AD&D DL - Dragons of Glory.pdf

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Dragons of Glory
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Strategic Events
Activation Bonus
Wizard
result but doubles, the player receives a combat
die roll modifier equal to the highest of his two
dice. If the roll is doubles, however, the player
receives a combat die penalty of 6, and the
gnomish technology marker is removed from the
game. The gnome modifier is in addition to all
other applicable die roll modifiers.
Thus, a roll of 5 and 2 would give an attack
roll modifier of +5 to an attacker who used the
gnomes. The same roll for a player who was
using the gnomes with a defending army would
result in a -5 modifier to the attack against his
army. An attacker who rolled doubles when try-
ing to use gnomish technology would receive a
-6 to his attack roll, while a defender who rolled
doubles would add +6 to the attack roll against
him.
The player who draws one of these counters
gets the indicated bonus to his Activation roll
on the Turn the counter is drawn. The bonus is
subtracted from the player’s d10 roll for Acti-
vation during Step 3 of the same Turn.
These counters represent powerful wizards
who have chosen sides in the war. A wizard
counter must be given to the side listed on the
counter (Highlord or Whitestone), regardless
of which player drew the counter.
Wizards have no movement allowance.
During a player’s movement step, he may pick
up his wizards and place them with any of his
armies or ships. Wizards must always be
stacked with an army or ship.
,A wizard with an attacking army adds +3
to the combat die roll; a wizard with a defend-
ing army lowers the die roll by -3.
A wizard with a ship adds +3 to the Com-
bat Rating of the ship.
Dragonlances
Each of these counters is given to the WS
player when drawn. The first counter indicates
that the forces of good have learned the secret
of creating Dragonlances; subsequent
counters represent further production of
Dragonlances. The WS player places the
counter in a hex with one of his armies. That
army is designated to carry the lances for the
duration of the game. If the army is removed
from the map for any reason, the Dragonlance
counter is permanently eliminated.
An army carrying Dragonlances has its
Combat Strength doubled for all purposes. In
addition, if that army is part of a stack being
attacked by dragons, the attacker receives no
die roll modifiers for the presence of his
dragons.
An army can only carry one Dragonlance
counter and only that army’s strength is dou-
bled.
Flying Citadels
Golden General
This event means that Laurana has been
appointed a commander in the WS armies.
The Golden General counter is set aside, but
the Laurana counter (in Knights of Solamnia
colors) is placed with one of the WS armies.
Laurana is treated as any other leader.
Each of these counters is given to the HL
player when drawn. The first counter indicates
the discovery of the secret of creating the massive
citadels, while subsequent counters represent
further production of citadels.
The citadel counter is placed on any fortress or
fortified city controlled by the HL player. It can
move four hexes every Turn, and ignores all ter-
rain. Up to three HL armies of any types can ride
upon it. The citadel cannot be attacked by WS
ground armies. If it is attacked by air armies,
treat it as a fortified city.
If the citadel joins an attack against WS
ground armies, those armies receive no terrain
bonuses. All defending fortress and fortified city
benefits are also lost.
HL ground armies can board the citadel
whenever they are in the same hex, provided the
armies have not yet moved that Turn. Ground
armies can also be dropped off at any time. An
army that has been carried even one hex on the
citadel cannot move under its own power during
the same Turn.
Good Dragons Arrive
Dragon Orb Discovered
Each of these counters is used by the player
who draws it from the cup. The Dragon Orb
must be immediately placed in a hex with a
leader. The Orb can be used anytime the
leader is attacking or being attacked by an
enemy force that includes dragons.
To use the Orb, the player must roll 1d6
and compare the result to the leader’s Tactical
Rating. If the roll is higher than the leader’s
rating, both the leader and the Orb counters
are permanently removed from the game. If
the roll is equal to or less than the leader’s Tac-
tical Rating, all dragons opposing that leader
in the battle are eliminated. The Orb is also
permanently eliminated.
This counter signifies that the good dragons
have joined the war against the HL player. The
WS player can immediately take all seven
good dragon counters and place them with
any of his armies on the map.
Gnomish Technology
Lord Soth’s Legion
The player who draws this counter receives
the dubious benefit of gnomish war machine
technology. The counter is immediately
placed with any army of the player who drew
the counter.
The gnomish technology counter may be
used whenever the army it is stacked with is
involved in combat. (Use of gnomish technol-
ogy is always optional!)
If the player decides to use the gnomes, he
rolls two dice before combat takes place. On any
When this event is drawn, the HL player can
immediately place Lord Soth and his two armies
on the map in the Dargaard Keep hex. These
armies function as normal HL armies, except
that they are not subject to conquest.
If Dargaard Keep is taken by WS forces before
this counter is drawn, Lord Soth and his armies
appear in the Dark Temple hex when the
counter is drawn.
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Official Simulation Game
Dragons of Glory
by Douglas Niles and Tracy Raye Hickma n
TABLE OF CONTENTS
Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Wherein the game is described and its use to the referee is explained.
The War Journal o f Lord Gunthar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Wherein the gloried ruler of the Solamnic Knights discusses the course of the War of the
Lance, both in general terms and in specific battles.
The War of the Lance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Fall of Silvanesti . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
The Solamnic Plain . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Kender Strike . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Siege of Kalaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
The Orders of War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Wherein Lord Gunthar details the command structure and organization in the armies of the
war, as well as their detailing for small-scale warfare.
CREDITS
Distributed to the book trade in the United States by Random
House, Inc., and in Canada by Random House of Canada, Ltd. Dis-
tributed to the toy and hobby trade by regional distributors. Distrib-
uted in the United Kingdom by TSR UK Ltd.
ADVANCED DUNGEONS & DRAGONS. AD&D.
BATTLESYSTEM, DRAGONLANCE, PRODUCTS OF YOUR
IMAGINATION, and the TSR logo are trademarks of TSR Inc.
Editor: Mike Breault
Cover Art: Jeff Easley
Interior Art: Jeff Butler
Diana Magnuson
Cartography: David Sutherland III
Steven D. Sullivan
Picard Didier Inc.
Typography: Linda Bakk
Carolyn Vanderbilt
Keylining: Colleen O’Malley
This adventure is protected under the copyright laws of the United
States of America. Any reproduction or other unauthorized use of the
material or artwork contained herein is prohibited without the
express written permission of TSR Inc.
©
TSR Inc.
TSR UK Ltd.
POB 756
The Mill, Rathmore Road
Lake Geneva
Cambridge CB1 4AD
WI 53147
United Kingdom
Permission granted to photocopy or print this product for personal use.
Printed in U.S.A.
ISBN 0-88038-094-2
9144
1986 TSR Inc. All Rights Reserved. Printed in U.S.A.
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Once the dragons Returned, War Was Inevitable.
Lord Gunthar Uth Wistan
Warlord of Solamnia
“Dragons of Glory” is the eleventh install-
ment in the DRAGONLANCE ® series.
Unlike its predecessors, however, this supple-
ment focuses on the overall War of the Lance
rather than the adventures of the characters.
In doing so, it gives the referee a fine simula-
tion of the war to play as a game as well as the
ability to control the war in his own campaign.
The BATTLESYSTEM rules can be used 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 which
you can use the “Dragons of Glory” war game
to add more flavor to your DRAGONLANCE
campaign. Other ways to use this game in
your campaign may occur to you as you play.
Strategic Events
Most of the Strategic Events in the game
represent events that may occur during the
role-playing adventures. For example, the
discovery of the Dragonlances on Ergoth takes
place in DL7. One of the three Dragon Orbs is
discovered in each of DL6, DL8, and DL10.
You may want to introduce the three Dragon
Orbs counters and the first Dragonlance
counter into the game during Battle Turn 20
to mimic the effects these devices have in the
adventures.
Integrating the Quest and the War
The War of the Lance may be won in two
different ways: (1) The military victory of the
Whitestone forces, or (2) the completion of
the role-playing quest. The forces of the
Queen of Darkness succeed if neither of these
conditions are met.
Thus DRAGONLANCE game functions on
two levels: the role-playing quest and the stra-
tegic war. The other modules in this series
encompass the epic quest of the heroes. This
supplement re-creates the overall war.
This is not to say that the characters don’t
affect the war and vice versa. When a questing
PC walks into the same area as an entire Drag-
onarmy, there most certainly will be some
effect! 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 slightly different manner than as a
straight simulation. While “Dragons of
Glory” is a complete and self-contained simu-
lation game, it can 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
by month as the game progresses. When the
game is over you will have a complete record
of the movements of all the evil armies over
the face of Krynn during the War of the Lance.
Use this information in your campaign to
enhance your players’ feeling of being part of
a titanic struggle raging across the continent
of Ansalon. When your players’ characters are
in an area at the same time as an evil army in
the war game, allow this to affect the encoun-
ters the PCs have. Perhaps they meet a
greater-than-usual number of the monster
type in the evil army. Or they might meet ref-
ugees from battles, remnants of defeated
good armies. Maybe villagers ask the PCs to
defend them against a small portion of a
Dragonarmy that is headed their way.
Correlating Game Time to Campaign Time
The time scale for the game is one Battle
Turn equals two months, with the exception
of the winter Battle Turn, which encompasses
the months of November, December, January,
and February. The months and years are
printed on the Turn track of the game. To use
the game in your role-playing campaign, you
need to correlate Battle Turns to time elapsed
during role play.
The following table relates specific Battle
Turns in the game to the timing of events that
occur in the modules. These are only guide-
lines; the actual timing of module events in
your campaign may be somewhat different.
This schedule assumes that the the Dragon
Highlords’ invasion of Abanasinia takes place
on Turn 19 and the invasion of Solamnia takes
place prior to Turn 20.
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 written in the order in which they
occurred during the War of the Lance. This
makes it easier to understand the historical
setting for each scenario. The scenarios teach
the basics of the game and we recommend
that you play the scenarios before tackling the
campaign games.
The first campaign game allows you to play
out the course of the war from start to finish.
We suggest that you save this one until after
you have learned the rules by playing the
shorter scenarios.
The second campaign game is the Historical
Campaign, which begins on Turn 20 with the
conditions that exist at the start of the adven-
ture modules. This is a much shorter game
than the first campaign although equally
complex. The Historical Campaign is also the
most useful to the DRAGONLANCE game
referee. However, we still 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
tactics for the Whitestone player. We recom-
mend this one as the second scenario you play.
The second scenario is larger scale than the
first and introduces limited Activation rules.
We recommend you play this scenario after
playing the first and third scenarios. When
you are done with this one, you should be
ready to tackle either of the campaign games.
If you are just learning the rules, or are alto-
gether new to simulation games, the third sce-
nario is the easiest to learn, play, and teach. It
is the best place to start learning the basic rules
of combat and getting a feel for the game in a
Battle Module
Turn Event
1 March 348 AC * / Start of the war
20 Winter 351 AC / DL1 ,DL2, DL3
DL4, DL6, DL7, DL8, DL9
DL10
21 March 352 AC / DL9, DL12, DL13
22 May 352 AC / DL14
* AC denotes Alt-Cataclius (After the Cataclysm)
You may wish to play the first 19 turns of
the war game and then begin your campaign
adventure at that point. We suggest that the
Historical Campaign be played if you plan to
relate the events in the game to your cam-
paign adventures.
2
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short time. Play this one first.
The fourth scenario is a no-holds-barred
battle. Short and furious conflict is the rule.
This one allows you to play with all the rules.
It doesn’t take as long as a campaign game but
has all the action. Try this scenario when you
don’t have time for a campaign game but still
Want to play all-out.
Battle Turn to Campaign Year Chart
Turn Campaign Time
348 AC
1
March/April
2
May/June
3
July/August
4
September/October
5
November/December/January/
February
349AC
6 March/April
7 May/June
8 July/August
9 September/October
10 November/December/January/
February
350 AC
11 March/April
12 May/June
13 July/August
14 September/October
15 November/December/January/
February
351 AC
16 March/April
17 May/June
18 July/August
19 September/October
20 November/December/January/
February
352 AC
21 March/April
22 May/June
23 July/August
24 September/October
25
November/December/January/
February
353AC
26 March/April
27 May/June
28 July/August
29 September/October
30 November/December/January/
February
3
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