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PC 4 Creature Crucible Night Howlers

D&D BECMI Module - Mystara Setting

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Alex Fer Vinif
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0% found this document useful (0 votes)
166 views110 pages

PC 4 Creature Crucible Night Howlers

D&D BECMI Module - Mystara Setting

Uploaded by

Alex Fer Vinif
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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\\ Lunegarde \a = 20° ACHE vA ‘An Official DUNGEONS & DRAGONS? Game Accessory Night Howlers by Ann Dupuis ‘Table of Contents DM's Guide Howls in the Night... Secrets of the Werefolk The History of Lyeanchropy « ‘The Immortals... Lycanthropy Procedures Adding New Lycanthropes Werecreatures Campaigning Guide Campaign Settings The Valley of the Wolves... 2.0... The Werewolf Conspiracies ........ Lycanthropic Adventures Monsters and Magic Glossary and Pronunciation Guide 2.2.2... ‘Werewolves’ Manual Lycanthtopy Were-Heroes Werewolves Werebats .... Werebears ..... Wereboars . Werefoxes - Wereseals . ‘Weresharks Weretigers ... Devil Swine Wererats General Skills... Werecreature Character Record Sheet” Cred Design: Ann Dupuis Editing: Jonatha Ariadne Caspian Product Manager: Bruce Heard ‘Coordinator: Jon Pickens Cover Art: Fred Fields Interior Art: James Crabtree Cartography: Diesel ‘Typography: Tracey Zamagne Playtesting: Doug Bickford, Paul Dupuis, Elizabeth ‘Tounabene, and Kevin Weishaat ‘Special Thanks: Grant Bocher and William Kure Wenz, authors of "The Wererats of Relfren,” DUNGEON? Ad: ventures #14, for greater wererats; Bruce A. Heard for his invaluable comments and suggestions; Paul Dupuis for ad- venture ideas; Kevin Weishaar for the use of his name; lizabeth Tornabene for her French and friendly editing: and Doug Bickford for pointing out that there are far (00 ‘many werewolves in the valley Copyright 952 TS, ne. Al Right Rene, Prize ia he U.S.A DUNGEONS & DRAGONS, DED, HOUOW WORLD and DUNGEON at ‘epee rdemats one by TS. Te. [DUNGEON MASTER, snd he TSR pe a undemas vned by TSR, nc AILTSR eben, cae ares, snd the dite ieee het tle comedy SE ore Howe and afi compas hve wold ib igi ‘ebok ade or Bala ngage pct of TSR, Disubated we bok sd aby ee by ea! abe. Daunte oh ack hay wade ne Unie King by TSR Li, ‘Ths mas i preted wade te cop wf the United Ses Are Any epodacinn ranethoed eof the mac oat nk pd inispohied who he exes wren permis oT he TSR Ine TSR Led POB 756 Fa 120 Church End, Chery Hinton Lake Gener, i: Cambridge CBI 318 WI35147 USA England ISBN 1-56076-392-2 9368330401 ae a There is pethaps nothing so theilling as the howl of a lone wolf at midnight. First escalating to a high, wavering crescendo, then descending to a deep tone, it often ends on a questioning note. If a pack is neat, members unite their voices in a breath-taking reply to the stranger. A werewolf’s howl, on the other hand, has an edge of savagery missing from the how! of a nor- mal wolf, The blood-tingling wail can be heard for miles. It evokes images of wild hunts, night raids, and loneliness perhaps bordering on de- spaiz. The howls of normal wolves are often si- enced by their fiercet cousin's ery There ate reports of werewolves instilling de- spair into the hearts of those who hear them, but this Ihave not yet been able to veil Niccolo Galatco, Scholar-Mage in Glantri Lore of the Lycantnnopes Welcome to Night Howlers, whete the sectets of the werefolk are unveiled. Within these pages you'll mect a werewolf with a conscience: a weretiger who isn’t; a Prince of Werewolves; and a host of people and creatures ensnared in the mysterious world of the shape-changers. ‘Night Howlers contains the following: * A 52-page Werewolves’ Manual, expanding the information on lycanthropy and the ten weretypes presented in the DUNGEONS & DRAGONS® Rules Cyclopedia. All the rules necessary for player- character werecreatures are here: the effects of lycan- thropy, character creation, level advancement, the special abilities and problems brought on by lycan- thropy, and specific information relating to each weretype ‘+ A 64-page DM’s Guide and adventure book, presenting secrets of lycanthropy unknown even to ‘many werecreatures. Also included is a campaign setting—a Principality of werewolves in Glantsi— and guidelines for using lycanthropes in any cam- aign. * A fold-out map, showing the geography of the Valley of Wolves in Glantri and plans for Chiteau de Morlay. How to use this Supplement ——— ‘Warning! This booklet is for the DM's eyes only! If ‘you hope to play ina lycanthropic campaign, reading this booklet will only spoil the surprises that await ‘you as the campaign unfolds, DMs should first read the Werewolves? Manual. You'll find general information on Iycanthropy there, a3 well as specific details for player character Iycanthropes. Then read this DM’s Guide. ‘After digesting the information here, decide what type of campaign you want. “The Valley of Wolves” ‘campaign presented here deals primarily with were- wolves in the hills neat New Averoigne, in the Princi- palities of Glantri. “Campaign Settings” offers suggestions for creating campaigns in other settings or for other weretypes. Once you've decided what weretype the PCs are, have your players read the "“Lycanthropy” and ““Were-Heroes” sections of the Werewolves’ Manual. ‘Then let them read the information specific to their characters’ weretype. You should discourage players from reading all the information about other were- ‘types, 50 you can surprise them in encounters with unfamiliar wererypes. ‘You may decide that player character werecteaturcs aren't for your campaign at all. You can still use this CREATURE CRUCIBLE™ booklet to spice up any fnon-player Iycanthtopes the player characters en- counter, You can even use the werewolf-infested hills of Glantri as your campaign setting. PCs may get ‘caught up in the politics and intrigue there as oppo- ‘nents of the spread of lyeanthropy, or even as sympa- thetic supporters. Trying to keep themselves free of Iycanthropy can be an adventure itself, A Note About Night Howlers: This supplement would not have been the same if it ‘weren't for the many fine writers who have gone be- fore me. In searching for Iyeanthropic information in Gazetteers and adventures set in the Known World and HOLLOW WORLD® Campaiga Setting, I found ‘many tidbits I could use as information and inspira- tion: new weretypes, Iycanthropic organizations, the ‘magical tampering with and subsequent epidemic of Iycanthropy, the social structure of wererats and the existence of greater wererats—all products of other ‘writers’ effort. ‘To them, Textend my thanks. _ \E'sSecrets of the Werefolk ‘The TRue and Actual History of Lycanthropy (as tolo by Niccolo Galateo, Scholar-Mage in Glantri) Tam appalled by the lack of accurate information—and, worse, the abundance of misinformation—dispensed by professors at the Great School of Magic. In addressing the history of lycanthropy, they devote houts of lectures to those ‘Alphatian wizards who loosed the epidemic of AC 401 upon the world, but entirely neglect the fact that the original shapeshifters were pure-blooded Alpha- ‘ians born with the ability to take the form of beasts ‘No mention is made of the Padfoot and Woodwar- der families—Followers of Air who fled to Mystara two millennia ago, bringing the power to take the form of tigers and wolves with them. Nor do these esteemed professors touch on the Followers of Flame (now called the Flaemish) who established the first families of boar and bear shapeshifters in the Glantri hills in 395 AC. Tam undoubtedly at an advantage, having learned the truth from my mother, last of the tiger-shifting Padfoots. Nevertheless, one expects “learned” scholars to make reference to the importance of natu- ral werecreatures in their own nation’s history. How is it that not one word of the Flaemish shapeshifters’ role in the wats and rebellions of 784-788 AC enters their lectures? Indeed, few people alive today seem to realize that certain pure-blooded Alphatian families once had the power to take beast forms—without concern for the cycles of the moon, or for the touch of wolfsbane or silver. True, they did not have any natural immu- nity to injury, as modern Iycanthropes do; but neic thet were they hounded by were-hunters. They were honored for their abilities, rather than reviled. ‘The change came about in 400 AC. Toward the end of the fourth century, a group of Alphatian wiz- ards began experimenting with theit shapeshifting abilities. One experiment resulted in children who could heal themselves of injury while transforming, from human to beast form, or back again. (The feat, alas, has been apparently lost to shapeshifters in the centuries since.) Yet their ultimate goal, to grant shapeshifting powers to non-shapeshifiing adults, cluded them for decades. ee ‘The mage Kyvan Whitehair finally developed the idea of using a magically altered virus which passed shape shifting abilities on to subjects infected wich it, But some mistake in the engineering process re- sulted in undesirable side-effects. Mystara’s moon gained mysterious powers over the recipients’ trans- formations. Victims of the magical Iycanthropy also succumbed to bestial impulses while in animal form—a problem not encountered by natural were- creatures. ‘And then the virus escaped the labs. ‘Why the researchers weren't able to halt its spread before it reached epidemic proportions is unknown to me. Pethaps they didn’t realize the virus could be carried in the animal population. They almost cer- tainly dida’t anticipate that mutations would replace the original tiger-shifting information with the forms of a variety of new animal hosts. As predators and prey infected one another, continued transmission of the virus was assured. In 401 AC, people throughout Alphatia began ‘transforming into all manner of beasts, As lycanthro- py spread to domestic animals, entire families found themselves grazing in their fields with their beef cat- tle, Weredogs appeared in the cities, while weredeet fled from werewolves in the forests ‘Neatly five thousand people succumbed to the ini- tial epidemic. Had Kyvan Whitebair and his col- leagues not weakened the virus with powerful spells, the indiscriminate spread of lycanthropy would have proved disastrous. Yer even the mightiest magics of these Alphatian mages failed to do more than slow the spread of the disease. ‘At Kyvan Whitehair’s suggestion, the Emperor of Alphatia established the Alphatian Center for Dis- ease Control—wizard laboratories dedicated to re- seatching lycanthropy and searching fora cure. These laboratories received the latest in magical equip- ment, and Kyvan himself was appointed Supreme Controller. They set about researching ways to de- stroy the disease. Apparently, the organization's efforts to eradicate Iycanthropy were not unopposed. Renegade re searchers clung to the idea of creating new race of injury-resistant shapeshifters. Historical records indi ‘ate an intricate and convoluted struggle berween those wishing to spread lycanthropy and those wish: ing to stop it. Viruses and counter-viruses were loosed upon the Alphatian population, each one altering the nature of Iycanthtopy. peer SS SEK =2\G Secrets of the Wenerolk WC In the end, the Center managed to stabilize the disease—a much-weakened form, as it now ap- peated, with victims’ vulnerability to wolfsbane and silver apparently the result of yet another magic- induced mutation. Only aggressive animal carriers and human lyeanthropes continued to spread lyean- thropy. Gradually, dominant weretypes emerged; wolf, boar, tiger, bear, bat, fox, and giant hawk. , “giant hawk” Tam astonished that werchawks are continually overlooked by the professors of the Great School of Magic. These magnificent were-