Dragon Lore Series: Legend of the Spirit Stone
()
About this ebook
Justin Snyder
Justin Snyder has worked in kitchens professionally for the past sixteen years. As a longtime vegetarian, Justin currently works as sauté chef at Cafe Intermezzo.
Read more from Justin Snyder
The Everything Vegetarian Slow Cooker Cookbook: Includes Tofu Noodle Soup, Fajita Chili, Chipotle Black Bean Salad, Mediterranean Chickpeas, Hot Fudge Fondue …and hundreds more! Rating: 3 out of 5 stars3/5The Everything Vegetarian Pressure Cooker Cookbook: 300 Recipes for Any Occasion Rating: 2 out of 5 stars2/5
Related to Dragon Lore Series
Related ebooks
Fantasy Knights Rating: 0 out of 5 stars0 ratingsLegend of the Wayfarer Rating: 0 out of 5 stars0 ratingsDiablo 3 Character Class Leveling 1-60 & Gold Making Guide Rating: 0 out of 5 stars0 ratingsSurvival Horror RPG: Player's Manual Rating: 0 out of 5 stars0 ratingsGame Guide for Diablo 3 (Unofficial) Rating: 0 out of 5 stars0 ratingsDragons RPG Rating: 4 out of 5 stars4/5Scales & Tales: A Beginner's Guide to Fantasy Role-Playing Games Rating: 0 out of 5 stars0 ratingsRocks on the Other Side Rating: 0 out of 5 stars0 ratingsDestiny: Walkthrough - Tips, Tricks, & Video Tutorials Rating: 0 out of 5 stars0 ratingsEphemeris: A Science Fiction RPG Rating: 3 out of 5 stars3/5The Ephemeris Omnibus 2013 Rating: 0 out of 5 stars0 ratingsAdventures in Kaphornia 02 - The Island of the Piranha Men Rating: 0 out of 5 stars0 ratingsDestiny the Taken King Game Ps4, Xbox One, Tips, Cheats, Strategies Guide Unofficial Rating: 0 out of 5 stars0 ratingsIan Talks World Building A-Z: World Building, #1 Rating: 0 out of 5 stars0 ratingsGame Guide for Evil Within (Unofficial) Rating: 0 out of 5 stars0 ratingsThe Lost Ancient World of Zanterian - D20 Role Playing Game Book: The World's Dangerous Dungeon Rating: 0 out of 5 stars0 ratingsMurderHobo Connections Rating: 0 out of 5 stars0 ratingsFrostgrave: Dark Alchemy Rating: 4 out of 5 stars4/5Game Guide for Middle Earth Shadow of Mordor (Unofficial) Rating: 0 out of 5 stars0 ratingsThe Rocks on the Other Side Book of Beasts Rating: 0 out of 5 stars0 ratingsD2 Gaming System - Version 3 (D2v3) Rating: 0 out of 5 stars0 ratingsIan Talks Political Economy for Fiction Writers A-Z: Topics for Writers, #4 Rating: 0 out of 5 stars0 ratingsDestinyQuest: The Raiders of Dune Sea Rating: 5 out of 5 stars5/5AztecQuest Rating: 0 out of 5 stars0 ratingsGame Guide for the Child of Light (Unofficial) Rating: 0 out of 5 stars0 ratingsA Parent's Guide to Minecraft Rating: 0 out of 5 stars0 ratingsLive to Tell the Tale: Combat Tactics for Player Characters Rating: 4 out of 5 stars4/5Game Guide for Dragon Age Inquisition (Unofficial) Rating: 0 out of 5 stars0 ratings
Fantasy For You
Tress of the Emerald Sea: Secret Projects, #1 Rating: 5 out of 5 stars5/5The Priory of the Orange Tree Rating: 4 out of 5 stars4/5The City of Dreaming Books Rating: 4 out of 5 stars4/5Immortal Longings Rating: 4 out of 5 stars4/5The Picture of Dorian Gray (The Original 1890 Uncensored Edition + The Expanded and Revised 1891 Edition) Rating: 4 out of 5 stars4/5Fairy Tale Rating: 4 out of 5 stars4/5The Assassin and the Pirate Lord: A Throne of Glass Novella Rating: 4 out of 5 stars4/5The Silmarillion Rating: 4 out of 5 stars4/5This Is How You Lose the Time War Rating: 4 out of 5 stars4/5Piranesi Rating: 4 out of 5 stars4/5The Dark Tower I: The Gunslinger Rating: 4 out of 5 stars4/5The Stories of Ray Bradbury Rating: 4 out of 5 stars4/5The Fellowship Of The Ring: Being the First Part of The Lord of the Rings Rating: 4 out of 5 stars4/5Titus Groan Rating: 4 out of 5 stars4/5Don Quixote: [Complete & Illustrated] Rating: 4 out of 5 stars4/5The Assassin and the Underworld: A Throne of Glass Novella Rating: 4 out of 5 stars4/5Babel: Or the Necessity of Violence: An Arcane History of the Oxford Translators' Revolution Rating: 4 out of 5 stars4/5The Talisman: A Novel Rating: 4 out of 5 stars4/5The Assassin and the Desert: A Throne of Glass Novella Rating: 4 out of 5 stars4/5The Assassin and the Empire: A Throne of Glass Novella Rating: 4 out of 5 stars4/5Nettle & Bone Rating: 4 out of 5 stars4/5The Eyes of the Dragon Rating: 4 out of 5 stars4/5The Strange Case of the Alchemist's Daughter Rating: 4 out of 5 stars4/5The Phantom Tollbooth Rating: 5 out of 5 stars5/5The Princess Bride: S. Morgenstern's Classic Tale of True Love and High Adventure Rating: 4 out of 5 stars4/5Slewfoot: A Tale of Bewitchery Rating: 4 out of 5 stars4/5Black Sun Rating: 4 out of 5 stars4/5Empire of the Vampire Rating: 4 out of 5 stars4/5Wizard's First Rule Rating: 4 out of 5 stars4/5
Reviews for Dragon Lore Series
0 ratings0 reviews
Book preview
Dragon Lore Series - Justin Snyder
© 2011 Justin Snyder. All rights reserved.
No part of this book may be reproduced, stored in a retrieval system, or transmitted by any means without the written permission of the author.
First published by AuthorHouse 3/28/2011
ISBN: 978-1-4567-5635-2 (sc)
ISBN: 978-1-4567-5634-5 (e)
Library of Congress Control Number: 2011904443
Printed in the United States of America
Any people depicted in stock imagery provided by Thinkstock are models,
and such images are being used for illustrative purposes only.
Certain stock imagery © Thinkstock.
Because of the dynamic nature of the Internet, any web addresses or links contained in this book may have changed since publication and may no longer be valid. The views expressed in this work are solely those of the author and do not necessarily reflect the views of the publisher, and the publisher hereby disclaims any responsibility for them.
Contents
Game rules
Special Abilities
Equipment
Shields
Armor Class
Special Items
Support and Potions
Rules for combat
The Story so Far
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
3 Briar Arachnids
18
19
20
21
Falco Drifkan (Bandit leader)
22
2 Briar Arachnids
23
24
25
26
27
28
29
30
Large bear
31
32
2 Briar Arachnids
33
34
35
36
37
38
Large wolf
39
2 Soldier Briar Arachnids
40
41
42
43
44
45
46
47
48
Falco Drifkan Bandit Leader (Dual wielding demon claw daggers)
49
50
Bandit rider (left side)
Bandit rider (right side)
51
52
53
54
55
Bandit horsemen
56
Trolls
57
58
59
60
61
62
63
64
65
66
2 Bandit horsemen
67
Soldier Briar Arachnid
68
69
70
71
72
73
74
75
76
2 Soldier Briar Arachnids
77
Zombies (Undead)
78
79
Soldier Briar Arachnid
80
81
82
Briar Arachnid
83
84
85
86
87
88
89
90
91
Briar Arachnid
92
93
94
95
Bandits
96
97
Wolf 1
Wolf 2
Wolf 3
Wolf 4
98
99
Bandit horsemen
100
101
102
103
Soldier Briar Arachnid
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
Briar Arachnid
119
120
121
122
123
124
125
126
127
128
Wolf Pack
129
130
131
2 Soldier Briar Arachnid’s
132
133
2 Briar Arachnids
134
135
136
137
Dark Elemental (Demon)
138
139
140
141
142
143
144
Skeleton warriors (Undead)
145
146
147
148
149
150
151
Trolls
152
153
154
155
156
157
3 Briar Arachnids
158
Wolf pack
159
160
161
162
163
164
Briar Arachnid
165
166
167
168
169
170
171
172
173
174
175
178
Bandit horseman
179
180
181
182
3 large wolves
183
184
Trolls
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
Briar Arachnid
200
201
2 Briar Arachnids
202
203
204
205
206
207
Soldier Briar Arachnid
208
209
210
Troll
211
212
213
Soldier Briar Arachnid
214
215
216
217
218
219
220
Large wolf
221
222
2 Briar Arachnids
223
Bandit
224
225
226
227
228
229
Soldier Briar Arachnid
230
231
Soldier Briar Arachnid
232
Large Bear
233
234
235
Soldier Briar Arachnid
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
Briar Arachnid Brood
258
259
260
261
262
263
Falco Drifkan Bandit Leader (Dual wielding demon claw daggers)
264
265
266
267
268
269
270
Bandit
272
271
273
274
275
276
277
278
279
280
281
282
283
284
285
Wounded Briar Arachnid
286
287
288
289
290
291
Soldier Briar Arachnid
292
293
294
295
296
297
298
299
300
301
302
303
304
Tree folk
305
306
307
308
309
Briar Arachnid
310
311
Briar Arachnid Horde
312
313
314
315
Briar Arachnid Brood
316
Large wolves
317
318
319
Briar Arachnid
320
321
322
323
324
325
326
Large Bear (wounded)
327
328
329
330
331
Bandit horsemen
332
333
334
335
Bandits
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
missing image fileGame rules
This choose your own adventure series will require you to have a pencil, a d4, d6, d8, d10, and d20 dice. The d10 dice will be the most used dice in the game because it will be called the chance dice, its values will determine success in chance situations in the game. The other dice will determine damage in combat situations. This gaming novel will challenge its gamers to the best of their role playing abilities; careful thinking and strategy will be the only means of survival and book completion. The first step is to determine your attack rating, first you must roll the chance dice. This value is the base attack number, the next step to add 4 to the number plus whatever equipped weapon you possess. (Each weapon in this adventure has an attack bonus to be added to the base attack rating.) Example: You have just rolled a 6 on the chance dice, and your character has a dagger equipped and the attack bonus is 4. Your characters attack rating is now equal to 14. (If you enter combat without a weapon your attack rating returns to its base value. And the base damage you can inflict without a weapon is 1d4 damage.)
There are two weapon slots on the character sheet, one for each hand. You can only equip a maximum of two one handed weapons, and only one two- handed weapon, or a one-handed weapon and a shield. The next step is to determine your characters health points or (HP). First you must roll the chance dice and add twenty to the number. Example: You roll a 5 on the chance dice, your Health Point total will 25. This value is your characters life total if the number falls below one you are dead and the game is over. Your health point total cannot rise above its maximum total unless an item or magical effect allows you to do so. The third step in this process is to write down your magic point total, in this adventure you begin with 10 magic points. Magic points are used for casting your special abilities; the different spells cost different amounts of magic points. As the player you must decide on how best to use your magic points to succeed in your quest, and your magic point total cannot exceed 10 unless a magical ability or item allows you to do so.
The next step is to pick your special abilities, there are up to nine magical abilities to choose from. You may pick any 5 special abilities of the 9 to use on your quest. Choose carefully, picking the right abilities for use will aid you tremendously.
Special Abilities
1. Enhanced Senses
This unique ability does not cost its caster any magic points. Enhanced Senses enables the 5 senses to be pushed well beyond their normal range of sensitivity. You will become able to hear, smell, taste, see, and have your natural intuition increased three fold. If you choose Enhanced Senses, write it down on the character sheet.
2. Spirit - Fire
This special ability allows its user to channel their inner spiritual power into an offensive jet of searing flames; this ability can be used anytime in combat. The unique effect of this spell is that you are able to determine the magic point cost, for every 1 magic point spent using this ability it will deal 1d4 + 2 fire damage. If you choose Spirit- Fire, write it down on your character sheet.
3. Elementalism
This power allows the caster complete dominion over the four elements, wind, water, fire, and granite. Every element has its own advantages and disadvantages, but when in desperation the forces of the elemental plain can aid in ways that you would never expect. The cost of using this spell per use is 2 magic points. If you choose Elementalism, write it down on your character sheet.
4. Herbalism
The use of this skill does not cost any magic points, and you gain total knowledge of potion mixing and herbs, as well as how to use volatile chemicals. You will be required to use empty vials for potion storing and a pestle and mortar for mixing the potions correctly. If you choose Herbalism, write it down on your character sheet. (If chosen you automatically gain the pestle and mortar, an herb pouch with 6 slots, as well as 3 empty vials.)
5. Tolerance
In dire situations where death is eminent, and you need a saving grace this is the skill for you. Your body can push itself beyond its normal threshold, and you can withstand situations that could normally kill you. There is no set magic point cost for this skill; the cost will differ with each use. Sometimes the price to stave off death is worth the cost. If you choose Tolerance, write it down on your character sheet.
6. Necromancy
Perhaps the most powerful of magical skills, but also the most unpredictable. Necromancy permits its user with command over the dead, and the ability to communicate with the spirit world. But with the short cut to power, there can be a high price to pay. The initial cost for use of this spell costs 4 magic points. If you choose Necromancy, write it down on your character sheet.
7. Curing
This ability allows the user to heal wounds with unnatural means of recovery. This skill can be used in direct combat, as well as any time in the game. The cost for using this spell costs 2 magic points, and heals 6 health points (HP). If you choose Curing, write it down on your character sheet.
8. Invisibility
This powerful ability allows the caster to slip into the blind spots of others, a trick of the mind that can allow you to pass by your enemies undetected for a very brief period of time. The use of this skill costs 3 magic points. If you choose Invisibility, write it down on your character sheet.
9. Fore-sight
This ability will permit is caster the ability to see glimpses into the past, or future. This can be useful for detecting events and outcomes in the near future. The user is also able to deduce clues and knowledge about puzzles just by touching objects. The cost for using this unique ability is 2 magic points. If you choose Fore-Sight, write it down on your character sheet.
Equipment
Equipment comes in a variety of forms, such as weapons, food rations, and etc. All of these items except for equipped weapons are kept in the backpack. There are a total of 10 slots for backpack items, most items take up only one slot. Larger items can take up to two or more slots, depending on what that item is. You begin with four meals and three empty vials in your backpack. There is also a separate section which will represent your pockets called the special items pouch. There are four slots for special items, for things such as rings, amulets, scrolls, parchments, and etc. Below this paragraph are the list of weapons and the bonuses as well as damage that each will provide. (Roll the chance dice to determine your starting weapon.)
1- Dagger - One-handed- Attack value- 4 (Damage: 1d4)
2 -Rapier - One-handed- Attack value -5 (Damage: 1d4+1)
3 -Mace -One-handed- Attack value -6 (Damage: 1d4+2)
4 -Axe - One-handed -Attack value- 6 (Damage: 1d4+3)
5- War hammer - One-handed -Attack value -7 (Damage: 1d6+1)
6 -Sword -One-handed- Attack value -8 (Damage: 1d6+2)
7 -Staff -Two-handed - Attack value- 7 (Damage: 1d6) (Adds one extra point of damage to spirit- fire)
8 -Large Axe -Two-handed -Attack value -9 (Damage: 1d6+ 4)
9- Broadsword -Two- handed - Attack value-10 (Damage: 1d8+3)
0 -Spear -Two-handed -Attack value-11 (Damage: 1d8+4)
*- Bow -Two-handed - Attack value- 8 (Damage: 1d8)
*- Cross-Bow - Two-handed -Attack value-12 (Damage: 1d8+4)
*- Pole-Axe -Two-handed- Attack value -13 (Damage: 1d10+3)
Shields
Shields take up one slot of the two on your weapons section of the character sheet, and you are not able to carry a two handed weapon when you have a shield equipped. Shields can be useful in combat, and reduce damage taken in combat and block missile type attacks. This is a list of all the shields that exist in this game series.
1 - Wooden shield - armor class-1- reduces combat damage by 1 point.
2 - Buckler -armor class -1- reduces combat damage by 2 points.
3 - Large shield -armor class-2- reduces combat damage by 2 points.
4 -Tower shield - armor class-2- reduces combat damage by 3 points.
Armor Class
Armor class is a level represented for combat use for your characters defense status, this is the number that will determine a hit or miss in the combat. The higher this value is the better chance that you have of the enemy missing your character in combat. For every garment of clothing and armor that your character has equipped adds one point to the armor class value. Example: Sabin is wearing his cloak, a pair of boots, and a wooden shield so the armor class value would be 3. (Sabin’s armor class cannot exceed 10 points, unless a spell or magical item permits it to do so.) You begin this game with an armor class of 1. When the armor class is reduced below zero that is how much damage will be added to the attack when the character is struck. Example: Sabin is in combat with a warlock and the warlock has reduced his armor class by 4 points from a spell, resulting in the armor class being -3. Next the warlock deals a total of 6 damage, but because of the negative value he not only hits Sabin but instead of dealing a total of 6 damage Sabin is dealt 9 damage.
Special Items
There are a maximum of four slots for special items, special items include things like rings, amulets, parchments, and the like. Things of great importance are placed here, and each takes up one slot unless the book states otherwise.
Support and Potions
Along with the aid of Herbalism, there are also potions of various kinds that can do any number of things such as heal wounds, raise combat status, and inflict heavy damage on enemies. If you do not posses the ability Curing, but you have Herbalism then potions become a must in game strategy. The most basic potions will be listed below.
1. Green moss potion - Restores 4 health points.
2. Red moss potion - Deals 1d6+3 fire damage to an enemy.
3. Antidote - Cures poison, blindness, almost every form status ailment there is.
4. Elixir - restores 4 magic points.
missing image filemissing image filemissing image filemissing image fileRules for combat
There will be many situations during the course of the role playing adventure that you will have to fight an enemy in combat. The enemy will have their own set of Attack rating, Health points, Armor class, and if they have magical abilities their own set of points as well. Some monsters also have immunities and resistances, and those will be listed following the enemy status. (Do not forget that if you enter combat without a weapon, your attack rating will be its base value and not have the attack bonus granted by having an equipped weapon.) The sequence for combat is as follows.
1. Add all bonus’s for your Attack and subtract that number from the enemy’s armor class to obtain the hit/miss ratio.
2. Next you must roll the d20 dice and roll below the hit/miss ratio to successfully hit the enemy, and the same rules apply for the enemy striking Sabin. (Sabin always gets the first chance to strike unless combat dictates otherwise.) Example: Sabin is in combat with a Bandit. Sabin’s attack rating is 12 currently, and the Bandit’s armor class is 3. The hit/miss ratio is 9, and a 9 or lower must be rolled for Sabin to hit the Bandit. (Also if a 1 is rolled with the d20 it is considered a critical strike, in which a vulnerable area on the enemy is hit and the damage dealt is doubled! And the same rule is applied on the enemy end of the hit/miss roll. Remember you must always roll the dice for the hit/miss ratio even if the number exceeds 20, because 1 always represents a critical hit and 20 is always a miss!)
3. If you have hit the enemy then roll your damage dice, and apply any extra damage as necessary. If Sabin does not roll high enough to hit the enemy, then the enemy gets its chance to attack.
4. You also have the option to use any spells, such as Spirit-Fire for extra damage. Or any offensive potions, and support potions needed to win the combat.
5. Do not forget to subtract or add any damage done to Sabin or the enemy by either a negative hit/miss ratio, or if a shield is equipped by either party.
6. Repeat steps 1-5 until the enemy’s health point total reaches zero, or Sabin’s does first.
The Story so Far
In the wondrous world of Lamara, there is a small village beside the dangerously enchanted Azart Forest called Lorna. The inhabitants are the descendants of an ancient clan of mages that guard the sacred spirit stone, a mysterious but dangerous vessel of creation and destruction. Entrusted by the Elf’s, the high race and guardians of life the villagers of Lorna pass the gift of magic on through they’re children to continue to protect the spirit stone and uphold the balance of existence. But unknown to the pristine world of Lamara a dark force is coming, something evil begins to wash over the elements of fantasy and magic in search of the most valuable artifact in existence. You are but an eager naive young apprentice to the Lorna guild mage, being trained to understand balance and take his place as protector of the spirit stone. Your day begins as any other, and you begin your quest finishing your weekly hunt in the outskirts of the village. Only you can determine the course of events that will ensue by turning to section 1.
1
It is a warm summer day along the Lorna grasslands, the bright orange and yellow sun beams down on you intensely as you finish your midday hunt. After resetting a snare from the day before you have managed to capture a rabbit, the small white furry rodent desperately tries to free itself from your trap but to no avail. Quickly and as painlessly as possible you end the small rabbit’s life, and after gutting the evenings supper you pack it away in your backpack. (There is enough of the kill for two meals, mark this on your character sheet.) Now you are on your way back home with your bounty and a wide satisfied smile on your young face. You are also excited about the next coming day as you will be finishing your apprenticeship with the village guild mage; it is seen as a great honor to become a mage.
The once loud noises of birds chirping have suddenly stopped and a wave of cold dread runs down your spine. You dash to the top of the nearest hill that overlooks your home you notice an alarming sight. Plumes of black smoke are spewing into the clear sky, and roaring red-orange flames are devouring the