Monday, July 9, 2012

XOLGMOD Island Map Download, Creature Peeks

From the scraps of ancient yellow scrolls, here is my take on a pulpy sword & sorcery realm. The first document I have for visitors is the hex map combined with location highlights. Click to acquire the PDF!

Next, some rough art for creatures that hunt human prey in the lush wilderness. True to the genre, a percentage are simply larger species from the age of early hominids.


Pity this poor silhouette, surrounded by leviathans and armed with only a bronze axe...


Monday, July 2, 2012

The D4 Crossbow Considered

Weaker than its military incarnation, the delicate looking hand crossbow has found its place among Thieves and evil humanoids. The notoriety from use in assassination plots generally limits the weapon's availability to Thieves and persons able to manufacture crossbows.

LIGHT CROSSBOW - DMG: 1D4 + special, RNG: 60 feet, COST: 14-20 GP
Construction of the body and prod is typically all of metal. Draw mechanism is a screw, and requires one full round to load. Wielding two light crossbows is possible for trained users. Known poisons delivered by the small quarrels include:
DARK ELF SPIDER POISON - venom that inflicts lengthy narcosis on mammals, but decays in sunlight.
HALFLING THORNAPPLE POISON - this plant sap inflicts wild delirium and convulsions.
GNOMISH MERCURIAL SALT BULB - this toxin is delivered by a dart tipped with a ceramic bulb. The small puff of vapors inflicts mental instability and horrid inflammation of the mouth and throat if breathed. Used almost exclusively against wizards.
GOBLIN BLACK ARROW POISON - common to all goblin missile weapons, this ichor is made from pulped dung beetles and putrefied carcasses. The target suffers infections that bleed and muscle spasms.





Tuesday, June 26, 2012

Free Game! Square Gen Skirmishers

This game/D6 mod takes one quick download and two randomizing rolls to start. Players are either warriors or wizards, and have four brief attributes. With an initial roll of 3D6, a player consults the result on a "magic square", revealing the number of D6 he has in each attribute( Might, Agility, Faculty, Emprise). The second roll equips the new PC with an assortment of 4 combat items or spells. The GM may allow disparate results to be thrown out. All information is recorded on a record sheet the size of an index card. Shown below are the "Square Gen" grids:


Sample Generation: Player A rolls 3D6 on the Attribute Chart and gets a result of 9. His dice pools will read from the bottom up, 3-2-3-4. With equal results in fighting and sorcery managing Attributes, he asks the GM if he can roll on both the Gear and Spell Charts. The GM states he can choose his preference from the results. The next roll is a 15, a fine result on both charts. Player A is interested in the Earth Spells, but doesn't think his 3 dice are enough to guarantee reliable casting. Ergo, he takes the weapons.
Details on weapon and spell use are given within the SGS PDF, found here:

Tuesday, June 12, 2012

Introducing my Hexographer Realms

In various stages of completion are three lands of gritty adventure, all drafted with the help of Hexographer. Ready for release is the sword & sorcery island this blog is named after. The locations and occupants are all fitted to a Bronze Age landscape replete with Frazetta's barbarian verve. Since the territory is an island, it can be dropped into just about any D&D campaign. Once I determine how I want to host the PDF, there will be permanent access from my blog.


The second map should be familiar to anyone in living in southern Cali, especially if you are a fan of post-apocalyptic media. I've "bashed" a number of sources for this future wasteland, including X-COM, Thundarr, and Fallout naturally. I'll finish and release this one if there is interest.


The final hex creation was planned for use with Hollow Earth Expedition. Essentially the same prehistoric plateau setting made famous by Arthur Conan Doyle's The Lost World, this tepui features additional encounters inspired by B-movies and television. For a tech guide line, I set the adventurer's arrival year at 1922. Completion (and desired rule system) will again hinge on interest and time. I like a bit of OSR variety, do you?


Thursday, May 17, 2012

Flying Swordsmen: Masters Compete!

Even though the Condor Trilogy is full of fantastic martial arts, one is declared supreme. The story reveals the fate of a peerless warrior, and how much damage others do who covet the ultimate combat technique. In a fantasy game, players could be swept up in a war to defeat a tourney winner, or discover skills that would earn them fame in the competition itself.
PREFACE:
In my simplified treatment of Heaven Sword and Dragon Saber, the two swords are all that remain of the supreme fighter, Dugu Quibai the Golden Lion King. After practicing intertwined Yin and Yang swordplay for 40 years, Dugu developed the Nine Traceless Stances Invincible Sword. Eight of the forms defeat a particular weapon, including sword, axe, spear, mace, whip, arrow, fist, and chi energy. The last stance preserves general health by regeneration. Given the unpredictability of the style, a user gains a +2 bonus against assailants, and the opponent is penalized the same. For every level of skill the user is beyond that of his foe, the modifiers increase by one. Thus, a hero at level 8 fighting a level 1 bandit would have a +9 bonus! With this power, Dugu was also able to wield a meteoric iron sword six times heavier than normal. When the rising legend competed against other grand masters, he would often have vanquished them all before midday.

Every four years, the nominated champions from fighting associations challenge each other at Bright Summit. There, the last warrior standing is given a unique "royal" title and gold for their school. When Dugu won his first tourney, he was given the title Golden Lion King. Unbelievably, he won the next two meets; the third victory clinched while blind from a treacherous poisoning. Before the competitors in the next challenge were chosen, Dugu abdicated his place and revealed two swords forged from his personal weapon. He proclaimed that the new sword and saber combined held the secret to his power, but only one would be given to a current champion. Hence, the new tourney victor, Gou the Purple Dragon Queen, became the first owner of the Heaven Sword.

Believing that Dugu must have told someone where he hid the Dragon Saber, many unscrupulous warriors hunted down the associates of Dugu Quibai. Tempted to find the match to her Heaven Sword, the Purple Dragon Queen abandoned the wulin with her lover, passing the advantageous weapon to a young priestess. With both the Golden Lion and Purple Dragon gone, a traditional claw-fighter won the next tourney, and was awarded the title White Eagle King. Four years after that, White Eagle, already in advanced years, lost to the master of a heretical blood cult.
CURRENT SCENARIO:
  • The reigning grand champion is Wei Yixiao the Green Bat King. He is a master of flying maneuvers and the Life Absorbing Stance. Although he really isn't anyone's enemy, Wei thinks learning Dugu Quibai's stances will cure him of having to routinely drain victims of chi. Without his vampire-like habit, he suffers terrible pain.
  • The daughter of Gou the Purple Dragon Queen recently quarreled with White Eagle about her mother's reputation. The girl, Tsu Chu, was punished with manacles of unbreakable cold iron. She seeks help in finding a magic sword that can free her from the bindings.
  • The Dragon Saber was broken by Dugu himself to disguise its identity. He then abandoned it at a poor monastery where the shortened weapon became part of the kitchen cutlery. Within the hilts of both sword and saber are keys to secret vaults. In one vault is the Nine Yin Manual, and the other holds the Nine Yang Manual. Any wuxia master that trains with both will eventually achieve Dugu's level. The Yang vault is in an icy rift protected by giant white Yeren beasts. The Yin vault is one of many in a forgotten tomb complex full of nasty traps and ruthless ghosts.
  • Dugu's godson, Zhang Wuji, seeks revenge against all the martial artists that tormented the friends of his godfather. A confrontation that arose from Dugu's last actions killed Zhang's parents.
  • The pious priestess that received the Heaven Sword is now one of the leaders of the Jade Maiden Sect. Known as Abbess Meijue the Merciless, she judges everyone with a personal code of righteousness. Fortunately, she hasn't realized that her precious sword (+3 Straight Sword with the ability destroy lesser weapons) contains the key to finding the Nine Yin Manual.
MEIJUE'S JADE MAIDEN HEART STYLE [6th Level Fighting Abbess]
RANK 1: Fists of Steel, Jade Bee Sting (Hornet's Sting), Lively Maiden Deadly Draw (increases sword speed), Swaying Grass Stance
RANK 2: Cleanse the Chi, Fists of Jade, Holy Maiden Perfect Cutting (continued cleave with stunt check)
RANK 3: Jade Edge of 1000 Executions (Biting Wolf), Twisting Bamboo Stance
RANK 4: Fists of Heaven

Tuesday, May 15, 2012

Flying Swordsmen: Movie NPCs 2

If you don't have the chi power to read all of Jin Yong's Condor Trilogy, you can watch a partial adaptation by director Wong Jing entitled The Kung Fu Cult Master. Once again, Jet Li and some other famous actors tie on the flying wires and slice through an unbelievable plot. This film encompasses some of the third book, Heaven Sword and Dragon Saber. My version of characters below is adjusted a second time for compatibility with Flying Swordsmen.

 A campaign theme in line with KFCM would be a desperate battle between wuxia masters for the supreme martial arts technique. The invincible style can only be learned if two secret manuals are found and studied, which has polarized various schools. Meddling in this struggle are foreign agents, who deem this a fine opportunity to thin the number of heroes in the Empire.

Princess Shaomin Temur: 5th Level Yin Sorceress 
The elegant and cunning Shaomin is the daughter of Temur Khan of Gudu Oasis. She pretends to be a wealthy merchant dealing in the horse trade, and is commonly seen in Han and Yong provinces. Her true task is to trap wuxia heroes in extortion schemes and place Khan loyalists as impostors in kung fu leagues. Since her Yin magic is only satisfactory in combat, a stronger weapon was created for her in the form of a poison. A mysterious family of alchemists make the toxin for the Khan using rare flowers, some of which only grow near Gudu Lake. The brazen princess always travels with a retinue of mystic bowmen and a few dozen soldiers.
Maneuver List:
RANK 1: Tumbling Leaves, Tiger Vault
RANK 2: Secret of the Trigram, Way of Water Stance
RANK 3: Secret of the Zhenniao (+2 saves against poison)
Magic Spells:
LEVEL 1: Charm Person, Wood Element Charm, Darkness, Snake Breath, Lady's Shooting Fan*, Naga of the Lake*
LEVEL 2: Lady's Chastisement (Demoralize), Snaring Rider's Cloak (Snaring Scarf), Needle Storm, Winter Fever Kiss*
LEVEL 3: Breath of the Divine Naga*, Repose of the Drowned*

*New Spells: Lady's Shooting Fan - allows the caster to launch a folded fan, which seeks the target and inflicts damage like Harden Scarf. Naga of the Lake - the caster can breathe and swim underwater with ease for a limited duration. Winter Fever Kiss - exclusive to sorceresses, this touch attack weakens the targets Acrobatic performance (-1 per 4 lvls of caster) and does 2D4 damage. Breath of the Divine Naga - a cone of scalding steam inflicts 1D6 per caster level of damage to targets without elemental protection. Repose of the Drowned - gives the caster the ability to feign death for a limited time.
New Magic Items:
Seven Harms Slippers - Shaomin's silk-lined footwear are equipped with hidden poison pins for kick attacks. Victims struck must save or suffer 1 HP of damage for seven rounds.
SuSu's Fiendish Camel Whip - One lash from this crop will increase the speed of any beast by 50% for one hour. Two lashes will send the target into frenzy, possibly attacking its rider.
Fermented Milk of the White Mare - well known healing elixir from the Khan's medicine hall.
Ten Fragrances Tendon Ruining Powder - the most dire of poison, this powder causes all targets that fail a save to suffer double damage from any combat where they use maneuvers or magic! Even with a successful save, the fragrance inflicts a -1 penalty to all activity for one day. Shaomin laces fake treasure with the poison, to tempt greedy heroes into "accidental" exposure. The cure is an equally rare formula known as Black Jade Balm. The princess is very creative with the conditions her victims must agree to for a dose of the latter.

Secret Weakness: Shaomin is hesitant to kill handsome, charismatic men. At her age, she'd rather have them as romantic playthings.


Princess Shaomin's Henchmen:
Divine Arrow Eight Heroes - 3rd Level Mystic Bowmen [footman's horn bow]
These bodyguards always act in formation, and will attack anyone their mistress sneezes at. They know Snatch the Pebble, Way of Water Stance, and a special group skill called Storm Cloud Barrage. Enemies struck with a Barrage (3+ arrow strikes) must save at -1 per arrow or be knocked prone.
Old Jinx Lu Biweng - 7th Level Vagabond Thief
Lu Biweng is one of the Khan's undercover operatives, currently learning the kung fu of the Beggar Sect. If the princess is confronting a group of adventurers, the Jinx will be observing close by. His jovial guise drops when at her side.
Maneuver List:
RANK 1: Snatch the Pebble, Waves on the Beach, Dragon Soars in the Sky (Tiger Vault), Dragon Whips its Tail (1st defensive stance)
RANK 2: Dragon and Tiger, Dragon Crosses the River (Monk's Step), Cloud Diving Dragon (2nd defensive stance)
RANK 3: Cloud Somersault, Dragon and Monkey*, Dragon Tires the Ox*
RANK 4: Subduing Dragon Palm (Moving Wave Fist)

*New Maneuvers: Dragon and Monkey - instead of an off hand strike, a thief can attempt to steal a small item from the target during combat. Dragon Tires the Ox - a pressure point grapple (-4 to hit) that inflicts fatigue on the target, reducing Strength and Dexterity.
New Magic Item:
Beggar's Court Deer Staff - This artistic weapon features sharp antlers of bronze, and inflicts damage like a Tiger Fork+1. The minor enchantment improves the wielder's luck at performing stunts, allowing him to roll twice for one attempt each day.



Thursday, May 10, 2012

Flying Swordsmen: Movie NPCs 1

These characters are from the 1994 Wong Jing film, The New Legend of Shaolin. The film stars Jet Li (no surprise) as a somber spear expert, and a villain with budget-grade monster makeup. The attempts at humor in the film may make you "iron palm" your forehead, but the battles will hold your attention.
Hung He-Kwun: 7th Level Weapon Master [Spear]
Betrayed by a jealous brother-in-arms, Hung wanders the countryside with his 11 year old son, Ting. The pair are reluctant to accept work that makes use of their martial skill, since their old adversary has a network of informants seeking their trail. To provide for his son, Hung is currently on a noble's payroll as a personal bodyguard for the man's young wife (who prefers the attention of He-Kwun).
Maneuver List
RANK 1: Little Whirlwind, Snatch the Pebble, Swaying Grass Stance, Tiger Vault, Waves on the Beach
RANK 2: Felling Trees, Grab the Serpent's Tail, Way of Water Stance
RANK 3: Biting Wolf, Nesting Eagle Double Spear*, Twisting Bamboo Stance
RANK 4: Tornado Spear (same as Blade Tempest), Axle Breaks the Dragon's Teeth*

*New Maneuvers: Nesting Eagle Double Spear - This attack requires a spear wielder performing coordinated moves with a second. In this case, Ting will act as the "nesting eagle", having just completed his 1000 days of spear training. As a pair, both gain an initiative bonus. Also, any called shot that follows a successful hit has the normal penalty reduced to -1. Axle Breaks the Dragon's Teeth - A dramatic use of chi to spin the haft of the spear, transforming it into a barrier-piercing auger. This technique is used to strike opponents hidden behind common obstacles like wooden doors or mud walls. Steel is the only non-magical material that can resist the spinning lance. Naturally, this maneuver negates the benefit of most armors and shields.
New Magic Item: He-Kwun's Defender Lance - A solid steel spear +1 with the ability to change in length from 5 to 15 feet.

 Ling Ye the Poisonous Man: 6th Level Evil Martial Artist 
Ling was once Hung He-Kwun's closest ally, until he was shamed in a sparring match against him. Rejected by their critical sifu, Ling framed He-Kwun's family in a conspiracy plot, and killed his family while he was lured away. However, Hung returned early and was able to save his infant son. Forced to reveal his false allegiance, the lesser fighter was struck down by He-Kwun's deadly lance. Presumed dead, Ling Ye recuperated and sought the forbidden teachings of a mad monk. To surpass the talent of his hated brother, Ling suffered a disfiguring style of kung fu involving poison and flagellation. Now almost entirely immune to pain, Ling spends his few remaining years hunting He-Kwun and his son.
Maneuver List
RANK 1: Centipede Eludes the Crane* (first defensive stance), Hornet's Sting, Little Whirlwind, Spider Scuttle, Tiger Vault
RANK 2: Angry Toad Slam*, Five Poison Fingers*, Lizard Eludes the Leopard* (2nd defensive stance)
RANK 3: Poison Burned Skin*, Twin Viper Strike
RANK 4: Touch of the Black Scorpion*

*New Maneuvers: Both defensive stances have the same AC boosting effect as Swaying Grass and Way of Water. Angry Toad Slam is a breakthrough charge completed as a long jump. Five Poison Fingers results in damage like Fists of Jade, but the health loss can only be cured by rare medicine or magic. Poison Burned Skin - the horrific affliction that reduces Charisma by half but gives the martial artist damage reduction to all types equal to his CON bonus. Touch of the Black Scorpion - similar to Touch of the Yellow Springs, but reduces DEX from muscle cramps and spasms.

Secret Weakness: Those that survive the mad monk's treatment must apply a toxic balm to their skin each day to stay strong and remain immune to poison themselves. Ling Ye stores a considerable amount in his armored chariot, which also hides his vile appearance while traveling common roads. Furthermore, called shots to the eyes or ears inflict normal damage, and are not reduced by the Poison Burned Skin.



Sunday, April 1, 2012

Argots & Armour: Random Relics

I wanted this method of magic treasure generation to resonate with classic character creation. Instead of rolling on "treasure type" charts, a DM would roll 3D6 and select an expressive power for an item. Since this modification is meant for a lvl 1-6 campaign, powerful enchantments on treasures are rare. Nearly everything (including weapons) has charges and possibly a condition for activation. Finally, the list of powers is unconventional; I drafted it before A&A was redirected into "hack" form. These powers have a strong video gaming flavor to them (described below).


ACUMEN: receive a bonus to favored Attribute.
ARMOUR: grants a defense bonus as if the relic was a type of armour.
ARREST: has the power to paralyze a living target.
BEAUTY: receive a bonus to reactions, gain strong allure.
BITING: non-weapon relic can strike for 1D6+1 damage.
BRIARS: has the power to grow patch of teeming nettles.
CHARTS: receive a bonus to navigation and searches.
CURING: relic can heal 1D3 plus 1 HP per level.
DEVILS: has the power to summon Iratxo guards for one day.
DREAMS: user can become a phantom while asleep.
ELDERS: has the power to Teleport towards home.
ENMITY: chaotic curse makes user distrustful.
FAERIE: item can turn transparent and light as a feather.
FLAMES: has the power to spit fire per the spell.
GHOULS: curse instills a taste for carrion in the wielder.
GOLEMS: has the power to weaken animated constructs.
GROWTH: grants a Colossal body per the spell.
HERESY: curse effect that reverses a PC's motives if he fails a Save.
HOARDS: item can hold quadruple its normal capacity.
HUNTER: ranged weapon can hit multiple foes in a round.
KNAVES: receive a bonus to pilfering, acts of stealth.
LEXICA: has the power to reduce spell damage by 1D3 points.
LICHES: item can summon or banish one type of Undead.
MEDUSA: curse effect that shrouds wielder with a vile illusion.
MIGHTY: grants a one point HP bonus.
MONKEY: grants the power to maneuver on any surface.
NATANT: receive a bonus to swim checks, holding breath.
ORISON: Abjurists gain one extra spell with this relic.
PLAGUE: curse befouls the area around the item.
PYXIES: has the power to reduce a target in size.
REGENT: item makes all allies fearless for one battle.
SAVAGE: curse instills a growing blood-lust, mercilessness.
SOPORS: has the power to put live target to sleep.
SPEEDY: receive an additional action during a round.
SYLVAN: has the power to mutate user into Sprite-kin.
TREATS: item can materialize a large confection.
TRICKS: item can summon a random vermin type.
TYPHON: has the power to invoke a random storm effect.
UMBRAL: item diminishes all types of light in area.
VISION: grants the power of full-spectrum vision for one day.
VORPAL: weapon always hits for maximum damage.
WINTER: receive immunity to fire/heat for limited time.
WIZARD: Blighters gain one extra spell with this relic.
ZEALOT: curse compels user to employ item frequently.

Saturday, March 24, 2012

Argots & Armour: Familiars Pt 2

Now the last half of listed companions, beginning with a picture of the cute-but-gruesome Giant Shrike!


  • SHRIKE [re-roll any spotting/searching check above ground] The remains of Shrike attacks are a common sight along merchant roads. These owl-sized birds stash their dead meals by pinning them to sharp thorns, fences, or craggy cairns. Hunting shrikes can be owned by any player, but only wizards gain the "shared sight" bonus. By hiding small items in clean carcasses, wizards can have their flying familiars transport things to and from a known location. In combat, the Shrike will snip a target with its sharp beak for 1D3 damage. Plus, they attack at +2 if allowed a full range of airborne movement, and can vocalize alarm warbles. Wizards that keep a Shrike at their Estate will have issues with the bird scattering dead rodents, lizards, and worse all over the property. A Shrike that is allowed to hunt around fallen humanoids will acquire a taste for "man-flesh" and eventually assault people.
  • UTUKDU [re-roll any save against death or evil curse] Rumored to be immortal, these eight jade statues are animated strictly by the profound pleas of good Abjurists. One of the stone guardians, after taking the shape of a sleek puma, will partner with a player for the span of time it requires to finish his task. The Utukdu can resurrect the morning after being slain in combat. They cannot be instructed to attack anything that isn't a minion of evil. Once the mission is complete, the Utukdu will return to its holy temple, and a normal panther or cougar will appear to the victorious wizard. The player may then choose to keep the wild cat as his familiar, if he agrees to a binding quest determined by the Utukdu.
  • ZALTYS [re-roll any lore or magic identification check] Intelligent serpents of normal shape, the Zaltys are dedicated to a secret repository of arcane knowledge on the Isle of Klarkash-Ton. The reptiles were banished to the island by the Sprites, for colluding with dragons long ago. The human seafarers re-discovered the Zaltys, and now a fifth of the creatures are employed as wizard familiars. Contracts exist that place newborn Zaltys with the wizard's heritor, in an attempt to grow and protect sorcerous learning. However, wizards with no allegiance to the Zaltys perceive them as a mainstay pressing for control. Sprites and Dwarves will almost certainly disagree with anyone counseled by a traitorous snake. A Zaltys is immune to any spell that is known by it's allied human magic user. Since the distant Isle holds a source of power that can recharge magic items, the Humans will not risk displeasing the Zaltys.

Friday, March 23, 2012

Argots & Armour: Wizard Familiars

In the D&D parody comic, OOTS, wizard familiars are a joke. The varmint-elect is just an entry on the character sheet, waiting for its master to run out of magic toys that do everything for him. In A&A, these indentured creatures offer a keen bonus - a free re-roll on certain challenges. Furthermore, most of them can assist in a fight, much like a Ranger's animal companion. If a wizard can overcome a few odd drawbacks, his prowess will be enhanced by a familiar. Below are the first 3 special entities designed for this rule hack:

  • CACTID [re-roll on non-magic saving throws] This semi-intelligent plant is shaped like a bulbous gourd bristling with a skirt of long spines. Cactids wobble and teeter towards food, eating whatever is pinned beneath its dense rind. To receive the saving throw bonus, green spines must be plucked and used in a drink recipe. The wizard must imbibe this steeped concoction at least once a month. Problematically, this species will grow to immense size if surrounded by edibles. Giant Cactids are nearly invulnerable to human-sized weapons, and can scour entire fields of crops. After one year of companionship, the wizard must roll on a D6 side-effect table: (1) teeth and tongue turn green (2) conducts one-sided conversations with cactid (3) starts to gorge himself on rich food (4) grows a berry-like bump on top of head (5) becomes immediately sleepy at nightfall (6) fingers and toes transform into plant tendrils.
  • IRATXO [re-roll on craft/chore tasks] Unpleasant relatives of the lost gnomes, the Iratxo are striped kobolds about the size of a young Dwarf. In a fickle game of coin tricks, the magical imps lost a bargain with the wiser gnomes. As a result, an Iratxo must serve anyone who presents it with a puzzle that can't be solved. Unrepentantly, clever wizards have exploited this deal to gain an unpaid servant for life. Iratxo are very talented at all common crafts and industries. They can also change into a cloud of flies to pass through obstacles or harass opponents. Iratxo rarely befriend their master's adventuring companions, and will disparage them if left unmonitored. If these beings are ever ordered to collect or hold coins, they can challenge their master with a devious query. An incorrect response frees the Iratxo from service.
  • PYEDOG [re-roll on listening or other sense checks] Pyedogs are large half-wolves with a black coat and a tail tipped in white like a fox. They are often part of wolf hunting packs in the Sprite forest, and can track prey in a similar fashion. Abandoned pups have been domesticated by Sprite wizards; Human or Dwarf owners are extremely unlikely. Pyedogs are immune to poison and supernatural fear effects. On hallow ground, the beast's bite (1D4+1) can damage incorporeal enemies like specters. Every hunter's moon there is a percentage chance the dog will return to the forest, following the call of the great naiads known as the Didymous Mistresses.