The Palanthian Times

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The Bestiary Scrolls: Continued


Dragonspawn

Khellendros the Blue, also known as Skie was the first Dragon Overlord to create dragonspawn. Since then, however, this unholy ritual has spread to all of the Dragon Overlords. Sable also learned this ritual, and has created her own dragonspawn using her acidic spittle. These dragonspawn, however, displeased her, as they were too uniform, too mundane. Therefore, Sable began to experiment with elves, and dwarves, and other humanoids that supposedly couldn't be turned into dragonspawn. At first, she met with failure, as the ritaul was designed primarily for humans. However, Sable readjusted the ritual, added some of her own magics, and managed to create the spawn abominations. These vile, hideous creatures are a mockery of life. No two look exactly alike. They all follow the whims of Sable, and work to discover new creatures for her to experiment on.

Heroes adventuring in Sable's swamp should meet up with some spawn sometime during their stay, as the spawn do patrol Sable's swamp regularly. For every day that the heroes are in Sable's swamp, turn over a card from the Fate Deck. If the card is of the Dragon's suit, then the heroes can meet up with some spawn. Spawn usually don't like to travel alone. Rather, they travel in packs of 4-6, combing the area for potential victims.

Black Dragonspawn


Humanoid creatures that resemble dragons.

Basic Overview


Size: Medium (5-7 feet tall)
Active: Any Time
No. Encountered: 4-6
Diet: Carnivore
Movement: Walk (1X)
Fly (2X)
Swim (2X)

Senses


Sight: Diminished
Hearing: Normal
Smell: Exceptional
Touch: Normal
Taste: Normal

Statistics


Coordination:7
Physique: 10
Intellect: 5(25)
Essence: 7
Damage: +9
Defense: -5

Habitat


Terrain: Swamps
Climate:Subtropical
Tropical

Special Abilities


Special Attacks
Dive,
sorcery (hydromancy),
acid dragonbreath

Special Defenses
On death, melt in a shower of acid

Black dragonspawn greatly resemble their master, Sable. These draconic creatures are man-sized, with black, oily scales. Tapering horns usually adorn their brows. These fearsome creatures can breathe a gout of acid, and they even control water! Black dragonspawn can fly, and even swim well in the murky swamp. Upon the death of a black dragonspawn, the dragonspawn will melt in a shower of volatile acid that burns all in its path.
Black dragonspawn are usually used as guards for Sable's lairs, and sometimes they even go out to "recruit" new candidates for becoming spawn. However, the role of the average black dragonspawn is diminishing. Sable is beginning to rely more on spawn abominations. It looks like the "race" of black dragonspawn, is slowly being replaced by the spawn abominations.

When a black dragonspawn dies, the dragonspawn will melt into a shower of acid that covers approximately everyone in melee range. Everyone in melee range is dealt 10 damage. A burst of a black dragonspawn's acid breath also deals 10 damage.

Spawn Abominations


Humanoid creatures that resemble black dragonspawn, but have an nonuniform appearance (such as, extra limbs, defects, etc.)

Basic Overview


Size: Medium (5-7 feet tall)
Active: Any Time
No. Encountered: 4-6
Diet: Carnivore
Movement: Walk (1X)
Fly (2X)
Swim (2X)

Senses


Sight: Diminished
Hearing: Normal
Smell: Exceptional
Touch: Normal
Taste: Normal

Statistics


Coordination:6
Physique: 12
Intellect: 6(36)
Essence: 6
Damage: +10
Defense: -5

Habitat


Terrain: Swamps
Climate:Subtropical
Tropical

Special Abilities


Special Attacks
Dive,
sorcery (hydromancy),
acid dragonbreath

Special Defenses
On death, melt in a shower of acid

spawn abominations are the vile aburrations in spawning that Sable has capitolized upon. These creatures are products of an imperfect spawning process, which Sable uses just to get these results. Every spawn abomination looks different. Some have defects, such as withered limbs, low mental capacity, or inability to see. others may have fearsome new powers, such as a third eye, an extra limb, or even living anaconda snakes for arms!
Spawn abominations can do many of the things that normal spawn can do. They can usually fly. They can also control water like theri brethren, and even spit acid dragonbreath. When they die, they also melt into a shower of acid.
These new spawn abominations are used to gather more humanoids in order to create even more spawn abominations. They will glady die for Sable, and they follow her every command. Sable only has a few handfull of these creatures, but she's creating more every day. She is looking to create an army of these grotesque creatures.

Look above at the black spawn entry for gaming details.
Here's a good way to quickly generate a unique spawn abomination. Just consult the table below.

SuitHeadArmsBackChest
ArrowsPoison filled fangsThird armWings enable it to fly twice as fast as normalExtra pair of arms growing out of chest
ShieldsLarge horns that deal +4 dmgArms are shriveled and weak (Ph is 6)Wings are shriveled, spawn can't flyAn extra head is growing out of the chest
HelmsMental defect (In is 2)Spawn is exceptionally strong (Ph is 15)A ridge of large spines on the spawn's backThe spawn's chest glands produce poison
SwordsSecond HeadHas snakes for armsHas tentacles emerging from backSpawn is immune to fire and cold
MoonsMental boost (Re is 8)Knows the school of spectramancyKnows the school of aeromancySpawn is unaffected by Sorcery
OrbsThird EyeClaws contain a poisonWings furry and covered with hairSpawn is blind
HeartsSpawn knows the sphere of MentalismSpawn knows sphere of AlterationSpawn knows MeditationSpawn is unaffected by Mysticism
CrownsSpawn has a muskSpawn can paralyze with a touchSpawn knows AnimismSpawn has tentacles growing out of its chest

The Bakali

The Bakali were a source of myth and legend. The legendary "lizardmen" that parents used to use to frighten their children. The worshippers of the Dragons, they were called. The filthy, the unclean. No one had ever seen a Bakali, and none believed in them. Then came the War of the Lance, when lizardmen returned in the form of the draconians. Still, these were not the Bakali.
It is now the Fifth Age, and the Bakali are real. Like dragons, the myths are beginning to come to life. When Sable conquered the coasts of New Sea and began to convert the land to swampland, the Bakali rose from the bowels of the earth with a fury. Suddenly, the legends came to life as the lizardmen emerged from their hiding, and made their presence known. And as soon as they had appeared, they disappeared into Sable's swamp.
For years they've been in hiding, seeking refuge from the vengeful world in the shadow of the Black Dragon Overlord. Now, they have begun to emerge with a vengeance.

Chances of encountering a bakali are slim in Sable's swamp. Even if a group of adventurers passes by a bakali, they probably wouldn't see it. Therefore, a good Narrator should decide when a Bakali encounter is appropriate.

Bakali


Stoop-shouldered, thick-bodied, lizard-like men who dwell in the swamps.

Basic Overview


Size: Medium (5-7 feet tall)
Active: Morning, Noon, Afternoon, Dusk, Evening
No. Encountered: 1-10
Diet: Omnivore
Movement: Walk (½X)
Swim (2X)

Senses


Sight: Diminished
Hearing: Normal
Smell: Exceptional
Touch: Normal
Taste: Normal

Statistics


Coordination:5
Physique: 7
Intellect: 5
Essence: 8
Damage: +5
Defense: -2

Habitat


Terrain: Swamps
Climate:Subtropical
Tropical

Special Abilities


Special AttacksNone

Special DefensesNone

The Bakali are an ancient race. Some say that they lived on Krynn before the Ogre race even opened their eyes to the new world. Bakali legend states that they were created by the gods to worship them, and their creations, the Five Dragons. When war broke out, the bakali chose sides. Some chose the side of light, others chose to follow the paths of night. When the fighting was doen, the Bakali were gone. They had all burrowed deep within the earth,a nd shut themselves off from the civilized world.
Bakali are stoop-shouldered, thick-bodied, long-tailed creatures. They can travel on two or four legs. Their scaly hides vary from mottled brown to yellow-green. They wear little to nothing in the way of clothes. Few can understand Common, much less speak it. They are a primitive race, using stone tipped weapons. They are a savage, yet honrable people. One wonders why they serve Sable. Bakali living in Sable's swamp perform patrols, and do other duties for Sable. They won't attack someone on sight, but they will attack if provoked, or if they are ordered to.
The Bakali are a very shy race. Should a group of adventurers pass by Bakali, that Bakali would probably hide away until they pass. Therefore, it is highly unlikely to have an encounter with these savage, noble, shy, primitive people.

Evolved Bakali


Humaniods that resemble the bakali, only they are larger, stronger, are striped, and sport spines.

Basic Overview


Size: Medium (6-8 feet tall)
Active: Any Time
No. Encountered: 2-8
Diet: Omnivore
Movement: Walk (½X)
Swim (2X)

Senses


Sight: Diminished
Hearing: Normal
Smell: Exceptional
Touch: Normal
Taste: Normal

Statistics


Coordination:5
Physique: 9
Intellect: 6
Essence: 7
Damage: +8
Defense: -3

Habitat


Terrain: Swamps
Climate:Subtropical
Tropical

Special Abilities


Special AttacksPoison

Special DefensesNone

Over the countless years that the Bakali have lived on Krynn, they have slowly been evolving. Once the Bakali moved into Sable's swamp, this process accelerated. Now, a new subrace has emerged from Sable's swamp. Simply called the "Evolved Bakali," these creatures are stronger, faster, more cunning, and more dangerous than their predecessors. These creatures are usually killed immediantly if found within a Bakali village, so the few who survive live on their own. This gives Evolved Bakali a ssense of hatred for their cousins. They will usually attack any Bakali on sight (unless the situation is hopeless), and most prey on the members of their former village.
Evolved Bakali have distinctive hides. Their scaly hides are usually pale white with dark green stripes, like a tigers. They also have risged spines sporting sharp spikes. Their claws and fangs also have a deadly poison on them. This poison causes people to hallucinate, and eventually results in death. Most Evolved Bakali will attack anything on sight, as they are typically cruel. However, an Evolved Bakali's knowledge of its swampland home make it a dangerous foe indeed. Most disturbing of all, is the fact that Evolved Bakali are beginning to show an aptitued for spellcasting. This caould make for an even more dangerous foe. These savage creatures ally themselves with no one, and live a life of revenge upon their Bakali brethren.

Evolved Bakali have poison on their fangs and their claws. Any hero successfully attacked by an Evolved Bakali must succeed in an average Endurance (Physique) action, or find himself beocming ill. Anyone under the effects of the toxin begins to hallucinate almost immediantly. Spellcasting is impossible, and all attacks become daunting actions. An afflicted hero also loses one card per every ten minutes until he/she is dead. A healing spell that cures at least 3 cards will negate the poison, but not regain any cards. A second spell is needed for that.

Conclusion

Sable's swamp is a dangerous place for even the most experienced adventurer to tred. Dangers lurk in every direction. The creatures presented in this scroll are just a few of the creatures known to dwell in Sable's swamp. Who knows what else may dwell there. Who knows what other mad experiments Onysablet has concocted, and is waiting to release upon the unsuspecting world?

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