TEXT: By Derek Holland and the Skirmisher Game Development Group
  This publication is dedicated to providing useful information, game content, and ideas to players of modern, science
  fiction, and post-apocalyptic table-top and role-playing games in general and to fans of Goblinoid Games’ Mutant
  Future RPG in particular. The material contained herein are compatible with it and any others that use the “Basic”
  system introduced in the most popular role-playing games of the early 1970s and are easily adaptable to many other
  games (especially successor systems, to include those covered by the Open Game License).
  Inside this issue
  Fire Eater, King Bat .................................. 2
  Ship Spear, Scaly Worm .......................... 3
  Sand Shark, Twig Swarm ......................... 4
  New Modifier,
  New Mutations ......................................... 5
  Issue #45:
  Mutant
  Dinosaurs
  The largest of these giants were even more massive than
  those from the fossil record, surviving only because of
  technological assistance (i.e., cybernetic implants). Because
  of this fragility, none of those magnificent creatures survived
  the cataclysm. But many other dinosaurs did.
  Their Ancient creators gifted these animals the same
  biotech that long prevented pure humans from mutating. As
  happened with other species, this technology occasionally
  failed. However, the dinosaurs tended to develop only a few
  mutations — and these were often warped from the usual
  presentation. In game terms, this means many dinosaurs have
  mutation modifiers. Wisdom from the Wastelands issue #20
  has the rules and an extensive list of modifiers, but that issue
  is not required to use this article. For those who have already
  discovered the mutation modifiers, the creatures below are
  excellent examples of putting those ideas into practice.
  Bloody Jaws
  No. Enc.:
  1 (1d4)
  Alignment:
  Neutral
  Movement:
  240' (80')
  Armor Class:
  6
  Hit Dice:
  25
  Attacks:
  1 (bite)
  Damage:
  6d6+12
  Save:
  L15
  Morale:
  11
  Hoard Class:
  XII
  Not all pets were designed as companion animals; some were
  bred vicious. Originally, bloody jaws were miniature
  Tyrannosaurs, shrunk to 2' tall, and used for death sports. In
  the Ancient world, they were often dumped into pits with
  other animals, set for contests having only one survivor.
  U
  sing their expertise in biotechnology, the Ancients created or recreated many new species for use as pets or livestock.
   Ever-popular dinosaurs were among the first large, complex creatures brought back in the lab. This was not cloning
  or “de-extinction” in the strictest sense, but rather a combination of genetic archaeology and reinterpretation, and
  the Ancients designed the animals for their own reasons and pleasures as though sculpting with DNA putty.
  
  2
  Wisdom from The Wastelands
  Those surviving the apocalypse were hearty beasts,
  gaining the ability to heal 10 points of damage per day. But
  they also mutated in more dramatic ways: bloody jaws now
  grow larger than the animal that inspired them (up to 60'
  long and 25' tall) and developed a horrible, congenital
  condition that modified their skin. This looks like a writhing,
  squirming mass of worms and bug parts so nasty it can disturb
  even hardened warriors. Anyone within 100' looking at a
  blood jaws must save versus poison every turn or become
  nauseated, unable to act for 1d4+1 rounds.
  Bloody jaws tend to inhabit light forests and plains in
  temperate and tropical areas. They may occasionally enter
  cities, but scarce hunting cannot support the huge predators
  for very long. Fortunately for those living near the bloody
  jaws’ territory, the animals’ skin reacts to salt. In places where
  ship spears (see below) and bloody jaws are found together,
  the spears keep the carnivores at bay by regurgitating a thick
  salt slurry over their roosts, which hardens into a protective
  crust. Sentient tribes use a similar tactic to ward their
  communities, and some have also figured out how to “salt”
  their weapons. By coating the damage-inflicting ends with a
  strong glue and crystals, the weapons do an additional point
  of damage per hit against the jaws. Quantities of pure salt
  are even more effective: every pound of crushed salt thrown
  on the dinosaurs inflicts 1d8 points of damage.
  Mutations: gigantism, regenerative capacity, epidermal
  susceptibility (disgusting).
  Fire Eater
  No. Enc.:
  1d6 (1d6)
  Alignment:
  Neutral
  Movement:
  180' (60') (and see below)
  Armor Class:
  5 (and see below)
  Hit Dice:
  15 (and see below)
  Attacks:
  1 (bite)
  Damage:
  3d6
  Save:
  L10
  Morale:
  9
  Hoard Class:
  Special
  These weird creatures, apparently based on Theropods, are
  35' long, weigh over 4 tons, and roam the light forests and
  plains of temperate and tropical zones. Eaters have metallic
  mouths and teeth, and each has between two and 10 walking
  legs. The predators occasionally also scavenge, but fire really
  grabs their attention; when they see it, eaters run at the flame
  and try to inhale all the heat.
  This behavior might seem odd, but the creatures have a
  symbiotic relationship with a strain of inherited nanites; when
  eaters consume thermal energy, the nanite-produced
  cybernetic implants lacing their bodies grow and spread. The
  heat source must be relatively significant: a bonfire or larger
  source will do (torches and the like are just snacks), or fire-
  and heat-based weapons/attacks.
  Mechanically, the symbiosis functions like a variant of
  the light to mass mutation, in which absorbed heat turns
  into metal and flesh, and the energy conversion produces
  three different effects, in a specific sequence. First, the animal
  grows, gaining one permanent hit point for every 10 points
  of thermal damage it would have taken otherwise. Eight
  additional hit points gives the eater a new hit die. After
  gaining two hit dice the second stage begins, making the
  creature’s skin stronger: 50 points of heat consumed improves
  the eater’s AC by one point. Once this is complete, the
  creature grows again, as above. Two hit dice larger, the eater
  begins phase three, sprouting one new leg for every 50 points
  of fire damage absorbed. A pair of limbs increases movement
  by 30' (10') and finishes the sequence. The animal can repeat
  this cycle several times, growing up to four pairs of new
  legs.
  The animals’ predatory behavior keeps it from being
  tamed, but some people ranch the eaters anyway; they provide
  a lot of meat and spare parts for all kinds of technology. This
  is a risky venture to begin with, but problems (and the
  animals) can really get out of hand if a wild fire or forest fire
  breaks out nearby.
  Mutations: aberrant form (extra limbs, xenomorphism,
  tech), light to mass (new, variant; see WftW #37).
  King Bat
  No. Enc.:
  1d4 (3d6)
  Alignment:
  Neutral
  Movement:
  10' (3')
  Fly 180' (60')
  Armor Class:
  6
  Hit Dice:
  4
  Attacks:
  1 or 1 (energy ray or bite)
  Damage:
  4d6 or 2d4
  Save:
  L2
  Morale:
  10
  Hoard Class:
  VII
  Legend has it the king bats were born from the imagination
  of one wealthy, slightly mad Ancient who was obsessed with
  making flying dinosaurs. But she did not want her creations
  based on birds, so she drew inspiration and genetic material
  from much older species. Despite her large numbers of
  
  Issue #45: Mutant Dinosaurs
  3
  projects and created species, king bats are one of the few
  experimental successes to survive the final wars.
  Unlike mammalian bats, these creatures are reptilian
  and derived from the Coelophysis, bipedal carnosaurs similar
  to velociraptors. They roost near fresh or salt water, often in
  the upper stories of ruined buildings, hunting both fish and
  land animals. Adults grow up to 12' long, with a 26' wingspan.
  They have six limbs: wings, stronger hind legs, and small
  forelimbs too small for combat — an arrangement
  reminiscent of gargoyles or demons described in Ancients’
  tales.
  Besides its nasty bite, the animal can attack with two
  warped versions of the energy ray mutation. The heat variant
  generates a small planar rift around the target (or the end of
  the ray), and there is a 20% chance of some extra-planar
  monster coming through (the specifics are left up to the ML).
  Although not controlled by the bat, some of these monsters
  do seem to venerate it, which is how the king bat was named.
  The lightning variant has the new chaos modifier (see below);
  whenever the bat fires this ray, weird things happen. Despite
  the defects, king bats favor using their rays to hunt, though
  occasionally some are killed by summoned monsters or
  revived robots.
  Anarchists and nutters sometimes use the bats as their
  insignia. The craziest actually try capturing the dinosaurs to
  use as mounts or weapons. These people usually get turned
  into goo or planar monster chow.
  Mutations: energy ray (heat, unstable), energy ray
  (electricity, chaos [new]).
  Ship Spear
  No. Enc.:
  1d4 (1d8)
  Alignment:
  Neutral
  Movement:
  90' (30')
  Fly 120' (40')
  Swim 60' (20')
  Armor Class:
  3
  Hit Dice:
  8
  Attacks:
  1 (horns)
  Damage:
  3d6
  Save:
  L4
  Morale:
  10
  Hoard Class:
  None
  Seeing an airborne ship spear for the first time can beggar
  the imagination; realizing it’s mad at you can trigger a “brown
  trouser” moment. The massive creatures are flying,
  swimming Ceratopsians, herbivores related to the
  Triceratops. Adults reach up to 18' long, weigh three tons,
  and have hides thick enough to turn daggers and spears. Like
  their ancient cousins, the spears have a set of very long horns
  and a bony, frilled collar protruding from their skulls.
  Unlike their genetic predecessors, ship spears do not have
  forelegs — these limbs were modified into broad, leathery
  wings. This gives them an ungainly, turtle-like motion on
  land, which is not helped by their unaltered hind legs.
  Because of this, the creatures nest close to the water on river
  banks, beaches, or even among the rocks, collecting shattered
  trees and driftwood root bundles, piling them like abatis to
  keep out large carnivores.
  Spears are not very fast fliers, but they are fairly adept
  at avoiding predators. Once they hit water the wings distort,
  changing into floppy fins. Between these and the mass of
  their armored skin, the creatures are very poor swimmers.
  To compensate, a spear flies into position and then hurls its
  bulk into the water like a gigantic dart, gaining a +4 to-hit
  bonus on its first attack. Getting a first-strike kill is vital as
  the ship spears feed mostly on large, dangerous, aquatic
  vegetation in lakes and large rivers.
  Other than for hunting, the dinosaur uses its horns to
  drive off predators — including sailors. As they flounder to
  the surface for breath, ship spears occasionally slam into ships
  above them, which is how they earned their name. Some
  people hunt them for flesh and hide, but usually not in open
  water; instead hunters find it safer to take the animals in
  their nests. For those with empathy or some form of mind
  control mutation, it is possible to train ship spears as mounts,
  coastal guard animals, and occasionally fishing animals. This
  latter use often entails a single spear hauling a net or diving
  on large fish from above; others have a net hanging between
  a pair of the creatures, like flying trawlers. This can be a
  risky endeavor, though: “domesticated” ship spears have been
  known to go berserk and start attacking anyone nearby.
  Mutations: complete wing development (environmental
  distortion), natural armor.
  Scaly Worm
  No. Enc.:
  1d8+4 (1d8+4)
  Alignment:
  Neutral
  Movement:
  60' (30')
  Charge 180' (60')
  Armor Class:
  5
  Hit Dice:
  18
  Attacks:
  1 or 1 (tail or slam)
  Damage:
  2d6 or 5d6
  Save:
  L9
  Morale:
  5
  Hoard Class:
  None
  
  4
  Wisdom from The Wastelands
  The Ancients often created things from a sense of whimsy;
  they brought back these small Sauropods as a cheap form of
  travel for the unhurried — four-story tour mounts and
  dinosaur rides for the kiddies. Those animals lucky enough
  to survive the final wars soon mutated, their eyelids fusing,
  which made seeing very difficult. This helped give the
  creatures their name, but also became a sort of mixed blessing,
  as the worms’ grazing lands are haunted by carnivorous birds
  with a fondness for eyes. These predators drove off or killed
  most of the animal and many eye-bearing plants; now the
  only remaining beings are the scaly worms and others with
  protected or absent eyes. The birds still attack, but without a
  prominent weak point to target, they have to get through the
  reptiles’ thick hides.
  Although “small sauropod” might seem an oxymoron,
  it is accurate relative to the worms’ larger ancestors: these
  creatures are only 50' long. They wander temperate plains
  and enjoying wallowing in lakes and rivers; trees give them
  problems, hills are near-insurmountable barriers, and the
  water’s neutral buoyancy helps them take a load off. Scaly
  worms cluster in small herds, using their long necks to browse
  vegetation from deeper water or taller plants. With a highly-
  developed sense of smell they identify one another and
  maintain a hierarchy formation of the largest first and the
  smallest last, with the herd spread out in a V-shape.
  When attacked, a scaly worm uses its tail for defense,
  hoping to drive off its attackers. If reduced to less than one-
  half hit points, a worm runs, usually drawing the rest of the
  herd with it. The group members keep running until they hit
  something, causing 5d6 damage to the creature or obstacle
  struck — and 2d6 points to each dinosaur, which is usually
  enough to bring it up short. A stampede can be a surprising
  (and terrifying) sight, given how slowly the spears walk
  normally. If their sight were better, the creatures might move
  much faster more often.
  Mutations: vision impairment (hidden).
  Sand Shark
  No. Enc.:
  2d4 (4d4)
  Alignment:
  Neutral
  Movement:
  90' (30')
  Burrow 60' (20')
  Armor Class:
  1
  Hit Dice:
  8
  Attacks:
  1 or 1 (bite or tail)
  Damage:
  3d4+4 or 3d6
  Save:
  L4
  Morale:
  7
  Hoard Class:
  XII
  The coming of night is a frequent theme in horror stories
  and legends; sand sharks provide another reason to fear the
  dark. With adults growing 25' to 40' long from their armored
  crowns to their massive mace-tipped tails, and weighing
  between three and five tons, these mutant Ankylosaurs appear
  fearsome. But during the day they graze peacefully, bothering
  no one who leaves them be.
  When the sun sets, however, they transform. Their legs
  flatten into digging spades, their eyelids turn transparent,
  and their teeth become sabers. Change complete, the sharks
  dive into the ground and begin to hunt. The creatures are not
  inconspicuous, methodically ripping through the earth with
  raw strength, causing minor tremors as they move. To
  compensate, the sharks are pack hunters, with outliers and
  scouts driving quarry toward the main body. When in
  position, they erupt from below, blinding victims with a spray
  of soil and gaining a +2 to-hit bonus with their first bite.
  They quickly finish the kill using their tails and fangs. If
  any herd member gets killed in the fight, the rest try to burrow
  away.
  Sand sharks tend to avoid forested areas because the tree
  roots slow them down, so they are normally found across the
  temperate plains and deserts. Some peoples love the creatures
  and seek them out — not for their meat or hides, but their
  hunting prowess: they steal the sharks’ kills or take exhausted
  prey that managed to elude the pack. Other races use sand
  sharks to dig, feeding the dinosaurs and treating them as
  working beasts. This is hazardous, of course, but there are
  some who believe the thousands of man-hours of digging
  avoided by the sharks’ labors is worth a few dead workers.
  Then there are those who hunt sand sharks for adulthood
  rites. The hides can become armor, but the fangs are especially
  prized: they react to darkness just as the living animal did,
  giving the hunter a weapon that can be hidden in plain sight.
  During the day, the tooth is the length of a dagger and does
  the same damage; at night it grows into a short sword.
  Mutations: aberrant form (natural weapon,
  xenomorphism, surreal), metamorph (environmental
  dependance).
  Twig Swarm
  No. Enc.:
  Swarm
  Alignment:
  Neutral
  Movement:
  120' (40')
  Climb 90' (30')
  Armor Class:
  6
  Hit Dice:
  16
  Attacks:
  Contact (bites)
  Damage:
  3d6
  Save:
  L2
  Morale:
  5
  Hoard Class:
  VII
  These arboreal hunters were modified from Composognathus
  — agile, long-tailed, bipedal carnivores about the size of a
  turkey. They swarm throughout temperate forests in herds of
  thousands and can match their skin colors to their
  surroundings, often becoming green with brown or grey
  stripes to resemble sticks and leaves.
  When suitable prey (anything not hidden in armor and
  weighing less than a ton) passes beneath them, the reptiles
  leap from the branches and attack. They are so numerous
  that everyone within the swarm automatically takes 3d6
  points of damage per round and must save versus the
  
  Issue #45: Mutant Dinosaurs
  5
  dinosaurs’ poison at -4. This save only happens once per
  encounter, but those who fail lose 1d6 points of Strength for
  1d4 hours.
  During the fall, twig swarms become masses of
  tumultuous mating, with pregnant females digging nests in
  which to bury their eggs. One swarm of thousands can lay
  hundreds of thousands of eggs. The dinosaurs then die off
  during the winter, leaving their eggs hidden in the soil.
  Because of their numbers, twig swarms make a great (though
  dangerous) source of food; people hunt them for their meat
  and eggs, but also harvest their hides and venom. For those
  immune to the reptiles’ poison, or who never need physical
  contact with their animal companions (similar to fish
  owners), the twigs can make unusual pets. A few warlords
  even have their own swarms to eat traitors and deter invaders.
  Mutations: chameleon epidermis, toxic weapon
  (surfactant), special (climbing ability).
  NEW MODIFIER
  Chaos applies only to non-passive mutations, the result of mental energies going wild and warping reality. When the mutant
  activates the modified power, he can save versus stun to stop the chaos effect. If the save fails, roll 1d6 to see what happens:
  Roll
  Effect
  1
  A random object within 10' of the mutant gains intelligence and the ability to speak.
  2
  A random creature within 30' of the mutant loses a mutation.
  3
  A random object within 30' of the mutant explodes, doing 1d6 points of damage per 100 pounds to everything within
  30' of the object. Save versus energy attacks for half damage.
  4
  All the seeds and spores within 100' of the mutant germinate and grow to full size within 2 rounds.
  5
  A machine within 30' of the mutant is repaired of all damage and gains 1d4 mutations and/or drawbacks.
  6
  ML’s decision.
  It is strongly suggested that MLs using this modifier create their own table or tables. Different kinds of creatures may have
  very different results for their versions of chaos.
  NEW MUTATION
  Loss of Trait (D)
  Physical
  Frequency: Very Common
  Recommended Type: All
  The mutant has lost a mutation or species trait that is not vital to survival. Consult the following chart for the type of
  characteristic lost:
  Roll
  Type
  Effect
  1
  Mutation
  The mutant loses one randomly determined non-drawback mutation.
  2
  Drawback
  The mutant loses one randomly determined drawback. If the mutant has no drawbacks, then it
  loses one regular mutation.
  3
  Species Trait
  The mutant loses a trait common to its species. This characteristic could be anything, such as a
  lizard losing its scales, or a fish losing its swim bladder. The ML and player must work together
  to decide what is lost. 
  4
  Missing Organ
  The mutant loses an organ. This could be any type of structure, from a sense organ to reproductive
  to digestive (the loss some organs could be fatal if it happens during play). The ML and the
  player must work together to decide what is lost.
  5
  Physical Statistic
  The mutant loses 1d4 from a randomly determined physical statistic.
  6
  Mental Statistic
  The mutant loses 1d4 from a randomly determined mental statistic.
  
  The following text is the property of Wizards of the Coast, Inc. and is
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
  Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or
  trademark owners who have contributed Open Game Content;
  (b)”Derivative Material” means copyrighted material including derivative
  works and translations (including into other computer languages),
  potation, modification, correction, addition, extension, upgrade,
  improvement, compilation, abridgment or other form in which an existing
  work may be recast, transformed or adapted; (c) “Distribute” means to
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit
  or otherwise distribute; (d)”Open Game Content” means the game
  mechanic and includes the methods, procedures, processes and routines
  to the extent such content does not embody the Product Identity and is
  an enhancement over the prior art and any additional content clearly
  identified as Open Game Content by the Contributor, and means any
  work covered by this License, including translations and derivative works
  under copyright law, but specifically excludes Product Identity. (e)
  “Product Identity” means product and product line names, logos and
  identifying marks including trade dress; artifacts; creatures characters;
  stories, storylines, plots, thematic elements, dialogue, incidents, language,
  artwork, symbols, designs, depictions, likenesses, formats, poses,
  concepts, themes and graphic, photographic and other visual or audio
  representations; names and descriptions of characters, spells,
  enchantments, personalities, teams, personas, likenesses and special
  abilities; places, locations, environments, creatures, equipment, magical
  or supernatural abilities or effects, logos, symbols, or graphic designs;
  and any other trademark or registered trademark clearly identified as
  Product identity by the owner of the Product Identity, and which
  specifically excludes the Open Game Content; (f) “Trademark” means
  the logos, names, mark, sign, motto, designs that are used by a
  Contributor to identify itself or its products or the associated products
  contributed to the Open Game License by the Contributor (g) “Use”,
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify,
  translate and otherwise create Derivative Material of Open Game Content.
  (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content
  that contains a notice indicating that the Open Game Content may only
  be Used under and in terms of this License. You must affix such a notice
  to any Open Game Content that you Use. No terms may be added to or
  subtracted from this License except as described by the License itself.
  No other terms or conditions may be applied to any Open Game Content
  distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use
  this License, the Contributors grant You a perpetual, worldwide, royalty-
  OPEN GAME LICENSE Version 1.0a
  free, non-exclusive license with the exact terms of this License to Use,
  the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing
  original material as Open Game Content, You represent that Your
  Contributions are Your original creation and/or You have sufficient rights
  to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT
  NOTICE portion of this License to include the exact text of the
  COPYRIGHT NOTICE of any Open Game Content You are copying,
  modifying or distributing, and You must add the title, the copyright date,
  and the copyright holder’s name to the COPYRIGHT NOTICE of any
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity,
  including as an indication as to compatibility, except as expressly licensed
  in another, independent Agreement with the owner of each element of
  that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in conjunction
  with a work containing Open Game Content except as expressly licensed
  in another, independent Agreement with the owner of such Trademark
  or Registered Trademark. The use of any Product Identity in Open Game
  Content does not constitute a challenge to the ownership of that Product
  Identity. The owner of any Product Identity used in Open Game Content
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must
  clearly indicate which portions of the work that you are distributing are
  Open Game Content.
  9. Updating the License: Wizards or its designated Agents may
  publish updated versions of this License. You may use any authorized
  version of this License to copy, modify and distribute any Open Game
  Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License
  with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise
  the Open Game Content using the name of any Contributor unless You
  have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with
  any of the terms of this License with respect to some or all of the Open
  Game Content due to statute, judicial order, or governmental regulation
  then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You
  fail to comply with all terms herein and fail to cure such breach within
  30 days of becoming aware of the breach. All sublicenses shall survive
  the termination of this License.
  14 Reformation: If any provision of this License is held to be
  unenforceable, such provision shall be reformed only to the extent
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE. Open Game License v 1.0 copyright
  2000, Wizards of the Coast, Inc. Wisdom from the Wastelands copyright
  2014, Skirmisher Publishing LLC.
  6
  Wisdom from The Wastelands
  All contents of this publication, regard-
  less of other designation, are copyright
  2012 Skirmisher Publishing LLC, all
  rights reserved.
  Mutant FutureTM is copyright 2008,
  Daniel Proctor and Ryan Denison. Mu-
  tant FutureTM and Mutants & MazesTM
  are trademarks of Daniel Proctor. These
  trademarks are used under the Mutant
  FutureTM Trademark License * (where
  * indicates the license version number)
  available at www.goblinoidgames.com.
  First Electronic Publication:
  October 2014; SKP E 1422.
  Skirmisher Publishing LLC
  499 Mystic Parkway
  Spring Branch, TX  78070
  http://skirmisher.com
  http://d-infinity.net
  d20@skirmisher.com
  Authors: Derek Holland, Chris Van Deelen
  Editor: Greg Chapin
  Editor-in-Chief: Michael O. Varhola
  Technical Editor: William T. Thrasher
  PDF Publications Manager:
  Richard T. Balsley
  Portions of this book are published un-
  der Open Game License version 1.0.a.
  “Wizards of the Coast” is a registered
  trademark of Wizards of the Coast Inc.
  and is used with permission. Illustrations
  courtesy of Wikimedia Commons.
  
  Cat Calls
  Cat Calls
  Cat Calls
  Cat Calls
  Cat Calls
  Explore the world of Kos through the five detailed campaign sourcebooks dedicated to it,
  Kos City, Kos Island, Lands Beyond Kos, Lives of Kos, and Encounters! There is also a
  growing body of Kos fiction, including the novel Swords of Kos: Necropolis and the Swords
  of Kos: Hekaton anthology and custom miniatures that you can use in your games. Skir-
  misher Publishing’s Kos setting is also fully supported by the d-Infinity
  d-Infinity
  d-Infinity
  d-Infinity
  d-Infinity     multi-platform
  game supplement, online magazine, and weekly webcast. Among other things, its website
  contains Swords of Kos fiction and a section dedicated to free bonus material tying in with
  the campaign setting.
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  KKKKKos 
  os 
  os 
  os 
  os IIIIIsssssllllland
  and
  and
  and
  and
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  arhola, Brendan Cass, and the Skirmisher Game Development Group
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond K
  Lands Beyond Kos
  os
  os
  os
  os
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  By Michael O
  By Michael O
  By Michael O
  By Michael O
  By Michael O. V
  . V
  . V
  . V
  . Varhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  arhola and the Skirmisher Game Development Group
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, F
  Sourcebooks, Fiction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion P
  iction, and Companion Publications
  ublications
  ublications
  ublications
  ublications
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O
  By Amanda Kahl, Michael O. V
  . V
  . V
  . V
  . Varhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  arhola, and the Skirmisher Game Development Group
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock Characters
  Cardstock CharactersTM
  TM
  TM
  TM
  TM/////Swords of K
  Swords of K
  Swords of K
  Swords of K
  Swords of Kos F
  os F
  os F
  os F
  os Fantasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  antasy Campaign Setting
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Heroes and Monsters of the
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  Necropolis
  
SOURCE: textdata/thevault/Mutant Future/Wisdom From the Wastelands (MuFut)/Wisdom from the Wastelands #45 Mutant Dinosaurs.pdf