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The Saurian Three

The Saurian Three

Heroes of all kinds are called upon by nature whether they wield blade, claw, spell, or tooth. Some of those who answer the need utilize all of these, however, and few are as remarkably effective at protecting sacred places from trespassers, stopping fell prophecies from coming to pass, and taking revenge for lands despoiled as the brutal, ferocious, and vicious Saurian Three. These creatures have been blessed by nature with unmatched cunning and know how to utilize the tools of their most common foe—adventurers—to defend it.

The Saurian Three can be utilized as enemies, allies, recurring NPCs, or potentially even player characters, depending on the needs of your game. As always, be sure to consult your Narrator before coming to the table with a magically intelligent dinosaur for a PC.

Abtazri the Brutal. Born with an incredibly keen mind, the allosaurus Abtazri realized the responsibility of her impressive intellect after defeating her third fearsome predator and began seeking out sacred places in need of protection.

Kadderia the Ferocious. Kadderia’s fierce intelligence was gained unintentionally when their territory happened to surround a place where an important bit of nature magic gestated. Near its zenith, adventurers attacked, and, when it seemed that the sorcerous pteranodon was doomed, Abtazri burst out of the brush to dispatch them.

Xeraz the Vicious. Less fortunate was Xeraz, whose raptor pack was murdered by ambitious adventurers searching for a mystic artifact. The power unlocked by the relic enchanted the dinosaur instead, and he followed the murderers to their camp, first silently dispatching their scout before killing the remainder in their sleep. Abtazri and Kadderia arrived in the morning too late to prevent the massacre, finding instead their final and sneakiest companion.

Gate Pass Gazette Issue #9

Gate Pass Gazette Issue #9

Gate Pass Gazette Issue #7

Gate Pass Gazette Issue #7

Rover

Rover

A free-spirited and inquisitive lot, rover bands are ever on the move, and usually accompanied by their famously well-trained canine companions. Often mistaken for being feckless and flighty, the truth is merely that rovers instead value their freedom and a zest for life over great works and grinding industry. They do, however, value more transitory works, such as unique, sensory-based art. Individual bands are usually made up of multiple families, with a loose hierarchy and an inclination towards mutual cooperation.


Characters raised in the rover culture will usually share a variety of traits in common with one another.

Dog Lover. You have a pet mastiff (or similar big dog) that follows you and is loyal to you. The mastiff is capable of independent action and excellently trained. Using verbal and non-verbal cues you can make simple requests of your mastiff (such as delivering or retrieving small objects, opening doors, activating simple switches or buttons, or even administering an opened potion vial to an incapacitated creature) as a bonus action. In combat, the mastiff rolls its own initiative and acts on its own turn. The mastiff won’t attack except as a reaction to being attacked, but it can take other actions as normal, and makes death saving throws. Over the course of a long rest , you can train another mastiff to follow your commands, but you cannot keep more than one dog at such a high level of training. Additionally, people from outside your culture are incapable of keeping up with the constant training that such a dog needs and cannot command it as you do.

Dog Sled Riders. As a rover you are expected to be proficient in Animal Handling and are also proficient in the use of land vehicles.

Life’s a Game. You have proficiency with a gaming set of your choice.

Sharp Eyes, Sharp Ears. Rovers need to keep their wits about them and be aware of their surroundings. You are proficient in Survival and Perception.

Languages. You can speak, read, write, and sign Common and another language of your choice.

Pagination