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Table of Contents
Editorial Note |
The Traveling Companion |
New and Upcoming |
Lycanthropy and Shapechangers |
New Spells: Fire Whip |
Fan Fiction: The Dragon's Farewell |
Adventure Nuggets
Editorial Note
While innocently surfing the 'Net one day, I was shocked by the current newsletter from Tracy Hickman! It appears that Wizards is deciding to discontinue all future Dragonlance products! While the novels are going to be continually produced, the game products will disappear like they did several years ago. I believe that this is an outrage! We have to show Wizards that Dragonlance is indeed a good product that deserves its chance on the shelf! I realize that DL products have not always been the biggest money-makers for TSR or Wizards, but there are die-hard fans that would probably raise an army of kender and ravage the world if there were no more Dragonlance products! Judging from the e-mails I have received, it is safe to say that Drgonlance fans everywhere are as upset over this issue as I am!
Of course, only time can tell if DL will go belly up. While the decision to cut off Dragonlance production is basically made, the real test will be the upcoming War of Souls and Battlelines chapter of the DL Saga. if these prove to breath new life into the Dragonlance Saga, then Wizards may change their minds and continue with the dragonlance line. If not, then the War of Souls may be the last chapter of the Dragonlance setting.
I am urging all DL fans to write, to email, to do whatever to get the attention of Wizards of the Coast. Of course, I am not asking you to make any bombs or threats, but to convince the people upstairs that you're upset! Go to the TSR website (www.tsr.com) and find e-mails, any e-mails to protest the extinction of the Dragonlance Saga! Who knows, maybe all it will take to change their minds are a few e-mails from DL fans, and maybe the threat of a kender army as well . . .
-Eric Jwo
Editor
The Traveling Companion
By Eric Jwo
Narrator's Notes
Anna. Shaped Dryad, charismatic demeanor, Adventurer. Ag 8X, Dx 6D, En 5D, Ph 4C, Re 7A (49), Pe 7A, Sp 6A (36), Pr 7B, Dmg +0 [unarmed], Def -2 [leather armor], also sorcery [pyromancy, geomancy, summoning], mysticism [animism, mentalism, alteration], resisitant to fire, immune to divination, sensitivity, healing, and mentalism, pendant of the vampire, and susceptible to cold.
Anna is a shaped dryad with several unique powers. She is immune to all spells from the school of divination, as well as from the spheres of sensitivity, healing, and mentalism. She is highly resistant to fire (action against her is one degree harder), but susceptible to cold (action agaisnt her is one degree easier).
Anna was actually a dryad in a small patch of woods just north of the heroes' current location. However, a large red drgon claimed that area and began to alter the land like the other Dragon overlords. The wyrm met with some success and managed to tear Anna from her tree and make he into a shaped dryad. However, his actions were noticed by other dragons and he was subsequently slain and drained of all magicks. Taking this opportunity, Anna fled the cursed land. Unknown to outside world, and even Anna, the aspiring red dragon had a single son, who hid in his father's land and became its master. This cruel wyrm recognized the magic that his father had infused in Anna and wants her back.
Anna however, also fell victim to a cruel twist of fate. The dragon that created her was not as powerful as the other Dragon Overlords and did not manage to fully seperate her from her tree. Therefore, Anna is slowly dying because she is cut off from her tree (treat this as her losing 2 points of Endurance per day).
However, Anna managed to swipe a magical pendant from the dragon's hoard that allowed her to steal the life energy of others to heal its master. That is where the heroes come in. Although she is not evil, she wants to survive and will steal the energy from the heroes. However, she will not steal enough energy to actually kill one of the heroes.
Anna is actually a caring and compassionate person. She is gregarious and fun-loving, sometimes throwing caution to the wind. She is very understanding and non-violent, unless nature is threatened, in which case she will fly into a rage. However, she believes in right and wrong and does whatever she can to do what is right. Of course, her present situation is an exception, since she is scared and does not know what to do.
Pendant of the Vampire
This pendant is a piece of bloodstone wrought in platinum to resemble a dragon's claw. It hangs on a slender silver chord that is as strong as steel. The wearer of the pendant can succeed in an average Presence (Spirit) action to steal two points of Endurance from a person and regain one point of Endurance (or return one card to his Hand). The pendant can drain up to four times a day. The Endurance drain is permanent until the pendant is shattered, then all who have been drained regain their lost Endurance points at the rate of one per day. However, there is a powerful curse on the pendant. From the first time a person uses its dark powers, he becomes bonded to it. Taking the pendant off requires a daunting Presence action.
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The Traveling Companion is a short Dragonlance: Fifth Age adventure for 2-8 adventurers of Novice to Master reputation (a total of around 20 quests total). This adventure can take place anywhere and ideally when the heroes are traveling on the road between adventures. This adventure takes place just as night falls.
The Wounded Woman
As the heroes are traveling, they see a figure just ahead of them. Read the following to the heroes:
As the dying sun slowly fades into the horizon, you can barely make out the dim outline of a straggling figure trudging onwards ahead of you. As you approach, the figure collapses to the ground and lays there moaning.
The wounded figure is actually a dryad. She has long red hair with distinctive orange and yellow highlights, making her hair look like flowing flame. Her skin is slightly tanned and she has red eyes. She is dressed in a simple vest and leather breeches. A beautiful pendant, wrought in platinum, hangs aroud her neck on a silver chord. The pendant is crucial to this adventure, so the heroes must be aware of its presence from early on in the adventure. When approached, she calls for help.
She calls herself Anna and claims that she was attacked by goblin raiders. Observative heroes will notice that she bears no wounds. Anna will not give away the fact that she is a dryad and will attempt to masquerade as a Qualinesti elf. She thanks them for any healing aid that they can give her, but none seem to alleviate her wounds.
Since night is coming, she will ask the heroes if she can share their campfire. A particularly devious Narrator can have Anna flirt with a particularly charismatic male hero. If asked about her past, Anna will relate the following story:
"I was born nearly thirty years before the War of the Lance in a small village in Solamnia. I was the daughter of two Qualinesti adventurers. Both were killed in a Dark Knight attack several years ago. Now I basically wander from place to place, trying to make a living. I was just leaving the village of Saltweather two days ago when I was attacked by a party of goblin raiders. I managed to elude them, but I was hurt and lost all of my supplies. If you hadn't walked by, I'd probably have died.
If asked about her apparent lack of visible wounds, Anna shrugs off the question and changes the subject. Any attempt to cast divination, sensitivity, or mentalism spells on her simply do not work. The evening should end with the heroes falling asleep with little to no suspicions of Anna.
The Next Morning
Allow all of the heroes to attempt their average Spirit (Presence) actions with random draws from the Fate Deck. Anna will attempt to drain five points for herself, but she will not let any hero die from the drain. Do not allow the palyers to know that their heroes have been drained. Rather, the Narrator should write down the heroes' new Endurance scores ona seperate (and hidden) sheet of paper and resolve all Endurance actions with that score.
Read the following to the heroes once they awake:
Your night was filled with terrible nightmares of glowing red eyes and wicked fangs. You slept terribly and your entire body seems weak and enervated. You feel like you barely have the strength to get up.
Only Anna will seem to be unaffected, in fact, she will seem revitalized and healed of all her wounds.
As the heroes travel on, the terrain gets tougher and tougher, requiring the heroes to make several Endurance actions.
- A small cliff cuts off the trail. Climbing the sheer slope requires three average Enduance actions or the hero falls. A fall deals 4 damage to a hero.
- The only way across a river is a thin tightrope and a raised rope for a handhold. The river is deep and swift, so the crude bridge is the only nonmagical alternative. the heroes must go one at a time, hand over hand and succeed in two challenging Endurance actions or fall into the river. Falling into the river can be elaborated by a Narrator, but it deals 5 damage to a hero.
- Walking along the side of a ravine is dangerous work, requiring four average Agility actions. Any hero failing slips down the side and must succeed in a daunting Endurance action or tumble down the slope, suffering 8 damage.
- A bitter storm whips up, sending sticks and stones hurtling towards the heroes. The heroes must succeed in two challenging Endurance actions or suffer 3 damage. If the heroes do not find shelter with an average Perception action, then they must continue to make the endurance actions until they do.
- A small band of kobolds spots the heroes and decides to rob them. First, they begin by rolling several large boulders down a steep slope at the heroes. Heroes must succeed in four average Endurance actions or be dealt 5 damage. After that, the kobolds rush down and fight.
- 9 Kobolds. Hostile nonhumans. Co 3, Ph 2, In 5, Es 5, Dmg +2, Def -2, also infravision and melee weapons [short swords/+3].
The above situations can all be avoided if magic is used. Of course, Anna does not volunteer the fact that she knows magic, since she does not want the heroes to suspect her true nature. A clever Narrator can come up with more encounters that test their heroes Endurance if they feel that it's appropriate.
Anna once again drains all of the heroes that night. Around the campfire, she will show her true personality and slowly build friendships and perhaps romantic interests with the heroes. However, the heroes should now be genuinely suspicious of her.
Cat and Mouse
This repeated pattern of draining the heroes should continue on for a few more nights, or as long as it takes, until the heroes confront her. Anna will not want to hurt them but she will defend herself. She will try to explain her reasons for what she did and tell the heroes her entire story. Read the following story to the heroes:
I am a dryad. I was "born" from a giant, tapering oak tree in a verdant patch of forest just north of here. I was born to protect my forest and I did so for many years, even when the dreaded War of the Lance descended upon Krynn. Even when the Dark Knights conquered the land and when Chaos tred the earth, my forest remained free and beautiful. Little did I know that Chaos' crossing would alter my forest forever. As magic waned in this world, my connection with my forest weakened, as did the connections between dryad's and their trees everywhere on Krynn. Still, my life was a peaceful one, until he came. Called Terror by humans, he was a large red dragon who had fled the massive dragons that came from the East. He hid in my patch of woods and my magic was not strong enough to drive him out. I was kept as a slave as the wyrm experimented with fell magicks. Finally, the unthinkable occured. He corrupted my beautiful forest and me as well. My beautiful land changed into a forest of fire, and my own looks were altered to my current appearance. I was torn from my tree and made like you, a mortal. However, my salvation came in the form of another dragon, a Dragon Overlord. Seeing the changes that Terror wrought upon my forest, this cruel wyrm slew terror and devoured his essence. Terrified, I stole this pendant from terror's lair and fled the forest. To my own horror, I discovered that I am still linked to my tree. I cannot go back, yet if I do not, I will die! As a dryad, I cannot remain far from my tree until the link between us is finally broken! I am sorry that I used you, but the pendant I stole from Terror's lair allows me to draw upon your strength to sustain me. It was the only way I could survive. You must believe me! I am truly sorry for using you, but you must help me! Sooner or later, I will die!
It's up to the heroes whether or not they want to believe her. Although some heroes may be inclined to simply reject her, remind heroes with Natures drawn from a white card that they should do what is right.
Draconians!
This encounter occurs soon after the heroes have discovered Anna's terrible secret. Rologeth, or Streak (red very young male dragon, obsessive demeanor)as he is called, was angered by his father's death. He was angered further when his father's creation, Anna, fled the shaped forest. He therefore sent several draconian minions after the dryad in hopes of reclaiming her. Streak would have gone himself, but he is keeping a low profile, so that the Dragon Overlords that slew his father will not turn their attention to him.
Read the following to the heroes:
The slow creaking of wood upon dirt rings in your ears as a wooden cart pulls into view. Hooded priests in gray robes sit atop the horse powered wagon and hail you. Stepping down, one cleric approaches. Upon seeing Anna, he pulls away visibly.
"Who are you," the cleric hisses as he turns to you. "Nevermind, that is unimportant. I see you have captured the vixen. She escaped our order several days ago, and we have been searching for her ever since. She stole out sacred holy object, an item blessed by our god before Chaos tred the land! See! Even now she wears it with blasphemous impudence!" With a growl, the cleric gestures to the pendant that Anna wears around her neck.
"It's not true!" Anna pleads as she turns to you. "I got this from the dragon's hoard! These must be his agents! You have to help me!"
The heroes should remember that the dragon who tortured Anna was slain, so they may be doubtful of her claim. However, if the heroes hesistate, then the "clerics" attack. The robed cleric in front of the heroes is a kapak draconian and will attempt to poison the strongest looking warrior. The four baaz in the cart will leap down to attack the heroes and the single bozak will remain on the cart to cast his spells. Remember, use the heroes altered Endurance scores during this battle!
- 4 Baaz. Draconians. Co 8, Ph 6, In 6, Es 7, Dmg +6, Def -3, also death throe, glide, and pounce.
- Bozak. Draconian. Co 6, Ph 6, In 7 (49), Es 7, Dmg +4, Def -4, also death throe, glide, sorcery [aeromancy, pyromancy], and web.
- Kapak. Draconian. Co 8, Ph 6, In 5, Es 7, Dmg +2, Def -3, also acute senses, death throe, glide, and poison [paralyze].
The draconians will fight to the death. Anna will also help out the heroes with spells but she does not like physical combat. If the heroes attempt to subdue and question a draconian, then it rambles on about its "new master" and how it's "new master will destroy them all!" Of course, it finally succumbs to its wounds and dies.
Epilogue
Once the heroes recognize Anna's problem and see the root of it, they should feel obligated to help her out. Ambitious spell-casters may take her to the Citadel of Light and have Goldmoon and her mystics attempt to cure Anna of her plight. Of course, the most obvious solution is to go back to the woods that birthed Anna and defeat its new master. Anna can lead the heroes back of course, but convincing her requires a successful challenging Presence (Spirit) action.
Narrators may detail the wood of Anna's birth as they like, but it is unlike any forest they ahve seen. It seems like a cross between a volcano and a rainforest, with the trees blackened and red from the spewing fire rising from the ground. Traveling through the land requires three successful challenging Endurance action per day. Failure means that the hero suffers 3 damage.
Streak still retains several draconian followers and realizes the heroes' intentions the moment they enter his domain. The wyrm will stage several guerilla attacks against them, using the draconains and the terrain to his advantage. If the heroess finally slay the evil wyrm, then Anna's link with her forest is broken and she becomes a true shaped dryad. Of course, Anna can join the heroes, especially if a romantic link has been forged between her and another hero, but it is more likely that she will devote her life to restoring her forest to its former beauty.
There are other alternatives to defeating Streak. One of the most devious is to alert other Dragon Overlords of Streak's existence. This will cause one of the great wyrms to hunt down the itinerant red dragon and devour his essence. Such an outcome would also free Anna from her tree.
- Rologeth [Streak]. Red very young male dragon, obsessive demeanor. Co 8, Ph 28, In 6, Es 6, Dmg +10, Def -6, also buffet*, charge, dive*, dragonawe*, dragon breath*, mysticism [animism], sorcery [pyromancy, enchantment, summoning], swallow whole, swoop.
- Aurak. Draconian. Co 12, Ph 10, In 8 [64], Es 8, Dmg +10, Def -5, also acute sense [vision], alteration [self], breath attack [blind], charm, death throe, missile weapon [energy blast], resistant to magic, sorcery [pyromancy, electromancy, divination], summoning [self].
- 6 Baaz. Draconians. Co 8, Ph 6, In 6, Es 7, Dmg +6, Def -3, also death throe, glide, and pounce.
- 2 Bozak. Draconians. Co 6, Ph 6, In 7 (49), Es 7, Dmg +4, Def -4, also death throe, glide, sorcery [aeromancy, pyromancy], and web.
- 3 Kapak. Draconian. Co 8, Ph 6, In 5, Es 7, Dmg +2, Def -3, also acute senses, death throe, glide, and poison [paralyze].
- 2 Sivak. Draconians. Co 10, Ph 12, In 7, Es 7, Dmg +12, Def -5, also alteration [self], dive, death throe, fly, and resistant to magic.
* See page 167 of The Bestiary.
New and Upcoming
by Eric Jwo
Five Star Rating
The Rumourmill
As stated in the Editorial, Wizards of the Coast is deciding to discontinue all future Dragonlance game products! In fact, even the Legends of the Lance newsletter has been moved to a Web version instead of a printed one!
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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.
July
Heroes and Fools
Unknown
$6.99
The second anthology set in the Fifth Age, with such contributers that have contributed greatly to the Dragonlance Saga.
Reader's Companion: The Odyssey of Gilthanas
Unknown
$6.99
The first in its series, the Reader Companion books are novels that give heroes a glimpse at the various locales in Ansalon. Both a game resource and a novel, this book details Gilthanas' journey to be reunited with his love, Silvara, as well as detailing the area he visited.
Lycanthropy and Shapechangers by Eric Jwo
Lycanthropes
To create a "werewolf" like creature, that is, a creature that is a hybrid between a human and an animal, most Narrators dont' really want to have to think out every process, or buy a Monster Manual to convert the monster. Instead, use the following formula:
1. Coordination is determined by taking the average of the human's Coordination score and the animal's. Therefore, a man with a Coordination score of 5 turns into a werewolf with a Coordination score of 6 (a wolf has a Coordination score of 7).
2. Physique is determined by adding the human's Physique score to the animal's. Therefore, a man with a Physique score of 5 turns into a werewolf with a Physique score of 14 (a wolf has a Physiqe score of 9).
3. Intellect is determined by taking the average of the human's Intellect score and the animal's. Therefore, a man with a Intellect score of 5 turns into a werewolf with a Intellect score of 4 (a wolf has a Intellect score of 2).
4. Essence is determined by taking the average of the human's Essence score and the animal's. Therefore, a man with an Essence score of 5 turns into a werewolf with a Essence score of 4 (a wolf has a Essence score of 2).
5. Damage is determined by adding the human's damage score and the animal's. Therefore, a normal human with a damage score of +1 turns into a werewolf with a damage score of +4 (a wolf has a damage score of +3).
6. Defense is determined by adding the human's defense score and the animal's. Therefore, a normal human with a defense score of -0 turns into a werewolf with a defense score of +1 (a wolf has a damage score of +1).
7. Special abilites are the same as the animal, so a werewolf would have acute sense [smell] as a special ability.
8. Next, add any special abilites that you, as the Narrator, believe are relevant. Many lycanthropes also have the animism special ability that allows them to control animals. Many are also immune to normal weapons. As the Narrator, you can decide whether or not lycanthropy can be transmitted. If it can, than all lycanthropes have the special ability infect [lycanthropy]. For example, werewolves can control normal wolves. A wereboar might also have the trample special ability.
9. Finally, add a weakness to your lycanthrope. Most lycanthropes are vulnerable to silver. Silver weapons do twice the damage and are able to harm werewolves even if they are not magical.
Therefore, a werewolf has the following statistics:
Werewolf. Lycanthrope. Co 6, Ph 14, In 4, Es 4, Dmg +4, Def -1, also acute sense [smell], immune to normal weapons, vulnerable to silver, infect [lycanthropy], and animism [wolves].
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Krynn was a very peculiar world when the gods created it. Sheltered and carefully constructed, the planet was ordered and hidden from the rest of the Multiverse. The gods did not want the chaos that infested the other crystal spheres to wrack Krynn and therefore frustrated their "father," Chaos himself.
Since Krynn was created differently from the other worlds in the Multiverse, the gods wanted it to stay that way. Many things that are prevalent in other worlds simply did not exist on Krynn. Examples of such were orcs, psionics, and races other than the first three. Of course, Chaos disrupted the gods' plans by inhabiting the Graygem and creating the various goblins, minotaurs, and otehr races that infest Krynn. However, some things remained the same because the gods remained vigilant. Orcs, for example, do not exist on Krynn. Psionics do not either, and if a person possessing psionic powers arrives on Krynn, his or her powers vanish within a month. Another interesting thing that does not exist on Krynn is the curse known as lycanthropy. This curse forces men and women on other worlds to transform into animals and animal-human hybrids. Werewolves are classic examples of lycanthropes.
On Krynn, there are certain people with traits that resemble lycanthropy. Certain people of certain lineages can transform themselves into various animals at will. However, they retain no memory of the events that occured while in animal form. This power, however, is seperate from lycanthropy. Of course, without the gods around, who knows what could happen? Without the gods to keep out the influence from other planes, without the gods to contain the animal within a family, perhaps the shapechanging power on Krynn can evolve into lycanthropy. Also, Chaos changed the face of Krynn when during the Second Cataclysm. His influence may have given rise to the birth of lycanthropy on Krynn.
A Narrator must consider several things when deciding whether or not to incorporate lycanthropes into Krynn:
- Are Lycanthropes and Shapechangers seperate types of creatures, or are they both the same types of creatures?
- Can lycanthropy be transmitted?
- How will lycanthropy affect a campaign? Will it enrich it or bog it down?
- How will lycanthropy affect the heroes if one of them is infected?
Lycanthropy can be used to create tension in any campaign. No hero wants to turn into a blood-thirsty, killing machine every full moon. The threat alone may make a hero eye everyone around him everytime there's a full moon. . . .
Lycanthropes typically have several weaknesses. Classic examples are silver and wolfbane. Lycanthropes tend to be vulnerable to the same types of materials, so all werewolves are susceptible to silver. Weapons coated with such materials cost double damage to a lycanthrope. Typically, all lycanthropes are vulnerable to silver.
Lycanthropy is typically spread from a wound. that is, if one is wounded by a lycanthrope, than there is a chance that he will become a lycanthrope also. Of course, this special added danger depends on whether or not the Narrator wants lycanthropy to be easily spread. Typically though, lycanthropes all have the ability to infect others with the disease. Mystics may be able to cure it with healing spells, but it is recommended that speciifc rites involving dangerous materials and adventure be incorporated in curing a hero or character from lycanthropy. cOf ourse, the most obvious cure is death.
Lycanthropes can be triggered in a variety of ways. The most common is the full moon, allowing a lycanthrope to transform the day before, during, and after the full moon. Triggers can be nearly anything, from astrological events to everyday events to objects themselves. For example, a werewolf may change when he gets angry, or when he smells pepper, or anything.
Adventure Nuggets
- A hero may have had ancestors who were shapechangers and now it is the hero's turn. However, the Chaos War has affected the hero, making him transform into a lycanthrope hybrid instead of a normal animal. What's worse, is that the hero knows nothing about his midnight forays and his werewolf persona kills all around it!
- A village is plagued by a strange creature killing all of its livestock. A few villagers have recently been found mauled by a savage creature. The true villain is an unsuspecting villager who is actually a lycanthrope. The twist is that the lycanthrope is infecting the other villagers! Nearly half the people in the village are now lycnthropes!
New Spells
Fire Whip by Eric Jwo
Fire Whip
Invocation | 4 | 1 minute | Range | 1 | Personal | Area | 1 | Individual | Duration | 3 | 15 minutes | Effect | 3 | +9 Damage | Total | 12 | This spell creates a shimmering tongue of flame that resembles a whip. The whip can be made just about any length, but the spell costs one more point for every foot over 12 feet. The fire whip remains for 15 minutes but can be dispelled before the duration is up. The fire whip is treated as a normal weapon and is used in melee attacks normally. The fire whip can light susceptible objects on fire if the wielder makes a challenging Dexterity action. |
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Kara Half-elven never likes to use her magic. Although she was a promising pyromancer, magic could never compare with the majesty of the forest. She preferred the cold steel of her cutlass and the yew wood of her long bow to the flickering flame of magic anyday. In fact, her name became legendary throughout Abanasinia even before she delved into the depths of magic. Kara always completed the mission, always escorted the noble, always turned back the goblins, even before she cast a single cantrip. However, her magical powers lent her more fame. Any ranger worth his or her hunting knife could track a doe or swing a sword, but a ranger who could cast balls of fire at their enemies was a force to be reckoned with.
Still, Kara disdained summoning the fiery balls of death that sorcerers so favored. Such spells lack imagination, she felt, and caused thier casters to become lazy. One particular night, when a thief had broken into her house in Solace and stolen the magical broad sword of her love, she developed a new pyromancy spell. She had tracked the thieves to a small hidden clearing ouside of the city and was suddenly confronted by a magic-wielding warrior. Armed with a staff that cast lightning bolts, the warrior easily held Kara at bay and sent her reeling with the staff's magic. In response, Kara conjured up a magical flame that extedned from her palm and grew into a long whip. With this fiery whip, she singed the warrior into dropping the magical staff and whipped him into a burnt and bruised heap.
Extremely satisfied with her new spell, Kara began implementing it whenever she could, much to the chagrin of her sparring partners. More than one Legionnaire refused to enter a sparring ring with the slight half-elf because of the burn marks her whip had left on the floor. Her whip proved effective not only as a weapon, but also as a means to light fires from a distance. The whip could be used to set objects on fire and wreaked great havoc when the Legion raided a goblin encampment south of Haven.
Sorcerers from the Academy soon became interested in Kara's fire whip, as it could also be made to not burn objects and worked exactly like a rope whip. Its wielder could alter the whip's temperature and density to create a halo of deadly flame or thick molten lash that one could touch without fear of being burnt. Pyromancers throughout the Academy are already applying Kara's method to create fire sword and fire lance spells.
FAN FICTION
The Dragon's Farewellby Eric Jwo
The Knight hung from his horse like a scarecrow from his post. His sword hung limply from his tattered belt and his dented shield lay strapped to the back of his tarnished armor. If the knight owned a helm, he wasn't wearing it. His tanned face, covered in wrinkles like a tanned peace of leather, bore long moustaches, whitened with age. His horse lookd no better, as the animal was more skeleton than animal. Indeed, its ribs protruded from its skin-thin sides like daggers and its gaunt face bore the look of one already dead. Hesitant steps faltered and shook both the equine and its rider as the horse stepped forward. Wearily, the knight straightened in his saddle, revealing the once magnificant engravings of a rose on his breastplate. Sighing, he looked around in dismay.
The townspeople stared coldly at the knight. His arrival disrupted the hustle and bustle of their everyday lives, as children stopped their play to stare, women stopped their chores to frown, and men stopped their work to grimace. Shocked at the indignation that seemed to slam into his battered face with force of a ogre, the knight gently prodded his skeletal horse into the village.
There wasn't much to look at. This area, the only area he could see that was actually paved, must have been the town square. Even the cobblestones were weary, having been worn down from the dust and winds that frequented this area of Solamnia. A few ramshackle huts stood to the side, as did a ruined structure that must have once been the grand town hall. Empty vender's booths lay scattered around the edge of the square like ruined skeletons on a battlefield.
Groaning, the knight dismounted. His bones creaked and his back ached as he slid off of the animal's back. All could hear the gasp of pain as the knight landed on the cobblestones with a metallic ring that resounded throughout the square. Turning around, the knight surveyed his surroundings once more. His horse, bent down and briefly wrestled with a small root that had wormed its way up through the cobblestones of the square.
A squarish man, built like a block with muscles to prove it, stepped up to the knight. Giving the stranger an appraising eye, he nodded to a small lad of no more than eighteen summers. Without a word, the boy took the reins of the horse and led it away. With a snort of disgust, the skeletal animal released the stubborn root and followed the lad.
"The name's Taervin Lockhorne. Welcome to the village of Wyrmtear," the squarish man stated hesitantly. "And who might you be stranger?"
"I am Sir Pal asp Lewton, Knight of the Rose," the knight responded wearily. "I thank you for your hospitality."
Taervin's eyes narrowed at this, but finding no sarcasm in the knight's voice, responded calmly. "And what business might bring you to our parts, stranger?"
"I am searching for a silver dragon named Terolloyxn, or Tearwing," the knight responded evenly. "It is my quest to seek the wyrm and bring him back to the Knighthood."
Sir Pal had uttered his quest with such devotion and honor that he was surprised when Taervin burst out in humorless laughter. Laughter assailed his ears from everyone in the village square, until it seemd like the earth itself was taunting him. Flushing a brilliant red, Sir Pal reached for his battered sword, but restrained himself in time. Est Sularus oth Mithas, he repeated in his head. My honor is my life. These villagers are nothing to me but rabble. I cannot allow myself to become angry at their arrogance and ignorance.
"I warn you sir," Sir Pal responded angrily. "My mission is of the upmost importance. I must find the silver dragon known as Tearwing."
"Listen stranger, Tearwing ain't nothing but a legend," Taervin laughed. "There ain't no dragons around here and there never was."
"There was a dragon here!" a voice called out.
Sir Pal and Taervin both turned towards the speaker, but Taervin immediately dropped his head in disgust when he saw who it was.
"I was only a boy then, but I still remember Tearwing, the protector of Wyrmtear!" a decrepit old man said as he hobbled closer. Dirty rags hung on the old man like loose skin, while his dirty, white hair hung like serpents down his back and his chest. His smell assaulted the two with so much force that Taervin was forced back. Muttering something about "gully dwarves" and "maneur," Taervin distanced himself from the old man.
"You sick old man! You crazy old coot! Get out of here!" yelled Taervin. "Go pray to your gods you loon!"
Shouts of derision and mocking laughter exploded from the populace. Someone in the growing throng hurled a rotten tomato and the fruit splashed onto the old man's head.
"Stop this!" thundered the knight as he interposed himself between the crowd and the old man. "Stop this at once!"
The crowd grew silent and terse instantly. Sir Pal glared at each and every one of them.
"It's just Will Pewtersmith!" Taervin growled as he stepped out of the crowd. "He's an old coot who believes in the old gods!"
Sir Pal silenced him with a sharp look. The crowd was moody now, and pensive. They cast daggers with their looks and focused on Sir Pal. Ignoring the air of hostility from the villagers, Sir Pal knelt in front of the old man, and gently smoothed away his wild hair from his eyes. Slowly, gently, the knight brushed the rotten tomato from the old man's head and cleaned the juice that stained his face.
"Bless you, good sir," the old man smiled as tears formed in his eyes. "May Paladine bless you."
"May Paladine bless you, old friend," Sir Pal whispered as he stroked the old man's filthy beard.
"Look stranger," Taervin called out, "You're gonna have to move on now. We don't take kindly to people who spoil our fun!"
Rising in anger, Sir Pal faced the impudent man. Gulping, Taervin backed away.
"I'm not leaving until I complete my quest."
"Tearwing is an old legend!" Taervin scoffed. "The dragon never existed!"
"Yes he did," croaked the old man. "I know, I was there. He protected the village all through the War of the Lance. With Paladine's help, Tearwing sheltered us from the outside world."
"Then where was he when Chaos destroyed our land, or people!" thundered Taervin. "Where were your gods old man? Where were the gods when Fenalysten came with his fire and burned our neighbors. Where was Tearwing when that bastard wyrm killed my father?"
More shouts of anger and derision erupted from the crowd. Taervin shouted more insults, but his words were lost in the cacophany of the crowd. More rotten fruit was cast at the old man. Angrily, Sir Pal made his way towards the crowd and tried to physically hold them back when a sharp fist lashed out and struck him in the side of the face. Roaring in fury, Sir Pal lashed out and shoved the mob back. Now they began to hurl deadlier missiles, as rocks began to fly towads the fruit soaked old man. A rock struck his temple, and he collapsed to the ground with blood flowing from his head.
"No!" shouted Sir Pal as he struggled to get up, but a foot knocked him down and a rain of punches landed upon his face. He could feel his cheekbones crack and bleed under the assault. Roaring in anger and pain, Sir Pal knocked the villagers off of him and stood up. He turned around and saw the motionless figure of the old man. A small pool of blood mixed with the pile of rotten fruits that encircled and buried him. He turned around just in time to see a large club descend upon his head. He screamed as the club knocked him to the ground. His world shattered and exploded into fragments of red and white. Getting up, Sir Pal could barely see in fron of him. His face was now marked with bruises and cuts and he could feel the swelling and bracked bone in the side of his head. He tasted blood in his mouth.
My honor is my life, my honor is my life, my honor is my life, his brain screamed as he struggled to right himself. From within his world of pain, Sir Pal could see the leering faces of the villagers. Taervin stood in front of him, grinning, with a club in his hand. Roaring once more, Sir Pal drew his sword from his battered sheath. Shocked and surprised, Taervin stumbled backwards and fell on his back. Sir Pal swung the sword in a wide arc to force everyone back when he felt a burning snesation in his back. His sword dropped from his nerveless hands and he froze in his armor. Pain wracked his body and he struggled to scream, but all that bubbled from his mouth was hot blood. The knight looked down to see a pitchfork embedded in his back. A wide-eyed farmer stumbled back uneasily, awed at the power of death. Struggling to move, to scream, to fight, to do anything, Sir Pal collapsed to the ground. His face lay soaked in slick mixture of his blood and the dirt.
The noise from the mob stopped. All was silent. Everyone backed away from the fallen knight. The approach of death lent the knight a certain dignity that he had not possessed in life.
No one in the crowd noticed the old man silently pick himself up. No one noticed the old man at all until he gently knelt down and examined the fallen body of the knight. The mob was silent and downtrodden. Not one dared to look the old man in the eye. Tears sprung from the old man's eyes and mingled with the knight's blood as he wrenched out the pitchfork from the knight's back. Still, the crowd remained silent and watched.
Turning the knight over, the old man saw the gentle fluttering of the knight's eyes and the slight quiver in his cracked lips. Turning towards the old man, Sir Pal tried valiantly to smile.
"Finally. . . . found you. . . . old friend," he breathed as his hand tightened around the old man's. The old man was silent as his tears rained down upon the cobblestones. Smiling his last, breathing his last, Sir Pal hugged the old man with the last of his strength. Sobbing silently, the old man stroked the knight's fevered brow and closed his fevered eyes. Sometime between the gentle closing of his eyes and the old man's heartfelt sob, Sir Pal died.
The crowd stared mournfully at the dead knight. They looked down at the blood that stained their own hands and hurriedly tried to wipe it off. The blood remained despite their frantic scrubbings.
Silently, the old man hefted the armored knight in his hands and stood up. Silently, he walked out of the square and down the path that the knight had come in on. The villagers parted solemnly for the old man and the knight and kept their distance. Before their very eyes, the old man's form blurred and shifted. His wild hair thickened and sharpened into spines. His face elongated and broadened into a snout. His arms bulged and stretched into talons and a long tail erupted from the back of his waist. Two appendages sprouted from his back and grew into wings. His skin changed a molten silver and his filthy rags were cast off like the darkness at dawn. The old man disappered and in his place stood a majestic silver dragon.
With one look back, the silver cradled the body of the knight and leapt into the air. The fading rays of the sun glinted off of the metallic wings of the wyrm, blinding everyone below. The glare ended and then they were gone into the fading dusk.
ADVENTURE NUGGETS
- Rumors of a deadly pirate ship raiding and slaughtering all who get in its way has been reported in the Bay of Branchala. However, the pirate ship is said to be manned by the undead and vengefully seeks the people who killed them in life! This skeleton crew of revenants has destroyed several ships and a substantial reward been offered for the destruction of the undead ship.
-Eric Jwo (Eric94087@aol.com)
- Palin Majere has been poisoned! A magical poison called Magebane was slipped into his supepr and now Palin is on the brink of death. The Academy is looking for any available adventurers to retrieve the antidote: a rare herb called Lyllith. Magical healing will not cure this dreaded poison, and the only recorded Lyllith grew in the ruins near Kendermore! The problem is, Malystryx has conquered that land, so getting in and out of the Desolation is a feat in itself. Of course, who knows if the herb still exists, since Malys altered the land and destoyed many species of flora and fauna, as well as creating her own.
-Eric Jwo (Eric94087@aol.com)
- The heroes discover that someone has slipped a heavy tome into their supplies. The book is titled "The Diary of Astinus Lorekeeper." The entire book is written in an unknown language, but it could hold untold secrets of the famous historian. Also, the Aesthetics in Palanthas would pay handsomely for the delivery of this tome!
-Eric Jwo (Eric94087@aol.com)
- The Herald is scheduled to appear in the small village of Willowbirch. People from all over Ansalon have arrived in the small hamlet to see the Herald. However, on the day when the Herald was supposed to show up, he did not. People are starting to worry, since the Herald has never missed an appointment, and several Keepers of the Word have offered a reward for anyone that can discover the fate of the famed bard.
-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 (dragonlance_fifthage@coollist.com).
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