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Table of Contents
Editorial Note
Although this issue was hectic and hard to put together, it's finally done. Between school and swimming, Dragonlance has kinda taken the backseat in my life. I know, blasphemy you say! Don't worry though, the Palanthian Times will continue to come out every other Saturday. Although there has been some problem with COOLLIST, the company that supports our DL mailing list, it's all straightened out.
What I really need is for you members to start submitting articles. While some might see this magazine as another avenue for me to flaunt my DL ideas, that's simply not so. These last three issues have contained articles all written by me because no one has yet to send me an article. So, to submit an article, simply email me it with your name! Not only is it a way to share your ideas with other DL fans, but if you have a website, I'll advertise it on the newsletter! So, get to your computer and submit those articles!
-Eric Jwo
Editor
The Seeker
By Eric Jwo
The Seeker is not unlike the Seekers of the Fourth Age. After the Cataclysm, when people began to doubt the existence of the gods, a group of people decided to seek new gods. Not surprisingly, the called themselves the "Seekers." While this new religion may have held noble purposes during its conception, it became corrupt as Theocrats tunred vilages into hotbeds of fanaticism. The Seekers were partially responsible for the dragonarmies conquering so much of Abanasinia during the War of the Lance.
However, Seekers in the Fifth Age are men and women who embark on personal quests to find proof of any gods, much like the Companions did before the War of the Lance. Seekers may or may not believe in the true gods of Krynn, and they may or may not believe in false ones that they believe to be true. More often, a Seeker is not sure what to believe, but he maitains an open, if skeptical, mind. What a Seeker really craves is a sign, some concrete evidence, that the peoples of Krynn are not alone in an Age of Dragons.
Role-Playing
Seekers tend to be subdued and quiet. Extremely introverted, these people are usually seen as dour and stern. They are skeptical of any form of faith without any evidence to support it, although they are very interested in any and all types of religion. They collect and store all information on any religion for later use. However, they are skeptical and will not believe in much. Seekers are a people who seek answers, but who have been fooled too many times to believe in anything.
Dwarves and minotaurs identify with Seekers in that respect their serious demeanor. Humans and elves can often respect a Seeker's outlook on life, but often find them too cynical. Gnomes, centaurs, and kender, however, believe that Seekers are too serious and should lighten up. Kender, most of all, annoy Seekers and do much to test their patience.
Requirements
A Seeker needs to hardened physically in order to survive in a godless world, so a Seeker needs a minimum score of 4 in all Physcial scores. In addition, Seekers have a deep spiritual side, requiring a minimum Spirit score of 7. Seekers however, often present a cynical and serious demeanor to the world. They tend to be loners and usually do not work well with others. To reflect this, Seekers have a maximum Presence score of 6.
Seekers are trained to search and prepare themselves internally and externally. They explore the supernatural both in themselves and in the outside world. To reflect this, Seekers have a minimum Reason and Spirit score of "C." Seekers also need to know how to defend themselves, so they have a minimum Strength score of "C." However, Seekers do not make good leaders because they are so introverted, so they have a maximum Presence score of "D."
Only humans, dwarves, half-elves, and elves can adopt this role. This role cannot be adopted during play.
Advantages
A Seeker is so versed with legends and lore that they can recall any information specific to deities with a challenging Spirit action. For instance, in order to recognize that a glyph on the wall of an old temple depicts the god Sargonnas, a Seeker can make a challenging Spirit action.
Disadvantages
A Seeker is downright taciturn when conversing with others. A Seeker's beliefs and demeanor are strange to some, and threatening to others. Therefore, a Seeker never receives a Trump bonus to any Presence action. If a Seeker meets a person of strong beliefs, such as a former priest of Mishakal, then the Seeker receives an additional -3 bonus to any Presence actions made with that person.
New and Upcoming
by Eric Jwo
Five Star Rating
The Rumourmill
Nancy V. Berberick, co-author of Tears of the Night Sky, is working on a new Dragonlance novel tentatively titled Song of the Dark Elf. Rumor is that it is going to be about either Porthios and Alhana, or about the dark elf Dalamar. A new anthology, the sequel to Relics and Omens, called Heroes and Fools will feature stories by Nancy V. Berberick, Paul B. Thompson, Margaret Wies, and other famous Dragonlance authors. The new Leaves of from the Inn of the Last Home is nearing completion and will contain a plethora of info on Krynn.
Also, a secret project codenamed "The Gilithiad" is being worked on by Miranda Horner, Steve Miller, and Douglas Niles.
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April
NONE
May
Dragonlance Classic 15th Anniversary Edition by Steve Miller and Stan! Brown
Unknown
$25.95
Whoo Hoo! Finally, us Dragonlance fans who weren't born soon enough to get the original DL modules can play the advetnures that started the entire Dragonlance Saga! The entire fourteen-part adventure cycle has been updated with both AD&D and SAGA rules! A must have for any Dragonlance fan.
Reavers of the Blood Sea by Richard A. Knaak
Unknown
$5.99
The minotaur warrior Aryx must unite his people and their enemies, the Knights of Takhisis, during the Chaos War in order to defeat the minions of Chaos.
June
Dezra's Quest by Chris Pierson
Unknown
$5.99
A lone centaur travels to Solace in search of the legendary warrior Caramon Majere, Hero of the Lance.
THE BESTIARY SCROLLS
The Death Spider by Eric Jwo
Strange reports of dangerous arachnids in the Sla-mori tunnels beneath the soil of Abanasinia have circulated since before the Second Cataclysm. Said to be large spiders as black as ink, these arachnids have claimed many elven scout parties who were sent by Speaker Gilthas to rebuild the dilapidated Sla-moris. Although these reports vary greatly, these "death spiders," as they have been named, are approximately three meters in length with glowing blue eyes and jaws as long as a man's arm. The death spider is completely black, expect for a splash of glowing blue in the middle of its back. Supported by long, jagged legs that resemble barbed spears, the arachnids sported thin bodies and tough exoskeletons.
According to one report, these spiders lie in wait clinging to the roof of Sla-mori caverns. They spin a tough web with a bluish tinge that have small barbs. They weave this into large nets and drop these on unsuspecting travelers. According to the elf who gave this report, the web is as tough as steel and resisted the mightiest blow. It was only by using a quick pyromancy spell to burn through the web net that he managed to escape.
Another adventurer, this one a human Legionnaire, manage to avoid the we net and bravely faced the death spider single handedly. He reported that his spells of animism barely affected the arachnid and only a summoning spell saved his life.
The last accountable report solved the mystery of the arachnid's unusual name. A talon of Knight of Takhisises surveying a collapsed Sla-mori during the Dark Knight's occupation of Qualinesti came upon a hidden death spider. The death spider pounced quickly and, according to what the Knight told me, shot a glowing strand of dark energy into the body of a Thorn Knight. The gray sorcerer shriveled into a withered husk and collapsed immediately. While the knights were able to slay the beast, they could not raise their comrade.
The Knight's description of the arachnid's power greatly resembles the forbidden sphere of necromancy. If these spiders do indeed possess the ability to drain their prey of life force, then they could pose a serious threat indeed.
Death Spider. Animal. Co 8, Ph 14, In 4, Es 4, Dmg +4, Def -4, also mysticism (necromancy), web, and resisitant to mysticism.
Breaking through the web-net of a death spider requires a daunting Strength action. Death spiders attack using their necromantic powers. Heroes under attack must succeed in a challenging Spirit (Essence) action or be dealt 4 damage. For every point nflicted, the death spider gains Physique points. A death spider can gain more Physique points than it initially had, that is, a death spider can raise its Physique points above 14.
The heroes can be sent by the Qualinesti resisitance to scout a collapsed Sla-mori. A pack of death spiders nest in the Sla-mori and begin a deadly game of cat and mouse with the heroes until they are all dead.
FAN FICTION
Obsidian Lightningby Eric Jwo
Kara thundered down the runway. The floor boards barely acknowledged her deft footfalls as she skillfully weaved and bobbed through the wooden walkways and bridges that criss-crossed the tree-town of Solace. The cool night air swept over her like a tidal wave, chilling her bare arms. The silence of the night hung over the city like a blanket and threatened to smother the panting half-elf.
Turning a corner, Kara caught a glimpse of her elusive quarry. The fluttering piece of black cloth, nearly indiscernable in the glowering darkness, whipped past another sharp turn like a ragged banner. Gritting her teeth, Kara launched herself forward and around the corner.
A gleaming blade sliced towards Kara's head. Ducking quickly, Kara felt the dagger sweep through the air above her head and bite into her flowing hair. Leaping back, Kara narrowly avoided her quarry's next lunge. Eyeing the flickering dagger in the pale moonlight, Kara leaped backwards out of her opponent's reach. Kara gasped as she backed into the frail wooden railing that prevented her from enjoying the fifty foot fall to the ground below.
The dagger once again cleaved through the air, but Kara was prepared. Whipping her left arm forward, she arrested her assailant's wrist, halting the blow, and lashed out with her right fist. She smiled ferally as she felt flesh and bone crumple beneath her swing. With a flick of her wrist, she smashed her enemy's hand upon the rail, causing the dagger to fall harmlessly to the ground below, and then she feinted with her leg and sent the thief hurtling to the ground.
The man crashed to the floorboards with a cry and lay there panting as Kara examined him. He wore a voluminous black cloak that parted in the night wind to reveal tight-fitting black leather armor. Plain and non-assuming, the armor consisted of simple black leather stitched with dark laces and metal studs, as well as forming a makeshift jerkin and ending with tight black pants and dark boots. The hood fell away to reveal a shock of dark brown hair, a non-descript, plain face, and frightened eyes. The beginnings of a short, coarse beard marred his features. A small pendant gleamed dully in the moonlight, revealing a plain black orb wrought in blackened silver and fixed to a gleaming chain around the man's neck.
Seeing no sword, Kara hauled the man up by the collar of his armor. Weary and bruised, the man offered no resistance until Kara lugged him over to the railing of the balcony and threateningly pressed him into it.
"Where's the sword, thief?" Kara hissed as her eyes narrowed and her grip tightened. The thief looked down at the long drop, but hardened his eyes resolutely.
"I will tell you nothing half-elf!" he spat defiantly. He closed his eyes and prepared for the end.
Kara growled and began considering her options when her elven eyesight caught the faint outlines of several bodies. They glowed a dull red and were too far to distinguish, but they headed north into the forest.
One punch knocked the thief out cold and caused him to slump across the deck of the balcony. Leaping over the comatose thief, Kara headed for the ladder that led to the ground and fixed her gaze to the north.
Alain had promised that he would not be gone for long. A week or two, he said, no more. And when she had pleaded with him to stay, he had simply laughed and responded that it had been her idea for him to help out with the Legion more. She could not argue with that. Ever since Alain had ended his personal quest against the black dragon Ebony and had settled in Solace, Kara had tried vehemently to get Alain to rejoin the Legion of Steel. Once a Legionnaire, always a Legionnaire, or so she had said.
So Kara had only herself to blame when Alain was called to Haven to aid Sir Traldar, the leader of the most prominent Legion cell in Haven, in dealing with Beryl's expaning power. Being the most experienced with dragonslaying, Alain would be an invaluable aid to the Legionnaire's opposing Beryl's machinations.
He had entrusted her with his precious magical short sword. The potent weapon meant a great deal to the man she loved. It was one of the last reminders of an elven woman that he had once loved. He had carried it through the dark and turbulent years he had spent hunting the black wyrm Ebony, and he had finally ended the dragon's life with the elven sword.
She had told him that there was nothing to worry about. Everything was under control, she had assured. Of course, she had not counted on a cunning thief breaking into their house and pilfering the magical blade. But then again, Kara had always been a light sleeper. The thief was good, however, and by the time she had tentatively opened her eyes from the grasp of slumber, he had just fled out the door.
However, Kara was not going to lose Alain's magical sword.
Kara brushed the branches away from her face. The dampness of the very air chilled her greatly, and she shivered uncomfortably. She peered intensely into the clearing and squinted her eyes to gather every available source of information.
Three shrouded figures stood grimly in the misty clearing. Fog crawled and seeped across the surface of the ground and obscured most vision. Still, Kara's elven eyesight allowed her to make out many of the vague details. Two of the three figures were obviously warriors. They wore darkened scale mail and bore large spears of exceptional craftsmanship at their sides. Black cloaks covered their broad shoulders and occasionally whipped open in the chilly wind to reveal glimpses of exquisite pendants. Like the thief, these pendants were made up of black orbs set in silver.
The third figure differed from the warriors in that he had the look of a scholar, not a fighter. He (she?) wore a voluminous robe as dark as the gathering shadows with a large hood that covered his face.
The robed figure seemed to be conferring with the fighters, obviously his bodyguards, and gestured to the ground repeatedly. Taking another glance, Kara realized that the robed figure wasn't pointing to the ground, he was pointing to a tracing along the ground. A dark line criss-crossed the clearing in large swirls. As she stepped back, Kara realized that the clearing actually held a gigantic glyph. The robed figure was tracing the path of the glyph and explaining the symbol to the warriors.
As the three shifted in the clearing, the stark moonlight shone upon the scabbard of a sheathed sword. Kara gasped as she recognized Alain's magical sword. Gritting her teeth, Kara reached for her longbow and an arrow when she realized they weren't there. She cursed herself for not bringing any weapons.
She fidgeted and pondered her options when she detected a slight rustle behind her. Spinning around, Kara managed to catch a glimpse of a dark figure before a thick object smashed into the side of her head. The world shattered in a brilliant array of reds and whites, but finally settled down into the endless darkness of unconsciousness.
Kara opened her eyes groggily as her world slowly permitted light to enter and began to reform itself. A haze of images assaulted her reeling mind, but slowly they coalesced into one picture. She was being held up by two rough hands that encircled her arms. The robed man stood silently in front of her, as did one of his warrior lackeys. Grinning, the warrior reached forward and lightly slapped her on the cheek.
Growling with indignation, Kara snapped at the warrior's hand, but he was too quick. Chuckling, the warrior fingered his spear.
"Now that you're awake, half-elf, tell me, why are you here?" the warrior asked with a grin.
"You stole my sword," Kara spat as she struggled futilely against her two keepers. Furiously, Kara stared up into the grinning face of the thief.
"Yes, well, we needed to borrow it," the warrior retorted sarcastically.
"She is of no use to us. Take her away," the robed figure whispered before turning away. Kara struggled agaisnt her captors, but she was dragged away to the edge of the clearing. Sullenly, she relaxed to watch the robed stranger as he entered the middle of the clearing. Moving quickly, he unsheathed Alain's broad sword and and stabbed it into the ground. Muttering arcane words, the black robed sorcerer reached into the folds of his robe and withdrew a small black orb filled with swirling mists. Nearly 4 inches in diameter, the glowing orb glowed with an eerie inner light.
More stange and unfamiliar words streamed forth from the mage's mouth as he released the orb. Glowing wildly, the orb floated eerily up into the air. Alain's sword glowed brilliantly and sent a wave of energy into the hovering orb. Strands of energy burst from the hovering orb and struck various corners and swirls of the glyph, causing the symbol itself to glow. Lost in the ecstacy of spellcasting, the robed mage retreated into his own private world, paying no attention to those around him.
Seeing the third bodyguard a good distance away from her, observing the magical rite, Kara strained against her two captors. Expectedly, they pulled her back and were therefore caught off guard when she shoved herself backwards with all of her might. The two guards cried out as they slammed into the thick ring of trees that bordered the clearing. Kara jabbed backwards with her right elbow and stomped down with her left foot. Crying out in pain, they loosened their grip on her arms. Spinning out of their grasp, Kara neatly tripped the warrior and planted a fist in the thief's face. Cursing, they both went crashing down.
The warrior reached for his spear, but Kara kicked it out of his hand and into the air. Catching it deftly, Kara swung the butt of the spear around and slammed it into the side of the warrior's head. The warrior collapsed like a sack of potatoes. A sharp kick halted the thief's lunge and sent him sprawling into an unconscious heap.
Kara's grin turned into a cry of shock as she was hurled backwards by a powerful shock. Rolling quickly on the ground, Kara twisted onto her feet and readied the spear in her hand.
"Give it up, half-elf!" the remaining warrior spat as he twirled his glowing spear. "This is bigger than you are. You can't stop us!"
Minature lightning bolts wound their way up the spear's haft and sparked and intertwined at the tip of the blade. Laughing, the warrior thrust quickly.
Kara parried the feint, swung her own spear around but her blow was blocked by the warrior's spear haft. Kara cried out as a bolt of lightning erupted from the warrior's spear knocked her flat. Tumbling away from the warrior, Kara managed to avoid his next thrust. Panting heavily and wincing in pain, Kara backed away.
"Alright, let's fight magic with magic!" she swore as she muttered arcane words below her breath. She switched the spear to her left hand as fire erupted in her right. A long strand of fire burst from her hand and grew into a thick whip.
The warrior lunged forward with the spear only to be knocked back by the fiery whip. Burnt and bruised, he fell back. He tried to get up, but another lash of the whip blackened his armor and sent him sprawling.
The flame in Kara's hand died out and she rapidly turned back to the mage. Still lost in his magic, the sorcerer continued on with his ritual, and the glyph glowed brighter and brighter. With one mighty throw, Kara sent the spear soaring into the air. The spear struck the rising orb with a crash and shattered the glowing sphere. The sword's glow faded as the shattered fragfments of the orb rained down upon the ground. The glyph stopped glowing and burst into flames instead. Rushing forward, Kara leapt through the flames and wrenched Alain's sword from the ground.
Before she could savor her victory, a bolt of lightning seared her side. Gasping in agony, Kara collapsed to the ground in a bundle of pain.
The robed sorcerer stepped out of the blaze like a vengeful wraith. His voice crackled with anger as he said, "You know not what you have done! You have destroyed the work of the Order. Now your life is forfeit!"
Glowing bolts of lightning sparked between his outstretched hands as he silently approached. A bolt of lightning sparked towards Kara head. Swiftly, Kara raised Alain's magical sowrd, and the lightning parted before the blade. The innocuous bolts smashed into the ground, leaving behind patches of charred soil. Kara pulled herself up, ignoring the pain in her side, and held the sword before her.
For a long moment, the shadowed sorcerer stared at her from within the depths of his dark hood.
"You have not won any victory today, half-elf," he said gravely. "Remember, there will be a reckoning."
With that, the sorcerer backed away into the roaring fire of the glyph and melted into the shadows. Sighing, Kara closed her eyes and chanted silently. The blazing glyph slowly died down, leaving behind the charred imprint of the symbol. Glancing over to where she left the sorcerer's three unconscious lackeys, she was not surprised to see that they were gone. Silently, Kara stepped over the smoking glyph and into the forest. Sheathing the sword, she headed back to Solace.
ADVENTURE NUGGETS
- A friend of the heroes has been captured by the Knights of Takhisis in Palanthas. He is being charged with slaying a Dark Knight and will be executed in a week's time. Can the heroes free him, or prove his innocence, without being arrested and executed themselves?
-Eric Jwo (Eric94087@aol.com)
- The bronze dragon protector of the village of Hampton has always guarded the town against danger. However, the wyrm disppeared several weeks ago, and an army of goblins threatens the town. Can the heroes discover the fate of the protector of Hampton and stop the goblin war band?
-Eric Jwo (Eric94087@aol.com)
- A rash of killings has been commited in the one of the hero's home town. The victims have all been young ladies and they were all killed at night. The most recent killing revealeda clue to the identity of the killer. A dagger belonging to one of ther hero's was found, and now the villagers want to hang him! Can the heroes save one of their own and find the real killer?
-Eric Jwo (Eric94087@aol.com)
- A strange robed figure was seen entering the Last Heroes Tomb several nights in a row. Several items are missing from the Tomb suspicions are beginning to rise. The people of Solace consider this blasphemy and have begun to blame the sorcerers of Palin Majere's Academy of Sorcery. The equate any robed individual with the sorcerers of the Academy. Although the Legion of Steel has kept tensions from exploding, they cannot stop the growing anger for long. Can the heroes solve this mystery and ease tensions between the Academy and the townsfolk of Solace.
-Eric Jwo (Eric94087@aol.com)
If anyone has any ideas or articles that they would like to see in this newsletter, just email them to Eric94087@aol.com. Do not Reply to this message as your reply will circulate throughout the Mailing List. I am also looking for people to head the Adventure Nuggets, Bestiary Scrolls, Fan Fiction, and New and Upcoming sections. If your interested, then email me. Any suggestions for new branches of this newsletter are also appreciated. Send comments and criticisms either to me directly or to the mailing List.
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