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Page 1: Dragons of Glory - The Eye & Dragons... · 2017. 9. 10. · Thus DRAGONLANCE game functions on two levels: the role-playing quest and the stra-tegic war. The other modules in this
Page 2: Dragons of Glory - The Eye & Dragons... · 2017. 9. 10. · Thus DRAGONLANCE game functions on two levels: the role-playing quest and the stra-tegic war. The other modules in this

stRateqic events

Activation Bonus

Act+ 1

Act+ 2

Act+ 3

Wizard

The player who draws one of these countersgets the indicated bonus to his Activation rollon the Turn the counter is drawn. The bonus issubtracted from the player's dlO roll for Acti-vation during Step 3 of the same Turn.

Dragonlances

Each of these counters is given to the WSplayer when drawn. The first counter indicatesthat the forces of good have learned the secretof creating Dragonlances; subsequentcounters represent further production ofDragonlances. The WS player places thecounter in a hex with one of his armies. Thatarmy is designated to carry the lances for theduration of the game. If the army is removedfrom the map for any reason, the Dragonlancecounter is permanently eliminated.

An army carrying Dragonlances has itsCombat Strength doubled for all purposes. Inaddition, if that army is part of a stack beingattacked by dragons, the attacker receives nodie roll modifiers for the presence of hisdragons.

An army can only carry one Dragonlancecounter and only that army's strength is dou-bled.

Dragon Orb Discovered

Each of these counters is used by the playerwho draws it from the cup. The Dragon Orbmust be immediately placed in a hex with aleader. The Orb can be used anytime theleader is attacking or being attacked by anenemy force that includes dragons.

To use the Orb, the player must roll Id6and compare the result to the leader's TacticalRating. If the roll is higher than the leader'srating, both the leader and the Orb countersare permanently removed from the game. Ifthe roll is equal to or less than the leader's Tac-tical Rating, all dragons opposing that leaderin the battle are eliminated. The Orb is alsopermanently eliminated.

These counters represent powerful wizardswho have chosen sides in the war. A wizardcounter must be given to the side listed on thecounter (Highlord or Whitestone), regardlessof which player drew the counter.

Wizards have no movement allowance.During a player's movement step, he may pickup his wizards and place them with any of hisarmies or ships. Wizards must always bestacked with an army or ship.

A wizard with an attacking army adds + 3to 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.

Golden General

This event means that Laurana has beenappointed a commander in the WS armies.The Golden General counter is set aside, butthe Laurana counter (in Knights of Solamniacolors) is placed with one of the WS armies.Laurana is treated as any other leader.

Good Dragons Arrive

This counter signifies that the good dragonshave joined the war against the HL player. TheWS player can immediately take all sevengood dragon counters and place them withany of his armies on the map.

Gnomish Technology

The player who draws this counter receivesthe dubious benefit of gnomish war machinetechnology. The counter is immediatelyplaced with any army of the player who drewthe counter.

The gnomish technology counter may beused whenever the army it is stacked with isinvolved in combat. (Use of gnomish technol-ogy is always optional!)

If the player decides to use the gnomes, herolls two dice before combat takes place. On any

result but doubles, the player receives a combatdie roll modifier equal to the highest of his twodice. If the roll is doubles, however, the playerreceives a combat die penalty of 6, and thegnomish technology marker is removed from thegame. The gnome modifier is in addition to allother applicable die roll modifiers.

Thus, a roll of 5 and 2 would give an attackroll modifier of + 5 to an attacker who used thegnomes. The same roll for a player who wasusing the gnomes with a defending army wouldresult in a - 5 modifier to the attack against hisarmy. An attacker who rolled doubles when try-ing to use gnomish technology would receive a- 6 to his attack roll, while a defender who rolleddoubles would add + 6 to the attack roll againsthim.

Flying Citadels

Each of these counters is given to the HLplayer when drawn. The first counter indicatesthe discovery of the secret of creating the massivecitadels, while subsequent counters representfurther production of citadels.

The citadel counter is placed on any fortress orfortified city controlled by the HL player. It canmove four hexes every Turn, and ignores all ter-rain. Up to three HL armies of any types can rideupon it. The citadel cannot be attacked by WSground armies. If it is attacked by air armies,treat it as a fortified city.

If the citadel joins an attack against WSground armies, those armies receive no terrainbonuses. All defending fortress and fortified citybenefits are also lost.

HL ground armies can board the citadelwhenever they are in the same hex, provided thearmies have not yet moved that Turn. Groundarmies can also be dropped off at any time. Anarmy that has been carried even one hex on thecitadel cannot move under its own power duringthe same Turn.

Lord Soth's Legion

When this event is drawn, the HL player canimmediately place Lord Soth and his two armieson the map in the Dargaard Keep hex. Thesearmies function as normal HL armies, exceptthat they are not subject to conquest.

If Dargaard Keep is taken by WS forces beforethis counter is drawn, Lord Soth and his armiesappear in the Dark Temple hex when thecounter is drawn.

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Official Simulation Game

Dragons of Gloryby Douglas Niles and Tracy Raye Hickman

TABLE OF CONTENTS

Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Wherein the game is described and its use to the referee is explained.

The War Journal o f Lord Gunthar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Wherein 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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Wherein Lord Gunthar details the command structure and organization in the armies of the

war, as well as their detailing for small-scale warfare.

Distributed to the book trade in the United States by RandomHouse, 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.A D V A N C E D D U N G E O N S & D R A G O N S . A D & D .BATTLESYSTEM, DRAGONLANCE, PRODUCTS OF YOURIMAGINATION, and the TSR logo are trademarks of TSR Inc.

This adventure is protected under the copyright laws of the UnitedStates of America. Any reproduction or other unauthorized use of thematerial or artwork contained herein is prohibited without theexpress written permission of TSR Inc.

© 1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

CREDITS

Editor: Mike BreaultCover Art: Jeff EasleyInterior Art: Jeff Butler

Diana MagnusonCartography: David Sutherland III

Steven D. SullivanPicard Didier Inc.

Typography: Linda BakkCarolyn Vanderbilt

Keylining: Colleen O’Malley

TSR Inc. TSR UK Ltd.POB 756 The Mill, Rathmore RoadLake Geneva Cambridge CB1 4ADWI 53147 United Kingdom

Permission granted to photocopy or print this product for personal use.

Printed in U.S.A.ISBN 0-88038-094-29144

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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 Lancerather 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 theability to control the war in his own campaign.

Integrating the Quest and the War

The War of the Lance may be won in twodifferent ways: (1) The military victory of theWhitestone forces, or (2) the completion ofthe role-playing quest. The forces of theQueen of Darkness succeed if neither of theseconditions are met.

Thus DRAGONLANCE game functions ontwo levels: the role-playing quest and the stra-tegic war. The other modules in this seriesencompass the epic quest of the heroes. Thissupplement re-creates the overall war.

This is not to say that the characters don’taffect the war and vice versa. When a questingPC walks into the same area as an entire Drag-onarmy, there most certainly will be someeffect! Indeed, the positions of PCs in theworld in relation to the armies is one of thebenefits of this supplement.

As a game referee, you may want to use thisgame in a slightly different manner than as astraight simulation. While “Dragons ofGlory” 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 yourDRAGONLANCE campaign is to play thegame, either solo or with a friend, and recordthe locations of the evil armies. Do this monthby month as the game progresses. When thegame is over you will have a complete recordof the movements of all the evil armies overthe face of Krynn during the War of the Lance.

Use this information in your campaign toenhance your players’ feeling of being part ofa titanic struggle raging across the continentof Ansalon. When your players’ characters arein an area at the same time as an evil army inthe war game, allow this to affect the encoun-ters the PCs have. Perhaps they meet agreater-than-usual number of the monstertype in the evil army. Or they might meet ref-ugees from battles,remnants of defeatedgood armies. Maybe villagers ask the PCs todefend them against a small portion of aDragonarmy that is headed their way.

The BATTLESYSTEM™ rules can be used togovern medium-scale skirmishes betweengroups of evil monsters and the PCs (aided byvillagers or army groups that rally around thePCs).

These are only a few of the ways in whichyou can use the “Dragons of Glory” war gameto add more flavor to your DRAGONLANCEcampaign. Other ways to use this game inyour campaign may occur to you as you play.

Correlating Game Time to Campaign Time

The time scale for the game is one BattleTurn equals two months, with the exceptionof the winter Battle Turn, which encompassesthe months of November, December, January,and February. The months and years areprinted on the Turn track of the game. To usethe game in your role-playing campaign, youneed to correlate Battle Turns to time elapsedduring role play.

The following table relates specific BattleTurns in the game to the timing of events thatoccur in the modules. These are only guide-lines; the actual timing of module events inyour campaign may be somewhat different.This schedule assumes that the the DragonHighlords’ invasion of Abanasinia takes placeon Turn 19 and the invasion of Solamnia takesplace prior to Turn 20.

Battle ModuleTurn Event

1 March 348 AC * / Start of the war20 Winter 351 AC / DL1 ,DL2, DL3

DL4, DL6, DL7, DL8, DL9DL10

21 March 352 AC / DL9, DL12, DL1322 May 352 AC / DL14

* AC denotes Alt-Cataclius (After the Cataclysm)

You may wish to play the first 19 turns ofthe war game and then begin your campaignadventure at that point. We suggest that theHistorical Campaign be played if you plan torelate the events in the game to your cam-paign adventures.

2

Strategic Events

Most of the Strategic Events in the gamerepresent events that may occur during therole-playing adventures. For example, thediscovery of the Dragonlances on Ergoth takesplace in DL7. One of the three Dragon Orbs isdiscovered in each of DL6, DL8, and DL10.You may want to introduce the three DragonOrbs counters and the first Dragonlancecounter into the game during Battle Turn 20to mimic the effects these devices have in theadventures.

Notes on Campaigns and Scenarios

Two campaign games and four scenarios areincluded in this book. Each has its ownstrengths. All of the battle descriptions andscenarios are written in the order in which theyoccurred during the War of the Lance. Thismakes it easier to understand the historicalsetting for each scenario. The scenarios teachthe basics of the game and we recommendthat you play the scenarios before tackling thecampaign games.

The first campaign game allows you to playout the course of the war from start to finish.We suggest that you save this one until afteryou have learned the rules by playing theshorter scenarios.

The second campaign game is the HistoricalCampaign, which begins on Turn 20 with theconditions that exist at the start of the adven-ture modules. This is a much shorter gamethan the first campaign although equallycomplex. The Historical Campaign is also themost useful to the DRAGONLANCE gamereferee. However, we still recommend playingthrough some of the smaller scenarios beforeattempting this one.

The first scenario simulates the fall ofSilvanesti. It emphasizes offensive tactics forthe Dragon Highlord player and defensivetactics for the Whitestone player. We recom-mend this one as the second scenario you play.

The second scenario is larger scale than thefirst and introduces limited Activation rules.We recommend you play this scenario afterplaying the first and third scenarios. Whenyou are done with this one, you should beready 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. Itis the best place to start learning the basic rulesof combat and getting a feel for the game in a

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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 buthas all the action. Try this scenario when youdon’t have time for a campaign game but stillWant to play all-out.

Battle Turn to Campaign Year Chart

Turn Campaign Time

348 AC1 March/April2 May/June3 July/August4 September/October5 November/December/January/

February

349AC6 March/April7 May/June8 July/August9 September/October10 November/December/January/

February

350 AC11 March/April12 May/June13 July/August14 September/October15 November/December/January/

February

351 AC16 March/April17 May/June18 July/August19 September/October20 November/December/January/

February

352 AC21 March/April22 May/June23 July/August24 September/October25 November/December/January/

February

353AC26 March/April27 May/June28 July/August29 September/October30 November/December/January/

February

3

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The War of the Lance

Lord Gunthar Uth Wistan is currently thehighest ranking of the Knights of Solamniaand leader of the armies commanded by theWhitestone Council. These armies includethe Knights of Solamnia, members of theWhitestone Council proper, and those AlliedCouncilors who are not on the WhitestoneCouncil but lend their support to it.

Lord Gunthar was born at his ancestralhome of Castle Wistan on Sancrist Isle in earlyspring of 293 AC. His major early campaignswere on the Solamnic Plains around VingaardKeep where he aided Lord Brightblade in thedefense against both a hobgoblin incursionand a simultaneous uprising of the peasants.The episodes taught him not only battleprowess but the importance of politics(young, rebellious knights had incited theuprising).

Despite many early successes both on andoff the battlefield, Lord Gunthar is most hon-ored for his victories in the War of the Lance.While the war still rages on and its outcome isyet uncertain, I have compiled here a few ofthe more interesting insights from Lord Gun-thar’s war journal....

Astinus of PalanthusSpring of 352 AC

The War of the Lance had its origins in theGreat Cataclysm. The empires of the previousage were sundered, while dragons, banishedfor over a millennium, returned to the landsof our ancestors. Once the dragons returned,war was inevitable.

The dragons entered into unnatural alli-ances with evil men. These alliances, spawnedin the Khalist Mountains, formed the firstDragonarmies of the Dragon Highlords. Thecommunities in the area, including the swel-tering port of Sanction, fell before these vilehordes.

The first test of the Dragonarmies’ mightcame as they drove north from the TamanBusuk into Nordmaar in the early summer of348 AC. With dragons flying over the forwardline positions of the Nordmen and disruptingtheir defense, Nordmaar fell quickly. Its capi-tal at North Keep surrendered and Valkinord,by that time their main port, was razed.

Flush with success, the Dragonarmiesturned south and east in the fall of 348 AC.Why they struck east rather than west into theSolamnic Plain is something of a mystery.Solamnia certainly had more to offer from astrategic standpoint than the eastern realmsand was richer in resources. I can only guessthat it was their latent fear and respect of the

Solamnic Order of Knights that caused themto move thus. The Knighthood offered theonly organized human resistance to theirdomination of the continent. It was much toour good fortune, however, that they waitedto invade Solamnia, for the Knighthood wasnot prepared to go to war, torn as it was bypolitical and internal turmoil.

The human nation of Khur allied with theDragon Highlords during the early months of349 AC, seeing great advantage in this move.The kender lands of Balifor and Goodlundfell quietly under Dragon Highlord occupa-tion (a situation which they would laterregret).

With the coming of spring in 349, thedragon hordes warred against Silvanesti.Silvanesti was the most ancient of the existinggovernments, having survived the Cataclysmintact, and it had been isolationistic in itsapproach to the world since that time. Thecampaign was hard fought, with losses run-ning high on both sides. Eventually the sup-ply lines of the elves collapsed and thegovernment was forced to evacuate. TheSilvanesti nation faded into the woods of itshomeland.

The Dragonarmies needed to reassess theirposition. Badly disorganized from the pro-longed and damaging war, the dragon forcesspent the following year reorganizing andrebuilding their might.

The Dragonarmies also had to reconstructtheir supply lines. In the ages prior to theCataclysm, the art of campaign supply waslargely lost because of the heavy reliance onarmy clerics and wizards to supply the troopsin the field. In ancient times, each squad ofcombatants had its own attendant cleric toprovide food during campaigns.

With the disappearance of true clerics justprior to the Cataclysm, and the near extinc-tion of wizards during the latter half of theAge of Might, the supply of armies wasreduced to a barbaric state of ground trans-port. Even the Dragonarmy, whose dragonswere constantly used to interdict the supplylines of Whitestone forces, did not have thecapacity to ferry supplies in sufficient num-bers to sustain any force.

Foraging in the field was somewhat effec-tive, but could not sustain a large force forlong. Thus did the Dragonarmies have torelearn the art of supply and take care to pro-tect their supply lines all the way back to theirheartland. It was a skill they soon mastered,and one that the Whitestone forces have beenslow to learn.

In the spring of 351 AC, they launchedtheir Solamnic and south flank offensives.

Red Wing troops under Ariakus, Dragon

5

Emperor of Darkness, struck through theThrotyl Gap with the aid of the traitorousLemish and the hobgoblins of Throtyl. Theplains people, who blamed the Knighthoodfor the Cataclysm (and all the rest of theirtroubles), had cast the brothers of good fromtheir lands and were thus left defenseless.

The highly trained Dragonarmies sunderedthe Solamnic Plain, leaving a land stainedwith the blood of innocents behind them.Those valiants who did resist were thrownback and the remnants joined with the forcesconcentrated between the anchors of Thel-gaard and Solanthus. The dragons of Takhisis,Queen of Darkness, ruled the skies, and therapid advance of her armies cut off many ofour allies from support and aid. Our retreatfrom Solamnia was a rout, pure and simple, aswe struggled to establish a line of defense.

A token force rallied at the High CleristTower to block the access to the prize city ofPalanthus. The Palanthian army stayed idlethrough the winter and gave neither supportnor comfort to the few Knights who held thepass. The government of Palanthus had notyet tasted dragon’s fire nor did they see thedanger in it. Support forces were rushed to thetower yet they seemed too few. The honorand courage of those Knights held the passthrough the winter. The northern campaignground to a halt as the snow was stained crim-son all winter.

In the south, much of the advanceremained uncontested through the summer asthe juggernaut of evil surrounded the dwarvesof Zhakar and occupied the largely aban-doned lands of Newcoast Schallsea and South-ern Throtyl. This thrust was commanded byVerminaard of the Red Dragon Wing. TheDragonarmy poured across the AbanasinianPeninsula and continued south as far as thedwarven kingdom of Thorbardin before win-ter and the dwarven defenses halted theadvance.

The threat of this horde forced theQualinesti elves to flee their homeland. Boththe Qualinesti and the Silvanesti re-emergedas separate nations in Southern Ergoth duringthe spring of 352 AC. Neither nation was dis-posed to help the other and, indeed, warbetween them seemed inevitable.

The winter of 352 AC was the salvation ofthe western lands. Representatives of mostfree peoples gathered at the Whitestone onSancrist during those months and managed toforge an uneasy alliance. Many other develop-ments took place during this time. The redis-covery of the Dragonlance and the return tothe world of the good dragons finally allowedthe Knights to challenge the dragons of evil inthe sky.

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With renewed vigor we now press backacross the Solamnic Plain. Victory may yet beours, though the enemy is cunning andresourceful. Should some new sorcery on theirpart come forward, the balance of the war mayshift yet again against us.

The Campaign GameThis is the complete game, covering the

whole of the War of the Lance. It starts withthe events on Ansalon before the DragonHighlords moved toward conquest and allowsboth players to influence the full course of thewar.

This is the most complicated version of thegame. We suggest that you play one of thesmaller scenarios before attempting the fullgame.

INITIAL SET UP:

Dragon Highlord (HL) PlayerThe HL player starts with the following

forces in Neraka:All Dragon Highlords (leaders)All HL armies (except draconians)All HL dragons

Whitestone (WS) PlayerThe WS player starts with no armies (he

must Activate countries to get armies).

START:

Turn 1; HL player has Initiative

STRATEGIC EVENT COUNTERS:Start with all E1 Strategic Events counters in

the cup (E10 and E20 counters are added dur-ing Turn 10 and Turn 20, respectively).

VICTORY CONDITIONS:Count the number of countries held by

each side at the end of Turn 30. Count onlycountries that either begin the game witharmies or are Activated with armies. Areaswithout armies, such as Estwilde, do notcount. A country is considered held by you if:

The capital of a friendly country wasnever occupied by an enemy force.

OR

Friendly forces were the last to occupy thecapital of the country.

The player with the most countries heldthen consults the following table to determinethe extent of his victory:

6

A nonhuman country is considered occu-pied by you when you capture the original

Number of Countries Victory Level20 or more countries

location of the capital even if your opponentTotal Victory

19 countrieshas moved its capital. Only if that original

Victory18 countries

capital location is recaptured by the enemyPartial Victory

17 countriesmay it be considered as his for purposes of vic-

Marginal Victory16 countries

tory determination.Poor Victory

15 or fewer countries Indecisive Result

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Although the HL player starts the game incontrol of Silvanesti, he may not start witharmies there. He may begin the game withdragon counters and leaders in Silvanesti.

The WS player starts with all Knight leadersand armies Activated. He also begins with allleaders and armies of the following countries(although some countries do not have armies).The WS armies may be placed anywhere inthese countries.

Whitestone (WS) Player

CaergothGoodlund (Goodlund armies must be placed

here. No other armies can start here.)High Clerist TowerHyloNorthern ErgothQualinestiSancristSolanthusSouthern Ergoth

The government of Silvanesti has moved toa location (WS player’s choice) on SouthernErgoth with only 1/2 the original armies avail-able and no griffons (1/2 of Silvanesti’s armiesand the griffons are permanently removedfrom play). The Silvanesti government andarmies remain in Whitestone player control.

Neutral Countries DefeatedThe countries listed here have been previ-

ously defeated by the HL side in combat andtherefore have no armies present in the game.

NordmaarKothas

START:Turn 20; HL player has Initiative.

STRATEGIC EVENT COUNTERS:Start with all E10 and E20 Strategic Event

counters in the cup.

VICTORY CONDITIONS:Victory conditions are the same as those

listed in the Campaign Game.the historical game Abanasinia (HL player must place exactly

six (6) armies here)BlodeEstwildeKernKhurLemishNerekaNordmaarSanctionThrotylVingaard

7

The Highlord player begins with all armiesof the following countries (some countrieshave no armies). HL armies may start in any ofthese countries.

INITIAL SET UP:

Dragon Highlord (HL) Player

This scenario reconstructs the conditionsthat existed at the start of the role-playingmodules. This game is most useful to the ref-eree of a DRAGONLANCE® role-playingcampaign.

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The fall of SilvanestiNo continuous civilized government lasted

longer than the Silvanesti kingdom of theHigh Elves. Established in the distant past bySilvanos, the great father of elven civilization,Silvanesti was rooted in the Age of Twilight.From that time on, no force has been able tobring about the ruin of this nation. It survivedtwo previous dragon wars despite its majorparticipation in both. It even survived theCataclysm intact.

But in the summer of 349 AC, eventsquickly conspired to bring an end to its glori-ous reign. Large elements of the 1st, 2d, and3d Blue Flight Dragonarmies and the 3dthrough 7th Red Flights surged south over theKhur border into the Silvanesti forests. Thesearmies were supported by the newly organizedKhuri-tarak Empire forces from Khur undercommand of the Dragon Highlords.

Despite the early use of dragons from theair to soften the entrenched elves and thewidespread use of magic by the Highlords, theoffensive quickly became mired in the denseforests of Silvanesti. The elves, using the ter-rain to maximum advantage and practicing aflexible and responsive defense, constantlyheld the great armies at bay.

This was accomplished at great cost. Thepolicy of feigned retreat and surround, whileworking to their great defensive advantageagainst the over-zealous dragon troops, grad-

ually decimated the elves. Heavy lossesquickly taxed the resources of both sides.

After several months of inconclusive yetdeadly combat, the supply lines fromSilvanost, capital of Silvanesti, suddenlyfailed. The reasons for this are still not clearand the elves do not speak on the subject tothose not of their race. For whatever reason, itis clear that the government in Silvanestifailed and its citizens fled west by any meansat their disposal.

The elven armies in the field, however,while out of supply and poorly organized,were still a force to be wary of. While theycould no longer protect their homeland fromthe invaders, they could buy time for theflight of their people. The forces in the northwere almost exclusively Wildrunner elves andtheir more flamboyant nature was well suitedto the task at hand. Despite the loss of supply,their withdrawal from Silvanesti was a costlyone for the Dragon Highlords.

Scenario 1: SilvanestiThis scenario is played entirely on the

southern half of the east side of the map.

INITIAL SET UP:

Dragon Highlord (HL) PlayerSet up all Dragonarmies and Khur forces in

Khur. The HL player must permanently elimi-nate six groundarmies and four dragon

counters from his forces before deployment. Amaximum of four Highlords (leaders) may bepresent.

Whitestone (WS) PlayerSet up all Silvanesti armies in Silvanesti.

START:Turn 4; Silvanesti player has Initiative

STRATEGIC EVENT COUNTERS:Start with all E1 Strategic Event counters in

the cup. Before the game begins, each player,starting with the HL player, draws twocounters. Discard any Activation counters.Events on drawn counters take effect beforethe game begins.

VICTORY CONDITIONS:The HL player wins a MAJOR VICTORY if

he captures the Silvanesti capital before itmoves. If the capital moves, the dragon playerwins a MARGINAL VICTORY if he occupiesthe original capital city hex before the end ofTurn 9.

The Whitestone player wins if he denies theHL player his Victory Conditions. The WSplayer wins a MARGINAL VICTORY if heprevents the HL player from taking the capitalcity location before the end of Turn 9. The WSplayer wins a MAJOR VICTORY if he does sowithout having to move his capital.

8

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The Solamnic PlainThe battle for Solamnia was crucial to the

success of the Dragon Highlords’ campaign inAnsalon. Solamnia was the cradle of Knight-hood and justice. Here was the home of heroeswho, in ages past, fought against overwhelm-ing odds to champion justice and right. Itsvery mention struck fear into those who wouldtrample over the innocent and the just.. . .

(I have edited this manuscript in the inter-est of brevity The foregoing is included so thereader may sample the eloquence of goodLord Gunthar when he speaks of his belovedKnights. Such passages have been removedfrom the remaining manuscript. Keep inmind, however, that when it comes to theKnighthood, Gunthar is understandablyslanted in his evaluations.)

Astinus

Moreover, the Solamnic Plain was morethan just a political and geographical barrier,it was the heartland of food production inwestern Ansalon. Control of the plain thusbecame the major focus of the war effort.

Powerful armies of the Blue and RedDragon Wings entered the plain in the earlysummer of 351 AC. The Blue Wing forcescrossed the Estwilde to Kalaman and thenturned west, rounding the north end of theDargaard Mountains and following the Vin-gaard River across the plain to the southwestcrossings near Vingaard Keep. The Red Wingforces, combined with hobgoblins, pressedthrough the Throtyl Gap and moved westtoward Solanthus.

Despite solemn treaties, the Lemish forcesjoined the rapidly advancing Dragonarmy andlaid siege to Solanthus at the north point ofthe Garnet Mountains. Fortunately, elementsof the Solamnic forces in Caergoth were ableto engage the enemy in the Thelgaard Gapand thereby protect the western shores ofSolamnia.

On the northern front, the Blue DragonWing quickly laid siege to Vingaard Keep, thegateway to the northwest plains. The Vin-gaard troops were unable to hold the citadeland the largely mercenary force retreated westto the High Clerist Tower.

Both the northern and southern DragonWings had dangerously extended their supplyroutes. Their advance was slowed sufficientlythat they were forced into a winter war. In thesouth this became a bitter and desperatestruggle between two determined forces.

In the north, one objective burned in thehearts of the Dragon Highlords: Palanthus.The only major port untouched by the Cata-

clysm, its fleets retained the might and gloryof ancient times. This was a prize that couldnot be ignored.

Yet the value of the prize was ignored by thePalanthians themselves. They stubbornlyclung to the belief that they would be sparedby the dragon empire because they were a cen-ter of culture. This remarkable and misguidedview nearly cost that great city all it held dear.

Dragons gave the Dragon Highlords mas-tery of the skies and made the defense diffi-cult, almost hopeless. Yet in the darkest hour,the dragons of good again returned to theworld and allied with the forces of the White-stone. This was the turn of the tide.. . .

Scenario 2: The Solamnic Plain

INITIAL SET UP:

Dragon Highlord (HL) Player:Starts with all armies of the following coun-

tries. He must place his armies in these coun-tries.

Estwilde (no forces)NerekaSanctionThrotyl

In addition, the HL player starts with eightdraconian armies and all forces from Mithas,minus one ship and one ground army (thesetwo armies are considered to be permanentlydestroyed). Also, the HL player must establishthe location of the Dark Temple somewhere inany of the above countries except Throtyl.

Whitestone (WS) Player:Starts with all armies from the following

countries. He must place his armies in thesecountries.

CaergothHigh Clerist TowerNorthern ErgothSancristSolanthus

All of these must be set up as though theywere just Activated (i.e., each country’s forcesmust set up inside that country).

10

START:Turn 10; HL player has Initiative

STRATEGIC EVENT COUNTERS:Start with all E10 Strategic Event counters

in the cup. In addition, randomly pick six (6)E1 counters and place them in the cup as well.

SPECIAL RULES:Only the following countries are eligible for

Activation during this scenario:

KaolynLemishPalanthusVingaard

Use the normal Activation rules for thesecountries. No other countries may be Acti-vated during this scenario.

VICTORY CONDITIONS:The HL player wins if he controls all of the

following countries by the end of Turn 25:

CaergothLemishPalanthusSolanthusVingaard

The Whitestone player wins if he preventsthe HL player from meeting his victory condi-tions.

Tracy Hickman, Series ConceptHarold Johnson, Director of Design

Margaret Weis Douglas NilesJeff Grubb Linda BakkLarry Elmore Mike BreaultBruce Nesmith Michael DobsonGarry Spiegle Carl SmithLaura Hickman Roger Moore

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The Kender StrikeThe most humorous defeat of the Dragon-

army occurred at the hands of the kender ofHylo. That unpredictable race (whose mem-bers are best avoided by all sensible folk)proved to be as tenacious as it was resilient.

Because of damage sustained in battle, myship, the Regent’s Crown, required immedi-ate repairs. We therefore made a brief stop inthe kender port of Hylo. It was here that wewere treated to a most entertaining display ofthe ingenuity of that diminutive race.

The Dragon Highlords had managed toland an army on Northern Ergoth, under thecommand of a brutal hobgoblin—Toade byname. It was a weak force by Dragonarmystandards, primarily goblins and hobgoblins,but nevertheless posed a grave threat to thekender on the island.

This evil force would have conquered werenot the kender suddenly united under thecommand of one Kronin Thistleknott. Kroninwas undoubtedly strange for a kender. Whilepersonable and mischievous, he also had asense of purpose, destiny, and leadership,qualities unusual in a kender.

Kronin managed to unite the differentfamily clans of the kender in Hylo under hisguidance. The clans went along since itsounded like something far less boring thantheir lives had been thus far. (Although sev-eral kender clans thought it would be greatfun to become subjects of the Highlords andsend all their old, boring objects as tribute.)

Toede’s force attacked the port the day afterwe called there, and we witnessed an unusualbattle. The kender forces trooped through thecity in chaotic fashion. I had the impressionthey thought they were attending a carnival.They drew up into a thin line north of the cityas the evil army came into view.

And then the kender began to taunt! Myears have never been treated to such a varietyof insults and verbal abuse. Of course, thehobgoblins and goblins went berserk, attack-ing wildly with no sense of order.

This was all part of the plan, as the kenderfell back in the center and drew the monstersinto a narrow corridor of death. The kenderattack was speedy and merciless and the sur-rounded monsters were massacred. The forcesof evil were dealt a stunning defeat at thehands of the kender that day.

Scenario 3: The Kender StrikeThis very short scenario teaches the basics of

the game without many of the more compli-cated rules. This is a good way to introducepeople to the game.

INITIAL SET UP:

Dragon Highlord (HL) Player:Place four hobgoblin armies from Throtyl

on the hexes just north of the Hylo border eastof the mountains. The Throtyl leader counter(Toede) is also present. With them are twounits of draconians.

Whitestone (WS) Player:All Hylo forces under the Hylo leader set up

anywhere inside Hylo.

START:Turn 1; WS player has Initiative

SPECIAL RULES:No Strategic Event counters or Activations

are used in this scenario. Disregard these stepsin the Battle Turn sequence. No new dracon-ian armies enter during this scenario.

VICTORY CONDITIONS:The HL player wins if he captures Hylo by

Turn 5. The WS player wins if the HL playerloses more than 50% of his initial CombatStrength. If neither player fulfills his condi-tions or if both players fulfill their conditions,then the game is a draw.

The Siege of KalamanKalaman was a port of supreme importance

to the Dragon Highlords. It was a port on thenorthern shores of Ansalon and thus a neces-sary link between the pirate bases of the Mael-strom and the central government ofSanction. It also represented an opportunityto throw back the Whitestone forces and turnthe tide of the war. Moreover, the Dark Ladyhad her own personal score to settle with thecommander of the Kalaman Forces. For it wasLaurana who had defeated her at the HighClerist Tower and that same golden generalnow watched over Kalaman.

The defenses of Kalaman and its environswere as good as any in Ansalon. The port itselfwas flanked to the north by a wide bay thatemptied into the sea. The rushing waters ofthe Vingaard River to the west restricted mas-sive troop movements. The city walls held wellto the south and were arranged to great advan-tage of the defender against ground troops.

Yet no roof covered Kalaman’s head. TheDragon Highlords had something new in theoffing, a threat that would change the tide ofthe war yet again. From the south came mas-sive fortresses built atop rock ripped from theliving stone. They floated through the skywith no more effort than a breeze. Within

12

their bowels dwelt armies of draconians anddragons. The great craft maneuvered towardKalaman and prepared to disgorge theirtroops like hail from the sky.

Though the good dragons fought with thetroops of Kalaman, as the battle raged backand forth, Kalaman slowly diminished instrength.

Scenario 4: The Siege of KalamanThis is a short scenario for a no-holds-

barred battle!

INITIAL SET UP:

Dragon Highlord (HL) Player:The HL player starts with the following

forces:

Ten (10) draconian armies1/2 of all other HL ground armiesKernRed & Blue Dragons (four (4))Dragon Highlords (any four (4))One (1) HL WizardDark Temple

The HL player sets up his forces in any ofthe following areas:

Dargaard KeepEstwildeNereka

Whitestone (WS) Player:The WS player starts with the following

forces:

Gunthar (and armies)SolanthusPalanthusAny four (4) Good DragonsOne (1) WS Wizard

The WS player sets up his forces anywherein the country of Kalaman.

START:Turn 20; HL player has Initiative

STRATEGIC EVENT COUNTERS:Start with all E10 and E20 event counters.

SPECIAL RULES:No Activations may be attempted during

this scenario. The Dark Temple may be placedin any HL-controlled area. Draconians may bebuilt normally.

VICTORY CONDITIONS:The HL player wins if he captures Kalaman

by the end of Turn 30. The WS player wins ifhe retains Kalaman at the end of Turn 30.

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The Orders of WarThese organizational charts are included to

point out the command hierarchy of the arm-ies involved in the War of the Lance. They canalso be used to generate BATTLESYSTEM™

game statistics for the forces involved in DL11if players wish to play these battles under theBATTLESYSTEM rules.

Statistics Format

In the charts that follow, statistics are givenfor those players who are interested in convert-ing DL11 forces into their BATTLESYSTEMrules equivalents.

The forces are listed in the following for-mat:

Dragonwing*A* UNIT TYPE/ @@(#B#)*

Where :*A* = The number of BATTLESYSTEM counters

in each DL11 army of this typeUNIT TYPE = The type of BATTLESYSTEM

counter@@ = Specific Type (OPTIONAL). In the case

of draconians, “Drac” is the unit type,and the type of draconian (e.g., Baaz) islisted after the slash as the Specific Type.

#B# = The level (hit dice) of the members of eacharmy.

* = Elite units (OPTIONAL). Units listed with anasterisk are elite units as defined by theBATTLESYSTEM rules.

If a DL11 army is depleted, it is equal to 2/3the number of BATTLESYSTEM counterslisted (each of these BATTLESYSTEM countershas a morale modifier of -2).

Ogre InfantryARMY COMMANDER(9)

(Great Chieftain)

IBrigade Commander(7)

(Chieftain)

2 Lt. Brigade Commanders(6)(Subchieftain)

I24 Ogre(4)24 Ogre(4)24 Ogre(4)

12 Infantry (human)(3)24 Infantry (human)(l)24 Infantry (human)(l)

dragon highlordsDRACONIAN ARMY

ARMY COMMANDERFlight General/Fighter(10)

Brigade CommanderFighter(6)

Brigade CommanderFighter(8)

Brigade CommanderFighter(6)

Dragonwing(see page 16)

24 Drac/BA(2) 15 Drac/KP(3) 24 Drac/BA(2)15 Drac/BA(2) 15 Drac/KP(3) 15 Drac/BA(2)15 Drac/BA(Z) 9 Drac/KP Arch.(3) 15 Drac/BA Arch(2)

MERCENARY INFANTRY

ARMY COMMANDERFlight General/Fighter-(10)

Brigade Commanders Brigade Commanders Brigade CommandersFighter(5) Fighter(5) Fighter(5) (see page 16)

Drac/BA(4)&

Drac/KP(4) Drac/BA(4)

24 Drac/BA(2) 15 Drac/KP(3) 15 Drac/BA Arch(3)15 Infantry(3) 15 Infantry(3) 24 Infantry(3)24 Infantry(1) 24 Infantry(2) 15 Infantry(1)

MERCENARY CAVALRY

ARMY COMMANDERFlight General/Fighter(10)

Brigade CommandersBrigade Commanders Brigade Commanders DragonwingFighter(5) Fighter(5) Fighter(5) (see page 16)

Drac/BA(4) Drac/KP(4) Drac/BA(4)

24 Drac/BA(2) 15 Drac/KP(3)12 H.Cav(4) 16 L.Cav(3)16 L.Cav(2) 24 Infantry( 1)

15 Archers(3)16 L.Cav(4)

24 Infantry(2)

KenderARMY COMMANDER

Kendergov/Thief(8)

Kelderhelp(6)(Brigade Commander)

12 Ken/Infantry(3)12 Ken/Archers(3)

Kenderhelp( 5)(Brigade Commander)

12 Ken/Infantry(2)12 Ken/Archers(2)

Kenderhelp(5)(Brigade Commander)

12 Ken/Infantry(2)12 Ken/Archers(2)

Kenderhelp(4)(Brigade Commander)

24 Ken/Infantry(1)12 Ken/Archers(1)

Kenderhelp(4)(Brigade Commander)

24 Ken/Infantry(1)12 Ken/Archers(1)

Kenderhelp(4)(Bridgade Commander)

24 Ken/Infantry(1)12 Ken/Archers(l)

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Knights of Solamnia hobgoblin

KNIGHT INFANTRY

ARMY COMMANDER(Solamnic Knight selected by Knights from Brigade Commanders) Subchie f (4)

Brigade Commander(10) Brigade Commander(9)Brigade Commander(8)(Solamnic Rose Knight) (Solamnic Sword Knight) (Solamnic Crown Knight)

12 Infantry(8)* 12 Infantry(8)* 12 Infantry(8)*18 Infantry(4) 24 Infantry(3) 24 Infantry(2)18 Infantry(4) 24 Infantry(3) 24 Infantry(2)

6 Archers(4) 10 Archers(3) 24 Infantry(1)10 Archers(2)

KNIGHT CAVALRY

ARMY COMMANDER(Solamnic Knight selected by Knights from Brigade Commanders)

Brigade Commander(10) Brigade Commander(9)Brigade Commander(8)(Solamnic Rose Knight) (Solamnic Sword Knight) (Solamnic Crown Knight)

12 H. Cavalry(8)* 12 H. Cavalry(8)* 12 H. Cavalry(5)*16 L. Cavalry(4) 16 L. Cavalry(3) 16 L. Cavalry(2)

6 Archers(4) 10 Archers(3) 18 L. Cavalry(1)10 Archers(2)

Common Human Troop OrganizationHUMAN INFANTRY

ARMY COMMANDERWarlord/Fighter(10)

BrigadeCommanderFighter(8)

BrigadeCommanderFighter(8)

BrigadeCommanderFighter(8)

Elven armies12 Assault(6) 12 Infantry(5) 12 Infantry( 2)12 Assault(6) 12 Infantry( 3) 12 Infantry(2)12 Archers(3) 24 Infantry(1) 12 Infantry(2)12 Archers(1) 24 Infantry(1) 12 Archers(3)12 Archers(1) 12 Archers(2) 12 Archers(2)

HUMAN CAVALRY

ARMY COMMANDER

Warlord/Fighter(10)

Brigade Br igade

C o m m a n d e r C o m m a n d e r

Fighter(8) Fighter(8)

6 H. Cavalry(5)*

12 L. Cavalry(3)

12 L. Cavalry(2)

12 Infantry(2)

12 Archers(2)

12 L. Cavalry(3)

24 L. Cavalry(1)

24 Infantry(1)

12 Archers(1)

12 Archers(1)

ARMY COMMANDERChief(6)

Subchief(4) Subchief(4)(Brigade Commander) (Brigade Commander) (Brigade Commander)

15 Hobg. Infantry(3) 15 Hobg. Infantry(3) 15 Hobg. Infantry(3)

20 Hobg. Infantry(1)15 Hobg. Infantry(1)15 Hobg. Infantry(1)10 Hobg. Archers(2)10 Hobg. Archers(1)

Minotaur InfantryARMY COMMANDER

Fighter(12)

Brigade BrigadeCommander CommanderFighter(10) Fighter(10)

12 Mino/Infantry(8)* 12 Mino/Assault(8)*

12 Mino/Infantry(b)* 12 Mino/Assault(8)*

Brigade Brigade Brigade

Commander Commander Commander

Fighter(10) Fighter(10) Fighter(10)

12 Mino/Infantry(6) 12 Mino/Infantry(6) 12 Mino/Infantry(6)

12 Mino/Infantry(6) 12 Mino/Infantry(6) 12 Mino/Infantry(6)

12 Mino/Infantry(6) 12 Mino/Infantry(6) 12 Mino/Infantry(6)

ARMY COMMANDER(Speaker)

Fighter(12)

LORD HOUSE WARRIOR(Army Commander)

Fighter(10)

HOUSE RIDER HOUSE ARCHER HOUSE WARRIOR(Brigade Commander) (Bridgade Commander) (Brigade Commander)

Fighter(9) Fighter(9) Fighter(9)

12 L. Cavalry(7) 12 Archers(7) 12 Infantry(7)

12 L. Cavalry(3) 12 Archers(3) 12 Infantry(5)

12 L. Cavalry(2) 24 Archers(1) 24 Infantry( 3)

24 L. Cavalry(1) 24 Archers(1) 24 Infantry(1)

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dwarven armiesARMY COMMANDER

The High King/Fighter(12)

H y l a rBrigade

CommanderFighter(10)

12 Dwarf/Infantry(8)12 Dwarf/Infantry(5)6 Dwarf/Archers(5)

THEIWAR DAERGARBrigade Brigade

Commander CommanderFighter(6) Fighter(10)

24 Dwarf/Infantry(3) 12 Dwarf/Infantry(7)24 Dwarf/Infantry(1) 12 Dwarf/Infantry(4)

K l a rBrigade

CommanderFighter(8)

24 Dwarf/Infantry(3)24 Dwarf/Infantry(1)24 Dwarf/Infantry(1)

AGHAR(No leader . . . surprises?)

24 Dwarf/ Infantry(O)24 Dwarf/ Infantry(O)

THE DEAD

(Lost since Cataclysm)

Chart Notes

Highlord Wizards

Wizard counters in this game representindividuals or small groups of wizards (they act asHeroes in the BATTLESYSTEM™ rules). Thesewizards are typically in the 5th-12th level ranges(1d8 + 4 for random determination). Use thewizards described in the DRAGONLANCE®

modules as guides for levels and spell abilities.

Evil Dragons

Evil dragons act as Heroes under BATTLESYSTEMrules. While counters list comparable strengths forunits, the actual composition of each type of dragonwing is different.

Red Dragon Wing1 Red Dragon (Ancient/Large) 80 hp2 Red Dragons (Old/Average) 60 hp each

Blue Dragon Wing *1 Blue Dragon (Ancient/Huge) 80 hp2 Blue Dragons (Very Old/Average) 63 hp

Green Dragon Wing4 Green Dragons (Very Old/Average) 56 hp

Black Dragon Wing2 Black Dragons (Ancient/Huge) 64 hp2 Black Dragons (Ancient/Average) 56 hp

White Dragon Wing1 White Dragon (Ancient/Huge) 56 hp2 White Dragons (Ancient/Average) 48 hp2 White Dragons (Very Old/Small) 37 hp

Flying Citadels

Flying citadels represent aerial fortresses that havea movement of 12” and can fly up to 5,000 feetabove the surface of Krynn. They are able to holdthree ground armies. Use the Floating Tombdiagrams from DL4, Dragons of Desolation, forguidelines on the layouts of these citadels. Flyingcitadels cannot be attacked by ground troops. Usethe special Siege Rules from DL8, Dragons of War,for BATTLESYSTEM combat against fortresses.

Hobgoblins

Normally a hobgoblin army contains siege forces.Since the time of the Cataclysm, however, siegetechnology has been lost to the hobgoblins.

Ogres

Ogres regularly enslave other races, most oftenhuman. These are impressed into service in ogrearmies from time to time. The enslaved person’sfamily is kept in captivity in the ogre kingdoms tosecure cooperation.

Minotaur Fleets

Minotaur fleets are capable of transporting onearmy as described in the rules of DL11. There is nofleet combat system in the BATTLESYSTEM rulesand thus there is no naval conversion from DL11 tothe BATTLESYSTEM rules. Use the naval combatsystem described in DL11 to resolve anyengagements between opposing navies.

The Knights of Solamnia

Only the units listed as “Elite” are true Knights.All other units are either mercenaries hired into service,or Knights-in-training who have not yet earned theirspurs. The army commander, according to theSolamnic Code, must be selected in a Knights Councilprior to battle and is only changed if a question ofhonor arises against the leader (see DL8 for details).

Common Human Armies

These troop formations are typical of all humancountries outside the strict orders of SolamnicKnighthood. Thus they apply to countries such asKhur, Nordmaar, Vingaard, and Palanthus.

Clerics and Good Wizards

Clerics and wizards were integral parts of allhuman armies up until the time of the Cataclysm.After that time, true clerics were not to be found.

For the purposes of this game, there were too fewclerics to warrant representing them with a counter.

In a BATTLESYSTEM game, the only clerics presentare the PCs.

Wizards, on the other hand, took a very activepart in the war and were present at many battles.They no longer stayed with a particular army,however, preferring to operate independently.Good wizards helped the Whitestone forces. Thesemagic-users were of the same number and level asthose evil wizards previously described.

Kender

The kender have a unique ability known as thetaunt. This is used on a massive scale by kenderarmies much to the disadvantage of theiropponents. The kender taunt involves enraging theenemy through verbal insults. Kender jeers make anenemy at tack wi ld ly w i thout thought toconsequence at a -2 to hit and a +2 penalty to theirArmor Class.

Kender armies also have more commanders thanhuman armies. These commanders are needed tokeep the rather chaotic kender in regular formation.

Elves

The elven command structures have always beenrigid and centralized. The Lord House Warriordirects the actions of both the cavalry and theinfantry. Thus the above command structurerepresents one commander always in charge of atleast two units.

Elves are superb wood folk and use the woods totheir advantage in a fight.

Pegasi and Griffon Air Armies

Each pegasi or griffon army is capable oftransporting one ground army. This reflects theflying creatures’ ability to move an army over atwo-month period. In the BATTLESYSTEM gamecombat, infantry may be designated as air cavalryand ride the griffons into battle, or the griffons mayattack on their own. Unlike dragons, pegasi andgriffons attack as air combat armies rather than asHeroes.

DL11-to-BATTLESYSTEM Conversions:

DL11 Army BATTLESYSTEMEach Pegasus army = 34 4th-level pegasiEach griffon army = 24 7th-level griffons

Dwarves

Before the Cataclysm, dwarven armies weretremendously large and potent forces with a commandstructure that allowed for the best use of the talents ofeach Thanedom in battle. Since the Cataclysm, thedwarven nations have suffered from a great politicalstrife, resulting in the withdrawal from armed service ofboth the Daewar and the Neidar. Also, the loss of trueclerics just prior to the Cataclysm means that theThanedom of the Dead (which comprised the trueclerics) no longer exists. While this weakened thedwarves’ fighting abilities, they are still a formidableforce.

One unit that causes unending embarrassment tomost dwarves is the Agar “fighting force.” Thegully dwarves must make a morale check once everyBATTLESYSTEM game turn. If they fail, they aretreated as a mob for that turn.

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Dragons of GloryRULE BOOK

CONTENTS

A. Getting Started Rule 6page 2 Rule 3 Moving Flying Creatures

Activation page 5B. The Game Pieces page 3

page 2 Rule 7Rule 4 Land and Air Combat

C. Playing a Moving Ships page 5Battle Turn page 4

page 3 Rule 8Rule 5 Ship to Ship Combat

Rule 1 Moving Ground Troops page 7Replacements page 5

page 3 Rule 9Conquest

Rule 2 page 7Strategic Events

page 3 Rule 10Special Armies

page 8

ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGONLANCE, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks of TSR Inc.,

©1986 TSR Inc. All Rights Reserved. Printed in U.S.A.

This game 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

(Permission granted to photocopy or pr int this product for personal use.) the express written permission of TSR Inc.

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�dragons of glory� Boardgame Rules

Introduction

“Dragons of Glory” is a boardgame allow-ing two or more players to recreate the con-flicts that raged across the face of Krynnduring the War of the Lance. One player con-trols the forces of the Dragon Highlords andattempts to subjugate the nations of Krynn.The other player controls the Whitestoneforces and tries to halt the swarming armies ofhis opponent.Many neutral nations arebrought into the war as allies of one side or theother. If more than two people are playing,divide into two teams and run the opposingarmies by team.

a. getting 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.In addition, the campaign game allows play-ers to re-create the entire course of the war.

Players should first divide themselves intotwo teams: the Highlord (HL) and White-stone (WS) sides. Next, select a scenario fromthe scenario book. If this is the first time play-ing the game, one of the shorter scenarios isyour best bet. Experienced players are able toplay the entire campaign in about 6-8 hours.

The HL player may now place the DarkTemple marker in a fortress or fortified city.(The HL player does not have to place thetemple at the start of the game, he may wantto wait until his forces capture a more advan-tageous hex.) This is the location where hisdraconian armies enter the map during thegame.

The scenario rules explain which armiesstart the game on the map and where they areplaced. Other armies and markers are placedon the Turn track. You need a cup or anopaque container from which Strategic Eventcounters are drawn during the course of thegame.

Put the Turn marker on the Turn track,located on the map. The Turn marker shouldstart on the first Turn of the scenario, given inthe scenario description. (Not all scenariosstart with Turn 1.)

B. The Game PiecesTo play “Dragons of Glory,” you need the

maps and counters (cardboard playing pieces)in this module, as well as the rules. You alsoneed some dice: 10-sided (d10s), 4-sided(d4s), and 6-sided (d6s) dice.

The map displays the continent of Ansalon,where most of the significant campaigns ofthe War of the Lance occurred. Lay out the two

mapsheets so that they match up along thecenter. Note that each map has a grid of hexa-gons, or hexes, printed on it. As in otherDRAGONLANCE® products, this hex grid isdesigned to help players regulate movementacross the map. Unlike other DL products, inwhich you move a group of player charactersor NPCs, you move whole armies in “Dragonsof Glory.”

The counters in the game represent thearmies of humans, elves, draconians, dragons,and other creatures that fought in the war. Inaddition, some counters represent importantleaders like Laurana and Verminaard. A few ofthe counters are markers used to record infor-mation.

The following diagrams explain what thenumbers found on each type of counter mean.

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C. Playing a Battle Turn“Dragons of Glory” is played in Battle

Turns. The exact number of Turns in eachgame is determined by the scenario you havechosen. Each Turn is roughly two months ofRule 1: Replacementstime, although the winter Turns representfour months, because of more limited move-ment and combat during that season.

Each Turn should follow these eight steps,in order:

STEP 1: REPLACEMENTS

The Highlord player puts a draconiancounter in the hex where he has placed theDark Temple marker. Then each player deter-mines how many replacement armies he isallowed to add from armies that have beenpreviously eliminated, and places each armyin one of its country’s fortresses or fortified cit-ies.

STEP 2: STRATEGIC EVENTS

On odd-numbered Turns, the HL playerdraws a counter from the Strategic Events cup,and the event listed on the counter occurs. Oneven-numbered Turns, the WS player draws.

STEP 3: ACTIVATION

Starting with the player who just drew theStrategic Event counter, each player canattempt to Activate a neutral nation of hischoice by rolling 1d10.

STEP 4: INITIATIVE

Each player rolls 1d4 to see who gets the ini-tiative. The player with the high roll wins.Ties go to the player who had initiative on theprevious Turn. The player with initiativedeclares which side performs Steps 5 and 6first.

STEP 5: MOVEMENT

One player moves all of his ships, and thenmoves all of his air and ground armies, accord-ing to the movement rules.

STEP 6: COMBAT

The player who just moved can now makeany air, ground, and ship attacks that he wantsto, within the combat rules.

STEP 7: SECOND MOVEMENT ANDCOMBAT

The player who has not yet moved now per-forms Steps 5 and 6 in order.

STEP 8: TURN MARKER

Move the Turn marker one Turn and begin anew Turn.

All replacement activities are performedduring Step 1 of each Turn.

Armies can be eliminated through combat.Each player should designate some emptytable space as a replacement pool, and put hisarmy counters there when he removes themfrom the map. At the start of every Turn, theplayer then looks at the counters in thereplacement pool to see if he is due anyreplacements.

For every two armies of the same color com-bination (nationality) in his replacementpool, a player can immediately bring one ofthose armies back into play. At the same time,the other army is removed from the replace-ment pool and set aside; it is now perma-nently out of the game.

In addition, if two depleted armies of thesame nationality are stacked together in a hexduring the Replacement Step, one of thesearmies can be placed in the ReplacementPool, and the other rebuilt to full strength.The army placed in the pool is immediatelyeligible to be used for additional replace-ments.

An army that is returned to play must beplaced in any city or fortress hex of its country.The army cannot be placed in a hex withenemy armies.

Dragons, griffons, pegasi, and ships cannever be replaced or rebuilt to full strength. Ifarmies of these types are lost, they are perma-nently out of the game.

Many of the events that occur as a result ofPC actions during a DRAGONLANCE® cam-paign have an effect on the course of the war.These events occur randomly in “Dragons ofGlory.”

The scenario rules tell you to place certainStrategic Event counters in a coffee cup, orother container, before the game begins. Atcertain points during the game, you might beinstructed by the scenario rules to add moreStrategic Event counters to the cup.

Strategic Event counters have either E1‚E10, or E20 printed on their backs. The num-ber indicates the Turn that the counter isplaced in the Strategic Event cup. All E10counters, for example, are added to the cupon Turn 10 (before a counter is drawn).

During Step 2 of each Turn, one playerdraws a counter from the cup to see what the

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Strategic Event for that Turn is. On odd-num-bered Turns, the Highlord player draws thecounter; on even-numbered Turns, theWhitestone player draws. The player drawingthe counter reads it and shows it to his oppo-nent. Sometimes the counter will benefit theperson who drew it, other times it will benefita particular side, regardless of which playerdrew it from the cup.

Drawn counters are never placed back intothe cup. Some Strategic Event counters getplaced on the map (see explanations of Strate-gic Events, on the inside of the module cover).All others are set aside, out of play, after theyhave been drawn.

The Strategic Events are listed on the insidecover of the module. Look them over if youwish, but do not try to learn the rules for eachStrategic Event until it is drawn. This willmake learning the game much easier.

Rule 3: activationDuring the Activation Step of each Turn,

each player may choose one neutral nationand attempt to Activate it as an ally by rolling1d10. The player who drew the StrategicEvent counter that Turn rolls first.

The number a player needs to roll to Acti-vate a neutral depends on the neutral nationand on which player (WS or HL) makes theroll. The Activation Table on the next pageshows the Activation Rating for each neutral,based on who is making the roll. An Activa-tion roll on 1d10 that is equal to or less thanthe nation’s Activation Rating results in theneutral nation entering the war on the side ofthe player that Activated it. An Activation rollhigher than the rating has no effect.

The Activation roll can be modified by aStrategic Event or by invasion.

Rule 2: Strategic Events

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ACTIVATION TABLE

NationBlode

Caergoth*GoodlundGunthar*

HyloKaolynKernKhur

KothasLemish

MaelstromMithas

NordmarN. Ergoth*PalanthusQualinestiSanctionSilvanesti

Solanthus*Tarsis

ThorbardinThrotyl

VingaardZhakar

Whitestone-23

5444-231

14133

205353-255

Highlord7-2-2-3-21727

5473-2-1-26-2-223733

* These are the Knights of Solamnia arm-ies. The Activation Rating on these nations(for the WS player only) is increased by 1 foreach nation that has been conquered by, or isallied with, the HL player. Also, as soon as thefirst of these nations is Activated, the WSplayer puts the three Tower Knights armies inthe High Clerist Tower and controls them ashis armies.

Effects of ActivationAs soon as a nation is Activated, the player

who gained it as an ally places that nation’sarmies on the map, within the borders of thecountry.

Activation by Invasion

Neutral nations are also brought into thewar if the forces of either player enter a hex ofthat nation’s territory. This does not apply toships sailing along the coast of a neutralnation, but does apply to creatures flying overneutral nation hexes.

As soon as any army enters a hex of a neutralnation, all movement ceases and the Activa-tion of the neutral nation is resolved. Startingwith the player who did not invade thenation, the players alternate making Activa-tion rolls until the neutral nation is activatedfor one side or the other. The player who didnot invade gets a +2 to the Activation Ratingfor this roll.

Example: A Highlord red dragon counterenters a hex of Fielder, which is currently neu-tral. The HL player stops his movement tem-porarily, and the WS player rolls 1d10 toActivate Fielder. He normally needs a 5,which is modified to 7 because the HL playerinvaded. The WS player rolls an 8, so the HLplayer now rolls. He needs a 3, but rolls a 5, sothe WS player gets another roll. This time, theWS player rolls a 6, Activating Fielder. TheWS player then places all of Fielder’s forces onthe map before the HL player resumes hismove.

Rule 4: Moving ShipsThe movement allowance on a ship counter

equals the number of hexes that the ship canmove during Step 5 of a Turn on the open sea(or in coastal hexes). Ships can also move upmajor rivers. When moving on a river, how-ever, the ship counts hexsides moved along,not hexes entered. The diagram below showshow to count the movement of a ship.

A ship cannot enter a hex or hexside con-taining an enemy ship. A ship cannot moveinto a hex (or hexside of a hex) containing anenemy army.

An army may move into a hex containingan enemy ship. The ship is not destroyed, butis moved to the nearest hex (or hexside of ahex) that does not contain an enemy army.

A player may stack any number of his shipsin an open sea or coastal hex. Only two shipsmay be stacked in a river hexside.

Transporting Ground Armies

Each ship can carry one ground army andany number of leaders when it moves. Theship must pick up the ground army from aport at any point during its move, and cancarry it for as long as the player wishes. Theground army can be aboard the ship (at sea)when the ship finishes its movement, and canremain aboard the ship for an unlimited num-ber of Turns.

The ground army can be dropped off in aport, and the ship can continue its move if ithas not used up its movement allowance.

Alternately, the ground army can bedropped off in any coastal hex, but the shipcan move no farther that Turn.

A ground army cannot move on its ownduring a Turn that it is carried by a ship.

A ship that is in a river hexside acts as abridge across the river for friendly armies dur-ing any Turn in which it does not move.

If a ship with a ground army aboard is sunk,the ground army is removed from the mapand placed in the replacement pool. If theship is damaged, the ground army suffers noeffect.

Ground armies aboard a ship during theCombat Step have no effect on either ship-to-ship or ground combat.

The Maelstrom

The Maelstrom is a mysterious region ofraging seas and swirling winds. The fate of aship that sails into it is uncertain.

A player can move his ship into the Mael-strom by entering any hex at its edge. As soonas the ship enters, the player rolls 1d10 to seewhat happens, with the following results:

1 The ship immediately sinks.2-5 The ship remains in the Maelstrom for

the remainder of the Turn.6-8 The ship immediately emerges from

the Maelstrom into any sea hexadjacent to the Maelstrom selectedby the opposing player.

9-0 The ship immediately emerges from theMaelstrom in any adjacent sea hexchosen by the player moving theship.

If a ship spends the remainder of a Turn inthe Maelstrom, the player who owns it mustroll on this table at the start of Step 5 of thenext Turn. It is quite possible for a ship to becaught in the Maelstrom for many Turns.

If a ship is in a hex adjacent to the Mael-strom, and one or more enemy ships movenext to it, the ship can move into the Mael-strom instead of allowing the enemy ships to

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attack. The die is rolled immediately to deter-mine the effect of the Maelstrom. The enemyships can then continue their move normally.A nonmoving ship can only attempt to escapeinto the Maelstrom once per Turn.

Rule 5: Moving groundTroops

Ground armies can move through land andcoastal hexes, to a maximum number of hexesequal to the counter’s Movement Points. Inmost cases, it costs 1 Movement Point to movean army one hex. In certain instances, the ter-rain increases the cost to enter a hex.

Armies do not have to move unless the playerwants to move them. They do not have to use allof their Movement Points if they move.

Terrain Effects

The extra costs for moving into or through cer-tain types of terrain are listed below. All groundarmies, except those entitled to racial exceptions,must pay these costs. Armies with racial excep-tions are listed immediately afterward.

Entering a FOREST hex costs 2 MPEntering a hex across a RIVER costs 2 MP

Ground armies cannot enter:SEA hexesDESERT hexesMARSH hexes

Ground armies cannot cross: 1 .MOUNTAIN hexsidesDEEP RIVER hexsides

No ground armies or ships can enter marshhexes (air armies may fly over).

No armies of any type may enter deserthexes (air armies may not fly over).

Racial Movement Abilitiesrespectively. Find the ratio of the attacker’s

Certain ground armies can move more eas-ily through certain terrain types.

ELVES and KENDER can enter FORESThexes for a cost of 1 Movement Point.

DWARVES and OGRES can cross MOUN-TAIN hexsides for a cost of 1 additional Move-ment Point, above the cost to enter the hexbeyond the mountain hexside. 2 .

Stacking More Than One Army in a Hex

The following limits apply to the number ofarmies that may occupy a hex at the same time.

Up to 2 GROUND ARMIES may occupyany hex, except a fortified city.

Up to 3 GROUND ARMIES may occupy aFORTIFIED CITY hex.

RENDER armies cannot stack in a hex withany other type of army.

Up to 2 AIR ARMIES may occupy any hex.

An unlimited number of LEADER andSHIP counters may occupy any hex.

All of these totals are cumulative, so twoground, two air, and an unlimited number ofleaders could occupy a single hex. If it is acoastal hex, an unlimited number of shipscould be there as well.

Armies can never occupy a hex containingenemy armies.

Effects of Enemy Armies

A ground army must stop moving when itenters a hex adjacent to an enemy army, unlessthe moving army is a cavalry army or a leader.Armies are never considered adjacent if theyare separated by a mountain or deep river hex-side (even if the enemy army can move acrossmountain hexsides.)

Only armies marked with the cavalry sym-bol are cavalry armies; armies mounted ongriffons or pegasi are not cavalry.

A ground army that begins Step 5 adjacentto an enemy ground army cannot move unlessits first move puts it in a hex that is not adja-cent to an enemy ground army. (Cavalry isexempt from this rule.)

Moving Wizards

Wizard counters list no movement allow-ance because wizards do not count hexes whenthey move. During each player’s MovementStep, he may move his wizards to any hexes onthe map (except a hex with an enemy army). Aplayer can do this once per Movement Stepwith each of his wizards.

Rule 6: Moving FlyingCreatures

Dragon, griffon, and Pegasus armies canfly. These creatures pay 1 Movement Point toenter any hex, and can cross almost all types ofterrain. They cannot enter a hex containingenemy armies, however. They do not have tostop when they move next to an enemy army.A flying army must begin and end its move-ment over a land (including coastal) hex, butit can fly over sea hexes.

It costs one extra Movement Point for an airarmy to fly over a mountain hexside.

Carrying Ground Armies

A griffon or Pegasus army can carry oneinfantry army through the air per Turn. The

The attacker adds up the ground and airStrength Points attacking while thedefender adds up the ground and airStrength Points defending a hex. Allarmies that are attacking a single hex areadded together. All defending armies inthe hex are added together. If the defend-ing armies are in a fortress or fortified city,their total strength is tripled or doubled,

Strength Points to the defender’s StrengthPoints on the Combat Table (on the insidemodule cover). Fractions are alwaysrounded down in favor of the defender.For example, 20, 23, or 29 attackingStrength Points against 10 defendingStrength Points are all 2-to-1 (2-1) odds.Each player calculates all die roll modifiersthat apply to the combat. Die roll modifiersare caused by leaders, specific creaturetypes, terrain, and fortifications. They arelisted in detail later and summarized next tothe Combat Table. All modifiers are addedtogether to get a cumulative modifier; forexample, modifiers of -2, -3, -1, +6, and+4 equal a cumulative modifier of +4.

infantry army’s counter must have the samecolor combination (nationality), as that of theflying army, and the infantry army must beginand end the Movement Step with the air army.Thus, the ground army cannot move by itself.The air army can only use half of its MovementPoints on a Turn when it carries a groundarmy. Other than this, all normal rules of airmovement apply.

Rule 7: Land and Air CombatAfter a player has completed his movement,

he can attack any enemy land and air armiesthat he has land or air armies adjacent to.

The player who just moved is theATTACKER for all combats; the player whodid not move is the DEFENDER. Each hex ofdefending armies must be attacked separately,although several stacks of attacking armies cancombine to make a single attack against adefender’s hex. Each hex can only be attachedonce per Combat Step.

No ground or air army can ever attack morethan once per Turn. Armies can only attack ahex they could move into (thus, only dwarves,ogres, and air armies can attack across a moun-tain hexside).

Combat Procedure

Combat is resolved on a hex- by-hex basis,following the four steps below.

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3. The attacker rolls 1d10, adding the cumu-lative modifier gained from step 2, andcross-references the resulting number withthe appropriate odds column on the Com-bat Table to get the combat result. Forexample, a modified d10 roll of -3 in a bat-tle with 1: 1 odds yields a result of “E/1.”

4. Apply the result indicated by the CombatTable. The result always affects either theattacker or the defender, and often affectsboth forces.

Combat Effects

The Combat Table provides two results,separated by a slash, for every attack. Theresult to the left of the slash applies to theattacker’s armies; the result to the right of theslash applies to the defender’s armies.

The results, and their explanations, arelisted here:

1 = One of the affected armies isDEPLETED. This means that a full-strength army must be flipped to itshalf strength side, or an army that isalready at half strength must beremoved from the map and placed inthe Replacement Pool.

2 = The affected armies take two DEPLE-TIONS. Two full-strength armies can beflipped, two half-strength armiesplaced in the Replacement Pool, oneful l -strength army placed in theReplacement Pool, or one full-strengtharmy flipped and one half-strengtharmy placed in the Replacement Pool.

D = All affected armies (all attacking or alld e f e n d i n g a r m i e s ) m u s t b eDEPLETED. Full-strength armies areflipped, and half-strength armies go tothe Replacement Pool.

R = All affected armies must RETREAT onehex. Retreating armies cannot enter ahex next to an enemy army, unless aarmy allied with the retreating armiesalready occupies the hex. A stack ofretreating armies may split up andretreat to different hexes. Retreatingarmies cannot enter a hex if this wouldviolate the stacking limit (see Rule 5).If an army cannot retreat when requiredto do so, it is eliminated instead.

E = All affected armies are ELIMINATED,and placed in the Replacement Pool.

Combat results are cumulative, so a stackthat receives a D1 result gets all of its armiesdepleted, plus one more depletion, whicheliminates one of the already-depleted arm-ies.

The result gained from a die roll applies to FORTRESS: A force defending in a fortressall defending armies in the hex, and to all has its Strength Point total tri-attacking armies in every hex that participated pled before the combat ratio isin the attack. determined. In addition. a -4 die

If the result calls for only one or two armiesto be affected, the player owning the armiesalways chooses which army(s) suffers the

roll modifier applies. Armiesattacking from a fortress gain nobenefit.

Armies defending in a fortresscan ignore a combat result thatrequires them to retreat.

result.

Die Roil Modifiers

The following factors can result in additionsto or subtractions from the combat roll. Posi-tive numbers help the attacker; negative num-bers help the defender.

These die modifiers are summarized abovethe Combat Table.

LEADERS: The Tactical Rating of any oneleader in the attacking stack(s) isadded to the die roll. The Tacti-cal Rating of any one leader inthe defending stack is subtractedfrom the die roll.

DRAGONS: The number of Strength Pointsof dragon armies attacking isadded to the die roil; defendingdragon Strength Points are sub-tracted. Dragon Strength Pointsare also counted into the totalstrengths in the attacking ordefending force, so dragons pro-vide a double benefit.

WIZARDS: An attacking wizard provides a+ 3 die roll modifier; a defend-ing wizard provides a -3 modi-fier.

CAVALRY If any cavalry armies participate inthe a t tack , a +1 mod i f i e rapplies. Cavalry has no effect forthe defender.

FLIGHT If the attacking force includes flyingcreatures (dragons, griffons,pegasi, or flying citadels), theattacker gains a +1 modifier. A-1 modif ier appl ies i f thedefending force includes fliers.

FORTIFIED CITY: A force defending in afortified city has its StrengthPoint total doubled before thecombat ratio is determined. Inaddition, a -2 die roll modifierapplies. Armies attacking from afortified city gain no benefit.

Armies defending in a forti-fied city can ignore a combatresult that requires them toretreat.

DWARVEN FORTRESS: Armies defendingwithin a dwarven fortress receivea -10 die roll modifier. In addi-tion, the attacker cannot gainthe FLIGHT or CAVALRY modi-fiers. Armies attacking from adwarven fortress gain no benefit.

Armies defending in a dwar-ven fortress can ignore a combatresult that requires them toretreat.

RIVER: If any attacking ground armies areseparated from the defender’shex by a shallow river, a -4 dieroll modifier applies to theattack.

BRIDGE: If any attacking armies must cross abridge to reach the defender’shex, a -4 die roll modifierapplies.

FORD: If any attacking armies must cross aford to reach the defender’s hex,a -3 die roll modifier applies.

MOUNTAIN PASS: If the defender’s stackoccupies a mountain pass hex, a

- 2 m o d i f i e r a p p l i e s .

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FAVORABLE TERRAIN: When either anattacking or defending armyoccupies a hex that is “favorableterrain” for the racial type of thearmy, a +1 (attacker) or -1(defender) modifier applies. Thefollowing racial types gain thisbenefit.

DWARVES, OGRES: Mountain hexesELVES, KENDER: Forest hexes

Special Combat Rules

If an attack causes a defending force toretreat, or entirely eliminates the defendingforce, at tacking armies can make anADVANCE AFTER COMBAT. As manyattacking armies as are eligible to stack in thedefender’s hex can move into the vacated hex.Also any attacking air or cavalry armies canthen move one extra hex.

If air armies are attacked by enemy armiesthat do not include any air armies, thedefending air armies can elect to retreat one ortwo hexes before the combat roll is made. Theattacking forces can advance after combat nor-mally, but cannot attack the retreating airarmies. Air armies that can carry ground arm-ies can carry the ground army with them dur-ing this retreat.

If cavalry armies are attacked by enemyarmies that do not include cavalry or air arm-ies, the defending cavalry armies can elect toretreat one hex before combat. The attackingforce can advance after combat normally, butcannot attack the retreating cavalry army.

OPTIONAL RULE

Players cannot look at the counters in eachothers’ stacks until after a combat is declared.Once an attack has been declared, the attackermust carry it out, even if he discovers that it isnot to his advantage after he sees the enemyforces in the defending hex.

Rule 8: Ship-to-Ship CombatWhen a player has finished moving all of

his armies and ships, he can attack enemyships that are in a hex (or river hexside) adja-cent to his ships. The ship-to-ship combatprocedure is different than combat for groundand air armies.

Naval Combat Procedure

Each player can make one attack for each ofhis ships. First, designate an enemy ship as thetarget of the attack. Then roll 1d10. If theresult is equal to or less than the Combat Rat-

Rule 9: ConquestArmies are permanently removed from the

game if their country is conquered. A countryis conquered as soon as all fortified cities andfortresses in the country have been capturedby enemy armies.

The pirates under Maquesta do not have afortified city or fortress to call their own, andcannot be conquered. Likewise, Lord Soth andhis legions are not conquered if DargaardKeep is taken by the Whitestone forces. Allother nations are subject to conquest.

Effects of Conquest

As soon as a nation is conquered, all groundand air armies, as well as leaders, of that coun-try are permanently removed from the map.They do not re-enter play during the game.Ship counters remain on the map, and can beused by the former allies of the conqueredcountry.

Players are encouraged to leave at least onearmy in a fortress or fortified city for eachnation, or else a swift air or amphibious movecould result in an uncontested conquest. Notethat fortresses and cities have no inherent gar-rison, so an enemy player can move right intoone if his opponent has not left an army there.

Knights of Solamnia

The Knights of Solamnia are harder to con-quer than other nations. The armies of all fournations of Knights (Caergoth, N. Ergoth,Solanthus, and Gunthar), plus the HighClerist Tower Knights, remain unconquereduntil all fortresses and fortified cities begin-ning the game under the Knights’ controlhave been captured by the HL player.

Moving Demi-human Capitals(Optional Rule)

The capital of a elven (Qual inest i ,Silvanesti) or kender (Hylo, Goodlund)nation is the fortified city within that nation.

Certain of the WS player’s demi-humanarmies have the ability to avoid or postponeconquest by disbanding their capital andmoving it to another loccation. Elves and ken-der nations controlled by the WS player areeligible to use this rule.

A capital can only be disbanded by the WSplayer during the WS Movement Step. Atleast one ground army of the country whosecapital is being disbanded must be in the capi-tal hex.

If these conditions are fulfilled, the WSplayer can disband the capital. The capitalimmediately loses all of its benefits as a forti-

ing on your ship counter, you have damagedthe enemy ship.

Every attacking and defending ship in abattle is entitled to attack. All combat is con-sidered to be simultaneous, so if one of yourships is damaged or sunk before you roll thedie for your attack, you still get to roll as if it isundamaged.

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 ona river) in any direction, thus ending the com-bat. If the defending player declines thisoption, the attacking player may withdraw hisships and end the combat. If neither playerwithdraws, another round of combat isfought. The battle continues like this untilone player withdraws or loses all of his ships.

Ship-to-Ship Combat Effects

Damaged ships are flipped to their backsides. If a ship has already been damaged, andis damaged again, it sinks and is permanentlyremoved from the game (ships do not returnto the Replacement Pool.

Any ground armies carried aboard a shipthat sinks are removed from the map and putin the Replacement Pool. Ground armiesaboard a ship that gets damaged are unaf-fected.

Leader Effects

Only three leaders in the game can affectnaval combat. These leaders are MAQUESTA,the p i ra te leader , and MITHAS andKOTHAS, the two minotaur leaders. Theseare normal leaders for all ground combat pur-poses as well.

When one of these leaders is aboard a shipthat takes part in combat, the leader’s TacticalRating is added to the ship’s Combat Ratingbefore the combat die is rolled.

If any leader is aboard a ship that sinks, theowning player rolls 1d6. On a 1-3, the leaderis permanently removed from the game. On a4-6, the leader is placed with the nearestfriendly army.

Wizard Effects

Wizards may be moved to any ship duringthe Movement Step, even if the ship is on theopen sea. Wizards automatically reappearwith the nearest friendly army or ship if theirship is sunk.

Each wizard on a ship adds +3 to the ship’sCombat Rating.

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fied city; it is treated as a clear terrain hex. TheWS player rolls 1d6 and adds 4 to the result.This gives the number of Turns that must passbefore the demi-human capital is re-estab-lished in another fortified city or fortress hexcontrolled by the WS player. Place the Demi-human Capital Marker from the counter mixon the Turn track the appropriate number ofTurns later.

For example, the WS player decides to dis-band the capital of Silvanesti on Turn 6; herolls 1d6 and gets a 3. Adding 4 to this gives adelay of 7 Turns. Thus, the Silvanesti capitalmarker is placed on the Turn 13 (6 + 7) box ofthe Turn track. Silvanesti cannot be con-quered until Turn 13; however, at that time,the WS player must put the Silvanesti capitalmarker on any fortress or fortified city he con-trols. From this point on, the capital may notmove and Silvanesti is conquered if that for-tress or fortified city is captured by HL forces.

Rule 10: Special Army Types

Kender and draconian armies have specialrules explained in this section. Except as listedhere, all normal game rules apply to kenderand draconian armies.

Kender

Kender armies have the unique ability togoad an opposing force into an ill-conceivedattack through the use of their Taunt ability.

Taunt Procedure

After the opposing player has finished hismovement, but before he begins his attacks,the player controlling kender forces candeclare one or more taunts. An enemy forcemust be adjacent to a kender army to betaunted.

The kender player selects an adjacentenemy stack to be taunted. The opposingplayer immediately rolls 1d6 for the tauntedstack. On a 1-3, the taunt has no effect; on a4-6, the stack must attack the kender stackbefore the normal combat step. A stackattacking because of a taunt has a -2 modifier,in addition to all other modifiers that apply,and must attack by itself; no other stacks canparticipate in the attack.

Restrictions

Each stack of kender armies can make onlyone taunt attempt per Turn. However, anenemy stack can be taunted several times ifmore than one kender stack is adjacent to it.After the first successful taunt, the stack can-not be taunted again, since no ground armycan attack more than once per Turn.

An army that attacks because of a taunt can-not attack during the Combat Step. The ken-der stack that taunted may be attacked byother armies during the same Turn.

Draconians

Unlike all other creature types in the game,draconians are created as the war goes on. Atany time before the game begins or during thegame, the HL player can designate any forti-fied city or fortress that he controls as the siteof the Dark Temple. He immediately places

the Dark Temple marker on that hex, where itremains for the rest of the game.

During the Replacement Step of everyTurn, the HL player can put a draconiancounter in the hex with the Dark Temple (ifthe temple is on the map). The draconiancounter can move and fight normally duringthat Turn, and for the rest of the game.

After the player has added all 20 draconiancounters to the game, the Dark Temple nolonger serves any function.

Eliminated draconian armies are subject tothe replacement rules (they appear in theDark Temple hex), but the HL player cannotcontinue to manufacture new draconians afterhe brings the 20 armies into the game.

If the hex containing the Dark Temple iscaptured by forces of the WS player, no moredraconians can be brought into the game, anddraconian losses can no longer be replacedduring the Replacement Step.

8

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Combat Results Table

Results to the left of the slash apply to the attacker; results to the right apply to the defender.

COMBAT ODDSModifiedD10 Roll

- 5- 4- 3- 2- 1

012

3456789

10111213141516 +

1 - 3 1 - 2 2 - 3E / - E / - E / -E / - E / - E / -E / - E / - E / -E / - E / - E / -E / - E / - E / -E / - E / - E / -E / - E / 1 E / 1E / l E / 2 E / 2E / 2 D R / - D R / -E / 2 D 1 / - D 1 / -E / 2 D / - D / -D / 1 D / 1 D / 12 / - 2 / 1 1 / -1 / - 1 / 1 - / 11 / 1 1 / 2 - / 2

- / 1 - / 2 1 /2R- / 2 - / 1 R 1 / 2 R1 / 2 R 1 / 2 R 1 / D R

- / 2 R - / 2 R - / D R- / 2 R - / 2 R - / D R- / 2 R - / 2 R - / D R- / D R - / D R - / D R

1 - 1 3 - 2 2 - 1E / - E / 1 E / 1E / 1 E / 1 E / 2E / 1 E / 2 E / 2E / 1 DR/1 DR/1E / 2 DR/2 DR/2

D R / - D1/1 D1/2DR/1 D1/1 D1/2D1/1 D / 1 D1/2D1/1 D / 2 D / DD1/2 D / D D / 2 RD / l D / D 2 / DD / D 2 / D 2 / 2 RD / D 1/1R 2 / D R- / 2 - / 2 - / 2 R1/1R 1/2R - / D R1/2R - / 2 R - / D R

- / 2 R - / D R - / D R- / D R - / D R 2 / E- / D R 2 / E 1 / E2 / E 2 / E 1 / E2 / E 1 / E - / E1 / E 1 / E 1 / E

RESULTS:1, 2 = The force suffers one or two depletionsD = Every unit in the force suffers one depletionR = All units must retreat one hexE = All units are eliminated

die Roll Modifiers

Attacker’s Modifiers Defender’s Modifiers

General :Dragons :Wizard:Cavalry:Flight:River:Bridge:Ford:Dwarves:Ogres:Elves:Kender:

+ general’s Tactical Rating General :+ number of attacking dragon strength points Dragons:+ 3 if attackers include wizard Wizard:+ 1 if attackers include cavalry Flight:+ 1 if attackers include flying creatures Mountain Pass:- 4 if any attackers must cross a river Fortified City:- 4 if any attackers must cross a bridge Fortress:- 3 if any attackers must cross a ford Dwarven Fortress:+ 1 in mountains if all attackers are dwarves Dwarves:+ 1 in mountains if all attackers are ogres Ogres:+ 1 in forest if all attackers are elves Elves :+ 1 in forest if all attackers are kender Kender:

3 - 1 4 - 1E / 1 E / 2

DR/1 DR/1DR/2 D1/2D1/1 D / -D1/1 D / 2D1/2 D / 2D1/2 D / DD / 2 D / 2 RD / D 2 / D2 / D 2 / 2 R2 / 2 R 2 / 2 R1/1R 1/1R1 / D R - / D

- / D R - / D R- / D R - / D R- / D R 2 / E2 / E 1 / E1 / E - / E

- / E - / E- / E - / E- / E - / E1 / E 1 / E

5 - 1 6 - 1E / 2 E / 2

DR/2 DR/2D1/2 D1/1D / 1 D / 1D / 2 D / 2D / 2 D / 2D / D D / 2 RD / 2 2 / 2 R2 / 2 R 2 / D R1 / 1 R 1 / D R1 / D R 1 / D R1 / D R 1 / D R

- / D R - / D R- / D R 2 / E2 / E 1 / E1 / E 1 / E1 / E - / E

- / E - / E- / E - / E- / E - / E- / E - / E1 / E 1 / E

- general’s Tactical Rating- number of defending dragon strength points- 3 if defenders include wizard- 1 if defenders include flying creatures- 2- 2; defenders’ strength is DOUBLED- 4; defenders’ strength is TRIPLED- 10; no flight or cavalry bonuses- 1 in mountains if any defenders are dwarves- 1 in mountains if any defenders are ogres- 1 in forest if any defenders are elves- 1 in forest if any defenders are kender

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