Sample file oUDgeOns&DragonS Campaign Option: Couit~i 0

Roleplaying Dragons in the AD&D®Game!

Sample file Design: Bill Slavicsek Editing: Jon Pickens and Dori Hein Cover Art: Brom Interior Art: Amie Swekel {pencils and design) and Glen Angus (inks) Color Art: Amie Swekel cartography: Dennis Kauth fypesetting: Angelika Lokotz Graphic Design: Dee Barnett Art Director: Dawn Murin Thanks To: Wolfgang Baur, nm Beach, Michele Carter, .'. \ Dale Donovan, David Gross, Bruce Nesmith, , Skip Williams, Steve Winter

U.S., CANADA, ASIA, EUROPEAN HEADQUARTERS PACIFIC & LATIN AMERICA , Belgium Wizards of the Coast, Inc. P.B. 2031 P.O. Box 707 2600 Berchem Renton, WA 98057-0707 Belgium + 1-800-324-6496 +32- 70-23 -32- 77

AovANcEDDuNGEONS & DRAGONS,AD&D, and the TSR logo are registered trademarks owned by TSR, Inc. CouNaL OFWYRMS is a trademark owned by TSR, Inc. All TSR characters, character names , and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Distributed to the toy, hobby, and comic trade in the United States and canada by regional distributors . Distributed worldwide by Wizards of the Coast, Inc., and regional distributors . This material is protected under the copyright laws of the United States of America. Any reproductio n or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR. Inc. This product is a work of fiction. Any similarities co actual people, organizations , places, or events is purely coincidental. Q I 994, I 999 TSR, Inc. All rights reserved . Made in the U.S.A. TSR, Inc. is a subsidiary of Wizards of the Coast, Inc. SampleVisit our website at www.tsr.com file ,_, , I/ i '' •,· ....· . .. ,, Half-Dragon Abilities ...... 56 ChapterThree: Dragon Kits...... 57 Dragon Kits ...... 59 Introduction ...... 4 Section One:The Rules of Dragons...... 8 ChapterOne: CreatingCharacters ...... 9 The Ability Scores ...... 9 Player Character Races ...... 11 Races of Io's Blood Isles ...... 20 Dragonkind ...... 20 Kindred ...... 27 Half-Dragons ...... 28 Hit Dice and Hit Points ...... 29 Dragon Saving Throws ...... 29 Groups, Classes, and Kits ...... 29 Alignment ...... 30 Experience and Advancement ...... 30 Player Character Sets ...... 32 ChapterTwo: Proficiencies and Abilities ...... 33 Dragon Proficiencies ...... 33 Combat Proficiencies ...... 36 Noncombat Proficiencies .... . 40 Special and Innate Abilities . . 4 7 Spells ...... 53

Sample file ~ Feel the mighty muscles ripple beneath your armored { "J flesh. Hear the wind rush by as each powerful flap of taut, Hevu ,;poke of : scale-covered wings sends you hurtling forward. Taste the ~ It,but tke~ "'II kHew. -'. scent of prey as it wafts up from the ground below, rich ,. J eHvledtke~, tke i with fear-soaked sweat. See your quarry through remark­ ably keen reptilian eyes that see everything and miss el.1"-SOt,\,,." l nothing. Touch your tongue to the sharp, daggerlike teeth -A HOlilj~ou,; that fill your crushing jaws as the volatile breath builds KIHelf'eJ inside you. You are a dragon, and all living things shudder l at your terrible approach! ' This book provides everything you need to set up a cam­ ~ paign for dragon player characters. Yes, you read right: For the first time ever, AD&D® game dragons are available as player characters! However, the introduction of such power­ t ful PCs into the game setting is not something to be handled lightly. It requires a lot of care and planning, but the mate­ rial in this book provides the basics for how to deal with PCs of this magnitude. In this book you'll find everything the needs to get started . Here's an overview of the contents. Section I: The Rules of Dragons sets forth all of the game material needed to create characters and run adven­ tures in the Council qf Wymzs setting. It is the hook upon which the whole dragon campaign is hung. It details the dragon PC creation process (as well as the process for creat­ ing half-dragon and demihuman kindred PCs), defines these creatures as player characters, and presents dragon profi­ ciencies suitable for this type of campaign. Section II: A Dragon Campaign provides details on the Council qf Wymzs setting, lists the important NPCs inhabit­ ing it, and goes into depth about such topics as the culture and nature of dragons. It sets the stage for the world these new player character types wander. From the history of the island chain where dragons rule as lords, to locations of in­ terest such as the Council Aerie, to notes on how to use Coundl qf Uymzs on its own or as part of an existing cam­ paign, this section fills in the story elements and helps you tailor the campaign. Section III:Dragon Adventures gives you something to do with the rules and campaign material. This section pro­ vides adventures to challenge your players' newly created Councilqf Wymzs characters in a fashion best suited to their new talents and abilities. After all, what may seem signifi­ cant to a human or demihuman PC may seem insignificant to a long-lived dragon PC with a vastly different view of the Sampleworld and its place in it-and vice versa. file Sample file