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Dragonlance Adventures, the first Dragonlance campaign setting sourcebook TSR created Dragonlance as a campaign setting for the Advanced Dungeons & Dragons ( AD&D ) roleplaying game in 1982, publishing the first of a series of modules, Dragons of Despair, in March 1984.

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All rights reserved. Made in the U.S.A. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This Wizards of the Coast game product contains no Open Game Content.

No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. In ages past, a great wizard battled against forces from the Elemental Plane of Fire. To best these foes, he lured an ancient wyrm white dragon to a cavern of ice in the far north, where he killed it by causing a mammoth icicle to spear the creature all the way through. Acting quickly, the wizard began to incant a ritual even as the dragon’s blood was oozing over the icy instrument of its destruction.

When finished, this wizard held a crystal sword. This he gave to his general because its icy prop- erties would instantly destroy any fire-based creature. The genera l immedia tely turned on the wizard.

Merathal was consumed by lust for power after this, and he slew many a friend as well as enemy trying to unlock more hidden powers in the sword. All his efforts failed, and he was driven from civilization. He wandered for years, frustrated by his inability to gain more powers. Finally, he learned how the sword was created, then made the journey to the cavern where the wizard had fashioned it in the blood of the ancient white wyrm. Finding nothing of use and falling into a deep, dark despair, Merathal threw himself into the freezing waters of the arctic sea under the great wyrm’s resting place. However, he did not drown, and when he climbed back out of the water, he found himself hold- ing a shard of ice instead of a sword. ’s wielder scores a critical hit against a foe that is subject to critical hits, a small sliver of the sword breaks off and implants itself in the wound.

Dd 35 Dragonlance Campaign Setting Pdf

Each subsequent round, the shard deals 1 point of damage as it burrows deeper into the host. Removing the shard takes 1 full-round action per round that the shard has been implanted in the victim. Thus, if the sh ard ha s been in th e victim for 3 rounds, the victim or anyone else assisting the victim must take 3 full-round actions to remove it.

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