear in the Dat Temple hex mhen she Advanced Dungeons@Dragons* Official Simulation Game Dragons of Glory by Douglas Niles and Tracy Raye Hickman ‘TABLE OF CONTENTS Progue.eeesossssecessssesseee : 2 Wherein the game is described and is use to the refers Is explained. ‘The War Jounal of Lord Gunthar 5 Wherein the glored ruler of the Solamnio Knights discusses tho course of the War of the Lance, both in general terms and in specie battos. The War of the Lance oe oa oan 6 ‘The Fal of Sivanesti 8 The Solamrie Pin 0 Th Kender Seiko 2 The Siege of Kalman 2 “The Orders of War 1“ Wherein Lord Girither details tho command ataicture and organiza nthe armies of the war, as well as thei detaing for smat-scale warfare. cReDITS Ezltor: Mike Breat Cover Art: Jeff Easlo Intorior Art: lof Butlr Diana Magnuson Cartography: David Sutherland Hl Steven D. Sullivan Pleard Dido Ine. Typography: Linda Bakk Carolyn Vanderbilt, Koylining: Colleen O'Malley TSR ne TSR UK Le. Pos 6 The Mil, Rathmore Road {ate Genova Cambridge C81 4AD wr star Unites Kingdom Prologue “Once The dragons Returned, War Was Inevitable.” Lord Gunthar Uth Wistan Warlord of Solamaia “Dragons of Glory" is the eleventh install ment in the DRAGONLANCE' series, Unlike its predecessors, however, this supple- ‘ment focuses on the overall War ofthe Lanee rather than the adventures of the characters In doing so, t gives the referee fine simula. tion ofthe war to play asa game as well asthe ty t conteol the war in his own campaign, Integrating the Quest and the War ‘The War of the Lance may be won in two dlifferent ways: (1) The military vietory ofthe Whitestone forces, or (2) the completion of the role-playing quest. The forces of the ‘Quoen of Darkness succeed if neither of these cconalitons are met ‘Thus DRAGONLANCE game funetions on two levels: the role-playing quest and the str tegic war The other modules in this series encompass the epic quest of the heroes. This supplement re-creates the overall wat This is not to say thatthe characters don’t affect the war and vice versa. When a questing PC walks into the same atea as an entire Drag- ‘onary, there most cersialy will be some fect! Indeed, the positions of PCS in the ‘world in relation to the armies is one of the benefits of this supplement. ‘As.a game referee, you may want to use this ‘game in a slighily diferent manner than 9s a Straight simulation. While “Dragons of Glory” is a complete and self-contained simu- lation game, it ean also be a valuable role- playing” aid ‘One way to integrate this game into your DRAGONLANCE campaign is to play the ‘game, either solo or with a friend, and record the locations of the evil armies. Do this month bby month as the game progresses. When the game is over you will have a complete record fof the movements of all the evil armies over the face of Krynn during the War ofthe Lance. Use this information in_ your campaign (0 enhance your players’ fecling of being part of a titanic sirggle raging across the continent fof Ansan, When your players’ characters are inn area atthe same time a an evil army in the var game, allow this to affect the encous- ters the PCS have. Perhaps they meet a greater-than-usual number of the monster type in the evil army. Or they might meet rf gees fiom battles, remnants of defeated good armies. Maybe villagers ask the PCs 10 defend them against a small portion of 3 Dragonarmy that is headed their way ‘The BATTLESYSTEM" rules ean be wed to govern medium-scale skirmishes between {groups of evil monsters and the PCS (aided by Villagers or army groups that rally around the PCs) These are only a few of the ways in whieh you ean use the "Dragons of Glory” war game to add more favor to your DRAGONLANCE campaign. Other ways to use this game in [Your campaign may occur © you as you ply. Correlating Game Time to Campaign The time seale for the game is one Bathe Turn equals two mons, with the exception of the winter Battle Tur, which encompasses the months of November, December, January and February. The months and years are Printed on the Turn tack of the game, To use the game in your role-playing campaign, you reed t0 correlate Battle Tums to time elapsed during role play. The following table relates specific Battle “Turns inthe game tothe timing of evens that ‘ecur in the modules, These are only guide lines; the actual timing of module events in your campaign may be somewhat differen. This schedule assumes that the the Dragon Highlonds’ invasion of Abanasinia takes place ‘on Turn 19 and the invasion of Solamnin takes place prior to Turn 20, Battle Module Turn Event [March 348 AC * / Start of the war 20° Winter 351 AC / DL .DL2, DL3 DLA, DL6, DLT, DLS, DLS DLIO 21 March 382 AC/ DL9, DLI2, DLIS 22 May 352 AC/DLI4 ‘You may wish to play the first 19 turns of the war game and then begin your camp adventure at that point. We suggest that the Historical Campaign be played sf you plan to relate the events in the game to your cam: paign adventures Strategie Events Most of the Strategie Events in the game represent events that may occur during the role-phaying adventures. discovery of the Dragonlances on Engoth takes place in DL7, One ofthe three Dragon Orbs is discovered in each of DL6, DLS, and DLIO. You may want to introduce the three Dragon Orbs counters and the first Dragonlance counter into the game daring Battle Turn 20 to mimic the efeets these devives have in the adventures, Notes on Campaigns and Scenarios ‘Two campaign games and four scenarios are included in this book. Each has its own strengths. All of the battle descriptions and Scenarios are writen in the order in which they occurred during the War of the Lance. This makes it easier to understand the histori setting for each seenario. The scenarios teach the basies of the game and we recommend ‘that you play the scenarios before tackling the campaign games. The fist campaign game allows you to play ‘out the course of the war from start to Sins We suggest that you save this one until after you have leamed the rules by playing the Shorter senatios. The second campaign game isthe Historical Campaign, whieh begins on Tuim 20 with the ‘conditions that exist al the start of the adven: ture modules, ThS 8 a much shorter game than the first campaign although equally ‘complex. The Historical Campaign is al the most useful to the DRAGONLANCE game feferee, However, we stil recommend playing through some of the smaller scenarios before attempting this one. The first scenario simulates the fall of Silvanesti. It emphasizes offensive tactics for the Dragon Highlord player and defensive taeties for the Whitestone player. We recom ‘mend this one asthe second seenaro you play. “The second scenario is larger scale than the first and introduces limitad Activation rules. We recommend you play this scenario affer playing the Frst_and third scenarios. When Yyou are done with this one, you should be Feady to tackle either of the campaign games. TF you are just learning the rules, oF af alto- gether new to simulation games, the hind sexx hari isthe easiest to lean, play, and teach. I is the best pce o start learning the asic rules fof combat and getting a feel forthe game in a The War of the Lance Lord Gumihar Uth Wistan is currently the highest ranking of the Knights of Sofannia and leader of the armies commanded by the Whiwstone Council. These armies. include the Knights of Solamnia, members of the Whitestone Couneit proper, and those Allied Councilors who are not on the Whitestone Couneit ut lend thelr support tt. Lord Gunthar was born at his ancestral nome of Castle Wistan on Sanerist Isle in early spring of 293 AC. His major early campaigns were on the Solamnic Plains around Vingaard Keep where he aided Lord Brightblade the defense against both a hobgoblin incursion ‘and a simultaneous uprising of the peasanes. The episodes taught him not only battle prowess but the importance of polities (young, rebellious knights ad incited the prising Despite many early successes both on and off the battefeld, Lord Gunthar is most hon ‘red for his vitories in the War ofthe Lance. While the war still rages am and is outcome is vet uncertain, I have compiled here a fow of ‘the mare interesting insights from Lord Gu thar’s war journal. Astinus of Palanthus Spring of 352 AC ‘The War of the Lance had it origins inthe Great Cataclysmn, The empires of the previous age were sundered, while dragons, banished for over a millenium, retumed to the lands of our ancestors. Once the dragons returned, ‘war was inevitable The dragons entered into unnatural alli ances with evil men, These alliances, spawned in the Khalist Mountains, formed the first Dragonarmies of the Dragon Highlords. The ‘communities in the area, including the swe tering port of Sanction, Tell before these vile hordes, The first test of the Dragonsrmies’ might ‘came as they drove north ffom the Taman Busuk into Nordmar in the early summer of 348 AC. With dragons flying over the forward line positions of the Norden and disrupting their defense, Nonimaae fll quickly. Its eapi- tal at North Keep surendered and Valkinord, by that time their main port, was razed Flush with success, the Dragonarmies sumed south and east in the fall of 348 AC. Why they struck east rather than west into the Solamnie Plain S something of a mystery. Solamnia certainly had more to offer from a Srategic standpoint than the eastern realms and was richer in resourees. [ean only guess that it was their latent fear and respect of the Solamnie Order of Knights that caused them to move thus. The Knighthood offered the only organized human resistance to thei domination of the continent. It was much to four good fortune, however, that they waited to invade Solamnia, for the Knighthood was rot prepared to go to war, torn as it was by politial and intemal turmoil ‘The human nation of Khu allie) with the Dragon Highlords during the early months of 349 AC, socing great advantage in this move. The kender lands of Balifor and Goodlund fell quietly under Dragon Highlord_ occups tion (a situation which they would later repre With the coming of spring in 349, the dragon hordes warred against Silvanest Silvanesti was the most ancient of the existing governments, having survived the Cataelysm intact, and it had been isolationistic in its approach to the world since that time. Th ceampaign was herd fought, with losses run: ring high on both sides. Eventually the sup ply lines of the elves collapsed and the government was forced to evacuate. The Silvanest: nation faded into the woods of its homeland. The Dragonarmies needed to reassess their position. Badly disorganized from the pr Tonged and damaging war, the dragon forces spent the following. year reorganizing and rebuikling theit_might The Dragonarmies also had to reconstruct their supply Tines. In the ages prior to the CCataclysm, the art of campaign supply was largely Tost because of the heavy reliance on amy clerics and wizards to supply the toops in the field. To ancient times, each squad of combatants had ifs own attendant cleric to provide fod during campaigns. With the disappearance of tne cleres just prior to the Cataclysm, and the near extine- tion of wizards during’ the later half of the Age of Might, the supply of armies. was reduced 1o barbaric sate oF ground trans- pon. Even the Dragonarmy, whose dragons ‘were constantly used to interdict the supply lines of Whitstone forces, did not have the capacity © ferry supplies in suflieient num bers te sustain any force Foraging in the fied was somewhat effec- tive, but could not sustain a large force for long. Thus did the Dragonarmies have releam the art of supply and take care to pro- tect their supply lines all the way back to their heartland. It was a skill they soon mastered, and one that the Whitestone forces have been slow to lear, In the spring of 351 AC, they launched theit Solamnic and south flank offensives Red Wing troops under Ariakus, Dragon Emperor of Darkness, struck through the ‘Throtyl Gap with the aid of the traitorous Lemish and the obgoblins of Throtyl. The plains people, who blamed the Knighthood for the: Cataiysrm (and all the rest of their troubles), had east the brothers of good from their lands and were thus let defenseless ‘The highly trained Dragonarmies sundered the Solamnic Plain, leaving a land stained with the blood of innocents behind them Those valiants who did resist were thrown back and the remnants joined with the forces concentrated between the anchors of Thel ‘enard and Solanthus. The dragons of Takbisi, Quoen of Darkness, ruled the skies, and the rapid advance of her armies cut off many of cour allies from support and aid. Our rereat from Solarnia was rout, pure and simple, as ‘we struggled to establish a ine of defense ‘A token force rallied at the High Clerist ‘Tower to block the access tothe prize city of Palanthus. ‘The Palanthian army ‘stayed idle through the winter and gave neither support ror comfort to the few Knights who held the pss. The goverment of Palanthus had not yet tasted dmgon’s fire nor did they see the danger in it. Support forces were rushed to the tower yet they. scemed) too few. The honor and courage of those Knights held the pass through the winter. The northern campaign ground toa halt asthe snow was stained erim- So all winter In the south, much of the advance remained uncontested through the summer a5 ‘the juggemaut of evil surrounded the dwarves of Zhakar and occupied the largely aban- ‘doned lands of Neweaast Schallsen and South: tem Throtyl This thrust was commanded by Verminaard of the Red Dragon Wing The Dragonarmy poured across the Abanasini Peninsula and eontinied south as far as the dwarven kingdom of Thorbardin before wine ter and the dwarven defenses halted the advance, The threat of this horde forced the Qualinesti elves to flee their homeland. Both the Qualines’ and the Silvanesti re-emerged as separate nations in Souern Ergoth dus the spring of 352 AC. Neither nation was dis posed to help the other and, indced, war Fbeoween them secmed inevitable. ‘The winter of 352 AC was the salvation of the western lands, Representatives of most fiee peoples gathered at the Whitestone on Sancrst during those months and managed to Forge an uneasy alliance. Many other develop ments took place during this time. The res covery of the Dragonlance and the retum 10 the world of the good dragons finally allowed the Knights to challenge the dragons of evil in the dy. With renewed vigor we now press back cross the Solamnie Plain, Victory may yet be fours, though the enemy is cunning and resourceful. Should some new soreery on their part come Forward, the balance of the war may Shift yet again against us The Campaign Game ‘This is the complete game, covering the ‘whole of the War of the Lance. It starts with the events on Ansalon before the Dragon Highlords moved toward eonguest and allows ‘both players to influence the fll course of the This is the most complicated version of the game. We suggest that you play one of the ‘smaller scenarios before attempting the full ame. INITIAL SEP U Dragon Highlord (HL) Player The HL player stats with the following owes in Nevaka ‘All Digan Highlords (leaders) All HL armies (except draconians) ‘All HL dragons Whitesione (WS) Player The WS player sis with no armies (he rust Activate countries to get armies) START: Tu 1 HL player has Initiative STRATEGIC EVENT COUNTERS: Start with all EI Strategie Events counters in the cup (E10 and E20 counters are added dur ing Turm 10 and Tum 20, respectively), VICTORY CONDITIONS: Count the umber of countries held by each side at the end of Tum 30. Count only fountries that either begin the game with armies or are Activated with armies. Areas without armies, such as Estwilde, do not count. A country is considered held by you if The capital of a friendly country was never occupied by an enemy fore. or Friendly forces were the last to oceupy the capital ofthe county. A nonhuman countey i considered occ Pied by you when yon capture the original location of the capital even if your opponent thas moved its capital. Only if that original capital loeation is recaptured by the enemy may it be considered as his for purposes of vi tory determination The player with the most countries held then consults the following table to determine the extent of his victory [Number of Counties Victory Level 20 or more countries Total Viciony 19 countries 18 countries 17 countries 16 counties Victory Partial Victory Marginal Victory oor Victory 15 o fewer counties Indevisive Result The historical came This scenario reconstructs the conditions that existed at the start of the roleplaying modules. This game is most useful to the ref eee of a DRAGONLANCE® role-playing ‘campaign, 1 SET UP: Dragon Highlord (IL) Player ‘The Highlon! player begins with all armies of the following countries (some counties Ihave no armies). HL armies may star in any of these counties dees kK Gaoatund (348 ac) Abanasinia (HL player must place exactly six (6) armies here) Blode Estwilde Kern Kur Lemish Nereka Nordmaar Sanction Throtyl Vingaard Although the HL player stars the game in control of Silvancst, he may not start with ames there. He may begin the game with Gragon counters and leaders im Silvanesi Whitestone (WS) Player The WS player starts with all Knight leaders and armies Activated. He also begins with all leaders and armies of the following countries {although some counties do not have amie). The WS armies may be placed anywhere in these countries. Caergoth Goodhund (Goodlund armies must be placed here. No other armies can start here.) High Clerist Tower Hylo Northera Ergoth Qualinest Sancrist Solantbus Southern Ergoth ‘The government of Silvanesti has moved to 1 Tocation (WS player's choice) on Southern Ergoth with only 1/2 the original armies avail able and no griffons (1/2 of Silvanesti’s armies and the griffons are permanently removed from ply). The Silvanesti goverment and armies remain in Whitestone player conto Neutral Countries Defeated “The countries listed here have been previe ously defeated by the HL side im combat and therefore have no armies present in the game. Nordimaar Kothas START: Turn 20; HL player has Initiative STRATEGIC EVENT COUNTERS: Start with all E10 and £20 Strategic Event counters in the cup, VICTORY CONDITIONS: Vietory conditions are the same as those listed in the Carupaign Game The fall. of SiLvanest No continuous civilized government lasted longer than the Silvanesti kingdom of the High Elves. Established in the distant past by Silvanos, the great father of elven civilization, Silvanest was rooted in the Age of Twilight From that time on, no force has been able 10 bring about the ruin of this nation, it survived two previous dragon wars despite its major panicipation in both. It even survived the Cataciysin intact But in the summer of 49 AC, events uickly conspired to bring an end to its glor us reign. Large elements of the Ist, 2d, and 3d Blue Flight Dragonarmies and the 34 ‘rough 7th Red Flights surged south over the Khur border into the Silvanesti forests, The armies were supported by the newly organized Khuri-tarak Empire forees fiom Khur under command of the Dragon Highlords Despite the early use of dragons Fiom the air to soften the entrenched elves and the ‘widespread use of magic by the Highlords, the ‘offensive quickly became mired in the dense forests of Silvanesti. The elves using the tr rain to maximum advantage and practicing a Flexible and responsive defense, constantly held the great annie at bay. This was accomplished at The poliey of feigned retreat and surround, while against the over-zealous dragon troops, gn: ually decimated the elves. ‘quickly taxed the resources of both sides, ‘Aller several months of inconclusive yet deadly combat, the supply lines from Silvanost, capital of Silvanesti, suddenly failed. The reasons for this aw stil aot clear tnd the elves do not speak on the subject to those net of their race, For whatever reason, it is clear that the government in Silyanesti failed and its citizens fled west by any means at their disposal The elven armies in the field, however while out of supply and poorly organized, were stil a force to be vary of While 1 could no longer protect their homeland from the invaders, they could buy time for th flight of theit people. The forces in the north were almost exclusively Wildrunner elves and their more flamboyant nature was well suited to the task at hand. Despite the loss of supply. thsir withdrawal from Silvanesti was a costly fone for the Dragon Highlords Heavy losses Scenario 1: Silvanest) rio is played entirely southern half of the eastside of the map. This: see fon the INITIAL SEF UP: Dragon Highlord (HL) Player Set up all Dragonarmies and Khur forces in Khur. The HL player must permanently elimi- nate six ground armies and four dragon it ieee fn mas rH ie ins 7 counters from his forces before deployment. & maximum of four Highlords (leaders) may be present. Whitestone (WS) Player Set up all Silvanesti armies in Silvanssti starr: Tarn 4; Silvanesti player has Initiative STRATEGIC EVENT COUNTERS: Start with all ED Strategic Event counters in the cup. Before the game begins, each player, starting with the HL player, draws. two counters. Discard any Activation counters Events on drawn counters take effect before the game begins VICTORY CONDITIONS: The HL player wins a MAJOR VICTORY if hhe captures the Silvanesti capital before it moves Ifthe capital moves, the dragon player wins a MARGINAL VICTORY if he occupies the original capital city hex before the end of Tum 9 The Whitestone player wins iThe denies the HL player his Vietory. Conditions, ‘The WS player wins @ MARGINAL VICTORY if he prevents the HL player from taking the capital sity location before the end of Turn 9, The WS. player wins « MAJOR VICTORY if he does so Without having move his capital A ee Lee iat The Solamnic Plas The battle for Solamnia was crucial to the swecess of the Dragon Highlords' campaign in Ansalon. Solamnia was the cradle of Knight- jood and justice. Here was the home of heroes who, in ages past, fought against overwhelm ing odds to champion justice and right. ls very mention struck fear into dhase who would trample over the innocent and the just (have edited this manuscript in the inter est of brevity The foregoing is included so the reader may sample the sloguence of good Lord Gunihar when he speaks of his beloved Knights. Suoh passages have been removed feom the ‘manuscript. Keep in ‘mind, however, that when it comes 10 the Knighthood, Gunthar is understandably slanted in his evaluations.) Astinus Moreover, the Solaranic Plain was more than just a political and geographical barier, it was the hearland of food production in westem Ansalon, Control of the plain this became the major focus of the war effor. Powerful armies of the Blue and Red Dragon Wings entered the plain in the early summer of 351 AC. The Blue Wing forces crossed the Estwilde to Kalaman and then ttumed west, rounding the noith end of the Dargaard Mountains and following the Vin ‘guard River across the plain to the southwest crossings near Vingaard Keep. The Red Wing combined with hobgoblins, pressed through the Throtyl Gap and moved west toward Solanthus Despite solemn tates, the Lemish forces Joined the rapidly advancing Dragonaemy and laid siege to Solanthus at the north point of the Garnet Mountains. Fortunately, elements fof the Solamnic forces in Caergoth were able to engage the enemy in the Thelgaard Gap and thereby protect the western shores of Solari, On the northem front, the Blue Dragon Wing quickly laid siege to Vingoard Keep, the gateway 10 the northwest plains. The Vi tard troops were unable t0 hold the citadel and the largely mercenary force retreated west to the High Clerist Tower Both the northom and southern. Dragon Wings had dangerously extended their supply routes. Their advance was slowed sullciently that they were Fored into a winter war, In the south this became a bitter and desperate struggle between two determined forces Im the north, one objective burned in the hears of the Dragon Highlords: Palanthus. ‘The only major port untouched by the Cata clysm, its fleets retained the might and glory cof ancient times. This as a prize that could ‘not be ignored. Yet the value ofthe prize was ignored by the Palanthians themselves. They stubboraly clung to the belo that they would be spared by the dragon empire because they were a cen- ‘er of culture. This remarkable and misguided view nearly cost that great city all it held dear Dagons gave the Drigon Highlonds mas tery of the skies and made the defense dif cult, almost hopeless. Yet in the darkest hour, the ‘dragons of good again retumed to the ‘world and allied with the forces of the White- sone. This was the tum of the tie. Scenario 2: The Solamnic Plan INITIAL SET UP: Dragon Highlord (HL) Player: ‘Stars with all armies of the following coun tries. He mast place his armies in these coun ities. Estwilde (no forves) Nereka Sanction Throtyl In addition, the HL player starts with eight draconian aries and all forces trom Miths, minus one ship and one ground army (these two armies are considered to be permanently destroyed). Albo, the HL player must establish the location ofthe Dark Temple somewhere in any of the above countries except Throty. Whitestone (WS) Player: Stars with all armies fom the following countries. He must place his armies in these counties, Cacrgoth High Clerist Tower Norther Exgoth Sancrist, Solanthus All of these must be set up as though th were just Activated (ie. each county’s forces rust set up inside that country), START Turn 10; HL player has Initiative STRATEGIC EVENT COUNTERS: Start with all E10 Strategic Event counters in the cup. In ation, randomly pick six (6) EL counters and place them in the cup as well SPECIAL RU Only the following counties are el Activation during this seenario: Kaolyn Lemish Palanthus Vingaard Use the normal Activation niles for these countries, No other countries may be Act: vated during this scenario, VICTORY CONDITIONS: ‘The HL player wins if he conto all ofthe following countries by the end of Turn 25: Caergoth Lemish Palanhus Solanths Vingaard ‘The Whitestone player wins if he prevents the HL player from mocting his vitory condi Harold Johnson, Director of Des Margaret Weis Jeff Grubb Larry Elmore Bruce Nesmith Gay Spiesle Laura Hickman Douglas Niles Lina Balk Mike Breault Michael Dobson Carl Sith Roger Moore The Kender Strike The most humorous defeat of the Dragon- army occurred at the hands of the kender of Hylo, That unpredictable race (whose met bers are best avoided by all sensible folk) proved to be as tenacious as it was resilient Because of damage sustained sn battle, my ship, the Regent's Crown, required immed ae repairs, We therefore made a brief stop in the kender port of Hylo. It was here that we were treated to @ most entertaining display of the ingenuity of that diminutive rae, "The Dragon Highlords had managed 10 land an-amy on Northern Ergoth, under the command of a brutal hobgoblin-—Toade by name. It was a weak force by. Dragonarmy standards, primarily goblins and_hobgobiins, bout nevertheless posed a grave threat to the Kender on the island. Ths evil force would have conquered were rot the kender suddenly united under the command of one Kronin Thistleknot. Kronin vwas undoubiedy strange for a kender, While personable and mischievous, he also had a sense of purpose, destiny, and leadership, (qualities unusual in a kender. Kronin managed to unite the different family’ clans of the kender in Hylo under his guidance, The clans went along since it Sounded like something far less boring. than their lives had been this far. (Although sev cel Kender clans thought it would be. great fun to become subjecs oF the Highlords and send all thei old, boring objects as tribute.) “Toede's force attacked the port the day after ‘we called there, and sve witnessed an unusual butte. The kender forees trooped through the city in chaotie fashion. I ha the impression they thought they were attending a carnival They drew up into a thin line north of the city as the evil amy came into view ‘And then the kender began to taunt! My eats have never been treated to such a variety of insults and verbal abuse. Of course, the hobgoblins and goblins went berserk, attack ing wildly with no sense of order. "This was all part of the plan, as the kend fallback in the center and drew the monster into a narrow corridor of death, The kender atiack vas speedy and merciless and the sur rounded monsters were massacred. The forces of evil were deatt a stunning defeat at the hhands of the kender that day Scenario 3: The Kender Stiike This very short scenario teaches the basis of the game without many of the more compli cated rules. This & a good way to introduce people tthe game, INITIAL SET UP: Dragon Highlond (HL) Player Place four hobgoblin armies from Throtyl fon the hexes just north of the Hylo border east, ff the mourns. The Throtyl leader counter (Toode) is also present, With them are two units of draconian. Whitesione (WS) Player: All Hylo forces under the Hylo leader st up anywhere inside Hylo, Srarr: Tum 1; WS player has Initiative SPECIAL RULES: No Strategic Event counters or Activations fare use in this scenario, Distegand these steps in the Battle Tur sequence. No new dracon jan amies enter during this scenario, VICTORY CONDITIONS: The HL player wins if he eaptures Hylo by Tum 5. The WS player wins if the HL player loses more than 50% of his intial Combat Strength. If neither player fulfils his condi- tions or if both players full thei conditions, then the game is @ draw The Slege of Kalaman Kalaman was a por of supreme importance to the Dragon Highiords. It was a port on the northern shores of Ansolon and thus a neces sary lnk between the pirate bases ofthe Mael- strom and the central government of Sanction, It also represented an opportunity to throw back the Whitestone frees and turn the tide of the war. Moreover the Dark Lady had her own personal soore 10 sete with the commander of the Kalaman Forces. For it was TLaurana who had defeated her at the High Glerist ‘Tower and that same golden general ‘now watched over Kalaman, The defenses of Kalaman and its environs were as good as any in Ansalon. The port ise ‘vas flanked to the north by 2 wide bay that cepted into the sea. The rushing waters of the Vingaard River © the west restrictd mas ie troop maverents. The city walls eld we to the south and were arranged to grea dain tage of the defender aguinst ground troops. ‘Yet no roof covered Kalaman’s head. The Dragon Highlords had something new in the offing, a threat that would change the tide of the war yet again. From the south came mas- sive fontesses built atop rock ripped from the stone. They floated through the sky with no more effort than a breeze. Within their bowels dwelt armies of draconians and dragons. The great craft manewered toward Kalaman and prepared to disgorge their ‘oops Tike hail from the sky. Though the good dragons fought with the twoops of Kalaman, as the battle raged back and forth, Kalaman slowly diminished in strength Scenanio 4: The Slege of Kalaman This is a short scenario for a no-holds- bared. battle! INITIAL SET UP: Dragon Highlord (HL) Payer: The HL player starts with the following force Ten (10) draconian armies 1/2 of all other HL. ground armies Kern Red & Blue Dragons (four (4)) Dragon Highionls (any four (4)) One (1) HL Wizard Dark Temple The HI player sets up his forces in any of the following areas Dargaard Keep Estwilde Nereka Whitestone (WS) Player: The WS player stants with the following forces: Gunthar (and armies) Solanthus Palanthus Any four (4) Good Dragons One (1) WS Wizard The WS player sets up his forces anywhere in the county of Kalaman, sare Tum 20; HL player bas Initiative STRATEGIC EVENT COUNTE Start with all E10 and £20 event counters, ‘SPECIAL RULES: No Activations. may be attempted during this scenario. The Dark Temple may be placed in any HL-controlled area, Draconians may be built normaly VICTORY CONDITION The HL player wins ithe captures Kalaman by the end of Tura 30. The WS player wins if he retains Kalaman at the end of Turn 30. [hema ves on00 | The Orders of War These organizational charts are included to point out the command ierarchy of the arm- tes involved inthe War of the Lance. They ea aso be used to generate BATTLESYSTEM™ ‘same statisti forthe forces involved in DLL Brigade Commander Fighters) if players wish wo play these bates under the BATTLESYSTEM ules 24 Dru BAL2) - 15 Drae'BA(2) Statistics Format 1s DraeBA(Z) In the chars that follow, statistics are given for those players who are interested in convert- ing DLII forces into their BATTLESYSTEM rules. equivalents The forces are listed in the following for +N UNIT TYPEY @aUeBe Fighten) Where +A =" The aumber of BATILESYSTEM cams sn-exh DLT amy’ ofthis type UNIT TYPE ~ The type of BATTLESYSTEM Gq = Specific Type (OPTIONAL). In the case ‘OF draconians, “Disc” ts the wit type fd the type of draconian (eg, Bea) listed ater the slash asthe Spastic Type The Level (hit de) ofthe members of each Eiite unis (OPTIONAL). Unit sed ith an asterisk are elite units as defined by the BATTLESYSTEM rules, DraclBata) 24 DreiBAQ) 1S nfani(3) 24 Infamy) Brigade Commanders Fighter(S) fa DL1I army is depleted itis equal to 2 the number of BATTLESYSTEM counters liged (each of these BATILESYSTEM counters morale modifier of -2) DraciBA(A) 24 Drac/BAQ) dragon highLords DRACONIAN ARMY ARMY COMMANDER Flight General Fighter(10) Brigade Commander Fighters) Brigade Commander Fighter(6) 15 DrkP3) 15 DackP() 9 DeaciKP Archi) 24 Dae BA(2) 15 DaeBAQ) IS DeaeiBA Arch) MERCENARY INFANTRY ARMY. COMMANDER Flight General Fighter-10) Brigade Commanders Fighter) « Drae/KPC4) Brigade Commanders Fishes) DraeiBACS) 5 Drac/kPC) 15 taunt) 24 Infanry(2) 15 DraciBA Arch) 24 Infanty(3) 15 afunty) MERCENARY. CAVALRY ARMY COMMANDER Flight GeneraFigher 10) Urignde Commanders Brigade 'Commanders Fighter(8) Fighten) DraciK P44) rae! BACA) 15 DnekP(3) 15 Arches) 16 Leva 16 Leavy 24 taney 1) 24 Infantyt2) Dragonwing (cee page 16) Dragonwing (ace page 16) Dragonwing (ace page 16) 12 Hew) Ogre Inpantey 16 Leave) ARMY COMMANDER) (Great Chieftainy 1 Brigade | Commandes7) (Chieftain) 2 Lt Brigade: Commander) (Subehieftain) Kelderheln(6) 1 24 Oxreid) I 24 Ogetd) 24 gels) 2 Infantry (human)(3) Infantry (human)(t) Infantry (human) Kenderbelp(4) (Brigade Commander) 12 Ken’ tnfantry(3) 1 Ken/Arehers(3 (Brigade Commandee) Kender, ARMY COMMANDER Keendergow/ThiefI¥) Kendshein 5) Brigade Commander) 2 Kenlinfanty(2) 12 Ken/Arehers(2) Kenderhelp(4) Brigade Commander) 24 Kenvtnfantry(1) 12 Ken/Azehers(1) 24 Kenilafanty(1) 12 Ken/Arehers(1) Kenderhelp(s) (Brigade Commander) 2 Kenllnfantry(2) 12 Ken/Arenerst2) Kenderhelp (Grids je, Commander) 24 Ken/Tofanary(1) 2 Kon! Archers) hobgobLin ARMY COMMANDER Chien 6) Knights of SoLamnia KNIGHT INFANTRY ARMY COMMANDER Subciet(4) Subehietla) Subchiet(4) (Grigade Commander) (Brigade Commander) (Brigade Commander) 15 Hobe, Infant) 1S Hbg. Infanty(2) 1S Hobe. T 1 rgade Conmand10) Bigs Cmmani®) Bie Canmnde) ‘Same Raw Kaig),(Soaie Swed Kg Sslamne Crowe Re) 1 nfs) 12 Inf)" 1 Inka) 18 In) 24 ity) 24 nis) 20 Hobs. tntaney(t) 15 Hobs. Iniansy(}) 18 Inne) 24 nity) 24 nts) Ina) 6 ache) 10 Ania) 24 Iniy() Acchen2) 10 Arches) heen KNIGHT CAVALRY ARMY COMMANDER (Golamnic. Ku w fiom Bai Minotaur Inpantey ARMY COMMANDER Fighter(12) Commanders) fei9) eid Clannad) Brine d (Gotme Rae Knit) (San St King) Sota Cove Kah siala ads I | | Commander Commander Law eaaey HL chaly(# 1214 Gling Fight) Tighe 0) Tel cody’) T6L-Gaagg3) 16 Coalgas Aton) Wo ardent) 18 L Gait) facia? 2 Mao Assn) 8 Lab 12 Nintatanty 12 Min/Ansn( 12 Mioltafuaey()® 12 MinoAssaulns)* Deigade Dit Beate Common Human Troop Organization omens Coonan Comminssr HUMAN INFANTRY eh) Fighter) Fighter 9) ARMY COMMANDER | Warlord Fighter 10) 12 Minfabty6) 12 Minotninnyé) 12 Minar) 1 12 Minolaneys) 12 Minin) 12 Mablatny6) rial Beate 2 Mimfawn6) 12 Maaseuys) 12 Mawtnbeny() Commander Commander Fier) Fiphten§) ein 12 Assauli6) 12 tafany5) 12 Inte 2) ARMY COMMANDER 12 Assault) 2 Infinity 3) 12 InanryQ) (speaker) 1 Archers) 24 Infantry) 12 Infeney2) Fighter(12) 1 Archers) 24 Infamy) 1 Archer) 12 Archers() 12 Archers(2) 12 Archers) LORD HOUSE WARRIOR Cammy Commander) HUMAN CAVALRY Fighter) Warlors gnc 10) HOUSE RIDER HOUSE ARCHER HOUSE WARRIOR + (Brigade Commander) (Bridgade Commander) (Brigade Commande) Briznde Brigade Fightew®) ihter9) Fighter) Conmander Commander | | 1 neni Fiabe) 12 L. Cavalry) 12 Archers) 12 Infantry) | DL Ceaing) 12 Arh) 12 indent) 6H. Cuvsiesy* 2. Cavahy@) 12 L Casal) 26 Arche) 24 Innes 3) 12 L Cala) 261 Cali) 20 L Civain(t) 24 Arches(!) 24 Inner) 12 Infontry(2) 12 Aecher(t) dwarven armies ARMY COMMANDER The High King Figher(12) hylar THEIWAR DAERGAR Brgade Brigade Brigade Commander Commander Commander Fighter 10) Fighter) Fisher 10) 12 Dearne) 24 Doss lfanty(3) 2 Dwarbinfaney(?) 12 Dwarinntet3) 24 DwartInfaney 1) Divarttnfntey) 6 Dwar Archers) klar AGHAR THE DeAD Brigade (No Feder suprises?) (Lost since Catach) Commaner \ Tigheert) 24 Dat nfinry(0) 24 Doar Infaaty(0) 24 Dwaebnsint (>) 24 DwarP ining et) Chart Notes Highbrd Wards Wiserd counters in this game represent individuals or sal groups of wizard (they act as Herucs in the BATTLESYSTEM™ ues) These ‘nian are typically in te Sth2th level anges (ld8 4 4 fer aandom determiaaton). Use the Wizards described in the DRAGONLANCE® modules ab guides for levels and spell bis. vil Dragons Bil digo ato Heros undcr BATTLESYSTEM rules. Whe counters Ist compare strengths fir ‘mis, the atl composion of each type oF eragon ‘wing sie ed Desgon Wing 1 Red Dragon (AnconLarg) 80 hp 2 Red Dragons (OlW/Average) 60 hp each Blue Dragon Wing = T Blue: Dragon (Ancient Huge) 80 bp 2 Bue Dragons (Very OWWANetaze) 63 bp Green Dragon Wing "Groen Dragos (Very OWA erage) 36 p Black Dragon Wing 2 lace Dragons (Ancien Huge) 64. 2 Bick Dragoas (Ancinl Average) 56 hp ‘White Dragon Wing T White Dragon (AncicavHuee) 56 bp 2 White Dragons (Ancient vemge) 48 bp White Dragons (Very OLS) 37 hp Fiying Cadets Flying citadels presen serial fortestes that have a movement of 12" and can Ay up t0 5.000 fet hove the surface of Kiynn. They ae able wo hid three ground armies. ‘Use the Floating Tomb ‘agra fom DLA, Dragons of Desolaston, fa fuielines on the lout of these citadel. Flying Stasis cannot be atscked by ground eoups Use the special Sige Rules frm DL, Dragons of War fr BATTLESYSTEM combat gina orteses Hedgoblins Nonvaly 1 babgoblin amy contains sige Fores Sine the time of the Caacynm, however, soge ‘ecology has besn lost tothe habgobline Ogres (Ogres regularly enslave other ces, most olen Funan. ‘These ae impressed ino sence in ames from time to time. The enslsved person's family is kept in eat inthe ogre kingdoms to Mintnue Pets Minotaur Meets ae csyable of transporting one ny as eseriped in he rule of DLT. There n0 Meet com sytem in the BATTLESYSTEM rules ‘nd thus there is no nal convcrion fora DLIT 10 the BATILESYSTEM rules. Use the naval combat fystem described in DLII to resolve any ngage Dawicen opposing navies ‘The Kalghts of Selannia (Only the wis lise “Bite” are te Knights All ote unite eter means hal no sees or Knighisinsaining who bave not yet carne thei ‘spurs. The amy commander, according to the Sanne Cid mast be seo in «Knihs Cound Prior to bute and is only changed if question of honor ss pins the lead (ee DLS fr dil) Common Human Armies These troop formations ae tps of all man countries outside the strict orders of Solamnic Knighthood Thus they apply to countries such Kine, Nordeaae, Vingatd, and Palathes Ceres and Good Wuards Clerics and wizards were integral pats of all truman armies punt the time of the Cataclysm, ‘Afr tht time, te clerics were ol to be found or the purposes ofthis game, thee were 100 Tew ‘lei o warrant representing them with counter Im a BATTLESYSTEM game, he only cleris pret are he PCs Wizan, on the other hand, took vary astve pt in the war and were present at many alles They no longer stayed with t particular amy however, prefeing to operate independealy Good wizards Relped the Whitestone forees. These rmagic-wsers were of the sae nmber and Fel as ‘hose evil wizans previously serie Kender The kender have a unique ability known as the taunt. This i wed on a massive scale by hens armies. much to the disadvantage of their ‘pponens ‘The Kender tint involves enraging the ‘hen tough veal isl. Keader eee make an enemy attack wildly without thought to ‘Smaeence al 2 t land 042 poly fo thet ‘Armor Clas. ‘ender armies alo have more commana than fruman armies These commanders are needed t0 ep the salherchioic Lander in regula fonetion Eves The elven command siotures have always been rigid and centralized. The Lord House Warrior tlieets the actions of both the cavalry and the infantry. Thus the above command structure represents one commander always in change of at fesse oo uns Elves ae superb wood folk and use the woods 10 their advantage in 2 fight Pegasl and Griffon Ale Armies Each pegasi or griffon army is capable of trensponing ore ground army. This reflects the fying creatures ability to move an army’ over a two-month period, In the BATTLESYSTEM game combat infantry maybe designated as air eavaly td rie the griffns into bute, o the ils my ‘tack on ther own. Unlike gor, pegssi and fifons anack as at combat armies rather than as Hera, DL lo BATTLESYSTEM LI Army Each Pepa army Foch gifon amy Consersins BATTLESYSTEM. 34 thevel pepsi 24 Tiblevel gions Dwarves Before the Catsclysm, dwarven armies were trsmeroily lange an potent feces wth command ‘true that allowed fr the bst uc ofthe talents of ‘ach Thanedom i bute. Since the Catalin, Ue ‘Svarven nations have sulered fom egret pola ‘sie, in the wiakawal fom amo sie of both the Daca andthe Neier. A, the lose of clerics just prior to the Cacia mea that the Thanedom of the Dead (hich comprised the true clerics) np longer exis While his weakened the ‘dwarves’ iting bili, they ae il formidable farce. ‘One unit that causes unending embarassment most dwarves is the “Agi “fighting. free” The tally diarves mast make a more check ore every BATTLESYSTEM game turn I they fi ty ane trated as a mab for tha un, im Dragons of Glory RULE BOOK aoe a = pp ean a oe so a |__ Rule & ‘and and Air Combat ae in as = ret a es eae a = Ee = a Rule 10 “OraGons of Glory” Boardgame Rules Introduction “Dragons of Glory” is a boardgame allow- ing two oF more players to recreate the com fiets that raged across the face of Krynn during the War of the Lance. One player con- trols the frees of the Dragon Highlords and faempts 10 subjugate the nations of Keyan, The other player controls the Whitestone forces and tries to halt the swarming armies of hhis opponent. Many neutral nations are Drought into the war as allies of one side or the other. If more than two people are playing, divide into two teams and min the opposing armies by team, 4 geting Started “Dragons of Glory” offers several scenarios that highlight some of the different cam- Paigns of the War of the Lance. These are pre- sented in the scenario and background book. Tn aldition, the campaign game allows play- cers to re-create the entre course of the war Players should first divide themselves into two teams: the Highlord (HL) and White stone (WS) sides. Next, select a scenario from the seenario book. IF this isthe ist time play= ing the game, one of the shorter scenarios is ‘your best bet Experienced players are able to play the entire campaign in about 6-8 hours. The HL player may now place the Dark Temple marker in a fortress of fortitied city (The HL player does not have to place thy Temple at the sar of the game, he may want {to wait until his forees capture & more advan tageous hex.) This is the location where his draconian armies emter the map during the The scenario rules explain which armies start the game on the map and where they are placed. Other armies and markers are placed fon the Tum track, You need a cup or an ‘opaque container from which Strategie Event ‘counters are drawn during the course of the Put the Tum marker on the Turn track, located on the map. The Turn marker should start on the first Tum of the scenario, given in the scenanio description. (Not all scenarios start with Turn 1) i B. The Game Pieces To play “Dragons of Glory." you need the maps and counters (cardboard playing pieces) in this module, as well asthe rules. You alo need some dice: 10-sided (10s), 4-sided (4s), and @-sided (6s) dice The map displays the continent of Ansalon where most of the significant campaigns of the War ofthe Lance occurred, Lay aut the wo Imapsheets so that they match up along the cznter. Note that each map has a grid of hex zgons. or hexes, printed on it As in other DRAGONLANCE® products, this hex grid is designed t0 help players regulate movement feross the map. Unlike other DL. products, in ‘which you move a group of player characters ‘or NPCS, you move whole armies in “Dragons ‘of Glory The counters in the game represent the ames of humans, elves, draconians, dragons, and other ereatres that fought in the war. In addition, some counters represent important leaders like Laurana and Verminaar. A few of the counters are markers used to record infor mation The following diagrams explain what the numbers found on each type of counter mean. Leader Counter Name: Ti, “Taetical Rating. Iho Allegizace (Highlord o- Whitestone) ‘Movement Points ‘Movement Allowance ‘Army Counter mi Combat Strength Movement P Types of Armies ‘Human (infantry) vow ony i Dwarf tT Kender (halfling) ‘Types of Markers atk Temple Demi-human Capital Ki Strategic Event (Baample: Activation) a C. Playiug a BaTTLe Turn “Dragons of Glory” is played in Baile Turns. The exact number of Tums in each game is determined by the scenario you have thosen. Each Tum is roughly to months of time, although the winter Turns. represent four months, because of more limited move: ment and combat during that season. Each Tum should follow these eight steps, in order STEP 1: REPLACEMENTS The Highlord player puts a draconian counter in the hex where he has placed the Dark Temple marker. Then each player deter- mines how many replacement armies he is allowed to. add from armies that have been Previously eliminated, and places each army In one of its country’s fortresses or ortiie ci STEP 2: STRATEGIC EVENTS On odd-numbered Tums, the HL player dws a eounter from the Stnitegic Events cup, and the event listed on the counter oveurs. On even-numbered Turns, the WS player draws STEP & ACTIVATION Starting with the player who just drew the Strategic Event counter, each player ean attempt to Activate a neutral nation of his choice by rolling 1410. STEP 4: INITIATIVE, Each player rolls 1d to sce who gets the ini- tiative. The player with the high roll wins Ties go to the player who had initiative om the previous Turn, The player with initiative declares which side performs Steps 5 and 6 Firs. STEP S: MOVEMENT One player moves all of his ships, and then ‘moves all of his air and ground armies, accor ing to the movement niles STEP COMBAT ‘The player who just moved can now make any air, ground, and ship attacks that he wants 1, within the combat rules ste SECOND MOVEMENT AND compa ‘The player who has not yet moved now per- forms Steps 5 and 6 in order, STEP TURN MARKER Move the Tum marker one Tum and begin a sew Tum Rue 1: Replacements All replacement activities are_ performed during Step 1 of each Tum. ‘Annies can be climinated through combat. Each player should designate some empty table space as a replacement pool and put his frmy counters there when he removes them from the map. At the start of every Tur, the player then looks at the counters in the replacement pool to see if he is due any replacements. For every to armies ofthe same color com- bination (nationality) in his replacement pool, a player can immediately bring one of those armies back into play. AF the same time, the other army is removed fiom the replace: ‘ment pool and set aside: it i8 now perma- rently out of the game. In addition, if two depleted armies of the ‘same nationality are stacked together in @ hex Guring the Replacement Step, one of these armies can be placed in the Replacement Pool, and the other rebuilt to full stength, The amy placed in the pool is immediately ligible to' be used for ‘additonal replace- ments ‘An army that is retumed to play must be placed in any ety or fortress hex of ts country. The army cannot be placed in a hex with ‘enemy armies. Dragons, griffons, peyasi, and ships can never be replaced or rebuilt to full strength. If armies ofthese types are lost, they are perma- nently out of the game. Rule 2: Steategic Events Many of the events that occur as a result of PC actions during @ DRAGONLANCE" cam- paign have an effect on the course of the War “These events occur randomly in “Dragons of Glory The scenario rues tell you to place certain Stmategic Event counters in a coffee cup, oF ther container, before the game begins. At ceriain points during the game, you might be instructed by the scenario rules to add more Simtegie Event counters to the cup. Strategic Event counters have cither El, E10, oF £20 printed on thei hacks. The mum- ber indicates the Tur that the counter is placed in the Stmtegic Event cup. All E10 counters, for example, are added to the cup fon Turn’ 10 (before a counter is drawn), During Step 2 of each Tum, one. player raws a counter from the cup to see what the Simmtegic Event for that Turn is. On odd-num- bered Turns, the Highlord player draws the counter; on even-numbered Turns, the Whitestone player drs. The player drawing the counter reads it and shows to his oppeo- neat. Sometimes the counter will benebit the person who drew it other times it will benefit 2 panicular side, regardless of which player ‘dew it from the cup, Drawn counters are never placed back into the cup. Some Strategic Event counters get placed on the map (sce explanations of State tc Evens, onthe inside ofthe module cover Al others are set aside, out of play, afer they have been draw, “The Strategic Evens are liste! on the inside cover of the module. Look them over if you wish, but do not try to learn the rules for each Swategic Event until it is drawn, This wil ‘make learning the game much easier Rule 3: activation During the Activation Step of each Turn, cach player may choose one neutral nation and afempt to Activate i as an ally by rolling Ld10. The player who drew the Strategic [Event counter tht Tum rolls frst. The number & player needs to rol to Acti ‘vate & neutral depends on the neutral nation and on which player (WS or HL) makes the roll, The Activation Table on the next page shows the Activation Rating for each noutal, based on who is making the roll. An Activa- tion roll on 1d10 that is equal to oF Tess than the nation’s Activation Rating results in the ‘neutral nation entering the war on the side of the player that Activated itt An Activation rll higher than the rating has no effec. The Activation roll can be modified by @ Strategie Event or by invasion. ACTIVATION TABLE, Nation Whitestone Blode Caergotn* Goodland Gunthar® Histo Kaolyn Kern Khur Kothas Lemish Maelstrom Mithas Nordmar N, Ergoth™ Patantis Qualinesi Sanction Silvancsi Solanus* Tarsis Thorbardin 3 Theotyl 2 Vingnard 5 hake 5 Highlord 7 3 3 3 1 3 3 7 3 i * Those are the Knights of Solamnia arm- jes, The Activation Rating on these nations for the WS player only) is increased by 1 for cach nation that has been conquered by, oF is allied with, the HL player. Also, as soon as the first of these nations is Activated, the WS player puts the three Tower Knights armies in the High Clerst Tower and controls them as his armies, Etec of Activation AS soon a nation is Activated, the player who gained it as an ally places that nation’s armies on the map, within the border of the county Activation by Invasion [Neutral nations are also brought into the war ifthe fores of either player enter a ex of that nation's territory. This does not apply to ships sailing along the coast of a neutral ration, but dees apply to creatures flying over neural nation hotes As soon as any armiy enters a hex of @ neutral nation, all movement ceases and the Activa- tion of the neutral nation resolved. Starting ‘with the player who did not invade the nation, the players alternate making Activa- ‘ion rolls until the neutral nation activated for one side or the other. The player who did not invade gets a +2 to the Activation Rating for this ral Example: A Highlord rod. dragon counter enters a hex of Fielder, which is currently neu- tral. The HL player sops his movement tem- porarily, and the WS player rolls 1d10 to Activate Fielder. He normally needs a 5, which is modified to 7 because the HL player invaded. The WS player rolls an 8, so the HL player now rolls. He needs @ 3, but rolls a8, so the WS player gets another roll. This time, the WS player rolls a 6, Activating Fielder. The WS player then places all of Fiekers forces on the map before the HL player resumes his Rule 4: Movixg Ships “The movement allowance on @ ship counter equals the number of hexes thatthe ship can ‘move during Step 5 of a Tum on the open sea (or in coastal hexes). Ships can also move up rajor rivers. When moving on a river, bow= ever, the ship counts hexsides moved along, not heres entered. The diagram below shows, how to count the movement of a ship. ‘Ship Moverment 4 allo a | A ship cannot enter a hex or hexside com taining an enemy ship. A ship cannot move ito & hex (or hexside of a hex) containing an enemy army, ‘An army may move into a hex containing sn encmy ship. The ship is not destroyed, but is moved 10 the nearest hex (or hexside of @ hex) that does not contain an enemy army. '\ player may stack any numberof his ships in an open sea or coastal hex. Only two ships say be stacked in a river hexside ‘Transporting Ground Armies Each ship can eany one ground army and any umber of leaders when it moves, The ship most pick up the ground amy fom port at any point during its move, and can any it for us long as the player wishes. The ground amy can be aboard the ship (at sa) ‘when the ship finishes its movement, and can remain aboard the ship for an unlimited num- ber of Turns. The ground army can be dropped off in a port, and the ship ean continue its move if it has not used up ss movement allowance Alternately, the ground army can be ‘dropped off in'any coastal hex, but the ship an move no farther that Turn. ‘A ground army cannot move on its own uring a Turn that it caried by a ship 'A ship that is in @ river hexside acts as a bridge across the river for fiendly armies dur ing any Turn in which it does not move, fa ship with a ground army aboard is sunk, the ground amy is removed from the map and placed in the replacement pool. If the ship is damaged, the ground amy suffers no effect Ground armies aboand a ship daring the Combat Step have no effect on either ship-10- ship or ground combat ‘The Maelstrom The Maelstrom is a mysterious region of raging seas and swirling winds. The fate of a ship that sails into itis uncertain. ‘A player can move his ship into the Mac strom by entering any hex at its edge. As soon as the ship enter, the player rolls 10 to see ‘what happens, with the following results |The ship immediately sinks 2-5 The ship remsins in the Macktrom for the remainder of the Tur, 68 The ship immediately emerges from the Maelstrom into any sea hex adjacent to the Maelstrom selected by the opposing player 9.0 The ship immediately emerges from the Maelstrom in any adjacent sea hex chosen bythe player moving the ship. fa ship spends the remainder of a Turn in the Maelstrom, the player who owns it must roll on this table a the start of Step 5 of the next Turn. It is quite possible fora ship to be ‘caught in the Maelstrom for many Turns a ship is in a hex ajacent to the Macl= strom, and one or more enemy ships move next to it, the ship can move into the Macl- strom instead of allowing the enemy ships to attack. The die is rolled immediately 9 deter: ‘mine the effect of the Maelstrom. The enemy Ships can then continue their move nommaly AA nonmoving ship can only attempt to escape ‘to the Maelstrom once per Tur, Rule 5: Moving ground Troops Ground armies can move through land and coastal hexes, to a maximum number of hexes equal to the counter’s Movement Points. In ‘most eases, it costs | Movement Point to move fan army one hex. In certain instances, the ter= rain increases the cost to enter bes. ‘Armies donot have to move unless the player wants to move them, They do not have to use all of their Movement Points i they move. ‘Terrain Effects The extra costs far moving ito or through cer tain types of terrain are listed below. All ground ‘nics, except those entitled to rial exceptions, rust pay these costs, Armies with racial excep” tions ar listed immediately afterward, Entering a FOREST hex costs 2 MP Entering a hex across a RIVER costs 2 MP Ground armies cannot enter: SEA hoses DESERT hexes MARSH hexss| Ground armies cannot ross MOUNTAIN hexsides DEEP RIVER hexsides [No ground armies or ships can enter marsh hhexes (air armies may fly over. ‘No anmies of any type may enter desert hhewes (air ammies may not By ove). Racial Movement Abilities Certain ground armies ean move more eas- ily through certain terrain types ELVES and KENDER cin enter FOREST hexes for a cost of I Movement Point DWARVES and OGRES can cross MOUN- TAIN hexsides for cost of | adliional Move- rent Point, above the cost to enter the ben beyond the mountain hexside Stacking More Than One Army in a Hex The following limits apply to the number of armies that may occupy a hex at the same time. Up to 2 GROUND ARMIES may occupy any hex, except a fortified city Upto 3 GROUND ARMIES may occupy a FORTIFIED CITY hes. RENDER armics cannot stack in a hex with ‘any other type of army. Upto 2 AIR ARMIES may occupy any hex. ‘An unlimited number of LEADER and SHIP counters may occupy any hex. Al of these totals are cumulative, so two ‘ground, two air, and an unlimited number of Teafers coukl occupy a single hex. If it is a coastal hex, an unlimited number of ships ‘could be there as well Ammies can never occupy «hex containing enemy armies. Effects of Enemy Armies A ground army must stop moving when it enter hex adjacent to an enemy army, unless the moving army is cavalry army ora leader. Armies are never considered adjacent if they ‘ae separated by a mountain or deep river bex- side (even if the enemy army can move across ‘mountain hexsides.) Only armies marked with the cavalry sym= bol are cwalry armies; armies mounted on ifs or pegasi are not cavaly. ‘A ground amy that begins Step S adjacent to an enemy ground army eannot move unless is frst move pats it in a hex that not adja cent 10 an enemy ground army. (Cavalry is exempt from this rule.) Moving. Wizards Wizard counters list no movement allow tance because wizards do not count heres when they move. During each player's Movement ‘Step, he may move his wizards to any hexes on the map (except a hex with an enemy army). A player can do this once per Movement Step with each of his wizards Rule 6: Moving Flying CreaTures Dagon, griffon, and Pegasus armies can fly. These creatures pay 1 Movement Point to enter any hes, and ean cross almost all types of terrain, They cannot enter a hex conttining enemy armies, however. They do not have to Stop when they move next to an enemy amy. A flying army must begin and end is move iment over a land (including coastal) hex, but it ean fly oversea hes. Tt-costs one extra Movement Point for an air amy to fly over a mountain hexside Carrying Ground Armies A griffon or Pegasus army ean carry one infantry army through the air per Turn. The infantry army"s counter must have the same color combination (nationality), aS that of the flying army, and the infantry army must begin and end the Movement Step with the air army Thus, the ground army cannot move by itself The air amy can only use half of its Movement Points on a Tum when it caries a ground army. Other than this, all normal mules of aie ‘movement apply. Rule 7: Land awd Ate Combat Alera player has completed his movement, he can attack any enemy land and air armies that he has land or air armies adjacent to The player who just moved is the ATTACKER for ll combats, the player who tid not move isthe DEFENDER. Each bex of defending armies must be attacked separately, although several stacks of attacking annies can combine to make a single attack aguinst a defender’s hex. Each hex ean only be attached ‘once per Combat Step No ground or air army can ever attack more than once per Tur. Armies can only attic a hex they could move into (thus, only: dwarves, ‘ogres, and air anmies can attack aeross @ moun- tain erste). Combat Procedure ‘Combat is resolved on a ex- by-hex basis, following the four steps below. 1. The attacker adds up the ground and sir Strength Points attacking while the defender adds up the ground and air Strength Points defending a hex. All famies that are attacking a single hex are added togeher. All defending armies in the hex are added together. Ifthe defend- ing armies are in a frtess or fortified city, their total stengih tripled or doubled, respectively. Find the ratio ofthe atacker’s Strength Points to the defender’s Strength Points on the Combat Table (on the inside module cover). Fractions are always rounded down in fivor of the defender. For example, 20, 23, or 29 attacking Strength Points against 10. defending Strength Points are all 2-to-l (2-1) odd 2. Each player calculates all die roll modifiers that apply tothe combat. Die toll modifiers are caused by leaders, specific creature types, train, and fortifications. They are listed in detail later and summarized next to the Combat Table. All modifiers are add together to get cumulative modifier, for example, modifiers of -2, -3, -1, +6, and “equal a cumulative modifier OF 3. The attacker rolls 1d10, adding the cumu- lative modifier gained fiom step 2, and cross-references the resulting: number with the appropriate odds column on the Com- bat Table to get the combat result. For example, a modified 410 roll of 3 in-a bat de with I: 1 odds yields a result of “E/1." 4. Apply the result indicated by the Combat Table, The result always affects either the atacker or the defender, and often affects both forces. Combat Effects ‘The Combat Table provides two results, separated by a slash, for every attack The result 10 the left of the slash applies to the anacker's armies; the result to the right ofthe Slash applies to the defender'ssmies “The results, and their explanations, are listed here: 1 = One of the aifted armies is DEPLETED. This means that a full strength army must be flipped to half strength side, or an army that is already at half strength must be removed from the map and placed in the Replacement Poo 2. The affected amnies take two DEPLE- TIONS. Two full-strength armies can be flipped, two half-strength armies placed in the Replacement Pool, one full-strength army placed in the Replacement Pool, of one full-strength army flipped and one balf-strength amy placed in the Replacement Pool D = All affected armies (all attacking or all defending armies) must be DEPLETED. Pullstrength armies are flipped, and half-strength amnies 20 t0 the Replacement Pool R= All affected armies must RETREAT one hex. Retrating amies cannot enter a hhex next to an enemy army, unless a tammy allied with the retreating armies alwady oecupies the hex. A stack of retreating armies may split up and retreat to different heres. Retreating famies cannot enter a hex if this would violate the stacking limit (92 Rule 5), fan army cannot retreat when required to-do so, itis eliminated instead E = All afféeted armies are ELIMINATED, snd placed in the Replacement Pool Combat results are cumplative, s0 a stack that receives a D1 result gets all of is armies depleted, plus one more depletion, which climinates one of the aleady-depleted arm- The result gained from a die rll applies to all defending armies in the hex, and to all attcking armies in every hex tha partiipated jn the attack fhe result calls for only one or two armies to be affected, the player owning the armies always chooses which army(s) suffers the sul Die Roil Modifier The following factors can result in aklitions to or subtractions from the combat roll. Posi- tive numbers help the attacker; negative num- bers help the defender These die modifiers are summarized above the Combat Table LEADERS: The Tactical Rating of any one Feader in the attacking saek(5) is ‘aided to the die roll, The Tacti= cal Rating of any one leader in the defending stack is subtracted fiom the die rol, DRAGONS! The number of Strength Points fof dragon armies attacking is added to the die roll; defending Gaon Strength Points are sub- tracted. Dragon Strength Points fre also counted into the total strengths in the attacking or defending force, so dragons pro- vide a double benefit WIZARDS: wv CAVALRY Ifany cavalry armies participate in the attack, a il modifier ey applies. Cavalry has no effect for the defender. FLIGHT Ifthe atacking force includes fying creatures (dragons, grffons, pegasi, or flying ciiadels), the Backer gains a +1 modiber. A <1 modifier applies if the efending force includes flies An attacking wizard provides #3 die roll modifier; a defend- ing wizard provides a3 modi- fier FORTRESS: A force defending in a fortess bas is Strength Point total = pled before the combat ratio is Setermined. In addition. a -t die roll modifier applies. Armies tacking from a fortress gain 90 benefit. ‘Armies defending in a fortess can ignore @ combat result that requires them to retreat I FORTIFIED CITY: A force defending in a fortified city has its Strength Point total doubled before the ‘combat ratio is determined. In ‘aidion, 2 di roll modifier applies. Armies atiacking from a fortified city grin no benefit Annies defending in a fort fied city can ignore a combat result that requires them to DWARVEN FORTRESS: Armies defending within a dwarven fortress receive 4-10 dic roll moxlifer. In ad tion, the attacker cannot gain the FLIGHT or CAVALRY modi- fiers. Armies attacking from a dwarven fortress gain no benefit ‘Ames defending in a dare ven fortress can ignore a combat result that requires them to retvat, a RIVER: If any attacking ground armies are separated from the defender's hex by a shallow river, a -4 die roll modifier applies to the attack BRIDGE: If any atacking armies must mss @ bridge to teach the defender’s hhex, a -4 die roll modifier Hh applies. FORD: If any attacking armies must cross a ford t reach the defender's hex, 3 die rll modifier applies MOUNTAIN PASS: If the defender's stack ‘occupies a mountain pass hex, a +2 modifier applies FAVORABLE TERRAIN: When either an attacking or defending army ‘ceupies a hex that is “favorable terrain” for the racial type of the army, a +1 (attacker) or -1 (defender) modifier applies. The following racial types gain this benefit. DWARVES, OGRES: Mountain hexes ELVES, KENDER: Forest hexes Special Combat Rules IF an attack causes a defending force to retreat, or entirely eliminates the defend force, attacking armies can make an ADVANCE AFTER COMBAT. As many attacking armies as are eligible to stack in the defender’s hex can move into the vacated hex, ‘Ako any attacking air or cavalry armies can then move ane extra hex, If air armies are attacked by enemy armies that do not include any air armies, the defending air armies ean elect to retreat one or ‘ovo hexes before the combat rol is made, The attcking forces can advance after combat oe- mally, but cannot attack the retreating air armies. Air armies that can earry ground amn- ies can cary the ground army with them dur ing this reteat Tf cavalry armies are attcked by enemy tamnies that do not include cavalry or air ame jes, the defending cavniry armies can elect to reiteat one hex before combat. The attacking Force can advance after combat normally, but cannot atack the retreating cavalry army, OPTIONAL RULE Players cannot look at the counters in each others” stacks until afler a combat is decared Once an attack has been declared, the attacker must cary it out, even ifhe discovers that it not to his advantage after he sees the enemy foes inthe defending hex. Rule 8: Ship-To-Ship Combat When a player has finished moving all of his “amies and ships, he can attack: enemy ships that are in @ bex (or river hexside)adjio- ent t0 his ships. The ship-to-ship combat Drovedire i different than combat for ground and air armics [Naval Combat Procedure Each player can make one atack for each of his ships. Fit, designate an enemy ship as the target of the attack. Then roll 1d10. If the result is equal to oles than the Combat Rate ing on your ship counter, you have damaged the enemy ship. Every attacking and defending ship in a battle s entitled to attack. All combat is con dered 10 be simultaneous, so if one of your ips damaged or sunk before you roll the dle for your attack, you sill wt to roll as itis ‘undamaged. ‘After all ships have rolled for one attack, the defending player has the option of with drawing all of his ships one hex (or hexside on river) in any direction, thus ending the com. bat. If the defending player declines this ‘option, the attacking player may withdraw his ships and end the combat If neither player withdraws, another round of combat is fought. The battle continues Tike this until ‘one player withdraws oF loses all of his ships Ship-o-Ship Combat Erfeets Damaged ships are flipped to their back sides. [Fa ship has already been damaged, and is damaged again, it sinks and is permanently removed ffom the game (ships do not return to the Replacement Pool. Any ground armies carried aboard ship that sinks are removed from the map and put in the Replacement Pool, Ground armies aboard a ship that gets damaged are unaf- fected. Leader Effects Only three Jeaders in the game can affost naval combat. These leaders are MAQUESTA, the pirate leader, and MITHAS and KOTHAS, the two minotaur leaders, These ‘re normal leaders for all ground combat pur. poses as wel, When one of these leaders is aboant a ship that takes part in combat, the leader's Tactical Rating is ded to the ship's Combat Rating before the combat dic is rolled. Kany lender is aboard a ship that sinks, the ‘owning player rolls 146, On a 1-3, the leader fis permanently removed from the game. On @ 4-6, the leader is placed with the nearest fienaly army Wieard Effects Wizards may be moved to any ship during the Movement Step, even ifthe ship on the ‘open sca, Wizards automatically reappear with the nearest fiendly army ot ship if their ship is sunk. [Each wizard on a ship adls +3 1 the ship's Combat Rating Rule 9: Conquest Armies are permanently removed from the game if their country is conquered. A country 5S conquered as soon as all fortified eites and fortresses in the country have been captured by enemy armies The pirates under Maquesta do not have a fortified city or foriess 10 call their own, and cannot be conguered. Likewise, Lord Soth and his legions are not conquered if Dargaard Keep is taken by the Whitestone forces. All other nations ate subject t conquest. Ertects of Conquest ‘As soon as a nation is conquered, all ground and air armies, a well as leaders, ofthat coun- tty are permanently removed from the map. They donot reenter play during the game. Ship counters remain on the map, and ean be twed by the former allies of the conquered county. Players are encouraged to lave at least one army in a fortess or fortified city for each nation, or else a swift ai or amphibious move could result in an uncontested conquest. Note that fortresses and cites have no inherent gar- rison, so an enemy player can move right into ‘one if his opponent has not left an army there. Koighis of Solamnia The Knights of Solamnia are harder to con= quer than other nations. The armies of all four nations of Knights (Caergoth, N. Ergoth, Solanthus, and Gunthar), plus the High Cletist Tower Knights, remain unconquered unl all fortesses and’ fortified cities begin= ning the game under the Knights’ control have been captured by the HL player Moving Demi-human Capitals (Optional Rule) The capital of a elven (Qualinesti, Silvanesti) or kender (Hylo, Goodlund) nation is the fortified city within chat nation, Certain of the WS player's demi-human mies have the ability to avoid or posipone conguest by disbanding their capital and moving it to another loceation, Elves and ken- det nations controlled by the WS player are cligible to use this rule ‘A capital can only be disbanded by the WS player during the WS Movement Step. At least one ground army of the country whose capital is Being disbanded must bein the cai tal hex IF these conditions are fulfilled, the WS player ean disband the capital, The capital Jmmediately loses all of is benefits asa forti- fied citys it is treated as a clear temain hex. The WS player mills 1d6 and adds 4 to the res. “This gives the number of Turns that must pass before the demichuman capital is © lished in another fortified eity or fortress. hex contolled by the WS player. Place the Demi- Ihuman Capital Marker from the counter mix fon the Tum track the appropriate number of “Turns later. For example, the WS player decides 10 dis- band the capital of Silvanesti on Turn 6; be rolls 1d6 and gets a3, Adding 410 this gives a delay of 7 Tums. Thus, the Silvanest capital ‘marker is placed on the Tum 13 (6 + 7) box of the Tum track, Silvanesti cannot be con- aquered until Turn 13; however, at that time, the WS player must put the Sivanest! capital marker on any fortess or fatilid city he com trols. From this point on, the capital may not move and Silvanesi is conquered if that for tress or fortified city is caprured by HL forces. Rule 10: Special Aemy Types Kender and draconian armies have special rules explained inthis section. Except as listed here, all normal game rules apply to kender and draconian anni Kender Kender amies have the unique abiliy © goud an opposing. force into an illsonceived aitack through the use of their Taunt ability ‘Taunt Procedure After the opposing player bas finshed bis movement, but before be begins his the player controlling kender forces ean dctae ene or more tums. An ehemy’ force mast be adjacent fo. kender army to be taunted The kender player selects an adjacent enemy stack to be taunted. The opposing player immoditly rolls 166 forthe taunted rack, On a 13, the taunt hes no effect on 46, the stack mut atck the ender stack before the normal combat step. A stack attacking hectse of taunt has => modi, in adion to al othr modi that apy, ta mt atc by ie no other sch 6th oripate in the tack Restrictions Each stack of kender armies can make only fone taunt attempt per Tum. However, an fenemy stack can be tunted several times if ‘more than one Kender stack is adsacent 10 i. Aer the fist suecessil taunt, the stack can- rot be taunted again, since no ground amy fan attack more than once per Tum. ‘An amy that stacks beeaise of a taunt can- rot atack during the Combat Step. The ken- der stack that taunted may be attacked by other armies during the same Tura, Draconians Unlike all oer creature types in the game, draconians are ereted as the War goes on, At any time before the game begins or during the ‘zame, the HL player can designate any fo Fie city or fortress that he controls as the s of the Dark Temple. He immediately places the Dark Temple marker on that hex, where it remains for the rest of the game. During the Replacement Step of every Tum, the HL player can put a draconian counter in the hex with the Dark Temple (if the temple is on the map). The draconian counter can move and fight normally during that Turn, and forthe rest of the game: ‘fier the player has added all 20 draconian counters to the game, the Dark Temple no longer serves any unetin, inated draconian armies are subject to the replacement rules «they appear in the Dark Temple hex), but the HL player cannot continue 4o manufacture new draconian afer he brings the 20 armies into the game If the hex containing the Dark Temple is captured by forces of the WS player, no more sdaconians can be brought into the game, and dconian lostes can no longer be replaced during the Replacement Step ‘Th ae 4 iz Fre Fi a a rs -? a * i a a 2 12 ras ob ry FAR Ae ee men = 4 a ibaa dal adel lae usin nina linia iain sbs)iabs)alajate) Ft abs\i2es| ©20 Ei £1 €20 £20 £20 £20 E20 E10 E10 E10 Ei Et £1 &1 €f Ef Ef Ei Ei) El E20 ie EL El:) El 52a ball (5)-( 50 S ~ re? ey eee rh \ a pa GaP & et > oe 6 “ 4 Mi he (" = De Sag) Ere, EO ad on Ca Se > ie SDC de (2 bata ese A MOA, a Ba es Tt Se ‘ € Turn TRack | Fane el) ee | ee gears | ti 3 5 6 UGA | tonseesre] tne | aaaee | tor | ween | ara ! 2 | 13 | 1 | 45 Combat Results Table Results to the left of the slash apply to the attacker; results to the right apply to the defender. COMBAT ODDS. Modified Dio Rett 12 a3 at : - 4-4 : 6-1 ry BE); El; EJ- BIL 2 B22 DR? 2D? 22 Bie B/- Bs) EMT or pei but Dre opi Dit 1 Er EL on DRI WT Diz Did DID DID D/2R 2 EA E/2 B20 pu bit bia Diz DR DI? 2/2R 5 E/2 Di D/- DIL DID 2D 22R 0 22R UDR UDR 6 ba bit bat Dip 2p 22k 1k ak pk wR, i a a un 12 of MIR 12R DR DR /DR QUE VE 10 a1 32 VaR RR DR DR ae VE Le Ce TR om BR GRE ie Ee “OR TR DR /DR OE VE “JE oe TE ore 4 SR PR DR WE De UE TE C/E Sere RESULTS: 1, 2 = The force suffers one or two depletions D = Every unit in the force suffer one depletion R= All units must reweat one hex E = All nite are eliminated die Roll Modipiers Attacker’s Modifiers Delender’s Madiirs Wiaard: + 3 sPaltacksrs inslude wizand Wizard <3 if defenders inelude wizard Cavalry: + 1 if stacker include cavalry Flight: 51 if defenders include Flying creatures Bridge: - 4 if any attackers must cross a bridge Fortress ~& defenders™ strength is TRIP Ford <3 if any attackers must cross a ford Dwarven Foress: — 10; no fight or cavalry bonuses TEhes: 4-1 dn forest if all atackers ae elves hes SI in forest if any defenders are clves KKender: + 1 in forest if all attackers ee Kender Kender: + 1 in forest i any defenders are kender Advanced DungeonsfDragons: RAGON ele sake PE-TeCol Rey Clon by Douglas Niles and Tracy Hickman * BOOKS * MODULES * Across the world of Krynn, the armies of light See Uae e a ened Re a aE ni creer) ee i Sree en Rm ee hres er oe ee aes Ses eR eo ke CeCe aeons Doe eee eure eee war and several major battles of the time. Each battle discussion ends with the set up and vic- eee rey eee ed et tee BRM RC csir Si ee aaa aerate mae Une ern atts Pu eee areca Dee e restate its Ome names ae ea piece, full-color map of the continent of Ansa- Set eee De rue eek eas sae ake es CIE ett ra Ce en pelt Nero) We Seid RRL ae Bris Seles forces ETE

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