In the Shadow of the Wyrm
The following rules are used from the Player’s Handbook.
- Variant Human Traits (31)
- Equipment Sizes (144): This applies only to changing armor to fit a different Size-rated character.
- Multiclassing (163-165)
- Feats (165-170)
- Skills with Different Abilities (175)
- Encumbrance (176): Dwarves benefit from a modification described below.
The following rules are used from the Dungeon Master’s Guide.
- More Difficult Identification (136): This does not apply to identifying potions.
- Mixing Potions and Scroll Mishaps (140)
- Flanking and Diagonals (251-252)
- Disarm, Overrun, Shove Aside, and Tumble (271-272)
- Hitting Cover (272)
These are additional or modified rules for this campaign.
Dwarven Speed: Without the optional Encumbrance rule, dwarves can ignore the 10-foot speed reduction from wearing heavy armor without a sufficient Strength rating. Using the optional Encumbrance rule, as we do, this racial feature gives no benefit. This new modification allows dwarves to ignore 10 feet of the speed reductions from the variant Encumbrance rule: while “encumbered” there is no speed reduction and while “heavily encumbered” the reduction is a mere 10 feet.
Surge Checks: Following the loss of High Sorcery, arcane magic has only returned to Krynn in the form of Wild Sorcery. All arcane spells rely upon this source of magic, their effects no longer regulated by the influence of the three moons. Every time you cast a spell of 1st level or higher, roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. This drawback affects only bard, sorcerer, warlock, and wizard spells. It does not affect cleric, druid, paladin, or ranger spells.