Pans Guide For New Pioneers (Final Download)
Pans Guide For New Pioneers (Final Download)
Pans Guide For New Pioneers (Final Download)
Special Thanks
To Andrew Grondin and Anton Adam, for
being the best of dogs.
To Alan Gowing for being the short order
cook we needed!
© 2018 Onyx Path Publishing. All rights reserved. References to other copy-
righted material in no way constitute a challenge to the respective copyright
holders of that material. “Pugmire” and all characters, names, places, and text
herein are copyrighted by Pugsteady, LLC and are produced in conjunction
with Onyx Path Publishing.
Based on the Open Game License, version 1.0a, by Wizards of the Coast. All
mechanics are declared Product Identity, unless covered by a different license.
All setting material, art, and trade dress are also declared Product Identity,
including the name “Pugmire,” world concepts, background, fiction, character
and location names, associated images, and the like.
Keep up to date with Onyx Path Publishing at theonyxpath.com and with Pugsteady at pugsteady.com.
Table of Contents 5
12. Saint Akbash’s Testimony 62 Tricks and Spells Appendix 114
Scenario 62 Grip Pinscher 114
Rules 64 Simple Weapon Aptitude 114
Campsite 65 Martial Weapon Aptitude 114
Light Armor Aptitude 114
Testimony of Saint Akbash 66
Medium Armor Aptitude 114
13. Into the Site of Man 68 Heavy Armor Aptitude 114
Scenario 68 Shield Aptitude 114
Inspiring Word 114
Rules 70
Rank Has Its Privileges 114
Reaching the Straddle Strip 71 Speedy Runner 115
14. The Sealed Chamber 72 Joliet “Neenah” Corgi 115
Scenario 72 Simple Weapon Aptitude 115
Light Armor Aptitude 115
Rules 74
Focus Magic 115
Spanning the Gap 75 Friends in Low Places 115
15. The Ailurosphinx 76 Keen Observer 115
Scenario 76 Elemental Ray (Artisan Basic) 115
Magic Paw (Artisan Basic) 115
Rules 78 Smell Magic (Artisan Basic) 115
Nightly Visitor 79 Floating Disk (Artisan Level 1) 116
16. Facing Ast-Maat 80 Magic Missile (Artisan Level 1) 116
Trixie Corgi 116
Scenario 80
Simple Weapon Aptitude 116
Rules 82 Martial Weapon Aptitude 116
Spider Attack 83 Light Armor Aptitude 116
17. Epilogue 84 Medium Armor Aptitude 116
Shield Aptitude 116
Scenario 84
Archery 117
Rules 86 Respected by Strays 117
From Eight Legs to Six 87 Voracious Learner 117
The Road Home 88 Chopper Bulldog 117
Grip Pinscher 90 Simple Weapon Aptitude 117
Personality Traits 91 Light Armor Aptitude 117
Medium Armor Aptitude 117
Joliet “Neenah” Corgi 94
Shield Aptitude 117
Personality Traits 95 Acolyte of Man 117
Trixie Corgi 98 Brute Strength 117
Personality Traits 99 Prayers to Man 117
Chopper Bulldog 102 Bless/Bane (Shepherd Basic) 117
Personality Traits 103 Sacred Flame (Shepherd Basic) 118
Pippa Bichon 106 Spare the Dying (Shepherd Basic) 118
Personality Traits 107 Cure Wounds (Shepherd Level 1) 118
Louise Kuchi 110 Smell Poison and Disease
Personality Traits 111 (Shepherd Level 1) 118
Table of Contents 7
An 1ntroduction
to Pan’s Guide
From Pugmire to the Monarchies of Mau, in search of treasure for his kingdom, and answers
and everywhere between, tales emerge of enter- to mysteries plaguing the land. Pan was unsuccess-
prising young dogs seeking thrilling adventure, ful in his endeavor, but he returned with his jour-
the lure of mystery, and the glory that accompa- nal, which now passes into the hands of aspiring
nies the slaying of a great beast. Pan’s Guide for members of the Royal Pioneers, an organization
New Pioneers may be just what a young pup needs dedicated to Pugmire’s service. Players who take
to set them on the right path to renown. the role of dogs in this game inherit the journal,
Pugmire is a game of high adventure, mystery, and embark on a quest of their own. Maybe they
and companionship. In Pugmire’s world, human- will follow Pan’s path to even greater successes
kind has long-since disappeared, leaving only the than the eponymous dachshund.
descendants of uplifted creatures to act as the pro- What does this book contain?
tectors and builders of civilization. Perhaps by por-
ing through the past, retrieving forgotten relics, Pan’s Guide for New Pioneers is designed to
and harnessing the old masterworks of Man, the assist roleplayers both new and experienced,
dogs of Pugmire can elevate themselves further. and help a Guide in her first time running the
Pan’s Guide is a journal, first and foremost, de- Pugmire roleplaying game.
tailing an adventure undertaken by the legendary Following this introduction is an essay titled
(and infamous, in equal measure) Pan Dachshund. “What is Roleplaying?” The essay illuminates
The roguish Pan ventured into the Fearful Forest the subject of roleplaying games, and how to
pate in them in a reader is new to the hobby, or Readers will not need to do any flicking
just wanting some fresh advice on a subject they back and forth between pages in this book. Pan’s
already know well. Guide for New Pioneers wants to put everything on
The bulk of Pan’s Guide is given over to an ex- display for each chapter, making a rules check as
tensive adventure. The characters in this tale will simple as scanning left to right.
take a journey ranging from the city of Pugmire Pan’s journal serves as both fiction for some-
to the depths of the Fearful Forest and beyond, one in need of a good story, and advice to the
placing starting level characters on an odyssey in- players’ characters, as they possess this journal
volving combat, mystery, diplomacy, and rescue. in-game. Therefore, the Guide has permission to
Concluding the adventure are six ready-to- print all journal pages to provide to the players all
play characters suitable for the campaign in this at once, or one at a time if she deems it more ap-
book, and future adventures of a Guide’s own propriate. Take note that Pan’s journey is slightly
creation. Accompanying them are all the Tricks different to that of the players in this scenario. In
and Spells the characters can use in this story, in some cases, his experiences will offer invaluable
an easy to print-and-play or reference format. advice, in others they may act as red herrings.
10 what is roleplaying?
dice rolls. Players roll dice to see whether their Remember that rolling dice should act as a
characters achieve success. The die or dice rolled feature to improve play with drama, luck, and
yield a result that the players compare to a target chance. If the players are having fun and getting
number the Guide announces. If the player roll into their characters, the story, and the Guide’s
meets or exceeds the target number (sometimes supporting cast and events, groups should con-
known as the difficulty), their character succeeds! sider leaving the dice rolling only until true mo-
If it falls below the number, the attempt fails. ments of tension.
Characters with strengths in certain areas may be
able to modify their die roll, such as in a case
where a shepherd is called upon for her particu-
What 1S Pugmire?
Pugmire is a game set far in the future of our
lar wisdom. A high Wisdom means the shepherd
world. In the past, humans used advanced sci-
— learned sages and philosophers among dogs —
ence to expedite the evolution of certain animals,
may benefit from a +1, +2, +3, or even +4 to a roll
including the dog ancestors of Pugmire. Whether
requiring her Wisdom. Skills at which characters
considered evolved or uplifted, they gained com-
are particularly competent or well-practiced also
parable intelligence to humans, walked upright
convey modifiers to die rolls.
on two legs naturally, and used paw-like hands
For some challenges, failing isn’t terrible. For with opposable thumbs to manage more tasks for
example, if your character haggles over price in their human masters.
a market — probably using a skill like Persuade,
At some point in the distant past something
or a trick such as Charming Discourse or Fast
happened to all the humans. The dogs don’t
Talk — and fails, the character will have to pay
know the cause — war, famine, plague, or some-
full price. A spectacularly bad failure — called a
thing else — but all humans left the planet. All
botch (rolling a 1 on a 20-sided die) — may mean
the dogs know for sure is that Man vanished, and
the merchant fooled your character into buying
some of their amazing relics were left behind.
something else as well, and again at full price: per-
haps it was something the character didn’t need, The dogs and other intelligent animals car-
or it might have been a piece of junk not worth ried on as best they could. Their current level
the money. Success means the bargaining suc- of culture and technology closely resembles our
ceeded, and the character paid less than the orig- Earth from the Middle Ages: swords and spears
inal asking price. A spectacular success — called a are common weapons; travel overland is by foot,
triumph (rolling a 20 on a 20-sided die) — means wagon, or on horseback; and for dogs at least, reli-
the character may pay even less than she would gion focuses on the mysterious humans and their
with a simple success, or the merchant may have Code of Man, the chief rule of that code being,
thrown in something extra for free. “Be a Good Dog.” Some dogs have a more flexible
interpretation of what a “good dog” is than others,
The Guide will likely play the parts of all
so there exists some conflict between dogs.
characters not played by the players. The protag-
onists will encounter these supporting cast mem- The remaining human relics are much like
bers during the game. The Guide may need to magic to the creatures of Pugmire. Figuring out
play the role of a shifty bandit, a dog in need of how these ancient devices work and what they
rescue, and even the roles of the monsters. do is a challenge, and using them wisely is the
next great difficulty. Shepherds from the Church
While being the Guide requires no acting
of Man and innovative artisans help to decipher
talent, it is helpful if the Guide keeps the same
these mystical devices and their uses, which can
things in mind as the players do about making
be a source of mystery and wonder for the players
their characters come alive. Doing so adds more
and their characters. They can also be sources
fun to the game. Consider what the grieving
of amusement when the players realize the great
mother wants, and how the highwaydog feels
magical oracle their characters need to consult
about her criminal profession. Even something as
is actually a computer running several familiar
simple as the Guide putting on a hat or adopting
types of programs.
an accent can add a touch of life to a character.
Example of Play 11
Example of Play
Jessa, Katz, and Dawn play characters in a Pugmire game run for them by Robert, their Guide.
Jessa is playing the part of Trixie Corgi, Katz is playing Grip Pinscher, and Dawn is playing Neenah
Corgi. Trixie Corgi is a hunter — a scout and explorer, Grip Pinscher is a guardian — a warrior and
guide, and Neenah Corgi is an artisan — a crafter and magician. Robert announced that the group,
exploring in the wilderness, discovers something.
12 What Is Roleplaying
Katz: Grip rolls an 11. He doesn’t have the Notice
skill, so he gets no further bonus.
Example of Play 13
Dawn: Neenah rolls an 8.
Jessa: Rats!
14 What Is Roleplaying
Katz: Okay, the damage from a longsword is 1d8,
plus Grip’s Strength modifier. I roll a 4! Grip also has
a Strength of 14, which should give him an extra +2
damage, so 6 points, total.
What will Trixie do? Will the band of heroic dogs fight off the rats? Will they discover what was inside
the barrels? Was this a trap all along, and was it meant for our heroes, or for someone else? These kinds of
events make a journey from point A to point B exciting, dangerous, and rewarding. Perhaps the dogs will
discover treasure in the wagon, or clues to a greater danger up ahead. Maybe they’ll just rid the land of rat
banditry. A game can go many ways, and it’s up to the Guide and players to formulate the most fun game.
Example of Play 15
Some items are dangerous and destruc- How Do 1 Get Started?
tive. There are rumors of animated suits of armor
guarding sacred places, and stories of strange de- You’ll need to find some people to play the
vices capable of generating intense temperatures game with you. The person with the most expe-
and environmental effects. On the other paw, rience playing tabletop roleplaying games should
there are tales of wondrous healing devices, and probably act as Guide, though if none of the
scrying relics that show visions from the distant group is experienced, the person most familiar
past. Learning what relics do and how they work with the rules should give it a try. Remember: this
is often worth the risk. game is supposed to be fun for everyone. If you
There are numerous strange and unusu- can’t remember a rule exactly, do what makes the
al creatures in Pugmire. Some creatures have un- most sense to you, and look up the rule later. It’s
dergone mutations, such as giant ants and giant more important to keep the game moving than
spiders. Spirits of the dead and demons exist, to stop the game to spend valuable gaming time
particularly in the lonely places of the world. looking up rules.
Pugmire can be a pretty dangerous place. Not Step One: Find Players
all encounters are scary or dangerous, howev- You’ll need one person as Guide, and two
er: many can lead to new adventures and new or more as players. Three to six players and
discoveries no dog has ever experienced be- a Guide is probably the sweet spot for gaming
fore — the kind of discoveries that can bring a group size; the group is small enough that every-
dog fame and fortune enough to last the rest of one can be heard and get some time in the spot-
her life. Adventure and glory are there for the light, but not so small that the challenges have
taking for any dog brave enough to venture into to be scaled back. Start with friends and family
the unknown!
16 what is roleplaying?
first, as getting together for a game will be easier sheet. Players require dice, but they can share un-
to manage. If that doesn’t work, consider putting til everyone buys their own set. Typically, players
up a note at your local game store or searching will need a set of dice including one each of a
forums, such as on http://www.forum.theo- 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, and
nyxpath.com to find online games. Many game two 20-sided dice. The 20-sided dice — also called
stores have bulletin boards for people looking for "d20" for short — will be used most often, so those
players to join a game. Put up a post to advertise are most important. Sometimes players will have
that you’re looking to join a group or to add an- superstitions about their dice, such as not want-
other player or two to an existing group. Use an ing other people to use them and “use up all the
email address as your initial contact point. If you luck in the dice.” Respect other people's wishes
receive more interest than you can handle, don't about their own property!
be afraid to tell that person that your game is full. Most often, people will play games
Step Two: Find a Venue like Pugmire sitting around a table together,
but sometimes that isn’t possible. There are nu-
If playing at your home isn't a good idea, try merous ways to play even when not everyone is
playing the game at your local game store — if the even in the same city; they all require a computer,
store has play space — or possibly even your local tablet, or smart phone, and one of any number
public library, a pub function room, or village hall. of different software programs — Skype, Roll20,
Many civic buildings (and a lot of private drink- and Google Groups exist as examples, at time of
ing establishments) make private rooms available writing — so people can play together even when
for use, but it’s important to follow the rules of be- separated by thousands of miles. If all else fails,
havior for the building you use, and you may have simply type “Pugmire RPG online group” into a
to reserve the room in advance. This way you’re search engine, and see what happens.
gaming in a public place with other people around, Tabletop roleplaying games can last for hours
which is always good when meeting new players. — it all depends on the complexity of the story.
Step Three: Read the Book Games can last for years at two to four hours, one
night a week. They can also be one-shots, lasting
Pugmire is a game with a core concept that’s
only a few hours and wrapping up the same day.
quick and easy to grasp, and rules to govern charac-
It all depends on what the players and the Guide
ter powers and limitations. Familiarizing yourself
want to happen. If the players enjoy the game,
with what's in the book is important. You don't
hopefully a single session will turn into a chron-
need to memorize every single word — just have a
icle — that’s when the characters have a series
good picture in your head of what things are like
of adventures. They finish one, sort out a few
when you enter the world of Pugmire. You'll need
things, then go off on another quest.
to have a good handle on how the rules work, but
don't worry about knowing everything, especially What Happens Next?
the first time you play. The scenario in this book If you're the Guide, read through the adven-
outlines all the basic rules you need to know. ture part of this book and prepare for gameplay
Step Four: Acquire What with your players! If you're a player, please stop
You Will Need to Play reading here: the adventure will soon begin, and
Each player will need a pencil, a sheet or reading ahead will spoil the fun and surprises in
two of scratch paper, and their filled-in character store!
What is Pugmire? 17
1. Prologue
Scenario
Summer has just passed in Pugmire, but the days are still long and warm in the realm of good dogs!
Alas, they are not merry as they should be... During the spring, in fact, excessive flooding struck the
land due to overly abundant winter rains. The Mire — a historic swamp surrounding Pugmire, long
drained and dried — burst back into terrible life, the moisture level rising considerably. Thankfully it
did not affect the well protecting the kingdom’s capital. South of it, however, the overflowing water
caused remarkable damage on the west bank of the river, turning acres of farmlands into sloughs,
troubling farmers of all breeds.
On visiting the Plastic Quarter of Pugmire, you delve into the commercial heart of the kingdom,
pulsing with the hopes and worries of dozens of resident merchants, scores of wandering peddlers,
and hundreds of eager customers hailing from as far away as the Monarchies of Mau and other, less-
known lands. As the autumn market runs in the souq, the main plaza and the streets converging into it
are bright with colorful awnings and diverse stalls. Flags and wreaths of leaves festoon the interior of
the Southern Gate, but this display of abundance is not entirely truthful. Many local shops exhibit a thin
assortment of good with evidently high prices, and many poor dogs ask for charity from doorways and
alleys. As you stroll around, you overhear the crowd and their displeasure at the decrease in crops,
and the death of many farm animals.
On a wooden billboard near Southgate, where two bulldogs stand guard, a royal announcement
warns the dog population against rat bandits. These nefarious rodents have been taking advantage
of the flood to scavenge goods from abandoned farms. Apparently, the emboldened and greedy
rats have also been mugging dog travelers and stealing cattle in the lands between the river and the
South Road. The sign reads:
WARNING: RAMPAGING RATS
Citizens of Pugmire, fellow goods dogs, and honored guests of this city, an unusual
wave of rat banditry has been reported. They are said to be stealing food, mugging
travelers, and performing other illicit actions far beyond the flooded land west of
the river, where their crimes started not long ago. Please exercise great caution on
your purchases, and report any accident or anomaly to the authorities as soon as
possible.
Princess Yosha Pug
In the mud beneath the sign, you spot a clothbound journal marked with the sigil of Pan Dachshund.
18 The Campaign
As the characters read the sign, the shorter and ask for Pan Dachshund, a friend of Princess
bulldog guard mutters his disapproval of the rat Yosha and the main recruiter of intrepid dogs.
bandits and her regret for not being assigned to The guards add that the characters are in for
hunting down those impudent scavengers. The luck, for the Royal Society of Pioneers is actively
other muscle-bound guard grunts that some de- looking for new recruits, most likely to investi-
vious cat must be masterminding the rat attacks, gate the rat menace. They are unlikely to find
no doubt about that. Then, in a slightly mocking someone who knows better about any tasks and
tone, the bulldogs ask the characters if they pos- rewards directly offered by Princess Yosha than
sess the guts and the ability to help the people of Pan Dachshund.
Pugmire. Striking a significant victory against the Now the characters must only walk a few
bandits would certainly earn them the favor of hundred yards from Southgate to the Pioneers to
Princess Yosha and maybe even a special reward find about an exciting adventuring opportunity
from her. The bulldogs tell the characters that all in the service of Pugmire!
they need to do is to go the Pioneer compound
1. Prologue 19
Rules
When the characters encounter the bulldog ful actions or negative environmental effects, the
guards in the introduction, the Guide may re- player rolls 2d20, and takes the lower of the two
quire a Charisma check to see if they convince results.
the guards to offer them more information. A roll of a 20 on a d20 is called a triumph.
Checks — and any rolls in Pugmire, for that Triumphs convey an even greater success than
matter — require players to roll a 20-sided die would be expected or required, such as a mer-
(d20) to obtain a score indicating their success or chant giving away an item for free rather than
failure at accomplishing the task. The player then accepting a haggled down price. A roll of 1 on a
adds their character’s appropriate modifier — in d20 is called a botch. A botch is the worst kind of
this case, the number next to their overall Charis- failure, such as a spear not just clattering against
ma ability — to the number rolled. a target’s armor, but splintering and breaking in
The difficulty to match or beat in this case half upon contact. It is up to the Guide to nar-
is 10 — after all, these guards aren’t very bright. rate the effects of triumphs and botches.
Example: Fred Basset is trying to get more In terms of the characters’ attempt to charm
information from the guards. He has a Charisma of the bulldogs, the additional information gleaned
15, which gives him a +2 to his Charisma check. He on a successful roll could be directions to the
rolls a 9, which normally would fail against a diffi- nearby Royal Society of Pioneers’ compound,
culty of 10, but because of his +2 bonus, his modified and the fact that they are actively recruiting pi-
score is an 11. As the number to meet or beat is 10, he oneers.
succeeds. The guards will now share more information Simply attempting a roll compels the guards
with Fred. to introduce themselves by name — the short
one’s name is Ludo, and her muscular compan-
If a character has an advantage (such as from
ion’s name is Risk. Giving small pieces of infor-
a trick like Puppy Dog Eyes), their player rolls two
mation as reward for dice rolling is a good way
d20s (2d20) when attempting any action. The
of encouraging experimentation with abilities,
player uses the higher of the two scores. If the
tricks, and fortune.
character is ever put at a disadvantage by harm-
20 The Campaign
Following the Pup
I’m not a superstitious dog, but some things make the fur on my
neck stand on end. I’m not talking about the Unseen things that
bring the bark out of even the stoutest of us. I’m talking about
the petty things, seemingly mundane things. These are the things
that, when viewed separately, don’t seem like much, but when you
finally add them together they paint a pretty vivid picture.
I’ve learned to pay attention to things like this. If you don’t, you’ll
never grow old enough to have gray in your muzzle.
I first spotted the pup near the castle walls. He engaged one of the guards
in conversation, something about riches and a rat army. I could tell from the
way he dressed that he had no chance of getting in. He wore a stained and mud
splattered tunic. He was armed with a short sword and an unstrung bow. From
the way his battered leather satchel hung over his shoulder, you could tell it
was nearly empty.
This was not the dress of someone hoping to gain a royal audience. Some of us
can get away with looking like we just walked through the city gates, but those
individuals are rare.
I came across him again in Westwall. I don’t usually stroll through the Religious
Quarter, but I had been in the city for a few days now and I was starting to feel
antsy. Too much time behind the walls makes me long for a reason to get out and
get grass beneath my paws again.
He was milling around outside of the Royal Society of Pioneers. He was pacing,
but his eyes never left the door. Every once in a while, he would take a few steps
towards it, then lose his nerve and go back to pacing.
I leaned against a building and watched him for a while, a smile on my face. I
remember the first time I walked into the headquarters for the Royal Pioneers.
Of course, I had already made a name for myself by then, not as famous as I am
now, but still...
I had just about made up my mind to go over, bring the pup in, and introduce
him around when he decided on his own. He turned abruptly and stalked off. I
shrugged and, on a whim, followed him.
He headed south, into the souq. This was both the best and worst place to try
to tail someone. The hodgepodge way the vendors set up shop means there are
few straight paths, making it difficult to keep an eye on someone. However, the
merchants’ booths do offer great hiding places if the person you’re following
should turn around to see if she is being followed.
The pup I was shadowing never turned around to check his tail.
We weaved our way through the shopkeepers with their stalls and the dealers
with their rugs of exotic merchandise. I waved off offer after offer while the
merchants largely ignored my quarry.
1. Prologue 21
2. 1ntroducing
Pan Dachshund
Scenario
As you walk toward the Pioneers’ compound, me guess. You are here to join the Society, yes?
bays and grunts of a few dogs greet you as they Now tell me, who gave you this idea?”
train for melee combat in one of the clustered
buildings. Past the entrance, as you walk through The characters can answer Pan’s question saying
the hall leading inside, you see a blacksmith and that they simply want to join following their own initia-
a warehouse-dog hard at work repairing and tive. This answer pleases the dachshund, and he proudly
storing adventuring gear and supplies. Finally, in says self-initiative is a very important quality in pioneers.
the inner courtyard, you see a grizzled dachshund
sitting at a small table, upon which rest a well- The characters can also say the guards directed
worn book, a quill, and an inkwell. The dog is them to the compound. In this case, Pan wrinkles
sharpening an arrowhead on a whetstone. As his nose and says the Society does not employ bulldog
he lowers his head to give a good lick to the barkers at the front door. He then asks in turn if the
whetstone, he notices you, stands, folds his arms, characters know the names of their military advisors.
and looks at you up and down. “Well, pups, let
22 The Campaign
In this case, knowing the name of one of the guards — ‘holy dogs’ were selling replicas of his divine symbol,
Ludo or Risk — elicits Pan’s praise for another excellent saying they would bring good luck in the search
quality pioneers possess: inquisitiveness. for the site. I went to look for this place myself, but I
couldn’t locate it. Now, I wonder if you can perform
Pan is brusque in dealing with would-be recruits, this investigation. I have three objectives for you:
but maintains a friendly attitude. He’s eager to wel- find out about the missing dogs, thoroughly map
come aspiring pioneers. He asks them to sit at the ta- your journey, and discover the Fabulous Fen, or
ble and writes their names in the Society’s register as proof of its existence. Achieving any of these feats
members-on-trial. Pan then explains their first task: will stand you in good stead.”
Pan puts away arrowhead and whetstone, The dachshund is willing to negotiate a mon-
and looks intently at you. “You came here to help etary reward to get dogs on board.
us against the rat bandits, perhaps, but I think Pan gives the characters a rough wilderness
they’re a nuisance more than anything else. What map he drafted to help them in their journey, and
really worries me, and Princess Yosha, is another
gives them permission to keep his journal, if they
problem. In the past weeks, many young dogs,
some of them inexperienced and ill-equipped, attempt to return it. He advises that it contains
went to explore the woods east of Mutt Town, useful information about their coming journey.
that rough frontier settlement east of the river. To begin, he says, they will need to walk
They set out to find a legendary site of Man, the along a path overlooking the west bank until they
Fabulous Fen, and never returned. reach a suitable spot to cross the river to Mutt
“This long-lost place is thought to be where Saint Town. Although the area is dangerous due to the
Akbash, a holy dog of yore, found the source of rat rampage, they will probably be able to find
his healing power. The spring flood impoverished hospitality in one of the dog farms undamaged
many of the dogs, so they went looking for the fen. by the flood. Pan says to be wary of the followers
They were desperate to find treasure to rebuild their of Saint Akbash, who have no genuine connec-
farms and pay their debts. Some self-styled followers tion to the Church of Man and might be well
of Saint Akbash sparked this rush. These so-called
conspiring with the rat bandits.
2. Introducing Pan Dachsund 23
Rules
Now is a good time for the Guide to encour-
age players to roleplay or talk like their characters.
Accents are not required, though some players find WHAT ARE SKILLS?
them useful to adopt for getting into their charac-
All characters possess skills on their charac-
ters. Guides might want to gently advise players that ter sheet. Unlike abilities, characters have
by playing their character, rather than themselves, skills or they do not. There is no grade of
they may encounter fun, unexpected scenes. expertise per skill. Instead, if a character
In this chapter, the characters meet Pan is attempting an action and has a skill that
might benefit the action, the player rolls her
Dachshund, legendary adventurer. If the charac- character’s proficiency bonus, detailed on
ters attempt to haggle reward money from Pan, her character sheet.
the Guide can introduce a Charisma check as in The bonus applies to any rolls involving
the Prologue section. Succeeding at this check skills on the player’s character sheet. Guides
means Pan takes a liking to the characters, and should encourage their players to become
will display generosity in his offer. familiar with their characters’ skills, as they
can make or break a challenge.
Fast-Talk, Charming Discourse, and Pup-
py Dog Eyes convey an advantage. To use these
tricks, the players roll 2d20 and take the higher Pan is included as an emergency aid for the play-
of the two rolls, as noted in the previous chapter. ers. He is bound to take an interest in what they do;
PAN DACHSHUND
in fact, he might just follow them to help the group if
they get into too much trouble. Try to use him spar-
Defense: 13 (crested leather armor) ingly. The characters and their players should not
Stamina Points: 11 learn to rely on Pan’s intervention regularly. Besides,
Speed: 30/40 feet Pan is a busy dog — he has things to do! However,
Proficiency Bonus: +2 Pan’s journal is very useful: any time players consult
Abilities: Strength: +0 (10), Dexterity: +2 (15), the journal before giving up or asking for help, the
Constitution: +1 (13), Intelligence: +2 (14), Wisdom: Guide should consider adding one fortune to the
+2 (14), Charisma: -1 (8)
fortune bowl as a reward for using available resources.
Skills: Know Nature, Notice, Survive, Traverse
Attack: Bite (+2 melee, 1d4-1 piercing damage),
rapier (+4 melee, 1d8 piercing damage, finesse),
longbow (+4 ranged, 1d8 piercing damage)
TWO SPEEDS?
The Guide should ask if any characters have Some characters have two speeds noted
the Know Religion or Know History skills. If so, the in their stat blocks. In Pan’s case, he has
Guide should prompt them to make skill checks to Speed: 30/40 feet. On two legs, the char-
pick up a potentially useful tidbit from Pan’s explana- acter uses the first figure. In one turn, Pan
tion of their mission. All of these skills are based on can move 30 feet if he remains upright. If
a character drops whatever happens to be
Intelligence, so any modifier from Intelligence adds in their front paws and falls to all fours, that
to the d20 roll. The difficulty is 10. character can use the second figure for
If any characters succeed, they may have heard speed. Pan can move 40 feet on all fours.
of the Fabulous Fen before in history lessons, Some creatures, such as spiders and ants, use
or come across Saint Akbash’s name in their re- all limbs at once, and will only have one figure
ligious studies. These aren’t crucial bits of infor- in their stat blocks. Dogs, rats, cats, and bad-
gers can travel at different speeds depending
mation, but calling out the possibility for checks on the number of legs they’re using.
helps make players more aware of the kinds of
things their characters’ skills and abilities do.
24 The Campaign
Tavern Talk
I wasn’t really surprised when the pup turned into the Hunter’s Haven. I was
starting to suspect I knew at least a little about what spurred him. The pup
stood in the doorway, one paw on the door. I leaned against the wall of the
building opposite and took a moment to size him up. Up to that point, I had
only glimpses and a general notion of my quarry.
He was a big brute of a mutt whose clothing had seen better days. He
wore the homespun clothing of a farmer, or at least someone who didn’t
spend a lot of time or plastic in town. He’d tucked a blade into his belt, less of
a short sword and more of a large carving knife from the look of the handle, and he grasped
what first appeared to be an unstrung bow tightly in his fist. But as I looked closer, I could see
that the bow wasn’t simply unstrung; the top third of it was snapped off.
Despite his size and build, he was barely old enough for his ears to stand on their own. I was
already moving toward him when he set his shoulders and pushed into the tavern.
“I’ve heard that a dog in need can sometimes get a meal on credit?” His voice was thin.
Underneath all that mud was a whole lot of youth. The bartender cocked an eyebrow at him.
“What kind of credit?” he asked. “Is there the promise of plastic in the future? If so, how
far into the future?”
“Not far. I just need time to get to the Fabulous Fen, but before I can go, I’ll need...”
By this time the bartender had turned his back on the would-be adventurer. I strode in behind
him and placed my arm over his shoulder.
“No need to worry about credit. The lad’s with me.”
The barkeep turned back, saw me standing beside the pup, and grunted. It wouldn’t do for him
to show how impressed he was in front of all the other patrons; it would be bad for business.
Still, I could see the admiration in his eyes.
I steered the sputtering pup towards my table. There are no designated areas inside the
Haven, at least not official ones. Still, the cats and rats tend to stick to their own when they’re
there, something we’re all grateful for. I’ve never had to challenge anyone for the spot I like
best. When people see me coming, they just get up and move on their own. There was no one
at the table at the time, but had there been, they would have gladly surrendered it to me. Or
perhaps they would have made room and stayed behind to hear me speak.
It’s one of the perks of being that rarity of rarities — an old hunter. Once word gets around that
you’ve taken on the Badger King and wear his teeth as trophies... well, it earns one respect.
I took my place behind the table, my back to a sturdy beam, the wall behind me, and clear sight
lines of the door, the bar, and the far corners of the room. I gestured to one of the open chairs.
The mutt stood there, mouth agape.
I gestured again, affirming and insistent. “Well, come on, pup, have a seat. You look as if
you’ve travelled far and need a lick of assistance.”
“Thank you for your courtesy,” he mumbled, then spent a moment fumbling between his
seat and his gear, looking for a way to sit comfortably with the blade in his belt. Finally, he
removed it and placed it on the floor next to his broken bow.
“I’m sorry for my rudeness,” apologized the earnest pup. “My Aunt taught me better than
that. I am Sampson Mutt.”
“Pleased to make your acquaintance. I am Pan Dachshund.”
Sampson offered a meek smile. “It’s a pleasure to meet you, sir.”
“Of course it is,” I chortled, slapping the table and raising a paw to order a round for us both.
“Now, tell me what’s brought you so far from home.”
26 The Campaign
broken boxes, and the occasional rock. They are, our heroes exhausts the rats in seconds. After
however, too weak and cowardly to put up a se- chasing the rats away, the characters can finally
rious aggression, and any offensive reaction from rest until dawn and a new day of adventure.
Rules
The wet, slippery conditions are not ideal for Using occasional hints and suggestions, the
travel, and these adverse conditions will cause Guide can help guide the players along the path
the loss of a stamina point from each character. to the most useful choices. Chewstick’s greeting
Guides should call for a Dexterity check, as and cordial conversation should reassure the
characters risk falling in the mud, particularly players of his friendly intent toward their char-
along the crest trails mentioned in this section. acters.
The difficulty to match or beat for this check is There are several useful pieces of informa-
10, and any Dexterity modifier will apply to the tion to be gleaned from Chewstick Poodle. By
roll. Characters are at a disadvantage on this roll, now, the players should understand that this is
so remember players need to roll 2d20 and keep a dangerous mission, and have their characters
the lowest result. Characters who succeed keep act appropriately. If the characters act friendly
their footing. Those who fail will be damp and towards Chewstick and his family, obtaining this
dirty for the rest of the day. The chill from this information requires no rolls. Otherwise, the
will wear away one additional Stamina point un- Guide should call for a Charisma check against a
til the character rests and recovers under cover. difficulty of 12.
28 The Campaign
On the Road
“Not here,” the cautious pup sighed. “It’s not safe. There could be listening ears
anywhere.”
Another long moment passed. Sampson’s muzzle twitched, a crease formed between
his eyes. He inhaled, sat up straight, and looked me in the eye. His face was set; he had
come to a difficult decision.
“I have reason to believe I can find the Fabulous Fen and the treasures held within. I’ll
tell you the rest, but only on the road to Wooford. Agree to join me and I’ll tell you all.”
I glared at him. “Dogs of my station are not used to dealing with ultimatums.”
That almost broke him. His eyes softened, but just for a moment. He steeled himself again, then shook his head.
“If you agree to accompany me, then you’ll need to know what we’ll face. You’ll get the whole story on the
road. If you don’t, I’d just be wasting your time and mine.”
I kept my face stoic, but cheered inwardly. This pup had moxie. “I am intrigued. Meet me at the South Gate
when the sun has risen.”
I made sure Sampson had the plastic to pay for a good night’s lodging, then bade him a good night. I left
with his promises of paying me back fivefold when we found the Fabulous Fen.
I retired to a room above the tavern. I penned a quick note to my Trustee with the Pioneers, stating I was
leaving for Mutt Town. In the morning, I would find someone to carry it to the castle for me.
At dawn, I found Sampson waiting inside the gate. The pup was practically bouncing at the sight of me.
Side-by-side, we fell into step and exited the city with the first group of travelers leaving by the South Gate.
This included a caravan which, having sold its goods in Pugmire, was returning home.
“We fear to cross the forest alone, hence the dogs we surround ourselves with.” Fawzi Chuckwalla strode
along the side of the rearmost wagon. His bright vermillion and purple robes matched the riot of colors that
made up the covers of the wagons in his train. As soon as the sun had risen above the treeline, he pushed back
his hood to bask in its wane light.
“The Fearful Forest has always had some modicum of danger,” I observed, making conversation. “What’s
changed to make you so wary now?”
Fawzi turned his yellow eyes towards me. “We have heard rumors of monsters, monsters the likes of which
even the bandits fear to face.”
I raised an eyebrow.
“Do not scoff, Pan Dachshund.”
“I beg your pardon,” I soothed. “I do not question what you have heard, nor do I question the existence of the
unexplainable. I have fought and killed many monsters myself.”
Fawzi Chuckwalla smiled. “Of this, we have heard. Your name is legendary along the paths we travel. We are
well met.” He nodded at me, then at Sampson who trailed a few paces behind.
“We would be grateful if you and your young squire would join our convoy. We could pay you well for your
time.”
“I thank you for the offer, but I fear our paths lie in a different direction.”
The lizard ducked his head. “We feared it would be so. Still, we had to ask. Safe travels to you and your
companion.”
Fawzi picked up his pace, reached up to one of the carts and swung aboard. Sampson trotted up next to me.
“Did you find out anything interesting?”
I had told him to hang back so I could converse with the head of the caravan alone. Glad to learn that the
pup was a good dog, I obliged him by answering his question. “Just that in addition to the bandits, there are
apparently monsters to deal with.”
Eager Sampson bobbed his head so vigorously I thought he might knock out his own tooth.
30 The Campaign
conversation. If spoken to kindly, she takes out strong aroma, in case they lost each other. Pistilla
of her smock a piece of cinnamon she received is willing to offer her cinnamon stick as a lucky
from Little Plum as a gift. Pistilla says that Little charm to a good dog expressing confidence in
Plum had two of those, and kept one so that he finding her brother.
and his sister could find each other following its
4. The Shilohs 31
Rules
The characters encounter Big Blum Shiloh and Deft players might also discover where Big
her family at their farm. They discover the best way Blum keeps her valuables and slip a few extra
to get to Mutt Town, and obtain a contact who can coins into her purse while no one is watching.
both help them cross the river and provide more in- For this action, the players must make a Dexterity
formation: Puntail the rat. They also find out about check. If any possess the Sneak skill, they can add
the missing Little Plum Shiloh and the charlatan the proficiency bonus on to their die roll, along
followers of Akbash who conned him into spend- with any Dexterity ability modifier. The diffi-
ing his family’s scant cash reserves to buy a worth- culty is 12 to slip the money into place without
less talisman. Little Plum is on the same mission as anyone noticing. If the characters fail, someone
the party members, and this gives them something notices their slipping money into the purse, and
else to keep in mind as they travel. the character must leave to avoid suspicion. On
There is a tiny moral quandary the play- a botch, the witness catches the character hold-
ers might consider: the Shiloh family is in dire ing the coin purse, and loudly suspects them of
straits, with barely enough food to survive and stealing from the family. In this case, the group
mounting debts to repay to a rat moneylender. receives orders to leave the house.
For their characters to refuse the family’s hospi- Pistilla is nervous about approaching the
tality would be insulting and rude, but it’s also group. To determine her intentions, the Guide
generosity the Shilohs can hardly afford. How should ask a character to make a Wisdom check
can the characters repay the family’s kindness? against a difficulty of 13. The Sense Motive skill
Will they even worry about it? Hunters in the would assist in this attempt. If approached, Pistil-
group might be able to bring back some wild la explains herself and hands over the cinnamon
game for the family’s table, or the characters stick. An Intelligence check against a difficulty
may decide to “forget” some items that the fam- of 14 tells the characters that cinnamon, as well
ily might be able to use or sell, such as torches, as being tasty, is a natural deterrent to bugs and
rope, or a few arrows. Money would be useful to may assist in keeping their campsite safe down
the family to help pay their debts, but the family the road. The skills Know Nature and Survive
is much too proud to take cash in exchange for are good examples of skills players can utilize to
hospitality they gave willingly. The Guide should modify their roll.
award fortune if players identify and cleverly nav-
igate this predicament.
32 The Campaign
Sampson’s Tale
We parted ways with the lizard caravan when we turned took the road to
Wooford. I had half expected another entreaty from Fawzi Chuckwalla to join
his group, but they simply rode on, not even turning to wave goodbye.
“All right,” I said, turning to Sampson. “We’ve got the road to ourselves
now. Tell me about this Fabulous Fen of yours.”
Despite being the only dogs visible in any direction, Sampson turned a full
360 degrees before speaking. “They say that rats control all of the crime along
the coastal regions. Gambling, money laundering, you name it.”
I kept my muzzle tightly shut. I had seen others use outsiders as scapegoats before. I suspected
the people furthering these rumors were actually the lowlife dogs committing the crimes the rats
were being accused of, but I said nothing.
“There are bandits in the Fearful Forest,” Sampson went on so low that I had to lean in further to hear him.
“I don’t know if they are rats, cats, or bad dogs, but I don’t dare use the symbol of Akbash on my own. Anything
I removed from the Fabulous Fen would be stripped from me before I reached the edge of the forest.”
I agreed with him there. There were horrible stories of the Fearful Forest. I had personally heard
tales of gangs of marauders harrying merchant convoys. There was also the ever-present threat of
mystic cats performing their necromantic deeds deep in the northern woods.
Still, I gave little credence to rumor and tall tales.
“Tell me more about the Fabulous Fen and how this trinket will allow you to find it. I’ve heard
no dog can discover its location. I’ve even heard it moves from one place to another to ensure its
isolation.” More ridiculous nonsense, but I wanted to draw Sampson out. He rose to the bait.
“No, the Fen’s location is static, just difficult to find. Almost impossible. Unless you have one of these.”
He reached into his pocket and pulled out a stone disk set with an ornamental gem and inscribed
with some sort of arrow. I leaned forward and sniffed. It was weird, but inert. I flicked at it, and
got no response.
“With this, a traveler of good heart who follows the teachings of Man can cross the wilderness
and discover the location of the Fabulous Fen. Once there, well, hopefully there would be enough
plastic to rebuild the docks and repair my family’s boats.
“At least, that’s what the rats say.
“There are two ways to the Fabulous Fen. One, the easier path, involves crossing a river of stone
constructed eons ago by Men. That way is guarded by a horrible beast that swoops down and eats
any dog who dares attempt to navigate it.”
His voice returned to a normal tone as he warmed up to the subject.
“The other, the path of the good dog, lies across a marsh or swamp. You have to prove your worth
to find the way, but will be rewarded if you are worthy.”
I let all this bounce around in my head as we walked. We passed farms, each looking more ragged
than the previous. Some families had salvaged some of their crops. Other fields sat moldering,
the plants’ root systems sitting in watery mud. A makeshift fence penned in what was probably a
small portion of the original livestock. Once bright houses were battered, paint peeling or obscured
by dirt and debris.
These were the people who would benefit most from any riches or magic items found in the
Fabulous Fen. I could make sure of that.
I nodded to Sampson. He nodded back.
No words were needed.
4. The Shilohs 33
5. Crooks in Wooford
Scenario
standard states, is Saint Zaval Akbash. Bay and
After some hours of wet travel, you catch your
first glimpse of Wooford around the bend, as the Fos sell replicas of the saint’s talisman, supposed
river, now very close and still impressive with the to bring luck to anyone searching for the Fabu-
past rains, hums by in dubious placidity. Ahead lous Fen. Bay and Fos are also spies and touts for
of you sits a small village built on sturdy stilts. Trimbu, who makes beneficial use of their skills
These props spared most of the buildings from at befriending other dogs.n
the recent flood. The village moors have been The two greet the characters and tell them
destroyed. Only some of them seem to be under about Saint Akbash and the legend of the Fabu-
reconstruction, while most of the local boats rest lous Fen, promptly offering them a replica talis-
safely on the stilt platforms.
man in exchange for some bartered goods. Accord-
As the characters approach the village, a few ing to the legend, Saint Akbash first traveled to
dogs busy themselves with their rowboats and the Straddle Strip, a canyon in the forest, which
nets at the conclusion of their fishing day, and a acts as boundary between the material and the
big timber barge moves slowly away on the misty spiritual world. From there, he traveled until he
surface of the river. reached his goal, guided by a beacon of light. The
talismans are powerless items of superstition, but
After climbing a wood-paved ramp up to any spellcaster can recognize some resemblance to
the town proper, you emerge in a tiny square. true artifacts of Man in their shape, carved out of
Among huts perched on the stilts and dwindling pinewood.
stairway-like alleys, before a homely tavern, you When the characters question the crooks,
notice a couple of tall dogs dressed in habits
they readily acknowledge that they sold one of
sitting on a low, dry-stone wall. Next to them,
planted on the ground, is a standard painted their talismans to a young, brave dog named Lit-
with the frontal image of a benign-looking dog tle Plum Shiloh, who likely crossed the river a few
with a ring of light surrounding his head. Before weeks before to search for the Fabulous Fen. As
them rests a folding table with a heap of palm- they speak to the characters, feigning religious en-
sized wooden disks and a piggy-bank. The two thusiasm, Bay tends to grin between every single
dogs sport friendly smiles and eagerly greet sentence and Fos plays continuously with what
passers-by, who are gathering at the tavern for sounds like a bag of plastic coins under his habit.
a late afternoon meal. When someone walks Beside superstitious nonsense, the crooks re-
by, they show their standard with an ample
luctantly tell the characters the original talisman
gesture and say: “Find real treasure through
ancient wisdom! Let Saint Akbash guide you of Akbash is now the property of none other than
to the Fabulous Fen!” Trimbu, whom they call a “rat entrepreneur” in
Mutt Town. The characters can obtain this infor-
The two dogs are Bay Catalan and Fos Salu- mation through buying one of their replicas, or
ki. The first is an averagely built dog with small they can extort it with threats. If disgruntled, the
eyes and floppy bangs, while the second is tall, crooks prefer to talk their way out of the confron-
pale and skinny, with incredibly long hair. The tation, and depart. If pressed, they become hostile
icon-like painted, haloed dog, as a caption on the quickly, and are ready to fight with their walking
34 The Campaign
sticks. They can also count on some rogues from Little Plum’s message to his father, appears to
the nearby tavern to help them in case of trouble. support the characters vocally or to lend them
At some time during the encounter, Puntail, a paw in a brawl. The good rat then invites the
the good boat-rat from Wooford who delivered characters to his home.
5. Crooks in Wooford 35
Rules
The characters make their way to Wooford,
BAY CATALAN (AND LEETA WEIMARANER)
and here they encounter the charlatans selling fake
talismans of Saint Akbash. If the characters play Defense: 10
along, offering small donations of two or more plas- Stamina Points: 6
tic coins, the two crooks — Bay Catalan and Fos Sa- Speed: 30/40 feet
luki — will share some information with them, most Proficiency Bonus: +2
of which is either simply bogus or dangerously false. Abilities: Strength: +2 (15), Dexterity: +0 (10),
If one of the players purchases a fake talisman for Constitution: +2 (14), Intelligence: +1 (13), Wisdom:
+1 (12), Charisma: -1 (8)
ten coins, the two crooks will be downright friend-
ly, and will share everything they know. The hints Skills: Sneak, Survive
about the terrain to expect along the route are accu- Keen Observer: Bay gains an advantage on all
Wisdom checks involving hearing, sight, or smell.
rate and will be helpful, even if the characters don’t
Attack: Plain Walking Stick (+4 melee, 1d4+2
take the two hustlers’ advice on how to overcome bludgeoning)
these natural obstacles. To differentiate between
truth and falsehoods, players may make a Wisdom
check with a difficulty of 15. A character with the FOS SALUKI
Sense Motive skill can use it to add her proficiency Defense: 12
bonus to the roll. On a success, they’ll be able to Stamina Points: 5
sort the real details from the made-up ones. Speed: 35/50 feet
Should the characters decide to fight Fos Proficiency Bonus: +2
and Bay, they’re in for trouble. If the characters Abilities: Strength: +0 (10), Dexterity: +2 (15),
outnumber the two scoundrels, or if they get the Constitution: -1 (8), Intelligence: +1 (12), Wisdom:
upper hand quickly in combat, Fos and Bay will +1 (13), Charisma: +2 (14)
call for help, summoning Leeta Weimaraner and Skills: Bluff, Sneak
a few rats from a nearby tavern. If there are only Speedy Runner: Fos gets an advantage on all
Dexterity checks having to do with running or being
one or two protagonists involved, Fos and Bay involved in a chase. Also, the character’s speed is
will handle things themselves. Leeta brings one increased to 35 feet (or 50 feet while running on all
or more rats with her if needed. The total num- fours).
ber of opponents should ideally not exceed the Attack: Jeweled Mace (+2 melee, 1d6 bludgeoning)
number of aspirant pioneers. Leeta uses the same
statistics as Bay Catalan, though they are separate RAT ALLIES
characters.
Defense: 13 (scraps of metal armor)
These back-up thugs will join the fight in
Stamina Points: 4
1d4+1 rounds after being called. If things go bad-
ly for the crooks, Fos and Bay will flee, leaving Speed: 10/30 feet
any remaining colleagues to their fate. Proficiency Bonus: +2
Abilities: Strength: +1 (13), Dexterity: +2 (15),
The key detail in this section is that Trimbu Constitution: +2 (14), Intelligence: -1 (8), Wisdom:
the rat boss has the real Talisman of Akbash, and +1 (12), Charisma: +0 (10)
that Trimbu may be found in Mutt Town at the Skills: Sneak
Cheeserake. That the talisman might be for sale Attack: Bite (+1 melee, 1d4 piercing), Crooked
is also a key tidbit of information. The charac- Walking Stick (+1 melee, 1d4+1 bludgeoning)
ters need this information about the talisman; if These rats are more courageous than the ones the
they don’t sweet talk Fos and Bay, or beat it out characters met on the road; they will not run unless
two or more comrades are injured or unconscious.
of them, one of the two (probably Bay Catalan) These rats will leave the fallen behind in their flight to
will let it slip during the conversation, only to be safety.
elbowed in the ribs by Fos Saluki.
36 The Campaign
River Crossing
One of the benefits of traveling with someone whose family is in the business of
river transport is that one does not have to pay for river transport.
We were still a good distance from the docks when a cry rang out.
“Sampson! The prodigal has returned.”
A large dog hobbled out to greet us. He was an older, even more ragged version of
Sampson. The family resemblance was easy to see, but this dog had led a difficult,
dangerous life. The fur had never grown back over an ugly scar on the right side of his
neck, and he had a patch over the eye on that side. As he approached, I saw the limp, which he tried to hide.
“Uncle!” Sampson said, running to meet the dog. The two embraced, then turned to me.
“Uncle Winston, this is Pan Dachshund, the great adventurer. Pan, this is my Uncle Winston, the greatest
captain on either side of the river.”
“Winston Mutt,” the grizzled dog said, waving a paw at his nephew. “Please ignore the praise of the pup
here. It’s a pleasure to meet you, Pan Dachshund.” Although he remained turned towards his nephew, his
good eye kept straying to the string of badger teeth around my neck.
“Please, call me Pan,” I told Winston. “Always a pleasure to meet someone who has heard of me.”
We walked towards the docks. The river was higher than I had ever seen it. Some of the smaller, lighter
craft bobbed even with docks themselves. It was possible to step directly into them, rather than drop
down to reach them. Waves sloshed over the pier.
We wound our way through the crowds and street vendors. I could see a pair of malcontents working the
crowd. They seemed to be selling something, trinkets and salvation. I scowled and turned away.
I tried to stay in the middle of the walkway, where it was driest, but two dogs preceding me were used to
the water. They strode through it as if it wasn’t there, sending up small sprays every time they lifted a paw.
“We need to get over to Mutt Town as soon as we can,” Sampson explained. “I know that the river is
high, but...”
“If we wait for the river to go down you will be here for weeks. Besides,” Winston looked over his
shoulder at me, “what kind of river-dogs would we be if we made our esteemed guest wait?”
Recognizing an offer too good to refuse when I hear one, I beamed. It was all the confirmation the
grizzled mutt needed.
“Tovor! Stipple!” He roared, delighted. “We’ve got a fare!”
Two huge dogs appeared from nowhere. One must have had some mastiff in her line, dark brindle arms
extending the sleeveless shirt she wore. I couldn’t determine the lineage of the other dog. He was just a
massive bundle of muscle and fur.
The five of us – Sampson, his uncle, the two brutes, and I – made our way to the end of the dock. Three
crafts were moored there under a wooden banner reading, “Eight Paws Water Transport.” I cocked a curious
eyebrow at the sign.
Before I could ask, Winston proudly spoke up. “Sampson’s grandfather, my father, started this business
with his brother Eli. When I took over, I didn’t see a good reason to change a recognized name.”
He handed me an oiled leather bag.
“Place your weapons, provisions, and anything else that needs to stay dry in this. It’s bound to be a rough
crossing.”
I stripped off my goods and stored them in the bag. Winston took it back from me, tying the top with
an intricate knot. He folded a flap over the knot, covering the top quarter of the bag, and tied it into place.
Then, he lashed the whole thing to the bench of the flat-bottomed boat.
The two big dogs held the craft steady while we all climbed aboard. It pitched in the water as we
adjusted ourselves on the plain wooden benches. Then Winston cast off.
5. Crooks in Wooford 37
6. Friendship
and Poison
Scenario
Walking toward the lowest huts of Wooford, by a sign of a siren-like creature with the head
barely spared by the flood, you encounter one and forequarters of a cat and the hindquarters
of the largest Pugmire rat communities. Most ending in fish tail. The place is already crowded,
of the rodents work as anglers, and the open and several waiters are huffing and puffing to
spaces between their humble dwellings are fulfill the orders at the tables.
often draped with moist nets left to dry after
long days of fishing. As you approach the huts, Puntail waves at his cousin and invites the
you see a bunch of rats working with cord characters to sit at one of the tables. After a few
and needle to repair a badly ripped net. They minutes, a puny-looking mongrel dog named
squeak loudly, blaming each other for letting Pirok comes to ask the characters about their
their boat come too close a surfacing rock or preferences among panfish, perch, pickerel, or
some kind of large-mawed river monstrosity. pike (or anything that swims and begins with a
With a broad smile, Puntail brings you to a “p”). The characters might notice Pirok was un-
humble cabin standing on a cluster of bandy
usually quick to volunteer as their waiter at the
stilts: “Welcome to the rat perch, good dogs!”
table, allegedly because she enjoys serving strang-
Puntail is a friendly rat willing to offer tea to ers and anyone who might have an interesting
anyone he thinks is a good dog, for he is always tale to share.
interested in the latest news from outside Woo- Pirok, who occasionally works at the grill
ford. He talks with the characters under the ve- as a hired paw, was pressed into crime by Trim-
randa of his cabin. He is also the rat who brought bu and infiltrated his rival’s restaurant to cause
Little Plum’s last message to his parents. trouble. Her affiliation makes her an accomplice
Puntail is very worried about Little Plum Shi- of Bay and Fos, and if the characters attacked or
loh, and regrets not having dissuaded the young snubbed the two con artists, the dog is keen to
dog from his reckless intent to explore the dan- exact revenge for her buddies. She is also eager
gerous woods east of Mutt Town. With minimal to gain status in his organization, and might de-
persuasion, Puntail offers his assistance to find cide to attempt to poison anyone he perceives
Little Plum and pull him out of any trouble. He as a threat to his boss. Pirok’s plan, in this case,
also gives the characters any information they would be to cook up a story in which she pre-
might have missed from Bay and Fos. At dusk, vented some dog snoopers from Pugmire from
Puntail invites the characters to share a meal in creating trouble for Trimbu’s business.
the nearby fish grill. The grill’s owner, Binko, is Pirok poisons their food as she takes the serv-
Puntail’s cousin and a much poorer but honest ing plates from the grill. To this end, she uses a
competitor of Trimbu. vial of zanabena, an herbal mixture extract that
is poisonous to dogs and which carries a slightly
Just after dark, most rats from the local bitter aftertaste of eggplant. The dog flees im-
community and some dogs gather under a mediately after his attack and leaves the village
gazebo where a team of rat chefs roast the to avoid apprehension. If the characters sense
best of the day’s catch on large coal beds fitted
trouble early and want to question her before she
with grills. The establishment is marked with
38 The Campaign
sneaks away, Pirok’s nerves win out and she bolts After dealing with the dog, the characters
away in panic. Pirok’s cowardice makes her an can retire for the night and prepare for the river
insignificant foe. The characters can easily over- crossing with Puntail.
power her, if they run fast enough.
40 The Campaign
Danger on the River
Tovor and Stipple immediately began to row, pushing the craft upstream
in a fight against the current. It seemed simple: we just had to row north
to allow for the current, which wanted to sweep us south. Under normal
river conditions, we could arrive on the far bank right at Mutt Town.
Unfortunately, Wooford was south of Mutt Town. This made sense for
barges loaded with trade goods wanting to reach Pugmire, but it made
our crossing doubly difficult.
The other four sat at the four corners of the square barge, each paddling
with a long oar. They directed me to sit in the center, saying something about evening
out the weight. I suspected it was their polite way of permitting me to rest while they
worked. Although I suppose by now I’m accustomed to encountering awestruck dogs in my
travels, I wasn’t going to let them do all the work while I sat there.
“What can I do to help?”
We were nearing the center of the river, and I had to shout to be heard over the rushing
waves. I expected some resistance, but Winston just pointed at Sampson.
“Take his spot!” The older dog hollered. “Sampson, drop the tiller and see if you can steer
us around this!”
I stumbled over to Sampson’s corner. As I did, I looked ahead. The water, which had been
a deep blue at the dock, was a churning mix of black rapids with white caps. I took the oar
from Sampson. On my first stroke, the river almost snatched it from my paws. I could feel
the water trying to have its way with the oar, the boat, all of us.
I put my back and shoulders into it and rowed.
From my position in the back corner, I could see all the other crew members with just
a slight diversion of my eyes. I timed my strokes to coordinate with theirs. I suspected
I was not moving as much water as they were, especially the two brutes. At least I could
keep the craft from spinning in place.
Suddenly, a hole appeared in the water before us. The waves spun in a circular motion.
The whirlpool had the front of the barge and was trying to pull us in. For one sickening
moment, one side of the boat was in the water, the other hanging over the edge. I rowed,
my oar swinging through empty space.
We smashed back into the water. Spray flew over the side, sloshing over everything.
I saw Tovor, the long-haired mix, rake her paw through her fur to brush it back from her
eyes. Then she took her oar with both paws and rowed for all she was worth.
“Stroke!” Winston hollered. “Row as if your very lives depend on it, lads!”
I did not need anyone to tell me this. I gave it everything I had. My arms and shoulders
burned with the effort, but I kept time with the bigger dogs. A quick glance at Sampson
showed that he was getting the worst of it. He was totally soaked, alternating between
leaning hard on the tiller to push the boat in one direction and using it as an oar to keep
us from spinning back.
Those moments seemed like an eternity, but we passed the whirlpool into the relative
safe chop of the waves beyond. A few minutes more and the crew brought the sodden boat
to rest under a banner like the one on the Wooford bank. We bumped the dock lightly.
Stipple jumped up, rope in hand, and secured the vessel. He then offered a hand to each of
us as we climbed up. Tovor handed him the baggage while we pushed the water from our
clothes, our fur.
42 The Campaign
the upcoming winter. He offers to bring the characters Only a rat stevedore resting near the timber barges
back on their return and wishes them good luck. knows the young dog persuaded a couple of his
colleagues to follow him in some kind of adven-
Asking around if someone has seen Little
ture in the Fearful Forest.
Plum Shiloh does not produce appreciable results.
7. Dangerous Crossing 43
Rules
Puntail loads up the characters and their gear Once the group achieve three successes, they
onto his boat, ties down the equipment securely, clear the rapids and reach the opposite bank.
and he and the characters shove off toward the If any players roll a 20 they achieve a triumph,
far shore. The river is fast-moving and its banks which counts as two successes towards the over-
are swollen; recent storms upriver have made the all total. If any players roll a 1, they botch, and
normally quiet water into a series of small but can no longer row as they lose an oar or strain a
powerful rapids. The river crossing here isn’t muscle.
easy, but the bank on both sides is low and easy
Example: Fred and Trixie are rowing on round
to climb, and it’s the closest such spot to Mutt
one. The first round, Fred’s player rolls a 17, and Trix-
Town. Puntail steers the raft, but the characters
ie’s rolls a 9. One success, so an event will occur. On
must help out by doing the rowing. There are
round two, Fred’s player rolls with a 6, and Trixie rolls
four oars in the boat.
a 20. Trixie’s triumph gives them another two success-
Each character rowing must make Strength es, resulting in a total of three.
checks. The difficulty is 15. The party need to
For each round in which the characters have
achieve three successes between them, and Pun-
not achieved three full successes, roll 1d4 and
tail can contribute if the party is a small one.
check the table below to see what happens:
1 The boat bounces off a submerged rock. One random character takes 1d4-1 bludgeon-
ing damage.
2 A giant catfish lunges (with a melee modifier of +3), trying to take a bite out of the boat,
an oar, or a character. Each player makes a Dexterity saving throw for their character.
The catfish attacks one of the dogs who fails their save, or damages the boat if they all
succeed. If the catfish succeeds in its attack, it will deliver 1d6 bludgeoning damage to a
character, grab an oar and make off with it, or deal damage to the boat. Characters with-
out oars cannot help row, so one fewer player is able to roll for successes. Likewise, if the
boat takes three bites, it will sink and the characters will need to make Constitution checks
against a difficulty of 16 (the Traverse skill can modify the roll) to reach the other shore.
Failure on an attempt at swimming inflicts 1d4 bludgeoning damage.
3 The boat narrowly escapes sinking into a whirlpool. All players must make Dexterity sav-
ing throws. The difficulty is 15 to avoid being thrown into the water. If they fail their saving
throw, they plunge into the water and will end up a mile downstream, coughing, spitting
up water, and incurring 1d4 bludgeoning damage at the hands of the river, the rocks,
and everything else in the flooded river’s water. This would be an ideal time to spend a
fortune to re-roll a failed Dexterity saving throw. Swimming requires Constitution checks
against a difficulty of 16 (the Traverse skill can modify the roll).
4 The rudder breaks on a submerged rock. Puntail can no longer steer the boat. The players
now need to achieve four rowing successes instead of three to successfully cross the
flood-swollen river. This event can only occur once. Subsequent rolls of 4 result in option 2
taking place instead.
44 The Campaign
Obligations and Encounters
I was pleased to find that while I looked and felt like a drowned whelp, my weapons and
everything else in Winston’s bag were bone dry. I pulled out a pouch, reached inside, and
pushed a few pieces of plastic into the river master’s paw.
Or at least, I tried to.
“No sir, I cannot take payment for the crossing. I know what you intend to do, and it will
benefit not just our family, but all families along the river.”
I wondered what Sampson had told his uncle.
“I insist. The skill with which you delivered us in safety is to be commended. Your crew deserves
much more than I can repay. Please take this paltry sum as a small measure of my gratitude.”
Uncle Winston looked away. He brought a paw to his face, possibly to wipe away a tear. I could be very persuasive
at times. Hanging around with royals had improved my natural gift of the gab as well.
Winston took the offered plastic, shook my paw, and nodded. Once again, he was the consummate businessdog.
“Man watch over you, Pan Dachshund.”
I smiled and replied in kind.
“And you and yours.”
As I turned to leave, Winston pulled his nephew aside. I walked a few paces away, to give them privacy, but
cocked an ear to hear their conversation. Their voices were low, but I could guess the topic. Winston wanted
Sampson to stay, Sampson’s eyes were on the road beyond. I heard the phrase “We must all choose our own paths,”
before I stepped further away.
Winston embraced his nephew and strode away without a backwards glance. It took Sampson a long time to
walk over to where I stood.
“Where are we going?” Sampson asked, his voice rising a notch.
“I want to see these rats that you spoke of. It seems like that would be the best place to start.”
“You... you want to go into the Cheeserake?”
I chuffed at the name. The sign was a garish thing, colors jumping out at passers-by. I did not have a chance to
take another look at it before a barrel-like shadow fell over us.
Standing in the doorway was a huge badger looking us up and down. He was at least twice my height, and cut a
menacing figure. I grinned, my fangs showing.
“Shove off,” he grunted. “We don’t need you lot getting our seats wet.”
“Ah good sir, that is precisely why we would like to enter. We need some food and a warm place to dry off.”
The badger crossed his arms, using the opportunity to flex his muscles. I wondered if he was the strong but slow
type, or the strong and much more troublesome type. “I said, shove off.”
I raised myself up to my full height, one hand resting on the hilt of my rapier. “Do you know who I am?”
He stared pointedly at the string of badger teeth around my neck.
“I’ve a good idea I do.” His tone was deeper and foreboding. It sounded like he was gargling ground rocks.
“Then you know I can make it worth your while.”
He tensed when I reached into a pouch with my left paw, my right remaining on the rapier. I drew out a pawful of
plastic, not bothering to count it. I had to go up on my tiptoes, but I could place it on the shelf created by his folded
arms. He glanced down. “Fine, but the drowned mutt stays outside.”
“The mutt comes with me,” I replied, adding a little more coin. That bag was becoming alarmingly light.
Sampson’s Fen better be filled with the stuff.
The badger glared at me, then stepped aside.
“Only long enough to dry off. Then scram.”
“Thank you, gracious sir.” I tried but failed to keep the sarcasm out of my voice.
7. Dangerous Crossing 45
8. Tough and Sly
Scenario
As you walk into Mutt Town, you find its intruder by the scruff of the neck. He brings his
buildings rise along a promenade and a central boot up into the poor dog’s behind, who ends
street, forming a rough T shape. The central street face down in a gutter and slinks away down
ascends a slope, running from a larger, lower the street, muttering curses.
square near the port to a smaller, higher one.
The town hall and a chapel of Man dominate The badger bouncer is Barsuc Da Musta,
the larger square. Along the central street are Trimbu’s elite bodyguard. Since his master set-
several shops, where carpenters, blacksmiths, tled into Mutt Town, Barsuc gladly took the role
butchers, and tanners are hard at work. The of chief door guard, hoping to extort as many
smaller square is also the strongpoint of the plastic coins as possible from visitors eager to
settlement’s defensive palisade. There, beside get in and willing to pay for it. He asks insidi-
an old observation tower and the wooden ous and provocative questions to make newcom-
cabins of the town’s lumber workers and militia,
ers uncomfortable and press them into paying a
is a compound with a pitched roof of red tiles
and three ornate chimneys. bribe. Barsuc was expelled from Pugmire due to
his criminal tendencies, and is particularly sus-
The compound in the smaller square of picious of posh-looking dogs who ought to want
Mutt Town is the Cheeserake, a restaurant, inn, anything but to eat and gamble at such a seedy
and casino run by Trimbu. The rat boss founded site.
his establishment only a year before, refurbish- After dealing with Barsuc Da Musta or oth-
ing a decrepit dog stronghold named Fort Hell- erwise entering the compound (slipping into a
hound. The Cheeserake is a major attraction window or sliding down a coal chute, for exam-
within the otherwise humdrum settlement. The ple), the characters find themselves in the laby-
establishment, however, has a strict admission rinthine environment of a former fort dungeon.
policy toward strangers, and does not welcome Although none of Trimbu’s employees seem to
the indigent. pay too much attention to them, they are quick-
ly detected and accosted by the establishment’s
Made up of a cluster of buildings built on host.
ancient stone foundations, the Cheeserake is
reminiscent of a fortress. The only entrance The ground floor of the compound, although
is clearly marked by a sign painted in red, well decorated and upholstered, is a maze
black, and yellow, which depicts a diabolical of narrow corridors and small rooms. Barred
dog plunging a big fork into a vat of boiling windows provide dim illumination, and the smell
fondue. A few rat orderlies and a mighty-looking of cooking food permeates the corridors. As
badger bouncer dressed in black chained you seek to find your way, you spot two large
armor guard the door. As you observe the eyes peering at you from the shadows behind
entrance, an unassuming dog tries to sneak in a curtained arcade. The eyes squint in interest
without attracting too much attention, but the and evaluation, then the curtain opens. An agile,
badger immediately takes notice and grabs the white-furred, female cat, dressed in silk and
46 The Campaign
trinkets, comes forth to meet you. She chuckles tities, suave Lazibi uses her magical Bracelet of
artfully. “Meow, good dogs! Are you looking Trusting to pry forth information about the char-
for something? I’m Lazibi, the head waitress to acters’ true intentions. Lazibi offers to take the
master Trimbu. I can take you to him, if you wish.” characters directly to her boss to prevent further
trouble. As she guides the characters, though, she
Besides her mundane, professional role, Lazi-
leads them through a narrow corridor populated
bi is a special advisor to Trimbu, endowed with
with rat pickpockets.
minor magical powers. As she asks for their iden-
50 The Campaign
At Trimbu’s command, a hooded rat earns his confidence, especially if they are trust-
approaches his seat, holding a valuable wood worthy dogs hailing from Pugmire, providing he
casket with great deference. The hooded rat gets something in return. It is, after all, in his
opens the lid of the casket and offers it to his best financial interest to see the local economy
master, stooping deeply. Trimbu smirks and puts restored. But any deal with Trimbu will undoubt-
his paw inside to grab its precious content, a
edly be weighted in his favor. He did not become
palm-sized, disk-shaped artifact of Man. The
rat stands up and raises the artifact over his a criminal boss by practicing charity.
head, bathing it in the multicolored radiance If they make a deal, the rats offer the char-
of the skylight above. “The original talisman acters a cheap place to sleep in Trimbu’s com-
of Akbash,” he squeaks triumphantly. “And it pound and some provisions for their upcoming
is mine!” trip in the wilderness. If the deal fails, Trimbu’s
flunkeys unceremoniously oust the characters
Despite his ostentatious pride in owning the from the Cheeserake’s front door, where Barsuc
talisman, Trimbu is willing to lend it to anyone Da Musta sardonically wishes them good luck.
searching for the Fabulous Fen’s treasures who
52 The Campaign
Into the Fearful Forest
We spent the night at the house of Sampson’s father. I woke early, but apparently not as
early as the family. I found myself alone in the cottage, the members of the household
up and about their business. In the kitchen, I found a covered plate of breakfast, a
small bag of dried meat, and a note. The worn, stained paper was weighted down by
Sampson’s guidance disk. I transcribed the writing from it as follows:
Pan Dachshund,
Thank you for believing in my quest. In my brief time with you I have found you are a
good and honorable dog. I also believe I may be a hindrance to you on your quest. I apologize
for abandoning you in this way, but I feel I would be more useful here, doing my job with my family, despite
my willingness to adventure with you.
Although you have no obligation to continue to pursue the Fabulous Fen, I suspect now that you have its
scent, nothing will stop you from reaching it. Towards this end, I have left the artifact I purchased. Please
use it in good health.
Man be with you,
Sampson Mutt
A stray tear may have obscured my vision for a moment. After wiping it away, I noted there were directions
towards the rumored location of the Fen, including a sketch of the way out of town. I found my pen and
journal, removed a page from the back, and wrote my response over a hasty breakfast.
Sampson Mutt,
Thank you for your kind words. I question whether they apply in my case, but you, sir, ARE a good and noble
dog. I applaud your devotion to your family. Should there ever come a time when you find yourself willing to
join the Pioneers, I would be proud to sponsor you.
I paused here, feeling that there should be more, but not knowing what to say. I finally decided on:
May Man shine on you and your family.
Your friend,
Pan Dachshund
I left the note next to the dish and started away. At the last moment, I turned back and grabbed the disk,
more as a way of indicating that I was continuing with the quest than anything else.
I started tramping into the woods with the hope that the fog would burn off quickly. Normally a walk
in the woods would have put a spring into my step and made me hold my tail held high. However, talk of
marauding rats, monsters, and the grey, muddy landscape itself was enough to make me wary.
The Fearful Forest is foreboding to begin with. A massive wooded area, it is full of twisting paths that
can easily lead a good dog astray. It is also rife with bandits, and every pup hears the stories of trees
whispering to the unwary, possibly even moving to alter the paths themselves.
I don’t know that I believe in talking trees, but I do have a healthy dislike for the necromantic cats and
their eldritch acts. I’ll take a stand-up fight against a monster over an encounter with a slew of spell-
casting cats any day.
I trudged towards the woods, trying to follow Sampson’s vague directions. Soon the streets became dirt
paths, and the houses more ramshackle with larger, wilder gaps between them. Finally, I passed the last
settlement and was truly out in the wilderness. All too soon I began passing the first trees. Small saplings
gave way to copses, then to the forest itself.
The trees gathered the fog, held it between themselves thick as tangled wool, and blocked any easy line
of sight into the area beyond. I sniffed the air, the murk doing little to hide the smell of green growth, leaf
rot, and decay.
I smiled, despite myself. The way ahead seemed dismal, but it still felt like returning home to me.
I glanced up at the patchwork sun peeking through the thickening canopy one last time, chose the path that
seemed to head in my preferred direction, and stepped into the Fearful Forest.
54 The Campaign
can see to your right and to your left. At its The holes are giant ant tunnels, and are all
uppermost height, the width of the canyon connected to a subterranean hive. They are im-
varies greatly, from very narrow points to huge practical to all, to say the least; indeed, only the
gaps several dozen meters wide. Below, the smallest of dogs might have any real hope to pen-
terrains sinks into a gloomy abyss, occasionally etrate them. Nevertheless, they present a great
swept by a howling wind.
danger to anyone lingering for too long within
Unless the characters want to circumvent the the canyon.
Straddle Strip, which is going to take three days of Though the legend of Saint Akbash claims
travel, they must cross the canyon. This can be done otherwise, there is no ritual method of crossing
only by climbing down and back up, which seems the canyon base. A lucky character who spends
to be the way to go according to the Saint Akbash some time searching the ruined road might find
legend that the crooked rats in Wooford told. a torn piece of attractive red-colored plastic stuck
in a layer of sandstone, amounting for several
At the bottom of the canyon, which is 30 to coins’ worth of raw plastic.
50 feet deep, lie the remains of a broken road
Once the characters are on the other side of
of Man. The surfacing parts of the road are now
blackened, cracked, and barely recognizable, the Straddle Strip, the Talisman of Akbash picks
although the characters can occasionally spot up the signal that can lead our heroes to their
fragments of enameled metal and rocks painted destination. Using the compass and reading the
with fading lines of white, yellow, and blue. direction of the light from two distant points of
Where the road still lies underground, the soil the Straddle Strip can even allow an artisan dog
is soft and boggy. Here and there, the canyon to make a triangulation and determine their ap-
walls are pierced by ominous-looking holes, a proximate distance to the goal. This calculation
few feet in diameter, which could easily lead reveals a distance of roughly two days of travel
to the lair of some beast. on foot.
56 The Campaign
Forest Travels
To say the light was dim inside the Fearful Forest would be to
insult darkness. It wasn’t the darkness of full night, but the
darkness of a barely lit room on the lower levels of a ship.
There was illumination, but it was high above and diffuse. The
foliage reached across the sky, the trees grasping each other and
blanketing the sunlight away. Clammy, dense mist swallowed me
whole, obscuring even my own feet. I was tempted to close my eyes
and rely on my sense of smell, but I worried that this would not protect me from
stray, low-hanging branches.
The last thing I wanted to do was walk muzzle first into a tree limb.
There was nothing for it but to press on.
After an hour of walking, the path split again. I did not see the fork so much as
felt it with my feet. My left paw was slightly than my right, and I felt soft loam
where there had been hard-packed soil. Straining my eyes, I could just make out a
tree directly in my way. Investigating the fork on all fours, I discovered that the
path I followed veered off to the left, climbing slightly to disappear behind the
old elm before me. To the right, a small, sandy trail slipped into the woods, diving
down into the murk. A lesser woodsman would have missed it altogether, even in
bright daylight. It was only my years of experience in the wild that revealed it to
me.
The left leading path seemed better travelled. I turned to the right. If the Fabulous
Fen had been along the established route, it would have already been found by
whomever was using the road with such frequency. My goal was someplace hidden
and secret. I suspected that the trail to the right would either peter out quickly, or
double back to the main walkway.
Either way, it was headed in the general direction I wanted. I might as well follow
it for as long as I could.
After only few steps along the new route, I began a precipitous descent. My legs
burned as I struggled to make my way, sometimes taking to all fours once more.
Fortunately, there were plenty of places where tree roots crossed the path, forming
makeshift footholds and keeping the soil from eroding, preventing the way from
becoming a treacherous, natural slide.
Each step down brought me further into the clammy, claustrophobic miasma. Even
I had a tough time pushing on.
The path bottomed out, widening into a clearing. I couldn’t see the path any longer
and wondered if this was where it finally gave out. I crept along the edge, staying
well inside the tree line. I didn’t see anything, but something wasn’t right. The
fog played with the way sound carried, heightening my anxiety. My own careful
footfalls seemed loud. Other sounds, like those of squirrels running up tree trunks
and distant birdsong, remained muffled and difficult to pinpoint.
All at once, I stopped, placing one hand against a sturdy oak tree to steady myself.
Somewhere, I did not know where, I could hear two dogs locked in conversation.
58 The Campaign
circle of stones. Around it remain the traces At sunset, the characters must camp out for
of an abandoned bush camp: three heaps of the night ahead. In the dead of night, any guard-
leaves used as beds, torn blankets, an upturned ing dog is startled by a sudden light, and any
pot, some scattered bowls and cups. Signs of sleeping dog awakens with a fur-raising sense of
a struggle are abundant: heavy paw prints, supernatural terror.
stomped grass, and an arrow newly planted in
the trunk of a tree. Several wet packs and bags, At some distance, in the deep darkness under
torn open and slashed, slump near the cold, the trees, a ghostly light floats in the air. The
extinguished bonfire. As you look around, you will-o’-the-wisp is no brighter than the pale, sickly
stumble in a cluster of smelly, sticky filaments. moon shining above. The light wavers slightly
and its orb grows, its energy flowing through
The characters have found the last camp set your eyes and into your brain. You hear a soft
up by Plum Shiloh and his party before giant hum from inside your head. A low, limpid female
spiders attacked and captured them. The arach- voice, delicate and chilly as the night breeze,
nids paralyzed and tied their victims with their echoes in your mind... “Dogs!”
webs. Among the destroyed bags, the characters
can find a backpack left intact by the spiders. The apparition lingers for just a few mo-
The spared backpack belonged to Little Plum, ments, but the eerie situation and the specter’s
and contains, among other things, a stick of telepathic effect is disturbing indeed. The char-
cinnamon like the one the characters may have acters may be shaken, and experience a lingering
received by Pistilla Shiloh. The smell of cinna- sense of fear. After the disappearance of the light
mon repelled the spiders. The tracks left by the and voice, silence and darkness envelope the for-
spiders as they dragged away their victims are evi- est once more.
dent, and any dog can easily follow them, though The apparition was Ast-Maat, a wicked crea-
they may struggle to identify what creatures could ture of the time of Man now haunting the Fabu-
make such prints. The tracks head in the direc- lous Fen. When morning finally arrives, the au-
tion shown by the Talisman of Akbash, and lead tumnal chill has intensified, and our heroes need
directly to the Fabulous Fen. an extra dose of courage to continue.
60 The Campaign
Bandits
“I’m telling you, Bay. We didn’t leave anything of any value behind.”
The voice was low, gruff, and coming from somewhere to my left. It sounded
like the speakers were near the center of the clearing. I was thankful I had
listened to my intuition and not walked blindly into an encounter with two
unknown dogs in the depths of the woods. There was a chance that they were
good dogs, but what would a good dog be doing out in the middle of the Fearful
Forest? Anyone with business in the wild that led them far from the trade paths
(myself excluded, of course) was bound to be bad news.
I crouched down behind my oak and strained my ears to listen.
“I don’t even know if we’re in the right place. This stupid fog is impossible. I thought
you said it would be gone by midday.”
The other dog practically whined these words. I recognized that voice. It took me a few
wags, but then I got it. It was one of the shills from Wooford. How had they gotten to the
other side of the river?
From my vantage point, I could see nothing but indistinct shapes. There were only two
forms that I could make out, both roughly the same size. From the clanking and creaking I
surmised that they were wearing some sort of makeshift armor.
Interesting.
The ground was littered with last year’s leaves. The recent rains had left them soft
and mushy. This muffled any move I made, but it also filled my nose with smell of rot. I
couldn’t make nose or tail of the two in the clearing. This probably meant my own smell
was masked, so I did not complain.
“I don’t control the weather, you know —” He continued to speak, but was too distant
to hear. The pair continued to snipe at each other, the tones telling the story despite the
fact I could not hear the words.
I moved quietly through the underbrush, trying to get a better position.
“Here it is!” The other one moved quickly to his friend’s side.
“Nice find, Fos.” There was a pause. “They really did a number on them, didn’t it?”
“Hopefully they were too quick to worry about trivial things like goods and plastic.” I
could hear the smile in his voice.
They appeared to be sorting through something on the ground, something which covered
a fair amount of space near the center of the clearing. I edged my way through the trees,
counting on the fog and the greens of my cloak and tunic to provide adequate camouflage.
“Here, lift up this side of the tent while I dig inside.”
There was more noise, the sounds of cloth being pulled apart. Someone was rummaging
around in whatever was on the ground.
“I think I found something,” Bay exclaimed, his voice pitched even higher in his
excitement.
The silence was shattered by a loud snap.
I froze in place, my paw bisecting the only dry branch in the whole area.
“Who’s there?” demanded the gruff voice.
I cursed my rotten luck: I was discovered just as their reinforcements arrived. I slung the bow
off my back and fired a quick volley of three arrows, one after another, over the two dogs’ heads.
62 The Campaign
Akbash’s followers excavated the tunnel with once was enclosed in two massive, hatch-like met-
crude tools. At the bottom of the hewn passage, al doors, now blocked and unusable. The tunnel
which descends about 10 feet from the base of leads to an underground vestibule (13b).
the scarp outside, is a 15-foot-long tunnel that
64 The Campaign
Campsite
“This way, boys!” I shouted in my loudest, most authoritative voice.
“Bandits! Dogs, to me!”
I grabbed the offending branch and winged it into the woods behind
me. It struck a tree and knocked free another branch, which let out an
impressive crash when it hit the ground.
“Run for it!” Fos shouted. “It’s the militia from Mutt Town!”
“What would the militia be doing out in the middle of the woods?”
“Probably looking for the owners of that gear. Why don’t you stay and ask them?”
I grinned as the bandits ran off. I didn’t spend time congratulating myself over my
victory. They would be back as soon as they realized that they were not being pursued by
a batch of Mutt Town’s finest. I had to make myself scarce.
I sprinted down to the center of the clearing. It took me a minute to identify what I was
looking at. It finally dawned on me that the shreds of cloth, scattered pile of wood, and
the other couple of items I saw lying about were the remains of a campsite. It must have
been a large one, definitely for more than one or two people. I picked up an item or two,
gave each a sniff, then dropped it back on the ground.
Bending low, my keen nose inches above the forest floor, I looked for tracks. Something
– or a group of somethings – had entered this clearing and dragged away whomever was
using it as a campground. A flurry of pawprints encircled a fire pit holding at least one
night’s worth of ashes. Beyond that, all tracks were obscured by the drag marks.
What was most distressing was that, despite different points of origin, the drag marks
all headed into the forest in the same direction.
The direction of the Fabulous Fen, if I had my bearings right.
I took one more moment to explore the tent the original two bandits had been rifling
though. There were a few pieces of dried meat wrapped in a scrap of leather. I added this
to my pouch. Food might be hard to come by. If I ever met the people who owned these
tents, I would gladly repay them, but they weren’t using it now.
Sitting in the dirt, not far from where I stood, was one of those disk things that had
been for sale back in Mutt Town. So, the campers had been searching for the Fabulous Fen
as well. I picked it up and examined it as best I could.
As far as I could tell from my cursory glance, it was identical to the ones from Mutt
Town: a smooth disk, the spinning arrow, the crystal or whatever embedded near the edge.
I tossed it idly in my paw, thinking, before finally shoving it into one of my many pouches.
Worst-case scenario, it was a useless piece of junk that didn’t weigh all that much and
would not slow me down. Best-case scenario, it might help me find the Fen.
If nothing else, maybe I could use it to barter with the bandits, should they catch up to
me.
With that thought, I sprinted off as quickly as I dared. As soon as I was out of the
clearing, the way began to rise again. There were no paths cut through the woods here,
just the occasional game trail. I ran on, climbing steadily. The run was tiring, but I felt
invigorated.
I heard no one following me. My ruse had worked. If anyone did try to sneak up on me, I
would have the advantage of the high ground.
66 The Campaign
13. Into the Site
of Man
Scenario
ing heavy damage on the metal box and/or the
13a. A iridescent, technicolor, dome-shaped
chandelier effectively stops the signal’s broadcast.
ceiling 15 feet in diameter covers a 20-foot-high
cylindrical room akin to a subterranean grain 13b: The perfectly even floor of this
silo. The room is divided vertically by a 15-foot- underground chamber is laden with dust
high mezzanine made of metal grating. In the and debris. The room, furnished with ancient
middle of the curved ceiling space, supported cupboards, tables, and chairs, is in complete
by a slender pylon and by a ring of tie rods, is disarray. It looks like pillagers sacked the room
a marvelous chandelier made of pure copper, in the remote past and unintelligent beasts
only superficially marred with splotches of green frequented it for a long time thereafter. A curtain
corrosion. A ladder connects the mezzanine of enormous, interlocking webs draped across
with the main floor, where a massive metal the northern part of the room limits visibility and
box, tarnished by age, stands upright against likely poses an obstacle to movement. A passage
the curved wall. Near the top of the otherwise in the southern wall leads to a subterranean
inert box, a luminous bead pulses slowly and area bathed in dim, natural light.
silently with a red light.
Once inside the vestibule, the characters will
The only way the characters can enter this need to light torches to see anything at all. The
room from outside is by breaking through its massive metal doors at both ends of the 15-feet
plastic, hemispherical ceiling, or by digging out corridor leading into it have completely corroded
the door fitted in it. The circular room is oth- hinges and can no longer close. Cobwebs festoon
erwise connected to a larger, rectangular room the space immediately beyond the inner door.
(13b) accessible through the tunnel entrance
(12d). Two metal, hatch-like doors, now badly Two desks and two chairs furnish the south
rusted and blocked in an open position, once part of the room, and two cupboards the north.
sealed the passage between this room and the rest The desks are fitted with various Man-era appli-
of the complex. ances, seemingly smashed and cracked open a
long time ago. Likewise, the cupboards contain
The only active relic in the room is the source only ragged remains of ancient clothes, some of
of the Talisman’s signal. The metal box emits a them made from very thin, pliable plastic, fitted
pulse synchronized with the Talisman’s ping, and with metal ornaments.
the copper chandelier amplifies and broadcasts
it in the surrounding region, as a skilled artisan The webs in the northern part of the room
can infer with some reasoning. Beside this func- hinder the speed and combat ability of anyone
tion, the red light on the metal box has no other traversing the area. A semi-intelligent giant spider,
effect. When the characters arrive, the range of an eight-legged arachnid monstrosity the size of a
the signal only extends to the Straddle Strip be- dog, guards this area. It lies in ambush near the
cause the dome is almost completely covered by entrance, ready to jump over intruders as they try
a layer of soil and vegetation. Freeing the dome to make their way through the webs. Setting the
from obstruction to access it without perforation webs on fire can damage the spider and clear the
increases the signal’s range to Mutt Town. Inflict- way, although the smoke produced will make the
air inside the chamber irrespirable for some time.
68 The Campaign
If the characters are cautious and arrive here spider altogether is extremely difficult. The spi-
from the beacon room (13a), they can bypass the der has been influenced by Ast-Maat’s telepathy,
webbed area, although surprising or avoiding the and implicitly obeys her destructive will.
70 The Campaign
Reaching the Straddle Strip
The woods were devoid of the shouts and stamping feet of vengeance-
seeking bandits: no crashing through the trees, no war cries. Good –
I was not being followed. I slowed my pace, still keeping an ear
cocked for sounds of pursuit.
I followed a game trail, not a straight or steady path, but one
which cut a clear way through the thickets. It continued to climb. The
grade wasn’t so obvious that you could see it rising, but it was steep
enough that you felt it in your legs. I followed the route easily, only having to duck
below the occasional tree branch or step over a downed log.
The path branched off a few times. Each time but one, I kept to the one that climbed
higher. That time, I let my natural curiosity have the better of me. I followed one of
the lower branches for about a half an hour before coming across signs of large insect
activity. There were multiple tracks crisscrossing over each other, each with the tell-
tale double pincer marks of ants. Sickly trees, their bases stripped of bark to a spot
over my head, bordered the area.
I retreated up the path and took the higher fork. The last thing I wanted to do was
disturb a nest of ants the size of ponies. Two or three I could handle without a problem,
more with luck and surprise on my side. Taking on a whole hill alone? Foolhardy.
I am far too fond of my own coat to attempt something like that.
After more uphill slogging, I finally reached the crest of hill. Once more, the path
opened; however, this time it did not spread out to a circular clearing. Instead, the trees
gradually thinned out until they stopped altogether. A short distance further, the path
ended. In fact, it was not just the path that ended, but the whole side of the forest.
I stood at the top of a rather precipitous drop. I could only assume that this was the
Straddle Strip that Sampson had spoken of. I stood for a while, looking down into the
gloom. The sun had long since passed it highest point. Its beams were choking among
the tree tops on the far side of the gorge. Soon there would be little light in the area.
None of the light made it too far into the crevice itself.
I was hesitant to start down when the light would be failing soon. It didn’t seem too
bad a climb, from what I could see. Still, a turned paw would mean a huge delay, and a
broken leg while exploring alone could mean death.
I roamed the edge for quite a while. I had just about decided to risk the climb down
and set up camp when the light failed, when I came across a stroke of luck. A huge
tree, its base showing the scorch marks of a lightning strike, spanned most of the gap.
The tree itself, a giant fir, was devoid of branches for most of its length. The only
greenery remaining was at the tip, which rested on the other side of the gorge.
I examined the place where it had split from the roots. Bows of fibrous wood, most
thicker than my arm and some thicker than my whole body, connected the trunk to
the stump. I hauled myself up onto the tree and bounced a few times. It seemed to be
secured by the bits still attached to the trunk.
I sat for a long moment, trying not to think about why this huge tree was in one of
the thinner areas of the forest. How long had it spanned the gap? Had it fallen recently,
or would age cause it to splinter to dust if too much weight was placed upon it?
There was only one way to find out.
74 The Campaign
Spanning the Gap
“Fortune favors the bold,” I said as I stood on the tree. “The Hand of Man protects
those who risk all.”
I spat, then started walking.
“And shortcuts save time.”
This last was not an actual saying. In fact, I was fairly certain my grandfather
used to say “Shortcuts add time to any trip,” but I pushed the thought out of my
head.
The trick to walking over long drops is, of course, to never look down. Unfortunately, I was born a
curious pup. My parents said I always had my nose in the air, ever looking for new scents. This trait
has grown stronger, not weaker, as I’ve aged. Now, even with white on my muzzle, I’m still the same
curious pup, sniffing the air and looking for innovative ways to get into trouble.
Naturally, I looked down.
Peering down from my tenuous perch, I could see the bottom of the gorge far below. A ribbon of
uniform black stone seemed to cut among the rocks. Was this the less favorable route Sampson
had spoken of? I looked over either side of the tree, but could see no sign of the monster that was
supposed to dwell there.
If that was indeed the “easy path,” then somewhere to my right, beyond what I could see, would be
the boggy path of the good dog. I crept along the fallen tree trunk, a smile on my face. If good dogs
took the difficult path through the swamp and the lazy dog would be set upon by the dreaded Turmack,
what happened to the dog who avoided the situation altogether by crossing above the Strip?
There was a loud crack sound behind me. The tree dropped a bit, then resettled.
I had to ask.
The closer I got to the other side, the further towards the treetop I climbed. By now, the trunk
had narrowed significantly. It still seemed sturdy, but it was so much thinner. I was forced to walk
slowly, one paw in front of the other. I tested each step carefully before shifting my full weight.
Soon, my tree bridge dipped lower with each step. Then it bounced underfoot and swayed in a gust
of wind.
I reached the tree’s top before I reached the far side. The needles that I passed on the sparse
branches were brown, an indication of how long the dry wood had lain across the gorge. Each step
caused more needles to cascade into the depths below. Dried sap clung to my paws, and the branches
snagged at my coat and clothing.
The tree shifted again. I was still a good distance from the other side, but there was no way
that I was going to make the entire crossing. I picked a landing zone on the far side that was most
of the way up the crevasse and that was devoid of large debris. With a steadying breath, I took
two bounding steps and leapt from the trunk. The entire thing twisted to the right underfoot as I
jumped over towards the left side.
For a sickening moment, my heart leapt into my throat. Then, I hit the grassy patch I had aimed
for and rolled clear until I was face-first in a small bush. My bridge swayed in the slight breeze,
but held steady. Quite satisfied with myself, if a little disappointed that no one was there to see
my old bones achieve such a feat, I used the bush to lever myself into a standing position. The side
of the gorge where I had landed was steep, but not steep enough to keep me from scrambling up
to my destination: the other side. I reached the top and looked around. As on the other side of the
crevice, there was a clearing, then a few small trees, then the larger trees took over. Several game
paths threaded their way into the woods.
One of them would lead me to the Fabulous Fen.
Scenario
15a: A tall, thickset idol of a cat-like being, 15b. This old cell, filled with dust and giant
lying upright and statuesque on its stomach, webs, is accessible through a half-open, rusted
dominates the eastern part of this chamber. gate. Near the entrance, ancient animals
The idol, a stylized feline monster, features stacked the remains of some leather goods,
stubby limbs folded under its body, a slim, long since shriveled and dried beyond use. At
whip-like tail, and a large head with oversized the edge of the shadows cast by bars and silk
eyes and protruding, rounded ears. The crystal filaments alike lies a busted web cocoon the
eyes, broken through in places and marred by size of a dog. More cocoons, some broken
dreadful, web-shaped cracks, reveal a hollow and others intact, wait in darkness in the back
interior. Against the north wall, to the right of of the room.
the idol, stands a high, multi-layered shelving
unit. On the shelves and the floor around the The spider in the vestibule (13b) keeps its
idol sit several boxes of precious plastic, most web-wrapped paralyzed victims and monstrous
of which are opened and upturned. A steel eggs in this area. Inside the four intact cocoons
grate with its gate ajar separates the room from near the south wall are a dead rat, who died of as-
a dark recess in the south wall. The west part phyxiation, Little Plum Shiloh, who miraculous-
of the rooms opens to a 15-feet-wide hallway, ly survived the spider’s poison, starvation, and
from which some natural light seeps in. confinement, and two of Little Plum’s compan-
This room is an abandoned religious shrine, ions. Near the dead rat, on a bed of webs covered
dominated by an 8-foot-tall, 15-feet-long effigy by a silky blanket, the characters may find four
of the feline demon imagined by Ast-Maat, the palm-sized spider eggs.
Ailurosphinx. The idol is indeed hollow, and a If the protagonists threaten the eggs or free
dog brave enough to confront its terrible pres- Little Plum Shiloh, who is still half-paralyzed by
ence might even crawl inside it through one of the arachnid venom, the spider’s young, which
its broken eyes. In the cramped interior remain are hiding in the mass of webs at the end of the
tattered, rusted seats, fitted with pliable plastic blind hallway (15c), form a swarm and rush in to
straps used to tie sacrificial victims inside the stop them. If the characters defeat the spiders,
idol’s metal shell. An artisan will notice the inte- they can rescue the young dog and his friends.
rior of the idol was meant to be heated up, and a Little Plum is terribly tired and frightened, but
shepherd will remember the frightening myth of one of the remedies found in the sealed chamber
a demonic cult that threw sacrificial victims into can put him, or one of his friends, immediately
a metal idol heated with fire. back on their hind legs to fight, if the characters
The plastic containers near the idol, al- need extra paws against the enemy.
though valuable, are now empty and dispersed. In the room, partially hidden by a busted
They were probably receptacles for offerings that cocoon, is an open plastic box and an artifact
were pillaged in distant past. The barred area weapon. Both items were dropped carelessly long
south of the room (15b) was a holding cell for ago, and happened by chance to fall next to each
sacrifices, and cultists entered the shrine via the other.
blind hallway.
76 The Campaign
15c. This long hallway ends in a cave in, This area is the lair of smaller spiders, which
though a rough, dark gap big enough for patient awaiting a victim to crawl into the gap in
a dog to pass through upright leads farther the wall. The spiders rush to defend their eggs
underground. The explosion-ravaged area is and food, if the characters investigate the barred
filled by rubble and draped with giant webs. area near the Ailurosphinx. The plastic con-
The dried husks of oversized flies and the bones
tainers in this hallway contain packets of flares,
of burrowing animals festoon the threads drawn
across the gap, ominously dangling in the air which would sell at a high price back in Pugmire.
current. Several discarded Man-created plastic After exploring the site and rescuing Little
containers protrude from beneath the heavy Plum, the characters are confronted by their scar-
rubble. iest enemy yet, the twisted angel of Man known
as Ast-Maat.
78 The Campaign
Nightly Visitor
The day took its toll on me, despite my prime physical physique. As I settled into camp for
the night, I placed my weapons within easy reach, rolled my cloak into a makeshift pillow,
wrapped myself in my bedroll, and closed my eyes. I was asleep within a few wags.
I woke in the middle of the night. My rapier was in my paw before my eyes were
completely open. The fur at the rough of my neck was standing on end. I stared into the
darkness, trying to determine what had woken me.
Off to my left, a ghostly voice rent the darkness. It spoke but a single word, but it chilled
the marrow in my bones.
“Dog...”
The voice sounded feminine, but cold. I felt that same itch inside my head, only a thousand times stronger.
“Dog... follow.”
Just ahead, in between two trees, was a pale light. It shimmered, green, then yellow, then a cold blue. I found
myself moving towards it, my paws betraying me.
“Follow,” the whispery voice intoned again. I watched the light. Was it a thin dog? It moved through the trees,
floating rather than stepping. It glided between the branches, not ducking, not making any adjustments for
anything on the ground.
I reached for the tree I’d slept under and was astounded to find it was a long way behind me. I had been walking
towards the strange light without any realization. I turned and staggered back to my sleeping place. The pressure
in my head increased.
My rapier was still on the ground where it had slipped from my insensate paw. I grasped it, stared at it, and
tried to focus on it, not the voice compelling me to step away, to follow.
Once again, I found myself away from my kit, my sword gone. I was further along this time, walking blindly.
This time, as free will returned to me, I ran, flinging myself towards my bow and arrows only a few inches away.
I pulled an arrow from the quiver and, by accident, ran its razor-sharp edge along the pad of my paw.
The pain was cleansing. The fuzziness in my mind slipped away. The voice lowered to a whisper. I concentrated on
that thin line of pain, the warm blood spilling on to the ground. I could shut out the voice. I squeezed my eyes shut.
Time passed. I don’t know how much. When I was finally sure that the apparition was gone, I relaxed a little. I
pulled a length of cord from my bag and looped it around my arm. The paw had stopped bleeding and had settled
in to a dull throb.
I tied myself to one of the tree branches to ensure that I did not follow the lights, should they return.
I slept poorly and awoke stiff and sore from sleeping bound and upright, my back against the tree. Now I itched
all over. My paw still throbbed from where I had slit it. Breakfast was a quick thing. Soon, I was on my feet and
looking for signs of my encounter.
None of the branches were broken. The leaves and other ground detritus were undisturbed. There were no scents,
no track nor trace, nothing to indicate that I had received a visitor the previous night. Had it all been a dream, a
hallucination?
I flexed my sore paw. Dream or hallucination, it had been a very convincing one. I chuffed, then walked off in the
direction the lights had taken. This path seemed no better or worse than any of the others.
I don’t know how long it took for me to notice the silence. No birds chirped, no small animals scuttled. I had been
striding along, deep inside my own head like a rookie pup on his first outing.
Stupid.
I stopped. I stood perfectly still. The fur at my neck was standing on end, my body reacting to the danger that
my conscious self had yet to recognize.
To those who read this journal, remember: listen to all your senses. Don’t just trust what you smell, hear, and
see. If something feels wrong to you, it probably is. A dog’s sense of preservation is a highly tuned instrument
designed to keep one from danger. Listen to that voice that tells you to be scared.
It just might save your life.
Something crashed through the woods, charging towards me.
I wondered if I had listened a little too late.
Scenario
You marvel at the frightening, fascinating tically advanced technology that allowed her to
site you have explored, wondering how many survive in an artificial body.
other, great things of Man might still lie hidden The process that made Ast-Maat nearly im-
in the Fabulous Fen. It’s then that you hear a mortal, a subversion of the natural cycle of life
female voice in your head. “Bad, bad dogs! You and death, took a heavy toll on her mind. The
stole the repast of the mighty Ailurosphinx! You episode that turned her derangement into mur-
spited my Mios!” After a long, resonant moment derous madness was the demise of Mios, her
of absolute silence, a single pulse of greenish
feline companion, which underwent the same
light assumes a humanoid shape before your
eyes. The mystical figure of Ast-Maat, with her transformation she did, but which but did not
regal headpiece and luminous face, steps into survive it. Ast-Maat now keeps the feline’s body
the material world. Elegant Ast-Maat caresses in a pet carrier she never leaves unattended.
a basket-like box she carries with her left hand, Now, the former angel of Man passionately hates
then rises her right hand in a peremptory gesture, all flesh-bodied, living beings. Her guilt-wracked
her pupil-less eyes flashing with anger and her mind has turned her beloved feline Mios turned
thirst for vengeance. into a divinized monster hungry for sacrifices,
the Ailurosphinx. Occasionally, she will stop at-
The final battle with Ast-Maat happens at tacking to recite some of this history.
any time after the characters find and rescue Lit-
The party’s intrusion, which prevented the
tle Plum Shiloh, or whenever the Guide deems
sacrifice of Plum, sealed the fate of our heroes, un-
appropriate, most likely as the characters prepare
less they can best Ast-Maat one way or the other.
to leave the site.
Physically, Ast-Maat is an animated armor,
Ast-Maat appears as a graceful animated suit
but her greatest powers are those of her mind.
of armor with no tail or muzzle, and a full helmet
She can use telepathy offensively, projecting flash-
covering her head. She has a completely artificial
es of light, phantom roars, and stunning waves in
body, made of metal and plastic, which now con-
the minds of her opponents, or invoking the ter-
tains her organic brain, as well as her mind and
rifying, hellcat-like shadow of the Ailurosphinx.
memory. After assuming her current form, Ast-
Ast-Maat attacks produce a supernatural sense
Maat’s need for mundane nourishment ceased.
of fright, which can accelerate a dog’s heartbeat,
She began drawing energy from a magical stellar
possibly to the point of stopping it.
bead set into the armor that comprises her chest.
The visor of her helmet is transparent and lumi- Ast-Maat parleys with the characters only to
nous, and shows only a hazy, expressionless shad- play cat-and-mouse, as her intention is to add
ow of a face. them to the pile of sacrifices to the Ailurosphinx.
Her telepathic whispers, suave and death-cold,
Ast-Maat appears to phase in from nothing-
are often cryptic and always disquieting. They
ness, but is using a short-range teleport power,
may be total nonsense, or they may allude to
which was part of the survival gear of her magical
events happened at the site that were not record-
protective suit. Her limited telepathy and teleki-
ed in Akbash’s papyrus. The Guide can keep
nesis are also available to her due to the fantas-
80 The Campaign
things uncertain and let the players guess what If Ast-Maat is defeated in physical combat,
really happened. her visor cracks, issuing a puff of chilly mist and
The characters can either destroy Ast-Maat the painful, human-like moan of someone made
or flee, a decision that should not be penalized in the image of Man. From the pectoral of Ast-
in any way for she is very powerful and dangerous Maat, the characters can remove the stellar bead,
for inexperienced good dogs. Her physical weak which a skilled artisan can turn into a nearly
spot is a web-like crack on the visor of her head- unlimited source of energy for most artifacts of
piece, which can break easily if hit with a called Man. In her pet carrier, the characters find the
shot. Also, she is likely to be distracted by an at- dead, artificial body of Mios, as it appeared in the
tack that knocks her pet carrier off her hand. obsidian mirror of the sealed chamber.
82 The Campaign
Spider Attack
I barely had time to ready myself before the monster was upon me. A spider the size
of a pony rushed out of the trees. Its furry limbs churned the earth as it bore down on
me. My paws worked in a blur as I shot two arrows into its path. Its armored back
deflected the first, but the second found a home in one of the beast’s many eyes.
It screamed, its whole body quavering for a moment. I had hurt it.
But I also made it mad. If only I had fire! If only I had some damnable cinnamon!
Either one of those would have sent the spider tearing into the distance.
I loosed one more arrow as I retreated. Then I dropped the bow and pulled steel.
The thing was on me in a wag. Its breath was fetid, reeking of old blood. The forelimbs swung about my
head, trying to grasp me while its mandibles clicked and rent the air. I parried the blows of its hairy arms,
my own arm shaking with effort each time I connected with the thing.
I feinted and thrust, looking for an opening. The skin on its back was nigh impenetrable, tough hide under
dense fur. Its arms were similarly shielded, but my blows were doing them damage. My blade sliced through
the air, down towards the spider’s face. It brought up an arm. The rapier sliced into it, sticking for a moment.
I dragged it back, freeing a gout of stinking, dark ichor.
The spider backed off for a moment, more cautious thanks to my assault. We regarded each other, each
looking for an opening.
I dodged to its side with the one arrow-blinded eye. It shuffled to track my blade as I spun and thrust in
again, landing a blow just below the creature’s head. Something popped, a sickening sound like cracking a
boiled bone at the joint to find the marrow within. White, foul smelling venom poured forth from its injury.
The spider rose again, spinneret firing silk in all directions. One strand found my leg, and I was trapped
for two wags.
Just long enough for the spider to momentarily seize me.
It buried its mandible in my leg. I felt my skin and muscle tear. The pain ignited my limb with a fiery
pulse. In horror, I watched as the jaws worked and something in the spider’s neck pulsed again and again.
With each pulse, more of its white goop squirted into the air.
I brought the point of my blade down, slashing not at the beast, but at the sticky silk holding me trapped.
It parted cleanly. Suddenly free, I fell back, scrambling to get out of the way of the gnashing fangs.
I stabbed upward, my blade sliding between the beast’s jaws and down its gullet. It didn’t like that. I leapt
back, away from its gurgling, screeching maw. Then it was gone, bounding into the forest, badly wounded.
I stood to pursue and immediately fell back to the ground. My leg – oh, my leg. Blood flowed freely from
my wounds, but my leg bled the worst. But as I examined my injuries, neither wooziness nor nausea overcame
me; the injury I dealt the spider moments before its bite seemed to have prevented it from poisoning me.
I grabbed my fallen pack and retrieved my spare tunic. I tore it into strips, binding the leg and staunching
the crimson flow. I cast about for something to keep my tourniquet in place, my gaze finally resting on the
webbing.
It turns out that the silk of giant spiders is a very useful item to have around. I used it to fasten the
bandage to my leg, then to stop the bleeding from the scrapes caused by my crawling around during the fight.
It even came in handy when I used a bent branch to create a splint.
I found another sturdy tree limb and created a crutch, using some more of the tunic and a bit of the silk to
pad the portion which went under my arm.
There was nothing for it. No matter how badly I wanted to continue, I had sustained too much damage to
go on. I had to return to Mutt Town to get professional care. There was always the chance that a little of the
venom had entered my system. I was worried, too, about the possibility of the wound becoming gangrenous.
Many a Pioneer has lost a limb to an untreated wound.
Head down, tail between my legs, I started the agonizing trek back the way I had come.
84 The Campaign
If the characters relieved Big Blum from her quest over and over for them to recite the tales of
debt, the old Shiloh offers them hospitality for a their adventure. A few mercantile friends of Big
few days and hosts a big barbecue, happily run- Blum attend, and eagerly appraise any treasure
ning through her scant supplies. The Shilohs the party liberated from Ast-Maat.
invite all their neighbors and gather a fresh com- Will our heroes retire now, their first adven-
munity of good, hopeful dogs. During the party, ture enough for one lifetime? Or maybe they’ll
between dances and munchies, the revelers heap tread the perilous and glorious path of pioneers?
praise and attention upon the characters, and re- Man only knows…
17. Epilogue 85
Rules
No die rolling should be necessary in the be interested in exploring this site further, and
final scene of this adventure. The characters would need the real Talisman to make that pos-
should be free to act however they wish at this sible. Might the characters act to broker a deal,
point, as they have completed a grand adventure. possibly letting them keep more of their own loot
If they completed the majority of their objectives: in exchange? Likewise, there is still the question
rescuing Little Plum, mapping the region, and of dividing the loot from this adventure. Trimbu
exploring the Fen, the Guide should consider expects his cut, and fair is fair. He loaned them
allowing them to increase their levels using the the use of the Talisman, and in the end, it was
details in the Pugmire core rulebook. invaluable to the characters, helping them to col-
When the characters return to Mutt Town, lect a number of healing relics they would not
Puntail Rat dances with joy if he sees Little Plum have found otherwise. Suffice to say, each of the
Shiloh and his friends returned alive. The Shi- characters now has stories to tell, a large amount
lohs too celebrate Little Plum’s return, and will of coins, and full membership in the Royal Soci-
shower the characters with praise and what mea- ety of Pioneers.
ger hospitality they can afford to offer. Will the The discussion of the secrets in the Fabulous
characters consider buying off Big Blum Shiloh’s Fen, and the ceremony to welcome them official-
debt with Trimbu? ly as pioneers, should be played or narrated as
The characters must decide how to best deal much as the Guide sees fit.
with Trimbu. Surely, officials of the Church of Congratulations! The players (and their dil-
Man would be interested to know how he came igent Guide!) will soon be ready to embark on
to acquire such a potent, fascinating relic of Man new adventures!
as the Talisman of Akbash. The Church would
86 The Campaign
From Eight Legs to Six
The route back was relatively uneventful, but took much longer. I had to stop
and rest often, taking care of my injured leg. Despite this, I reached the spot
where I had rested the night before. The only prints I saw were my own.
I kept walking.
As the day dragged on into night, I ate on the way, pressing on. The path was
relatively even and I recognized more and more landmarks. It was only when it
became too dark to see anything at all that I stopped for the night. I rolled
myself in my bedroll, as before. Instead of a pillow, I used my cloak to elevate my
injured limb.
Sleep never came fully. My leg throbbed with every heartbeat. I dozed on and off and was back on
my paws before the sun had fully risen. I couldn’t be sure if the knots in my stomach were the slow
onset of spider venom or my own anxiety, but I forced myself to graze on a few nuts and berries
that I found along the path.
The sun passed its zenith before I reached the gorge. The tree was still there, an unstable bridge. I
tested it as before and it seemed to hold. I decided that I had to force myself to eat before continuing.
I choked down the last of the dry meat, washing it down with water from my canteen. I was about
to try and stand when I heard a disturbing chittering below me. A giant ant was making its way up
the side of the crevice.
I flattened myself against the fallen tree, peering out from between the dead foliage. Just when
I thought the thing hadn’t noticed me, it turned. Head held high, antennae twitching, it started up
the slope.
It was heading straight for me.
I leapt up onto my bridge, the fallen tree. It lurched and tilted, forcing me to skitter along
sideways. As soon as it was stable, I sprinted across as fast as I could. My make-shift crutch had
fallen from my grasp, so I dropped to all fours and limped across the tree. Despite the danger, I
couldn’t help but glance back.
The ant had caught my scent and slipped onto the log behind me. It was moving carefully, but much
faster than I. There was no way I would make it to the other side before it reached me. One glance
at the snapping pincers told me that it was not worth it to try to flee in my sorry, injured state.
I sat and pulled my bow. My first arrow flew high, but the second caught the ant near the base of
its right antenna. Then I was up and moving again. Another glance back revealed that the coast was
clear. Before I could slow, the tree I was running on began to sway. Cracks and pops echoed from the
end I was moving towards. The tree was going to split off from the trunk from my weight.
That didn’t make sense. It had held me the first time I came across. Granted, it shifted a bit, but
not enough to threaten its security. Why was it giving way now?
More weight, it was being stressed by more weight.
I dropped to my belly and peered under the trunk. Three ants scuttled their way towards me,
moving just as fast upside down as they would have right side up. The nearest ant had closed half
the distance to me. The shaft of my arrow stood out from its head like a third antenna.
I bolted for the far end of my bridge to safety.
My leg was on fire by the time I reached it, but I made it across. The fibers holding the tree in
place had splintered further. I drew my rapier and, in wild desperation, began to hack at them with
its entirely inappropriate blade. They were almost completely severed when the clicking sound of
approaching ants reached me. I flung the sword aside and heaved against the sturdy tree. The few
remaining bits of wood tore and the log shifted. Another mighty push and the bridge went tumbling
down.
The ants screamed as the tree fell, at first straight down, then bouncing along the sides of the
ravine.
17. Epilogue 87
The Road Home
I walked the rest of the day, through the night, and most of the next
day. Along the way, I found a new crutch branch to aid me. My spider
bite re-opened while I fled the ants, but the blood ran clear and
red. To my intense relief, there appear to be no sign of infection or
venom.
When the sounds of the forest started to give way to the sounds of
the river’s chop, I almost wept. I staggered out of the woods and hauled
myself into Mutt Town.
This was not the hero’s return I envisioned.
Not knowing where to go, I walked to the docks and straight to Eight Paws Water
Transport.
“Hello?”
A moment passed, then a huge dog exited the small building.
Tovor.
“I’m sorry,” he started in a voice so low it was almost a growl. “We’re not making
any more crossings today. The river is too…”
He stopped when he saw me.
“Pan Dachshund,” he cried out.
“The one and only,” I groaned. Safe at last, my body gave way and I passed into
unconsciousness.
I woke in an unfamiliar bed. My injured leg was bound tightly in fresh bandages. My
other cuts and scrapes had been tended to as well. I was starving.
“Anyone home?” My voice came out like a bullfrog’s croak, and my throat felt as if I
had been eating sand.
“Well, hello,” replied a gruff voice. “We were beginning to worry.”
Sampson’s Uncle Winston pushed the door open with his back, and he entered carrying
a tray of fruit, bread, and a large pitcher that I hoped contained water. There was also
a bowl with steam leaking out from under the cover.
I sat up eagerly. He set the tray across my lap, taking care to avoid the top of the
bandaged portion of my leg.
“Start with a bit of water,” he said. “Make sure that stays down. Then move on to the
broth. You’ve been out for a long time.”
I forced myself not to gulp down the water. The first sips were liquid heaven pouring
down my throat.
“How long?”
“Have you been gone or asleep?”
“Asleep.”
“Three days.”
I shook my head in amazement. Three days lost?
88 The Campaign
Winston related how Tovor brought me first to a shepherd, then to Winston’s house
to recuperate. I had vague memories of an antiseptic smell, but the rest was new to
me.
Though I was curious about his continued watchfulness over me now, Winston sat
with me while I slowly worked my way through everything on the tray before he would
relate any more business to me.
“There is something I need to talk to you about.”
There it was. “I apologize for intruding on your life this way. I will do everything in
my power to repay you.”
Winston waved a paw.
“Think nothing of it. I get to tell people that the great Pan Dachshund stayed in my
house. What other payment could I need?”
“You can tell them that the great Pan Dachshund is in your debt and considers you a
good friend.”
The older dog smiled at this, then his face became serious again. He reached into a
pocket and pulled out a folded envelope. I recognized the royal sigil at once.
I tore it open and read:
Dearest Pan,
I hope this missive finds you with all speed. My family needs your
immediate assistance with a matter of gravest import. Please return
to Pugmire at your earliest opportunity.
Yours,
Princess Yosha Pug
I read the note a second time, then crumpled it in my paw. I was out gallivanting
around, and then lying insensate while I was needed elsewhere.
“I need to get to Pugmire.”
Winston smiled.
“I think that we can arrange that.”
Grip Pinscher 91
TRICKS SPELL SLOTS
Simple Weapon Aptitude
Martial Weapon Aptitude
Light Armor Aptitude CURRENT/MAXIMUM SPELL SLOTS
Medium Armor Aptitude
Heavy Armor Aptitude SPELLS
Shield Aptitude
Inspiring Word
Rank Has Its Privileges
Speedy Runner
BACKGROUND
Grip was born to a martial family, and has
enthusiastically clung to that tradition. His
family includes several famous military heroes of
Pugmire, and they‛ve spared neither expense
nor connections to make sure Grip was well-
prepared to be the warrior he so obviously wants
to be. He attended the best schools and trained
under the most skilled combat teachers, and
while he is smart, his schooling in other areas of
CHARACTER SKETCH
study leaves much to be desired. He spent his
summers as a mercenary hired by reputable
employers, and learned much about rough-and-
ready field combat from these experiences.
Joliet “Neenah” Corgi
History: Joliet has been in trouble since the day she was born. She spent time in jail for theft of arti-
facts, and has since moved on and changed her name to “Neenah” to stay ahead of the law. Her parents
still keep in touch and love their pup, but they don’t have high hopes for their miscreant offspring. She
has gone so far as to cultivate contacts in the Monarchies of Mau; the cats are always interested in the
items she finds, and have found
Neenah useful on more than
one occasion. The
cats occasional-
ly provide this
friendly dog
with ancient
texts on magic
and myth, both
of which she
voraciously con-
sumes.
Roleplay Tips: Man’s
ancient magic fascinates Neenah.
Its staggering value to certain indi-
viduals impresses her even more. She will
not lift an item that will obviously be missed;
she’s learned many lessons in her time, and she’s no
fool. She will, however, make off with any small relics
she can easily pocket without arousing any suspicion.
She has the contacts to sell these, and the money she
earns helps her find more items legitimately. Neenah
has a bad temper and it can frequently get the best of
her, but she’s trying to keep it under control. When
around the city guard she keeps quiet, and never
discusses her own business with anyone
she wouldn’t trust with her
life – which is very few indi-
viduals.
Joliet Corgi 95
TRICKS SPELL SLOTS
Simple Weapon Aptitude
Light Armor Aptitude 3
Focus Magic CURRENT/MAXIMUM SPELL SLOTS
Friends in Low Places
Keen Observer SPELLS
Elemental Ray
Magic Paw
Smell Magic
Floating Disk
Magic Missile
BACKGROUND
Joliet has been in trouble since the day she was born. She spent
time in jail for theft of artifacts, and has since moved on and
parents still keep in touch and love their pup, but they don't have
high hopes for their miscreant offspring. She has gone so far as to
interested in the items she finds, and have found Neenah useful
friendly dog with ancient texts on magic and myth, both of which
CHARACTER SKETCH
she voraciously consumes.
Trixie Corgi
History: Trixie discovered her innate skill at hunting and tracking late in her childhood. Many
in the Corgi family turned to raising cattle and military careers,
but those paths held no interest for the middle Corgi pup. Her
natural affinity developed as she practiced, and soon she could
find anything or anyone in the wild – escaped prisoners, wild
game, even monsters – as well as the best hunters around. Then
one night, something horrible and Unseen,
attacked her party of hunters. Details are
sketchy, but Trixie was the only one to
escape, and she was badly injured.
Ever since then she’s been plagued
by nightmares – some worse than
others – and is still terrified of
darkened buildings.
Roleplay Tips: Trixie will bor-
row books from anyone willing to
lend them. She reads quickly,
and always returns books
promptly. Beyond her gener-
al thirst for knowledge, Trix-
ie also seeks information to
try to identify the creatures
that attacked her and her
comrades. She reasons that if she
can identify them, she can figure out
a way to kill them, and will take her
revenge for the deaths of so many
of her friends.
Trixie Corgi 99
TRICKS SPELL SLOTS
Simple Weapon Aptitude
Martial Weapon Aptitude
Light Armor Aptitude CURRENT/MAXIMUM SPELL SLOTS
Medium Armor Aptitude
Shield Aptitude SPELLS
Archery
Respected by Strays
Voracious Learner
BACKGROUND
Trixie discovered her innate skill at hunting and tracking late in her
military careers, but those paths held no interest for the middle
Corgi pup. Her natural affinity developed as she practiced, and soon
wild game, even monsters – as well as the best hunters around. Then
hunters. Details are sketchy, but Trixie was the only one to escape,
and she was badly injured. Ever since then she‛s been plagued by
CHARACTER SKETCH
nightmares – some worse than others – and is still terrified of
darkened buildings.
Chopper Bulldog
History: Chopper was trained in the Church’s service since childhood. Only recently graduated
from acolyte to shepherd, he still has much to learn and knows it. Chopper is eager to continue his
education on matters both spiritual and mysterious. He
salivates at the thought of a good conundrum.
Chopper’s decision to remain with the
Church did not impress his down-to-earth
family, but they’ve yet to loudly object to
his calling. If he ever threatens the good
Bulldog name, they may tug on his leash.
Roleplay Tips: Chopper is a true be-
liever, and while he occasionally finds
things that don’t blend with his re-
ligion, he doesn’t let them bother
him too
much,
though
he files
them away
in his journal
for later consid-
eration. Chopper
is not a dog prone
to aggression; he
has incredible pa-
tience and is very
slow to anger. This
does not mean that he w i l l
not resort to violence if the need
arises; it simply takes Chopper longer than
most to lose his temper.
Chopper is anxious to make a good
impression and bring the Word
of Man to the wider world.
The few artifacts of Man he’s
handled intrigue him greatly, cul-
tivating his desire to learn more
about these fabulous, magical
devices.
BACKGROUND
Chopper was trained in the Church‛s service since
childhood. Only recently graduated from acolyte
to shepherd, he still has much to learn and knows
it. Chopper is eager to continue his education on
matters both spiritual and mysterious. He salivates
at the thought of a good conundrum. Chopper‛s
decision to remain with the Church did not
impress his down-to-earth family, but they've
yet to loudly object to his calling. If he ever
CHARACTER SKETCH
threatens the good Bulldog name, they may tug
on his leash.
Pippa Bichon
History: Pippa came from a large litter and a poor family. Her
parents and siblings had a hard time keeping everyone fed, but
such was the way of the common dog. All members of the
family worked to bring in enough plastic coins to keep
the roof over their heads. Food is important to Pippa,
and meal breaks are al-
most sacred to her. She
doesn’t like to share her
food unless offered some by
others first, and seeing it wasted
by someone else is enough to drive
her to snap in anger.
Roleplay Tips: Pippa
is charming and good look-
ing. She knows this, and
makes the most of her charm
to open doors and keep the
right dogs on her side. She’s
careful not to abuse those rela-
tionships, but she calls on them
when she needs to. Pippa is also in-
credibly curious — if it’s something
new, she must know about it, and the
sooner the better. Pippa is a master of
the ambush, and has used this mode of
attack very successfully as a ratter. Pippa cares
little for abstract concepts like the Code of
Man; the Code doesn’t keep food on the ta-
ble, or coins in your purse. Success is all that
counts, and Pippa will fight dirty to ensure
that she wins.
BACKGROUND
Pippa came from a large litter and a poor family. Her parents and
siblings had a hard time keeping everyone fed, but such was the
way of the common dog. All members of the family worked to bring
in enough plastic coins to keep the roof over their heads. Food is
important to Pippa, and meal breaks are almost sacred to her. She
doesn't like to share her food unless offered some by others first,
snap in anger.
CHARACTER SKETCH
Louise Kuchi
History: The daughter of a well-known merchant family from Pugmire, Louise was not the first
pup, nor the second or even the third. As a result, she was unlikely to inherit much of the family busi-
ness, but found she had an aptitude for fighting. Her family saw this budding talent as inauspicious.
Despite their discouragement, Louise worked for some time as a caravan guard protecting the family’s
goods from bandits, and has distinguished herself on several occasions. Ultimately, she felt her skills
were most useful in the wild, where she’s honed her talents to a razor’s edge. She enjoys not having
connections to tie her down, but is happy to hire on as a guard or mercenary to earn some cash to buy
what little she needs.
Roleplay Tips: Louise has an aggressive combat style, but
she’s not above using her family’s famous puppy dog eyes
to get information, or to secure greater comfort for
herself. While she hates seeing those she’s grown
attached to come to harm, that regret stops when
it comes to
her enemies.
Except for a
few times on the
road, Louise has
never known want
or desperate hunger,
but these few brush-
es with starvation give
her some perspective on
what’s important to her.
Louise is basically an optimist,
but also has a pragmatic side that prevents
her from getting into too much trouble. She
sees the Church of Man as a valuable institu-
tion and a good moral compass, but her
personal code of ethics is flexible
when the need arises.
BACKGROUND
The daughter of a well-known merchant family from Pugmire,
Louise was not the first pup, nor the second or even the third.
skills were most useful in the wild, where she's honed her talents
CHARACTER SKETCH
to a razor's edge. She enjoys not having connections to tie her
121