WYRM'STURN

.

~

FROM THE EDI OR FOR LOVE OF THE GAME

I was eight. years old, and Christopher Bova inVife.d me over 10 his house to. play. When I got there. I ound Chris and another riend busily cutting squares out of cardboard boxes. I asked them what they were doing, and Chris said, "We're building a dungeon. Want 10 play DUNGEONS lit DRAGO s?" We spent the next few hours marching toys through a cardboard maze, making hero and villain alike fall prey to traps of string and rcethpkks, That was my first experience with DUtD, and I was hooked.

Everyone has a story about a flrsl encounter with DUtD, and the funny thing is the STory is always worth lelUng. For those of us dedicated to this hobby, rhst experience is a memorable event. h has Importance gre.aler than its appearance would attest. In OUT minds, the first brush with DfJrD might be a memory more meaningful than a first kiss-and the romance probably lasted longer.

There's a good reason for rhar, Sure. DlitD is an lmmerslve experience, and the friends you make playing the game can last a llfenme, but DlitD didn't convert you on Irs own. You came to the game ready fa play.

For many people, Tolkien laid the foundation. For myself, it was reading Conan. but regardless a the means. before you learned about DDrD. you loved fantasy. Something In us all liked rheairy rsles with monsters rhe mOST, wanted the bedrime stories WiTh magic repeated, or thought Halloween the best holiday. Thai feelIng. whatever rhar urge IS, made the discovery of DlitD a homecoming,

Now, Thirty years after the creation of DUNOEONS Ut DRAOONS, the world Is filled wlrh fantasy. People today encounter fantasy more of len and in more forms than could be Imagined in the 70S and 80S, Movies. cartoons. TV series, toys, console and computer games-all offer up worlds of magic and monsters. More than ever. opportunities exlsi or people to love fantasy before they find DOlO.

This could draw a large number of new players to the game and make DUtD a healthy hobby for years 10 come, but that's not what's happening. The age of the aveTage DUrO player is closer to thirty than thirteen, and the audience is aging.

You could place the blame on console games; it's certainly easier to tum on the TV than to read goo pages of rules. Yel that's only pan of the truth, The rest Is this: The definition of Fantasy Is changing.

The youth of today find Pokemon and Harry Porter more compelling Ihan Conan. And although the Lord of rhe Rings movies will help to entrench fantasy in irs sword-and-sorcery roots for a few more years, popular culture sreadily pulls monsters and magiC away Prom knights and castles toward scenes and stories with broader scope. If DOtD is going ro survive and thrive. If too must change. For future generaTions to find a home in DUt-D, rhe game must make them and their antastit visions welcome. The EBERRON setting embraces thai id a, introdUCing

many new elemenrs to the game. Some players scoff at trains and dinosaurs tn DDtD, but their inclusion opens doors to plots and characrers tmpossble in GREYI1I\WK or Ihe fOROOTIEN REALMS. This kind of change mIght turn off' some players, bUI i 's necessary and healthy,

Although I can't predlci whal Ihey'll be. I expect the next nvc years to bring more changes 10 the DruO experience than the last rhirty. As lovers of fhe game, we can batten the hatches against il and naysay change, or we can recognize rhings new to the game for what they are: insurance thai this hobby always exists.

Perhaps you'll disagree with some of the changes to come, bur hopefully you can recognize that the element new To the game that you hate mighl be the element that makes someone else's firsl experience with DUtD an event worth talking aboul for years 10 come. e

Matthew Semen Editor-in -Chief

To ."qoJlt~ Jb<lUI !lJbltrJ~lion', em';! """ .. npllOf\'lIl"'tlo.cam or c:.IIIIl ~'5' dp·""eo S .... ilCTIbc> onl'ne "' po'IO .c O'" and .. VC S,. F .... CU'I"",et ~!<;' <_ern$, ./11111

."~!omcr .. erv"'.II'PI"o.",rn. Tg ~Of'tq<;1 DRAIJCI'i ~ ~,!gnJl ego,ero$, ,,"'" I ........... , ",1'0'<""' Ulitlt r.pradI.c .. l ln "'" ""'!lUi"" ""'1 "" lidnod lor clnrn~ and)· "8!h. AU 10:11 ..... 11M Incl1Jde ~OUT full ..... me rol hom. Cltv O~r re ",.,.. "lim ..... ' .. ....c It>e .....rtlm" 01 I-!J." rete ~ed, """~;,Ju.1 '0:51>0'"'''' ..., no • .r"",",S j1QS$.ibIe,

8 June 2004

LISlE ..... liP, HUMAHI~I 1 A", IJ'E '""(a); ~RuC1""''''')( OF "tHE. DARK ELF "'",-nON H OI'JE WORO ~ROM ME ANI) '{OUR PUNY To,,",N WILL BE lHVAOEP 6'Y 10.000 OARK ELF WARRlORS A 10

ENSLAVEOP I

10 June 2004

SCALE MAil

READERS TALK BACK

MORE FUN THAN A BARREL OF PIRATES

WELCOME BACK

How does the old adage go? The more Ih,ngs change, rhe more Ihey slay rhe same? Well. I have seen a pro ound change in gaming. and s I..lng purely as an RPG veteran. I don't It e changll. Change costs me money. DI.J1 D gives birth to AD&tD. so I buy a bunch 01 books: ADDrO second edmon is unveiled.

o I buy a bunch of bool..s; third edinon happens. and I buy a bunch of books; OOID 3.5 IS released, revamping a svst m rhal sorely needed som dedicar d anent ion, and now gu s whar: That's righI, I have to go OUI and buy a bunth of new books.

Okay. so change doesn't suck. As much as I loved second edmon, 3.5 IS way better I've been able 10 do things wllh Ih,s system rhat I would have never gorren away wiln in second edmon may, so I balked al In whol idea 01 rewritmg Ihl." DUID sy tern. Being somewhal 01 a Iradillonalisl, I had Ihis silly ncnon Ihal U iI wasn't broke. II didn', need fiXing. 01 course, what I only realized a e« months ago was fhar there were senous problems wllh the system, and a rewrite was absolurely necessarv. My bad.

I Ihinll the biggest problem I had wnh the whole id~a of changmg DlJlD was the learning curve. The wa I saw II.

verylhing I knew aboul DEn 0 wasn't necessarily wrong; .1 was lust our of date. Thus, the process ot r ·Iearmng all t new se m d daunllng at best, and or " veral yea~. I abandoned rbe game I loved. opllnf, to fill my gaming needs with computer and console games. Recently I mel up with a few IndividulIls who rekindled my dormmu passion for DfftD. Over the pasl months, I have been re"'talimd; the wonder and amuse ment I felt ncarly rwenrv years ago playing DPID has returned, proving Ihat old dogs can lcam n w rnc ,or ai l"il~1 learn 10 appreciate change for what It is: a second hance,

_TICIIW'fI"\Dl:Uf'Y

e IIlqUIrr.JIbcu, IOl'JaIP''''''''' ~1 ... ' nl'l .... IG~.c..cam or "'" fopsl.&t oollo.&bocr~ <I!lMe , ..... ~~"'" II1II $ fOf ~.:m<r • Icc UlnUrr enid

<"''','''"r. '''''''r 1><1" •. 0"'''' Ta ';''''''>4;1 ~,I(!OU! "Morbi (010::,.",., t....... '~l*lO.utn lmcn rcproo.t,..«4 'Il< ~~11rI<': m"Y b<I MlTr.d lor ct.'".... t.ng,h TrtTJ

m ,,,..Iud, ~""t full ",,'" ,l1li hom. ",y Dut 10 ',m tOll)Ir"~' .md II>< YOkTl"" 0' ,"roe., ft(~,_I. Ml<11.;.J.aI '~poI>1O _1IQ1 ..... _1bIc.

Alexander Melc Aloorta. Canada

AVASn

I have 10 admit thai my confidence In your in(lg<JlIne has dechned over rho past year and a half. That's mostly due 10 rhe fact that I am nred 0 3.5 updar s. which I Will nOI buy I have hundreds of dollarsinvesuro In 3~ edition, which is still preUy new, and I'm tired of EBERRON. Slill, I. Irtll.,. enjoyed issue "318 and am 00 Ing forward 10 ~319. Why did I like -3,8? The dinosaurs wen' cool, as were the mrqas, but 'he best were rhe pirates]

feanng rhal vou mlshl nor connnue 10 publish pirate material I have ta n drasnc rn asures, I am holding aU of your oth r read rs harilag until th following d mands arc met

I. More malerlal on pirates: rules tor sea battles, lntorrnation on ships, mlnrmatron on sailIng and il-i1ll1ng termlilology. cool campaign ideas. NPCs. new monsters, prestige classes, Fears, skills. spells. and so on-any and everything 10 do wilh pirate campaIgns. This shall be a monthly article.

2. Oive m a barr I 01 monkeys and a bottle or Brass Monkey What could be more fun than thar?

3. from rhls day forward vou shall refer 10 me as Captam D.

4. You shall change the name of your magslln 10 Dragon~ of the Caribbean Once my demands have been mer, I shall release my pnsoners and aU wlll be good rn the world

Mike "Captain 0" Dockery Address wilhheld

NOT PLAYING NICH

Issue If 318 IS terrible, ene of the worst issues I've seen In years, and I'Ulefi you why.

first oft. vou focused on not one, not two, bUI three ruche tantasy lop'cs: ninjas, pirates, and dinosaurs. Huh? Docs almost very campaign have thes

things 80; common occurrences? No.

Second, you wasred Ink on six p<lges of comics, making a poinl of it on your front cover. If thls Is wllel the readership wants, I'm shocked and disap

pointed. I love the caption contests' humor, bUI I don't see how six pages of comics is good for DRAGON. That takes up valuable space rhat could be used for rich and original game analysis and ideas, or cool previews of upcoming products like the £B[RRON Campaign Seffinlf. If your readers want comics. they should read comic books.

Please, please. please srop featuring niche topics and comics! Being less popular topics, there's no good reason to have those kinds of articles dominate a DfilD-based magazine. There's a place for that material, and I do want 10 see it, but spread our-nor raking an entire

issue hostage, It's a ridiculous direction for DRAGON, which unnl the train wreck Ihal was lssu 1;318, I thought was The

a iclal DutO magazine, not the official DUtD-niche~lopics-and-comics magazine.

Tony Address withheld

ONLY A NINJA CAN KILL A NINJA

For the longest time, my Friends have been Joking about ninja plrares and how DRAGON should make us some guidelines for an official one, We never had any guidelines, so I made up a ninja class that is similar to yours, but yours is much better than mine. h had the d6 hlt poinrs, bUI " was rerrible for play. I tried a cross between a rogue and a fighter. I was disappointed whsn Matthew Semett said that this Issue idea was a joke. We fake ninja pirates seriously. Who doesn't think they're deadly? I must say that it was surprising and funny 10 see an entire magazine dedicated to our three Favorite things in Dlil D: ninjas, pirates, and dinosaurs.

I also loved the comics. "Zogonia" was truly how we play DUrD here. and "Nodwlck" was hilarious. I Just wrote to say good work, and I'U contlnue 10 read as long as you have such greal articles.

Ben Cousino Erie. MI

WINNER OF DRAGON'S SETllNG SfARCH

NinJas, pirares, and dinosaurs. Damn ir. That should have been my setring search submission: a fanfasy Asia filled with warring island nations, samurai mounted on domesticated raptors, bigger dinosaurs hunted by quasi-Polynesian tribesmen, dueling factions of shadow warriors, privateers and buccaneers

batfling the servants of the Imperial Navy, fallen kmgdorns deep In forgorten Jungles.

And I call it ...

DINOP!RATES OF NINJA ISLAND!

I think those warforged are nifty. And thaI picture of the vanara? Awesome. So I'm adding them both TO Dinopirates a Ninja Island.

Dlnosaurs .. Pirates, Ninjas. Robots.

Monkeys. Man, that so woulda won the setting search.

JPL

From the EN World message boards

SEND HIMlO

DAVY JONES'S LOCKER

After reading the latest Gary Gygal< column in DRAGON #318. I'd like 10 seriously recommend that you guys nnd a graceful way 10 drop the column. I've been reading il since il started. and r have yel 10 eellik.e it wasn't a total waste of my lime. I also have yet 10 come away from it wlrh a Single new ldaa, In my dealings wim other local garners, I have yet 10 hear from anybody who Feels differently.

I would love 10 see such ali edlrerlal rOlal~ng through other more relevant game designers-nol JUST rhe Ray Winninger, Monte Cook., and Robin Laws types, but also from some of the newer big names in gaming, like Ian Sturrock or non-DRAGON regulars like John Nepnewbut let's have It be good. Most of these game designers have regular columns on one website or anomer where they run off ar the mouth about themselves. I

think that ror DRAGON the columns should have a pretty trenchant p01n1 and some good Insight. I really Feel like if I read anomer page of tortured. pointless

prose abOUT the glory days of Yrag, I'm going to lose lr, If anyone OTher than Gary Gygax wrote something of the quality of these. columns and sen! it Into you for publica! on, you'd probably take the lime to mock the author before rejecting it.

JUST some advice From a long t,ime reader. (I have a straight run of DRAGON back 10 issue #100.) 1 Jove the magaZine,

On another 1f318-related note. I would like to see more content about pirates. I've been wailrng for DRAGON to do a good ptrare issue since it started doing Focused issues of rhal sort. With the popularity of Green Ronin's FRUPOIlT series and other products. I think that there's a pretty sizable plrare-advemur-

To <OqU1re lb(ou, ",""rl))hO"', """'" lub.CT'PH",u pallO.urn or COl. 1~5J • .80'0060 5ub5<;pbe ""I,,,,, ill lIO"o,com ",d ,.'0 $1 for =10 ...... ,.,.",,~ ~a"".m!I om;.l

c"' •• "'."'" .... )<O po),~.com. To cOl1lacl OIwJuN.oo..I ott,lo<1.1 c~""m .. "",.1 .akdp.atl e. C.'" l.en,...., ",produ.;ed .In ,t.. ""'Cia' ..... mdY be od red rOt ".ruy ,m! knj!rl, All Je11er. 1!IU5' Indudt· I'O'lr full 1\11"'" ..,., holm' I'Jly Due 10 hm<e com".ml dOd Ih. ~ of letle~ received rndMd".1 r po~_ on: nol Iw.ws ~'"

12 June 2004

Cloud Kin~doD) Garnes S e1

ing contingent out there. The little bit in issue #3,8 just whet my appetite.

Ernest Mueller Address withheld

were to find the rest of the story. Series stories. such as "Crusader Earth: The Chalice of Life," started in issues of DRAGON I do not have. Other stories, such as "Guinevere's Fate" (whleh appeared In DRAGON #311), appear 10 be one-time things, I was just wondering if you could tell me where I can find rhe rest of the stories.

WELCOME ABOARD

I'm new to Ihls DUNGEONS Dr DRAGONS thing. I've only been playing For about half a year, but for that half a year I've been reading DRAGON. I absolutely love if.

I must say though: I like the crunch parts of i1 better than Ihe fluff. I don't get DRAGON to read about fiction. I get it so I have new things to throw at my players. stuff that I would never have though! of or am TOO busy to make. I don't intend offense or anything. I thlnk your magazine is probably the best fhing that has happened to my game. Thank you so much.

OIll:C perhaps ~ \Vl)rk uf art, 'li(:",d met lit d ICI1!l} apart;

So those who have the rime [() spend Can try to rnuke tf whole :t~n

Bryon Bowie, Maryland

Gel 8 new riddle each week in your email Sign up at:

Tiddlcs_cloudklngdom.com

You csn buy back issues 81 www.paizo.col1l/backissues. In the

future, our websIte will feature summaries of all the Issues we sefl as bad issues. A I Ihe moment, your best bet to find fiction puhlished in past issues might be one of the various online indexes of DRAGON. The Dragondex (www.aeolia.net/dragondex) even has a link thst shows you jusr the short stories ,hal have appeared. G

Need something re t at)

il)~ or nctbing"?

Michael Bessette Alberta, Canada

"

WHrTHER RrnON?

I have been reading Dragon for quite a while and recently got a subscrtpnon, I love the magazine and wait impatiently for me next issue ro come out each month. I have one question, though. Once in a while you put a story into the magazine, I usually suck it right up and am happy but for one thing: j don't know

Each Riddle Book contains 75-80 riddles for use in role playing games or to challenge you and your friends.

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Riddle Rooms are riddles and puzzles presented as rooms that can be added to any dungeon or ad enture. Each room has one or more illustrations.

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For more riddles and games visit us at www.cloudkingdom.com

UP ON A SOAPBOX

CUT TO TH_ Q

TWO ;IS TOO MANY

N 01 only did the mysterious Irac's Cousin find and gain the only vorpal blade that I placed in the GREYHAWK Campaign, bUI he subsequently acquired, by random roll, the only other vorpal sword that came into play In that heavily played game. This was just too much for any respectable DM TO allow, of course, as his character was also ambidextrous. This preyed on my mind, bUT I was not going to be so arbitrary as to simply put in some encounter to remove one or both of those blades. Time would provide opporlunity For such redress, and thai proved to be the case in a rather blzarre way.

Ernie and Mark Ratner decided 10 go on an adventure fnto Castle Greyhawk. Ernie playing the dual-classed fighter/magic-user Erac's Cousin and Mar~ playing his paladin, Eylerach. Rob happened to be around so the players got the "advantage" of having two helpful DMs on their adventure, The doughty explorers made thelr way quickly through some upper levels of the dungeons and came upon one where the main encounter was with the bas-relief head of a magically chained demon prince, Fraz-urb-luu Upon entering the place, the demon's power was suffklem to prevent the paladin from detecting evil, so the exchange became a matter of DMs telling convincing lies on behalf of the nether lord so as to make the adventurers believe them. Rob and I were sharing a bailie of Southern Comlorr-e very rare lhlng, Imbibing when mastering a game-and evideruly the drink improved our believability.

The paladin was convinced by Frazurb-luu's tale of being an unfortunate minion of good trapped by evil. Parenthetically, Ernie was aware of the ruse, but not wanting to metagame, he had Erac's Cousin go along with Eylerach's decision to assist the unfortunate prisoner. So off the two stalwarts went to an Bih-level dungeon maze at the center of which a werebear guarded

ICK

by Gary Gygax

a special scroll that would free the demon lord from his conflnemen!. Why slaying a werebear to free a supposedly good entity didn't trigger alarms I can't say, bur off rhal guardian they did. The paIr then returned to the chamber in which fraz-arb-luo's face alone could be seen in the stone, Eylerach read the scroll, and ...

"Mu-hah-hah-hah! Thank you mortal fools for freeing me. I am grateful. so rather than slaying you I shall carry you back 10 my abode In the Abyss TO serve as valued henchmen." Wilh mal. the demon lord picked up one character in each arm and gated off to the realms of chaotic evil. He was true fa his word and Treated both as worthy hirelings. Of course. borh were dtsgusred wlrh the events. Erac's Cousin's vorpal blades and Eylerach's two-hand d +5 holy avenger turned 10 useless hunks of metal in the Abyss. Needless to say, both characters were most displeased with thelf habitat, the Paladin being doubly miserable there, it being the antithesis of his alignment. So both eventually managed to escape rhe demon lord's toils and reI urn to the material world.

Both players were really upset wlrh Rob and me, for at the end of the ad· venture, we were rollicking at thelr rnisFortune, the libations we had enjoyed in the course of the session adding to the mirthful tenor. don't think Ernie has forgiven me for the loss of Erac's blades, and he had jusl cause 10 be upset. What confounds me, though, Is why the two never sought some means of correcting their error. a means of re-irnprtsonlng Fraz-urb-luu and reversing the effect that made Erac's vcrpal blades and Eylerach's holy avenger junk. I kept encouraging them to play thus. but to no avail.

Moral: Sometimes the OM can be too clever in ridding the campaign of unwanted magic items and spoil things. [Or: Don 'f drink and OM. ~MS] e

10 IllqUJI' oi;pyl 'U:I'tr'~I"'n" ., ... ,'.u"'Crllllkl ..... p.llo.<:1I1TI ~r ~ 14"5! .ag-gOaa, Sub,w,t.. gnIln e n , l'All"o."gm...,d save $\ for "~"Offil'r ",IV.-,. ~QfI<CI'n .. ~ ... ~

'~l1omcr.ur"'t •• p.ojlo.<"m. To <""'J<I OIWIC., ~, 'ldllorl.1 c..,<orn s, """"I 10.1'''0,1 !>.',o.com Lt1t.r~ reprodllced m the mnpll"" ""'1 be ~dI1'ld for clMlry if1d lengl~. All "'''en m!r>1 In<iIi<J' )'C'Jr '"~ n.lm' .rod home CHV DlI<' to 11m .. raO~lrdlnl' and I~" vol..",. of Jen"... ree .... /ed. Individual r.:<l"'''~ a ... 1'11>1 olways po1iil~".

16 June 2004

11""'--- .... tn January 1974, the first DUNIlEONS 6T DRAGONS game w& printed, hand-assembled. and packed In generic boxes with labels affixed to the outside. Consisting of three volumes: Men [)r Magic. MonSTers Dr Treasure, and The Undef"lllOr/d Dr Wilderness Advenrures. DUNc£oNs 6T DRAGONS flT"Sl edition also Included a set of polyhedral dice (d4, d6, d8, d12, and dzo) which were molded from a soft plastic tOOl dlippedand wore down through use (eventually luming the zo-sder into a bali). By year's end, the entire print run of one thousand DUNGl'ONS 6T DRAOONS games sold out. In

the following year, TSR Hobbies, Inc. formed and ~n publishing a newsletter called Tn SrRATE"OIC ~ THE SlRArrGIC R£v£w ron Por Rve Issues before being replaced by THE D/lA1XIN the followink year. Thar year also saw the release or the tirst two supplements to the DfIID game. based on the

original campaign worlds of Gary Gyga.x and Dave Arneson: GREYttAWK and BuCX!-lOOR. respectively.

As DUNGEONS GJ" DIWlONS continued TO grow in popularity, a younger audience became attracted to the game bur had difficulty understanding the rules. This prompted the creation of an introductorylevel version of the game-the first DDtD Basic SeT, published in 19n, ThaI: same year. TSR Hobbies introduced the first playing aids for the DUrD game: a set of modular dungeon and cavern maps to help Dungeon Masters cre.1terheir own dungeons. as well as a set of pre-genera led monster encounters and treasure 10 help DMs fill the rooms of rhose dungeons. The biggest development of 1977 was the inrro" duction of Ihe firsl hardbound book ever published by a gaming company-the Monster Manual, whlch feallJred more rhan 350 monsters and lntroduced rhe world 10 lhe ADVANCED DUNllEONS fir DRAGONS game.

In 1978. the next ADUrO prodecr was released. in the form of the game's second hardcover rulebook-the Player's Handboolr. The first published adventures ..... ere also released thar same year: 'he threepart Giants series (Sreading of rile HID Giant Chief. Glac/IJI Rfft of rile Frost Giont Jar!. and Hall of the Fire Giant KlnjJ and the threepart Drow series (Descenllnto the fJepllts of the Earlh, Shrine of the KUQ4Toa, and Vilulr of the Draw}. The next year. a tournament adventure, later ~Ieased as Hidden Shrine of Tamoochan, introduced the first use of detalled encounters, rhre~imenslonaf maps. and boxed "read-aloud" text-setting the standards for all fullJre published adventures. Also published in 1979, rhe game's Ihird hardbound book, and lhe mo5tpopular of the ADvANCW DUNOEONS 6T DRAGONS rulebo!>ks. was released-the D/.JN(J£()f'I MIlswls Guide.

I love the storytelling part of the game. which is why I

and never let it go.

lrnmedlately grabbed on to the Dungeon Master role

I gal starred playIng OCtO in 1975, bur 1I0t In earnest unlll 1978. The fm>l DlitD p reduct I owned were the three original bookIels. They were bought logether at the same rime. bur not in the IInle whire box I later saw them alTered in. OF course. being " 8Jmer. I boughT them

an over aglrln In the boxed edITion.

-Ed Greenwood, creator of Ihe FOllJot1en Realrm;.

author

I STarted piay'mg when I was twelYe, WhaT gOI me hatted rlghl off lhe bat was seeing a game in progress. A pi"Y"'" pointed 10 a pile: or plas~c monsters and said thai they'd lust kliIed theJT!. Th3r was the game fur me. Killing monsters Is

still a major pan of the fun. My favorite flrSl edil10n prodUGI is lhe Monster Manual Wow.

an IUustratlon for each monster! Af)d lots of monsters! Plus archde v lis. superdragons, and more!

-Jonathan Iweer, Miniatures Design Manager. RPG RenD

-Doug Niles. author

.. RU<.,(iID DILE Polvrn.drai dtce made <If k!gllImp"~1 piaslIc dldn't appear unTIl 1976. The numbers were unlr'l~ an~

req uired J gamer to colo r rbem in usmg a mJrlung pen or ersycn,

. -

..... -

-tarN CON

TSR Hobbies ~ed the am CoN G....-« FAlIl {GoI Coi'llXJ for the tlrsl lime 111 1975. wI\Ich fl!illun.d I he flrsl DEtD Ope" IOtImll11eflI. A!!iO presetll

III ,twit <how w~ the new mioi.JtUres COlllJX'1lY. Rill Plirtha Enlerpr~ (which laler bec3me a" offltlill licensee of ADOrD mlnlal\ll'e!l) .,ml

, anolhef" pub!Jshin6 company nam~

; Judges Ouild. wlJich was the h~1 COI1IJIIlI'Y licensed 10 publish suppor!

• product lor Ifle D&rD game (indudms : the inf~ Gllv $1311: or lhe

, Invi1H:l* 00Ierl0rrJi. Over lhe "eXl ~Yeral years, GE.'i CoN wouW grow ,1'1 popularity and lIIlellda~ PromPling If 10 ~!e twice-from t..Ike 13ene1r~'s Hor1i<:u1rural Han 10 !lv. Playboy Iksort Ccovenlion Cemer (jusr OUTSIde of townl and Then 10 Ihe ~ of ItJe UniversIty of

Wl'lCOIlSIn ill ParkSide In 1978.

MY THIRTY YEARS WITH 0&0

One of Ih~ flrll quesuons rhal t am asked Is wherheT or nor l.houBhl ,hal Dl'l!D WQuid be 50 popular, The sber I answer r.;' Nol The scmewhar IOl1ger VID"'Slon ." .. fol1ow~.

My groUp and I were havIng a wonderful limp pl1lylng In B'ACj(MOOR. One felfow would call me when he gOI 10 work ilnd wanl ro pIny on I~ pnone! We thoughl that Bt~CJtMOOR as grear, and we also lkoughr we were crezv, bul II was thl! fun lond of madness

Ihal spreads.

In spJ ~ of haVing hl1le In the fliJY 01 lorm31 rules, 1"'0 orher C1Impalgn~ sprang up wlillm iI few Wei! . II ellen spawned the Dunt"(Jn! board g<mlll. Then we visII ed our pals m Lake Oen ~"" anti hared IIw mild ness, The rest. 05 they say. 1$ hl5l0ry

&<:k In Ihll old days we dId nOI have rhe ar:!vanliJge oi such 8 weal!h of marertal rn 'he way 0 infermanen, rul!!5, acl,e~.orje;. or l1eur,,~, Ir waJ prerry much Wlul

e could tabbl~ togelher, led"ff18 us 10 fly by rile ~l!<Ir 01 our pants, Nowadays. the prohl!:rn ~ not 111\0 lad or materjal but wh,(11 sluff ro use- and b!tlievo me, lhal dees make" <l lor easrer

r"'em<ll'ilble momenrs 1It'f! legiOn Aboul IWO years linN Of)r:O w~s publlShed. rhere _5 the young 11m" who tomplamed bilterly 10 me. His 65th-H::"ellhJjl'cg had no more world~ UI e In planers]! 10 conquer Would We please hlln-y up and create some more world Of" m. "Yep, I ~1~. We ... 111 gft righ. on It " Any day now

Tht:n Ih~ w~s Bob Albrec:hl s elMS In C'Jlfornl~ HIS students were learning aboul Japanese culture so hi': asked me to dll II samurai camplI'8n. The m .... ~ ""a~

11110 S a

I.lu Itf fututic ..... I '''emo e~lp, '1,,"[0 'nt~ '.plr n' "rrcll u. II.iIlISrI "11TH

thai Ille terms U'er:! had ro be in .1.lpanese! FonunQrely. I had a rranslarer The students were "ery excued abeul I"amlng math and wrmng up rhelr advenrurss (tn [ngllsh nol Japane~en. II _ 111" mOSI fun I had running II e<Jmp.lign in year.o. II also showed how educators eQuid u!llile rolepla~lng game' 10 reech ~kh.

I have hod a Tremendous amoul'll of fun being a Ounget>'1 Masler o"er Ihp years. I helped 'anous J)Cople and ehartnes thaI I mig'" never have or~erwlse heJIrd

ot much less assisted, That el'.r1alnly gl1ve me rhe warm UZlUlS more nmes than I can counr

OIl. 111~ tun iJem& named GUlISl of Honor DIld medIn.!! orher telebrllle9, and 50 on. by! It b the game oovenlures Ihal provide Ille la~ty creamy cenrer, I rtJlly en oy parllclpallng In Ih ever-r hangl nd ~volvJng ,rory 01 mv own campa gn, a. w n lIS Iho5ec of 01 r\ SeeII18 the t10wermg oi ueh a multitude 01 ~ gmn~ allQ .genres thaI lind tllclr rOOl5 In DIJID 1:1. DfI1lIZlng.

It Is, for me, Ih~ consr nr learnms chal'eoge$ Iha, il.~ve epl my O"o'n imere I In DOO ~hve. Aller seme ',500 game$ 11\ 'IOm~1l1T\JlS hard to ~~ep lrongs rr~'Ih As II him 10 Oilier DM~. I avr. no ~IllM Wlturned, ItO

311",,31 Oeogl'llphlt Spe("ial un .... alc.hed. and no boot., unread You never know ... hlll WII' Inspire you.

II hils been a Wild and lnteresllng rIde Wllh every mrucll1l00 I 181 OIJtD wllll:Clntrnu~ on nro rbe far UIOre. Jti"sl remr.mber II ~ roIeplaVlng nOI roll plaYIng. I the rules gel In the wa.., 01 )lory,lu51 don', use them

yj!~ there IS more. much mere, I guess Ihal you wilt havil to wail for lhe bookl Yep, •• any Oec::adc now -oJV~ Arne,on. ee-cresror of DUHQ(QNS Gl OAAGOtI5,

+ T MR F 1I0I:ROR'i f~~ for Its d dll

liP. ,I.e hll~d Tomb

01 H(!rTOr$ W~5 ressurecred tor

~nd edll"'",

A avorll", Of II f pl.rr"u, lhe V. 1//1 of fhe Dro ... "'lIS Ihe

f I"ll ;>dll nture 10 IIUf~ 1lrow ~ The

The DDrD &sic ScI wa$ the fiP.il lIroducr I owned, bu r the flr51 produo I ever bought 10f myselF _ D,.

Of"5Cenl miO lhe lkp/hs or the Emil. I fliU didn'l know mucll about Of:ltO, so I dkl n '1 realize iT '0'''' an advenTure lor I\ightr!evel cheracrers, All I ~lIew was rhal II was lhe !itarl of a series, so , figured if would be .. good i1dver>fUrc: to buy for when I starred OMlng I nnaOy did DM It for my group. bur I'd read it oollln5 of fjm~ beforehand becaw;e w-e IDO a longTIme genlf\l! ID That 18",,11

-Ed Stark. S(J<'cllll PrOjeCI5 MlIOager, RPCi/MinlalllTe5 R&fD

I started pbJying OIJt 0 in 1978, when I was in 6th llrade. My buddies and I could Iell from 1m I"l.lIc:. rNt you ""1ft; 5Upposed to """'e a ......,..,_ gang of dI:tnIr:ters, $0 _ ~ woold

OM for the Ulher !wo. each or wixom would II'LlIIIe up ""hole 6-char- 3CleI' parries. Then we'd all pby 3J lhe 'IMIC rime. The Ollie,. guy's pany _ falr

game If you had a rew "'vets QIl Them iIt1d QUght rht:m when

lhey .... ere bu5y wilh

a monsrer, (We straightened ourselves 001 evenlually.)

-Rich Babr, Senior O!!5igllCl". RPOR£tD

I suppose my filllOl'lu: lirs! edition prodUCl is The 1JIita0N M.4STrJI"s Gukh bur if you don't counl the wre boob. my fllVOrile producJ is Vault of lhe Df"OW. I was blown uway by th.~t module because 'I wasn', !Ufl a t.,-,ear dungeon crawl when:

GVeryl~ WiI5 mapped DUl, " had difret'f!l'll focrions the Pes could JnrmlC! ""',h (In any order) and a whole ev~ Clly 10 explore. I lhink II opened my eyes aboul roleplaying and ntlmxriog ... lIh NPCs on II level beyond -kiD 'em and rake lheir mff"

-Monre c:oc... Game DesJgner, Malhavoc Pr~

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The early 80S was a period of phenomenal growth for the AoW,NCtI> DUNGEONS m DRAGONS game. In order re meet Increasing demand, TSR Hobbies leased a new omce complex. as well as II warehouse, and also opened Its own typesetting house and print shop. Additionally, the installation of II mainframe computer dramatically changed the working environment for the on-staff authors and editors. As the company switched from creating g~mes on typewriters to

Wrlrlng and editing on computers, TSR was one of the world's first game pubfishers to become entirely computorlzed.

In Ihe spring of Ig80. the need fO organize find support the gaming community sparked the formation of rhe ROLE P1.II.YINU GII.Mt:R$ ASSOCIATION network, which unlred gamers from round the nation, promoted quality rol playing. and helped fosrer a positive Image of roleplaying across the

-Margaret WelS. author United States. 8y th ronowing year, the

RPCiA Pl'bllshed Its first 16-page newslerter-the POLYHEDRON NrwSZlNE. That year also saw rhe publication of the game's fourrh hardcover rulebook: Deities Dr D8m~ods (later re-mled Legends D! Lore), which introduced a number of different mythologies and pantheons to give OMs more se.tri", options. Also publfshed that year was rhe ~ of Greyhaw/.:, which was based on lhe original cmnpai8n world in which Gary Gygax tested the game's rules and became the first official campaign seMing creared For the AOFJID game. The n xt y\!ar Introduced 10 rhe world a new accessory rhat has since become a virtual necessity for running DrnD games-the Dungeon Masters &reen.

The ADFJlD game quickly became II faVOrite mong mllilary forces, s II provided an ever-changing source of challenge and entertainment thaI could go with them Dnyw~ As mtlitary personnel played abroad, AOOrD was Introduced TO a number or new cOQn1ries, and demand for the game grew to a point III which TSR Ltd, a branch company, was formed in Cambridge. England. Worldwide popularl!), of AOVAHC£D DUNGEONS m DIIAGONS among youths and coUege-age garners continued fO grow. Soon, exc.luslve distributors of the AD&D gllme were established in rwen!),-two different countries .. Recognizing the need for foreign translations of Ihe game, TSR set OUI to cresre a French version of AD fJID ...... hich was compleTed and published In 191k signaling the start of the rranslarlen of the AOmD gj!lmelnlo fourleen different languages.

On September '7. 1983, the DuN<lEONS er DRll.ooNS Saturday morning cartoon first aired. II featured 11 heroic adventuring parry of youths (whose ages raged from about 10 10 17) who were magically transported from the. real work! into rhe magical realm of DUNowNs liT DRA.GONs. They banled orcs, bullywugs. llama! the five-headed dragon. and other creatures straight out of the ADDrD g me (along with their nemesis. Vengerl In a valiant effort 10 return home. The show dominated its tlme~lo' for two full seasons (twenly-seven episodes) before moving Inlo syndication in Ig8S. During that two-year timespan. Ihe cartoon spawned more than one hundred different licensed products ranging from puffy stickers and plastic puule.s 10 clothing. coloring books, LInd action ngures. Thar same year also saw the release of the muchanticipated Monster ManUI1! II.

In 1984. after two years of developmenT bye dozen staff members, the ADf:ltD gaming communlly was introduced 10 the exciting world of DRACONLANCE. Centering around B series of twelve adventures that focused on the different dragons in Ihe game, DRACONlAJIC1 quickly became a favorite campaign seHlng. The sloryline behind the saga became the subject matter for a new line of fantasy novels that launched TSR into the book. industry-Ihe DRAGOMANCt Chronicles.

The following year, rhe DfJrD game expanded further with ibe introduction of Ihe Ortental Adventures rulebook, which provided all the material necessary 10 run an AD£nD game set In a medieval fantasy Asia setting. Also In Ig6s. the D£>rD Masters Set offered charaerers the rules necessary mr cOnJil'lulng game play wllh characters thai ranged in level from 25th all the way to 36th level. The most notable release of that year was Unearthed An;onn-an innovative collection of ne ..... rules and options mat expanded the scope of the game and demonstrated the nexlbility of the Aov .... ~cro DUNOEONS (if" DRAGONS rules.

I played for the first time in 1980. A friend ran a game

for me and some other friends-I thought it was fascinatingl My first D&D product was a set of the funny looking dice. (My son wanted thern.)

My faYOl'lle OOID/nrsl edl~on ADDID prodtiCl WliS probOOIy Agalfl$f 1M GianfJ (GI-2- 3)' rYe played rhat advenrure more lhan any other. UneaN1HJd Arcana Is a close $eCond-1 don't

th nk any olher game prodUCI has ever had

quit e the IIlIu t1! 0 f tNn nt'St "rules !upplamllnl." -Andy Conlns. Developer,

RPORDID

As to my own personal favorlle conttiburion 10 !he game, I would have 10 say II Is lhe role I played In IIII:Qrporalif1gihe "Arrri!)ute Check" inro !he offlc.ial rules. ThIs was someihlng rha! I always used In my own games. and we finally worked I he procedure (whkh lets playa rs roll StUlIg!h cheds. IIl!ellige.nea checks. and so <In. for their characters) !n11l

the rules sraning wilh DungeoMers

Survival GuJde.

-Dous Niles. author

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I liked the fact that YOLl could make something up and then have people interact with it. hal aspect=-the outlet of creativity (and the fact that people would pay

n---" The most Slgniflcanl evem m 1986 _ rhe release 0 the DungeotIl!t:rS SurvIVal GJJirk and !he J.\/'iWq~ Survtval Guide, which marked the firs! lime rwtI Iwdl:Iack ru!ebooks we"l: released in lhe !>iIITle year-somelhmg lhal continued m folIawmg years.. This was also the year lhal me 1'===",bi-lTlQfIlhly ma,gazine DIHXON ADvrNTl.IlCs as first publ'rshed, offl!Jing garners a Steady source ot high-quality. short advenlures. The rona,..mg year saw the release of the ~ Adventures ru book and rhe MJnuaf of the Pl:mes, .... hlch provided garners comprehensive rules tOl' dealing wllh the mlllllverse for lhe first lime. lhe most note rthy evenl of Ig87. how ver, was the release 01 the most expan-

sive. hi,ghly detailed falllasy gammg world ever conceived: rbe foRoonEH RI:IW1s. New acrllenl\lr'es and accessories for ~ rid fOlKlOTT£,.. REALMs were irllnxlw:.ed In 1988. aIon"g wllh an update of lhe oIdes! ADUIO campaign world in The ferm or lhe ~Io·'" AdvenftJre5 rulebook.

M the 81lS drew 10 a dose. lhe gmnng communIty exploded with lhe monumenral release of ADfJtO's Iiet:OIld !lIJuion in 1989 The recepnon of -Monte Cook. Game Ocslt,ner. Malha\'OC Press the kmg-awatled rCYisioo was staggering-many stores. which !lad taken prt--orders from rhe majoriry of lherr eusromers, ordered len limes their normal allotment Product delivered on a Friday WilS entIrely sold QUt by the folla.vlllg Monday. AI lhe

center of the second edition game were the fami ilr three core rulebooks. wllh one !'wlsl.The. second e[llIion Player's HJnrlboolc and DuaoN MAsrER's GUIde were published as hardbound rulebooks, huJ the new MonSfroWJ CompendIUm. Volume One, CI'II1IC in the rann or 3 IIDEe Ihree-ring hinder. complete With rabbed dividers reaturing full-color arr and il booIJel that featured one monster on each of lIS prednted Pil&e5. Addih01l31 "",",s'roos Compendium volumes followed ill years 10 coma. each adding more creatures and pages 10 the binder,

Accompanymg the core rulebooks were The fum rwo books In the Complete HeI'O series: the CompI<'Ie fighter's H;mdboolr. and the C<Jmplele Tillers HandbooIr.. ThIS new series (which exp<mded funher ,n 990 wilh the Ccmp/ele Priest's HancJbooA and lhe Comple,e Waard1 HandbocJ#.lo ered players additional opnens .mel rules Ihal helped them customue, define. nd play each 01 ibe respecnve dasses. Another notable releasf' in Ig8g was lhe lnrroducllon of the SPt:u..w+tcR c.ampa18n selTtng. an mnovanve and popular "sp cefarm,( se"lng lhill e\loUd Ihe exCItement and romance of PH'ales and pnvareers :;.aIling the hJgh seas. The sellmg put charaerers aboard maglcnl ships saIlIng Ihrough oceans of space berween The crySlal spheres thaI housed each of the AD!)! 0 worlds The follOWing year immersed the AD()tO game In borrer with lhe RAIIfN.OI7 cam-

attention to what you created) was the best,

I started play iI\g Of'A 0

.... hen I was a highM:hool ieecber _ One or 111)' students, Heidl Gypx, gave me copy of her

.. ather'! Invmnion-II1e blue box -Basic G me" set, I knew IlI1IhIng of He,d or her dad's connecnen !DIIle game, which t had l>eard ef bul had never seen. One day she gave me II pass 10 gel 001 or dass the fof- 10 .... 118 day, because she was going lobe 1111 erviewed bY Peo!* magaDoe. Well. Ih:n 1'iIl5ed my eyebrows. and I ~ -Why, 81M! said. -Willi. my dad nWlmled rhls game, snd they're domg a $lory on It. .. ,- She b11NglU me-a copy of "'" game on a Wednesday, BOO by Friday night I had my friends togelher and ran my Onl! advenlure.

-Doug Niles, author

THE CREATIO AND DISCOVERY OF THE FORGOTTEN REALMS

.. No. If didn', "" sun .."h EImms er.

.... P"ltfun: a d.rl. -..-d-pane!ed I'OQm CI'lIITlfIIed .... d1 horne-made. WlMt:-fIO! an-ro booUJdv~ Call ,his: m'll~'hu's den. The ~ f!ed. fUrled up on ,he sofa fUding is me. I hili... fr~ n.Kl Ilf this Ioyely rord>ol..R of words, Frcm Plaro .:IIId Me", K Mrtpf 'D World W.. • ~l!T)I p:rpet"bllds (~Gi ve One ro a rn.:nd In Unlfonn 1 and all the

etas c:s Df fantasy

w h tnne rm..boo1 I -'T but

ImT :ng lop,-so:ctel ra:I.lr Slu It 101 of samerar away, !O I an', i15lr. him TO get any I h1ndful of o:har-M'CT!< I loY and I WoMIl '0 ~ 10 rhem 1Mxl!'

So I ",nle 51Or!e.'l Had ~oncs, rmnlrrrng $lones, somer_ unfinbhed 'Iones. Frl>l'lllhem, I gradu.J'" '0 9fC.Iflg up the s",nC!5 wilt. people I sec III re.1l Iofe:

(for aoc:e. those who I M.e II" """e ell !>ChooI.

w , • rm ]usl $lrJrtingJ

Oul of one of .he ~gn..." a fal. pufli"l;! wal,~ or II food-SI ned. brge-beJlir.d. whcCllng. lloppybeeree slv merchanl c""'~ Slil~' Mlrt lhe Moneylender. II m 'n:ham who pbvs lhe bill DOlI so a 10 b.'!!I1 'fOti"', sneermg nv.rk A sen-beaned, gruff. pnxllg,ousIy-drinLme m.m wl1h II past. he

indies ;md d",lb hl, W'i!I'f from r Iy 10 ci'Y on ~ coml-rhe S..mrd COiISI In D 'Ian'asy worid. l.Ae lhe Falhrd fA the Ora." f'o'Iouser !oeI'~. lhe$e knle S!1l1"1e~ are 'In ,he SiIIIlP world. seU·conlillned ~.n ,he .Ie of a man of milfly raulls.

Min rmnres a r:c",p:II'I n ,he laurum DumanII lhin l16-man'lI Conan and t",ends, from [lml,m" .. ro Storm S,lvcrh.md W,lh ,he t ,,-~ ('.ames, Un""raIdcd. 10 Ztno1.w Ih world 1b.J1 IloIds

W.rt'rd, cp becomes the fOllOOrn~ RtJoJ.lo1S

Du (W! r. ~ .. , PJM!"P'!> se en yea , I,nel'.

In 1974. l.ad< pI ~ .... ,rvrhmg n 'hI! Re.!lm, 1n10 gam

grows rod grows.. uori1/ SIan JQ &'!1 fUJ'll'ly idMs

abowI f"""'_' Suc.h iIS: I ~i 1iutl ItW$

n'IOnStef or IrIf8It .. lit')' pLa,rers unlll

It'S been ~ wn up IIId ~madc

ofTodil rules.

~~",~~~fll:Slll:'llc.wt

, __ them .., of I l'fPI!Wnnrr IrId ....... lhem oft.

..,d ~ nses 10 lhe run:. as II ~ ~ ,.., ... ongucd $OUf« of R~ The ~

&am rho: W ~h ~ <II ~ ""r.n..ttng

vtI'j of~,", spills'" ~ (~

«; sigits, I'UlIe5, om ) tban mcrdy Ii:stIl1t

~ • and ~ flealr!lslore ~ In. So

hough the woritI doo!sn" know I I, /1IrA£DVeIaund>r.d !he: R

Then: oomes a day Wben Jeff Gnti> tTSR designer iIOIl ~r i'JfiA.oa¥ ~r III se.v. of a world 10 hosI: lhe 2Cond edmon 01 ~D) I';:" phor>e:s me M1d ~ ,he rale uI qut':$11ori: "'Do yOtt reaAy have ;j bog. dela.leci ran'a\y _rid iiI !rom<:. J;III' do yo<! malt ... of I~ Sluff up oilS ........ 80 JiIaog?"

"'Yes.w I rei • " .... )'elI-

ureatr he resppnds. -Send If - Well. I KnpIif here. but I m hungry to gel belIut.fu1 rn01pS oJ rhc Re<iIms for my ilmpatgrt 10 glorious DJIor w,lhout 011)'0<\ man", I ~tart I),ping and o,eodIng wed.1y poO.agC3 "f ReaIm5Ion: UlII~ Jer pc.k wirh me 10 'il Gp. be r:8U'!C tv:: IJfld Kim:n BcramgiJrtlt:n (wtQ edi' iIiO'II3I'~ now known as ·,he Old GBy Bo,,"1 an: run-

rung ou, of mom '0 51estr of my nole$.

Bn><;e Hurd of TSR sends me my rlfSl TSR WnTeng JIf1IICC1 '0 show me the lopc:i Irhe f"ndkss 'ltlllT OrAD modul,'). w.,h Kan!n my editor I "'am 10 "" deadlroe. and rGlow TSR lonnal. bul nor Ih" nml Inrponllflr b~' '- 10 fll lhings Into ,'''' ~san' wonlleoglhs.. 'hls is whv Jeff IIIId Kat19l haYe '0 pe1'fonn sueh heroics 10 squeeze stuff mID rhe Old Gray 8ox, :md 1!VM wilder ruts 10 (.r.;m ItIfIudft-p INId The "Iorlll 1m 0 61 pag:s U' d nco:d

6,<1 00 PQte.~ 10 do I proper lob. I think).

Gamlfl"5 loYe the Realm:; - wh,t;h IS w fly I'm

5,;11 runn1l1!l " (albell more slowly) 1I1hc$e years

lalllff-"-; boXC!5 upon baMes of 1'00' '-us.cd.

r"inl pend! R IIll!ilo J'IOIes sll In my ~I.

.!awIV moldl!flng.

Which n.",.nds me: I really mmt gel .rouod 10 dQrng the fil'51 novel about Mlrt.

Ed Grncnwood. crearer of rho FooooTnH Ru.uu, Ulhoo'

noes ~dlurlng rJ1J

r~r r ran, l~ S.j' urdllf morn'ng r.1rloon w~r' pr oouctld In ltv::

N~lMrj~I'l.h In Ig87

+ 1111 (ItMI'1I1

TlUH It... 1RI)0

Th Campi I~ s. rt"'i eftered up "IrmQvB "011 in ADDrD" III Ht EsseOlI.1ly OJ SN'llS ot advanla es ilnd d ...... d vanliIgDS .Jpphed 10 you. rholr KI~. 10 gl"iJ1'l1 the PC u lheme,

til! were unr.y,," "I b~1 Willi <1;,n halitn IlIIljO or no hmul'1nces ro b"ldnq: tl~ I-"r fh~y granied,

lhe IIIing fhal go, """ hooked when I started. I Ihmk, \oMS rhe :;;en:;;e of acc.ompfislvoonl--budd!ng chal<!ders who became more nne! more powerlu o ... er lime, I!IId able 10

I. on lougheI' and ,t:MJgher ~pponenlS. laler on, I rhink ]t was I he. imllgrneering of buildrr.: ~ and epics as a. hobby. 1lv!se days. ,,', aboul comT'iJlJclvp. rclaxaJ ion. and !he fun of pretendmg lha, you (lmI I.l$1 pound evil out 0 ,he world willi abroadswoni

-RIch BItlN, SenIor Ot:$igncr. RPG !IDlD

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The DARK SUN Campaign Setting, published in 1991, offered ADfJfD players a harsh dnd gritty desert world filled with new challenges To face, At the same time. the world of the FORGOmN REALMS expanded with rhe "oseoverv" of the MAniCA selling and the unearthing of an unfalhomably large dungeon Ihal came In The form of the Ruins of Undermountain boxed

Set. The Complete Psionics HandbOOk fully expanded rhe pstonies rules presented in Ihe DUNfJEON MASTER's Guide. The release of the DDIO Cyclopedia combined the rules from the Basic, Expert. Companlon, and Maslers boxed sets lnlo one hardcover, offering players the "complete" rules for the original DUNIlEONS (;]" DRAOONS game. At Ihe same rime, an all-ne ...... DUrO 88sft SeT was released,

Featuring a game board and playing PIBCI!S, "step-by-step" rules for rhe game were presented on cards (as well as in a rulebook) in order to make Ihe game more user-Friendly for new gamer. The next year saw rhe release of several new support products for ADfitD campaign sel1lngs, including OAIIK SUN. DRAQONLAACE. ORl!VHAWk, R,t.VO!lOFT. and SPElWAMMER, 8S well as the launch of a new Arsblan advemure setting called AL-OAoIM.

The next TWo years were marked by II couple of experIments Iha! lneerporered eleerronlc medIa Inro ihe DEiI'D game. In 1993. Ihe Dragonstrik.e Ad'lenrureV{s/on game Introduced novice garners 10 the world of roleplaying Wllh Ihe aid of four game boards, game cards, and plastic miniatures of heroes and monsters-along wlth an enterSkills aoo Powers was my raining videotape thal showed young players the basics of the game. In 1994. TSR explored the realm of favori! .. second ediTion

producl. I loved the whole compact discs with the firstO.uest Audio CD game and the new Mystara campaign setting. which was

P{IJyers 0pfion series. comprised of several adventures and boxed sets Ihal included CDs featurlnt sound effects, music, and

wh ch ClIme auf while t prerecorded narration.

was working as 3 minlsrer

In Ohio and really spllI'red Also released In 1994 was the first installation of the exhaustive four-volume accessory-the

my IntereST In DllrD all . Encyclopedia Maglca-which compiled every magic Item from every AOCrD world (including Items orlgl-

over agaIn. nally presented In DRAGON and DUNGeON). The masl norewar1hy release or 199.4 was the introducrion of

-James Wyan, Designer,

RPQ ROID the PLANESCAPE campaign selling, which offered garners perilously exciting adventures Set in the If&rIO(lS

planes of the rnultlverse, The !lIlW BIRTHRIGHT campaign setting domiml1ed the 1995 release schedule with more than a dozen products released in lusl the first year. The senlFlg allowed players 10 create characters of royal lineage and responsibility rhar were in conrrol of kingdoms and also Included a new Sill of rules fOT staging battles between armi s, Also released in 1995 was a pair or hardcover rulebooh:

Player's Option: Skills {)t Powers and Players Opt/on: Combat DI Tactics. These two books Inttoduced several new rules and mechanlcs (such as the skill system and attacks of opportunllyl, which were later incorporated Into the core rules for third edition.

As time wore on, I learned that what I really liked was

evoking emotion from players. When emotion enters into it. suddenly you're not just sitting around rolling

dice playing games with numbers.

-Monte Cook. Game Designer. Malhavoc Press

My favorite ~cond edition ADllrD product .... as the PV,NESC_ campaign setling, although I'm also a

• big fan of the PIIJyer's Optfbn serles of books. -Andy Collins. Developer.

RPQ R£nD

J' \Ie always had a fondness for Expedition to ,he Barrier Peaks, rhe old flfSt edition mod ule that blended scl-fl wllh fantasy. r ve run thaT adventure many umes In many dlf· fe~nl game systems, and iI's always a rial.

-Jonathan Tweer, Minialures Design Miln~ger, RPO R&D

of TIlt 0:;1 Mf'SOM

DenD makes several eppearanc e, s on Tho: Slmp!JOns. Ileginmng m 1!193 wuh "Hom~1 Goes 10 Collegu." Homer falls a rompetency les! and has ro enroll al Springfield Unlver;ily In order 10 keep hIS lob. Afltr Homer 1,,-.;1 ",ellIS hi' Ihr':e new turnrs, h. goe, horne fur drnner and excitedly lelk the f~mily "We p1"ycd DUN(,wN, iii DIIAOO"s for Three hours! Then I was slain by an elf:

III the '994 "Treehous e 0 Terr~r Vt" H.~lIo\Yeen Olpi>;t)d~, II) 1"" spoof tilled "Nlghlma'''' ,m [wrg~"n Street," Marrin Prince proclaims "I am rhe wondTO.u WIzard 01 lahO! I am a derviSh 01 declenSion and a comurer of conlu.'!llhon •.... uh a million I'll! POInTS and maximum Ch.lrl5m3.~

A '998 CPI!>Od~ ntled "Less Our L,~" featured a scene where lisa Irjo;~ to wk .'" seer on a bus ncrl to II" Comic 800l Guy who IS ..... earlng a ..n'rt IhaT reads "Dungeon Master: No! IntereSTed In flrsl answering Coml Book Guy's "quesnens three," Lisa move' on to flnn ,I "other )eat

THE DEVELOPMENT OF THIRD EDITION

.... Planning and brllil ~Illrmlns for iI new cd lion ot

.. D~"Qf.QH~ iJI DRAGO i'I b n ~nder lSR. wh the

Clmlparry was ~1I11 n ~e GI!Sl a \¥he W-lllJT'd~ 01 1Ihc eo.", purdl&lld lh

eie'r

I received 1M DDtD Bltslc Sel as a glr, For my 10lh birthday In 1981, I'd never heard of Ihe game before.

bUI as a T oIkien jU)1kle. llmmedJarely r"cognlzed Ihls as somelhlng tool. NOl Rowing an~ erber player'S. I had 10 resch my elf how 10 play lh S Slnlllg' game wi til no board and no phJ~I'lII p~ecl!5. Abo~l D yesr later. I DMed mv nrsr session, leading my brother areg ~nd my frillod KurT

through the Caves 0 Chaos in IIIe classic advenTure 82. K~p QIl 1M 8ordcrll!nd$. We Jlloyed fa nll\e hou~ STraight, mining borh lunch end dinner wllnoul reallvng iI.

-Andy CaUIM. Developer, RPO RCxD

but I ctllJIOly se U. upgrad" 10 In etJ;IIOJ1 B I Sl.iW cse Dr eto' RPGlMmlalure! RUtO

In ch005l118 my '.\IOnIC second edill()n produtl, 11 8 B tilL I

ha e reallo v !! of eood mpe!g" ~el· lingS, "nd I Ihln TSR

hll gold e In lhe

gos With 0 SUIl and

PvNt (I dldn', WQrk OIl .jlhcr 'me

nlll. r the mpiIlgn selhl'l& bexes ""1!1'1l nnlshed.J

-!llli S!~.YI«~k, Dlret I Of, RPOIMlnidrul"ts RQlD

The moM mnovative 0 eri.ng fur the ADVANCE:O DUM::lBltIS Sf 0IwJ0N.s game in 1996 W3'J the ADDtD Core Rules CD ROM The completely searchable and cross-indexed computeT accessory pur all of the game's core material. indudlng character and monster gene:nmon. aT

____ a player's fingertipS. Ano,her monumenTal undertaking saw prinr thaT same year in The rorm of the fuur-volume W'tzard"s Spe!1 CompendiUm. which compiled-from ruIebooks. advemures, accessories, and bolh fJuNc;mN and DRAOf:JN-f!very spell created for wilards in the ADDiO game.. The

popularity of the impossibly dense coRection of wizard's spells led 10 an inevitable companion series, the Three-volume Priest's SpeD Compendium. Another pioneering ·affoTT in roleplaying in 1996 was rhe publication of rhe fJRAact.LANce Fifth ~ dramatic advCIIlvre g;nne.. The Fifth Age game made USB of the new SAGA rules, whi<:h inlToduced (ilS an

alternative 10 dice ro ng) an 82-CMd fare Deck that gave p~rs more direcr con1l'01 -Peter Ad~i$On. ao. Gcn Con ue over their ~haracters II!ld lhe game's SloryJine.

By lhe mid gos, aFte an as:sortmen! of dif-

fICulties and despite the success of several

~::c~...: 1~ ~ new brand lines and product releases. TSR lost its partner In The book markel. causing finances 10

HsJ>dbook.. Obviously. I grow dangeroUsly light. In 1997 lhe DUMO£OHS Iir DRAG0f'(3 game was given a new lease on life as

have a deep persoMl W1:tards of the Coasr bought Ihe failing TSR lnc, During Ihe course of the year. TSR's WisconsIn

anao;hmenl 10 I his as ,

played D very acJive role offices were closed, and Ihe remaining staff members relocated to Renlon, Washington 10 join the

in seeing this produd Wizards of rhe Coast ream, The transitlon3 year saw 110 major releases for AO£RO. although supple-

come 10 press. We look " menrs and other releases maintained support 0 the game~

huge gamble wi1h thi.-d

edilion In that we changed Over lhe next two years. the ADUtD game drew upon its inner STrength with product offerings

so many of rhe rvles. and bUIlt wilh matenal mlten STraight from lts foundaTion. Products such as Return to the Tomb of Horrors

in some cases. quite dra- and Rerum to the Keep on the Berder/onds allowed gamers 10 explore and re-e.xplore some of The

morically. rhar I was qul1e

fearful of being The rargel maS! popular adventures e.ver produced. The Player's Guide 10 Greyhawk offered garners a fresh new

of a huge industry back- • look al the original fantasy selting thai started it all. In 1999, the DuNG£ON.$ liT DRAGONS game cele~~o' =~~= ~ brated its firs! lWenty-flve years wllh Ihe release of rhe ADDtD Silver Anniversary Collector's Edition world harifl8' me. Bltil had Boxed Sel. which featured several reproduc.tions of original rulebooks and adventures from rhe

a very strong vision or game's modest, bur sfl1l1mpressive. begInnings..

.... hat I thQughl WIl\JId be a .

great new age for DOrD, The start of <I new millennium also heralded Ihe dawn of a new era for 'he DUNOEoNs a:;r DAAooNs

and I was fo",male game. as the much-anncipated Ihird edition rules exploded taro tbe world of roleplaying. The innova-

enou!l" I~'::;,!,* wirh anho live and ground-breaking third edition rules introduced an asronlshing array of ideas. rules. and

1lInlIZB'I8 ...._n learn ....

were willing 10 raDy mechan C$ fhat offered a more streamlined, balanced, and fle.xlb!e version of the game than had ever

around mal vision and been imagined. The mas. notable development for the new edition of me game .... as rhe Innovative dae

~e:;!;;~~~~ ~ o~'!:. SYSTU1, which established among other things Ihal all success or failure rolls (such as attacks, skill

Ibly privileged to have had checks. saving throws, and so on) would be determined by adding modrners ro Ihe roll of a single 20-

the O~MunflY to work sided die. Accompanying the 1120 SYSTEM was rhe revolurionary Open Gaming Ucense (OGU, which

on 1h~:;:tdruson. CEO. enabled countless lhird-pany publishers to mR use of the essential core of the DUtD rules in produclS Gen Con LLC of their own design. The combination of rhe dec SYSTEM and the OOL led to an explosion of supplemenrs. adventures, and other compaflble suppa" malerial for the DUNGEONS [;r DRAOON3 game. which energized rhe entire gaming community.

One chapter into The Fellowship or the Ring and I

was hooked on fantasj. I saw the 0&0 "blue boxed

set" and purcha ed il on impulse, I fell in love with

the game right awc!y.

Narrowing down the "rqeclS l've warted on

10 a si:ng1e favorite is a lOUgh one. I've worlo:ed on if tor of 0010 booI<:l;. and each lime. I wanr it to be The bel thing rYe ever done. lm Jlre"Y proud

of the wt)rld we crnfi"d tor rhe lJmn.#IJaHr Camp3jgn Sel1ing.

-Rlch Bakm". Senior Designer. RPQ RI)rD

fur ·IIIFo;

Tht· 199 "pi

'Illed ' Jose Chung's From

OYI I Space" IllYoIved 8 novehsr reseHr1:hrng iJI1 alltn' Jbd U~ lion ~Iory One of I~ ~T< rv~ ... ee wl>en w.ed aboul I1eing nervous abo;.1

1 IIrng his sterv

I~ ~elYlng

f 11111 ,lirea ,Unlll& him flOl 10, rc;lbed; "Well. hey. 1 didn r spend all lhose yeArS plaY!I18 Du_~ IJI DRA~,nd 1'101 le~rn a

Hille ~omelhlf1t ilIboul cou roq. •

II 10 7t'pi'>(Otk 01 The X f iln5. en11 lied ·Uou"u31 SUSpe~IS· ealun.'<I a h<e~~la1.es h room tiline of ()UNQlClN) ()t 0AA00N, WII" one of lhe lone

Gt""I~. 0011"1-

nie<l Uy rt-c line. Uilddy need; a new SWQrd of "QUTHfiljlJ." n g.lme ma!crlilL, used 115 props In rhl.! S(:<!I'Ie wore

do led rom Til<!

col! II 01 Wllilrh t rhe eo.. 1 mpla, C$

erence or mt!nllQ11 of DUIO Om' of Ihe more nolW'" ortlt~ from Volurroe 31. 1.51) 21 LJune 11\11'1. 19!17) 1t' .. lUred r~ h~.J· 1of\i!'ll,ICiJld Grunt Set 18

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.... --"IThe overwhelming recepnon of !he rhlrd edition of Ihe DUNOEONS ..,- DAACOHs game set lhe stage for an unprecedemed flurry of new prodOCl releas lhal began In 2001, The fiT5J "super adv mure" for the new edition of the game gave play~ .he opponuni'Y to re-explor

.... __ .. another of the game's most popular clasSIC advenlurcs In the form oj Return to ,~ Temple of Eiemcmsl £vi1 Sword and fist. a !Oupplernenr filled with material (such as eats, presnge

My favorite aspect or 0&0 is the flextbility to take the classes. and weapons) maT focused on fl,ghlen. and monks was the nrst in a series Ina! oFfm:d

game In any direction you'd like and have your character do anything. Simp!>' put. 0&0 is so many things, all at

each of the eleven core f'.hamcler classes new oplions, abilihes, and malerial MAnual of the Plana opened lhe portal 10 adventure on the vanous planes 01 exsrenee, while !he- mird edITion mcamanon of Onenti11 Adventures gave pIaytm; complerely updated fantasy-Asla

=-Peter Adkinson, ao. Gen C n LlC campaign material and IOduded Irs own deFault

setTing based on lhe I.a:ltNo Of THl f Iv:( RIJ«ls world of RoKugan. The PsionlCS Handbook proVided complere rules for playing psionic characters and tnrroduced two new core classes. The most Significant release of the year came in the form of lhe FGRGI:lTTfH R£AJi.fs C8mpiJign Sefting. The book offered an exh.au~live amount of material for advenlurlng In Ihe most comprehensive campaign wurld ever conceived-and 81 320 pages. il became rhe largest book ever published for the OVID game.

By 2002, new material for the Ol)rD game WlIS being released ahn05t on a monthly baSIS. The £pic Level Hi1ndbook provided rules and gUidellncs for plaYing characters 81 aisr level and up-allowll18 campaigns re take on my1hlc proportions as c.haracrers slowly developed abiliTies IMT could rival even Ihe deities of Thalr fantasy world&, The CHAINMAIL miniaTures gam. (named afrer Qary Gyga)(' orginal miniatures comba. rules), oft: red gamers a 5kirmls:tr.level, bead-to-bead mlnlalures game based on rhe DERD combal rules. as w II s new fine of offioal DUID metal minialUre5 The option of playing monsters as characters was Introduced In SaV1f8C Species. an Immensely popular supplement lhar soundly demonstnlled the i1elllbilily and balance of roo new edition of the DIi!D rules. Also released that year was me Book of Vile D:Jriness, !he first D&D supplement Intended for mature audlellC6s, which presented garners wirh rnarerlel 111.11 explored lhe: compk!x challenges of confromtng (and defeanng) "rruly evil" villains and monsters. The Boo« of Exalted Deeds, II tompa"lOn souft;eb<lok which followed in 2003. offered p!ayerslhe thalll'oge of la~ina: up the manlle or "Truly good" heroes wunhy of combating the abominable mon5tefs, and Fiend:. unle.a~hed in 800~ of Vif, Darl.m:ss.

The year 2003 was dominated by the release of lhe revised core ndebooks. Expended 10 320 pages apiece, Ihe retooled Pl3yfJr's HandbooJ., 0IJNa0N l'1AS1CR's Gulde. and Monsrer Mnnualincorpor.ned player eedback 10 provide an even mere weH-balanced and clearly defmed ser of rules thar more closely til with the way the DUNG£ON8 In DRAGONS game was being played.

Another slgnifiCOfnJ product in 2003 came in the form Of pre-painted. plashc miniatures. The Dut«()foI.S Dr DRAGONS M;n;elure5llne's first expansion, Hnrbmger, offered garners a collection of 80 collectable mlniarures Ihat were ready-for-plny right out of their randomized boxes, Wlrh doubrll-slded SIal cards, OGrO miniatures offered roleprayers and miniatures. combal garners an array of heroes, villains, and monsters laken slraigh1 out of the DbtO ruleboOks, Two more miniatures expanstens, Dragoneye (In lare 2003) and Arr:Jrfiends Un early :W04J. qUlddy fo~owed Ihe milia) release. each adding anolher 60 miniatures 10 the line's grOWIng collection. The most recent expansion, aJ8n~ oJ'Lt:gend, presents another 60 miniatures, Indudll1g the lirst twelve Huge miniatures.

February of 200"1 saw the publicatIOn of a new Suppleml!JlT titled Unt:ill1hed Arcana. lnspired by iTS mnovanve flrst edition namesake. UfleiJrthed An:81lS presented an II'IexhauslI Ie array of ahemate and vanant rules and epnons for gamers 10 Incorporate InIO their "homebn:wed" CilmpB gn worlds. The most slgniflCanl release of 200"1, the fBfHHrl;j Campaign SetrifI,!J. i!. the product of a worldwide search Ihal began bad In 200<1 and resulted in over 11,000 submissions frem DIiID fans, The expansive campaign sening oilers players an entire maglC-;nfused world or ac.tion and intrigue 10 explore,

to love?

once-=a game. a hobby, and a form of art What's not

For the current edillon. ITIV favorite hook [other Ihan all the (1)1% I h~l~ W1i1~, of C;C uese ) Is probbly R~/Um /0 lhe

Ttmp/I' of Clem.ml~1 evil I love the fOCI tMt an all new gentmll10n of game~ M5 I1le ·shure<! exper nee" or goIng lhrOllgh IhlS ildvenlllHI. I"'''' like! we old IlI1'Ier~ shared Keifp 011 rhe E1ortkrlJnds. A,tpinSf rhe Giants, V,mll 01 lite Draw, and so on.

-Andy CollIR$, Oeve loper, RPO Rill 0

To pick II favgr;,e produu for third edrtioo and 3-5, I !lave 10 choose <mIOIl& my Ol.klnm. The WI'!! rulebooks ser !he sllmdard and remaIn ravorites, and I think. lbat ltv: won.. done on !he DnlConomicon was jU51 brilliant. And then IIJioI1l lin: lhe ODID minl1!tures !hal gel berrer <U>d berrer willi each new sel we release. My CUITl!I1t flMlf'il~. II>oo&h, ~ the £BtRfICJN Cumplligrl &fTiI1g. Whal ... e're dmng wilt.

I~ new _rill lust rna""" me remember why I love DI)rD, Ilhjm lr's II filfll'l8 glr, ror our aud'oence iI5 pan of our Ihi11ieTh annrversa'1' ctlelmrtion

-BlU Slav~. Direaor.

RPO/Min!l!IuI1l5 R&D

... II t t r I IIKI 01

An oversued IS mm) f\YI"'ty ide d • f .1Iunng sly led runes und siJll'~ rlved prlm<lrity lrom var

gus 01)10 rul .s I I eo: d.

nd 'l1!rd ed I,onl III ,.. f of Cmirillcl l1i1mlllJ at r rJmpag'ng w'Mrd r~ an IlIu.mlllon In ltie

I ,;, ,. liOn IJ tW MASrlR'

GUida) wa parI of rbe RPOA', Play r Ii w;rnb PrClgnrrn fII iool.

... , I UJ [l)fTION

Ih < 3 W,z,,-d, of the Co.'5' upceied the lui ~ of d I!JJ "on DUt D ItlCCrpor I CrT"illn ~1'Id rul th:lll8 dC~lred by deli gn, -r ,nd un I

.01 III \ l~l'Il'l:

I III

-

-

- -

-

-

- -

Of the produm I've

.... orltd on. I'd Mve 10 '!IV lhe !lICRRON Camp.llgn SDI/Ina Is my favonle. If I havil io nomll'lJlla ft produer I did" 'I "W1.II'l on. I'd ,ay UMJl'ffle.ti Arc81!4 Bolli books "' like

hew !oil'S of e nef8~

nlo the game. opening lot! 0'1 nOw fIOssiblhlits ilnd spark1n& I 101 of

cr 1I1,ve lei $ for me..

-J me. \'/yoU, Oo:1tglll!r. RPG Rl'JiD

IlllFFYlHl \W.IPlHl SV.\t

A 11001 pi30de 0 8IJly~~ sttyN nrled ·SmllSht:d ,

I~" cenem

whltll X r

bel he's

on I

!IOlnC al1(:1\ In Perer "arkr'~

room "'Bhl I I he ~llIlIIltlo I

:>(.eflr. In orhlth PIer's pIdcr

bit ,ndllted I1lJI\siorrn 1I0Il rM~ pI.K

VI DIESEl.

T noeed lIU1J'>S lhe 10ITIbCh o

X ode ~(V'on D~1I Wror.IU) in IhI: XX» 1llO"I" XXX,I, ihc "",f>{'

~,·whkh OJC$l'J explalroed 100 rile COIl.'lII 05nen $howl Is ihc NImtl or one o h old DrxD tl>lw¥len.

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VA THE

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ED BOX"

"

"READ THIS BOOK nRSTI"

Bad In 1983. rhe DLtNtn:JNs fA DRAtxlNS &31C Set, which became kl')O'Nn as the "Red Box," Inlroduced countless Ilrst-time garners ro the world of f ant asy roleplaying with sam pie scenarios, examples of roleplaying. and ea~y-to-gmp rule. The ne.w DuNGiONS Dr DIIAOCINS B.:lS/c Game. reJeMinff 1n September, has rile same pUI"J)O'e. but a dlfferenl approach.

The D~ Dr DRAtxWS BasIc Gam~ walks FII'S1-lIme g.amers intO the realms of fantasy advenlore by introducing game cerxeprs and rules over the course of several advenrures, Beginning with pre-generaied characters, plastIC miniatures, and a Single map IIle. The firs! advenmr is relarwely simp e-almoSI board-gamefike--in oro r to ~lIe new players B chance 10 grow comfonable "'<'I1h rollmg dice, making decisions. and rak.lng actions as theiT characters. As

game play pro. ses

throl!gh I he IZ-page. Advet1fu,.e BooA.. more map nles are used. rougher monsters are

encountered, and adventures grow progressively moTe compl x. Characl rs slowly accumulal experi nee;md eVeJlluaRy earn ~Eh XPli 10 "level up" using r ru insid rhe Expanded Ru!ebocA. nhe 64-page Expanded Ru/d:Joalt; also

-Bill Slovtcsek. Senior Designer, RPG R&D offers character generation rules, more detailed gilTTle play rules, and guideJmes for creating orJginal adventures.) AI this polrn, players have fully fl.lncJional and-level chareciers lhal can be pbyed in any OUNGtONS £iT OAAOONS campaign unlillhey're ready fer 3rd level and The Player's H8nrJbooA_

While more expertenced garners can certainly make use of the mmialures. dice, and map Illes in their existing campalgllli. The DiMfIONS Ut DllAGON1i 8iJsic Game also offers rhem a great way 10 draw new players 11'110 Ihetr games. Because the rules wer wntten 10 teach rile game to firsT-time gamers, rhe DutoaONS tit DRA(}OIIIS Bask Game can be glllcn as a gift 10 be explored without "expert" SuperviSIOn. OUtD 00'1 hard 10

team, but II can be hard to teach and rhai's what I iJuNG£aJ!; fA DilAGONS B3Sic Game was dllSigned 10 do.

he DUNGEONS & DRAGONS Baste Game is designed to be a new player's firsl experience with 0&0. It has clear

fie

and concise instructions and a Simple-not simpli-

approach to intr ducing new player to the game.

WHAT YOU'lL liND INSIDE

16 r ully palnled mr'lJlllur-es

• RegdBr. Adventurer

• Lidda. Adlll!nlurer

• Aram,I, Advenlurer· Eben.. Adv<mlul'lll'

• Med,um BIadI.

Dragon C

• Troglodyle

• Dire RaJ

• Wolf SI;elClon

• (2) WOlrrior Skeleton

• (2) Ore Warrior

• (2) Koboki W~nior

• (2) KobOld Skirmiiher 4 double-sided ma" Tiles 4 characTer cards

7 dice

Quick-SIan RvkJx,oI; Adventul? Book Cxjxmded Rukbook

U!.IR·

~RI LY 0100

The percentile die 1ncluded In lhe ser """ a new design lhat fe.:rtur"" incre. ment;!) nunilers From ,Cl"'loo (35 opposI'd 10 10-00) liD IMI, when rdI!!d along wllh rbe dlo, rhe resull lAIn be lIbntined by !illn)lIy adding me IWO numbers together. It's 11 5mlIII r:haoge. bu1l1l1111kesabig dijfl'er51ce fOl'

_newlO thcpnc~ they don', have to riBUre 0U1 h:Jw I a rud a d% ro!-j(s ike any OIlier mil or rile di.:e.: you just addrhemup.

.. In 197 ,!he orlg'n~\ 0I.NJ£0Ns 8t [NOONS &siC .. &/olfered the ·ca.mp!ele D!Jt D game"-a 48 P381J rut.. bool-alollS w til an Inll1IIiucfory advenlUI'I! module, Bl,- Keep on Iht: 8arlerl1nds. iIIld two cnrd5tOLk shftej, of purlCh-out "11I11(bn11er dq,,"

By 1(1S1, the DFII'O game hold grown to IIwl point I

wh a I1CW boKcd set "'3' ~, Thos new hie ScI

as compnsecl or;, 64'~ ru a replinl or I(fep

CHI/he 8cor'llt!rl3nds. and a ~l of poIVh<!d at die!! (<:mnplrul! ,"W1ITh1~ cr...,..,.,) A cDmpl!r1ion 10 II. BasIC Sel W~ to., 000 U{1I:!1T St!! 'Which expanded lho! g~ wITh ooolhcr fi4·page rulehoof. .:md Iha adv nrure medUle , r. fs~ Qf Dread,

The "Red Box" released m 19~3, II!1d CD11$i5led of a "g. ~ If:rtIer '!; GUide MId ~ (j 4 p:Jgo DIlfI8l!D() M:JsIU's Handbook <Ikq: WIth a !leI of dICe MId a marker crayon. The PIayu s GuKk eased a new player mlo lho: galTlB by slowly b",RdiBg knowledge II!1d undml<mdiog or rbe bJ!Il" w!l1l bolh simple ,md exp.:-rl comb.!, rules. m;seie spetb. and roIe~lng lips) The lJungeon f>1Qjrcr 'j H.Jrtdboo/. ~wmed a pI..yer had read lhe ~f:r$ Guide !mel Vi, prq:.ared lOr 11\000 thall~ng Ql rmlillng .lIlvenlurflS Ailed With monsffil"5, d~s, and I~ The "Red 80" BmJr; SeI .... 115 fhe flnl oj ttv," boxed seb Iflm expanded lhe SCII~ 01 the DUrG:ONS I)t DlINJOHs galflll.

30 Y ARS 0

ADVENT

A CELEBRATION OF DUNGEONS & DRAGONS

This fall. you'll encounter it 352-p8ge collector's book .hal celebrates the rich hlslory of the DUNGEONS sr DRAGONS game. While filled wllh historical derails and Insights, the book is not a corporate hlslory, but more of iI collection or "war srorfes" .aboul !hle game and what It was like to "be there" as II was happening-the SOH of tales you'd hear while slUms around a favorite taproom or kitchen table. The 3o-year his.ory of Ihe DUNGEONS [IT DRAGONS game is told through a patchwork of essays written by people who were aClually In re-making and playing Ihe game as II

eveleped.

The orlgms and development of th DUNGEONS liT DRACONS game, beginning wllh Gary Gygax and Jeff Perren's CJ.iAINMAIf. game and Dave Arneson's "sforming the C8S1ie through rhe sewers" scenario. is described by Harold Johnson. HIS accounts of rhose earllest

years .ouch on The loooding or TSR. Inc. .• the developmem of the game rll1cluding Ihe AD£ltD

rules). and Ihe Increasmg popularity of rhe DUNG ONS sr DRAGONS game as il carved us way Into the world of gammg.

The IOlroduclion or DUNmONs cr DRAGONS secoed edmon-sand the sebsequem era of explosive grow.h and 'thaI-

lengrng serbacks for TSR and the

gam IS chrorucled by Steve Wimer, His essays 1!luminare (I time when new fantasy worlds and gaming fremlers were explored, and the influence of the DUNGEONS Iir DRAGO s game became a worldwide phenomenon.

Th mosl recent period of DIJtD s remarkable hislory Is related In II collection 01 Interviews, stones. and anecdol wnnen IInd collected by Peter Adki!;on and Ed Stark, logether. they tell borh Sides of rhe srory of Wizards of rhe Coast's acqurslnon of TSR 310l"lg wlIh Ihe collaboranve developmem and release of DUNGEONS er DRAGONS thIrd edmon.

Scanered throughoul ih book are more than fwo dozen Sidebars wntten by a wide vanerv of personalities and celebrutes, Including novelists. mUSician:;" Hollywood wriTers, acters, and direCTors, and more, Each person's ronlTibUlion delves inlo his or her perscnal experiences wllh the game and offers some insight lnte how the UUNGIONS sr DRAC;ONS game after.led their lives (and, In many

C1I5e s, 51 I II doe s.)

from fran! cover 10 back, vIrtually every page In the art-heavy book IS adorned wlrh some sort of evocanve Image from DfftD's past-makmg each page rum 3 nosralgla-filled discovery. You'lI come across spot illustrancns, interior arr, cover ar , and packagmg fl"om Df)tD game books, novels. and licensed products. along with photographs of the personalities. product . and events Ihal have shap d 11\ world of DUNGEONS cr DItAOONS over 'he past thirty ye rs,

Make room on your coffee lable (or bookshelf, If you prefer! fur an amazmg mp through a world of emenainrnenr Ihal has graced countless knchen Tables For ThIrTY years-and counlmil.

I'm having a great time ~ orking on this book. lt's impressive to see the impact it's made on so many folks.

-Peter Archer. Editorial Diredor. Associate Publisher, Books

In 1074, a n~w phenomenon bursr onto rhe eu!lural scene: rhe DUN-G!.oH' IJt" D_Nsgama

Armed wllh dll:c. ~11s. pIIPU, and rultlboob, 'housands ot pea Ie sel ortll 00 " quest of the Im38lrnllion

AIDf18 the way, they billtled mon5lrrs. dl5CIIVl:reil II"M5- ure, nd 1reUt!d Ihrough eounlll!S5 dun,geolls. keeps, CilSlles, and 'III!"!;.

The OUNCoIO" S r.. ~AQ)N ~peril!:lKl! ere.! I ell om IndU5- try. NoT onIV did Ir spawn !oIrnllar roleplaying games. il Md 8 ptofouOO nnpiK1 an rile burgeoning computer g..mlng I ndustrv, Arou nd the warld iJTId over the VeJl"5, peoplo trom II will.s ot life iOlned In Ihis game of mOI\STI!~

and magic

This booI\ is a c:cIebrIllOn 01 that pI1enomenon lIIlIi a

rr uie 10 II mlUlOm of players who brOll8111 Ihe 011_5 IJt" 0 IIOfIS experience 10 hte,

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by Mike McArtor· illustrated by Jason Engle

alesric, powerful, arrogant, and selfish, dragons are the iconic monsters of OUtD. The game is even named for them. Since the erearion of DUNGEONS fit DRAGONS, dragons have terrorized, driven off, and slaughtered countless characters in myriad worlds, campaigns, and adventures. Some players who encountered these fantastic beasts dared to want more from these scaly bringers of woe. Not content with slaying the dragon. these players wanted to be the dragon.

Now, they can.

otDRAGON j\'IONSTER. GLASS 'I\.DVANCEMENT

Rrst inrroduced in Savage Species, monster classes are a way for players 10 start our at rst level as one of their favorite monsters. Because most monsters are inherently more powerful than a human or elf, the only way for them to fairly start the game at ist level is to treat monsters as character classes. The rules presented here allow you to playa metallic dragon as a ist-level character and advance that character up to zoth level, just as any other character class. In this way, your 13th-level brass dragon is roughly as strong

as a 13lh-level character using a standard race and one or more of I'he eleven base classes.

Note that, as in Savage Species, the ability score adjustments listed in the level advancement tables stack, but the natural armor bonuses do nor. The natural armor bonus listed for a particular level is the dragon's new natural armor bonus.

COMMON .DRAGON I\,fCIAClRAf'rs All dragons have the following in common .

• Dragon Type: Dragons are immune to effects that only affect humanoids, such as charm person. This is a boon to any dragon who travels WiTh humanoids.

o Keen senses (Ex): A dragon can see four limes as weI! as a human in shadowy llluminatlon and twice as well in normal light. It also has darkvision and can see in the dark up to 120 feet.

o Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each type of dragon has one or rwo addtlionallmmunities as given in its description.

• Dragon Overland Movement (Ex): Once a dragon attains a fly speed of at least 100 feet, it gains the ability to fly over

vast distances in a single day, See the Monster Manual. page 70, for how far a dragon can fly in an hour or a day, based on lIS ny speed .

• Aurcmatic languages: Draconic. Bonus Languages: Any (other than secret languages. such as Druldlc) .

• Favored Class: Dragon, A dragon canno: mulnelass into another dragon class. The best mulriclas5ing choice for a dragon is fighter or barbarian. although raking levels as a sorcerer advances Ihe dragon's spellcasllng ability. Players or dragon characters should also consider the dragon prestige classes in the Dreconomtcon:

GOMMON .DRAGON GLASS SKILLS

A dragon's class skills (and the key ability rar each skill) are Concentration (C<lnJ. Diplomacy (Cha), Escape Artist tDexl, Intimidate (Cha). Knowledge (all skills. taken individually) (lnt), usren (WiS), Sense Motive (Wis), Search (lnt), Spot (Wis). and Use Magic Device (Che), Each dragon kind has addlrional class skills as listed in its description.

GOMMO d)RAliON GLA.SSF ATUR£S All of Ihe following are class features of dragon classes. Each dragon class gains these features at dlf erent character levels. Check the desertpricns below and the dragon's monster class advancemenr table to see when a dragon gains the class eature In question.

Weapon and Armor Proficiency: Dragons have no proficiency wirh weapons, armor, or shields in dragon form. A dragon in humanoid form is proflcient with simple weapons.

Age Category: As described in the Dragon PCs and Age Categories sidebar. dregon level progresslens do nOI require a player to wail hundreds or years before advancing his dragon character. For reference. rhe dragon's age caregory is listed at the level it attains all the traits and features It requires to be considered a dragon of thar age. At levels before wyrmllng

LEVELS ABOVE Eel

Tbe Eels for each dragon Iype'~ age categories use the level adjuslmenlS esrabllshsd n the Monsler Manual As such. only tile gold drilgon has n age category leL Illat ccmcidentallv ends al lOIn le ... el Ali the ether dmgon IYPe! end at 17th or 181 h level In order 10 prOVide a ~o-Ievel mon I~r class progression for e v erv metalltc di'38on all tlw dragons excepi gold d gons hav Iheir "ex I hlghe"l age category Eel esnmat d ilnd Ihen made mro rhe npproprtme class levels

f,RASS d)RAGO
Bne
Hu AttoID; FOri Ref Will
Level Diet! Bon LIB Save Sova Save S ,II Pornt$ Spl!~J81
Idl~ +1 i!. +2 a (6 . lnr mod) x '1 Feat. bite Id". 2: claws IdS
2 Zdl2 2 3 3 '3 6 ~ In! moo Spe3A w/lh Jnl,1I.lIs. I MTura! armor
3 3dl2 ~3 >3 +3 +3 6 1111 mod Feat, speed 40 h.
4 3dl2 "'3 ~3 -3 3 Fly 100 fl. (poor), nre br ,IIh Id6. +3 natu l armer
5 4dl2 +'1 ·4 +4 +.., 6 + lnr mod Bnlld~.,nse
6 drz ~4 4 ''I "4 Wyrmllng. ~pe(jtl 60 It, burrow 30 fl.. fly ISO fl. (average), Il!ep breath
7 5d12 ~5 +4 .J '4 {l .. Inl mod -'I ntllUfal armor
8 BelI2 ,,6/+1 5 +5 '5 Ii ln: mod Fear
9 6d12 ... 6/+1 "'5 +5 ~5 ~ ~ Str, Il'Il breath adti, +6 natural armor
10 7dl2 q/+;:. '"5 5 "'5 6 ~ lnr mod Vr:ry Y0Ill18. Small stze, hne IdB. claws Id..,
11 7dl;! -q/+2 +5 +5 "'5 f2 Sll', .2. Can "'~ Wis. spells (I~IJ ... 8 nalural armor
12 &lll -.81+3 +6 .. 6 ,.6 6 .. lnr mod z lnr, trr breath 3da
13 gdlz +91 ., 6 6 1) 6 + lnr mod Fear, ~z Chao +9 nalural armor
14 lodl2 10/+5 +7 '7 +7 6 tnt mod Young. Medium sire. nv 200 fl. (poorl. bile Id8. cI ws IdS, 2 wings Id4
15 Udl2 .11J,.6! +1 +7 7 +-7 6 ~ In! mod Spells (2nd) endure etements; +10 1'I111Ural armor
16 Izdl2 +1~/t7/"Z +8 8 t8 6 .. Int mod Feat. fire breath 4d6
17 13dl~ 13/;--8/+3 +8 +8 ",8 6 ~ 1m mod JUYelllle. +2 Sir. spells (3rdl. "'12 nalural armor
18 14d12 rI4/"'flf+4 1"9 -9 t-g 6 + Inl mod ~2 1111. 1'2 Wis
Ig 14d .. ~ +14{+9/+4 +g +9 +g .. 2 Con. H Cha, SR 15. spells C.,lhJ. +-!<l nalural armor
~o ISdl2 15/<-10, 5 '9 +9 +9 6 + lnr mod feal. ~2 Sir. fire brellih Sd6 fA9j\1~E
Base
Hil Ana(k fOil Ref Will
level D,ce Bonus 58 ... e Save S ~" Skill POlO" Spccinl
1\112 2 2 • Inl m eal.hl! Id bre Ih ng
zdra 2 +3 (j In! mod ! n~l1Ur'31 arml'Jr
3 1.lmm
.., 3 3
~ +4
e 4 II lural rme
7 5 -4 6 .. nt mod
8 5 .;
6·1 5 5 Int mod
10 dl2 +6 ~I +5 5 +5 II3lVral armor
n ldll +1 "''1 In! II
,~ 3d'z .. 8 +;j +6 a 6 .. lnt mod
13 gd!2 +9 <1 .6 ... 6 ·0 B 101 mod IdR itw Id6.
lot q 7 7 e 1~1 mod
5 7 "7 ., 6 tnt mod
s 7 7 7 I rmor
17 2 .8 8 6 + Inl 111011
18 IzrllZ ~ tl +8 '(Dung • 2 In! altern re 1 rm lay spells lSI II naru I ~rmor
13d1Z .8 8 6 ~ Ill! mod .2 IS. 12 nalural armor
20 led, 8 .8 Con. llt..lls nd ,lnhm1n br afh 7 status is attained. dragons are considered hatchlings (age category 0).

Blindsense (Ex): Dragons can pinpoint creatures within 60 feet. Opponents the dragon can't see still have total concealment.

Bite: Every dragon has a bile attack that Is a natural weapon dealing the indicated damage plus the dragon's Strength modifier. Note that, like all other monsters, dragons do not' gain multiple natural attacks For having a high base attack bonus.

Claws: A dragon has up to fwo claws attacks thaI are secondary natural attacks dealing the indicated damage plus 1/2 the dragon's Strength bonus.

Wings: Medium and larger dragons can

slap opponents with their wings, even while flying. Wing attacks deal the Indicated damage plus 1/2 the dragon's Strength bonus and are treated as secondary natural attacks.

Tail Slap: A large dragon has a rail slap attack that is a secondary natural attack dealing the indicated damage plus 1-1/2 times the dragon's Strength bonus.

Breath Weapon (Su): A dragon may use its breath weapon at will as a standard action, but It can no! use the breath weapon again urull idqrounds have passed. tf It has more rhan one type of breath weapon, it stUI can breathe only once every .d4 rounds. The save DC againsr a dragon's breath weapon is 10 J/~ the dragon's Hit Dice + the dragon's Constitution modifier. See page 69 of the Monster Manual for the lenglh of a dragon's breath weapons.

Size Cafegory: As a dragon advances, irs size increases as noted in the dragon advancement tables. The dragon gains all the characteristics of the new size, but it does not gain the Iypical ability score changes due fa a size change. The dragon's changes to ability scores are accounted for in the advancement tables.

Spells: Higher-level dragon PCs know and cast arcane spells as a sorcerer of rhe level indicated in parentheses in their advancement tables, gaining bonus spells for a high Charisma. Each dragon Iype may also cast spells from the cleric spell llst and from the spell lists of fWO or more domains.

BRASS cORAGON Dragon (Fire)

Brass dragons live in the desert and enjoy the dry heat. Talkative and friendly, They are fonts of useful (and sometimes useless) information. For more information about brass dragons, consult the Monsfer Manual and

the Drsconomicon.

(;OI>PBI\_, d)RAGON
BlIse
Hit Arratk fori Ref Will
~evel Olce Bonus Save Sive Ssve Skill Poln" Specl~1
1'112 +2 '2 2 (0 1111 mod) l(-I Feat, bit Id.j, Z daw~ ,d,'l
" 2dl2 +2' +3 3 "'3 6+Immod +1 naiurel annor, spider climb
3 3dl2 ~3 "3 +3 ~J 6 .. Inl mod FIIJII, +2 natural armor
" 3dl2 "'"3 +3 '3 +3 TO! Chao speed 30 f1 .. flv 50 fl. [poor), aCid breath ,d'l
5 .adlz -<I +4 '4 '4 6, Inl mod +3 nalural armor, bhndsense
6 old II! +4 +4 ·4 +4 ... 2 Inl, +Z WIS. add breath Zd4. '"4 nalural armor
7 Sdl~ +5 -+4 ''1 +1 6 + lnl mod Wyrmllna, P' d 40 It., ily 100 fl (aver<sg"'), </0" breath
8 &IIi! -6/-,-, .. s s ·5 6 1m mod Felli aCII. br eall1 3d4. S Mlural armor
9 ld,2 ·71 2- +5 +5 ~5 6 ... In' mod ~6 nerural armor
10 7dl2 +7/ .. 2 '5 ·5 +5 +2 Str aCid breath 4doj. +7 narural armor
II 8dl2 ... 8 +3 j6 +6 .6 6 ... Inl mod Very Young, Small srze, brre IdB, 2 claws Id4
12 &112 .. 8/+3 .6 Ii .. 5 +2 Sir +2 Con, acid breath Sd"l. +8 natural armor
13 gd1i! +9''''4 ,·6 I) 6 6 + Inl mod f' al ... ~ lm, .~ Cha, "9 natural armor
14 IOdl~ +10/+5 +7 +7 +7 6 + rill mod +2 W!5. iJk:lIs IIsf}. acid breath 6rl4 .... 1(1 natural armor
15 IId'2 +11/+6/+, q +7 +7 6 + In, mOO Young, M dlum ~Iz , bile Id8. claws Id6. 2 Wings ,d4. Ily 150 fl. (poor)
e 12dli! I'Jq/2 8 8 ,8 6 .. Inl mod Feal spell (2nd), ~II nSlura) armor
17 11dll! 13!+8f~3 8 .8 +8 6 • lOT mod +2 Str, aCid breath 7d4. +12 natural armor
f8 14(:h~ "'14/ 9/+4 .. g ·9 +g 6 Inl mod Juvenile. acid brearh 8d" spells (3rd), +13 naTUral armor
'9 '5d,.! +1;)Tlo/ .. S ;-9 +9 ;-9 6 + Inl mod +14 natural armor SR '7
20 15dl2 "'5/"'10/"5 t9 "9 "to "2 Str. +2 Con acid breath gd4, spells (41111 Eel AND LA

A creature '!I euecnve , har3cter leve ([eU 15 the sum of irs HI! Dle_. I vel adlUSTm~nt and d3

I vels Use character level fer mosl 8am~ Fu lions ~x~epr ;Jwardmg exp i!!11 e. delermlnlng 5rarilng • equlprnenr, anu determining how much experience rh., character needs to gam il new level, For <In .hree ot these funcncns, use effeclive charac ter level Instead.

l ve] dltJslmenl !lAll~ a rneasur of ho much more powerful a erearur Is han oth r creatures of Its H)I Ott A level adjustment pro

Vide numeric comeansen ..... lth

the ever standard races lrcm the PlOYI'r:~ Hendbook, shOWing how rnucu more powerful th.ll c re eaurre t~ than one of rhe slilnd~rd races, In If' rns of I vels

for more mformaltoll Oil Eel r d LA.

monster cla:;ws. In chapter ;:I.

Racial Traits

• Starting Ability Score Adjustment:

2 Con.

• Fire Subtype: Brass dragons have Immunity TO fire. They take half again as much damage (+50%) as normal From cold damage, regardless of whether a saving throw is allowed, or jf the save is a success or allure.

• Tiny: As Tiny creatures, wyrmling brass dragons garn a +2 sue bonus 10 Armor Class, 11 +2 size bonus on

attack rolls, and a 8 size bonus on Hide checks. bur they must use smaller weapons than Medium creatures do. and rhelr lifting and carrying limits are one-half those of Medium charac ers. Wyrmllng brass dragons have 11 space of 2-1/2 feet by 2-1/2 feet and 11 reach of 0 feet, which means they must enter an opponent's square to attack

In melee combat and draw an attack of opportunily when dotng so.

• Brass dragon base land speed is 20 feel.

Bluff (Cha), Gather InformaHon (Chal, and Survival (Wls).

Class features

All of the following are class features of rhe brass dragon monster class.

Feats: A brass dragon receives one feat at 1St level and additional Fears at 3Td, 8th, 13th, 16th. and aoth level.

Breath Weapon (Su): A brass dragon has lWO rypes of breath weapon, a line of !'ire and a cone of sleep. At 4th level, rhe brass dragon gains its fire breath, and at Bth level, 11 gains its sleep breath. Creatures within the cone of sleep must succeed ar a Will save or fall asleep, regardless of HD, for IdB rounds plus I round per age category of Ihe dragon.

Spell-like Abilities: Beginning at and level, the brass dragon can cast spe;}k with animals at will. At 15th level, rhe brass dragon can casr endure etemems three times per day. Caster level equals the dragon's age category (dragons <11 and below wyrmling level are ist-level casters, very young dragons are zndlevel casters, and so on), The saves are Charisma based.

Spells: A brass dragon casts spells From the Chaos and Knowledge domains

Additional Class ~kHl5

In addition to rhe class skills an dragons have, a brass dragon's class skills (and the key ability for each skill) are

as arcane spells. See Common Dragon Class Features for more details.

Spell Resistance: Beginning at 19m level, a brass dragon has sllell resistance 15.

Bronze Dragon Dragon (Water)

Bronze dragons are curlous and observant. They enjoy warfare and fighting for a just cause. While comfortable anywhere. bronze dragons prefer ro be near or in oceans and large bodies of fresh water. For more informarion about bronze dragons, consult the Monster Manual and the Draconomicon.

Radal Traits

• Water Subtype: A bronze dragon is as ar home in the water as it IS on rhe land. It can breathe both water and air.

• Smail: As Small creatures, wyrmling bronze dragons gain a 'l'j size bonus 10 Armor Class, a .1 size bonus on attack rolls, and a +4 size bonus on Hide checks. but they must use smaller weapons than Medium creatures do, and their lifting and carrying limits are threequarters of those of Medium characters.

• Bronze dragon base land speed is 20 feet. They also have a swim speed of 20 feet. 'Note thaI having a swim speed gives bronze dragons the usual +8 racial bonus on Swim checks to perform a special action or avoid a hazard in the water.

• Immunity to Electrici1y: A bronze dragon takes no damage from electricity.

Additional Class Skills

In addition 10 rhe class skills all dragons have, a bronze dragon's class skllls (and rhe key ability for each skill) are DisgUIse (Chs), Swim (Str), and Survival (Wis).

Class Features

All of the following are class fearures of the bronze dragon monster class.

Feats: A bronze dragon receives one feat at 1St level and additlonal feets at 3rd, 9th, 13th, and 17th level.

Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use lts breath weapons, spells. and other abilities while submerged.

Spell-Like Ability: Beginning at and level, a bronze dragon can cast speak with animals at will. Caster level equals the dragon's age caregory (dragons at and below wyrmling level are isr-level casters, very young dragons are andlevel casters. and so on>.

Breath Weapon (Su): Bronze dragons have two types of breath weapon, a line of lightning

~d)R 0
Base
Hit /\llIlck Fon Ref wn
L~lIel DIce Bonus 5.111' Save Salle Sk,U Poml1 5p r III
i! +2
z 2 ..
'3
'3 +3
d 4 "'I
6 4''- -1 +1 '1 <1
4 + ' '4
+5 +5 5
+5 5
II
In n
''I lot mod
7 6 lnt qlO(!
III 1 1 111 mod
'7 7 7
18 8 8 G Itl mod
'9 .8 Inl mod
zn '~dl2 '9 6 ot mod and a cone 0 repulsion gas. Ar srh level, the bronze gains iTS lighming breath, Al 9Th level, II gains us repolston breath, Creatures within the cone ot repulsion gas must succeed al a Will save or be compelled to do nothing but move away from the dragon for ldB rounds plus 1 round per age category of the dragon. The effect or the repuls;on gas is a mind-affecting compulsion enchantment effect.

Spells: A bronze dragon may cast spells from rhe Animal. Law. and WaTer domains as arcane spells. See Common Dragon Class Features for more details.

Alternate Form (Su): The bronze dragon can assume an alternate form once per day at 14th level. twice per day at 16th level. and three times per day at 18th level. The bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action. This ability functions as a polymorph spell cast on itself at its caster level. except thar rhe dragon does nOI regain hiT points for changing form and can only assume the form of an anima or humanoid. The dragon can remain in

II

its animal or humanotd form until it chooses to assume a new one or rerum ro us naiural form.

Copp r ~l\igon Dragon (Earth)

Copper dragons live in hills and mountains. They appreciate humor, playing pranks. telling jokes. and asking riddles of everyone rhey meet. For more information about copper dragons. consult the Monster Manual and the Drsconomicon.

RacIal ratrs

• Starling Ability Score Adjustment: +2 Con.

• Earth Subtype: Copper dragons are comfortable wlrhln the confines of stone. • Tiny: As TIny creatures. wyrmling copper dragons gain a 2 size bonus to Armor Class, a +2 size bonus on arrack rolls. and a +8 size bonus on Hide checks, but they must use smaller weapons than Medium creatures do, and rherr lifting and carrying limits are onehalf those of Medium characters, Wyrmling copper dragons have a space

a we N m b: P th , naTU 031

( II

Idr. I II lap a

of 2 1/2 eet by 2 1/2 feet and a reach of o feet. which means they must enter an opponent's square to arrack In melee combat and draw an attack of OPPOrlUniry when doing so.

• Copper dragon base land speed is 20 feet.

o Immunity 10 ,Acid: A copper dragon rakes no damage from acid.

Addl ional OdSS Skills

In addition to the class skills all dragons have, a copper dragon's dass skills (and the key ability for each skill) are Bluff (Cba), Hide (Dex). and Jump (Std.

Oass atures

All of the following are class features of the copper dragon monster class.

Fears: A copper dragon receives one fear at 1st leve! and additional fears at 3rd. 8rh, 131h. and 16th level.

Spider Climb (Ex): At and-level and thereafter, a copper dragon can climb on stone surfaces as though using the spider climb spell.

Breath WesJXln (Su): A copper dragon has two types of breath weapon,

a line of acid and 8 cone of slow gas. AI 4th level, a copper dragon gains Its acid breath. AI 7th level, the copper dragon gams its slaw breath. Creatures within the cone of slow gas must succeed at a Fortitude save or be slowed for ld6 rounds plus I round per age category of rhe dragon.

SpeRs: A copper dragon may cast spells From rhe Chaos, Earth. and Trickery domains as arcane spells. See Common Dragon Class Features for more details.

Spell Reslstance (Ex): At Igth level, the copper dragon gains spell resistance 17.

Gold Oragon Dragon (fire)

Wise and lust, gold dragons are the most proactive of dragon types in rhe ever-raging conflicl between good and evil. They can live anywhere, but rhey always make their homes of stone,

DRAGON pes

AND AGE CATEGORIES

likr. II ether characters. drngon pl:JV1!l" characters WI!! eXCllpllonailJ'lembers of lheir race, for dragons-already I!!xlT'l"mely powerful creatures In their own righls-thr5 means rhaJ They advance to h gher age Cillegone$ based nol on lhe passa,ge 0 years. bur by g<llnlng expenence, Alrhough a dragon PC starts oul as less powerfullh.m 3 Iypcat dragon wyrmhng, a dragon PC can lin in lhe phv ical and m nral abilities of .. luvenile d gon .... mle most e his dUldt-mJI are 51t1l wyrmhngs.

The rules presented here are an alrernanve both to the Dragon Age Categories chan given on page 68 of Ihe Monsrer MJnu;}/, and lhe Dragons as

PIU¥ r ClI3rnc1er.; 10 chapter 3 crf the Draamomrron. M.:my camp,algn5 dan', 1a~1 long enough lin tenTIS of game lime) for a dragon PC 10 grow past 1~ wynnllng ate category. lhereby maling advanc~nl 35 OJ dnIgon m euller 01 Ih~ TWO

rut opuens djfflCUh.

lnsread. adaphng The rules presented m SaYiJge

Sp«Irrs, a rihlgon PC usln lhe gon 111O<'I$ler

clas5e$ presented here ad'"iD1c.6 to lhe nelll age ca1egory when .. '"'aiM a CUloTin class level Each dMl80n monster class presenh the dr.:Igon rrom I~I to 20111 level A dmgon dJar.;cler mllY nor mullrclass rnre Oil sraodard characrer class LlnIJI II compieles 1he Pfosreuwn" us CU!Tefl1 age category; II shen may rerum to the dragon tbS!llaler TO g;1ln the next age c.aregory

If '10'1'- OM w.she:! Icr mamlain 1he ate cale--

gor and lhe mile a dragon n eels 10 1t8m ,hem.

you can s,lII play a dragon from rhe camgn'!i slarting PC level up 10 lhe level bela e vour dragon PC changes ge call'!gones.

whether cave or casrte. For more information about gold dragons, consult the Monsfer Manual and the Draconomicon.

Racial Traits

• Fire Subtype: Gold dragons have immunity to Fire. They take half again as much damage (+50'%) as normal From cold damage, regardless of whether a saving throw is allowed. or if the save is a success or failure,

• Medium: As Medium creatures, wyrmling gold dragons have no speclal bonuses or penalties due to their size.

o Gold dragon base land speed (s 30 feet, They also have a swim speed of 30 feet. Note that having a swim speed gives gold dragons the usual +8 racial bonus on Swim checks to perform a special action or avoid a hazerd in the water.

Additional Class Skills

In addition to the class skills all dragons have.

a gold dragon's class skills (and the key ability for each skill) are Disguise (Che), Heal (Wis), and Swim (Srr),

Class Features

All of the follOWing are class features of the gold dragon monster class.

Feats: A gold dragon receives one feat at rsr level and additional fears at 3rrl. 81h. '4th. and 18rh level.

Water Breathing (Ex): A gold dragon can breathe underwater indefinitely and can freely use its breath weapons, spells, and other abilities while submerged.

Breath Weapon (Su): Gold dragons have two types of breath weapon. a cone of fire and a cone of weakening gas. At 4th level, rhe gold dragon gains Its weakening breath. Creatures wlrhin the cone of weakening gas must succeed at a Fortitude save or take 1 point of Strength damage per age category of the dragon. At 6th level. a gold dragon gains its Ire breath.

Alternate Form (Su): The gold dragon can assume an alternate form once per day at 4th level, twice per day at 7th level. and three times per day at roth level. The gold dragon can assume any animal or humanoidorm of Medium size or smaller as a standard action. This ability functlons as a polymorph spell cast on irseW al Its caster level. except that the dragon does not regain hit points for changing form and can only assume the Form of an animal or humanoid. The dragon can remain in irs animal or humanoid

form until it chooses to assume a new one or return to its natural form.

Spells: A gold dragon may cast spells from the Good, law. and Luck domains as arcane spells. See Common Dragon Class Features for more details.

Hit AttlCk
Level Dice BorIu~ Skill points s~cia .,
Id12 ... 1 X ~ "'2 +2 (6 ~ tnt mQdl x 4 Fu!, bile" ~d6, 2 claws Idol
2 .2d12 +2 '3 +3 +3 6 + IQI mod' +1 na!Ural armor. altern.llle ';rm
3 Jd12 -l;3 +3 1;3- +3 6 + 1m-mod Fear, douslwaUdng
4 +3 +3 +3 +1 +2 Can, +2 lnr, +2 natunll Umlor
5 +4 +4 +4 +4 6 + 11'11 mod ColG breath Id8. speed 30 rr, ahemate form :a/day
6 +2 Wis. "2 OM. fly 50' fro (sverag&), +3 natural armor
+4 nmural aHnor, b)JndSllnse , .
• ,/ Feal. alternate form a/day ..
~ 't2'~f ,+2 In'i, cold breath zd8.+S nll'ufal armor
I'eralyzirig breath
Wtnnilng-, ~2 Wls:. speed 40 fl" flv 100 fl. (ave
'1'2· S_rr~ told breath Jd8. +7 naMal armor
fur. +2~. +tI naiural iITITIOr, cold brulir4d8 1
+7 6 .. hifmOd Very Ycii.mjt. Medium slze, bUe 106, claw$. 11Lj., 2 WIngS IliB. ly 150 fl.
~?09r); ~ IIlIturel armor
+7 +7 +7 6 + Inl mod 1IJ Ii'll, Lold b~ealh ~d8 ',' .-J,..
.. 8 .8. .8 6 .. Inl 'mod flil!l. +2 Chs, "'10 natural armor ,
+8 +8 +2 Sfr. 'I'll Wls, cold bri!atl1 ad8, +11 Aal\ll<lllll'in!!t ,
+8
+8 +8 .. 8 6 + 101 mod Young. spells (lSI), 12 plluraJ armor
+9 +9 +9 6 + in;inod +2 11'11, Iesrher fiJI/, +(fYr.llurai armor
~o +2 Con. +<1 Chao Spells (2fIIf). cQld b Sliver Dragon Dragon (Cold)

Silver dragons are the most gregari~ ous of all dragon Iypes. They often spend many years in humanoid form and in the company of humanoids. When not living like humanoids, they prefer lairs high in the sky, such as

on mountain peaks. For more lhformation about silver dragons, consult

the Monster Manual and the Drsconomtcon:

Racial Traits

• Starting Ability Score Adjustment: +2 Chao

• Cold Subtype: Silver dragons have immunity 10 cold. They take half again as much damage (+50%) as normal from fire damage, regardless of whether a saving throw ls allowed. or jf the save is a success or failure.

• Small: As Small creatures, wyrmling silver dragons gain a +1 size bonus to Armor Class, a +1 size bonus on

attack rolls, and a +4 size bonus on Hide checks, but they must use

smaller weapons than Medium creatures do, and their lifting and carrying limits are three-quarters of those of Medium characters.

• Silver dragon base land speed is 20 feet.

• Immunity to acid: A silver dragon takes no damage from acid.

Additional Class Skills

In addition to the class skills all dragons have, a silver dragon's class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), and Jump (Srr),

Class Features

All of the following are class features of the sliver dragon monster class.

Feats: A silver dragon receives one feal at rst level and additional feats at 3rd. 8th. 13th, and 16th level.

Alternate Form (Su): The silver dragon can assume an alternate form once per day at and level. twice per day at 5th level, and three times per day at 7th level. The sliver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or

hurnaneid form until if chooses TO assume a new one or return to its natural form.

Cloud walking (Su): Beginning at 3rd level, a silver dragon can tread on douds or fog as though on solid ground, The ability functions continuously. bUI can be negated or resumed al will.

Breath Weapon (Su): Sliver dragons have two types of breath weapon. a cone of cold and a cone of paralyzing gas. At Sfh level it gains its cold bream. At nth level, the silver dragon gains its paralyzing breath. Creatures within the cone of paralyzing gas must succeed at a Fornrude save or be paralyzed for ld6 rounds plus 1 round per age category of the dragon.

Spells: A silver dragon may cast spells from the Air. Good. law. and Sun domains as arcane spells. See Common Dragon Class Features for more deralls,

Spell-like Ability: Beginning at 19th level, the silver dragon can cast fearher fal/twice per day. Caster level equals the dragon's age category (dragons at and below wynn ling level are isr-level casters, very young dragons are andlevel casters, and so on), .,

he woman appeared as the sentry h.3d described her middle-aged end unarmed. wilh J wool-Imed bundle tied to her

~ bock. How had she survived the

tourney 10 The monastery? How had she even found the P'<JTh?

"You1! have 10 torgive our lad of bospifallty." Lorim ~aid carefully. "We don i get miJny Visitors here."

The woman said nothing. She stood In The mIddle of rhe monastery:S sparse dlmng rODm, starmg at rhe tapes,ry Ihat was its only decorstion. II depicted iJ bronze dragon ,1Hading iJ plr.Jte galleon, wMe II dozen mon~ gazed in awe from me decl of a small schooner.

"Do you remember?" she asked. gesturing toward the lilpesrry.

Lorim frowned.. "f had nOI been born then, bur we all Anow rhe story of 'he day Hannafel saved Ihe missionaries."

"Good, .. she said flIt is time for rhut debr to be repaId"

A sudden tlsst: of lighr blmded Lorim S eyes. ilnd he mopped insrmcflv~y tnto hiS blindfrghlmg srence. When his Vision resumed: he Fe/l Immediately fa his knees, for 'he woman

was gone and in her place was e bronze

dragon whase sfunning beaury he was unworthy 10 behold.

He did not look up until he fell rhe sentry's erm on his shoulder. and When he did. she was gone, Peelimg out of the wool bundle she left behind were fWO dragon 6K8s. each laced wirh intricste patterns of bronze.

All dragons care abour the survival of lhelr blood-

lines, but many lack strong paternal instinc:ts or have reason 10 fear for rhe safety of thelr YOl.!ng. Unburdened bv sentjrnern, dragons might entrust their unwanted or unsafe hatchlings mro the care of a chosen member of (J lesser race.

Insllnctively driven by a Ius. for knowl dge and wealth, rnese fostered wynnllngs flourish In nondraconic socicry. and many eagerly lake il humanoid fonn and idenlity. While the festered dragons thrive, The peepte whose lives rhey much are rarely so lucky.

46 June 2004

~ql' nR!\("l N~ 1\. I,R TIILIf{ \ IIMI

While most dragons obsessively guard The locations a their lairs, centuries of residence rarely go unnortced. Grown dragons can dePend themselves, bUI when the locations or their lairs have been compromised, their ggs and wyrmllngs are put In great peril.

The primary danger comes From rival dragons. Ohrcmauc dragons partiCularly relish the opporrunlry to eliminate an enemy In its infancy. and many metallic dragons are not above doing so themselves. Humanoid species rarely arrack wyrmlings as a pr venlive measure, bUI individual Thieves might attempt to steal an egg or kidnap a hatchling for the profil It can bring on The black market They can be sold at high prices to warriors seeking spectacular mounts, dark cultists who desire to perform terrible sacrifices, and mages who need dragon parts For powerful spells and magic ltems.

Wyrmlings do nOI make if easy for their parents to protect Ihem From such dangers. Their insatiable curiosity Invariably leads

them to wander away rom th safety of

their lairs, making iT difficult for a parent to keep tabs on mulriple hatchlings. For this reason, many dragons keep jus1 one halchling

per parent. Chromatic dragons often aban-

don the additional hatchlings, while metallic dragons are more likely to seek a Poster parent, Since dragons are capable of producing hun-

dreds of offspring in their lifeTimes, they don't feel the strong emotional arrachmenrs to each child that shorter-lived humanoid species do.

Finally, some metallic dragons foster a young wyrmling simply because they were raised among humanoids and found the experience rewarding. This is particularly true of silver dragons. who consider spending a few decades as a humanoid a rite of passage for the young.

Til \\ \ It 'I'L, 'I) u.'S ·n1.\:V~LLSS r~1\

When a dragon offers iTS hatchling to a potenrlsl foster parent. it is rarely refused. A non-evil dragon usually chccs an individual or organization for whom it has done a favor. so the prospective foster parent will be obliged 10

accept (which mighr be why the dragon did the favor in the first place).

Most people are flattered by the request and relish the prospect of an alliance with a dragon, bUI wyrmtenders who expect to be rewarded for their sacrifice usually end up disappointed. For protection, dragons do not vlsit Their fostered young, and the lender is usually lnsrrucred never to seek out the parent. By the time the wyrmtrng IS mature enough to realize the debt it owes its foster parent (if it ever does), rhe lender willllk:ely be dead of natural causes. A partlcularlv dutiful dragon mighT prorect the descendants of a beloved foster parent, bUI the original foster parents rarely see any benefits from the relationship. Certeln classes might be able to convince their foster wyrmlings to serve Them as a steed or cohort, bur this requires a diFficulr Diplomacy check that ends in failure rnor often than nOI (see page 138 of the Draconomicon for details).

Sometimes dragons osrer thetr young to a community. like a church. a school, an order of knights. or even a government. This

gives the young the benefits of having many mentors to learn from, and possibly the protection of a small army. A long-standing organlzanon is also more likely to be rewarded or iTS sacnflce, as the grown dragon might act as a patron or protector for generations of future members. The downside Is that the identity and whereabouts of a dragon fostered to a group are much harder to conceal, and The task might come into confltcr with an orga nizatlon's higher purpose.

Www.paizo.com·dragon 47

DRACONIC COHORTS
PC!! t:8n choose dragons as eeherrs A dragon raised by an IlIdl-
vidual who give!) If enouah lreedcm 10 sate I~ CUri051ty bUI rnem-
'alns enough discipline to keep it respectful of ns lender has a
good chance of gainmg rhal dragon as a cohort Nalurally, the
render mUM have II Leader.;hip score high enough for th~ dra-
conic cohon. There is more Information aboul rhis in Chapler 3 or
rhe Ornc(mom/con.
Minimum 1
leadership
Dragon A,1!gnmanl Eel Score
While Iwyrmhngl CE 5 7
BI'3~s Iwyrmllng) CO 6 9
BI ck Iwyrmling) C[' 7 10
Copper Iwyrmllng) CO 7 10
While Ivery young) CE 9 '3
Bla k( very young) CE 10 '4
Bille (wyrmllng) LE 10 14
Brass Ivery young} CO 10 ''1
arcnle (wyrmllng) LG 10 '''I
Oretn fwyrmllng) LE 10 '''I
Copper (very young) CO 11 16
Red (wyrm!ingl CE II ,6
Silver (wl'rmllngl LO 11 ,6
Gold (wYrmling) La 12 '7
White (youngl CE 12 17
Bla (young) CE '3 '9
Blu (very young) Lf '3 19
Bronle (Yery young' LG '3 19
Green ( v ery voling) LE '3 19
Bmss (young) CO '4 20
Sliver (very young) LO '''I 20
Copper (young) CO '5 21
Red (very young) CE 15 21
Gold (very young) to .6 ~J
Oreen (young) LE 16 23
Billd (juyenlle) CE 17 i4
Blu (young) l( 17 "4
Brass Ijuvl'mlll!l CG 17 24
While IluvemleJ CE '7 24
Bronze (young) La 18 25"
Copper rjuvenlle) CO .S cS"
Sliver (yount) LG 18 25 •
Red (young) C[ '9 2S"
ODld (young) LO zo c7~'
Oreeo !juvtmileJ LE 20 27"
'Effective Character Level.
"The Dragon Cohon feal 15 needed 10 gain a d1'3gon cehort of
this power. CIIR. ~1\Tlr 0 'Lh()IJL T$

Chromatic dragons rarely foster their young, but some find it preferable 10 the abandonment of extra hatchlings. Chromatic dragons are suspicious of anyone who would voluntarily take in an evil dragon hatchling, wary that they would attempt to domlnate the wyrmling for their own vile purposes. Thus. the parents usually approach a prospect with promises of treasure (thai never actually marerlallzes, of course). or a favor (such as the elimination of a foe). The parent might also threaten ro kill the tender if the wyrmling is rmsrreaied, although In most cases he or she won', bother checking in again.

Those foollsh enough to lake in a chromatic wyrmling invariably regret it-if they survive. Few who truly understand the wyrmllng's depravuv accept the task al any price. Chromatic wyrmlings might attempt to kill anyone wi1h whom they share their mentors' auentlon, including the tender's mal and other children. and they are quue skilled at making the deaths seem accidental, like melanic wyrmlings, they have a powerful thirst for knowledge and ingraliale themselves 10 anyone whom rhey Feel has something to teach. As they grow older and prouder,

th y begin to harbor deep resentment toward both teachers and ester parents. When the wynnllng eels It has learned all It can, its close mentors and authority figures are often stricken by

suspicious "accldenrs" themselves.

Since chromatic dragons have no inherent shapechanging abilities, most aren't capable of taking humanoid form wlrhout magical assistance. Many are raised entirely in wyrmling form by rhelr foster parenr or community. but some dragons lock their hatchlings info a humanoid form with a polymorph any object spell before they foster the child. Particularly nefarious chromatic dragons might disguise themselves and their hatchlings as gold or sliver dragons before they seek OUt a prospective foster parent.

Ttl!. !iMP RAMI, .... I (WII'ITlIiLINli'S

Although born wlrh a vast reserve of knowledge Inherited from their parents, dragons are not able 10 access il all rom the momenl 0 their hatchings. MOST dragons can Ilv, nght, and srraiegtze al only a few hours of age, but it takes months for' a young dragon to master communication kills and make sense of its environment, especially if tt is surrounded by members 0 another species.

Even without a teacher, a ..... yrmling masters Its hunting techniques and survival skills wirhin its Firsl year of liFe. A dragon learns Draconic Innately. but it cannol learn Common or any other language wl~hout 'exposure to 'it If a wyrmling has access to books, it eventually deciphers them and learns to read rhe languages In which they're written. Withoul a teacher. she superior intellect of a young dragon is restricted to logic-driven pursuits like mathematics and strategy.

48 June 2004

Fostered wyrmlings are capable of learning far more

than their feral cousins. When raised by humanoids who are willing to teach, wyrmlings develop a burning desire to absorb the entire sum of humanoid knowledge. In Their first few months of life. haTchlings concentrale on language acquisition and can learn any humanoid language simply by hearing It spoken frequently. Once they are able 10 converse. hatchlings begin pestering potential teachers with endless strings of questions about the natural world. Wise Foster parents divert thelr wyrmlings' attention by teaching them to read {something a.hafchlrng should be capable of at only a few weeks of agel, and lening their sru-

dents absorb every book available. A hatchling who has access to a library should have a level of knowledge comparable to rhar of a well-educated person by its second birthday.

Ttl' l\ YR; u G \K.[S.\ PL S 1\

Gold and silver dragons learn nough about humanoids to polymorph inro a convincing humanoid using their alternate form ability within a few months of age. Wild bronze dragons don't develop their shapechanging abilities until later in life.

fosrered wyrmlings who can rake humanoid form (or have polymorph any obfecl cast

upon them) usuaUy prioritize developing rhelr humanoid identities instead of honing their draconic abilities. These fostered dragons

spend most of their lime in Their chosen humanoid form and seek training in a class. Young dragons disdain most humanoid occupations and show lin le interest or aptttude in learning crafts, Farming, or merchant trades. Instead, fostered dragons show a keen interest in martial training, rhlevery, and rnegtc, Since they

tend to be too independent and arrogant to tolerate highly structured environments, renders would be wise TO apprentice Them to a patient warrior, rogue, or mage instead of enrolling them in a training academy. Many fostered dragons, impatient and curious about the roads not taken, bounce from class to class. picking up no more than a few levels in each. A Few temper their capriciousness with a strong desire to achieve greatness and might pursue a single calling for decades. Even if a fostered dragon does manage this level of focus, il mainrains an lnreresr in other topics as It pursues its chosen class.

1111.. I'Ll~ILS ~ I \ VRMLlllib GR1LIl

Knowledge, alas, is not a wyrmling's only passion. Hatchlings instlnctually begin hording shiny stones even

before they can speak, and their lust for treasure only grows more refined as they age. like a dog who drops his bone in a lake while trying to seize the bone's reflection, a wyrmliog dragon's greed supercedes its intelligence and invariably gets it in Trouble. Even lawful good dragons often resort to blatant thievery in their irst few years of life.

This leads to no end of trouble for their renders, who must protect their own belongings, attempt to stifle Their charges' covetous impulses, and keep them From running afoul of the law. Many young wyrml1ngs are fasc:inated by rogues and their treasure-acquiring skills, and it is only due

1'0 the diligence of their tenders that most wyrmlings are prevented from pursuing the vocation of thievery.

Iii LL sntn I

,\ O~Nijt;KOIIS \\'( I I.J)

K aping a wyrmling's hands out of strangers' pockets might be a full-time Job for many lenders, bur lr's a simple one compared to the task of hiding a fostered dragon's true identity. Most tenders keep their wyrmling well hidden For the lrst year or so, but concealing a curious wyrmling beyond thaI is nearly Impossible, especially if rhe wyrmllng feels il has already learned all rhal it can from trs foster parents. Driven by a strong desire 10 advance its humanoid persona and a false sense of confidence in iTS ability to travel undetected, a young fostered dragon mighl consider escaping from even highly respected foster parents. A tender who does nOI relent and allow the wyrmling ro explore its

world risks losing control over if entirely,

Despite the quality of irs alternate form. the behavior of a disguised foster dragon ofren hints at irs true identity. Not many people are aware tha1 fosrered dragons walk among them. but the ones who seek 10 prey upon them (agenls of enemy dragon , for example) rarely miss the signs, These include an extremely inquisitive nature, an tnapproprtere hablr of beggrng or gold and treasures, a great knowledge of arcane matters coupled with conspicuous ignorance of humanoid behavior. and physical and magical abilities far beyond the capabilities of a preteen humanoid (as most young fostered dragons appear to bel

for these reasons, most tenders are forced to lead a semi-nomadic lifestyle for a few years. moving from town to town before anyone can become suspicious of their strange children. The fostered dragon, however, is con-

www.paizo.com/dragon 49

stanlly on the lookout for new mentors with new skills 10 teach. IF rhe tender refuses a fostered dragon's request to travel with a particularly enticing adventurer. he or she might have to make a Diplomacy or lnrtmldare check 10 avoid being abandoned by his or her young ward. IF the fostered dragon chooses poorly (and most are notoriously bad judges of character 8t this age), irs identity might be discovered and spread as a rumor that ultimately leads to its death or enslavernem.

THL 111t\(, N'';' IINCT.I{T\IN r\1

Some wyrmlings do form long-term bonds witnlheir Tenders and won', stray from their sides for long. Most are driven by curiosity 10 a life of adventure long before they are physically and mentally ready. Some tenders give up thelr duties when abandoned by their fostered dragons; others doggedly pursue them and continue to protect them In any way they can.

No one knows how many fostered dragons survive those First few years of independence. but those who do become skilled at living among humanoids without arousing suspicion and learn how to distinguish between potentially trustworthy companions and those who would seek 10 exploit them. Ar age six. a wyrmling is officially considered a very young dragon and is capable of prorecring Itself from most common threats. IF the render Is still In the picture, this Is the point at which he or she lik.ely realizes that the fostering task is done.

Most fostered dragons continue their journeys as humanoids for at least another decade. and some (including almost all silver dragons) decide to continue or a humanoid lifetime before taking a lair and beginning a more rraditional dragon Ii e. If a dragon has come to respect Its render, and he leads a suitably exciting life. a fostered dragon may conlinue to adventure with its tender unlil his death.

Older dragons mighl regard their fostering experiences as the foolishness of youth. but few ever regret them. Indeed. they are often among the dragon's Fondest memories, and some greal wyrms wis1Fuily consider the minor treasures gathered in that period to be he crown jewels of their massive' treasure hordes.

\TTI III S \ \1m f\'lSTt:RJ:'oG

While all dragons have the capability to either convince or force humanoids to care for their young. not all dragon types are inclined to do so. The follOWing explains how each dragon type approaches fostering.

Black dragons lack their red cousins' sense of

cruel whimsy. and on the rare occasions that they foster a wyrmling, it is always 10 a lawful evil individual or organilalion of great power. Common tenders include dragon-worshipping cults, high-level evil dracolytes (see page 122 of the the Draconomicon). and churches or monasteries devoted to Tlamar, goddess of evil dragons. Black wyrmlings are no less vicious than red wyrmlings. but their tenders are usually better prepared for their treachery and powerful enough to cow them into submission.

When forced to give up an egg or a wyrmling to fostering. blue dragons always search for other lawfully minded desert dwellers. They favor efreer as fenders above all others. bUT rhey will use desert nomads or even gynosphinxes when no other option presents itself. As perhaps the most carfng parents of the chrornarics, blue dragon parents check in on rhetr oFFspring whenever possible. Uke their parents. blue wyrmHngs are vain and lalY.

Because they love good conversation above all else. brass dragon parents typically deposit their offspring with those whose company they most enjoy. Brass dragon wyrmlings are born wrth the gift of gab. and within a few hours of hatching; they are ready to learn the language of their tenders and as many other langua8es as ihey can. After a few weeks. the wyrmling's constant chatter begins to wear on even the mOST parienl tenders, and they are introduced to others who live near the tender in order to provide the wyrmling wlth more conversation partners.

Young bronze dragons are less Interested In lntellectual matters than other dragons and are instead consumed by wanderlust. Many are fostered to traveling merchants, ship captains. explorers, or even traveling carnivels, so thai the bronze wyrmUng's natural inquisitiveness and intense wanderlust can be sated while remaining as fong as possible with its tender. This wanderlust leads some to careers as bards. a vocarlon mar puts their natural charisma and empathy to

50 June 2004

excellent use. Bronze dragons also savor physical corobar, and many find satisfying lives as mercenaries or adventurers In tneir youth.

Free-wheeling and capricious, copper dragons sometimes leave their young wITh a humanoid they know as a

grand, ongoing prank. They rarely regret the decision, and

they often return to a render in disguise 10 check on their offsprIng. Wyrmling coppers lell lois of jokes that occasionally venture mre the lerritory of lies. As Ihe months begin 10 pass, they start 10 play pranks on their tenders and others around them, While their jokes and pranks ar always done with humorous mtennons. sometimes their careless natures can cause rrocble or pain for their renders.

Adult gold dragons are paragons of virtue, bul Ineir wyrmlings often find themselves In moral conflicts. Gold fostered dragons often become consumed with the Idea of bat"ing injUSTice, bur their youthful naivete leads them into conflicts they cannot win wilh corrupt leaders or criminal organizations. Despite their ri,gh1eousne.ss, gold fostered dragons are very greedy. and they often form eta orate jusTificarlons 10 hide their own rhievery and opportunism.

When green dragons foster their offspring. it's of'ten to lizsrdfolk or kobo Ids. Unlike most dragons, a green dragon often checks in on irs fostered children. both 10 ensure the compliance of the foster parents and to ensure that lIS offspring is r moved from its territory before it grows old enough to present a threat,

Red dragons are the only chromatic dragons that regularly foster their young, but they rarely choose willing foster parents, preferring to coerce or trick innocents who are unlikely to survive rhe experience. Indeed, Ihe survival of the wyrmling often seems to be a secondary concern compared to the amusement i1 can brmg to ItS birth parem, Malicious reds want to see melr offspring betray a vainglorious mage who

seeks a wyrmllng for a familiar" lay waste 10 a lawn thaI doesn', dare refuse the "honor" of fostering a' dragon, or surprise an unsuspecting paladin who dldn'! notice rhe magical disguise and thinks he's raiSing a brass dragon.

Silver wyrmlings are the most common fostered dragons, since acluh silver dragons feel very comfortable in humanoid form and usually have close humanoid friends willing 10 foster their children. Silver fostered dragons typically

revert 10 their dragon forms only in dire emergencies, and they are very secretive about their true natures, As wyrmlings. most silver fostered dragons have 1i111e interest in the solitary lives of their kin and often fantasize abour abandonrng their h rirage and living a series of humanoid lives instead. Their attitudes change as they age, bUI most silver dragons spend at leas! one ull humanoid lifetime wilh a humanoid race.

./

Feral and relatively stupid (for dragons anyway) white dragons rarely willingly or knowingly fester iii hatchling. Generally, a whire dragon egg Palis into the hands of another race by accident, typically as a result of its parents' neglect or death. While wyrmlrngs are among the mOST dangerous 10 care for. as they are capable carnivores and hunters within a few weeks of birth. Tenders who survive a wyrmling compare them 10 tigers, wolves. or other powerful predators ... but with far more cunning. e

WItIIW.paizo.comfdragon 51

111( J')i~ 'Q-1~1( ,i"Q:'

To understand dragons' goals and plans, it is first important to see how they think and how rhey view the world. By virtue of iheir long lives, greaT power. and unique racial characteristics, dragons have a distinct outlook on life fhal shorter-lived races rarely understand.

M'emory of Ages: The most important factor ro consider when discussmg dragons is their grear lengevtrv, Dragons might arTack realms based on wrongs committed decades or even centuries ate. as they have trouble looking at Ihings from the limited view of humans and other relatively shan-lived creatures. To a dragon. the events of a century ago have the same immediacy thaI

surprise that they are among the mOSI arrogant creatures in the ...... orld. Their nal ural arrogance mighT cause them elrher- to ignore humanoid concerns or to cause more problems Ihan they solve. A good dragon might insist That its view of law and good be wriTTen into a neighboring realm's laws. espectally I It had

to intervene on a kingdom's behalf during a crisis.

Part of draconic arrogance can also be their complete disregard for "lesser" races. Two dragons could due! over a city. spreading destruction as they throw spells and bias I each other with their breath weapons. complerely oblivious 10 rhe carnage raining down on the humans below. In rhelr view. a few

~n.u

the las: month holds to a human.

Dragons jive for Thousands of years,

with the whire dragon's 2,100 years

being Ihe shortest lifespan. To put things into perspective, a single year to II human who lives to see 80 is the equivalent of about 40 years to a dragon. If a 3.ooo-year-old silver dragon were alive on Earth today, she would think about the Roman Empire as a powerful counfry from her youth. She might have personally known Julius Caesar. She would see World War r as a brief tussle rhat, when you look al her life span in human Terms, lasted all of four or Pive weeks.

for thrs reason. dragons have a nOTOriously difficult time looking al things from a human perspective. They prefer to view things n the long term, addressing problems over decades rather than months or years. Evil dragons concoct plans rhar mighT require centuries to come to fruition. Good dragons have noble intentions. bUI they might nor act with the sense of urgency that an elven or human realm requires.

Arrogance: As dragons live for cenrunes and have the power to take on entire armies alone. it should come as no

smashed buildings are no more an annoyance Ihan a broken WIndow. and Ihe months it takes to replace a structure are rhe equlvelern of a Few days' work.

The natural draconic tendency toward arrogance provides an excellent explanation or why good dragons do not take a more acrtve role In the world. These creatures tend to reserve their efforts for major wars and catadysmlc events. A planar rift thai threatens 10 consume Ihe planet draws out the good dragons' ald. but a SImple gate rhar allows xills to maraud the countryside lies beneath their nonce.

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In addition to the common personality and biolOgical traits Iha! give them a disrinct point of view. dragons also have a unique approach ro personal wealth, family, and social relertonshlps.

The Ties That Bind: While many OMs present dragons as lone, isolated monsters, dragons establish a number of important ties to others of rheir kind as they age. Slaying one mighT draw the ire of a mightier foe. whether it be the

dragon's parents, a trusted tutor, or its mate. Since dragons take Ihings slowly, as befits a long-lived race, they might put off their retaliation for years. The characters could Face enemies al 17th level thst they unwittingly made when they defeated a dragon at 4th level.

I rnulripl dragons exist in the same region. they Invariably come into competition for the area's wealth. Unless one dragon serves the other or if rhe dragons are mates. they rarely co-exist peacefully fbr long. Dragons are highly territorial In regards 10 one another. The IWO creatures could duel with each

other, bur if beth are powerful and conrrol many allies, they could flght an indirect war The economy of an entire region could grind to a halt due 10 a war between two dragons. as each dragon's army of servants raids and pillages

within the disputed territory.

Dracon c Families: Since dragons can breed wllh almost any creature, they

can lnd an eager body of oJlowers and allies among rhelr offspring. Some dragons purposefully seek oul creatures Ihat prove useful mates, using them '0 produce children powerful enough to serve as guardians and allies but not so strong as to threaten Iheir plans. A legion of loyal and mighty, but not too powerful. followers can prove useful as emissaries and overseers. While an evil dragon might male to spawn guards for its lairs or a champion who can seize control of a humanoid tribe, a good dragon rarely. if ever. approaches such concerns wllh Ihe same cold calculation. Good dragons tend to develop emotional, although not necessarily lasting. bonds with their nondraconic mates.

Occasionally, a dragon gives up an egg to be raised by a non dragon foster parent. See Ihe "Fostering Dragons" article in Ihls Issue for more information.

Hoards of Treasure: Dragons have the time and resources to seek magic items that are parncularly useful 10 them, OF aJI rhe creatures that rhe pes might face. a dragon is the most likely 10 have items chosen specifically for their utility. Dragons greatly value items that mask their weaknesses. such as rings of energy resisTance. Dragons also value Items that anow them ro peer beyond rhe confines of thelr lairs. A cIySfal bat! or similar item allows it to keep tabs on its enemies and allies. The more active a

dragon is in a region, the more highly it values items that allow it to cast divination speJls. By the same token, many dragons keep magic items that aUow them to evade detection, such as an amulef of proof against detection and tocenon:

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While dragons' unique perspectives, goals, and tools give them shared characteristics, the different dragon Types display unique tendencies in how they go about seizing political and economic power. This section addresses each of The chromatic and metallic dragon types and explains how they impose their particular influence upon the world.

Black Dragons: With their preference for watery swamps and bogs. black dragons can become powerful gatekeepers in regional trade routes. A black dragon might gather swamp dwelling creatures under its control, such as ltzardfolk, and dispatch them to dam waterways, dog others with debris, and leave only a single. watery route available for travelers. The dragon then lurks on thls pathway, exrortmg tribute rom travelers in return for safe passage. The wyrm mighl even personally inspect cargoes for particularly appealing trinkets, seizing any Items fhat catch lts fancy. In this manner, a black dragon can come to control some of the most Important routes Ihrough an area.

Neighboring realms ace a doubly vexJng problem. Not only Is the dragon a daunting foe. bur the swamp it inhabits makes sending an expedition to attack it all the more dangerous. Relatively safe in its boggy realm. the dragon

could sire half-dragon IIzsrdfolk to serve as its emissaries, perhaps offering favorable rolls 10 realms .ha. offer h tr1bure or who work against rhe guilds and kingdoms that oppose lis control of the land. The dragon might never achieve an official title. bUI It remains a potent llgure In

the region.

Blue Dragons: As lawful creatures, blue dragons have a natursl iendency to form a clear, rigid pecking order, making them doubly dangerous enemies. Blue dragons

are the most likely chromatic dragons 10 work together toward a common goa t forming mighty alliances. In thelr desert environ men s, Ihey prefer '0 seize control of water resources and use them as tools to demand tribute and loyalty from jhe creatures of the region. Working In concert. blue dragons might watch over oases and lakes, swooping in to drive off creatures thaI fail to offer them bribes of gold and gems. The dragons take great pains to destroy any pOTentia! resistance, focusing on druids and clerics as priority targets, as the spell creste wafer can undermine their monopoly. By ralionlng water, blue dragons easily gain control of humanoid rrloes, supporting weak-willed and easily cowed chieftains. With control of rhe desert secured, blue dragons rarely seek other conquests. Instead, they might make Their servants' access to water contingent on raids and great offerings of treasure. fercmg even good-aligned desert Polk TO attack their neighbors and caravans.

Brass Dragons: These dragons rarely become political or economic figures in the desert regions they inhabit.

their love ot conversation and respect for the desert environment makes them unlikely conquerors. Rather, they are fonts of knowledge and rumors. The dragon's power. the respect ir earns. and its loquacious nature allows a brass dragon relearn much aboul the land around It. These dragons make an effort to Slop any caravans or rravelers in rhetr rernrortes, speakmg with them at lenglh and grilling them lirelessly For news of the outside world.

dominion over their territories. This tendency can sometimes lead to conflicts with humanoid nations, although bronze dragons are respectful enough a other creatures Ihat they can peacefully coexist with their neighbors. The bronze dragon's drive to purge the waves of pirates, sea monsters. and other threats causes it TO take an active role in policing lrs domain. aiding travelers and guarding them from predators and other dangers. However, this can lead to fric-

Combined With their sharp intellects, Ihis steady stream of news and rumors makes brass dragons valued as advisors and informants. They offer their services to those who can pay them In the marerlals rhey desire for their hoards. primarily rich tapestries, beauIlfully crafted wooden goods, and other art objects. A brass dragon might go oul of irs way to spread rumors of its knowledge, sometimes even offering false hints rhar It can help wtth a pressing problem. The dragon's perspective on current evenlS Is usually distorted by its arrogance and ponderous sense of time. A war might seem

TO be a minor event to i1. so l! has no trouble making false claims that it can offer critical advice to seekers in return for a few luxury goods. Still, brass dragons have enough contact wilh OThers and are smart enough to offer useful counsel. Wilh Ihelr posllion as a trusted oracle cemented, brass dragons can use subtle hints and advice 10 push the development of The region in directions They want, Being 50 long lived. these dragons can afford 10 plor for decades to help develop an important trade route 10 a city that' specializes in tapestries. carpets, and other goods II desires.

Bronze Dragons: Heroic, inqUisitive, and curious, bronze dragons are likely fa feel a strong sense of attachment and

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tion as a dragon exerts more control over the sea-lanes than some traveler are comfortable wirh. A dragon might forbid a nation from salling its fleers across lis waters if the wyrm feels that an impending war will be too costly for the region or the conflict has its rOOTS in Immoral or Foolish rhlnking. Thus. while bronze dragons rarely establrsh themselves as formal rulers or political figures. their innuence is Impressed upon anyone who wants to rravel rhrough their territories. Compounding matters IS the bronze dragons' sense of juslic.e and their fascination wilh warfare. Human realms frequently court bronze dragons' goodwill in hopes of gaining them as valued allies in times of war. Of an the good dragons. bronzes are rhe ones most likely to heed a call 10 arms.

Copper Dragons: Talkalive and SOCIal, copper dragons are the most likely of all dragons 10 form close, social bonds with other creanrres, Their inherent distaste for combat makes them unlikely 10 become military rhrears, but the Friendship of a dragon is always a useful tool. Thus. a copper dragon's neighbors might actively court an alliance with it. These dragons' love of conversation and arrenlion makes them easily swayed by fine company and friendly hosts. Copper dragons might make social calls on important and powerful figures in the region, trading stories and recent news

over dinner. A copper dragon loves to feel 1m portan I. dining with kings, bishops. and powerful merchant princes at every OPPOr1Unlty. The dragon's social calendar might be an lmportant barometer of a person's place in the political pecking order. driving politicians and nobles to seek OUI audiences with tbe dragon. For Iheir part, copper dragons rake full advantage of rhe siTUation. exulting in their Fame and populariry and wallOWing in the opportuniry 10 show off their majesry to humanoids and other "lesser" creatures. In Terms of power and influence, copper dragons are unparalleled in Iheir ability 10 win social standing within humanold lands. With a few words, the dragon can rna e or break a person's reputation as he has access to rhe most powerful people 10 the land. Thus. copper dragons can exert tremendous influence on social and economic poliCies.

Gold Dragons: Due to Their sense of order. srrldem opposiHon of all evil. and moral certainty,gold dragons are the most lik Iy a rhelr metallic kin to take an active, political role in the world around them, A gold dragon might go so far as 10 claim dominion over an area in chaos, uniting good races under Its rule to drive 0 evil creatures and fonn a lawful, just and organized government. While gold dragons rarely assume direcl ru!ership for long, they usuafly leave a clause in a new nation's compact that allows them 10 Intercede and assume 101al control In limes of crisis. In any event, a gold dragon at the very least reserves rhe right 10 remove a monarch or govemmenr thaI grows too chaotic or Immoral for the dragon's taste.

Un ortunately for those who dwell wrthin a dragon's lands. a gold can sometimes allow its sense of morality To trump more practical concerns. pushing It 10 regularly seize power For brief times 10 make what II sees as necessary changes to the law. These disruption mighl keep the peace in the long term, bur they can pur the land inro turmoil for years. Their arrogance leads gold dragons TO rarely consider the moral Viewpoints of "lesser" creatures.

Green Dragons: The mosl politically ambitious of all dragons greens are likely to extend their Influence Far beyond their woodland homes. Most of these dragons establish a base of power by forCing the creatures of their forests

into slavery through force and intimIdation. When dealing with powerful groups and lndlvrduals, their scheming political minds come to the fore. Green dragons sometimes offer alliances to powerful humanoid groups. Joining them to crush and enslave their enemies. Using spells such as dom;nare person and bribes of gold and jewels. they cement themselves as rulers of their forest territories. Wilh ,heir position established. their lawful natures lake hold and drive them to organize their minions in patrols who sweep the land for Forgotten caches, beasts to enslave or kill, and caravans and travelers to rob.

Once a green dragon is In firm control of Its terrtrory, 1I sets its Sights on the surrounding lands. It dtspatches agents to make coni act with culls, criminals, and others who chafe under the rule 0 good monarchs. giving these groups funds and military support In their covert struggles. weakening a land from within. With their longevily. green dragons are content 10 set into motion plans that take decades or centuries 10 come to frUition. The dragon might slowly provide support ro iTS allies. aliowing them to grow strong without drawing attemion to themselves. Once These groups are powerful enough and their loyalty guaranteed. the green d~gon unleashes them. They rise up in revoir. assassinating key figures, stirring papular resentment into rebellion. and agitating for change. As internal pressure rends and rears at the nation, the dragon strikes. using the rrlbes and monsters it brought into its service. After a successful coup, a green dragon might grow to become a powerful monarch. Usually. the dragon is content to allow regents to handle the day-today matters of state. but during the first century of Its rule, a green dragon often takes a direct and personal interest In governance. Once In power, a green dragon is far from a warmongering tyrant. Instead, it does Its besi to allay iTS neighbors' fears. It might forge trade pacrs, military alliances. and other treaties ro solidify its position. all while plorring its next conquest and allowing its neighbors 10 grow complacent.

Red Dragons: The greediest and most ferocious of Ihe chromatic dragons, these beasts rarely sully themselves wjlh ihe pellncal and social concerns of

lesser creatures. Instead. a red dragon is likely to see humanoids as a useful resource on par with a cozy cave. Their greed compels them ro conquer and loot

force for good in Ina world. A silver dragon mighl donate small bur noticeable sums of money to a favored temple while aiding In the church's goals. As the

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wealthy holds, cities. and towns near their domains, provided they are confident rhar they can defeiJt the humanoid guardians. A red dragon might question travelers it captures before devouring them. demanding information and rumors about recently unearthed treasures. prosperous trade outposrs. rich serrlemenrs. or burgeoning trade routes. Armed wim this information, a red dragon sttikes our to enrich iTS hoard.

The area around a red dragon's lair slowly becomes devoid a travelers and settlements out of fear of 1ts routine raids. Usually, the dragon follows up a period of intense activiry wtrh long stretches of rest, allowing ITS domain to slowly recover. When possible, a red dragon might seize and enslave a dwarf or gnome settlement, forcing me inhabitants ro create finished goods and mine precious metals from the earth. The dragon usually holds hostages to ensure its slaves' loyally. Red dragons somerimes dominate tribes of orcs or other humanoids. bUl these beings prove more difficult to control. as they often a)low captives to die In return for their own freedom.

Silver Dragons: The most likely of all dragons to take parr m the mundane aspects of humanoid society. silver dragons have a sense of immediacy and urgency that other dragons can sorely lack. Using their ability to adopt a humanoid guise. silver dragons enter society as active, crusading agents for good. They make an effort 10 remain beneath popular notice, preferring instead to remain behind the scenes. This tendency combines with the dragon's reluctance TO share the secret of its true nature to make silver dragons a hidden

dragon earns respect and trust, it ascends in the political hierarchy, but it never takes on a flashy or noteworthy role. Instead, it offers wise counsel and solutions that solve problems with a minimum of trouble.

Other silver dragons take on roles

that allow them to do good among the common folk. Due to this mfluence, evil cults and criminal organizations And it all rhe more difficult· to fmd recruits. By giving hope to the targets of such opponunlsrlc, black-hearted groups, rhe silver dragon chokes them off before they can grow powerful. When such groups do take root, the dragon might pass discreet warnings ro the city's clerics and governors, setting into motion Ihe defeat of countless evil cabals before they can grow mighty. In this manner, a silver dragon subtly manipulates society to purge the threat of evil.

White Dragons: White dragons rarely enjoy any influence or power beyond that offered by their claws and fangs. In many ways, white dragons are natural disasters waiting to happen. A caravan might fighT one off, only to find thaI they have angered lt so greatly that it shadows rhelr steps and annihilates the villages that they stop at to trade. Most wise folk keep away from a white dragon's territory. While other dragons mighl take slaves or accept bribes, white dragons hunt for the sheer IhMIl of the kill. On the other hand, their sometimes dim minds make Ihem vulnerable to manipulation and control by others. Many evil warlords have managed to secretly manipulate a whire dragon. Once the wyrm Is defeated. the warlord sweeps in with his legions to finish off a bartered foe. "

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62 June 2004

aegan Nighlwind thought the golden-haired human woman was the most beautiful female he had ever seen. Her features and curves possessed a fleshiness that other winged

elves might have found coarse but which struck him as rich and voluptuous. The vivid paint on her face, her gauzy garments with their flashing spangles. and Ihe srrange, sweet scent surrounding her made her seem a deva descended from some higher plane. However, the most wonderful thing about her was her smile.

The avariel hadn't received many smiles since reaching Calaunt. He'd fled his reclusive forestdwelling tribe to find a grander, more exciting life in the civtllzed human world. Upon firs! Inspection, the port with its lofty slate-roofed spires, teeming bazaars, and bustling docks had fulfilled his highest expectations. Even the countless reeking tanneries seemed marvelous in their size and scurrying indusTry. Gradually, however, it had come to him that he had no idea how to make his way in thrs unfamiliar environment. He didn't even know how to feed himself-he'd gleaned that he was supposed to trade "coin" for food. but how did one acquire the coin? None of the busy city t'olk had proved Willing to answer a bewildered stranger's questions. They sneered and turned away, or mocked his ignorance.

The woman, however, seemed intrigued by him.

"Aren'tyou a pretty 1hlng," she said, looking him up and down. "I've never seen one like you,"

"There aren't many," he said. Nearly extinct. the few remaining avariels only survived by hiding from danger In the heart of the wilderness. or so his father had taught him.

"Ive never even had a normal elf," she said, "let alone one of your sort," She stroked his wing with her fingerTips. The unexpected caress made him catch his breath. "If alma gives you a taste-for free-will you give me one of your shiny black feathers, rotiekle me after you're gone?"

Could she really mean what she seemed to mean?

Flustered, he said, "I ... I'll gladly give you a feather If you'll help me. I don't understand how things work here, and I'm hungry."

Olma laughed. "You drive a hard bargain, sweetness. But an right. I'll buy you a bowl or stew first. I want you at full strength."

She took his hand and led him down a shadowy alley, a path free of the crowds thai choked so many of Calaunt's streets. His heart pounded wlth excitement. Still, years spent ranging through the Earthwood had raught him the habit of alertness, and despite The distraction his companion presented, he abruptly sensed lurkers in rhe darkness up ahead.

He drew alma to a halt. "Hold on," he whispered, "I think-"

She pivoted and tossed a handful of powder Into his face.

A, once a sneeze racked him and then another, Doubled over, he couldn't seem to inhale, just expel the breath from his lungs. alma yanked ree of his

grip. and men lunged our of rhe shadows to batter him with clubs.

He fumbled out his flint knife, and someone knocked il from his hand. Struggling to recite one of his spells. the sneezing spoiled the precise rhythm required 10 !rigger the magiC. He spread his pinions 10 flyaway, and a blow to rhe head knocked him to the ground instead.

It came to him that he was quite possibly going to die. Certainly, If his assailants wanted to murder him, he could do little to prevent it. The enchanted dust had rendered him helpless.

Then, through eyes blurry with tears, he saw a new figure burst onto the scene. The stranger swung a broadsword, and one of Taegan's attackers screamed. Another ru l'ian lashed out with his cudgel, and steel rang as the swordsman parried so forcefully that il knocked the club from his adversary's grip. The newcomer riposted with a head cut, and the assallers ran.

The swordsman knelt beside Taegan, "Are you all right?"

The elf decided he was. The beating hadn't broken any bones, and the sneezing fit was passing. "Yes:' he wheezed, "thanks ro you."

The swordsman hauled him to his feet. Blinking, T aegan observed T hat his rescuer was a lanky, clean-shaven young man with a long, foxy face and curly hair. His finely stitched and ernbroldered cloak, jerkin, and breeches made the avartel selfconscious about the deerskin tunic and leggings that, as much as his Wings, large eyes, and pointed ears, mark.ed him as a barbarian.

The human peered down the alley, making sure the ruffians weren't returning. "Cursed slavers."

Taegan rubbed the sore spa! on hiS head. "Is that what they were?"

"Probably. No offense, but you don't look like you're carrying anything worth stealing. On Ihe block, though, a rarity like a winged elf can fetch a hefty price."

"I truly am grateful to you. My name is Taegan Nlghtwind:' He offered his hand, and the human clasped n.

"I'm Falar Aporos. and you're welcome." He returned the broadsword to its scabbard. "l'm glad to do someone a good turn. This way, my last memory of Calaunt will be pleasant lnstead of bitter:'

"Last memory?"

"I sail with The morning tide. I doubt I'll ever return."

Taegan silently cursed his luck. The only real friend he'd found and the fellow was about to disappear. "Why?"

Falar Sighed. "It's an old, trite story, I love a lass I can't have, and I hope rhe heartache will be less painful if I put the wafers of the Or-agon Reach between us."

"Why can', you have her? Doesn't she love you back?"

"She does, but her kin don't. Arv ene's faTher and mine are both traders in grain and metals, and have

b en bIll r rivals for years. Venn Dalurterh would sooner see his daughter marry a dung beetle than an Aporos, so he nold!> her prisoner in her own house 10 keep us apart,"

"Surely he can't do thai forever,"

Falar snorted. "You don', know him. or you wouldn't say ther,"

"But tbe customs of your pecple--"

"Allow him to dispose of an unwed daughTer as he likes.'

"Whar i the IWO of you marri d?"

"The law would place her beyond his reach. but whal does It mailer?"

"lsn't it obvious? All you have to do is gel her OUI, then Find a priest 10 perform the ceremony."

"Well, ",lIurally. I've Ihoughtof Ihal. BUI he holds her locf..e:d high In a tower. There's no way to sneak her oUI."

His earhers rustling. Taegan shoo our hI wings, calling artention to them. "High places are no problem or me"

''The guards would be."

"Since you found me !'laundering helpless beneath Ihe blows of my anackers, I can see why you believe Ihal, bur truly. my predicament was a fluke. J was the best warriOr in my Il"ibe. I also mastered bladesong. Swordsman's magic."

"1 believe you can handle yourself, You have rhar air. But I can't ask you to risk your life to solve a arranger's problem."

"You did the same for m , and b sides, 10 be honSI, I ne d a frl nd 10 help me learn 10 llv In a human cit . I I can bring Arveene 10 you, p rhaps you11 consent 10 be that person."

"Succeed in this. and ,'II cherish you like my own brother. When can you artempr it?"

"TOOl&tll," Taegan hesuared. "h would be helpful if you could gel me a sword." The blade he'd once berne was an irreplaceable treasure 10 a folk who no longer possessed any means of obtaining Iron, and he'd lefl 11 behind when he forsook his tribe.

If Faler hesitated, 11 was only for an lnsranr. "Take mine, and I pray 10 sweet Lady Firehair II brmgs you luck." He Ii red his baldric over his head.

The crescent moon and Ihe luminous, hazy trail rhal

01 called her Tears were sin illS In the weST. and the background clamor of Calaunt was quieting al lasl by rhe time Taegan wll'Iged hIS way toward the walled mansion wilh its bristle of conical turrets stabbing againsl rhe stars. The avar el knew a pang of rrepldalion, of awareness that he was m ddling in CIvilized dangers and complexities he didn'l lruly understand, He snorted the anxiety away. He'd abandoned his rribe to Ind adv nrure, hadn't he? Well. here if is.

He Circled the estate, inspecting it from on high, noting the locations of the sentries stationed along

the perimet r wall. 1h y failed 10 notice him. Th

nighl hampered human eyes 10 a greater degT' e Ihan It did an avartel's sight.

Wirhin th enclosure. the grounds plainly serv d a variety of functlons, Here and there were Flowerbeds. vegetable plots and apple trees, stables and a circular pen, a square parch of grass wllh white lines painted on II, and a steep-walled depression in the earth, with rocks, trees, and even a gurgling ernftctal stream al the bottom as If to simulate the appearanc of a naiural woodland glade.

He wondered what purpose the rul d retd and the pil s rved, but since they were irrelevant 10 his errand. he resisted rhe impulse 10 examine them more dosely. Once satisfied he'd sported every guard, he Aew on toward 'he house on a line Ihal all bur guarante d he'd remain unseen.

Arveene's lower jutted like a spear From the central mass of the mansion. He flew to one of tn casem nrs, lit on the narrow ledge curstde, and kne ling there precariously, tried to open it, II wouldn't oblige.

He had no Idea how to tamper with the unfamiliar mechanism that held such a device In place. He reckoned he could smash Ihe pan s, but nOI without ma - Ing II lot of noise, so he whispered an tncanranon, The world blurred and lerked, and then he w, s Io;neeling on th parquet Floor on rhe other side of the barrier.

Th 1ransposition was one of the most powerful spelis in his repertoire. He couldn't cast It again tOnight, bur hoped he wouldn't need 10. II should be obvious how ro open the casement rom the inside. or else Arv ene would know. and he'd pass Through wllh the maiden clasped in his arms, He couldn't really Iy carrying 0 much weighl. bUI he rrusr d that, droppmg With Ili wings spread, he could manage a landmg sofl enough 10 preserv them borh from harm. Afler that ... well, he hadn't thoughl It OUI that Far, but he'd slip her OUI of the compound som how. rle trusted his wits and skills 10 see

him Through.

The next step was 10 find rhe girl. He skulked on, Ihrough whal was surely the rnosr lavisl'1 pnson in Catavnl. Most of the urnishings and docoranons were slrang 10 him, vet there was such an abundance 0 th m-so many thic . so I rugs: imposmg portrans and tapestries; polished, intrlc t Iy carved tables and ch ir . and globular oil lamps ashioned of muhicolored glass-Ihar the lUXUry was unmrsta able. even 10 an lntruder as primitive as he.

Someday, he resolved, he roo would live in such surroundings. alrhough probably wilhoul so many images of bears. The ursines appeared repeatedly, sculpted from onyx and jade. depicted on glazed Iiles above a hearth. or prowling the backgrounds of 011 painlings of warriors and patriarchs. Taegan inferred thaI ither the bear was a Dalurieth family emblem or else Arv ene was simply ond of them,

He discov r d the objecr or his search sleeping in a spacious canopy bed With white curtains garhered at the posts. Round-faced, wi1h freckled cheeks, a snub nose. and dark. hair pen! under a

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64 June 2004

ruffled nightcap, she lay curled on her side snoring, The sound a sofT whistle.

He hesitated, uncertain how best to wake her, rhen crept forward. He'd use one hand to shake her awake and hold the other ready to cover her mouth in case she tried to call out.

He never made it to her side. He'd scarcely stepped into rhe opulent bedchamber when a rasping blare split the air. Startled, he faltered, and a hitherto hidden panel opened in the far wall. The closet behind it was only barely large enough to contain

the pale, gaunt, hairless man who now emerged, a long needJe of a thrusting sword In his left hand. He advanced on Taegan wlih disconcerting speed, his mouth gaping and shufting, shouting his eerie, wordless call as steadily and rhythmically as a drummer keeping the beat.

Taegan felt a pang of dismay. He'd invaded the house of Vonn Oalurieth to help a friend and reunite a pair of lovers. He hadn't wanted 10 hur anyone in the process. There seemed no alternative, so he whipped out his borrowed sword and came

on guard.

He feinted high, drew a parry, received the defensive action. and thrust low. To his surprise, the gaunt man managed to whip his blade down in time to deflect the true attack and then riposted with a stab to the guts. Taegan sprang backward, and the thrust fen short.

Srill bellowing-how he could f"tght and likewise engage in this ceaseless shouting without running shorr of breath was a mystery-the hairless sentry instantly took up the distance and renewed the arrack. Taegan had hoped he would. He captured his opponent's sword in a bind and sliced his forearm open.

Or rather, he Tried. It took him a spilt second to realize the maneuver wasn'T working as planned. The skinny warrior spun his weapon free and aimed the point to puncture and cripple Taegan's wrist, Aborting his attack and snatching his arm back I'll

the last possible instant, the avariel stili came away with a bloody graze.

Few people could react as quickly as Arveene's jailer unless rhey had magic accelerating their responses. Fortunately, Taegan could employ rhe same charm, i despite the gaunt man's harassment, he could articulate iT successfully. Retreating, parrying repeatedly, he recited the words of power, and gripping a sliver of licorice root In his off hand, swept the spell focus through an intricate pass.

Magie hummed and shivered through the air, and the guard's actions seemed TO slow. although Taegan knew rhat In reality, his own had sped up. Grinning, confident of his ability to best the spindly human now that they were fighting on equal terms, he went on the attack,

A ew heartbeats later, a beat attack smashed the bald man's guard aside, and Taegan drove his point deep into the human's left shoulder. The attack probably wouldn't kill the still-bellowing fool,

bUI il would give him something sensible to shout about. 11 would incapacitate him and end the fight.

At least tr should have. The gaunl man simply tossed his sword lnro his right hand and thrust it at Taegan's heart.

Caught by surprise, the elf only barely managed to sidestep. He dragged on the hill of his weapon, but it was stuck. As he struggled to work II loose, he saw in the bloodless wound TOOThy metal gears grinding the blade and holding IT fast, just as he caught the sharp scent a oil.

No wonder the gaunt sentinel could yelland

fighl simultaneously without running short of breath. No wonder it had no hair not even eyebrows or eyelashes. It wasn't a living creature al all, bUI an automaton buill of artifice and wizardry.

The broadsword still wouldn't come free, and the mechanical guard was going to spit Taegan If he stayed in dose pulling on it. A beat of his wings carried him several yards backward, and he cast about for another weapon. somethmg that would afford him some reach. He suspected rl would be suicide to oppose the automaton's long steel sword with his short stone knife.

His best option seemed to be a small marbletopped table. He snatched it up by rhe legs and held it before him, lumbling a rearing carnelian bear figurine and a painted paper fan 10 The fleer. As he'd hoped, the tabletop made an effective shield.

It wasn't enough merely to block the automaton's thrusts. He had to destroy the wretched thing, and that meant using more bladesong to flummox it. Ahhough lr was awkward to swing the heavy. unbalanced table around one-handed, he risked it to Free up his off hand for more cabalistic passes.

The metal sentinel's blade slipped past his guard and tore a second gash in his forearm before he knocked it away. Refusing 10 let the shock of being hit disrupt his incantation, he pressed on 10 the end. The shadows in the room whirled madly for a moment, and then four images of himself, each mimicking his appearance and morlons to perfecfion, sprang mro being around him.

The automaton thrust its sword Into one of the false images, which burst Into nothingness. For that instant, Its pcmt no longer threatened the real Taegan, and he sprang in and hashed it in the face, knocking it over backward.

He clubbed il again and again, concentrating on the head. hoping some Vital element analogous to a brain resided inside the crumpling metal skull. Finally, the guard stopped trying to stab him and scramble 10 its feet. Finally, it Slopped shouting.

That, however. failed to bring quiet. With the automaton Silenced, Taegan realized lor the Pirs! time that Arveene was shrieking, too. He planted one foor on 'he ruined mechanism. gripped the hilt of his sword with both hands. at last succeeded In yankIng it free. then turned to the girl cowering In her bed.

"If's all right, '. he said. "Fa/;;r sen! me 1'0 bring you to him."

She kept on yelling for help,

"Please," he said, easing closer, trying not to frighten her any further, "I make look strange to you, but Falar-"

"I don', know any falar!" she cried, "Keep away!" She doesn't know Feler? Astonished, he gaped at her, then heard men shouting, footsteps pounding. Naturally, all rhe noise had summoned help up the stairs that descended 10 the rest of rhe house.

He cast about, spotted a casement large enough to accommodate him, and dashed toward it. Two more automatons, each identical to the one he'd desrroyed, plunged through the doorway and raced to cut him off. He reached the wmdow a pace ahead of them. and since he had no rime 10 fumble wlrh

the unfamiliar latch, simply dived at rhe panes.

Glass smashed, and he was out. tumbling until he spread his wings to arrest his plummeting fall. He beat his pinions, climbing, and suddenly a barrage of huge hailstones hammered him and popped his remaining illusory counterparts. The balls of ice couldn't have fallen from the clear summer sky. A magician must have conjured them,

Bruised and bloodied, knowing it was sheer luck the attack hadn't crippled or killed him, Taegan wheeled around the tower so the Wizard, who was presumably standing behind the same casement the avarieJ had just crashed through, wouldn't be able to see and targeT him anymore,

The evasive action evidently worked, because the spellcaster didn't strike at him a second time. As Taegan hastily flew away from the mansion, he noticed something curious,

A gate in the perimeter wall stood open, and a man-at-arms lay dead on the ground behind it, A few yards Fanher on, one of the sheer walls of the pit had crumbled into a gentler slope. Plainly, only magiC could have reshaped it so qUickly. AI The bOTtom, some huge animal lay motionless wilh crossbow quarrels sticking out of Its gory fur.

Taegan reckoned he understood more or less what it all meant, and the realization made him sick with anger. He flew on 0 the tavern where he was supposed to rendezvous with Falar. As he'd expected, The human failed to appear.

encountered Dlma and Falsf. He dldn', know whal else to do,

Actually. that wasn't true. It had occurred to him that it mighl be prudent simply to fly on to some other part of Faerun, but he couldn't bring himself to do it, Ever since he'd first laid eyes on humans bearing the exotic accoutrements of their clvlllzalion, he'd yearned to partake of its bounty.

Alas, his first sojourn in a city had revealed an ugly, treacherous side to the human world that made him question his asplrarlons, Perhaps, as his elders had always warned, he'd be better off among his own people. He refused to slink home a dupe and a Pool, though: refused fa be driven auf.

Yet as the hours passed without result, he wondered if he weren't a feckless dolt after all. He knew how ro stalk game in the Wild, but he had little confidence in his ability fa locate human prey. What j Olma and Falar had gone to ground, or that simply didn't frequent this neighborhood on a regular basis? How, then, would he ever find either of them in the lIaSI and Intricate beehive that was Calaunt?

Finally, though, Olrna and four companions, three male, one female. came weaving up the street, clutching bottles and laughing raucously. The blond woman had new baubles flashing about her person. Probably Falar's coin paid for those and the celebratlon as well

Taegsn's muscles clenched in anger, He made himself relax and lie still until rhe humans ambled directly underneath him,

When they did, he sprang down into their midst. It was possible Olma's companions were innocenl of any wrongdoing, but a fugitive outnumbered five to one couldn't afford fa be genlle. He hammered the pommel of his sword down on one man's head, and the fellow collapsed. Pivollng, the elf sliced a second reveler's calf, and the human reeled backward, hesitated, then kept right on limping away. By that rime, the remaining man had snatched his falchion from

its scabbard and come on guard. 1aegan feinted a head cut, drawing the parry. then rotated his blade and slashed his opponent's wrist. The fellow dropped his weapon and bolted,

Indeed, except for the man Taegan had knocked unconscious, the humans were all running and

sea ering. bUI none of them fled as fast as an avariel could Ily. Taegan leapt lnto the air and streaked after Glma. He watched to see if she'd pul! out any more sneezing dust, but even if she possessed another dose, she was evidently frightened enough Ihat she'd rather lake to her heels than make a stand.

He kicked her between the shoulders, flinging her facedown in the dirt, then landed beside her. When she rolled over. he poised his sword an inch before her left eye. The pornt was jagged and pitted from The automaton's gears, bUT could still pierce a target easily enough, Olma Froze.

"Where's Falar?" he asked, "Assuming that's his real name. In any case, you know who I mean,"

l lhe boflom,

~ Inp,l" .. mimal ~

Hunched low, Taegan crept From rooftop 10 rooftop as he'd once negotiated the limbs of the great trees of the Earthwood, He'd been hunting then and was doing it now as well

Certain that after the debacle n the tower, the city authorities would be seeking him, he'd fled Calaunt to spend the day hiding and Foraging for food in the surrounding farmlands. He sneaked back into me port after dusk to prowl the same ill-lit precinct of narrow lanes, taverns, gambling halls, pawnshops, and streetwalkers where he'd

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"No," she satd,

He rwitched the sword, and she flinched. "Don't lie to me," he said. "I figured it OUI. You luring me down the alley, the ruffians setting on me, Falar coming to my aid-It was all an elaborate trick to make me trust him 50 completely on lust a few minutes' acqualnrance that I'd undertake a dangerous errand on his behalf.

"Unfortunately, my aclual task was merely to create a diversion, While I drew everyone's anenlion to the lower, Falar was breaching the gale and commilling an outrage on the grounds."

"AII tight," she said "He paid me to set you up.

Are you going 10 kill me, or can I make it up to you? You fancied me before." She licked her lips lasciviously.

He shook his head, amazed at her gall. "I'm afraid your charms have 10s1 their luster, bUI you can buy back your life willi Informal Ion. How did Faler settle on me to be his pawn?"

"A 101 of people took note of you as you wan dered around, gawking. askmg stupid que tions, and ogling us whores like a boy whose voice has [ust broken."

He winced at the hair-witted figure he d videntlv CUI. "Whereupon II occurred 10 falar rhar, WI h my wings, I could create an alarm where no human could, and rhat I was stupid enough 10 rrlck,"

"Well, yes. He's like that, al.ways scheming and

looking for every advantage:' "WhaT was the pOinl of il all?"

"To kill one bear and sr althe other." "This is aboul bears?"

"Yes. Huge beasts. Dire bears, I think they're called. I don't now all In ins and outs of it, but the Dalurieths have a family legend that such anhnals help d them establish their fortune. and their luck is

lied 10 ihem" .

"TIle dire bear is their totem:'

"I don't know whal that means, but supposedly, as long as they have such creatures living with rhern, they'll prosper, bu if the bears ever go, the family's luck will vanish with them. falar said Vonn Dalurl th believes 11 completely"

Taegan reckoned he was starting to Ihink like a civilized human. because he recognized the implications. "Falar means to ransom the sale surviving bear back ro the Dalurieths."

"Or sell lt to one or their rivals. Faler knows something about magic, and he says a warlock or priest of the dark powers could use the bear to lay a curse on Vonn, His attachment 10 The beast provides the necessary link even if the family belief is just a superstttlon,"

"Well, it won't come to that. Arve one Dalurieth got a good look at me. and I'm 'lure that righT now, the city guards are hunting me on the assumpuon that I participated willlngly in the theft. But I I return the bear, I'll be in the clear."

"All righl. I'll tell you where the animal is, you tell the watch, and-"

"No:' He didn't know how the watch operated, They mighl attack him on sigh!. Even if they ...... ouldn't, he needed TO do considerably more than play infonner to prove to himself that he was competent to Face the challenges of the human world. ''1'11 confront Falar and recover the bear myself."

"Don', be daft. Falar's tough, his gang's tough, and he's got a magician working for him, too, That's how he was able to herd the bear into the wagon. The wizard cast a charm to make it docile."

"I'm reasonably tough, myself, and besides, I have you ro help me."

She paled beneath her mask of rouge. "On no.

I laid you what you wanted TO know. Now I'm out of 11:'

"I'm afraid not, unless you want me to kill you here and now," He extended his empty hand. She hesitated, then suffered him to haul her 10 her feel.

The sun had risen over Cataunr's eastern skyline by the time Taegan and Olma approached The shutI r d warehouse. Gulls wheeled overhead or

landed to pick ar re use near the gr irny brick building only a stone's throw rom the docks. The breeze carried the briny smell or seawater. A lifelong forest dweller. the elf found the marine birds and odor as novehies, but he was too edgy 10 pay them much nonce,

He forced his captive to rake him 10 her cramped, dirty rented room, then bound and gagged her With strips lorn from a blanket. That enabled him to concentrate on his grimoire. irs ragged pages made 0 mashed, bleached, and dried leaf, its inks brewed from berries, without having to worry about her escaping, Wilh a resh complement of spells held ready for the casting In his memory, Taegan reckoned he was about as prepared 10 confront Falar and hrs henchmen as he was likely to become.

One such illusion was the charm presently shrouding him in a veil of invisibility. He reasoned thaI Falar kepI til dire bear in some secure indoor local ion ...... here prying eyes cooldn't see II. The magic, with Olma's aid, should both enable him to slip inside unnortced and afford him a crucial advantage afterward.

The streetwalker's assistance, of course, was contingent on her dread of him. It' she ever believed her unseen companion had strayed o.ut of striking distance or otherwise relaxed his Vigilance, she'd likely betray him on the Instant. That was one of several reasons he was tense.

Olma balked in front of the heavy ironbound door. "Go on," he whispered.

"GIve this up. They'll only kill the both of us."

"I'll kill you righT now if you fall me." He prodded her lightly with the tip of rhe broadsword. She jumpr.d, then swallowed and knocked a rarrcc on ihe panel, three raps, a pause, and then IWO more.

AFter a few moments. a little trapdoor in the center of the door swung Inward, and an eye peered OUI. "What do you want?" growled a masculine voice,

"I have to talk to Falar," Olma said,

"He told you, you'll get the rest of your cut when we sell the beast."

"It's not that. I rhink somebody knows who stole it." "Shadows of Mask," the outlaw swore. Hinges creaking, the door opened JuSI enough 10 admit a single person. Taegan only barely managed to squirm through after Olma before Faler's henchmen, a chunky, black-bearded man wirh a scarred, misshapen ear. slammed and secured it once again.

"Come on. then," the ruffian said. He led Olma deeper lnro the gloomy warehouse and Taegan skulked along behind. studying his adversaries and the cavernous space, open save for a scatter of crates and bales that in a matter of seconds would become his battleground,

Falar was here, and rhe sight of him sent a Ihrill of hatred singing through Taegan's nerves. Hair a

dozen other outlaws were present as well, and the avariel recognized a couple or the men who'd bludgeoned him in rhe alley. Most of the gang had been sleeping in nests 0 blankets on the floor. but yawning, rubbing Their eyes, and cursing, were rising now to see what was causing the fuss.

To Taegan's chagrin, he couldn't pick the wizard out from the others, and if he failed 1'0 eliminate the magician at the very start of the combat, before the latter could start cas ring spells, it would lengthen the

already long odds against him. Well, he though~, 111 just have to cope.

••••••••• Growling and glaring out a' its captors. prowling

back and forth-the spell of docility had plainly wom of -irs musky smell suffUSing the entire building. Ihe gigantic brown dire bear occupied the rear of Ihe warehouse. A line of carved stone disks on the Floor cast a curtain of colorless shimmer in front of the

It' animal. Taegan surmised the stones formed a magical barrier to keep the ursine penned in irs comer.

In his Slacking feer, his handsome [erkln unlaced, Fa!ar scowled at Olrna,

"what's rhls all about?" he demanded.

She srar1ed' babbling a vague story aboul shadowy figures. spies for the watch, perhaps, following her. Taegan considered curring Falar down Immediately, then decided agaInst it. If he killed one of the other outlaws first, he had a one In six chance of eliminating the mage. Besides, he wanted Falar to know his death was coming and who was bringing it.

So, sword poised for a thrust to the heart. he tiptoed toward one of the lesser knaves. Then. from behind him, came the sound of a voice whispering words of power,

Damn il! Thanks to some enchantment or talisman

of warning, the wizard had sensed an intruder's presence and was weaving a spell. Taegan whirled. searching, and spied a scrawny man with a wea~ chin and tousled straw-colored hair sweeping his

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68 June 2004

hands through a mystic gesture. The avariel 'leaped mro the air and rook tlight, no longer concerned that the rustle of his wings would reveal him. The more important thing was to cut down rhe mage before he completed his incanlation.

He didn't quite make il. Power groaned through rhe air, and a tingling chill swepl over Taegan's body. The spell caused him no hurt, but was surely mean I to hinder him in some way. He suspected its purpose was to wipe his invisibility away, and sure enough, a split second later, the other ruffians cried OUI and oriented on him hurtling through Ine air,

Taegan resolved Ihat was the only spell ihe wretch would cast, bur when he cui al the warlock's head,

11'1 human vanished, and the blade whizzed through empty air. Tsegan recognized it as the same spell of instantaneous travel he had used, but the wizard hadn't had rime 10 cast another charm. He must have carried the effect bound in a ring or amulet.

Taegan turned, and two outlaw rushed at him. He beal his wings, rose beyond reach of their blades. and surveyed the warehouse, seeking the rnaglcian anew. Olma ran for the door until a ruffian knocked her Flat wlrh a snap or his cudgel. A pudgy. walleyed man pulled a short sword from a pewter scabbard. Falar lashed Taegan's arm-

Pain exploded through his head, and Taegan realized Falar had hil him with a stone or bullet from a sling. It paralyzed him, and he plummeted back toward the parr of bullies directly beneath him.

h caught them by surprise. His outspread wings swatted them, knocked them staggering, and that was surely the only thing that prevented them from slaughtering him InSTantly, He had 10 shake off rhe shock of the impact 10 the head. had to put himself in merton once more.

As he scrambled to his feet. rhe IWO outlaws drove in. He slashed one across the throat, pivoted 10 face rhe other, and was a hair too slow. By rurnmg, he kept the rogue From burying a hatchet in his spine, but the blow STili chopped lnro the muscle of his wing. RefUSing 10 let another injury freeze him in place. Taegan shouted and drove his sword into his foe's belly. Agitated by the violence, the dire bear roared in Its cage of brick and blur.

Taegan pu!led his bloody weapon Free and attempted 10 take to the air, The only result was a stab of agony. The hatchet had rendered him incapable of flighr. Nor could he Flicker instantaneously from one place To another as the wizard had done. Not this moming. He'd denied himself that capability In favor of his now-lost invisibility.

Falar and three of his accomplices spread out 10 encircle Taegan. The yellow-haired wizard hovered farther back, behind the protection of his cronies. "I never thought you'd escape the mansion alive." Falar said, grinning. "I reckoned old Dalurleth's nimblewrights or sorcery would do for you. What a shame you survived all that only to come and die here, You should have flapped back 10 ihe woods where you belong."

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"I might jusl do rhar." Taegan said, "but firs! I'm going 10 return your sword to you."

"Take him:' said Falar to his underlings, meanwhile switching aut his sling for a blade. "Bur be careful. He was the best fighter in his tribe." His rone invested the word wirh a world of contempt, and the other humans laughed.

As his foes closed in, Taegan retreated. attempting to buy himself enough time to whisper an lncenration and sketch an arcane pattern with the licorice rOOI in his off hand. The ourfaws realized his intent and rushed him 10 dlsrupl the conjuration.

Their haste COSI them, Taegan sldesrepped 50 they didn't all reach him at the same time, parried a cut to the cheek, and riposted with a slash to the flank that dropped the wa!!eyed human on his rump. All the while, he continued casting the spell. On the final syllable. his opponents seemed to slow as his own perceptions accelerated.

Smiling savagely, the avariel drove his broadsword into an outlaw's torso, It was a straight attack, no deception to it, but the human simply couldn't parry or retreat quickly enough 10 save himself. Another thief hacked ar Taegan, bUT the CuI seemed to drift laZily Through the air. and he ducked it without difficulty. He spun toward Falar and was gratified to see that the curly-haired man's expression of smugness had given way fa dismay. He extended his arm fa cur-

-and stili lurking safely behind his comrades, sweeping some sort a spell focus through a pass, the wizard jabbered. "You won't use weapons anymore! You can't even touch them!"

Taegan's fingers flew open. The broadsword clanked on rhe floor.

Falar reacted qUickly to the opportunity. He lunged and cut, and stupid with astonishment as Taegan was, only his augmented speed enabled him 10 dodge. He retreated, fumbling for the rawhidewrapped grip of hiS Flint k.nife. His hand refused 10 grasp it.

Maybe Taegan could still throw the boxes that were scattered about or circumvenl the geas with some other son of object not generally considered a weapon. He sprinted toward a jumble of dusty crates, ano conjured darts of yellow light slammed into hIS torso. They somehow penetrated without breaking the skin, bUI the Frigid jail of The piercing was ghastly. It nearly enabled Falar and his fellow swordsman to cut Taegan down before he floundered back out of reach.

Taegan realized rhar, wounded as he already was, makeshift weapons, even If he could in facr grasp them, wouldn'T save him. Neither would the de ensive capabilities afforded by his remaining spells. He was going to die here, die knowing his dream of a brave new life had turned OUT to be a pathetic joke .

Then the bear roared anew, and the elf realized he migi'll still have an effective weapon after aU. He turned and raced toward the ursine. Falar and his confederates gave chase.

T aegan staggered from pain and weakness, but

hi enchantment still quickened his movements, and that enabled him to stay a pace ahead of his pursuers' blades.

The elf dived on hIS belly and slid the last few feet up 1'0 the curtain of rippling sheen. He grabbed one of the carved stone disks and threw it across the warehouse. With the line of talismans broken, the magical shimmer vanished instantly. The enraged dire bear lunged forward.

Taegan was nearest to rhe dark. shaggy mountain of a beast wilh irs bloodshot eyes blazing beneath bony ridges, and naturally, it sprang at him first. A child of Ihe wilderness, the elf knew the habits of such animals and thus understood he had one chance at life. He lay perfectly still. making himself a passive rhing thaI plainly posed no threat to the ursine whatsoever,

The city folk didn't know bears. They cried out. 111cy brandished their swords. Even the wounded ones who'd hunkered on the floor nursing their hurts scrambled backward. After a moment that seemed TO Taegan's overtaxed nerves 10 stretch OUI inro an eternhv, the dire bear leaped over him and charged rhe outlaws. Still lying prone, the avariel turned his head to watch what would happen next.

To his credit, the mage hadn't panicked. Lashing his hands, rhrough an intricate figure. he chanted rhyming words of power. Taergan guessl'ld he was trying 10 beguile the animal as he had before.

Whatever he was attempting, it didn't work. The dire bear reared and plunged down on him like an avalanche. The wizard only screamed for an instant. and then parts of him flew Ihrough the air.

The magician's death obltrerared whatever inclination the other ruffians had to stand their ground. They bolted toward the exit, unaware rhat an

ursine can easily run down an elf or man. The colossal dire bear with its long legs pounced

among them in an instant. The animal whirled, rending and trampling, flinging II red haze lnto the air around it.

Falar was the last outlaw slanding. He managed one deep CU1. bUT for all he notice rhe bear rook, he might as well have slapped il wllh his bare hand. The beast raked wtrh irs forepaw and essentially tore away everyrhing between his throat and groin.

Well. trickster, Taegan Ihought, I never gave you back. your sword, bUI this way is all right, too.

Grunting, the bear started sniffing and otherwise examining its kill. Left unmolested, such animals rarely hunted elves or men, but if a corpse happened to be lying in front of them, they were willing enough 10 eat it, Panting, shivering, his mind clouded with blood loss and exhaustion, it took Taegan a few seconds to realize that he should probably try to make his escape now: and il took several more to muster the strength to draw himself 10 his feel.

He sidled slowly around the wall, giving the animal a wide berth, croaking a tribal chant all the

while. He didn't wam TO irritate the gigantic bear. but he also didn't want it to lose track of him and abruptly notice him moving. either. )t was dangerous TO srarrle such animals. That was often when they attacked.

He made it most of the way to the door. and then, suddenly, for no particular reason he could discern. the ear turned to glower at him. Its muscles bunched as it gathered Itself to charge.

Backpedaling. increasing the distance between them, Taegan recited words of power and sketched mys1ic sigils on the air. The ursine exploded into motion.

Taegan just managed 10 complete the charm before the immense animal closed wrth him. Phantasmal images. each his twin in every respect, sprang lnro existence around him. He sprinted for the door. and the illusions ran with him.

The dire bear lunged after, slashing With its claws. Each swipe obliterated a phantom, and each was capable of annlhilarlng rhe real Taegan almcsr as thoroughly. Even if the beast worked its way through all Ihe ima,ges first, that would only take it another moment or two.

Taegan reached the door, peered at It, and for one ghaslly Instant couldn't see how to unlock il. Then he perceived how the rwin bolts were meant to twist and slide in lherr sockets. He tore at with them, and the dire bear ripped his last remaining illusion into nothingness. The beast whirled toward him and raised its forepaw for the killing stroke. He Jerked the door open, spun himself through, and slammed il behind him.

The panel banged and [erked in its frame, and fOr a moment, he expected the bear 10 burst through it. Taegan realized it could have, too, Ihe iron reinforcements norwithslanding. The bear didn't seem to realize that, though. because it didn't strike the barrier a second time.

Tasgan ler our a long sigh of relief.

Now that he'd recovered rhe bear-and his confidence with iI-he could go talk to the watch. He just hoped he wouldn't pass out before he found them.

"More wine?" Vonn Dalurieth asked. and when Taegan said yes, the carafe floated across the sunny balcony to refill his crysral goblet with the tart white Vintage. The short, graYing mercham-wizard enjoyed showing 0 f his magic, often using it to perform tasks that might [usr as easily have been accomplished by mundane means, such as ordering one of the liveried servanrs in attendance to perform them.

NOI that Taegan begrudged the wealthy trader his petty vanities. Vonn had been a generous benefactor to him. paying for healers to treat his wounds and a'llowing the elF to recuperate in his own palatial house. The human had been so grateful to recover the dire bear he didn't care thai it was partly Taegan's fault Falar had managed 10 steal the animal in the

first place.

Vonn gazed OUI across the ctrv, which looked bright and clean under the clear blue sky. A mild wind swept rhe stink of the tanneries out to sea, which aided rhe Illusion of freshness. "II's impressive. isn't it?" the merchant said.

"Impressive enough," Taegan said. "Bur not as fine as your imaginings." lilt certainly Turned out to be differ-

ent." Ahhough the human world had proved to possess more than its share of meanness and rapacity, It also contained novelties and pleasures In abundance. The delicate bouquet of the costly wine in his glass, rhe soft comfort of the layered garments Vonn had given him, the succulent meals of

many courses served at the rich man's table. the stimulation of new people and new ideas. and a thousand more

all appealed to the barbaric elf. T aegan suddenly realized he knew whar he meant to do. "But I can play your human games, so I'm Slaying."

Vonn smiled, "I was hoping you'd decide thai way, because I have a proposltlon for you ... " e

www.palzo.com/dragon 71

DRAGO

by Ed Greenwood· illustrated by David Day

The Roaring Dragon House is a new establishment,. opened by the proprietor of The High Flagon .gambling house, that stands about a mile and a half outside Waterdeep. Meant to "restrict the rowdyblades to their own place," the

Dragon is a center for gambling games that's builr 10 be suited TO brawling

and the rampages of any escaped fighting beasts.

The Roarlng Dragon House offers a paltry selection of drinkables. overpricing them outrageously, but has no rooms for rent and sells no food. As a result, there's a steady flow of rra IC between the two sister establishments. Drunken, timid, wounded, and unprepared travelers are warned that footpads and thieves frequently rake notice 0 this ready source of coinsparticularly after dark.

WHAT MEETS THE EYE

The Roaring Dragon is solidly built of stone, with an entry arch resembling the fanged upper Jaw of a gapemouthed dragon. 11 has only a ground floor (although the ceiling is '20 feet aloft), bare stone walls, and a lagsrone floor. This main room is apt to be both cold and noisy.

Its yard is surrounded by a high stone wall constructed to discourage thieves, and II is heavily patrolled by hired mercenaries. Over forty guards watch rom dusk to dawn, lightening to a mere twenty by day. Almost all are lawful neutral male humans (Wan or War2), most with experience in controlling out-of-control gamblers.

Anyone approaching the Dragon is challenged at the yard-gates by two guards In Impressive full plate

(complete with gleamrng dragon-form helms). Two reinforcements sll in gatehouses Tight behind them. and all

our are armed with longswords, daggers, glaives, and loaded hand crossbows. Known troublemakers. drunkards, and persons who look like they'll be trouble are often denied entry. I a guesl passes within, four more guards await at the stables, and another four attend the Dragon's entry doors.

from here. the main entry doors open into a passage that runs along one end of the large, barnlike gaming room, and ends in a greeting gate. Mosl of the time, this third gale stands open, with two guards just outside of It, and fWO just Inside. staTlding wirh an alluringly clad bur hard-bhren hostess. All a' would-be patron mUST do IS get past her questions before belng allowed into the gaming room, as admission is free.

The gaming room opens oul to the left of an arrived guest who's admitted through the gale. At its far end is a

bar (with more guardsl. and beside that Is a teller's cage for money changing and the deposit of coins earned by the house. Down the right side of rhe room, a wide space is kept clear of tables to allow easy circulation,

The cage has floor-ro-ceulng bars and more guards inside and out (some with leveled hand crossbows). For security. funds are dropped through small holes in the floor into a strongroom beneath (so the cage never contains much money). When more coins are needed. a slender bucket is lowered on a line wllh a scrawled request in it; the strongroom counting tlerk exchanges the note for

funds and taps on the bucket to Signa! thai it can be pulled back up.

The strongroom has its own

guards. inside and out (by the door of the cellar passage leading fa lr, which is reached from a "ready room" behind the bar). The other cellarrooms are an armory, a wine cellar, and a storage room for chairs, tables. and gaming equipment.

Staff enrermg and leavtng the strongroom do so naked. They disrobe, passing clothes, arms, and armor to the propnetor and other guards for inspection, dressing again when

passed through.

Waterdhavian bankers send their own heavllv-guarded wagons 10 the Dragon to pick up tallied takings. These are signed for and laken straight to vaults in the city for recounting under the scrutiny of a Harbright family trade-agent.

DOINGS AT THE DRAGON

The Roaring Dragon House is

owned by the Harbrrght family. Drengar Harbrlght lnstsfled his nephew Thoalur (IN male human EXP3/Wan) and niece Brarindra (eN Female human Exp4) to run the Dragon. They take shifts in tum, occasionally relieved by other Harbrights.

By day, the Roaring Dragon House is Fairly quiet, holding a few diehard gamblers and folk meeting to ralk business. Nights are apt 10 be "roaring."

House rules include expulsion for cheats and persons who "Willfully and repeatedly taunt." start a fight or fire, draw a weapon, or cause a death. Magic use is forbidden and earns beatings, confiscation of property, or

even death (depending on the severity of the use and how dangerous or influential the offender seems).

The most popular dice game al the Roaring Dragon currenrly is Over the Hurdles. LIve games usually consist of hetting on, or par1icipating in and betting on, beast Fights. duels, throwknife. and zzar wresrltng,

Belly and Gullet

A few drinkables can be had in the Dragon, all served in clay cups that crumble if struck and that are too light to throw ar (once their contents spill, they catch air and tumble), Ale and stout are 4 sp per cup: zzar and a poor se-Iection of wine and spirts are 2 gp per cup.

Over The Hurdles

This game is played by two to ten folk, each using a pair of dice. They sit around a table covered by a cloth marked with "the course" (a track of joined squares), and move small carved tokens. pebbles, or bones to represent themselves as a knight spurring his charger. The game is won by being the First to reach rhe end square; advancement is by rolling precise numbers.

AU knights begin in the stables; 10 ride onto Ihe course (the Arst square), they must roll a 4- Each square of the course Is marked by the number needed ro enter It, and these are as follows: Stabte-4-3-4-4-4-S-4-6-4-7- 4-8-4-9-4-10-4-11-4-12 (rhe las! square. known vartously as "Glory" or "Home Again").

Players begin by placing their marker In the stables. taking two dice, and rolling one. Highest roll goes f1rst (for the rest of the game), next highest second. and 50 on (ties re-roll, 10 determine precedence just between the tied players).

The Arst player then rolls both dice once, but can only advance onto the course by a roll of 4. Any other result means he sits In the stables and his turn is done. After all players have rolled. and men passed the dice left, a second round of rolling commences. In this way the game passes until one player reaches Glory and becomes the winner.

Every player is allowed an extra roll once during the game; declaring "laking the extra" aloud before doing so .. This roll may only be made right

aFter the player has rolled.

Wagering can be conducted throughout the game: on outcome, results of rolls, which of IWO or more players wlll reach a particular square first, and so orr-but no wager or response can be uttered as a player is rolling or while the dice are stili tumbling, or the rolling player gets a free replacement roll and any offenders have their knights put back a square.

In the grandest gaming establishments (and even in the Dragon) dice rolls are made along a leather chute (a long wooden and leather-lined triangle with side-walls several inches high and the sharp point Filled in so no dice can become wedged in the angie), and the course is permanently marked into the top of a playtng-table,

Beast Fights

Cockfights. dogfights, and ferret-fights were once popular. but they were supplanted by monster battles. These have largely died out due 10 lack of combatants, leading Brarindra Harbright 10 posl a standing offer of 600 gpo payable to anyone willing to sell a healthy, unintelligent combaranr to the Roaring Dragon House.

Duels

Inlelligent combatants can fight to earn money or to settle disputes. but the guards allow struggles only to last until surrender, unconsciousness, or first blood-oFten with combatants stripped down and wearing leather hoods that protect the eyes but force them to Fight blind. Permitted weapons are wooden switches and leather paddles sparring a single metal fang at the end.

Hardrlders

This game is played on a long, smoothpolished Table with raised sides. Above the table and halfway down it, two uprights support a bar with a flat pan affixed to 11. four carved wooden "hazard" pieces are placed on this pan.

Players take turn shooting rheir "riders" down the table, winning by gerring Their riders the farthest. Riders are round. smooth-polished wooden. bone. or metal disks like large, thick coins. They must all be of approxImately the same size and weight.

Riders are "shot" by placing them partially overhanging one end a the

table, and then striking them with a player's hand. heel, fingers. or wholehand slap, bUI no other body parts or slriking aids can be used, and the iable can't be shifted by the shooting morton, Shots are made separately. down a clear table (other riders and hazards removed). The moment a player shoots, the coin keeper (judge and bet holder for rhe game) twists the bar toip the hazard pan, spilling the hazards onto the table 10 bounce al random, as obstacles to the moving rider. A player is allowed to observe the arrangement of hazards on the pan before placing and shooting his rider,

A hard rider table a less than six feet long is rare, and twelve-Foot tables are popular. The Dragon's tables are all ten feet long.

Throwknlfe

Essentially dart'S played wilh thrown knives, psrrtctpanrs must rhrow from a marked circle at a well-IiI target on the wall, and they are only allowed 10 draw their weapons while in the circle. Most matches are "besr srrlke" or "fortyfour" (reaching a scoring rOlal of fortyfour points by hll1ing areas marked as worth a particular number of points).

Zzar Wrestling

As the name suggests, this of tenamusing sport is wrestllng wherein all partlctpams and the bowl they fight in are coaled with sticky zzar (a strong alcoholic beverage that tastes of almonds). The scantily-clad combatants are often males and Females hired for their looks. Matches are fought in a smooth-finished stone bowl about ten feet across. The object is to force the opponent's hand ro touch a brightlypainted circle. Faces (and long hair) are protected inside war-helms. Matches mighl be first-touch. best of three, or in learns to be the first to score a toral (usually nine).

ELMINSTER'S NOTES

Know ye that the Walerdeep Watch Is very reluctant to allow beast-fights since several evil wizards magically forced humans into beast-shape, their crimes being discovered only after death in the cage-ring. Oh, aye, one more Thing: I won at zzar wreS1ling once. It look days 10 get it out of my beard, but Storm's hair was worse for far longer. I "surprised her." she said. 0

ragonmarks, Dragonshards, and Dynasties of Power

From the deepest pits of Khyber to the encircling Ring of Siberys, magic in uses the world of ESERRON. This all-encempassmg magic is mosi slTongly evidenced in two distinct ways: dragonshards and dragonrnarks,

Drsgonshards are translucent crystals and rocks sho: through with glowing veins of pulsBting arcane energy. Whether incorporated inro a magical device. used to harness powerful elernenrals, or utelized to enhance the power of a dragonmark, these rare magical stones are highly sought aFter for their potent energy and seemingly limitless applications.

Dragonmarks are unique, arcane slglls that manifest on the skin of certam members of particular dynastic families. their bearers spell-lise abiliries. " is the power and uence derived from these strange hereditary markings enable each of the dragonmarked houses to dominate heir respective areas of trade.

,

• THE DRAGONMARKED HOU ES Of KHORVAJRE

• ror centuries, the great dragonmarked houses have held nwavering control over industry and commerce throughout the continent of Khorvaire and beyond. With enclaves and

emporiums scattered throughout the conrmenr. the extended amily of each of the dragonmarked houses actively main- 1alns its dominance over trade regardless of pollrlcal or economic turmoil-even as the continent plunged lnro the last

War. the dragonmarked houses maintained their control over iheir respecnve trade gUilds throughout the devastating contliel while remaining mostly neutral,

The control and influence of these dynastic houses stems from the heredirary mysr.ic sigils that manifest on certain individuals within the Family-the dragonmarks. These arcane markings grant their bearers limited but very useful magical abilities associated with the commerce and trade guilds the family controls, For example, some members 0 House Cannith manifest the Mark 0 Making. which confers magic powers to mend or create material goods, placing them in a position of control over the Tinkers' Guild and Fabricators' Guild. 0 course. most members of the extensive dragon marked houses do nOT carry a dragonmark. These unmarked members are generally skilled in crafts or talents related 10 the family's sphere of influence (such as becoming accomplished metalsmiths or artisans. in the case of House Cannlth),

Each house utilizes dragonmarked and unmarked family members. as well as other unrelated retainers, TO effectively run their various business endeavors. Dragonmarked guild members make use of their specialized spell-like abilities, while unmarked members handle the mundane aspects of Ihe trade. For example. the Windwrights' Guild (controlled by House l.yranderl places family members who bear the Mark of the Storm to conjure wind and other favorable weather conditions

to pow r Ih ir ships. while unmarked guild m mbers fill out IhIrest of each vessel's ordinary crew complim nt.

THE APPEARANCE OF DRAGONMA KS Dragonmarks are lntricare, colorful patterns that appear on the s~in of seemingly random members 01 rhe dragon-

mar ed families. On extremely rare cccasrons, an individual who is nol a recognized member of a dragonmarr...ed house will mamfest a dragonmark, all hough Ihis is usually the result of som pasl iadtscreuon rath r than iI mira ulous happ ning. R gardless of whether a characi r Is a manorborn scion. a dlsranr relalion. or an IllegiTImate child, any individual who is related by blood ro <I dragonmarked hous may manifest a dragonmark at any perm In his life.

Wh rher Ihls mysterious event occurs ar a character's birth or at her bicentennial. II grants only minor spell-like abilities. In game terms, Ihis Is the point at which 11 characler has taken the leas! Dragonmark feat (se£' Becoming a Dragonmad,ed Character). Over time, the power (and complexllY of the design) of a charact r's dragonmark may be Increased by ralmg the Lesser Dragonmark and Greater Dragonmark fears. as well as by selecung ihe dragon mark heir prestige class,

BECOMING A DRAGONMARKED CHARAer R.

Your character can manifest a dragon mark 81 any pomt durIng the carnpalgn, providing your character meets the prereqtnsues for taking the leas! Drngonmark Fear. The first qualificaTion is based on your character's race, which must be one 01 the standard DUNGEONS fA DRAOONS character races (human, dwarf. elf, gnome, half -elf, half-ore. or hamingl. The second quali lcerlon (which may need your Dungeon Master's approval) 1s Ihal your chara I r must be related to an appropriate dragonmarked house. Because the dynasnes of each of the dragonmarked houses reach far back inro the distant past, ir's not surprising that about one p rson In a hundred has som blood relation 10 a dragonmar d hous , Once the prerequisues for selecting the Leasr Dragonmark r eat are met, you must chaos one or the abilities ltsred wllk your house's leasr mark and also gam a bonus to a parrlcular skill related

o your house's sphere of influence,

Lea t Oragonmark [General] You have a I ClSI dtagonmark.

Prerequisite: Member of appropriate dragcnmarked race and house.

Benefit: You gain a least dregonmar], and rh use or one spell-l ke abililY assoctared With the least dragonmark of your 110 irs (An abbreviated list follows.)

A saving throw against vour dragonmarll: spell-like abiliTY has

a DC of 10 rhe level of In spell + your Charsma modi ier,

Your caster level for your least dragenrnark :.pell-like ablliry is I + your level in the dragonmark heir pr lige class (If any!.

• Lea I Mark of Detection (House Medanj); Detect magic 2/day or d tee: poison z/day: f.2 bonus on SpOI checks,

• Leasr Mark of Finding (House Iharasbk): Identifi 1/day. ~now deection z/d y, or locale obi , I/day; 2 bonus on Search checks.

• leasl Mark of Handling (House Vadall t. Calm dnim4l l/day, charm animoll/day. or spei1k w;lh dnimafs I!day; +2

WWW.paizo.comldl1lgon 77

bonus on Handle Animal checks.

• Least Mark of Healing (House Joraaco); Cure Ilghl wounds J/day

or lesser restoraTion ,/day: +~ bonus on Heal checks.

• Leas! Mark of HospitaUty (House Ghallandah Purify food and drink 2/day, pres1idigirarion a/day, or unseen servant I/day: 1-2 bonus on Diplomacy checks.

• Least Mark of Making (House Cannith): Make whofe .{day, mend ing alday, or repair fight damage .!day: +2 bonus on Craft checks.

• Least Mark of Passage (House

Orten): Expeditious retreet L/day, mount 11 day, or dimension leap' L/day: +2 bonus on Survival checks. Csee the E8£RRON Campaign SeflinjJ

• Least Mark of Scribing (House Sivls): Arcane mark 2/day, com prehend languages I/day, or whfs pering wind ';day; +2 bonus on Decipher Script checks.

• Leas! MaTk of Sentinel (House Deneirhl; Mage armor I/day, protec tion from arrows i/dav, shield of fairh ./day, or shield other ,fday; +2 bonus on Sense Motive checks.

• Least' Mark 0 Shadow (House PhiarJan or House Thurannll:

Darkness I/day. disguise selfL/day. or minor Image dday: i"2

78 June 2004

bonus on Gather Information checks.

• Least Mark of Storm (House Lyrandar): Endure elements r/day, fog cloud ./day, or gusl of wind

1/ day: 1-2 bonus on Balance checks.

• Least Mark of Warding (House Kundarak): Alarm I/day, arcane lock I/day, firetrap !/day. or mts direct/on J/day: 2 bonus on Search checks.

In addition 10 rhe dragonmark feal tree (Least Dragonmark, Lesser Dragonmark. and Greater Dragonmark), other options. such as the Aberrant Mark feat and the heir of Siberys prestige class, offer characters dragonmarklike powers and abdlrtes.

DRAGQNMARK HEIR

The dragonmarked houses are a signiflearn force In rhe politics and economIcs of Khorvatre, although their

political influence is usually behind the scenes and often quite subtle. Perhaps as many as one person in a hundred has a blood connection to one of the twelve houses. or these thousands. however, no more than hal actually manllest a dragonmark. Even more rare are the individuals who demonstrate a natural ability to improve and use their dragcnmark powers In ways

that go well beyond others in their houses. These exceptional Individuals are dragonmark heirs.

Dragonmark heirs have the abiliry 10 improve the dragonmarks they have manifested. and 10 develop additional abilitieS related to their dragonmarks, Dragonmark heir NPCs nl! a wide variety of roles within the dragonmarked houses. To some extent, they command

a degree of respect from unmarked members of Ine house, but a more powerful mark does nOI necessarily equate to a position of leadership. The economic realities of Khorvaire demand !eadership from those with a keen mind for business, which does no. necessarily go

hand in hand with a more powerful dragonmark.

CLAS FEA URE

All of rhe following are class features of the dragonmark heir.

Weapon and Armor Proficiency:

Dragonrnark heirs gain no proficiency with any weapons. armor. or shields.

Lesser Dragonmark: A dragonmark heir mani esrs the lesser dragonmark o her house. She receives the Lesser Dragonmark feat as a bonus feat Without having to meet the skill rank prerequisite.

House Status: A dragonmark heir

REQUIREMENTS fa qualify 0 become a dragonmar\..

t>clr II character mUST ful- .... ~" I II ~II the folloWiflg GT terra

RIlcc: Member of apprepriare drag o!'\m~rked roO! and bouse.

Skill,: 7 ranks 10 an". IWO sills Fmlls: Favorttd In House, l.easr Dragonmark_

CLASS SKIllS

The d"'Sonmari. I1elr'S class :.~llIs rand lhe ~ey ability for each ~kt") are ApprJise 1111), Blurf rCha), Diplomacy 'Cllal, Gather 1~IDrmJtion (Chat, In"mldall': IChal KnowledEe (arcana) Inll. KnowleJ!;e (nobllllv and rOy.dTy) llnt], Perform ICh.1), Rtrie ([}ex), Sense MOillie (WI.), Speak Language (n/3), end Spelh:",11 (I I)

SlIdl Poin', ~r l.evel: 4 .+ inl mrolher.

THE DRAGONMARK HEIR
88$11 fon R~f Will
Level Ana~~ Bonu~ Save Save Sive SpKlal
lSI +0 +2 2 2 Lesser DrB80mTIaril. house status
md ., ""3 +3 Addinonal acnon pomrs, Improved leasl
rimtanmarr..
3rd 2 ~3 ·3 "J Improvoo It!SS"r drogonl11ll
41h +3 '"'I 4 +4 Grea.er Dragonmark
51h '3 +4 +'4 +~ lmprev gr ar ... r dr<lgonmar uses her level In this class as a bonus on all Charisma-related checks when dealing with members of her own house,

Additional Action Points: AI znd level and beyond. a dragonmark heir's maximum action points per level is increased by 2.

Improved Least Dragonmark::

Beginning at and level. a dragonmark heir gains improved mastery of her least dragonmark. She can select a second spell-like abi!ity associated with the least dragcnrnark for her house, or she can use rhe least dragonmark spell-like ability she already possesses one additional lime per day.

Improved Lesser Dragonmark:

Starting at 3rd level. a dragon mark heir gains improved mastery of her lesser dragonmark. She can select a second spell-like ablllty associated

with the lesser dragonmark For her house, or she can Use the lesser dragonmark spell-like ability she already possesses one addilional time per day.

Greater Dragonmark: At 4th level, a dragonmark helr manifests the greater dragonmark of her house. She receives the Greater Dragonmark feat as a bonus fea1 without having to meet the ski'll rank prerequisite.

Improved Greater Dragonmark: At 5th level, a dragonmark heir gains improved mastery of her greater dragonmark. She can use the greeter dragonmark spell-like ability she already possesses one additional lime per day.

DRAGONSHARDS

According to the legends and myths

DEVElOPING DRAGONMARKS

An long, one 0 the ctnfral Ideas behmri EBElIItO ~ was 10 create J world where magic has been ncorporared imo societ v, AI the 5IIme rime. we fl''"'ded magic uerns 10 remain expensive whlft we 11 0 wanled 10 i!vold having lOIS of NPCs Uiln& PC dJS!>e;-lh~ we dldn'l wan I a 101 of 1,lgh I"''''el wllards '11 lhe war! So, wher" does Ih,· IIUl$lc come

Iron? One of I flr.;1 challi! wa~ Ih

Inrrodurllon 01 Ih· m gewrlgfll, an NPC etas wllh IImired bUI economll:.aily u5elul !'JpeU· ca511ng abilities. What bout mor IIOWO tul or draman m~ Ie? UlllmBlely. the, :lea for

d ~onmar'k~ r,vol\lcu

ITI the very tieglnnlll!::. Ihe ,,111<1 WitS 111.11 everv r.\Jmano,d would have somp 50n 0 mmor to-level) maglCJI gilt, W~dl be or silt: could bUild up Ihrough a spl!o~1 class Thrs made the world a lillie 100 chaotic and unfocused. so rim !rl a was given a Ilghler focus' ihere would b Iwelv", eXler.ded amlh es, each

whl h possessed 11 Spo! If I mati 181ft lht' 110'1'1'-1"101 tbese dl1lZ0rllnilrl.~ hay 81vo

ea h r awl)l an importilnl place In In. war Id Because or 10011' econcmrc Illnuence, Ihe dragonmar ed houses are powers thai eXISI beyond rhl rule of pnoces 01 kings; thin 01 tim 5pucr ng Guild fro m Dune. Wil anls an d scrcere 1-' Cdn dupilclll C I he power; of I he dragonmmio.ed bIJI Ihey rre rnre Ind!\lldua~ As 3 r '~(Jh, m3er(l8llran .. porDllon, tommunl calion, esp,on,t!, ~curll, and man 011 er held .:Ire dorlllnfll~iJ by one ot Ihe dragonm<frli.f;'d ou

In add ilion 10 · ... orklllg well wrlh rhe Idea 0 magic II) 'he game, cit" Igonmarked houses hdp dd Int 'guP and my:rlery, (I ea I In!::

Iw('llIt powerlul !'oro:s Ihal (.Iln be faun I across lhe world, each cf which hM 115 awn ~elmdll • nOI 10 mennon Infighting within lhi! hous s rhem eilies The houses create a h091 01 pass,tlt srorres for I)M 10 rirnw on II JI5(I gives player characters considerable lory opportunIties to explor fly laking

IIrnganmark, character 1'01 0111)1 lSt'!fs SIIf-

e,al pow"r, he at 0 g b II' 10 ene of r~ I: major powers" 1M world-~omt'lrhlll8 ln~I the DM can use 10 taile" camp.1fgn In II VJr ery of dlfferem dlre;;lIoos

These are only 1 he beginning III w h31 ca n he done wuh drilgonmilr1;~ Where did the

drJtonm<ltis tome from? Why f'.ll~h marl

fled 10 a flar11cU'l~r tamlly and ra~f? I~ Ihe some Br at 'r purpO$C for rn dragon marked' Wha1 ilboul Ih leg I1d~ of a r ~1 Il1,neemh rnar~ or the STrang aberrum

mal Ihal h ve be" ppolari"1g more Irequemly ot I!lTe? There lire many stones Willi Ins: 10 be told!

Keith Boker

80 June 2004

that drift our of rhe miSTS of time, EBERRON is a world divided inro three parts, each tied to a great dragon of legend. The encircling ring of shards high above the surface of the world is associated wiTh the powerful dragon known as Siberys. The fathomless depths or the realms below the surface are linked wilh the mighry wyrm called Khyber. The third dragon is connected With the land Inal lies between the !wothe surface of the world that also bears its name: Eberron,

Each of rhe three sections of the world produces mysterious stones and crystals known as dragcnshards. InFused with arcane energy, these rare and hard-to-come-by crystals are used in a number of differenl ways, rom empowering various dragon marks TO creating potem magic hems to contTolling powerful elementals. The region In which a dragonshard originates determmes us appearance as well as the type of magic for which if has an affinity.

iberys Shards

It is said that the Ring of Siberys, which circles high above the world of E!lERRON, Is composed enrtrelv of dragonshards. When these Siberys shards fa!! from orbit, they usually land In regions near the planer's equator. such as Xen'drlk (It's rumored that vast lelds 0 Siberys shards may be found n Argonnessen, although no known prospector or explorer has ever ventured to rhar dlstan! realm 10 gain proof one way or anorher.l Veins of golden energy pulse through the depths of these dear crystals, which are sometimes called "sunstones" or "starmotes," Siberys shards are highly sought-after by dragonmarked individuals, as the shards have an affinity with the magic powers mherenl in their dragonmark.s_ By attuning a shard to a particular dragonmark, it may be fashioned into a focus item rhar will enhance rhe spell-like abilities of ihar lndivldual. Heirs of Siberys prize

un attuned Siberys shards. as they can be used to power the unique magic abillries possessed by those individuals.

InquisiTive Goggles: A dragonshard is positioned between the lenses of these cumbersome goggles, making them a boon 10 the Tharashk inquisitive, To access the powers of the goggles, the wearer must possess the lesser, greater, or Siberys Mark of finding. If rhis condition is mel, the wearer can use rhe gog-

gles TO see the rrace auras formed by the passage of living creatures. This has rhe following effects:

When exammmg an object, the wearer can make a Search check to identify the aura of rhe last living creature to touch the objet!. The DC is 15

I per day since the last contact occurred. If the wearer is familiar wlrh the being who left the aura he can match the TwO together. otherwise he can simply identify the creature's type. If he succeeds on rhe Search check by 10 or more, he also discerns the gender and race of the creature. If he succeeds by 20 or more, the cr ature counts as a "known or familiar eresrure" for purposes of the locate creature spell. Transmutation effects that alter the apparent race or type of a creature {such as polymorph. shapechange, or otter scm do fool the magic of the goggles, bUI illUSion effects (such as disguise self) do nOI.

Once rhe wearer has Idenflfled an aura, he receives a 5 insight bonus on Survival checks made to track the crealure that left the aura, as long as he continues wearing the goggles.

When the wearer uses locate creeture, rhe goggles allow him to follow the

recent movements of his target. Even if the target creature is nOI In range, if the target creature has passed through the spell's area in the last 24 hours the wearer can detect the parh that she rook.

The wearer receives a +2 insighl bonus on Sense Motive checks while wearing the goggles,

Strong divination; Cl12Th; Crafr Wondrous Item, find the path. creator mUST have IheMark of Making: Price 16,000 gpo

Eberron h rds

Blood-red swirls of energy course through rcse-tinred crystal of Eberron shards, which are sometimes referred

TO as "bloodstones." Most often found in clusters encased within geodes buried in soil (never in solid rock), Eberron shards are discovered throughout the world, making them the most common type of dragonshard. They are also the most versatile of the dragonshards. Eberron shards have an af mily wilh arcane magic, which makes Ihem ideal vessels for craftmg magic items and focuses of aU types.

Eternal Wand: During the flnal years of the Last War, the artl rcers and wiz-

DEVELOPING DRAGONSHARDS

As early as Kelrh Baker's IIlrh:r1 concept, there was rile idPAl for a source ot JlOWP.r thaI would be slOgularly parr or EsEI!I«>N's make up. Origin lIy. IT WJ'> more mundane than magical, and seemed tee much like 011 from our world So. I~ ream gOI rog ·mer dl'ld SlarTOO dis ossmg how 10 Improve upon rl1. cOl'lupr (Ihe ream being lta;lh James Wyan. Chm Perkins, and my5cltl. It .vasIl·t long before draton5JJilrd~ were born. AI irsr, we Mel 01111' one vanervdragonshilrd., thar fell I rom ihe Ring of Siberys thar encl" If'S the orld A~ lime wen! on and our 1l!'!:(Js developed. we :attached n dlftere!!T Type or dragonslmrd 10 each 01 our "progenitor" dtilgol'ls. Now the Ora.gon A/xl'{c. lhe Dragon Below. and lhe Dragon Berween each provide a dragon-

hard van IY, and each variery h. a dlfferen. look and differ 'I'll fun(.t,on 'n th m<J81 11 technologies of the wor Id f Of example. Khyber dragonsllar4s. found In the depths of E8£JOROI,ls Underd:rr • appear <15 translucent crystals wirh wmhmg vems ot mldnighl blue SWirling wnhm them These dratons!nrds have b"1dlng propenrcs .md

fl re used 10 Irap de mons ;mel bind elemenlalS 11'110 II ems. Ihus allcwlng for Ihe creation of e:lflm<"otal-powered vehlcle~ and weapollry. In Ellf}lllOlO, dra80flshar\l5 don', help you perform magic, r~y help you 10 make your lnaglC better.

-am SIJJvlcs k

The goal of dragon .. twrds was IQ ereare a unlqll~, magical resource r!!qulred tor mO~1 of the malor, soclely-Jllering uses of magic. The elU.1 ence or slJC.l1 n resc U rc~ helps 10 explain 'he relnhve:ly l,m,led presence of magic In 100 .... orld. liven alter cen tones of development. Alrshlp~ ,he Ilghtnlog ral~ m!nae~ ~1(mes-r:lragQn5h I'd, are u~r:d m , II of Ih !': Ihlng~ Thl'; is whJ, prey nts H0U5e Orten irom tonm.'Clitlg the Ilghrnlng rail 10 everv villlge ilnd thorp In Khorvalre; I 'ey Simply (jo,,'r have cl'lough dragonshards 10 !!slaollsh coach paths, A~idt! lrom 1m.. effect on 1m: economy 01 Khorvollre. dr'lgon~ Ita '11 , provide ~ hO~1 of opllon~ for dr;;eonmarlo:efJ characters Drngonwrd cruses can enh.mee the existing povi"r5 of 3 mark, or 1111>)' can

1I0w a ham IeI' 10 use hh mark In new W3)'S. us creates a new orm or lreawr • and ;, provides tbe baSIS tor a widt' rllnge ot adV!!", ures, from lost or haunIt'd minl!S 10 .,nalnOU5 masterminds $(;hem,ng 10 gu,n control of h,dden depostls.

ell~ Saker

82 June 2004

ards of House Cannith perfected a new form of wand built around an Eberron shard. An eternal wend holds an arcane spell of 3rd level or lower with a maximum caster level of 6th. Unlike a traditional wand that holds So charges, an etemsl wand allows any character who can cast arcane spells to use the spell contained i~ it Iwice per day,

The development of the eternal wand allowed magewrights to tak.e the place of war wizards during rhe final days of the Last War, supplementing their passive spells with more aggressive magic. While the artificers 0 House Cannlth have been searching For ways fa streamline the process of creation. the technique is srlll In Its infancy. Currenlly the wands are rarely seen outside of military units, but a few magewrights who served in the war brought their eternal wands of malfic missile home from the front lines,

Eternal wand [c-level spell): Faint (any school); CL 1St; Craft Wand. Craft Wondrous Item, the spell contained in the eternal wand; Price 460 gpo

flemal wand list-level spelll; Faint (any school); CL .st; Craft Wand. Craft Wondrous Item, the spell contained In the eternal wand; Price 820 gpo

Eternal wand (and-level spell): Faint (any school); CL 3rd; Craft Wand, Craft Wondrous Item, the spell contained in the eternal wand; Price 4.420 gpo

Efemal wand (3rd-level spell): faint (any school); CL Srh; Craft Wand. Craft Wondrous Item. rhe spell contained in the eternal wand; Price io.qoo gpo

Khyber Shards

Deep underground, within treacherous volcanic caverns. Khyber shards may be found growing on rhe walls-often near magma pools or sulfur vents. While Khyber shards can be found in such an environment anywhere Ihroughout E8[RRON'S Underdark. they are most common in areas linked to fiendish or elemental actlviry, Veins of energy that shift from midnighl blue to an oily black. throb within these smoky crystals, which are also known as "nlghrshards" or "demcnsrones," Khyber shards have a strong affinity for the type of magic used for binding creatures, making them ideal for use in binding diagrams, casting trap the soul (and similar spells). and crafting items empowered by elemenrals.

Elemental Galleon: The elemental galleon is a vessel rhar uses a bound air elemental to propel it at great speed

over the water. In basic shape, an elemental galleon is similar to a huge galley, but a massive tower rises from the rear portion of the vessel. supporting the Huge air elemental bound into the form of a ring. The vessel actually runs on two Finlike structures. The bound elemental propels The galleon at a speed or 20 miles per hour across calm seas. An elemental galleon requires a c.rew of 20 and can c.arry 150 tons of cargo.

Strong conjuration; CL 15th: Bind E1emenral, greater planar binding. Price 64,000 gpo

The exerting, new EBcRRON Campaign Setffng should he prominently displayed on the shelves of your favorite bookstore or hobby shop This month. Once you've got" it in your hands and have started to explore the world of EaERRON, you'll want 10 keep looking in DRAGQN for more material. iMight. and articles. e

The £BcRfi(j,' CiJmplIIsn St!1If/1/f ruts Ihe shelves

Ns IfIOIlln. but a few players got 6 special sneak peak I the elllng~' D Convenlion In Febru;Jry,ln Ihe pOolO above. 1'011 can 5* a nunchbad,ed Kieln Baker, DU'hor of 'h~ ~ CiJmp,J'8n Stmml1. Iml1at,ne Ilun(;n backed vampire durmg an EBi:P RON <ld ven nrre he ran tor Greg Wa~5inller. '1m H'lchroc~. Shannon C:rr;)vello. CiJrol Hooper Dmirrv Ag,I\5J"v. and Carl Sml1h

'1 do ream lhal one of Ih .. pl~ In on" or m)' d .. mo snens Wi! I~' ~

PlClures lhey w r ~ d good t:roup:

S<j.d Kellh.

'Duong fhe session, a member 01 rhe party ended up seporared from 100 group aiW hauled before lhe vamPIre commanding lhe (!fIClllY torces. TI, player's CMr.lCltr prelended to be messenger, ancl In .h~ pOOIO me vampire. has lnstrucred him 10 ddlv 'r hl$ fllt$sage-on ht~ knees, He dId an admlrilhJe lob of Ihl"~11I8 on (or otfl h~ feel. and man-

ed 10 ul) lhi s out long enOlJ8h for !tis CO"'Jl"nl"n~ 10 arrtve and rescue him The vamPIre Wll~ described es • iI lall. hunched fig we: Hence my posture."

by Jesse Decker

images provided by Wizards of the Coast all images actual size

A SHAPECHANGING

GIANTS OF LEGEND PREVIEW

A Iter self. disguise self. polymorph, shapechange, and wild shape are just a few of the ways Ihal a DVID character can change his shape or appearance. Despite this list of options, the new DUNGEONS Dt DRAGONS Miniatures line shows that countless other options exist for spellcasters of a wide range of levels, especially if they choose forms rhey can easily represent on the Tabletop with a new miniature. This article presents a new series of spells thaI opens up a

ew of the most interesting options.

allowing low- and mid-level spell casters a greater range of Forms and formchanging spells.

In this article, you'll also get a look at a few of the miniaTures From the upcoming Giants of Legend expanslon, including two of the new Huge-sized creatures, the Bulene and the Warforged Titan.

ASP CT OF THE EARTH HV 1ER Transmutation

Level: Drd 6

Components: V, S, M. DF

Casting Time: I standard action Range: Personal

Target: You

Duration: 10 min./level (0)

When you cast rhls spell, you assume the physical appearance and many of the qualities and abilities of a bulerte (see the Monster Manua!. page 30). While under the effects of the spell. your creature type changes to magical beasl, and your size changes 10 Huge. You have the space and reach of a bulette (IS Ft./IO Ft.). You gain rbe

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Strength, Dexterity, and Constlturicn scores of an average bulette (Str 27. Dex 15, Can 20), bUI you retain your own menta! ability scores. Your base land speed becomes 40 Feet. and you gain a burrow speed of 10 feet, You gain darkvlslon, granting you the ability to see 60 feet even in roral darkness. You also gain low-light vision. scent. and tremorsense to 60 feet. Your class and level. hit points, alignment. base attack bonus, and base saving throw bonuses all remain the same. You lose any extraordinary special abilities of your own form. as well as spell-like and supernatural abilities. You keep aU extraordinary special attacks derived from class levels (such as a barberIan's rage or a rogue's sneak attack), bur you lose any From your normal form that are not derived from class levels. You cannot speak or cast spells while in buletre form. However. if you have rhe Natural Spell feat. you may cast spells normally. Your natural armor bonus becomes +12, regardless of any natural armor bonus from your normal form. You can make two claw attacks, which are natural weapons thar deal 2d8+B points of damage. While in bulene form. you gain the buletre's leap extraordinary attack form, allowing you 10 make four claw attacks instead of two. Your equipment melds into your new form and becomes nonfunctional.

Material Component; A small piece of a bulerte's armored shell.

ASPECT OF THE WOlf T ransmutanon

level: Drd I, Sor/W,iz I Components: V. S, M/DF Casting Time: 1 standard action Range: Personal

Target: You

Duration: 10 mm./level (D)

When you cas! this spell. you assume the physical appearance and many of the qualities and abilities of a ..... elf (see the Monster Manual, page 283). While under rhe effects of the spell. your creature type changes to animal. and your size changes to MedIum. You have the space and reach of a wolf (5 Ft./5 fr.). You gain the Strength, Dexterity. and Constitution scores of an average wolf (Str 13, Dex IS. Con 15), bUT you retain your own mental ability scores. Your base land speed becomes 50 feer. You gain tow-llglu vision and scent. You gain a bite attack. which is

a primary natural attack that deals ld6+1 points of damage with each successful hit, Your class and level. hit points, alignment. base attack bonus, and base saving throw bonuses all remaIn the same. You lose any exrrsordlnarv special abilities of your own form, as well as spell-like and supernatural abilities. You keep all extraordinary special attacks derived from class levels (such as a barbarian's rage or a rogue's sneak attack), but you lose any from your normal form rhar are nOI derived from class levels. You cannot speak or cast spells while in wolf form. However, if you have the Natural Spell feat. you may cast spells normally, Your natural armor bonus becomes +a, regardless of any natural armor bonus rom your normal form. While in wol form, YOll gain the wolfs trip extraordinary attack form. allowing you ro make a free trip attempt against any opponent that you hit with your bite attack. Your equipment melds into your new form and becomes nonfunctional.

Arcane Material Component: A whisker from a wolf.

BODY OF WAR

T ransrnutarlon

Level: SorjWiz 6 Components: V, S, M

Casting Time: I standard action Range: Personal

Target: You

Duration: 1 round/level (D)

When you cast this spell, you assume the physical appearance and many of the qualities and abilities of a warforged titan (see the EBfRRON Campaign Setting). While under the effects of the spell, your creature type changes to construct. and your size changes to Huge. You have the space and reach of a warforged titan (,5 Pt./15 FtJ Your mindset changes so that you relish combat and cannot cast spells, even from magic items. You gain rhe Strength and Dexterity scores of an average warforged titan (Str ~8, Dex 8), but you retain your own menial ability scores. You have no Constitution score while affected by rhis spell. Your base land speed becomes 50 feet. You gain darkvision, granting you the ability to see 60 feet even in total darkness. You also gain low-light vision. Your class and level, hil points, alignment, base attack bonus. and base saving throw bonuses all remain the same. You lose any extraordt-

NEW SPELLS

The she er versa I i I ,tyoi spells like alter sell: polymorph. and polymorph ilny objoci gram characters a nearlv endless varlelY of Forms, bUI such spejls resirici access 10 tile spec:IJI qu.alilies and special anad.s granted by Ihose forms 10 preserve game balance. The new spells presented here remove these limils by giving characters lull access 10 the powers or a slnele creature, Trading vef"5atili)y for speda I ab i liT les,

Cleric Spells "lh·Level Cleric Spells

Holy Transformation. Lesser:

Take on aspects of " prorecrsr for I round/level.

Infernal Iranstormetion, lesser:

Take on aspects of a bearded devil for I rcend/lcvel, 7Jh-Level Cleric Spells

Holy Imnsiormstion: Take on aspects or a hound archon for I rOl1f1d/level.

Infernal frans(ommlion: Taite an aspects of a bone devil for I round/level.

Druid SpellS iss-Level Druid Spells

Aspect of tbe Wolf; Transform mto a wall for 10 min.lleve1. JTd-Level Druid Spell5

Primal Form: Transform inlo a l>1edium elemenlal for I min./level.

"Ih-level Druid Spells

Wild Runner: Iransform mro a centaur for 10 min./lcvel. 6lh-Level Druid Spells

Aspect of the Esrth Hunter:

Transform mto a buleue for 10 mln./le\leL

Sorcerer/Wizard Spells ISI·level SOTCert.r/Wizard Spells Aspect of lilt! Wolf: TrJnsform

in I I) a wolr for 10 mi ~.Ile vel.

3rd - L e \lei Sorce rer /W.Z8 rd Spclb Pnm(J1 form: Transtorm 1010" Medium clemcnlal for I minJIr.\lel. 4rh-Level Sorcerer!Wiw-d Spdls Di:>pJ"cer form: Transform inlO a ni,placer hea~1 for I round/level. 6rh·Level Sorcerer/Wilard Spe.11s Body of Wo7r: Transform mre a warfOTf,ed nran for, round/level.

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nary speclel abilities of your own Form, as welles spell-like and supernatural abilities. You keep all extraordinary special attacks derived from class levels (such as a barbarian's rage or a rogue's sneak attack), but you lose any from your normel form that are not derived from class levels. You cannot speak or cast spells while in warforged uran form. Your natural armor bonus becomes +18, regardless of any natural armor bonus from your normal form. As a con sir uct, you have the Followfng quail ties: Immunity TO all mind-affecTing effects, poison. sleepeffects, paralysis, SI • .mning, disease, death effects. necromancy effects, critical hits, nonlethal damage, ability drain. fatigue, exhaustion. energy drain, and to any effect that requires a Fortitude save (unless rhe effect also works on objects or is harmless). You also gain the warfcrged titan's two attack Forms (axe and maul), along wilh the trample special ability (damage Id8+13: Reflex half DC 25). The warforged titan's axe. deals 2d8 points of slashing damage and has a x3 critlcal modifier: lrs maul (essenlially a huge warharnmer] deals 2d8 points of bludgeoning damage and also has a x3 critical modifier. Your equipment melds Into your new form and becomes nonFunctional.

Maferial Component: A rniruarure bronze hammer.

DISPLACER FORM Transmutation

Level: Sor/Wiz 4 Components: V, S, M

Casting Time: I standard actren Range: Personal

Target: You

Duration: 1 round/level (0)

When you cast this s-pell. you ass-ume the physical appearance and many of the qualities and abilities of a displacer beast (see the Monster Manual, page 66). While under the effects of the spell, your creature type changes To magical beast. and your size changes to Large. You have lhe space and reach of a displacer beast (15 ft.! 5 ft. [10 Ft. with renraelesj), You gain the Strength, Dextertry, and Constitution scores of an average displacer beast (SIr 18, Dex IS. Con 16). but you

retain your own mental ability scores. Your base land speed becomes 40 feel. You gain darkvlslon, granfillg you the abiliTY 10 see 60 feet even In total darkness. You also gain low-lighl vision. Your class and level. hlr points, alignmenl, base attack bonus, and base saving throw bonuses all remain !he same. You lose any spell-like abIlities of your own form, and you lose any extraordinary special abilille5 From your own form. You retain ,any supernatural ahillries of your own form. You keep all exrraordinary special attacks derived from class levels (such as a barbarian's I1Ige or a rogue's sneak attack), but you lose any ff'iom your normal form Ihal are not derived from class levels. You can speak and cast spells while in dlsplacer beast form. but you must physically touch any necessary material components. Your narural armor bonus becomes +5. regardless of any natural armor bonus from your normal form. While in displacer beast form. you gain the dtsplacer beast's displacement and resistance TO ranged attacks abilities. Your equipment melds tnte your new form and becomes nonfunctlonal,

Mafer;al Component:.A single claw From a dtsplacer beast.

HOLY TRAN'SfOR"1.AIION Transmuranon [Good] Level: Glr 7

Component's: V. S, DF

Castfng Time: I standard action Range: Personal

Target: You

Duration: , round/level (0)

When you cast this spell, you assume the physical appearance and many of the qualities and abillnes of a hound archon (see the Monsrer Manual. page 16J. Wh1!e under the effects of the spell. your creature type changes to outsider (archon, good, lawfu!), and your size changes 10 Medium. You have the space and reach of a hound archon (5 ft'! 5 ftJ. You gain a +4 sacred bonus

to Strength and Constlrurion. You gain darkvision, granting you the ability to see 60 feet even in roral darkness. You gain a ~4 sacred bonus on all saving throws. You gaIn damage reduction s/evil. Evil creatures within 10 feet of you suffer a -2 penalty to auacks and

saving throws, You gain 1he ability to speak and understand Celesnal,

HOLY TRAIliSFORMATION, LESSER Transrmaarton [Good]

Level: Clr '1

Components: V, S. DF

Casting Time: I standard action Range: Personal

Target: You

Duration: I round/level (D)

When you cast this spell. you assumethe physical appearance and many of the qualifies and abilities of a prorectar (see the Miniatures Hi"Jndbaok, page

66). While under the effects of the spell, your creature rype changes to outsider (good), and your size changes 10 M'edlum. You have rhe space and reach of a protectar (5 ft./ 5 fr.), You gain a +2 sacred bonus 10 Strength and Constitution. You gain a fly speed of 60 feet, w.iln good maneuverability. You gain darkvlslen, granting you the ability to see 60 feet even in reral darkness. You gain a +2 sacred bonus on all saving throws. You gain the ability 1'0 speak. and understand Celestial.

INFERNAL lRANSFORMAltON Transmuration [Evil]

level: Clr 7

Componenrs: V, S, DF

Casting Time: 1 standard action Range: Personal

Target: You

Duration: 1 round/level (D)

When you cast this spell. you assume the physical appearance and many of the qualities and abilities of a bone devil (see The Monster Manual. page S2), While under the effects of the spell, your creature type changes to OUTsider (baatezu, evil, lawful), and your size changes to Large. You have the space and reach of a bone devil (s Fr.ho FtJ. You gain a +4 profane bonus 10 Strength and Censrtrurlon. You gain darkvlsion, granting you the abilily 10 see Bo feel even in tolal darkness. You gain damage reduction S/good.

You also grow a rail like a sccrpton's.

Whenever you take the full-attack action, you can use the tail re make an additional attack each round al your hlghest attack bonus. A successful

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attack deals 3d4 points of damage, plus Strength modifier. This arrack overcomes damage reduc.tion as if It were an evil weapon. Creatures hit by the lail attack must make a fortitude saving throw (DC 10 + 1/2 character level + Constitution modifier) or be subiectetj to poison (injury. initial damage Id6 Srr, secondary damage 2d6 Srr), Your equipmenr grows to match your new size and form. allowing the tait attack to function even if you are wearing heavy armor or other restrictive do thing. You gain rhe ability to speak and understand Infernal.

rNF:ERNAl

TRAN SFORMA 11.ON. lESSER Transmutatton [Evil]

Level: Clr 4

Components: V, S, OF

Casting Time; I standard action Range: Personal

Target: You

Duration: 1 round/level (0)

When you cast rhls spell. you assume the physical appearance and many of the qualities and abilities-of a bearded devil (see the Monster Manual. page 52). While under the effects of the spell. your creature Iype changes 10 outsider Ibaarezu, evil. lawful). and your size changes 10 Medium. You have the space and reach of a bearded devil (5 t./ 5 fi.). You gain a +2 profane bonus to Strength and Consrirurion. You gain darkvision. granting you the ability to see 60 feel even in total darkness.

You grow a snaky beard. Whenever you take the full-a Mack. action. you can use the beard 10 make an addi1ional attack each round at your highest attack bonus plus alJ approprlare modifiers. A successful attack deals Id8 poilils of damage. plus Strength modifier. This arrack overcomes damage reduction as If it were an evil weapon. Creatures nit by the beard attaok must make a Fortirude saving throw (DC 10 + 1/2- character level + Constitution modified or be affected by the devil chills disease (see Ihe DUNGEON MASTER's Guide). You gain the ability to speak and understand Infernal.

PRIr-tA FORM Transrnuration

Level: Ord 3. Sor/Wiz 3

Components: V. S. DF/F Casting Time: I standard action Range: Personal

Target: You

Duration: 1 min./level (D)

When you cast this spell. choose an element (air. earth. fire. Of water). You assume the physical appearance and many of the qualities and abilities of a Medium elemental of the chosen element (see the Monster Manual, pages 95-100). Prims! form also granTs you the elemental subtype appropriate 10 the chosen element.

You gain a <I bonus on saving throws against mind-affecting effects, You gain a 25% resistance to critical hits and sneak attacks. as if you were wearing armor with rhe light fortlfication special property (see the DUNGEON MASTeR's Guide). You cannot cast spells. and you lose any spell-like, supernatural, and extraordinary abilities of your own form. You gain addlnonal ablllries depending on rhe element that you chose when you cast the spell:

Air: Fly speed 20 feet (perfect) Earth: DR 5/-

Fire: Id'l fire damage, fire resistance

10. burn

Wafer: Swim go feet. drench

Your equipment melds into your new form and becomes nonfunctional.

WILD Ru N£R Transmutation

level: Drd '1 Components: V, S, OF

Casting Time: 1 .standard action Range: Personal

Target: You

Duration: 10 min./level (D)

When you cast this spell. you assume the physical appearance and many of the qualities and abilmes of a centaur (see the Monster Manual. page 32). While under the effects of rhe spell. your creature Iype changes 10 monstrous humanoid. and your size changes 10 Large. You have the space and reach of a centaur (,oft.! 5 Fr.l. You gain the Strength, Dexterity. and Constitution scores of an average centaur (SIT 18. Oex 1'1. Con 151. but you retain your own mental abiliry scores. Your base land speed becomes 50 feel. You gain darkvrsicn. granting you rhe ability to see 60 feet even In toral darkness. You may still use any extraordinary, spell-like, and supernalural abilities possessed by your normal form. You gain all the advantages of a quadruped form (greater carrying capacity. 4 bonus to resist rrlp attacks. and so on); this Includes the ability 10 Ighl effectively while carryrng a rider. You may still use your equipment and cast spells normally. e

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OM's Toolbox

DUNGEON DESIGN AND THE ART OF SIMPUCITY

U DU GEONS

by [ohnn Four

S ornetlmes, when DMs put too much pressure on themselves to craft original, reallsrtc environments. dungeon crawls just stop being fun. Players starr 10 dread the next multi-level labyrinth, seemingly endless complexes lhat drag on for session after session. Characters yawn as they prepare to bash down yet another door, especially once they know what they're going to find or caughT on to the dungeon's theme two-dozen rooms back. However there are easy ways to put the excitement and entertainment back into dungeon play, all while keeping it realistic and memorable.

DUNGEON DESIGN TIPS

Your first and best opportunity to make a dungeon un Is during the design stage. Ai this poinr, you don't have a table full of players putting pressure on you, no dramatic decisions are set in stone, and you can reflect carefully on what would be fun 10 play. Consider adding some of the following techniques and options to your toolbox when des~gning your next crawl.

The Five-Room Dungeon

Rejuvenate dungeon play by making crawls smaller. Plodding through caves and hallways without respire for several game 'sessions can tire even the most enthusiastic dungeon delver. Consider changing your dungeons from large, multi-level constructs 10 small, sleek designs. Your players will eruoy more frequent successes and increased variety. You'll benefit from faSTer, easier designs and greater campaign flexibility, Imagine a game where the PCs manage ro accomplish Iwo or three disttnct quests In one evening!

An easy, efficient, and enjoyable design formula is the five-rcorn layout. Craft your dungeon using just five encounters that each have their own special purpose. Design should take less than an hour and can provide up to an entire evening's entertainment. The smaller scale provides more opportunlttes 10 optimize things and make every element count. Unexpected character decisions minimize planning risks as you'll

be able to create rnulnple dungeons in rhe same amount of time the large crawl used 10 take. and the compact formal makes dropping or moving advenlures much easier.

Designing a five-room dungeon is a Fun puzzle in itselF. Each room has a special purpose rhar supports the whole design. Your job is TO determine what each of these pieces consists of and how they lir logether ro form a fun adventure,

Room r: Entrance and Gatekeeper

Where and how wlll the PCs enter your dungeon, and what Is the barrier 10 their entry? The entrance should make an lrnpacr by sening the Tone, issuing a waming, or making a statement about the adventure ahead. Dress it up and add interesnng derails to hook your players right away. In addition, place a guardian or a trap. A guardian starts the adventure off with excitIng action, and a trap can add tension. They also help explain why the dungeon hasn't been su.ccessfully pillaged or explored before. Whether the foe and trap are triggered separately or together, the room should engage the whole group and start things a f in an exciting way.

5 ENTRANCES AND GATEKEEPERS

I. The entrance to rhls anclem tempi is sculpted 35 Ihe

rna .... (If a 8'<lnl, ~frjkJng ~n. I.e. In Ihe eyes and ridge!\" wilhin the mouth nesl dozens of censmctcr snakes.

2. The door 10 Ihe dungeon lies in the 1100r of iI deep chute, directly on top of which lures a gIllatinl/us cube. 3. Several slurdy cords dangle from the entrance of rh;!; cOff·slde tunnel Unflrrlunarely. these are ac.tually the srrands of two ropers ," I lurk iUS! wll~ln.

4. 11U5 dungeon's ntrance is behllld Ihe warerrall of oil spring. bur the nympn Ihal lives in the area refuses 10 lei the adventurers deme 111 Willers by Pdssing through.

5. The gatekeeper IS rnt' gate, an iron golem consrrucred 10 completety block IhE! W3y Into the dungeon.

Room 2:

Roleplaying Challenge

The next encounter should be one where the players have an opportunity to roleplay. Depending on your players' sryle, this can be a diplomatic encounter or a chance for players to portray their character's skills and abililies. Ensure each character receives some spotlight time. You are welcome to add a combat conflict here as long as you work some roleplaying in as well.

S ROLEPlAYING CHAllENGES 1. Convmc.ng a fearfut prisoner he can leave wjlh the PCs.

2. Befriending a monster,

3. An ins.uh conlesl~if rhe Pes WIn. )l1ey can proceed.

". Entreating a mbal lear _ 10 trade for IrulIgenQlJS !leafing herbs.

5- Fmrllng common ground wl!h II foe and IUlcnangHlg inrormallon.

Room 3: Red Herring

The purpose of this room is ro build tension and surprise the players with a twist. The characters think they've found the treasure, encountered the boss, or achieved their goal only to learn that they've been tricked. Red herrings keep everyone alert and uncertain, preventing players from Falling into dull exploration routines. Puzzles and traps can be part of red herrings. assuring that this encounter remains fresh and unpredictable. Another potentially strategic payoff of Ihis room is to weaken the pes before the climax.

5 RED HERRJNGS

I. AI olJl mlersecllOO. gllmmenng Ilght5 Ie.:id ro a ~ herring comb.1t whFle the dark. ~ leads 10 rhe big conflicT , The room onlaioS a fk sarcophagus and .mill her gtJ<IrtIian

. A ~TeI door IoO.ed wllh a c;tJflrMg puzzle leads to a IraJI'I)ed, lhoogt! unlmpor&afll room

4 The r~ tontill1\lio il loogh creature aM ~ II1inor rreasure, hopefi Iy roollng rhe I'Cs 10 leave rhe realln:.nUT and gu.mhan a

5· The room appears 10 bnng the PCs c.kIser 10 Their goal bo.ti actu 'I txlntams a one-way exil QUI of tbe IocalIOn iNO anoliler creature's 1 .. 111'.

Room 4: The Big Conflict

This room contains rhe roughest challenge of the dungeon. Hopefully, dues and signs planted in previous rooms have buill up worry and tension in anticipation of thiS lnal fight. The big conflict can be a single tough monster, a number of creatures. multiple waves of enemies, or even complex trap, creating an encounter with an EL equal to or exceeding the parry's. Try to make the environmenr interesting. employ unusual terrain features or hindrances, engage all the PCs, and provide opportuniTies for pes 10 gain a tactical advantage so roinking players will be rewarded.

5 BIG CONRJCTS

t. A plnr nasa lurks m rile 1,gr.1 Iunnels mar wmd Ihrough rhe .... a11s or Ih~ room, USIng them tor de~nse iW .1 MflISSe$ ri)e Pes.

11. ThIs chamber is a c.harnel house of ,,"oenl bo~, dl~lSin.r! a mohfB Ihal walts For Ii'u! Pes 10 near.

3. Twin ogres al rhe lOp of a ta\lt!(l\OIlS wfl bu, staiOOlles 0 the celti11f! oRlo rhe Pes e Il1lbing 10 fac:e It.em..

4- Before a pertel re rhe ElemcnTal Plane of Fire. iI pnest of a refY dell)' f es the PCs while rnSI5 flood rhrO\lgh the ~nal every rowrd.

5- The behlr thaI lairs In this room lurks 3bove rhe enlT'alla, waIling 10 blasl thl! PCs Wllh its: breath 'Weapoo

precarious balance in the regb'1. Now that the creature Is gone, Its prey is Free 10 multiply and cause new problems. Considermg the far-reaching effects of the PCs' actions and causing the players to do the same makes adventuring more dynamic and the campaign world seem more real.

S RESOLUTIONS

I. The PCs 1001 the de eeted W' rlord's eapons and armOT. claiming among shem an nlelhgenl chaow: evil longsword.

a, Viilh II1e del'eal or :I Wl1Idous purple worm. rhe local an~heg population g'rQwli rremendously.

J. Although the cult leader was derealed. lhe btbltlth he had chamled Is now Free and l'ampages Ihroug1'! roo city

4 Among Ibe dotumenls kePI by a corrupt IHlhI Me files rmplk.aling

do:zen 0 other governIng olTrnllls tn IllS Il"3llOfOOS schemes

5- Upon d fellimt the dragon, the PCs- claim II'S mounl 1!l0U!; r.oanI of lTeawn: on lhelr own.

Room 5: The Resolution

Once they've defeated the dungeon's greatest threat, it's time for the group to reap Its reward. Sometimes rhrs means a pile of loot SUited to the challenge. Other times it's achieving a goal or opening up a new opponunity. Regardless. there should be a tangible representation of the parry's vlcrorv, from rreasureand magic items to a due 10 an ongoing mystery.

However. victory can also mean the party must face the consequences of its actions, The fiveroom model allows for many permutations, and rewards can be double-edged. For example, your dungeon mighl have been home to a powerful monster unwitlingly responsible for maintaining a

Establish A Clear Goal

Players enjoy gaming with a specific dungeon goal in mind. Goals unify the party and minimize typical session killers such as unfocused decision-making and rime-consuming disagreements. Scmerimes players agree on a course of action lust to get the game moving atain, bur having a compelling goal should gel them all to eagerlY pursue a specific course. In addition, advenruring with a purpose gears game play toward doing what needs 10 be done and efficiently achieving the goal. Secret rooms in dungeons and extra exploration become bonuses, lengthy or needless combats are avoided. and making Search checks every 5 feet "Just because" is discouraged. Also, when the party has a goal and achieves Ir, {hey have a success

10 celebrate and the characters gain a Feeling of confidence and completion, making play crisp

and excmng.

Give Dungeon Levels Themes

If your complex has multiple sections, STages. or levels, give each a distinct theme. This lets players know they're progressing and makes dungeons disrlngutshable and memorable. Before you design sped rc rooms, create a theme for the major areas 10 help give you ideas and inspiration for encounters, details, and dressing, For example. If your location is an abandoned sanitarium, make a lis! of possible areas first, such as rhe residents' wing, starr area, medical wing, solilary can lnemeru, garden, and solanum. Then you might roughly It these logether on a map like a jigsaw puzzle. When The time comes 10 design specific rooms, floor plans, and encounters, you have a wonderFul. rhemed plan In place to mak.e each item dlsrlncr and enrerlainlng,

5 THEME IDEAS

I. A common er fur type

2 Color or buil clint rna I enat~, dl"e5stn8, or di!nlllln u'nfonns. 3 EI~m(lnt5, such 3S Ice, Wind dust, and I.lva.

4. Budding malerlals. type. lIod rthll csure

S. Purpose 0 10 lion. ,u<;h oJ .Jp.fen~.lelsure 0

Use Stage Bosses

Make dungeons fun by ending levels with a rough encounter that involves an interesting foe. This Poe IS of I en the leader of the level's denizens. but it doesn't have to be, As with themes. encounterlng a boss lets the PCs know they're making progress. In addition. these encounters are Inherently Ihrilling and full of drama. It's up to you how dangerous you wan! to make each challenge. Tough and depleting battles are dramatic but will al 0 slow the pace 10 accommodate group recovery needs. Fast and easy encounters are Jess Ihrilling but allow for a more exciting pace. Once you know who or what the stage boss Is. you can stan planting clues about him throughout the level or plan a few short encounters with it before the big showdown to increase player anticipation and game tension. Flesh out the boss's personality and det rmin whether or not II moves about the dungeon, A wandering boss can tease, wavlay. and delay the players so they build up a good deal of enlrnosrrv toward il. A sedentary boss gives you an opportunity to customize its lair and plan some good location-based strategies and ractlcs for a memorable Finale.

MONSTER MANAGEMENT

Entertaining adventures requrre entertaining opponents. Good stories and memorable sessions hinge on challenging COnmCt5, so consider the follOWIng tips for customizing foes to your adventure's memes and players' tastes.

Apply T mp ale nd Clas e

Players love surprises, and advancing standard 0 S IS a great way to catch your group off-guard. The rules

for adding classes and rempiares in the Monster Manual allow you TO transform monsters qUickly and easily. A good technique IS 10 pick one template or class, such

as celestial or rogue, and apply il to several foes in your dungeon. This keeps the leaming curve manageable and helps you master one tweak at a time. Work. the reason why several dungeon residents share Ihis rralt lnto your design to tigtllen up rhe story and make your dungeon more interesting and believable,

Celebrate Manst r pecial Abilitie

Check OUt the special abillries of your dungeon's denizens. How would the use of these po ..... ers In various conflicts over time alter rhe place and the other residents? Such evidence makes excellent dues and dramatic warninO's or the pes. In addrnon, They arc subtle finishing touches that add depth to your design. It's also fun TO imagine how oes' special abilities would rnanl eSI during encounters. liven up combafS and eelebrare the wondrous and sirangc powers the characters must confront with vivid descriptions and

in' resllng sid effect.

Give Monsters Goals

Creare clear monster objectives before the encounter so that battles don', devolve into pomtless blow-byblows. Not every battle needs to be to the death, and unexpected monster actions will wake up the PCs and keep the players guessing. "Why are those creator s defending rhar plain wall? "Why aren't rhey anacking back? "Why are they sta1!ing?" oes who manage to run away are always un as weU, especrallv if they reappear bearing new scars or swifrly r furn.

U e One-Shot Magi

One-shot magic uems give monsters unexpected and Interesting new powers withOUT upsetting game balance. Potions make great, entertainmg rwlsts as invisible, Ilying, or enlarged opponents are always f-un 10 ball I Scrolls can also be used to transform foes or the encounter location in completely unexpected ways. Also, few things can srrlke fear inlO pes like seeing their own tricks used againST them, such as having an enemy drink a healing potion mid-combal.

MAKE COMBAT F

AND TNTERE JNG

Making combats fasl and interesting IS a guaranreed path 10 an exciting adventure, Not only do speedy combats quicken 'he pace and player pulses, but they also take up less session time so more story can be raid. Following are orne ways 10 speed up combats and make them more exerting.

Ma nage Initiative

Accurate and smooth tracking 0 who goes when not only keeps Ihings fair and consistent but provides a fluid combat experience, Having multiple enemy combatants can already take up a 101 of lime, and

calculating initiative for each slows down combat even more. By rolling initiative only once for all the PCs' opponents, combat speed can be considerably Increased. Another oplion is to let a player organize the group's order so you can focus on their foes' initiative. Tracking rounds and tnlrtarlve with a cribbage board or initiative cards is also handy.

Create Common Statistics

Reduce the number of rules references and unique calculation requlremenls every round by using themed foes. a limited set 0 monster templates and class additions, and a common set of weapons and equipment. Also, remember TO calculate beneficial, statisticaffecting special abiliTies or spell effects That foes

have used before entering combat,

Manage Encounter Level

Every encounter doesn't need to be mortally dangerous. Easy battles can work wonders. Players love the Thrill of vlcrory and will enjoy the feelings of success and rapid progress. Just make sure rhar you don't add needless encounters 10 compensate for their shorter duration. defeating the purpose and boUing down the game In another way.

Especially at low levels, small, quick combats can help a group master rhe garne and their characters'

abilities. DMs can also learn through such trial and error without [eoperdlzlng character lives In unintentionally unbalanced conflicts.

Design Combats Well

Consider how you can tailor encounters during the design stage ro speed up combat. The number of combatants you queue up ;s one big factor. Fewer opponents rnean fewer calculations, player choices, and variables. It also reduces the amount of information you need 10 manage. Predetermine opponent positioning. Have creatures' listen and Spot checks rolled ahead of lime, so you know what the DCs for player characters' Hide and Move Silently checks are. Roll irunarlve ahead of rime. Taking care ... f any factor you can before play will speed up how much time there is TO play in a session and how fasr everybody gers Into the action. e

THE TEAMWORK POOL

ALL FOR ONE AND ONE FOR ALL

by M1ke Mearls

Teamwork is a fundamental part of the DUrO game. The nghter keeps an ogre busy while the rogue slips behind il to deliver a sneak attack, The wizard and sorcerer weave mighty spells to strike a dozen toes at a lime, bUI without a paladin or barbarian to

hold cffthe enemy, they'd quickly fall in battle. Every character class has a distinct role fhat contributes 10

the entire group's success, yet each class also depends on the others to make up or its deficiencies. This article explores the concept of teamwork, offerillg rules for transforming your party into something more than a loose collection of Individuals. Under the guidance of a strong leader, a disparate band of adventurers can come together to form a team that is more effective than the sum of Its parts.

The basic concept behind these rules is that as a group works together, its members learn to better complement each other's talents. Two fighters who have known each other for years can fight much more effectively as a team than a pair that has been rogether for a few hours. Under the direction of a charismatic leader, a party of adventurers can develop their skills together and form a potent team.

THE TEAMWORK POOL

Besides merely agreeing to work for the same goals and limit parry bickering there can be significanr benefits to refining an advennmng parry into a disciplined squad of loyal teammates. The Inspiring Leader feat is just one such way to take your group from rag~tag to respectable.

Inspiring Leader [General]

You have a natural talent for leadership. Those around you naturally look to you for gUidance. Under your direction. your friends better complement each other's actions and form a tight bond.

PrerequisiTes: Cha t3. Leadership, character level 61h. Benefit: You gain a +1 bonus 10 your Leadership score for purposes of the Leadership feat (see page 106

of the DUNGEON MASTER'S Guide). You can also establish a teamwork pool.

A teamwork pool is a collection of abilities and skill points you and your allies build as they gain levels.

The pool represents the time and efforl you and your allies put into leaming 10 work together as a team. Each rime someone In your party gains a level, he may contribu e up to 2 of his newly gained skill points to the pool rather than spending them on new skill ranks. When the pool contains enough points, you can spend Them 10 purchase teamwork abilities (which must be agreed upon by all the members currently participating In The pool).

Your teamwork pool can affect and be contributed to by a number of allied characters equal to 4 + your Charisma modifier. You always count toward This limit, but you are allowed to choose who is included ln the teamwork pool. All of the participants must have

worked together for at least one week prior to being added rothe pool. Abilities purchased with a teamwork pool's points apply only to those characters currently partiCipating In the pool. Characters who participate in the teamwork pool gain Its benefits even when you are not rhere 10 lead them. You can only create and participate in one teamwork pool at a time, but you may choose to dissolve a teamwork pool whenever you wish. Other members of the teamwork pool cannot form or join another teamwork pool until they leave your pool.

A pool you create can provide one ability for every two character levels you have.

If you volunrarily dissolve your teamwork pool, all unspent skill points if contained are lost, and participating characters lose all the abilit es the pool gramed them. However. you and all the characters formerly particrpanng in the skill pool are now free to create or lain new teamwork pools. IF a character particfpating in a teamwork pool voluntarily leaves or is prevented from participating (such as by death) they no longer gain any abilities from the pool or count against its

total members, but the character may join another teamwork pool. As long as he is not the leader. a single member leaving a teamwork pool does not affect The other characters. If the leader wishes, a new character who has journeyed with the party for at least a week may be added to a teamwork pool with less than its maximum number of members. This new character gains the Full benefits of all the skill pool's purchased abiliHes. Only one new member can be added to a teamwork pool per week.

In addition to player characters, a pool can Include NPCs who have an exceptionally close bond with the party. Animal companions. familiars. and cohorts gained via the Leadership feat may all be inoluded in a teamwork pool. These

NPCs all count toward

the maximum number of characters who may be attached to a single pool, although only those who gain character levels may contribute skill points to the pool.

see a fellow member, he

gains a +2 bonus on Will saves against fear effects.

I mproved Cooperation Cost: 8 points

AFter many weeks and months together. you and

your friends have learned TO coordinate your actions when working closely together. When members of your teamwork pool work together on a skill check, they operare more efficiently. If a member of a teamwork pool makes a skU I check to aid another member's check, she grants him a +3 circumstance bonus TO his result

on a successful check, instead of a +2 bonus.

Animal companions, familiars, coho and player haracters may all

1 mproved Aid Another S,

Cost: 16 pomrs

The many barrles you and your friends have survived have taught you how best to complement each other's skills. When using the aid another special attack action, a member of your teamwork pool can grant a fellow member a +3 bonus to hif or a +3 bonus to AC against the target of his action, instead of a +2 bonus.

participate in a teamwork pool.

TEAMWORK ABILITIES

To purchase an ability you must spend skill points from your teamwork pool. Once points are donated to the pool, they are permanently spent. You cannot place points Into the pool and then later decide to reclaim them before they are used.

Bonds crl Frrendship Cost: 8 points

You and your allies have a fight Friendship that has flourished over the adventures you've shared. Each time a member of your teamwork pool is reduced to 0 or fewer hit points. all other members of the pool gain a +2 morale bonus on attacks and Will saves for the rest of the encounter. You do not gain this benefit if a member of the teamwork pool caused the damage that reduced a member to 0 or fewer hiT points.

Coordinated Actions Cost: 8 points

Your group is 60 familiar with each member's moods and actions rhat when one member detects danger, the others intuitively react. Before roiling for initiative. one member of the teamwork pool may volunteer to suffer a penalty on initiative to grant other members bonuses. For every -2 penalty one member suffers. TO a maximum of -8. he may grant another member of rhe pool

a +1 bonus. These bonuses can be spread around the group or granted TO a single character. Only characters who are rolling for Initiative may accept the penalty or bonus.

Esprit de Corps Cost: 8 polnts

The members of your group trust each other wifhthelr lives. As long as a member of your teamwork, pool can

Pack Tactics Cost: 16 POints

Your group has learned to coordinate its anacks when flanking an opponent. When two or more members of the teamwork pool flank an enemy, they gain a 3 bonus to hit instead of 2.

Reputation Cost: 8 points

Your fellowship's great deeds and adventures have earned you a measure of ame. When you present yourselves as a group, word of your accomplishments and the conlldence you derive from each other Impress the people you meet. When all the members of a teamwork pool are together. they gain a +2 bonus on Diplomacy checks. Your group may purchase this abilIty more than once, gaining an additional +2 bonus each time.

Team Practice Cost: 24 points

By practicing together. your group's members pick up techniques and abilities from each other. Once per day. a member of your teamwork pool may gain the benefits 0 anyone feai another character in the pool possesses for one round. You mUS1 possess the feat's prerequisites as normal in order to use it.

Warning Shout Cost: 12 points

After facing many dangers togerher. your group develops a deep sense of trust among lts members. If your friend shouts a warning, you react 10 It Wi1houl

consciously rhinking about your acrtons, Once per day, a

member of your Teamwork pool may forgo his iniliative roll in order to allow another member of the pool who would otherwise be surprised to roll for inirtatlve, Whomever surrenders his roll is considered surprised as normal.

ROLEPLAYING THE TEAr-.n ORK POOL Creating a teamwork pool Involves more than simply spending skill ranks and picking team abilities. CreaTing a pool indicates that you and your allies have developed a close bond rhar runs deeper than the ties between the ryplcal adventuring party. In the face of terrible danger and hordes of enemies, you stood rail and emerged victorious by relying on your friends. Your party should

develop a few role-

playing traits and a background TO reflect this Tight bond.

A ririe or name helps establish your identity and creates a theme that unites the group rogerher, The name can come from your adventures, perhaps highlighrtng a powerful foe you defeated or

an important issue you resolved. For example, a

band of adventurers who overthrew a tyrant notorious for invading his neighbors could be known as

the Peacemakers.

A sigil or sign, perhaps relating to your group's name. gives you a recognizable mark you can use in creating your own heraldry, flags. and other markers. If you collect and paint miniatures. you could even design a symbol Simple enough to paint on your figures' shields, chest plates. and robes. Over time, you can add to your sign as you defeat new villains and commit heroic deeds. A ter defending a borderland castle against a band of ogres, for example. you could add a lower to your symbol to mark your victory.

Your characters should act in ways that are appropriate to the teamwork abilities you select. If your fighrer spends an hour a day leaching the group's rogue how to handle a sword, Team Practice Is a good selection. Consider' the group's relationships when deciding on your abilities. They should reflect each other, not simply exist in a vacuum.

NPCs. The character either might not be able to inspire his friends and peers (the other PCs). making him a poor party leader, or he might simply decline the job so he can ocus hls attention on his hirelings or cohort.

What this means is simply that the PC who controls a teamwork pool might not be recognized as the party's leader. Instead, he IS someone who spent a feat on improving the party overall. For rhe sake of fairness. this character probably shouldn't also be expected 10 put as many skill points into the pool as his colleagues.

DUNGEON MASTERING A TEAMWORK POOL As OM. you should ensure that the choices the players make with this system are reflected in how NPCs react

to them. If one charac-

ter makes an enemy, he likely creates an enemy For all his Friends. The PCs' reputations should be linked together, with actions one member commits reflecting on the rest of the party. Even If the PCs make no special roleplaying considerations for their group, such as creating a group name or symbol, their close relationship and rhe ease With which they work rogether are obvious to anyone who meets them. You can have a lot of fun with this relationship and introduce some interesting roleplaying situations. A paladin rnlght ind his superiors grilling him about his close relationship with the parry's cleric or druid if they follow dif erent gods. A rogue might discover thai the focal fences are afraid to work wlth him because he so closely associates with a well-known vigilante monk. Don't overdo It, though. The players shouldn't feel penalized for using these rules. but they should see il reflected in how people react to them.

Of course, the best use for these rules is to turn them against the PGs. When creating a villain, give him the Inspiring Leader feat and have him and his cronies spend skill ranks developing teamwork abilities. Pack Tacrtcs can make an already deadly gang of rogues much stronger in combat, while Warning Shout can pop an unpleasant surprise on the characters. Remember to be logical when deciding which villains have these skills, though. A band of chaotic evil creatures are unlikely to work In concert. and if'S doubtful slaves will risk sacrlftclng themselves to aid a cruel master. However, devoted thieves, warriors of a zealous religion, or magically dominated servants could all reasonably make use of a teamwork pool."

The pes' repu ations should be linked

together, with one member s actions reflectinq on the rest of the group,

Teamwork Pools and Party Leaders

Those with high Charisma benefit most from the Leadership and Inspiring Leader feats. Thill makes them natural leaders for NPCs, but not necessarily the best leaders for a band of adventurers.

As a corporation has a number of company officers who head certain deparrmenrs, so 100 do adventuring groups rely on the individual members for their strengths. The party's cleric or bard mighT have the highest Charisma, and therefore the highesl Leadershrp score. Such a character might not lead the party however, and instead concentrate his leadership skills on

Dungeoncratt

CHARACTERIZATION, PART 1 BRING YOUR CHARACTERS TO LIFE

by Monte ceek

Me. m.orable no.nPla.y. er c. haracrers distinguish a great campaign or game session from an

average one. From the arc leader to the bartender. the arch vlllain to the guy the pes ask for directions, good NPCs stick with the players both as an entertaining subject to talk about out of game ("Remember when we talked to that blind beggar and she turned out to be a powerful knight under a spell? I never saw rhar one coming.") and in-game ("Oh. I remember this guy. He's the one. who knew where the dark eW was hiding. I ask him if he ever found that scroll; he was looking for.").

A memorable NPC isn't just entertaining. he or she should help the players remember' past events In the game that you can useto help them feel more llkea part of rhe campaign world. If the players remember an NPC on their own and use that knowledge later on, they're interacling with the world as though it is a

real place. More generally, good NPCs create a feeling of verisimilitude in rhe game world. Characters thsr seem more Jikereal people with real goals, likes and dislikes, unique speech patterns, and so on are going to make the world they live in seem more real as well.

Dungeon Masfers can use some of the same guidelines and advice given to fiction writers 10 create their characters, JUS! as a ficrion writer struggles to create believable, Interesting characters that Invoke an emotional response, so do DMs. DMs want to ereale vlllalns that the players hate. heroes they respect. and innocents they care about. They might even want TO create characters the PCs genuinely want to befriend or rail in love with. These are difficult things to pull off. In a way. it's the deepest secret of dungeon mastering-creating aspects in the game thaI evoke emotions in real people sitting around the

table. Books, movies. and television can make people

laugb or cry. and they can make people angry or warm their hearts, R.ol.eplaylng games can achieve the same thing.

This isa big siep beyond filling a dungeon wtrh monsters for the next dungeon crawl or preparing the slats for the dragon thai the pes have to face. It's got little to do with ability scores or attack bonuses. If you and your players aTC ready fermere rhan rhat, well developedcharacters offer your first step to creating a more vivid and rich roleplaying experience.

NPes ARE PEOPLE TOO

An important sk.ill in being a good DM, just like in being a good wrtrer, is the ability to observe what you see from a detached point of view. When you sit around lalking TO your Friends. norlce nor just what they say, but how they say it. Then take ita step further and ask yourself why they are saying it.

When you walk down rhe street or watch television. nore all the types of people you see and what allows you to tell one apart from the other-the specific physical differences like cheekbones, eyes, hairline, and so Porth.

The more you understand about real people. the more vividly you can portray your NPCs. This is true whether you are rrying to create a speclflc speech pattern for an NPC, to decide whai rhe character would do in a specific situation. or jusl simply to describe him or her.

ASSIGNING TRAITS

Of course, in some ways, being a DM Is very different from being a writer. You don't focus on the main characrers-ahar's Ihe player's job. However, it's likely that, in the course of a campaign, you'll end up creating far more characters than a writer does in a novel. You are cresting a who.le world of people.

The Tenth Rule of Dungeancraft:

Give N pes twa specific and unique traits that distinguish hem.

That daunting task makes it very difficult to make each NPC a fully fleshed-out character with all the depth of a real person. In fact, it's foolish to even think that such a thing would be possible.

So you need a shortcut. The simplest way 10 create a memorable NPC is to assign each character two specific and unique traits. Two Is enough to make rhe NPC distinctive, and it's few enough so that the NPC is fairly easy to describe and play. Best of all, it doesn't require 11 lot of preparation ahead of time. You can even come up with the traits on the fly If need be.

Traits can be related to physical appearance, clothing, speech patterns. mannerisms, goals, fears, likes and dislikes, or practically any other personal quality you can Imagine.

PHYSICAL TRAITS

Imagine, for example, that the PCs walk Into a tavern, You tell them that there is a mysterious looking guy sitting alone in the comer (an old cliche. to be sure). Frankly, they might not be that interested. Instead, imagine if they walk into a tavern and you describe a tall but thin man

with a scar on his

neck that runs up

10 hls disfigured

ear. He has a long nose and narrow eyes beneath a thick eyebrow that runs over both of them

in a single, dark stroke. He is clean shaven and his bald head reflects the lantern Iighr on the table. as does the knife he has thrust into the tabletop. With a detailed physical description, he's become far more intriguing. Further, the players are likely to remember "rhe bald guy with rhe scarred ear" much more than they are likely to remember "the mysterious guy" if he shows up again.

Physical traits are the Simplest to create, and they can often be the most memorable. You need do norhing but look around you, watch a little television. or flip through a magazine to see that the variations on physical appearance are limitless.

When describing an NPC, don" just stick to the basics like height and weight. Being tall isn't going to make an NPC memorable. Give the genera! descrlprlon, bur focus on smaller details to differentiate your characters. Consider trails like those ltsred on page 128 0 the DUNGEON MASTER'S Guide.

Physical traits don't need to be remarkable. They are instead simply touchstones to remember an NPC by, Even "plain" people can be described. What makes the person plain? A flat face? Small eyes and mouth? Any detail you give helps the players form a mental picture In their heads. Once you've created the person in their imaginations, he or she becomes more real.

Don't be afraid 10 allow your NPCs to be unattractive. Scars, deformities, or shortcomings can be distinctive. Not every villain need be devilishly handsome, and not every paladin need be as beautiful as the heavens.

Of course, rhe inrroducrion of nonhuman races makes giving physical traits both simpler and more difficult. II's Simpler because they offer even greater variation In appearance and because we're given gUidelines of how the members of the various races look (elves have pointed ears, halfllngs are small, and so on). These same things make assigning physical traits '0 NPCs more difficult. What's the diFference between a half-ore and a really ugly human? A short. STocky human wiTh a beard and a dwarf? Are there differences' UlTimately, that's up 10 you, bUT it's something to keep In mind.

The pre-ordained appearance of the nonhuman races also limit the range of deviation. While you can Imagine a slight human as well as a hulking brute of a human, it's difficujt to Imagine the same gamut for an elf. Unless you're willing TO simply ross OUf the

nortons of what DfJtD races look like, you need to learn to operate wl1'hin those paramerers bur srill offer a lot of deviation. Thus, you can still have a tall dwarf, but she'll be tall

for a dwarf-still shorter than most humans. SOrTIe ideas for varymg appearance of the various races might Include:

Elves/Half-Elves: Generally speaking, all elves are fair and attractive (by human standards), so don', use that fact fa distinguish them. Use hair color, style, and length for good effect, Elves 'can have any color naturally occurring among humans as well as silver. vteler, or even gold. An elf might have two colors to his hair. He might wear it long and flowing, in braids on th side bUI short In the back, braids in the back and loose on he sides, and so on.

Dwarves: Use beards and the often craggy faces of dwarves to distinguish Them. Dwsrven beards can be long, short, wild, or braided. They might even have objects (beads, gems, briars, and so on) woven into their beards. When describmg' a dwarf, he can have a large, wide nose or a narrow, truncated one. His eyes can bulge or be deep-set.

Gnomes: Like dwarves, gnomes can be distinguished by their faces rather than by their size and shape. Gnome noses are sometimes prominent, and gnomes can have facial hair or not. Facial hair for a gnome might be a beard. heavy sideburns. or a mustache. One might have wide, sparkling eyes, while another migh1 have bad teeth.

Halfljngs: HalfHngs are surprisingly easy to draw distinctions between because they're JUS! like humans

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but smaller. Focusing on their faces often Inspires the best descriptions, whether they have long hair or shan, narrow faces or round. or have smooth or rough complexions.

Half-Orcs: Since they're all-by human standardsugly, that's usually not worth mentioning. Instead. draw upon the things that they might have intentionally or inadvertently done to themselves-scars, a missing eye or finger. tattoos, piercings. hair braids,

a shaved head, and 50 on. A half-ore can also be given a single, particularly non-human trait to distinguish him or her, such as especially large ears, a long snaggletooth, a protrudlng lower jaw. a prominent brow. and so on.

CLOTHING

Obviously, clothing is closely related to physical description. Look at .antasy art or historical sources to get deas for distinctive clothing for your NPCs 10 wear. "A shirt and pants" can be boring-it's usually not worth mentioning. in fact-and "he's dressed like

a cleric" Is an equally unsatisfying shortcut. Do some reading and learn what a doublet is, how a priest's stole looks, or what breeches are. Give your NPC a distinctive trim to his vest or a hat. Have a character wear her family CTeSt on her jacket, or have her keep her daggers in bandoliers draped across her chest rather rhan in sheaths on her belt. Jewelry, like a fancy ring or a unique amulet, can also be a good rool to distinguish one character from another, Sometimes the presence of jewelry~partlcularly showy pieces or in large amounts-is enough to count as a meaningful trait.

Clothing, as a way 0 fleshing out an NPC, has a major drawback: People change th~ir clothes. Often, it's better for the players to get the idea of the style of dress {Flamboyant, utilitarian, crude. revealing. iUkept, and so on) than specific clothing Items.

SPEECH

This is a tricky one. Some OMs are simply better al "doing voices" than others. If you can, use your voice to portray characters WIth high-piTched. squeaky voices or low, resonant ones. Assign strange accents (don', be afraid TO just steal real-world accents) to various NPCs, often remembering that NPCs from one area, culture, or race wHI share very similar accents. Give a character 11 lisp, a stuttering problem. or a very affected and formal manner. Make one talk far roo fast. almost so that he can', be understood, while another talks so slowly rhar it can become frustrating for those converslng with him. A certain character might talk 100 loud all the time, while another might be very soft-spoken. An NPC who whispers all the Time might have a paranoid or consplrarortal outlook, or she might just have damaged vocal chords.

IF you're really talented or ambitious, you can ry 10 create your own unique accents. One way to

NEW PHYSICAL TRAITS

The lollowlng new trans can be used wnh rbe llst of rraus presented on page I~a of the DUNGEON MASTERS Guide.

I. Pocl<.mar~ed skin it. Clear compleXion

3:. Large rumor on head or body 4- Albino

5. One 11mb tonger rhan Ih Diner

6. Bow-legged

7. Clubfool

8. MulTIple lacral plerClIIgs g. Small lace

10. Clefl lip

n. Thin lips

I it. liJ rge rncu th 13. No teeth

'4. SqUints

IS. Two differenT eye colors 16. Heavy eye ndges

'7, Missing ear or eye

18. Pinched checks

Ig. Heavy IPwis

<10. Onl! side of face sagS/iS paralyzed

accomplish this is TO Take a cerrain sound and replace It with another sound when that NPC speaks. A "d" sound might become a "r" sound. or a "m' sound might always sound like an "n,' Alternatively, you might make certain sounds impossible for a character ro make. A character might not ever pronounce the letter "r" in words, or he mighr drop any consonant that comes at the end of a word.

Even if you can', "do voices," you can still use an NPC's speech patterns to distinguish him or her. Word choice is the key. Some characters might speak very formally, without contractions, always pronouncing each word carefully, Others might nOI express themselves well at all. always forgetting words, using words rnccrrectty, or jusl being extremely taciturn.

U E THESE SUGGESTIONS FOR ALL NPCS Don't forget that monsters are NPCs 100. These suggestions. and those 10 follow in the next Installment, can be applied to monster as well. A bugbear chief with a limp and an eye-patch or a dragon that slurs all of Its words rogether will be more memorable rhen a standard-issue, straight-From-Ihe-Monsfer-Manual encounrer. Glv'ing rratrs to a nonhuman foe reminds the players thai even the monsters are act ual, living inhabitants of the world and are all individuals. They are far more than just a collection of game stars.

yen if the PCs never learn where the bugbear suffered the wound thar causes his limp. it implies a back-story, and sornetlrnes thai implication is enough.

Next Installment: Part two of characterization ,goes beyond the physical and addresses personality traits you can assign to NPCs. "

Sage Advice

PUNCH, KICK, SLAM, TRAMPLEl THE SAGE PLAYS ROUGH1

by SkIp Williams

This month. The Sage considers the ins and outs of equipment, creatures, and class features .. You can email the Sage with your questions at sageadviceqJlpaizo.com.

Exactly how often can a monk arrack with a single manufactured weapon when using the flurry of blows ability? For example, if I have a +1 alchemical sliver dagger, and I'm allowed three attacks. in a flurry, how many of Ihose attacks can be dagger attacks? Whar if I have two daggers? How abOUT with natural weaponry, such as a claw or bite? For example, if I have a vampire monk, can I flurry with a slam attack and drain energy mUltiple times from one living foe? If natural weaponry doesn't work WiTh a flurry. why not?

You can't use a dagger with a flurry of blows at air. When you use the flurry ability, you must attack with either unarmed strikes or with special monk weapons. There are only six of the lener included In the Player's Handbook (kama, nunchaku, quarterstaff, sai, shurlken, and siangham). A natural weapon (any natural weapon) is netrher an unarmed strike nor a special monk weapon, so you can't use it along with a flurry.

If you have one or two special monk weapons, you can freely substitute attacks with those weapons with unarmed attacks in the flurry (see the flurry of blows description on page 46 of the Players Handbook), If you're allowed three attacks in a flurry. and you have a +1 alchemical silver sal (or other special monk weapon), you could use the sal up to three times in the flurry. The examples given In the flurry of blows entry don't make that completely clear because they don't cover all the combinations of weapon attacks and unarmed strikes that are possible.

If you have two special monk weapons to use, you can use either or both of them in the flurry. For example. jf you're entitled to three attacks using flurry of blows, and you're armed with a +1

alchemical silver sei and a cold Iron sai, you can make three attacks wHh one sai and no attacks with the other, two attacks with one sai and one attack with the other, one attack with each sai and one unarmed attack, or any other combination of three anacks. Nore thar having a sal In each hand won't prevent a monk from making unarmed attacks, A monk with her hands full can stili make her full complement of unarmed strikes (see the unarmed strike entry on page 41 of the Player's Handbook).

Ir might seem a tad strange rhst you cannot use a natural weapon, such as a slam or a claw, when you can use a monk weapon such as a sal or a kama. As the Sage painted out back in issue #283. however, natural weaponry isn't as handy as manufactured weaponry. You never get extra attacks from a high base attack bonus with natural weaponry. and the monk's flurry ability is anorher way 10 ger extra attacks from your base attack bonus. lr's worth nOIJng here that a vampire monk using Us unarmed strike ability is nol using irs slam attack and cannot drain energy.

The descriprlen of the Murry of blows ability says there's no such thing as a monk artacking with an off-hand weapon during 8 flurry of blows. What does that mean, exactly? Can the monk make offhand attack, in addition to flurry attacks?

Actually, the text fa which you refer appears in

the entry for unarmed strikes. When a monk uses his unarmed srrlke abili.ry, he does nor suffer any ~ penalty for an off-hand attack, even when he has his ]j

hands full and is attacking with knees and elbows, ~

using the flurry of blows ability to make extra 'C

attacks, or both. ~

The rules don't come right out and say that a monk .B-

can't use an unarmed strike for an off-hand arrack ]

(although the exact wording of the unanned strike ~

ability suggests otherwise). and no compelling reason ~ why a monk could not do so exists. When using an i

unarmed strike as an off-hand attack. the monk suf'- dl

fers all the usual attack penalties from two-weapon fighting (see Table 8-10 in the Player's Handbook) and the monk adds only half his Strength bonus Of any) to damage if the off-hand unarmed strike hlrs,

To add an off-hand arrack to a flurry of blows, stack whatever two-weapon penalty the monk has with the penalty (if any) From the flurry. Attacks

from rhe Flurry nave the monk's full damage bonus from Strength, but rhe off-hand attack. gains only half Strength bonus to

damage. If the off-

hand attack is a weapon. that weapon isn't available for use in the flurry (if it can be used in a flurry at all, see the previous quesrlon), For example. a 4lh-level monk. whh

the Two-Weapon Fighting feal and a Strength score of 14 decides to use it flurry of blows and 10 throw in an off-hand attack as well. The monk has a base attack bonus of +-3 and +2 Strength bonus. With a flurry, the character can make TWO attacks, each ar +3 (base 3, -2 flurry. +2 Strengrh), An unarmed strike is a light weapon, so the monk suffers an additional -2 penalty for both the flurry and !he off-hand attack, and the monk makes three attacks. each at an attack bonus of H. The rwo attacks from the flurry

are primary attacks and add the monk's full Strength bonus to damage of +-2. The single off-hand attack adds half the monk's Strength bonus to damage (+-,).

If the monk In our example has IWO sals to use with the F1urty, plus the off-hand attack, he can use both in the flurry (in which case he must make the off-hand attack with an unarmed strike) or one sal for the off-hand attack and one with the flurry. The sat used In the of -hand mack is nOI available for the

flurry and vice versa.

The rules for targeted spells say you have to be able to see your target. Does 1h15 mean that you can use a mirror '0 look around

a corner and fire such a spell at a Target you see in a mirror? For example can you use a mlrrer to shoot a malJic missile around a corner at your target?

0, Flrst, you must see (or touch) your target to use a targeted spell. Seeing an image of your target doesn't suffice.

Second. you must have line of effect to your target (that's true for just about every spell), and you don't have line of effect through (or around) a corner. If you wanl to aim a targeted spell around a

One of the reasons the 5- 00 -s ep

exists is to allow a safe approach to foes that outreach you.

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PAGE

comer, you'll have to peek around the corner at least a lirtle bit. You still can claim cover from the comer, however.

I have a bard in my game who has a bit of money ro spend. She buys a set of "'3 bracers of armor and Il sult of +3 leather armor. If the bard wears both at the same time, the armor bonus from the bracers (+3) overrides the armor bonus from the leather armor (+1). Our question is, does fhe +3 enhancement bonus from the armor still get applied for a toral of 6, is it subsumed by The magic of rhe bracers, or is it just Ignored completely? Since the enhancement bonus and armor bonus are different types of bonuses, rhe bard thinks her total Armor Class bonus should be '1'6.

The magiC leather armor's +3 enhancement bonus applies to make the armor's armor bonus bigger (+4 in rhts case). The example character uses only the larger armor bonus (+4) when wearing both the armor and the bracers.

The overlapping +3 bonus from the bracers is still there however (just irrelevant most of the time). If something bypasses the +4 bonus from the magic armor, the bracers might still prove effective. For example, an incorporeal touch attack bypasses the who.le armor bonus from the magic armor. Since the bracers provide a force effect, they protect the bard against the incorporeal touch arrack The example cheracrer srlll has a +3 armor bonus agalnst the incorporeal touch arrack,

Will a reach weapon (or natural reach) allow you to make an attack of opportunity against a foe using the Spring Arrack or Ride-By Arrack feats against you? Don', you always get an attack of opportunity against a foe that moves in to make a melee attack against you when you have greater reach than that foe? What aboUT a s-foor STep? If you have greater reach than your foe, won', you get an attack of opportunity against II foe Ihal uses II s-footslep to get close enough to attack you?

Having superior reach allows a creature to threaten more squares, but it doesn't allow that creature to make attacks of opportunity when It otherwise could not.

When you use either Spring Anaek or Ride-By Attack. your movement does not provoke attacks of opportunity from the oe you attack using the feat (the bene It From Ride-By A!1ack also extends to the mount), Indeed, one of

the main purposes of bam of these feats is TO allow you to close with fees rhar outreach you without getting

smack.ed with an anack of opponunily. Remember, how- ~

ever. thaI neither feat prevents attacks of opportunity ~

From creatures that you're nol attacking. 3

A 5-foot step provokes no arrack of opportunity from l! anyone If that STep is your only movement for the round, 8 no matter how much reach those foes have. Again, one of ]; rhe reasons the 5-foot step rule exists is to allow a slow. i

safe approach to foes that outreach you. ~

::

If you have the Trample feat. and you perform a mounted overrun, your target cannot choose to avoid you, and if

you knock your opponent prone with the ever-

run, your mount can make one hoof attack against your opponent. Suppose you're mounted on something other than a 'horse. Should the mount get one attack with Its primary natural weapon (8 hoof attacK is the horse's primary attack), Of does a creature without II hoof sttack gel no free attack to arrack against the trampled and prone opponent?

The free attack for the mount in a trample represents the mount literally knocking down the foe and stepping on him as he fails undemeath the mount's churning feet. The feat description specifies a hoof attack. but the kind of natural weapon 15 not limtred only to hoof attacks. Any attack That's delivered with II fCOT,. such as a daw or slam attack, also works. ,If the quadruped mount has natural weaponry on all four feet, use the weapon on the front feel (for example if your mount is a big cal, use the claw attack for a trample. not Ihe rake). Mounts that don't attack with their feet don't gel the free attack. For example, if your mount is a riding dog, ir won't get a free attack from a trample; il can't use irs bite, and it has no natural weaponry on its front feet.

If you are playing a monstrous character with four arms, can you wear II magic rin,g on each hand, or are you stili limited to two rings?

It's TWO rings per character. number of hands not Withstanding. Magic trem locations aren't just about where items fir on rhe body, they also relare to how magic flows Ihrough the body.

What lire the rules for mounted charges? Do characters on mounts only need a ro-Foot straight path when charging? Or do they need more room?

The rules for mounted charges are the same as for other charges. You must move before your attack, not after, and you must move al least 10 feel (2. squares) on your mount and may move up to double your mount's speed directly toward he designated opponent. This applies no matter how big you or your mount is. A riding dog and an elephant both need !O feel of movement to perform II charge.

When you make a mounted charge, must you stop once you are in melee range of your forget? Or do you continue past 'he opponent?

If you don't have the Ride-By Arrack fear, your movement for the tum you perform a charge ends when you attack. You must make the attack as soon you can. e

the co lected

Roll d6 on the random

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I 14 June 2004

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