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---
title: Baby Drake
categories: story
geometry: margin=2cm
fontsize: 12pt
---

# The Pen
# The Baby Drake

**Type** Vendor and Story

## Description

## Background

## Products, General

+ Lizards and snakes.
    + Different sizes.
    + Might 5-20.
+ A prize peacock in cage.
    + Might 20
    + Bird of Beauty.
    + Master of charm and illusions.
+ Three crows in a cage.
    + Might 5-10

# Kulnod the Vendor's Apprentice
## Personalities

The breeder and owner of the animals is a mature Tytalus magus,
but busy with his other schemes, he is rarely seen at the pen.
It is suggested that he be someone otherwise mentioned and named
in the saga.  His apprentice, Daphne, is left in charge of the 
animals and the business.

### Daphne the Apprentice

+ Age 13.
+ **Personality** Sly +3, Helpless +1
+ Offers a black egg, of a mysterious lizard, to those who can
  capture the escaping drake

# Daphne the little apprentice

+ Age 9.
+ **Personality** Cuddly +2, Childly Naive +3

# Cuhriða the Baby Drake
### Cuhriða the Baby Drake

Cuhriða is a baby dragon who is mad about gems and silver,
and she would steal like a magpie.

+ Young Dragon
+ Magic Might 12 [Ignem]
+ Size -2
+ Int -2, Per +1, Str -3, Sta 0, Com -1, Pre [cute] +2, Dex +2, Qik +4
+ Cuhriða is not fully grown and cannot fly; the wings are still useful
  to slow falls and jumps.
+ Brawl [teeth] 2, Charm [first impression] 2,
  Athletics [jump] 4, Stealth [hiding] 2, Awareness 1,
  Latin 1, Penetration 2
+ Gift of Speech (1), Greater Power x2 (6), Soak (1)
  Greater Immunity to Fire (3)
+ Avaricious [silver and gems] (-1)
+ Personality.  Avaricious +6, Cheeky +3, Jolly +2
+ **Personality Traits**  Avaricious +6, Cheeky +3, Jolly +2
+ Vis 2p Ignem in Heart
+ Appearance.  Cuhriða has the size and build of a chubby toddler.
  The snout is a wee bit longer, but the loveable smile is the same,
  at least when you look it in its eyes.
  It has wings, but the wings are small and weak.
  The hands and feet are claws with two fingers and a thumb.

## Combat
#### Combat

+ Claws Init +3; Atk +6; Def +9; Dam -1
+ Fangs/Teeth Init +4; Atk +8; Def +8; Dam -2
+ Soak +3

## Powers
#### Powers

*Peering Into the Mortal Mind*, 1 points, Init +3,
Mentem
R: Eye, D: Mom, T: Ind
As the spell on page 149 of ArM5, but
Polymathes can read the mind of anyone
he can see; the target does not need to
make eye contact with him.
InMe 30 (Base 25, +1 Sight): Greater
Power (30 levels, –2 Might cost)
As the spell on page 149 of ArM5, but the drake can read the mind of anyone
he can see; the target does not need to make eye contact with him.
InMe 30 (Base 25, +1 Sight): Greater Power (30 levels, –2 Might cost)

*Puff of Flame*, 1 point, Init +1, Ignem
R: Voice, D: Mom, T: Ind
Varkos can spit a cabbage-sized ball of
flame out to about 15 paces, inflicting +5
damage.
CrIg 10 (Base 4, +2 Voice): Greater
Power (10 levels)
The drake can spit a cabbage-sized ball of
flame out to about 15 paces, inflicting +5 damage.
CrIg 10 (Base 4, +2 Voice): Greater Power (10 levels)

*Devouring the Heat of the Fire*, 0 points, Init +14,
Ignem
R: Touch, D: Mom, T: Ind
The Salamander of Virtue can instantly
extinguish any fire it touches, even the
hottest furnace. If the fire is very large,
only a three-pace radius around the Sala-
mander is extinguished. Even if it does
not use this power, the Salamander of
Virtue is completely unharmed by heat
and flames.
PeIg 15 (Base 4, +1 Touch, +1 Part, +2
Size): Greater Power (15 levels, +5 Ini-
tiative, –2 Might cost)
Like the Salamander of Virtue, Cuhriða can instantly extinguish
any fire it touches, even the hottest furnace.
If the fire is very large, only a three-pace radius around the 
creature is extinguished.
Even if it does not use this power, the creature is completely
unharmed by heat and flames.
PeIg 15 (Base 4, +1 Touch, +1 Part, +2 Size): 
Greater Power (15 levels, +5 Initiative, –2 Might cost)

## Story

### Scenes.

1.  The drake is mocks a vendor conversing with the PCs, trying 
    to get the PC to laugh.
2.  The drake climbs the roofs, puffing fire.  Possibly it creates small
    fires in awkward places.
3.  The drake cuts purses of one or more people in the market.
4.  The drake robs a stall, running away with a couple of lab text scrolls.
    Possibly, the scrolls are dropped in the PCs' yard, thus incriminating
    them.
5.  The drake is spying on some magi.

### Possible solutions

+ Kill the drake.  The vendor will not be happy, but the others in the market
  will be safe.
+ Pay it off with silver or gems.  It will feel cheated if it cannot keep the
  precious goods in captivity.
+ Entertain it; play, talk, and befriend.
+ When we played this in Hibernia, the players discovered that the drake 
  spoke a few words of Latin and should thus be treated as the like of man.
  They put a case to the presiding quaesitoris, arguing that the breeder 
  was in breech of  the Peripheral Code when he kept the drake captive.