Introduction: In the world of tabletop roleplaying, few settings resonate as deeply as Dragonlance does. Its essence encapsulates the very spirit of Dungeons & Dragons. Today, I delve into my impressions of "Shadow of the Dragon Queen," a D&D 5e adventure that adds a new layer to the legacy of Dragonlance. Having read it through twice, and playtested a bunch of it, I've gathered my thoughts on its strengths, quirks, and narrative flair. Review: Set in the world of Krynn, "Shadow of the Dragonqueen" paints a familiar yet distinct picture. Its narrative structure is uncomplicated, though it does come adorned with occasional gaps that beckon the Dungeon Master to weave their narrative magic--by which I mean: take a few lines describing an entire quest and go and make that shit up on their own. Fortunately, those are fairly straightforward and seem to mostly be padding in the adventure. Curiously there are other conspicuous omissions within the text that can be both intriguing and perplexing. One such example was, that they provided the Dragon Army soldiers with magic weapons which my test players of course looted immediately and wanted to use--and which had no stats or descriptions in the book. Irritating. For me, one of the draw cards of Dragonlance is the opportunity to showcase to players that one does not need a hundred million races and classes to tell an epic story (Lord of the Rings, Game of Thrones anyone . . . ). But the new 5th edition book certainly provides the flexibility to engage race and class combos beyond the confines of Dragonlance canon. Although ne can never tell what exists beyond the continent of Ansalon or if there are definitive portals to and from the Feywild or elsewhere. But I will say that is a cop-out. At best it's a soft decision to stay inside one's comfort zone or at worst flagrant disregard for the setting and maybe even the DM. It's kind of missing the spirit of the thing and coming u with clever excuses to do so does not make it any better. While it introduces Kender and offers insight into other races, it doesn't impose exclusivity which these days is a good thing but they also didn't bother to note these omissions in the world. I guess what I am saying is "Why are you playing Dragonlance if you don't want to play Dragonlance?" The problem as I see it is that Krynn ends up being just another homogenized D&D setting and what was best about it was the specific dramas and conflicts between specific groups--which is now de-emphasized and for some-lost. There is a lot to be learned about the human condition from roleplaying. Less so from min-maxing power-fantasy wargaming. The inclusion of a massive fold-out map of Ansalon serves as both a cartographic marvel and an invitation to the journey ahead. It is beautiful and I have it on my wall finally. Playtesting revealed an adventure that delivered enjoyment and a wealth of roleplaying prospects. Nevertheless, certain narrative choices left me pondering. Most notably, the absence of the Dragon Queen herself is an omission that hints at the prospect of perhaps another book in this vein.
Instead of Tarkhisis (Tiamat for you "Forgotten Realms" Heathens), Lord Soth is as close as we actually get to the Dragon Queen in this story. One might be inclined to say that--he--is in fact the Shadow of the Dragon Queen, which from a cannonical lore perspective is not really very accurate at all. But hey! Apparently, he made a deal in this iteration of the DnD Universe5e.
Its narrative, while somewhat "railroady," draws a line in the sand with the urgency of war but opens a spacious sandbox for exploration. Embracing the 5th edition's magical expanse, options abound for wielding high sorcery, donning the mantle of knights of Solamnia, and more. The introductory chapter set in Vogler might falter a touch, but the journey quickens pace soon after. The opening premise, though thin, (you all meet in Vogler for the funeral of a mutual friend--that parts okayish, but then some silly shit happens) necessitates the Dungeon Master's finesse to infuse it with verisimilitude, at least for me. For those willing to invest the required heart, soul, and time, the adventure is a tapestry ripe for weaving. On a side note, the book does include a bunch of useful "Sidekick" companion NPC characters that have stat blocks instead of character sheets to assist small groups or single players in getting through the scenarios presented. They even have various versions of those sidekicks (I really dislike that term though--it is so diminutive!) at different levels. Having scrutinized its contents meticulously and engaged in the first leg of its journey with a dedicated group of my own playtesters from Rolestream, my connection to the Dragonlance legacy runs deep. I started on the original novels and 1st edition modules back in 1988 when I was being raised in Papua New Guinea. Navigating through the pages of this slick and shiny modern manual evokes memories of said modules from decades past and those novels that left an indelible mark. It's crucial to note that the original Dragonlance modules often carried an inherent linearity, a trait understandable when the objective was to embody heroes from cherished literary works (I use the term literary loosely). Aside from Lord Soth, recognizable NPCs are scarce in this new rendition, making room for a cast of nuanced characters, if not ones of original Dragonlance fame. There is no mention of Sturm or Raistlin, Caromon or their sister Kitiara. Instead, we get Kansaldi Fire Eyes, Red Ruin, and a host of other NPCs whose gravitas will rely upon the Dungeon Masters's talents to evoke. The bones are all there. But you do have to work to put flesh on them. Conclusion: "Shadow of the Dragon Queen" emerges as a tapestry woven with both nostalgia and innovation, inviting both veterans and newcomers to venture forth. It captures the essence of Dragonlance while daring to be inclusive and chart new narrative territory. The absence of the Dragon Queen sparks intrigue, and its blend of railroad and expansive sandbox promises a multi-faceted experience. As the legacy of Dragonlance unfolds within these pages, Dungeon Masters and players alike are beckoned to etch their own chapter into this storied universe. A favorite among old-school D&D players like me.
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