A mysterious mission. A deadly secret. Can Ryan and Cleo survive the Dragon Path? Ryan Flint and Cleo McNeil are heading to China with their parents to examine an archaeological site. But when Cleo's grandmother tells them about a secret that haunts her past, they're plunged into a new mystery. Ryan thought he'd used up a lifetime's supply of adventure - now he's surrounded by fire-breathing dragons, ancient poisons and an army of terracotta warriors! Sometimes, just staying alive is an adventure . . . The second in a fantastic new series from the author of the Adventure Island books.
The dragons are gone, the powerful magics that broke the world diluted to little more than parlour tricks, but the kingdoms of men remain and the great game of thrones goes on. Lords deploy armies and merchant caravans as their weapons, manoeuvring for wealth and influence. But a darker power is rising - an unlikely leader with an ancient ally threatens to unleash again the madness that destroyed the world once already. Only one man knows the truth and, from the shadows, must champion humanity. The world's fate stands on the edge of a Dagger, its future on the toss of a Coin . . .
War Among the Dragons . . . "When dragons make war, Krynn can only tremble in the shaodw of angry wings." -- Astinus Lorekeeper Aurican and Darlantan, mighty serpents of gold and silver, have been nurtured in a world of wisdom, meditation, and sublime faith. On the other side of Ansalon, Crematia, a dragon of red, inherits the Dark Queen's legacy of betrayal, violence, conquest, and plunder. The advent of a worldwide war sweeps these powerful beings and many more into desperate strife. Battles rage over Krynn with a fury that threatens to annilhilate nations and whole races -- even dragonkind. As campaigns ebb and flow, generations of lesser mortals come and go, and the great serpents are left to determine the fate of the world. Their triumphs may create a destiny of all-encompassing light or cast the world beneath the shadoe of ultimate darkness. The Dragons The Lost Histories Series probes the historical roots and epic struggles of little-known inhabitants of Krynn.
World-wide legends refer to giant flying lizards and dragons which came to this planet and founded the ancient civilizations of Mesopotamia, Egypt, India and China. Who were these reptilian creatures? This book provides the answers to many of the riddles of history. Book jacket.
'THE DRAGONS DEN and OTHER STORIES', is asmall collection of quite diversified tales. The verity and subject matter come from a quality of experience, some from real life with authentic backgrounds and others generated in the mind of the myth. There are several adventure stories and yet others were pushed by an unseen influence of transformations and miracles, with amoral behind them. Here is something for everybody in twelve very different stories, a touch of romance and many with a twist in the tail, also a scattering of poems thrown in for good measure..._________________________________________________________
For years, the inhabitants of Prali, a small Italian mountain town near the French border, lived in peace. They believed that danger would never come to them. However, deep within a mountain cave, a one-of-a-kind dragon feasts on rats and mice living within the cave. While he grows, he discovers this is not enough. He craves the taste of cow, oxen, and humans. The last of his kind, the dragon launches a brutal attack on the people of Prali. After the terrorizing havoc of the dragon. Bernard, a young Franciscan monk; Mary, a misplaced English girl; and the arrogant knight Leonardo. Join forces to eliminate the dragon and bring peace to the people of Prali. Only the courage and strength of the three dragon hunters will save the world from destruction. As they travel through the mysterious forests, and deep caverns of the region. They discover the secrets of the hidden lair and an underworld that time has forgotten. They journey to the farthest reaches of the dragon's lair to face their ultimate destiny.
Dragons are amazing creatures, with an epic legacy throughout myth, legend, and RPGs, but when heroes rise to the heights of mythic power sometimes the dragons in your campaign are the ones running for cover. The mythic rules for the Pathfinder Roleplaying Game offer an amazing toolkit for building exciting and amazing monsters, but the balance of power is still decidedly pro-PC. NO MORE! Path of Dragons from Legendary Games brings you nearly 70 new mythic abilities specially tailored for the scaly suzerains of monsterdom, including a host of abilities suitable for every kind of dragon, from clinging breath to impenetrable scales and from winged tempest to strafing breath. In addition to this array of abilities both offensive and defensive, Path of Dragons also brings you rules for new Dragon Paths: focused clusters of special abilities built around key themes of dragonhood, from a miser dragon's fool's gold, hoard crawlers, and jeweled coat to a tyrant dragon's mythic minion, imperious glare, and cult of the dragon! These Dragon Paths work in concert with existing mythic abilities and can be applied to any mythic dragon of any age, color, or species, because you just might need an cunning green dragon sibilant, a hulking white dragon titan, a brilliant blue dragon arcanius, a stoic silver dragon watcher, or a soaring brass dragon skylord. Good or evil, chromatic or metallic or something else, every dragon in your campaign will find something to smile about in Path of Dragons. Mythic dragons are great, but now it's time to Make Your Dragons Legendary! The Mythic Path series from Legendary Games looks to fill in the niches that are not quite served by the existing mythic paths, providing exciting new options for your mythic heroes and diabolical dirty tricks for your mythic villains, made by the same creative minds that helped build the mythic rules. Whether for heroes or villains, the abilities in these Mythic Paths offer a host of great new options for your mythic game, bringing fabulous flavor and imaginative mechanics with the standard of excellence in design that you've come to expect from Legendary Games. Pick up this 28-page supplement for today and Make Your Game Legendary!
In a secret war waged in worlds both virtual and real, the fates of nations depend on the definitive weapon. And that weapon is knowledge—knowledge to die for. . . . The race is heating up between the U.S. and China to develop a quantum computer with infinite capabilities to crack any enemy’s codes, yet keep secure its own secrets. The government that achieves this goal will win a crucial prize. No other computer system will be safe from the reach of this master machine. Dr. Jaron Kwok was working for the U.S. government to build such a computer. But in a posh hotel in Hong Kong, a Chinese policewoman sifts through the bizarre, ashlike remains of what’s left of the doctor. With the clock ticking, alliances will be forged—and there are those who will stop at nothing to discover what the doctor knew. As the search for answers intensifies, it becomes chillingly clear that the quantum computer both sides so desperately want will be more powerful, more dangerous than anyone could have ever imagined. For in the twenty-first century, machines become gods, gods become machines, and the once-impossible now lies within reach. The key to unlimited knowledge will create the ultimate weapon of mass destruction—or humanity’s last chance to save itself. . . . From the Trade Paperback edition.