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<blockquote data-quote="(un)reason" data-source="post: 6021464" data-attributes="member: 27780"><p><strong><u>Dragon Issue 293: March 2002</u></strong></p><p></p><p></p><p>part 6/10</p><p></p><p></p><p>Bestiary loses it's definite article. From three words to one. Next thing you know they'll start clipping syllables. Anyway, this month's theme is a return to wolves. Since they last showed up as a topic halloween 1991, they're well due a revisiting. As it should be, they take a different theme to the last time. Where that was horror oriented, this draws upon native american style animistic spiritualism, merging wolves with various elements. Goddammnit, didn't I say that this is exactly the kind of thing you should be using templates to cover. And I must admit the combination of wolves and animism feels more than a little played out after 10 years of W:tA. So this provokes negative amounts of enthusiasm in me. The fact that these are all aways chaotic or neutral evil further dampens my mood. </p><p></p><p>Thunder wolves appear in storms, and then go again when the weather clears. They are, of course, immune to electricity. </p><p></p><p>Mist wolves feed off your fear, and hit and run from mist, making them perfect for Ravenloft. Since they're also incorporeal, quite a few parties'll be defenceless against them. </p><p></p><p>Sea wolves are coated in matted seaweed, and fight you on the beaches. They don't seem to keen on attacking actual ships though, unlike the lycanthropic seawolves. </p><p></p><p>Shard wolves are all jagged bits of rock, and appear out of fissures after earthquakes. As usual, their digging ability means they may well disappear just as mysteriously when things turn against them </p><p></p><p>Magma wolves come from lava, and rather like burning stuff. They'll destroy the plant life if they hang around for any time, so get them away from the village before they ruin the crops. </p><p></p><p>Cloud wolves are obviously the most likely to show up anywhere. Fly down, zap you with breath weapons, blow you over. Still meh. </p><p></p><p></p><p>Class acts: Monte returns to the driving seat with one of his more interconnected creations, the Nightsong Enforcer. Taking the general idea of thieves guild that is common to fantasy settings, and giving it his own spin, this is the first of the specialist classes associated with the guild. They're combat focussed rogues, designed to work in teams to get into places and take out enemies of the guild with great prejudice. They'd be a good addition to an adventuring party, especially if there's another rogue in the team to play off. After all, it's not possible for a rogue to specialise in all their class skills, so having multiple thiefy types can be very handy and not niche stealing if they focus on different abilities.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6021464, member: 27780"] [B][U]Dragon Issue 293: March 2002[/U][/B] part 6/10 Bestiary loses it's definite article. From three words to one. Next thing you know they'll start clipping syllables. Anyway, this month's theme is a return to wolves. Since they last showed up as a topic halloween 1991, they're well due a revisiting. As it should be, they take a different theme to the last time. Where that was horror oriented, this draws upon native american style animistic spiritualism, merging wolves with various elements. Goddammnit, didn't I say that this is exactly the kind of thing you should be using templates to cover. And I must admit the combination of wolves and animism feels more than a little played out after 10 years of W:tA. So this provokes negative amounts of enthusiasm in me. The fact that these are all aways chaotic or neutral evil further dampens my mood. Thunder wolves appear in storms, and then go again when the weather clears. They are, of course, immune to electricity. Mist wolves feed off your fear, and hit and run from mist, making them perfect for Ravenloft. Since they're also incorporeal, quite a few parties'll be defenceless against them. Sea wolves are coated in matted seaweed, and fight you on the beaches. They don't seem to keen on attacking actual ships though, unlike the lycanthropic seawolves. Shard wolves are all jagged bits of rock, and appear out of fissures after earthquakes. As usual, their digging ability means they may well disappear just as mysteriously when things turn against them Magma wolves come from lava, and rather like burning stuff. They'll destroy the plant life if they hang around for any time, so get them away from the village before they ruin the crops. Cloud wolves are obviously the most likely to show up anywhere. Fly down, zap you with breath weapons, blow you over. Still meh. Class acts: Monte returns to the driving seat with one of his more interconnected creations, the Nightsong Enforcer. Taking the general idea of thieves guild that is common to fantasy settings, and giving it his own spin, this is the first of the specialist classes associated with the guild. They're combat focussed rogues, designed to work in teams to get into places and take out enemies of the guild with great prejudice. They'd be a good addition to an adventuring party, especially if there's another rogue in the team to play off. After all, it's not possible for a rogue to specialise in all their class skills, so having multiple thiefy types can be very handy and not niche stealing if they focus on different abilities. [/QUOTE]
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