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Dragonlance: Shadow of the Dragon Queen - Wizards of the Coast

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TO WAR!

Shadow of the Dragon Queen takes place during the Siege of Kalaman.

No, not the Siege of Kalaman in 352 AC where Laurana is the general and the Dragon Armies deployed their flying citadels for the first time. This is an earlier Siege of Kalaman that takes place in 3-mumble-mumble AC, when a completely different flying citadel showed up for the first time, shredding absolutely everything we know about this continuity.

Ironically, I think Kalaman was chosen for this campaign because so little was established in the Dragonlance Saga about what happened there during the War of the Lance. Across all fourteen of the original modules, there’s only like a dozen paragraphs you would have to keep track of to keep things consistent, so it’s almost impressive in a way that they nevertheless managed to screw it up.

(I’ll stop calling out rotten continuity at this point, for that way lies madness.)

The other reason to set a campaign here is that Kalaman is basically the point closest to the Dragon Armies at the beginning of the War of the Lance which is NOT conquered by them. Go any closer to the draconian homelands and the PCs can’t save the day. Go any farther away and you can’t get away with telling a story of the early days of the war where people are still coming to grips with the true nature of the Dragon Queen’s threat.

The point is that Shadow of the Dragon Queen is set in the heart of a war, and the PCs will be no strangers to the battlefield. Over the course of the campaign, there will be twelve major battles that the PCs will be part of, and you’ll have two options for handling them.

First, as I mentioned, there’s the Warriors of Krynn boardgame, which contains each of those battles as individual scenarios. I’m likely going to do a separate review of the board game and will take a closer look at how it integrates with Shadow of the Dragon Queen there.

Map: Battle of High Hill - Dragonlance: Shadow of the Dragon Queen (Wizards of the Coast)But you don’t need to buy Warriors of Krynn to run Shadow of the Dragon Queen. The book includes a system of battlefield encounters which can be run as standard D&D combats. These consist of four parts:

The battlemap. These are gorgeously rendered and are roughly the dimensions you’d expect in any other D&D battlemap.

Notably, however, the battlemaps have a 15-foot rim on all sides referred to as the fray. This is the first way in which these battlefield encounters represent the chaotic melee swirling around the PCs: Each fray has unique properties, generally being difficult terrain and requiring a saving throw to avoid damage if a character enters the area.

There are also the battlefield events, which occur randomly whenever a character enters the fray or at initiative count 0 on each round. These include things like:

  • A volley of arrows falls on a random character’s position.
  • Low-flying dragonnels flee across the battlefield.
  • A draconian dragon rider falls from their mount, plummeting out of the sky and landing on the battlefield.
  • An injured member of the PCs’ army crawls onto the battlefield, begging for aid.

Finally, of course, there’s the encounter itself. Sometimes this is a single group of bad guys; in other cases there’ll be a scripted sequence with additional bad guys showing up over time. Either way, when the bad guys are all defeated, the encounter (and the wider battle) come to an end.

This seems like a really simple structure, but conceptually it packs a big punch. There’s a lot you can do with just these few simple tools to bring radically different battlefields to vivid life in your campaign.

The one thing I would like to be able to say is that the outcome of these battlefield encounters have an effect on the outcome of the wider battle. Unfortunately, that’s not the case. Which is perhaps unsurprising, because…

ALL ABOARD, FOLKS!

… the campaign is horrendously railroaded.

By which I mean both that the railroading is relentless and all-encompassing, but also that the methods they use to force the railroad down your throat are just hopelessly awful.

Phrases such as “encourage the characters to” and “it’s up to the characters to…” and the like seem to be the book’s favorite ways to signal the DM that the time has come to take the character sheets away from the irresponsible players.

Different people will have different reactions to this kind of stuff, but for me the absolute worst type of railroading is when the DM takes control (directly or indirectly) of what your character says. (Because, honestly, what’s left at that point? We’re literally just sitting at the table watching someone awkwardly talk to themselves.) And Shadow of the Dragon Queen absolutely loves this.

For example, the PCs have been railroaded into a debate with NPC military commanders about what the next logical course of action should be. The NPCs make their arguments, and then the DM is instructed to:

…encourage the characters to make the case that Lord Soth is a threat and the Dragon Army’s plans to the north shouldn’t be taken lightly.

But then the writers think to themselves, “Maybe the players won’t take the hint from the clue-by-four we’ve smashed into their faces. Or maybe the Dungeon Master won’t have the guts to put the gun to their heads and keep them in line.”

The answer, of course, is to cue up a GMPC. So, for example, even after you’ve “encouraged” the players to say their scripted lines, it’s an NPC who swoops in and gets to be the hero of the scene:

Darrett then asks Vendri to let him take the characters and a contingent of troops into the Northern Wastes to investigate whatever the Dragon Army wants there. [Vendri] asks the PCs to leave while she and Darrett discuss details…

I cannot emphasize enough that this is not one or two isolated incidents: It is the entire campaign. Just an endless, mind-numbing litany of blow-by-blow descriptions of how the authors anticipate/demand each scene be played out.

“The NPCs will say. Then the PCs will say. Then the NPC will say. Then the PCs will say.”

This is interspersed liberally with “the PCs can roleplay or they can make a Persuasion/Intimidation/whatever check,” which (a) is just bad praxis (rolls and roleplaying work together; it’s not either-or) and (b) is completely pointless anyway, because the check result never seems to vary how the conversation plays out!

And I just want to take a moment to say something truly from the bottom of my heart:

Fuck Darrett.

This prick gets attached to the PCs like a cancerous mole early in the campaign. He tags along as a sidekick squire, but then, suddenly, he’s the main character: It’s him, not the PCs, who gets promoted based on their adventures together. It’s him, not the PCs, who’s scripted to save Lord Bakaris’ life. Before you know it, he’s the PCs’ boss, ordering them around, making all the important decisions, and continuing to scoop up all the accolades.

So, again: Fuck Darrett.

And there’s basically an endless parade of these jackasses through the entire campaign.

Map: The Kalaman Regions and Northern Wastes - Dragonlance: Shadow of the Dragon Queen (Wizards of the Coast)About midway through the book, for example, Darrett says, “See that huge hexmap over there? I’m going to stay here on the boat. Y’all go and explore for a while!” For one glorious moment, the players will rejoice! The fetters have come off! Not only do the PCs finally get to ditch Darrett, they’ll be in control of their own destiny! They’ll get to make their own choices!

Except no. Because the authors are so terrified of the players having the slightest bit of agency that literally eight paragraphs later a brand new GMPC pops up with detailed instructions on EXACTLY THE ORDER IN WHICH YOU WILL CONDUCT YOUR “EXPLORATION!”

There’s even a little scene so that, if the PCs are confused about who their new master is, Darrett will helpfully explain it to them.

The whole thing is so grotesquely pointless that it almost feels as if the authors are being deliberately petty. As if they have some personal grudge against the players.

THE BORING BITS

As I look over my notes for Shadow of the Dragon Queen and flip through the book to refresh my memory, I can see that it’s studded with big, impressive set pieces:

  • huge battles,
  • dragonriding duels,
  • flying cities,
  • gnomish siege weapons,
  • ruined cities,

and more!

Just looking through this list, it seems as if this campaign should be a thrill-fest from one end to the other.

So why did I find the book so utterly stultifying to read?

Largely because the medium is the message. When I read an adventure book like this, what I’m thinking about is the experience of running it at the table. And the picture Shadow of the Dragon Queen paints of the actual play experience isn’t a pretty one.

Yeah, the set pieces are shiny and cool in an abstract sense. But when I’m reduced to a mute audience either watching somebody else do all the cool stuff or stuck as a helpless puppet unable to have any effect on what’s happening, they lose their luster.

For example, consider the big finale of the campaign:

First, the PCs fight and fight and fight and fight to prevent the bad guys from taking control of the flying citadel!

And it doesn’t matter, because an unskippable cutscene is triggered and they’re forced to just watch while the bad guy activates the flying citadel helm.

But that doesn’t matter, either, because it doesn’t work and the citadel is falling apart all around them!

But that ALSO doesn’t matter, because after the PCs escape from the collapsing citadel, they turn around and see a different bad guy flying off in a completely different citadel!

Whoopsie-doopsie!

You can almost be impressed by the skill it takes to build up so many levels of irrelevancy. (Almost.) But they aren’t even done!

See, the PCs might think to themselves, “We’ve gotta stop the other citadel!” and rush to do that. That’s not the plot, though, so the DM is instructed to use endlessly respawning death dragons “that attack until the characters retreat.” The defenses are too strong! All you can do is watch helplessly while dragonnels ferry troops from the ground into the citadel!

Three pages later, though, after the entire dragon army has transferred itself into the flying citadel and its defenses are even more impregnable? Now it’s time to attack, and so a gaggle of GMPCs show up and give the PCs their marching orders.

Sure, after all that, the dragon-riding duel with Dragon Highmaster Kansaldi Fire-Eyes (complete with pre-scripted conclusion) has a cool illustration, but I honestly find it impossible to get legitimately enthused about it.

When the book goes to such elaborate lengths to scream, “THIS IS ALL POINTLESS AND NOTHING YOU DO MATTERS!” eventually you believe it, no matter how pretty the two-dimensional set painting is.

Grade: D-

Project Lead: F. Wesley Schneider
Writers: Justice Arman, Brian Cortijo, Kelly Digges, Dan Dillon, Ari Levitch, Renee Knipe, Ben Petrisor, Mario Ortegon, Erin Roberts, James L. Sutter

Publisher: Wizards of the Coast
Cost: $49.95
Page Count: 224

A guide to grades here at the Alexandrian.

 

Dragonlance: Shadow of the Dragon Queen

Meh.

When Dragonlance: Shadow of the Dragon Queen was announced, I was really excited about it. So excited, in fact, that I ended up spending most of the summer and beyond doing a deep dive into the Dragonlance Saga. I was excited about the campaign returning to the War of the Lance, the time period of the original Saga (and accompanying Chronicles trilogy). I was excited about Stephen Baker (designer of great mainstream wargames) and Rob Daviau (father of the legacy board game genre) joining forces to design Warriors of Krynn, a companion wargame that was designed to be played in conjunction with the campaign.

What an amazing opportunity to reinvent the bond between wargaming and roleplaying that has been part of D&D’s legacy from the very beginning! And, more than that, an opportunity to triumphantly realize the unfulfilled promises of the original Saga!

Plus it was coming out within mere days of my birthday! What a fun little birthday treat! I didn’t hesitate at all in preordering the Deluxe Edition that bundled the D&D campaign and board game together into one package.

So when the book showed up at the beginning of December I didn’t hesitate for a moment in ripping open the box— (Literally. The Deluxe Edition box is incredibly fragile and basically impossible to open without destroying it. Bizarrely, it’s apparently deliberately designed to be disposable.) —and flipping open the book.

Of course, I was still excited! Just completely engaged with the book. There’s some nifty little player handouts in the first chapter that are designed as missives from various NPCs to the PCs as an introduction to the setting, and I recorded some dramatic readings of those, thinking they’d be cool to send to my players as little teasers.

But then I found myself reading the book less and less. At first I thought it was just the holidays keeping me distracted, but by the end of the month it was clear that Shadow of the Dragon Queen had become a slog for me. It was frustrating and, even worse, it was boring.

And then the OGL crisis hit, with Wizards of the Coast flipping off the entire hobby and promising to detonate a devastating nuclear bomb in the middle of the industry. As I dealt with the professional and personal fallout from that, I wasn’t really in the mood to read any D&D books (and it wouldn’t really have been fair to the book), so I laid it aside. Fortunately, the OGL crisis eventually resolved itself in perhaps the best way anyone could have reasonable hoped for, and so, in February, I eventually picked up Shadow of the Dragon Queen again.

… and it was a still a miserable slog.

To a large extent, the simple fact that I have only just now, at the end of April, managed to drag my carcass to the final page of the book, is a pretty accurate summary of my entire review.

IS THIS BOOK FOR YOU?

The original Dragonlance adventures, published in the 1980’s, sought to bring the power of a true fantasy epic to Dungeons & Dragons. It plunged the players into the world-spanning epic of the War of the Lance, in which the evil draconians of Takhisis, the Dragon Queen, formed the Dragon Armies and invaded the realms of Ansalon, positioning the PCs to change the course of history.

Shadow of the Dragon Queen is set during the earliest days of the war, ostensibly serving as a prequel or sidequel of sorts to the Dragonlance Saga. Part of the appeal of a ‘quel narrative like this, of course, is seeing how the continuity meshes with the existing work. When done well, as in the early issues of Kurt Busiek’s Untold Tales of Spider-Man or Tom Stoppard’s Rosencrantz & Guildenstern Are Dead, you get an exciting bit of frisson whenever you see a character walk off stage left, knowing that they are simultaneously walking on stage right in a different story. Like a great heist movie, there is a kind of puzzle-solving delight in seeing the pieces come together, plus a real opportunity for depth and meaning that resonates beyond the immediate boundaries of what you’re creating.

The problem, though, is that Shadow of the Dragon Queen cares so little for the established continuity of Dragonlance or the War of the Lance that it’s a complete turn-off for any Dragonlance fans who would be interested in that sort of thing.

For example, the fact that several hundred years ago the True Gods abandoned the world of Ansalon during the Cataclysm and have not been heard from since is a really big deal. It’s a central tenet of the Dragonlance setting, a crucial element of the War of the Lance, and something which, in my opinion, is part of what makes the original Dragonlance Saga something special and unique in the annals of D&D. The quest to find the True Gods and restore the divine magic of clerics is, in fact, a really big part of the Saga.

So when it became clear to me that Shadow of the Dragon Queen was set in a time period before the True Gods returned to Ansalon, I was really curious: How were the designers going to deal with the fact that clerics canonically (pun intended) don’t have their spells?

And the designers’ provided a truly epic answer:

“Eh… fuck it.”

The book provides a short dream sequence. If a player creates a cleric, the DM basically says, “A god appears to you in your sleep! So I guess all that stuff that happens over in the Saga was completely pointless! Woo-hoo!”

The fact that the designers really couldn’t give a fig about this is really underlined by the fact that the FIRST TRUE CLERIC TO BE SEEN IN CENTURIES is just… kind of irrelevant? There’s one oblique reference to an NPC being impressed if the PC’s have healing magic and that’s it.

Okay, so existing Dragonlance fans aren’t the target audience here. None of that continuity crap matters because this campaign is being written for new fans! Shadow of the Dragon Queen is their introduction to the wonderful world of Dragonlance, and it’s fine if stuff doesn’t match up perfectly up with the old stuff.

… except Shadow of the Dragon Queen kinda sucks as an introduction to Dragonlance.

The setting “gazetteer” (if you’re willing to call it that) is just fifteen pages long, and six of those are dedicated to short descriptions of every god. There’s an absolutely stunning poster map of Ansalon by Francesca Baerald, but most of the locations listed on it are not given even the briefest of descriptions.

Map: The Continent of Ansalon (Dragonlance) - Francesca Baerald

From a player’s perspective it’s probably a slightly better experience, but I honestly don’t know how any DM would be expected to run the setting with confidence based on the information (or, more accurately, the lack of information) given here.

So if the book shows a careless disregard for the old fans and is completely inadequate for the new fans… who is it for, exactly?

Go to Part 2: All Aboard

Flight of the Dragonlance - Keith Parkinson (edited)

Go to Part 1

VESTIGIAL HEXES

The deeper you dig into the play experience of these modules, the clearer it is just how vestigial the hexes had become. You’re left with a very clear sense that the designers are not all that interested in hexmaps as hexmaps, and are really only including them because, as I’ve mentioned before, it was the expected thing to do.

For example, in DL1 there’s a pair region-keyed encounters with draconians where the draconians from one encounter are supposed to call out to the draconians in the other encounter, who can then move up and “close the trap.”

But these encounters are, of course, keyed to the hexmap. So the other draconians are three miles away. There’s no reality in which they’re going to show up to “close” anything until the combat is long over.

Similarly, in DL3 there’s a hilarious bit where an ice shelf in Area 13 is supposed to break loose, causing the PCs to go tumbling down a slide of ice (Area 14) and end up in Area 18:

This is written up as a quick, traumatic event. But, as you can see, the ice slide is 8 or 9 miles long.

(To be fair, this is an unintentional Moment of Awesome because it makes me think of the entire sequence as a Monty Oum video.)

You can see similar Hexmaps for the Heck of It™ in DL4 Dragons of Desolation and DL9 Dragons of Deceit, where cities are keyed to hexmaps to no real purpose.

CAMPAIGN HEXAGON SYSTEM

In DL7 Dragons of Light by Jeff Grubb, the Dragonlance modules actually employ a three-tier system of hex maps. On the region map you can see both 20-mile megahexes and 1-mile subhexes:

Southern Ergoth and the Lands of the Elves in Exile - DL7 Dragons of Light

But the module also zooms into one of the 1-mile hexes and depicts 260-foot subhexes:

Fog Valley - DL7 Dragons of Hope

Although the specific measurements used here are different, this tiered approach almost precisely models the method laid out in the Campaign Hexagon System published by Judges Guild, the idea being that you can perfectly synchronize your local and regional maps, allowing you to zoom in (and out) as needed.

GUESS THE HEX

In DL10 Dragons of Dreams, another Tracy Hickman design, we return to the region-based mapping of DL1 and DL3. This particular implementation is fairly perfunctory, however:

Wilderness Map - DL10 Dragons of Dreams

The PCs are supposed to hitch a ride with some griffins in Tarsis, but if they don’t the scenario is backstopped with this region-based ‘crawl across the Plains of Dust.

What’s interesting here is that Hickman actually leans into what I generally consider to be the flaw with under-keyed hexmaps: The players have to blindly play a game of “guess the hex” until they find the right one.

In this case, the area is inhospitable and in order to survive the journey the PCs have to find a source of food. To do that, they need to hit one of the hexes keyed to Encounter 3 (which contain bushy plainsfruit plants).

THE WARGAME

DL11 Dragons of Glory, designed by Douglas Niles and Tracy Hickman, is not an adventure module. It is, in fact, a full-blown hex-and-chit wargame. This means, of course, that the board is a giant hexmap, this one depicting the entire continent of Ansalon at a 20-mile scale.

(The DL11 map does not include a scale, but the hexes are isomorphic with the Western Ansalon region maps in DL6 and DL8, which do indicate the 20-mile scale.)

I haven’t fully explored this wargame yet (although I hope to), but what’s notable here is that it’s designed to be integrated with a simultaneous RPG campaign. The common use of hexmaps makes it possible for the events in the wargame to have a direct affect on the narrative of the RPG campaign (and vice versa).

(At leas hypothetically. In practice, this does not appear to work quite as slickly or produce as cool a result as one might hope. But, again, I’m hoping to explore this further.)

The interesting thing here is that this very much harkens back to why hexmaps were used in RPGs in the first place: The earliest RPGs were designed to integrate character roleplaying with wargame sessions. In Arneson’s original Blackmoor campaign, in fact, the idea was that characters would earn their fortunes in the dungeon, establish fiefdoms for themselves, and then fight wars for dominance.

In Arneson’s campaign, in fact, PCs belonged to either Team Good or Team Bad, who were opposed to each other in the wargame component of the campaign. (The root of the modern alignment system.) You could actually imagine a daring reimagining of the Dragonlance Saga in which the players were simultaneously playing the heroic Innfellows, the villainous Dragonlords, and a War of the Lance wargame, with all three components dynamically interacting with each other.

THE UNDERDARK

In DL13 Dragons of Truth, another of Tracy Hickman’s designs, we have yet another hexmap variation:

Surface Map of Tamar Boruk & Dark Network Map - DL13 Dragons of Truth

The poster map depicts a dual hexmap: One depicting the wilderness and another, perfectly synced with the first, showing the underdark beneath (here known as the “dark network”).

There’s not much to say about this final example, but it’s a great example of the type of utility you can glean from well-scaled maps and of the varied forms of utility the Dragonlance designers wrung from their hexmaps.

FURTHER READING
5E Hexcrawls
A Quick History of D&D

Dragonlance Saga - TSR, Inc. (1984-86)

This article is going to make a lot more sense if you’re familiar with:

  • the Dragonlance Saga
  • Hexcrawls
  • Pointcrawls

Dragonlance was created in 1982 by Tracy and Laura Hickman. Tracy and Laura had self-published several D&D modules, which had resulted in Tracy being hired by TSR, Inc. While they were driving from Utah to TSR’s headquarters in Wisconsin, they came up with the idea of an epic series of modules featuring what were, at the time, all twelve types of dragons.

In 1983, TSR’s marketing department identified a common theme in their survey data: Dungeons & Dragons had lots of dungeons, but where were all the dragons? In response, proposals were requested for a dragon-themed project. Two proposals were submitted – one by Tracy Hickman and one by Douglas Niles – and Hickman’s was selected. Under the guidance of Harold Johnson, an all-star team of designers and artists was assembled.

The result was a series of fourteen modules – DL1 through DL14 – consisting of twelve linked adventures, a setting gazetteer (DL5) and a wargame (DL11). These fourteen modules are the original Dragonlance Saga, which gave rise to novels, comics, calendars, miniatures and more.

Hexcrawls are a method of running wilderness adventures. The wilderness is mapped onto a hexmap and content is keyed to each hex. Travel mechanics then determine how the PCs move through the hexmap and when/how they trigger the content keyed to each hex. You can find more information on hexcrawls in the 5E Hexcrawls series.

Pointcrawls are another method of running exploration and travel adventures. A map is prepped with multiple points connected by paths. Content is keyed to each point, and the PCs can maneuver through the pointmap by choosing one of the paths connected to whatever point they’re currently in. Pointcrawls are often used to model wilderness trails, but can have varied applications. You can find more details about pointcrawls here, and there’s an example of a pointcrawl here as part of the Descent Into Avernus Remix.

Hexcrawls, like dungeons, have been around since the earliest days of the hobby. Even before Dungeons & Dragons was published, Dave Arneson was using the hexmap from a game called Outdoor Survival to run wilderness adventures for his Castle Blackmoor campaign.

During the ‘80s, however, unlike dungeons, hexcrawl play slowly withered away. I believe there were a couple reasons for this. First, hexcrawls are not a terribly efficient form of adventure prep. Because you’re keying content to a bunch of different hexes without knowing exactly which hexes a group of PCs might visit, hexcrawls are best suited for scenarios in which the PCs will repeatedly engage with the same chunk of wilderness (so that they’ll encounter different hexes over time).

This makes hexcrawls a great fit for open tables (like Dave Arneson’s Castle Blackmoor or, later, Gary Gygax’s Castle Greyhawk), in which there are multiple groups of PCs exploring the area. But as play increasingly shifted towards dedicated tables (with a smaller number of players who are all expected to attend each session) and plot-based play, it made less and less sense to prep hexcrawls.

For similar reasons, it was difficult for RPG publishers to print fully functional hexcrawls within the constraints of the pamphlet format used for adventure supplements. Very few true hexcrawls were ever published, and those that did see print were never truly complete. TSR, in particular, would usually only print hexmaps with adventure-relevant locations keyed to them (leaving vast swaths of unkeyed territory for the DM to fill in, assuming it even made sense to do so in the first place). So, unlike a dungeon, new DMs couldn’t just pick up a published hexcrawl and run it. They also didn’t have any fully developed examples to base their own designs on.

By 1984-86, when the Dragonlance Saga was published, the industry and hobby were already at a turning point. Although TSR would continue depicting wilderness areas using hexmaps until the early ‘90s, actual hexcrawls were more or less done. (They wouldn’t reappear until the early 21st century.) It’s interesting, therefore, to look at how the Dragonlance Saga was using hexmaps as an example of this transitional period.

This was even more true because the Dragonlance Saga was a radically experimental project. Not only had nothing of this scope been attempted before, but the Saga was also a massive multimedia experience – not only the famous Chronicles trilogy of novels, but also integration with the BattleSystem™ miniature combat system and a full-fledged wargame. All of this was in service of created an epic fantasy adventure for D&D.

That might seem utterly unremarkable today. (“An epic fantasy campaign for D&D? Of course. Eighteen of them get published every month.”) But this was also something new: Del Rey Books had only recently revealed to the world that LOTR-esque fantasy epics like Terry Brooks’ Sword of Shannara or David Eddings’ Belgariad could be hugely successful, and it was this type of story that Tracy Hickman and the Dragonlance design team wanted to bring to D&D for the first time.

This meant that the designers were also trying to figure out how to do an adventure like this. So they were experimenting with adapting existing adventure design techniques and creating new techniques at the very moment that hexcrawls were dying out.

So when we look at the myriad ways that the Dragonlance Saga used hexmaps, we’re peering into an RPG skunkworks that was grappling with something utterly new and fighting with all of their ingenuity to bring players and DMs a grand experience.. Once we do that, I think we can really appreciate these innovations for what they were, and also learn from them.

REGION CRAWLS

DL1 Dragons of Despair features this hexmap:

Keyed Wilderness Map - DL1 Dragons of Despair

At first glance, this sure looks like a hexcrawl. It even features sub-hexes. (The larger, 20-mile hexes are made up of smaller, 1-mile hexes.)

But if you take a closer look, you’ll notice that the map is actually broken up into regions using thin black lines. It’s these regions which are actually keyed.

For example, the entirety of region 33 is keyed as the Kiri Valley:

The forest darkens and thickens beside an ancient trail. A cold, dry stillness hovers in the air, and the trees are knotted and bent. Everything seems to watch you.

An evil wizard died here long ago. Only his essence remains.

This technique allows Hickman’s key to cover the entire map without needing to key content to every individual hex.

If I was redoing this or taking inspiration from this, I would probably ditch the hexes entirely. Although they can be hypothetically helpful in counting out movement, they’re mostly getting in the way and badly impairing the legibility of the map.

(The 20-mile hexes do appear to correspond with a larger map printed in later modules, most notably DL11 Dragons of Glory, which we’ll discuss later. So there might be an argument for keeping those.)

JUST THE MAP, MA’AM

DL2 Dragons of Flame by Douglas Niles features an all-new, full color map of the same area which has also been expanded to the south:

Elven Mosaic Area Map - DL2 Dragons of Flame

(This is only a sample of the large map, which extends down to a fortress called Pax Tharkas. Oddly the map lists the scale as 1 hex = 2 km, but the hexes align perfectly with the DL1 map.)

This map is an extreme version of many hexmaps that would follow: Rendered using hexes because that had become the expected norm for wilderness maps, but completely divorced from any key or structure that would make the hexmap relevant.

SURPRISE POINTCRAWL

DL3 Dragons of Hope, once again by Tracy Hickman, features a large, unkeyed poster map that unifies the previous hexmaps and then adds a big region to the south of Pax Tharkas (where DL3 takes place).

The Lands of Abassynia (Edited) - DL3 Dragons of Hope

(Sorry for the poor image quality. Unfortunately, I only have a digital copy of this module and when Wizards scanned the PDF they completely botched it.)

This map seems pretty clearly intended for players, but it’s an odd one. Since DL2 didn’t feature regions, the middle of the map just… doesn’t have them.

The new DL3 regions were keyed on a separate inset map, which looked like this:

Region Map - DL3 Dragons of Hope

As you can see, the hex borders were eliminated. This makes the regions much easier to pick out, but obviously obfuscates the hexes.

The more crucial thing is that, although this looks like it’s meant to be run like the region-crawl in DL1, it’s actually keyed to work like what we would now call a pointcrawl. Here’s an example:

3. Southern Road

The broken remains of an ancient roadway glitter with windswept ice. Here and there, old monuments of stone jut from the frozen ground. Their surfaces are covered with snow-filled runes.

To the south, the way branches. The roadway, mostly covered in snow, turns to the east. To the west is a mountain pass that leaves the road. A set of footprints, short of step, follows the southwest route.

You’re not navigating by hex here. You’re choosing whether to follow the road or the pass and then you’re proceeding to the next keyed encounter along the path you’ve selected.

Go to Part 2

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