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D&D Bookshelf | Before You Buy: Dragonlance: Shadow of the Dragon Queen

By Alyshia Barnes

Dragonlance: Shadow of the Dragon Queen is the first official D&D content from the world of Krynn since its 3rd Edition release in 2003. This classic setting is ingrained in the history of Dungeons and Dragons, and at long last has been brought to 5th Edition.

The book itself contains an introduction to the world and its current age (the fourth of five), a handful of new character options, and a full campaign exploring a section of ‘The War of the Lance’. This release also includes a Deluxe Edition option which includes the book, a bespoke Dungeon Master Screen, and the tabletop game; Warriors of Krynn (which I’ll discuss more below).

In this article I’ll cover the highlights of each section of the book, including spoiler and spoiler-free descriptions of the campaign and details on the new character options at your disposal.

But if you’re new to Dragonlance, here’s a quick summary of the 40 years’ worth of lore you’ve missed…

Dragonlance, first published in 1984, explores the world of Krynn, a classic fantasy setting full of magic, adventure, aragons, and believe it or not, lances (also dungeons). The history of Krynn spans five ages as Gods were born, civilisations were built, and wars were waged. The majority of Dragonlance content revolves around the Fourth Age, the Age of Despair. This period follows two major events, the Third Dragon war, during which the first Dragonlance was created and used to defeat the evil Dragon Queen, Takhisis, and the Cataclysm, a global purge where the Gods rid the world of several self-righteous King-Priests through a series of cataclysmic disasters. Now, in the Age of Despair, civilisations have started to rebuild, scarred and fearful. The Knights of Solamnia, once the proud guardians of Krynn’s people, are now vilified and rejected. The world walks towards an uncertain future, only sure of one thing; their Gods have abandoned them, and all they have is each other.

This is where we begin.

Section 1: The Lore of Krynn

As popular as Dragonlance is, the release of 5th Edition has brought crowds of new players, many of whom will not be familiar with the setting. The first section of the guidebook does an excellent job of introducing new players to the setting while refreshing the memory of familiar fans.

This section touches on major historic events, for DM and player use alike, which effectively fleshes out the setting and common knowledge for any citizen. For those who like the finer details of worldbuilding, you can find calendar, currency, and language information, as well as a handy list of rumours currently passing through the taverns of Ansalon (the continent on which this campaign takes place).

A large portion of this section of the book is dedicated to the Gods of Kyrnn, who, while no longer active agents of the world, still offer some level of divine aid to those who remain faithful. There are 21 different Gods (Good, Neutral, and Evil) covering a wide variety of Domains, from Music to Change to Vengeance. The mythos of the Gods is integral to the history of Krynn and this portion of the book does a great job of introducing the impressive pantheon.

Bonus Note: The section on Takhisis (the Dragon Queen) has an interesting little tidbit that I didn’t know before reading this book. I won’t spoil it for you here in case you want to discover it yourself while playing/reading, but I’ll put it down in the spoiler section below in case you’re as impatient as I am. Look for a little asterisk *.

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Section 2: Character Options

This section will introduce you to the different communities in Krynn as well as offer you a few new options for your character build. A range of Dwarven, Elven, Gnomish, and Human communities are outlined with their different regions and cultures. Also introduced is a new/old race, the Kender. The Kender were first released in 1984 in “A Stone’s Throw Away” (Edition #85 of ‘Dragon Magazine’) and have now arrived in 5th Edition.

The Kender are descendants of a community of gnomes, altered by Reorx, God of Craft, to have extraordinary curiosity and bravery. While still considered part of the ‘small’ category, Kender appear to be slightly taller than the average gnome, and in my opinion, are very cute (I recommend a gander at the art accompanying their section in the book). Kender have advantage on saving throws against being frightened, gain proficiency in a chosen skill (either Insight, Investigation, Sleight of Hand, Stealth, or Survival), and have the ‘Taunt’ ability, whereby they may use a bonus action and provoke an opponent, giving them disadvantage on attacking anyone but given Kender.

Following these character options is an exploration of two major organisations in Krynn, the Knights of Solamnia and the Mages of High Sorcery. Each is extensively explained in the guide so I won’t repeat them here, but I feel they’re worth mentioning for the potential they have in background development. I love the concept of the Paladin’s Oath and trying to run a character in alignment with such ordeals, or dealing with the consequences when they are inclined to break them. I can see A Knight of Solamnia being a very interesting background for a Paladin, especially with their now tarnished reputations. And taking the name literally, I can see the Mages of High Sorcery being an interesting branch for a sorcerer, trying to control innate abilities in a structure often reserved for wizards. I can see these builds being excellent fuel for role play.

Also included in this section are a handful of new feats. Interestingly, this begins with the preface that any character played in a Dragonlance setting automatically gains additional feats, at both first and fourth levels. Of course, such a rule is up to the Dungeon Master of the given game, but I like the prospect of making a character a little more dynamic. This may also help to tie your characters into the world better as many of the new feats provided are specific to Krynn. Also included are two new Backgrounds; Knight of Solamnia and Mage of High Sorcery.

Most excitingly, however, is the introduction of a new subclass, the Lunar Sorcerer. As with how Eladrin shift between abilities according to the season they’re associated with at a given time, a Lunar Sorcerer shifts between phases of the moon each day, changing abilities as it waxes and wanes. This subclass grants you access to more spells, reduces the sorcery point fee for different types of magic, grants abilities such as shedding light, gives resistance to damage types, and can make the subject extra stealthy, all depending on what phase they are in. I can see this build being very dynamic, with utility both in and out of combat. Some experimenting may yield very interesting builds with this new addition to the roster.

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Section 3: The Campaign

Spoiler Free

You’re gathered on a hilltop, the sky grey, but parting. The morning was solemn and difficult, but chatter, food, and music at the Kingfisher Festival did quick work in reminding you of the good times. A small crowd has gathered, dotting the edges of the field, ready to watch the spectacle. Murmurs and laughter wander lazily through the crowd. Children play, friends mingle. Your weapon, sword, staff, or otherwise, is heavy in your hand. Not for fear though. You’re here, you and your new friends, to put on a show. Once a site of great victory for the Knights of Solemnia, the pasture now waits as a stage for your re-enactment. No blood will be shed here anymore.

But that hope is too quickly whisked away as a scream hits the wind. Steel on steel. Clanging rising above the crowd.

It seems your performance is about to get very realistic.

Our adventure begins in a small town called Vogler. Whether you came here alone or with allies, you settle in with a party united by a common friend. But naturally, things don’t stay merry for very long. A shadow creeps over Hinterlund, threatening to engulf all of Krynn in darkness. And flame. From levels 1 to 11, you and your party will thwart sieges, scour ruins, scout armies, and battle forces unseen by Krynn for many an age. This campaign has a nice balance of political intrigue, intelligence retrieval, and all-out brawls. For those wishing to get a feel for classic D&D or who simply want a well-rounded story to explore, this is a great campaign to sink your sword into.

Definitely Not Spoiler Free

Takhisis is back and out for absolute devastation. This campaign starts at the beginning of the ‘War of the Lance’ as the Dragon Queen and her forces just begin their march across Krynn. Rumour of the threat has barely reached the region when towns are found reduced to coals. In the wake of an attack on Vogler, our party, along with fleeing citizens, travel to Kalaman, one of the largest cities of Solamnia. It won’t be long before the army reaches its doorstep as well.

For the larger part of this campaign, the party will run missions on behalf of Kalaman, fighting ghosts and goblins, retaking outposts, scouting out the enemy. Eventually word arises of a great weapon laying dormant in the ‘City of Lost Names’, and time is leeching away till it is seized by the Dragon Army. Our party will traverse the Wastes, exploring ruins, shrines, and caves in their path. Arriving at the city, they find it crawling with all manner of dragon soldiers, with a Temple to Paladin awakening at its centre. As it does so however, the city, which should rise into the air Atlantis-style, instead begins to tear itself apart, ripping the earth around our heroes to loose cobblestones. As they flee back to the temporary safety of Kalaman, our party sees that, while the city itself did not rise, the intact temple moves slowly towards them. ‘The Bastion of Takhisis’, a deadly weapon in its own right, is preparing for its descent on Kalaman. In the final fight, our party of heroes must not only defend the city from the Dragon Army, but board and destroy the weaponised temple. They have quite the adventure ahead of them.

As the history and nature of this setting is vast and dense, this campaign provides the option of three different preludes to run before the main adventure starts: Broken Silence, Eye in the Sky, and Scales of War. Each introduces characters to different elements of the world (Gods, High Sorcerers, and Dragons respectively) and can help ease players into this immense new world.

Something I want to highlight is the importance of recognising the villains in this campaign. ‘The War of the Lance’ is vast and as such, Takhisis herself doesn’t really have much of a presence in this story. The primary enemies you’ll face are Kansaldi Fire-Eyes (High-Master of the Red Dragon Army), Lohezet (Mage of the Red Dragon Army), Western Kern (Champion of the Red Dragon Army), and Red Ruin (Leader of the Red Dragon Army’s airborne forces). None of these, however, are as powerful as Lord Soth, an undead who in life failed to prevent the Cataclysm and has now allied with the Dragon Queen. While most are loyal to Takhisis, some, especially Soth, may have extra motivations, and I recommend having a good understanding of their stories to give your campaign some extra depth.

As mentioned in the intro to this article, the Deluxe Edition of Shadow of the Dragon Queen comes with the miniatures game Warriors of Krynn. Many of the major battles in this campaign can be run through this game and can provide characters with some impressive rewards. Of course, these battles can still be run with your normal D&D rules, but if you feel like shaking combat up a bit, I highly recommend giving Warriors of Krynn a try.

*Here’s that interesting tidbit I hinted at. Takhisis is actually Tiamat, a name some players might recognise from other campaigns such as ‘Hoard of the Dragon Queen’ and ‘The Rise of Tiamat’. Of course, they’re both referred to as the Dragon Queen, so players who are a little more clued in then me may have already connected these dots, but it’s important to remember that ‘Dragonlance’ and ‘The Forgotten Realms’ are on separate worlds. Apparently, after the Third Dragon War, Takhisis wandered over to Faerun and hung out as Tiamat for a while, before ultimately heading back to ravage Krynn again. While I’m not aware of how she canonically made such a journey, I personally like to imagine a space opera style adventure with her sitting on a too-small Spelljammer Helm, steering a Dragon shaped ship past giant hamsters and cities of space clowns.

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Features of Note

An element of the book that I loved and felt I had to mention was the inclusion of concept art in the back. It’s an addition I hadn’t noticed in other releases but brought me a lot of joy to see. The beautiful sketches do a marvelous job of capturing the tone and intention behind the world, and being granted a glimpse into the artistic journey behind this book makes me all the more excited to explore its story.

I also want to offer some praise for the maps, especially for ‘The Kalaman Region and Northern Wastes’. I love the style they’re rendered in and think they reflect well the vast history of the setting. The art style itself feels a part of the world and I can already hear the excitement in my players' voices when I hand them such a resource.

Closing Thoughts

As someone who’s only ever been exposed to 5th Edition Dungeons and Dragons, I am delighted to see this wave of revivals that have graced us recently, and Dragonlance: Shadow of the Dragon Queen continues that exciting trend. This book is not only a great resource for those wanting to learn a little more about classic settings but is a dynamic campaign in its own right. With a cast of interesting characters, a variety of quests covering a range of tactics and locations, and a vast breadth of lore to bolster your characters and their stories, Shadow of the Dragon Queen is a fantastic addition to any arsenal, new and veteran players alike.

Pick up your standard or deluxe copy at your local Good Games or through the handy online store link I’ve put here.

Good Journey, Adventurer!

- Alyshia

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