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YOUR HALFLING
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Halfling Wizards . . .
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NEW
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TEMPLE OF
ELEMENTAL EVIL
9 Hideous Monsters
8 Wicked Spells t Pixies
How To Figh ntsed
1 Demonic Template t Getting P a
Withou
ISSUE 285

$5.99US $8.50CAN
07
JULY 2001

BEN BOVA PLUS: THE SAGE


JULY 2001

0 71658 01823 5
ORION VS. MORGAN LEFAY ON PSIONICS
TABLE OF CONTENTS
DRAGON Issue 285 • July 2001 • Volume XXVI, Number 2

YOU ARE HERE!

GAME ROOM
5 6 10
Wyrm’s Scale Mail
Turn

18 22
Previews Profiles

FEATURES
24 28 30
Convention Dork WALK & RIDDLE: The Secret Life of Halflings
Calendar Tower by James Jacobs

42 44
LITTLE WIZARDS FOUR IN DARKNESS
by Jesse Decker by Monte Cook

52
ENCHANTMENT
by Ben Bova

FAMILIARS
64 65 70

Mind Campaign Class Acts:


Flayers Corner Lightbearer

72 80
Bestiary: Cities for the Ages:
Spawn of Prague
Elemental Evil WIZARD’S WORKSHOP
84 86 89 90 92
Faiths of Faerun: Elminster’s Guide Vs. Pixies Nodwick Chainmail
Silverstars to the Realms:
Shrine of Swords

96 98 100 104 106


Forum Silicon Sage The Play’s PC Portraits
Sorcery Advice the Thing

108 112 114 116 118

Dungeoncraft Role Models DM’s Dragonmirth What’s New


Toolbox

Halflings have been getting the short end of the stick for a
long time. It’s only recently that the world has seen what
great wizards they make. This isn’t to say that they still don’t
make fantastic rogues—as Larry Elmore clearly demonstrates.
—Peter Whitley
5
SHORT STORIES
You might have noticed over the past
couple of years that I’ve poked a little GROUP PUBLISHER
Johnny Wilson
fun at gnomes and halflings. Frankly, EDITOR-IN-CHIEF
I’ve nothing against the little folk. I just Dave Gross
enjoy reading letters from players who ASSOCIATE EDITOR

are outraged that I dissed their Chris Thomasson


ASSISTANT EDITOR
imaginary characters. Matthew Sernett
CONTRIBUTING EDITORS
Their weak and puny Phil Foglio, Ed Greenwood, John Kovalic,
Robin D. Laws, Christopher Perkins, Mike Selinker,
imaginary characters. Skip Williams, Aaron Williams, Ray Winninger
ART DIRECTOR
D&D halflings and gnomes have been Peter Whitley
ridiculous for decades. You can’t blame the CIRCULATION DIRECTOR
Pierce Watters
original icons. Gnomes from legend and the
ADVERTISING SALES DIRECTOR
Brothers Grimm were scary bastards, and
Bob Henning
Tolkien’s hobbits were heroic everymen in a great PRODUCTION DIRECTOR
story, even if they formed the earliest stereotypes John Dunn
of halflings as pudgy little burglars. CIRCULATION ASSISTANT
You can’t even blame the DRAGONLANCE saga, which is where I think most Dawnelle Miesner
gamers got it stuck in their heads that all halflings are naughty kleptomaniacs
and all gnomes are buffoonish professors. Seeing halflings and gnomes
portrayed that way in the DRAGONLANCE stories was entertaining, but repetition DRAGON Magazine (ISSN# 0279-6848) is published monthly
for $34.95 per year by Wizards of the Coast, Inc., 1801 Lind
has not been kind to the little guys, and there’s a reason so many games have a Ave. SW, Renton, WA 98055, United States of America.
“no kender” clause. Periodicals Postage Paid at Renton, WA, and at additional
mailing offices. POSTMASTER: SEND ADDRESS
Now, for a real halfling—a gamer’s halfling—you need look no further than the CHANGES TO DRAGON Magazine, P.O. BOX 469107,
ESCONDIDO, CA 92046. ©2000 Wizards of the Coast, Inc.
earliest issues of DRAGON Magazine. The “Fineous Fingers” strip portrayed All rights reserved. No part of this magazine may be
halflings as ruthless mobsters for whom picking your pocket is a trivial diversion. reproduced (except for review purposes) without the prior
written permission of the publisher. Material published herein
These wicked runts weren’t interested in such petty loot. They planned to run does not necessarily reflect the opinions of Wizards of the
the down, and overthrowing the kingdom wouldn’t be far behind. Coast, Inc., its employees, or its editorial staff, who are not
liable for opinions expressed herein. Most product names are
Granted, the Fineous halflings were still played for laughs. trademarks owned by the companies that publish those
For a straight take on an action-movie halfling, Jeff Dee’s products. Use of the name of any product without mention of
trademark status should not be construed as a challenge to
depiction of Blodgett the thief from the A-series of such status. WIZARDS OF THE COAST; TSR; DUNGEONS &
DRAGONS; ADVANCED DUNGEONS & DRAGONS; D&D; AD&D;
modules was the very model of a modern halfling hero. FORGOTTEN REALMS; DRAGONLANCE; PLANESCAPE; RAVENLOFT;
Lean, handsome, and more likely to bring an enemy low with BIRTHRIGHT; MYSTARA; SPELLFIRE; GREYHAWK; DARK SUN;
SPELLJAMMER; AL-QADIM; COUNCIL OF WYRMS; MASQUE OF THE
a well-placed backstab than to pick the paladin’s pocket, RED DEATH; MONSTROUS COMPENDIUM; ALTERNITY; STAR*DRIVE;
Blodgett formed my halfling ideal for many years. Sadly, it DARK•MATTER; ALIEN COMPENDIUM; FIFTH AGE; DUNGEON
MASTER; PLAYER’S OPTION; DRAGON; DUNGEON; POLYHEDRON;
was a long while before all halflings shed their baby fat and LIVING CITY; LIVING GREYHAWK; GEN CON; RPGA are
Lou Costello pratfalls. trademarks of Wizards of the Coast, Inc.

Now the new D&D has a great icon of halflings in Lidda the rogue. Star Wars is a registered trademark of Lucasfilm Ltd.
©1999 Lucasfilm Ltd. All rights reserved.
In her black leathers, she looks more like Emma Peel than Frodo Baggins, and
that’s all right with me. I’m hoping she inspires more players to run their halflings *©1995, 1996, and 1998 Nintendo, Creatures, GAMEFREAK.
Pokémon , Jungle, Fossil,Gym Heroes, Team Rocket, Game
as something other than pickpockets and burglars, and I have it on good Boy, Gotta catch ’em all, and the official Nintendo Seal are
authority that halflings make keen spellcasters and kick-ass monks. trademarks of Nintendo.
©2000 Nintendo of America.
If your new halfling has broken the mold, send us a postcard or
email to tell us about it—or catch us at the GEN CON Game Fair next SUBSCRIPTIONS: Contact Publishers Creative Systems
at Dragon@pcspublink.com or call 1-800-395-7760. In
month and tell Peter Whitley all about it. He loves hearing about the UK, contact kay.palmer@tnsofres.com or call
+44-18-58-41-4713.
other gamers’ characters and could listen to halfling stories all day
long. This year, all of our magazine seminars are scheduled for ADVERTISING: Contact DRAGON Magazine’s Advertising
Sales Director, Bob Henning, at 425-204-7262. All ads are
the MacArthur Room in the Hilton, right across the street from subject to approval by Wizards of the Coast, which
the convention center. You can also find us in the big castle. reserves the right to reject any ad for any reason.
Advertisers and/or agencies of advertisers agree not to
Don’t forget to ask for Pete. hold Wizards of the Coast liable for any loss or expense
Until then, keep those short, angry letters coming. from alleged wrongdoing that may arise out of the
publication of such advertisements.

Northeastern Advertising Representatives: Sig or Scott


Buchmayr, Buchmayr Associates, 137 Rowayton Avenue,
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Distribution Nationally and Internationally by Curtis


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07646. Tel: 201-634-7400. Fax: 201-634-7499

Dave Gross • Editor-in-Chief


Printed in the U.S.A.

6 july 2001
Pantheistic Goodness Movies and Mayhem
I enjoyed your articles on creating pan- Concerning Stan and Mike’s reviews of
theons and mythologies (in issue #283). the various movies (in issue #283), I
I do a lot of this, both in gaming and would like to respectfully add two
when I write. impassioned disagreements and some
One thing I might add for interested brief personal opinions on some films
readers: A common aspect of Celtic the dynamic duo missed.
goddesses, and even some gods, is the Primus, I like Dragonslayer. In fact I
triplicity, which is a trio of incarnations have called it “the best sword and sor-
of the same deity. These three repre- cery movie, ever!” It has a literate
sent the maiden, the mother, and the script that evokes the spirit of its Dark
crone in the feminine aspect. One such Age world—a world where magic is
goddess mentioned in the article is dying, and the era of cynicism is
Morrigan, goddess of death, war, and creeping in. It skillfully creates in its
destruction. Another mentioned is dragon a creature of mythic power,
Brigit. The triplicity has a lot to do with terror, and sympathy as the dragon is
the cycle of the year. old and trying to survive (and multiply)
DMs interested in creating their own in a world that is rapidly passing it by.
faiths should probably read up on Also, John Hallum does a wonderful job
mythology and history, too: History as an evil fighter.
plays a big role in religion. I love read- Secondus, c’mon! Clash Of The
ing mythology, and it helps me when I Titans isn’t that bad. Granted, the cute
try to write using convincing religions. clockwork owl needs to be melted
I also appreciated the sword-and- down, and it’s far from Harryhausen’s
sorcery film article—I just can’t find best, but it does have its moments. Sir
anything good to watch. (Unfortunately, Olivier makes for a regal yet fatherly
Dungeons & Dragons didn’t go over Zeus. DMs who want to insert the gods
particularly well among our family; we into their campaigns should check out
all were a little angry at the plot and both it and “Jason and the Argonauts”
the ending.) I personally can’t wait until (1963 version).
the new Lord of the Rings trilogy hits For further cinematic viewing:
theaters. The Magic Sword: Okay, it’s got a
SHARE OFF YOUR OPINION Katharine Mak budget of $.50, and some really bad
Bloomfield Hills, MI acting, but it has its moments.
MAIL “SCALE MAIL”
DRAGON Magazine Especially when Basil Rathbone is on
1801 Lind Avenue S.W. We couldn’t agree more about the value the screen. His performance as the evil
Renton, WA 98055, USA of history and mythology in creating sorcerer Lodac is a fine example of
EMAIL SCALEMAIL@WIZARDS.COM your D&D campaign—not to mention mustache twirling villainy, and helps
Include your full name and mailing address the dearth of great fantasy films and you forget that the two-headed dragon
if you expect your letter to be printed,
and let us know how much of that address television (Buffy the Vampire Slayer looks like a cheap parade float.
you’d like printed. (We’ll assume city and excepted, naturally). We hoped the arti- Masque of the Red Death: One of
state. otherwise.)
cle would prompt readers to send in Vincent Price’s best. DMs looking for a
FOR SUBSCRIPTION INQUIRIES their own suggestions for weekend great archvillain should really have a
movie marathons, and fortunately we look at Prince Prospero as their model.
EMAIL DRAGON@PCSPUBLINK.COM
were not disappointed. For example, Cruel, sophisticated, decadent, and deli-
CALL 1 (800) 395-7760
check out these offerings: ciously evil, Price pulled out all the

Random Encounters
Useful resources for every D&D player.
MASTER MAZE SYSTEM
FROM DWARVEN FORGE

For gamers on a budget, Instant Dungeon Tiles and a few D&D


miniatures are great for combat. If you don’t mind spending a little
dough, however, you can’t beat Dwarven Forges’s Master Maze
“dungeon system.” Expertly sculpted and painted, these beauties look
as good as professional terrain, and they’re easy to set up and
change during play. You can buy enough to build a few rooms for
less than $100, but a good collection can cost you more than a con-
vention trip. Wiley DMs will make their players give them one new
piece per session instead of buying pizza. Point your browser to
www.dwarvenforge.com.

10 july 2001
Game Face Toughness feat three times) in
Name: Chris Thomasson exchange for ten new abilities (includ-
Alignment: Lawful Angry ing being proficient in martial
Years Gaming: One and twenty weapons). The class also keeps every
Favorite Race: Dwarves, because they’re class feature of a regular cleric (attack
short and wide, and I’m better able to relate to bonus, saves, turn undead, spell cast-
that each year ing, and class skills)! The other champi-
Favorite Class: Barbarians—rage is good ons lose half the spellcasting levels they
Favorite Setting: Anything my would have gained as a cleric as well as
bosses think is cool (great campaign, losing any increase in their chance to
Chris, wink wink) “Shut up, or it’s another turn undead. I don’t think the radiant
Greatest Gaming Moment: Watching the Fortitude save for you!” servant should lose her clerical abilities,
expressions on my players’ faces when I described a reverse-gravity dragon’s however. A little trimming of the class
lair. My glee was only compounded by the fact that a) the dragon was home, features might make the class more bal-
and b) so was his brother, a half-dragon, half-skum fighter. The tension during anced.
the ensuing 4-hour combat didn’t let up once, and none of us even noticed that I think a toned-down radiant servant
so much time had passed until the two villains lay vanquished and the hoard was shouldn’t be proficient in martial
the characters’ for the taking. weapons at all. Removing the additional
Show us your game face. Send a photo and a brief description of your gaming background, including domain might also balance the class a
your “vital statistics” (years gaming, your “gaming alignment,” favorite race, class, and setting) and a little more. I can see the other prestige
short description of your greatest gaming moment. Keep it all under 100 words, and you might see classes getting an additional domain,
your mug right here. Send us your game face by post or email it to dragon@wizards.com.
since they are losing several spellcast-
ing levels, but the radiant servant might
stops for this one. Prestigious Champions not need so much power. If the class
El Cid: One of Charlton Heston’s best The “Champions of Virtue” article from still seemed too powerful, the radiant
epics. Proof that paladins needn’t be DRAGON #283 is the best article on servant could receive attack bonuses
stupid. Some the best medieval battle prestige classes so far. Prestige classes like a sorcerer or wizard, although I’d
scenes ever filmed and the best joust- that add so much depth to existing make this change only as a last resort.
ing scene of all time are included. heroes and enhance roleplaying so Overall, all the prestige classes in the
The Warlord: Another Charlton directly are effective and useful. I have article are well done. I hope to see
Heston period piece, this time playing a some comments and questions on the more prestige classes that enhance
Norman knight in 11th-century Brittany. article. existing classes rather than completely
Good exploration of the darker side of First, I think that making every pres- create new classes in future articles.
Chivalry, as well as an early peek at tige class proficient with martial Charlie Dunwoody
what some call “the Old Religion.” Also, weapons is a mistake, especially for Kentwood, MI
DMs will find the besieging of the radiant servants of Pelor. A shining
knight’s tower by “Friesian Raiders” blade of Heironeous might be proficient Speaking of prestige classes, we’ve had
good for some ideas. in martial weapons because of his god’s several inquiries about the number of
I could go on, but I think this is domain of War, but why the others? times a flamewarden (From “Class Acts”
enough for right now. Let’s see some The radiant servant actually loses hit in issue #283 can use the burning
more articles on plunderable movies. points, so why would the class gain hands and flamestrike spells as special
By the way, the Dungeons & Dragons more weapon knowledge? abilities. No, you can’t use them at will.
movie deserved to do better at the box I really like the radiant servant of Flamewarden designer Monte Cook
office. Pelor. But the prestige class gives up informs us that flamewardens can use
Kurt M. Roberts on average only one hit point a level burning hands 3 times per day and
Address Withheld for ten levels (equivalent to taking the flame strike once per day.

Random Encounters
The local craft store is a great place to find cool, low mainte-
nance props for your game. Next time you’re there, go find
some small, round wooden chips and costume jewelry. Spray-
paint the chips gold, and put them in an old sack (even old
dice bags work well), or in a wooden box with a hinged lid
(you can find these at the craft store too). Present this to your
PCs as their treasure after a particularly difficult adventure.
You’ll be surprised how much they dig the “real” treasure.

12 july 2001
history and do whatever it damned
What’s so funny? Why, you are, Smedley. well pleases. After that there is one
Write a caption for this cartoon and send it to “Dragonmirth” c/o DRAGON other thing. In the Not Fantasy, but
Magazine, 1801 Lind Avenue S.W., Renton, WA 98055. Entries will be judged on Fantastic section, Stan! forgets to
humor, neatness, and lack of odor. Entries written in Sanskrit will not be consid- inform us that A Fistful of Dollars is
ered. The funniest, neatest, least smelly, non-Sanskrit entry will appear in a also based on the Kurosawa film
future issue of DRAGON or online with the colored cartoon, depending on whether Yojimbo. But I’m nitpicking.
we really love it or just want to fill that month’s web content quota. Besides the untrumpeted merits of
TONY MOSELEY
Dragonslayer, the greatest film of 1981,
Stan! forgets to mention an animated
classic in his section on cartoons: The
Last Unicorn. If you discount the miss-
ing hack and slash, this film is almost a
perfect D&D movie. It has an adven-
turing party, wizards, talking skulls, old
castles, heroes, lots of magic, great
characterization, a great back story,
and a pretty decent dungeon.
Despite my complaints, the article is
very good. It lists for me movies that I
wanted to rent but could not remember
for the life of me when I entered the
video store. While Stan! misses a few
points, he got some stuff that I had for-
Stan!—Not the Man perhaps one of the best fantasy movies gotten about. And if the point was not
I found issue #283 to be one of the ever made. No one has made a better made clear enough, Conquest is indeed
better issues in a string of good issues dragon than the one featured in this the worst movie ever made. Don’t see
since the arrival of 3rd Edition. I like film. Even the dragons in Dragonheart it. Don’t even look at the box. It is
the improvements that have been made look fake when compared to the stop- worse than Hearts in Armor.
to the magazine and look forward to it motion beauty this movie sports. Also, Aaron Webb
each month. However, I would like to the movie has more plot twists than a Seattle, WA
make a few comments on the recent Chee-To. The magic system is well
article on movies by Mike Selinker and thought out, and the acting is pretty If we didn’t think both Stan! and Mike
Stan! Basically I am writing to pick on good as fantasy movies go. The dragon had made a few bad calls, we never
Stan! I hope he doesn’t mind. in this film even has its own ecology. would have printed that article. It’s
In Swords and Sorcery section, Stan! The movie stays stereotypical while much more fun hearing about your
makes some valid points about several breaking several fantasy stereotypes. I favorites and how you disagree with
movies of that genre, but I cannot get see it as a near masterpiece. their picks. We still can’t believe
over the statement about the movie Also, when talking about Hercules Crouching Tiger, Hidden Dragon didn’t
Dragonslayer. While it did not do well and Xena (Creations of Sam Raimi, the score higher on their lists. Philistines!
at the box-office, in retrospect it is mind that brought us Army of Join us again next month, when we
Darkness), he states they are anachro- explore the fantastic lands of Shannara.
nistic. Of course they are Stan! It’s fan-
tasy, not history. Fantasy can draw on

by Aaron Williams

14 july 2001
#286

Cover by Therese Nielsen

Special Shannara Issue!


THE FOUR LANDS
by Brian Murphy
Visit the land created by Terry
Brooks, at last presented as a
DUNGEONS & DRAGONS campaign.
This special issue includes:
• Magic items, including the
Sword of Shannara
• Legendary characters,
including Allanon and Walker Boh
• Exclusive preview of the
new novel
• New prestige class: elder druid
• Poster map of the Four Lands

’NEATH XARCALLON’S
FANE
by Robert Harris
Eight lost relics of a holy crusade.
Who will be the next to bear them
into battle?

DUNGEONS IN DISGUISE TOME AND BLOOD


by Robin D. Laws A D&D Sourcebook
You don’t have to go underground by Skip Williams and Bruce R. Cordell “The core of the book is the cool
to have an adventure, but designing Tome and Blood puts the power back in new feats, items, and spells for wizards
a mystery or a political thriller can magic! Inside you’ll find more than 50 and sorcerers,” says Tome and Blood
be just as easy as writing a good new spells, over 40 new magic items, author and Sage, Skip Williams. “Some
old dungeon crawl. and alchemical and mundane items to of the advice will raise eyebrows. We
add to your game. There are also rules cover everything from where to put
Plus: “Faiths of Faerûn,” for alternative and improved familiars, your ability scores, to which spells to
“Sage Advice,” and advice on such topics as spell take, to which magic items you should
“Nodwick,” selection, school specialization, skill use, get. The answers aren’t always what
“The Play’s the Thing,” weaponlike spells, magic laboratories, you might expect.”
“Dork Tower,” and creating new spells. “I’m most proud of the prestige
“What’s New,” More than a dozen new prestige classes and feats,” says author Bruce
“Dragonmirth,” classes bring back old favorites like the R. Cordell. “The blood magus is going to
and plenty more! bladesinger and introduce great new surprise people, and everyone is going
concepts like the spellsword, blood to want to use the Energy Substitution
$5.99 U.S./$8.99 CAN magus, mindbender, and acolyte of and Sculpt Spell feats.”
TSR Product No. 82286 the skin. This book is filled with the stuff that
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give your spellcasting character a copy to see all the fantastic options
wealth of options. With feats like Extra that are sure to become an essential
Spell, Twin Spell, Chain Spell, and part of your game.
Energy Substitution, your foes won’t
know what hit them. $19.95/$31.95 CAN • WTC11845 • ISBN: 0-7869-1845-4

18 july 2001
DRAGON’S BLUFF
A DRAGONLANCE Novel
by Mary H. Herbert
The son of one of the Heroes of the Lance and his wizard
companion journey to Flotsam to recover the body of the
wizard’s father. They quickly discover that her father isn’t
dead, but missing. To compound their situation, a red
dragon is terrorizing the population.
$6.99/$8.99 CAN • TSR11877 • ISBN: 0-7869-1877-2

#87

RETURN TO THE
Cover by Carl Critchlow TEMPLE OF ELEMENTAL EVI L
A D&D Adventure
The Raiders of by Monte Cook
Galath’s Roost The Temple of Elemental Evil is one of the most well-
By Skip Williams remembered adventures from the early days of the
The secret to the Zhentarim’s Dungeons & Dragons game. Now, veteran designer
sinister plot lies beneath the ruins Monte Cook revisits this legendary setting in an all-new
of a forlorn keep. adventure written for the D&D game. Players will enjoy
A D&D Forgotten Realms countless hours of play as they race against a band of
adventure for 1st-level PCs but priests attempting to unleash a great evil upon the world.
adaptable for levels 2–4. $29.95/$45.95 CAN • TSR11843 • ISBN: 0-7869-1843-8

Glacier Season
By David Eckelberry
A half-dragon exile seeks revenge
against his draconic father, and SERVANT OF THE SHARD
the PCs are drawn into the fray. A FORGOTTEN REALMS Novel
A D&D adventure for 15th-level by R. A. Salvatore
PCs but adaptable for levels 10–20.
As the Crystal Shard’s power over the mercenary Jarlaxle
The Cradle of Madness increases, even his dark elf minions become nervous. Only
By Robert Lee one person, the human assassin Artemis Entreri, is willing
Madness grips the Danwick
to try to save what’s left of Jarlaxle’s soul, though he’ll
family and threatens to awaken
have to destroy the Crystal Shard to do it!
a sleeping god.
Servant of the Shard is the latest offering from New
A D&D adventure for 6th-level
York Times bestselling author R. A. Salvatore.
PCs but adaptable for levels 3–8.
$7.99/$10.99 CAN • wtc21878 • ISBN: 0-7869-1878-0

Valley of the Snails


By W. Jason Peck
What strange fate befalls creatures
that trespass in the valley of the
Slithering Snails?
A D&D adventure for 1st-level
AUGUST
Elminster in Hell FR Novel $24.95
PCs but adaptable for levels 2–7.
Brother of the Dragon DL Novel $6.99
PLUS: FREE CD INSERT! Heart of Nightfang Spire D&D Adventure $9.95
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TSR Product No. 82087 Baldur’s Gate II: Throne of Bhaal FR Novel $6.99
Bertrem’s Guide to the War of Souls DL Novel $6.99
Manual of the Planes D&D Accessory $29.95

20 july 2001
PROFILES BY MICHAEL G. RYAN

MAN OF A THOUSAND DAYS

I
t’s only been three years since The core books were just the begin- from plane to plane enforcing the
David Noonan began work at ning. David contributed a handful of unbreakable laws of the universe,
Wizards of the Coast, and his list prestige classes to Sword and Fist. like you shouldn’t break an oath or
of design, writing, and editing credits His drunken master, gladiator, war- try to cheat death.” The book will
is already impressive. Besides his master, and ninja of the crescent also include new spells, five new
work on all three of the core D&D moon classes have been well prestige classes, and rules for using
books, he recently finished five received. David credits that success the githyanki and githzerai as char-
months’ labor on Manual of the to designing as part of a team. “One acter races. Most importantly, it
Planes, a massive undertaking whose of the nice things about working on allows DMs to work with the “D&D
final results are due out this fall. D&D is that you get to sit at the cosmology—the great wheel that
feet of the masters,” he notes. everyone’s familiar with,” David
Daze and Knights “Though I didn’t have a lot of ‘for- reiterates. “The 666 layers of the
From the moment he began working mal training’ in creating prestige Abyss, the Nine Hells—but if you
on D&D, David had to hit the classes, it’s a lot easier to do one want to just have the Nine Hells and
ground running. He jumped into the once you’ve heard Monte Cook talk the Celestial, this will tell you how
deep end of the pool with the other through a couple of his own.” Like you can do it.”
editors on all three of the core the core books preceding it, Sword
books. Everyone was under tremen- and Fist kept David in the same New Day on the Horizon
dous schedule pressures to make state of dazed rush as the project The projects never stop, though
the deadlines. grew larger and larger. “We really David concedes there are times
His work on the DUNGEON wanted to pack as much as we when he’s sure his wife Susan
MASTER’s Guide was just as frenetic. could into this book, and I just kept wishes they would. “As Manual of
After a pass through the magic raising my hand to volunteer.” the Planes lurched to its conclusion
items chapter, David developed the in the last three weeks, I haven’t
treasure tables (“based on some ter- Day In, Day Out seen all that much of her,” he
rific guidance from Monte Cook”) David just completed editing and admits, acknowledging that when he
and then worked on all of the NPCs design work on the Manual of the adds in his twice-weekly D&D cam-
from 1st to 20th level that appear in Planes. The book will please DMs paigns and his 12-hour monthly Star
the second chapter. “That was one who prefer fewer rules and more Wars campaign, she becomes even
of the last things we did,” he recalls. guidelines. more of a gaming widow.
“At that point we knew we were “The approach we took with this With David’s current workload,
crunched for space. So I’d design it, was that we’re much more comfort- Susan might not see him again any-
take it to Jonathan, and say, ‘This is able letting people do what they’ve time soon. “I’m doing some prelimi-
as tight as it can go. I swear it.’ And done all along, which is make up nary design work on an
he’d look at it and say, ‘You can their own worlds,” David says. He unannounced product,” he says
combine these two columns here, describes it as a toolkit, more so ambiguously (it has something to do
not indent this over here, and that than previous planar projects like with castles). He’s also in the midst
would get you more space.’ So I’d PLANESCAPE. “All of us are very fond of editing Deep Horizon, the next
go away and do it again, and bring it of PLANESCAPE,” he explains, “but Adventure Path adventure. Some of
back to him, saying, ‘Only a mother rather than provide one specific his work is on the schedule for this
could love this format.’ Again, he’d setting and saying ‘this is the way it year. “I designed about half of Song
find ways to save space.” is,’ the Manual of the Planes gives and Silence, the guidebook for bards
players who want to arrange the and rogues, which is in editing now.”
dimensions the way they want the Despite long weeks of fast-paced
information they need to do that. It’s schedules, he finds that his passion
really a Lego set for the universe.” for D&D hasn’t slipped. “It changes,
That said, David notes that the though,” he admits. “It’s no longer as
Manual is not filled entirely with much like meeting an old college
abstract materials. “There are prob- buddy you haven’t seen in years
ably forty pages of new monsters,” who you can’t wait to spend the
he promises. In addition to the whole weekend with. Now it’s more
return of the yugoloths, the Manual like hanging out with a good friend
introduces new creatures that he who you get to see every day.”
describes as “almost Terminator-like Be that for one day or a thousand.
lawful-neutral enforcers of justice
called the inevitables. They move

22 july 2001
CALENDAR
CONVENTION
Role Playing Game Association Events:
email • web R For more information on the RPGA events, visit www.rpga.com.

DAY JULY CONVENTIONS


July 5-8 ORIGINS 2001 Ohio
Convention Center, Columbus • www.wizards.com/origins
R
July 6-8 CASTLECON 14 Virginia
Dulles Inn, Herndon • Contact: Mark Geary
R 13869 Park Center Road • Herndon, VA 20171
July 7 UK GAMES FEST England
Sportcentre, Harlow, Essex • Contact: 262 The Dashes
Harlow, Essex • CM20 3RZ • England
uk_games.fest@virgin.net
R www.freespace.virgin.net/utopian.tiger/gf.htm
July 13-15 XII-KHAN Colorado
Ramada Inn, Colorado Springs • Contact: Dale Fauson
1223 Prairie Road • Colorado Springs, Colorado
R 80909-3919 • www.freespace.virgin.net/utopian.tiger/gf.htm
July 20—22 RUNECON Connecticut
Ramada Inn, Plainville • Contact: RuneCon LLC. • P.O. Box 27
Ashford, CT 06278 • www.runecon.com
Featuring: RPGs, CCGs, board games, LARPs,
R miniature painting, and dealers.
July 27—29 HEXACON 11 Arizona
Holiday Inn Sunspree Resort, Scottsdale
Contact: Hexacon 11 • P.O. Box 62613 • Phoenix, AZ 85082
the_lop@casfs.org • www.hexacon.org
Featuring: RPGs, CCGs, and more.

DAY UPCOMING CONVENTIONS


Aug 2-5 GEN CON Wisconsin
Midwest Express Center, Milwaukee
R www.wizards.com/gencon
Aug 10-19 GAMEFEST XXII California
San Diego • Contact: Gamefest • 3954 Harney St.
San Diego, CA 92110
Featuring: RPGs, CCGs, board games, war games,
R miniature painting, and dealers.
Aug 24-26 BUBONICON 33 New Mexico
Howard Johnson East, Albuquerque
Contact: NMSF Conference • P.O. Box 37257
Albuquerque, NM 87176 • cwcraig@nmia.com
www.bubonicon.home.att.net
Featuring: Guest artists and authors, costume contest,
R films screenings, and more.
Aug 31- TACTICON 2001 Colorado
Sep 2 Denver Marriott South East, Denver
Contact: Daniel Reddy • 3492 South Eagle Street #101
R Aurora, CO 80014-3978 • www.denvergames.com

MEET TEAM DRAGON AT G EN C ON


Meet the staff and contributors of DRAGON, DUNGEON, STAR WARS
Gamer, and STAR WARS Insider magazines at the 34th Annual GEN
CON Game Fair. All of our seminars take place in the MacArthur
room of the Milwaukee Hilton, just across the street from the
convention center. Check the onsite book for the location of
portfolio reviews and playtests, as well as any last-minute changes.
Even if you miss the events, come by our booth in the castle to say
hello and put a face to a name.
“Faiths of Faerûn” Seminar (Th) DRAGON & DUNGEON Magazines
10:00 A.M. | Julia Martin Seminar (Sa)
Portfolio Reviews (Th) 10:00 A.M. | Dave Gross,
10:00 A.M. | Kyle Hunter, Pete Whitley Christopher Perkins, Pete Whitley
“Dungeoncraft” Seminar (Th) DUNGEON Adventures Playtest:
12:00 noon | Ray Winninger “Jurassic Shire” (Sa)
“Role Models” Seminar (Th) 12:00 noon | Johnny Wilson
4:00 P.M. | Mike McVey “Elminster’s Guide to the Realms”
Portfolio Reviews (Fr) Seminar (Sa)
10:00 A.M. | Kyle Hunter, Pete Whitley 12:00 noon | Ed Greenwood
DUNGEON Adventures Playtest: STAR WARS Gamer & Insider
“Headless” (Fr) Seminar (Sa)
12:00 noon | Dave Gross 4:00 P.M. | Christopher Perkins
“Up on a Soapbox” Seminar (Fr) “The Play’s the Thing”
2:00 P.M. | Gary Gygax Workshop (Su)
“Sage Advice” Live (Fr) 10:00 A.M. | Robin D. Laws
2:00 P.M. | Skip Williams “Role Models” Painting
“The Play’s the Thing” Seminar (Fr) Workshop (Su)
4:00 P.M. | Robin D. Laws 12:00 noon | Mike McVey
Cartoonists Behind the STAR WARS Gamer Playtest (Su)
Drawing Board (Sa) 12:00 noon | Christopher Perkins
6:00 P.M. | Phil Foglio,
John Kovalic, Aaron Williams
24 july 2001
28 july 2001
A
lthough halflings are perhaps Responsibility for raising the child
one of the most sociable races, does not fall on the parents’ shoulders
there are many aspects of alone. All members of the commonwealth
halfling society that are overlooked or are expected to share these responsibili-
misunderstood by others. Most halflings ties. Thus, the infant quickly grows to
live in semi-nomadic groups known as recognize and trust the entire commu-
commonwealths, and they strive for nity, while at the same time the parents
lives of comfort and happiness. Of are still able to carry on their other
course, there are always exceptions . . . responsibilities with little interruption.
Halfling infants are not named until
BIRTH & CHILDHOOD they learn to speak. Until this time, the
Family is the most important value in parents refer to their child only by
halfling society, so the birth of a child is such loving nicknames as “Scout,”
cause for great celebration. A pregnant “Sprig,” or “Dandelion.” When the child
halfling is coddled and showered with does learn to talk, the commonwealth’s
gifts during her term, which lasts for religious leader is immediately called to
about eight months. During childbirth, the house. The cleric performs three
the mother-to-be is sequestered in her rituals on this day. First is the Ritual of
home and attended by a halfling midwife Speech, in which the priest anoints the
(usually a cleric of Yondalla). It is con- child’s tongue with holy water. The
sidered unlucky for men to stay in the cleric then stands vigil over the child
house during a childbirth; husbands, until it falls asleep, at which time she
fathers, and sons stay with other family performs the Ritual of Silence, during
members until the child is born. which the cleric burns special incense

30 july 2001
WALK &
THE SECRET LIFE OF HALFLINGS

RIDDLE
by James Jacobs • illustrated by Dennis Cramer
and prays wordlessly over the slumber- adults in town keep an eye on them and Most halflings opt to remain within
ing child for approximately an hour. remain ready to intervene if they begin their home commonwealth and take up
When the child eventually awakens, the toying with something dangerous. Often, a career path. Every summer, halfling
parents are summoned so that the an older brother, cousin, or unmarried communities hold a Masters’ Fair (see
cleric can perform the Ritual of Self, in sibling of the parent serves as a Festivals). When a halfling decides to
which the cleric records the names of guardian during this time. A young take up such a profession, he is allowed
the parents in the Book of Names. halfling’s choice of play, friends, explo- to spend the time between his Great
Under this, the cleric records the given rations, and personality all factor into Choice and the next Masters’ Fair as he
name of the child, as provided by the the field of work to which he is assigned sees fit; if time permits, it is not
parents. Each commonwealth keeps a during the Masters’ Fair. unusual for halflings to go on short
separate Book of Names; their religious Not all of a young halfling’s life is tours of the world beyond the com-
members keep this book safe and play, however. When halfling children monwealth. Those halflings born in the
secure. It is widely believed that the reach the age of five, they are summer months often feel somewhat
loss or destruction of a Book of Names expected to help with minor chores cheated that this “vacation” is short-
indicates that the community has only a around the village, such as food prepa- ened, but there is really nothing that
few years left before it dissolves or is ration, farming, building maintenance, can be done. For this reason, halfling
destroyed through some disaster. tending livestock, and so on. The child’s parents often attempt to plan pregnan-
parents attempt to present such chores cies so that childbirth occurs in the late
ADOLESCENCE, in an entertaining venue so the child summer or early fall, to afford their
APPRENTICESHIP doesn’t grow bored with the work. child the maximum amount of time
& WORLDWALK Often, these chores serve to educate between their Great Choice and the
As halfling children grow, they are the child as well, further preparing the Masters’ Fair.
allowed to indulge their imaginations and young halfling for the results of the Once a halfling is accepted by a
curiosities about the commonwealth; the Great Choice. Master during the Masters’ Fair, most

31
NEW EQUIPMENT
Footsaw Trap: The first footsaw trap was invented by an industrious entire bag immolates, creating a good-sized campfire within 1 round.
halfling whose family often traveled through areas plagued by goblin These campfires ignite even in moderate rain but burn out quickly in
raiders. A footsaw trap is a bear trap whose grasping jaws are fitted such conditions unless shelter is provided. Enterprising halflings have
with several thin sawblades mounted on springs designed to cut away been known to use instant campfires to set dangerous traps; someone
at the feet of any captive that struggles. The trap is attached to a 10- in contact with an instant campfire after it has lit must make a Reflex
ft. length of chain with a good lock, allowing it to be attached to a saving throw (DC 12) or suffer 2d6 points of fire damage. Cost: 50
nearby tree or another secure object. gp. Weight: 10 lb.
The trap is designed to be hidden under a thin layer of leaves or
soil; a hidden footsaw trap can be discovered with a Search check (DC Stone Sleeve: A stone sleeve is little more than a narrow cloth tube
20). Once found, it can be disabled with a Disable Device check (DC that is tied to the inner forearm so the opening rests in the palm. The
20). Anyone who walks over a footsaw trap triggers it; the trap makes sleeve can then be filled with up to six good-sized throwing stones or
a touch attack with a +8 bonus. If it hits, the victim suffers 1d6 points halfling skiprocks (see DRAGON #275 or Sword and Fist). The sleeve
of subdual damage and cannot move away from the trap (if it is can be opened with ease, allowing the wearer to arm herself with one
chained to a solid object) or has his speed reduced by half (if the trap of the rocks stored within as a free action. Cost: 2 gp. Weight: —.
isn’t attached to an object). Each round that the victim takes any
action that involves the trapped foot, the victim takes 1d4 points of Wagon Shields: These are large shingles of solid oak reinforced with
damage. Escaping the trap is possible with a Strength check (DC 25) iron that can be quickly fitted together to protect wagons. Wagon
or an Escape Artist check (DC 30); failure inflicts 1d4 points of dam- shields are sold in batches of six, enough to protect a normal halfling
age from the saw blades. Cost: 700 gp (raw material cost: 233 gp). wagon. One halfling can set up a single shield as a full-round action.
Weight: 15 lb. CR: 2. Craft (trapmaking) DC: 20. Two halflings working together can set up two shields per round if
they do nothing else. Once set up, the wagon shields provide a Small
Instant Campfire: An instant campfire consists of a leather bag filled character with 3/4 cover; a Medium-size character gains 1/2 cover.
with tinder, logs, and fuel. The drawstring that holds the sack shut is Each wagon shield has 5 hardness and 30 hit points; they are some-
studded with tiny flakes of flint and steel; the sack itself is alchemically times fitted with arrow slits to allow those inside to defend the wagon.
treated so that it catches fire easily. When the drawstring is pulled, the Cost: 75 gp, 100 gp with arrow slits. Weight: 40 lb. each, 240 lb. total.

of his free time is consumed as he is careers as a result of a worldwalk. The some part of the halfling’s travels and
taught the skills of his chosen trade. return of a worldwalker is celebrated her relationship with the intended
This period of education usually lasts with the Homecoming festival. recipient. Functionality, in this instance,
five years. Most masters go to great isn’t as important as something that is
lengths to make their lessons entertain- TYPICAL GIFTS exotic and unusual.
ing as well as educational; after all, Gift-giving is an important skill in As a final note, the act of re-giving
what bores the student likely bores the halfling society. Often, the type of gift gifts is a sure way to earn the ire and
teacher. Upon achieving a journeyman’s one bestows on another during a birth- disrespect of the recipient, especially if
skill level in the career path (as judged day or other event can dramatically the gift given was one the recipient
by the master), the halfling is given a influence relations between families. previously gave to the giver. Halflings
choice: He can stay on with his The value of a gift is not nearly as who re-give gifts soon find that they
master as an assistant, or he important as its practicality. A start receiving gifts that are embar-
can establish his own place farmer given a heavy golden rassing, offensive, or even dangerous.
of business. plow encrusted with gems In fact, it is better for such “gift recy-
Some halflings make the should feel slighted, for clers” to not give a gift at all.
Great Choice to go on a example, if it was just as easy
worldwalk; these folk lead radi- for the one bestowing the gift to FESTIVALS
cally different lives from those who give a good steel plow. Gifts should not Halflings love to organize and partici-
stay and take up a more sedentary only be functional and practical, they pate in festivals. These events are usu-
profession. A halfling who announces a should reflect the relationship between ally day-long affairs and often draw
worldwalk is expected to pack up his giver and recipient. It wouldn’t be visitors from throughout the common-
belongings and leave the community proper for a halfling woman to give a wealth. It isn’t unusual to see members
within a week of his Great Choice. This beautiful doublet to a halfling man she of other races participating in halfling
is often a somber time, as friends and was not romantically involved with, but festivities. Some festivals are thrown
family say their goodbyes and help with it would be perfectly acceptable to give for no reason other than to have a fes-
the preparations. Worldwalks last for the same halfling a nice sturdy belt or tival, but there are several that are
variable periods, but they usually com- pair of boots. more important to halfling society.
prise a decade or so. During a world- One special category of gift is the Birthfest: A Birthfest consists of a
walk, a halfling simply wanders where homecoming gift. When a halfling is day-long celebration of the birth of a
he wills. As he wanders, he picks up worldwalking, she is expected to pick newborn halfling. When a child is born,
skills, tales, and knowledge. When he up a small trinket for each of her the midwife presents the child to the
feels that he has spent enough time friends and family members back home. village on the following morning. The
seeing the world, the halfling is These gifts should be easily trans- mother and father are sequestered in
expected to return to his common- portable, since the halfling must carry their homes for a day while the rest of
wealth and teach what he has learned. them with her until she returns home. the commonwealth celebrates with
Most halfling adventurers begin their At the same time, they should reflect feasting and dancing. Although they

32 july 2001
officially last for only the day of the the fair’s organizers. A Masters’ Fair
birth, it isn’t uncommon for a Birthfest usually lasts for three days. On the first
to carry over into a second or even a day, any halflings who have decided to
third day. take up a career path since the last Fair
Birthday: These events are always visit the many Master Booths that
grandiose affairs that last for an entire encircle the central feasting grounds.
day. The lucky halfling is allowed to These booths are run by various crafts-
spend the morning relaxing in his home men, hunters, farmers, scholars, and
as he sees fit. At noon, the halfling’s military professionals. This day allows
friends and family arrive to escort the young halflings to see and experience
celebrant to the village square for a what various jobs and crafts entail;
grand feast. The birthday halfling is those who have made their Great
expected to give a short speech during Choice to become craftsmen approach
the feast. Practical jokes, riddles, and the Masters they would like to work for
surprises are often incorporated into and present their skills. The day ends in
such speeches. After this, the halfling a feast, of course. During the second
enjoys a shower of gifts from his day of the fair, the Masters retire to the tival called Homecoming. The returning
friends and family, followed by more Masters’ Paddock, an enclosed area halfling regales his kin with tales of his
feasting, dancing, music, and even stage where the various craftsmen decide on experiences during his worldwalk and
productions. Often, dramatic or impor- which halflings to take on as apprentices passes out gifts to his friends and fam-
tant events of the birthday halfling’s life or students. The other visitors to the ily. After a homecoming, a halfling is
are the subjects of these productions. fair spend the day playing games (most allowed a few weeks to settle back into
Great Choice: A halfling’s 20th birth- of which involve the throwing of a sedentary life before he is expected
day is known as the Great Choice; it stones), feasting, and relaxing. On the to take up a profession related to what
symbolizes the beginning of the third day, the participants of the fair he has learned.
halfling’s transition from child to adult. are invited into the Paddock and the Weddings: Halfling weddings invari-
These birthdays shame all others in Masters announce who they have ably occur early in the morning and are
regards to production and festivities. decided to accept as apprentices and held outside whenever possible. Unlike
During the halfling’s birthday speech, students. While rare, it occasionally hap- most other halfling festivals, weddings
he is expected to announce his plans pens that a particularly unlucky halfling are small and quiet affairs. Generally,
for the future: whether he intends to is not accepted by any of the Masters only immediate family members and
remain in the village and take up a he petitioned. In these cases, the halfling close friends of the bride and groom
career path, or whether he intends to is generally expected to follow his are invited. The wedding ceremony itself
embark on a worldwalk. mother or father’s trade. More often, is performed by a cleric chosen by the
Masters’ Fair: Once each summer, all these rejected halflings leave their com- bride’s family, and it takes place in a
of the local halfling families get together monwealth to become knaves (see location chosen by the family of the
for the Masters’ Fair. These events take Commonwealths and Outsiders). groom. These short ceremonies involve
place in an open area in the approxi- Homecoming: When a halfling a brief blessing of the union by the
mate center of a halfling commonwealth; returns to his family from a worldwalk, cleric, an exchange of marital vows and
the exact date of the fair is decided by the family throws a great feast and fes- wedding rings, and a shared drink of

NEW HALFLING FEATS


Nobody’s Fool [General] Improved Low Blow [General]
You naturally think of things in the most efficient way possible and tend You are especially good at using the Low Blow feat.
to react to situations more gracefully and rapidly than most people. Prerequisite: Dodge, Mobility, Low Blow, base attack bonus +4 or
Prerequisites: Wisdom 13+ higher
Benefit: You gain a +2 bonus all Sense Motive checks and Gather Benefit: Using the Low Blow feat does not provoke an attack of oppor-
Information checks. tunity when you move into an opponent’s square to perform the attack.

Low Blow [General] Swarmfighting [General]


You can get underfoot and attack creatures larger than you. You and allies with this feat can coordinate melee attacks against a
Prerequisites: Dodge, Mobility, base attack bonus +4 or higher single target and are adept at fighting side by side in close quarters.
Benefit: As a full-round action, you can enter an area occupied by an Prerequisites: Size Small, Dex 13+, base attack bonus +1 or higher
opponent who is at least one size category larger than you. You can Benefit: You can occupy the same 5-foot square in combat with any
then make a single melee attack at your highest attack modifier against other allied, Small creature who also possesses the Swarmfighting feat.
this creature, who is considered flat-footed against the attack. After When you attack a Medium-size or larger creature with a melee
your attack, you return to the 5-foot square from which you entered attack, and at least one other ally with the Swarmfighting feat threat-
the opponent’s 5-foot square. Using this feat provokes attacks of ens the target, you gain a +1 morale bonus to the attack roll. This
opportunity normally. bonus increases by +1 for each additional ally beyond the first with
the Swarmfighting feat that threatens the same target. The total
morale bonus imparted to your attack roll cannot exceed your
Dexterity bonus.

33
HALFLING ENCAMPMENTS
Halfling caravans are often forced to set up temporary campsites on defended encampment in less than 5 minutes. Tales are often told of
the road when there is no village or nearby civilized accommodations. one group of halflings who had so perfected the art that they could
In such cases, halflings organize their wagons into a tight circle in set up in less than 30 seconds, but no halfling can truthfully attest to
some easily defended area, such as in a narrow valley or atop a hill. If seeing such a feat accomplished.
the caravan carries wagon shields, these reinforced oak blocks can be Weather permitting, the travelers sleep under the stars inside the
quickly set up to form a low (5 feet high) wall that can provide addi- wagon circle. If rain precludes this, the interior of the circle is some-
tional defense. Halflings train from young ages on how best to set up times covered with several large strips of waxed canvas that are
a caravan encampment; each member of a traveling group is respon- affixed to the wagons on the edges and propped up with poles in the
sible for one specific task, and when the command to encamp is given middle, giving the encampment the look of a huge tent. Guards are
they fall to their duties with delight. Races and competitions on who always posted in wilderness or dangerous areas. Typically, three
can finish their tasks first are popular and serve to tighten the effi- watches of three halflings apiece are posted; guard duty is swapped
ciency of the process. A typical halfling caravan can set up a fully out each night so that everyone eventually pitches in.

wine from a blessed chalice. After this, the tastiest by the bride and groom is parents usually split the responsibilities
the bride and groom are pronounced often rewarded with gifts from the cou- as to who cares for the child and
husband and wife. The couple then ple’s families. During the feast, the bride who provides lessons and education in
retire to a private place of their choos- and groom take part in a “wine-bond,” early stages; which parent assumes
ing to consummate the marriage while in which they actually make a bottle of which role depends on their specialties
the Joining Festival is prepared. wine that is sealed and set away to be or professions.
Joining Festival: While halfling wed- imbibed on their 25th anniversary.
dings are small and quiet, the Joining Joining Festivals officially last until mid- ADULTHOOD
Festival that occurs the evening of the night, at which time the bride and Upon returning from a worldwalk or
wedding day is anything but. Like birth- groom retire to their home. The other achieving journeyman skill in a chosen
days, Joining Festivals attract visitors celebrants often stay on until morning. career path, a halfling is expected to
from miles around, and they often last Final Birthday: On what would have become a supportive member of the
late into the night. Celebrants typically been a deceased halfling’s first birthday commonwealth. Her skills should com-
arrive much earlier than the bride and after his death, the family and friends plement those of others, and her aid
groom; in some cases the celebration hold a final birthday celebration. This should be lent freely as appropriate.
begins before the wedding ceremony. celebration is filled with feasting and Not all of the jobs a halfling is expected
For this reason, Joining Festivals are tales of the life of the deceased, and it to perform for the family fall under her
always held somewhere other than the is generally a pleasant, if bittersweet, specialty. For example, a carpenter
location of the actual wedding cere- occasion. The deceased’s possessions might be asked to help clean up after a
mony. The bride and groom traditionally are given away to family members and festival, or a baker might be called
appear at sunset amid fanfares of music friends during this celebration. In cases upon to aid in plowing a new field.
and fireworks; the wedding feast begins where the deceased did not prepare a Work is more or less shared equally by
not long thereafter. This feast is a grand will, the spouse, siblings, and parents do all members of the community.
potluck; all of the dishes are prepared their best to decide who should get There are six career paths common
and brought by the guests. These “food- what; often, the intervention of the in most halfling commonwealths. Of
gifts” often become quite competitive, Council is required (see Justice and these six, the military career path is
and the creator of the dish chosen to be Politics). It is considered a grave insult generally thought of as the least enjoy-
to Yondalla and the spirit of the able. Although halflings love excitement,
deceased to attempt to resurrect a meaningless danger and violence with
halfling who has had his Final Birthday. no more opportunity for wealth or hap-
piness than can be gained otherwise
HALFLING SEX ROLES are unpleasant. In some common-
Halfling societies don’t separate male wealths, the military path is absent alto-
and female roles to the extent found in gether; such communities often rely on
most other cultures. Both sexes are the goodwill of their neighbors for
found performing similar tasks and defense. The six career paths are:
working in similar professions in most Military (soldier, scout, tactician)
halfling commonwealths. Nevertheless, Craft (carpenter, baker, smith)
there are certain professions that are Entertainment (minstrel, dancer,
almost always favored by a specific actor)
sex. Legal professions, such as barris- Service (merchant, barrister,
ters and judges, are almost always held messenger)
by male halflings. On the other hand, Agriculture (brewer, shepherd,
most professions that interact with the farmer)
outside world, such as translators, mer- Academic (sage, scribe, engineer)
chants, and messengers, are favored by Each of these career paths affords
female halflings. ample opportunities for advancement
In family life, parents of both sexes and success. Services rendered to
act as care-givers for children. The other halflings are almost never paid for

34 july 2001
in coin. Before any action is taken, the encounter a halfling working in a pro-
halflings involved agree on how the fession normally associated with an
provider is to be compensated; usually, older age. Here are common profes-
a good meal is all that is necessary. sions or societal roles for halflings of
Sometimes, a halfling offers her own differing ages.
skills or goods as payment; for example, Old aged: alchemist, barrister,
a farmer might reward a carpenter with judge, sage, storyteller.
a winter’s supply of grain in return for Middle aged: apothecary,
the construction of a sturdy fence. architect, bookbinder, brewer,
Many halflings do not keep money in engineer, tactician, translator.
their homes or on their person. After Adult: actor, artist, baker,
all, it’s only necessary when one travels carpenter, cartwright, dancer,
outside of the commonwealth, and for farmer, merchant, messenger,
many halflings this simply never minstrel, poet, scout, shepherd,
occurs. For those halflings who find it smith, soldier, swineherd,
necessary to travel beyond the com- tanner, teamster, weaver,
monwealth, there is the Commonwealth wheelwright.
Treasury, a pool of funds kept safe by
the Council that is made freely available COURTSHIP &
to travelers. Those who borrow money MARRIAGE
from the Treasury are expected to take In halfling society, courtship is often a
only what they need. The Treasury subject of endless gossip. There is no
itself is kept filled by the sales of goods formalized procedure regarding
and services to communities outside courtship for halflings. Love happens
the commonwealth. where it will. Arranged marriages puzzle
halflings to no end, and they are the Courtships no longer have the secre-
HALFLING subject of endless jokes and comedic tive qualities they had in youth. The
PROFESSIONS bawdy songs. Idle courtships are fairly lovers are much more open about their
There are no real social classes in common between young halflings before affection for each other and spend as
halfling society aside from age. As they make their Great Choice. These much time as they can together; most
halflings grow older, they often change courtships are usually kept secret and of these courtships end in marriage
their professions to account for their can become quite passionate. Festivals within a year.
increase in knowledge and (particularly birthdays) are noto- The parents of the bride and groom
decrease in vigor. rious for spawning such are responsible for organizing the wed-
Venerable halflings gener- courtships. Nevertheless, they ding, and this often turns into a friendly
ally retire from their pro- generally last no more than a competition as each tries to outdo the
fession altogether. It should month and usually end when other. A halfling wedding consists of
be noted that halflings rarely one or both of the lovers two separate events; the wedding itself
become weaponsmiths, armorers, becomes bored with the other, or and the Joining Festival that follows.
bowyers, or similar craftsmen. They when gossip about how serious the rela- Both of these events are described
generally live in peaceful regions where tionship is growing reaches the lovers. under Festivals. As part of the marriage
such skills are not in demand; when For most young halflings, nothing is ceremony, the younger halfling assumes
they are needed they secure these skills more terrifying than marriage. Adults the family name of the elder, and the
from neighboring towns or cities. While find this behavior entertaining, and they two are welcomed as new sons and
it isn’t unknown to encounter a halfling often tease younger halflings in love. daughters by both families involved. The
of a profession normally associated Once a halfling becomes an adult, couple has complete control over which
with a younger age, it is indeed rare to this attitude begins to change. family they decide to settle down with;

HALFLING GANGS
Halflings understand that there is safety and strength in numbers, but example, might be made of a halfling with mining knowledge, one who
they also understand that “too many cooks can ruin the meal.” The is skilled at dowsing, another who is strong and hale and can dig for
concept of a halfling gang arose from these seemingly contradictory hours without tiring, and a halfling carpenter who can build the well’s
sayings. A halfling gang typically consists of four individuals; less than shelter and buckets. Each sets to his appointed task on his own initia-
this tends to result in the loss of important skills useful to the whole, tive, but they don’t forget to aid the others when needed.
but more tends to result in bickering and loss of efficiency. Most halfling gangs disband as soon as their goal is accomplished.
A halfling gang forms for a specific purpose. For example, when a There are exceptions, of course. Many bands of halfling adventurers
new village must be constructed, each aspect of the construction are in fact longstanding gangs. A well-rounded and experienced
might be the responsibility of several gangs. One gang of four might group of adventurers including a fighter, a cleric, a rogue, and a
be charged with digging a well, while a different gang would be wizard can overcome nearly any obstacle. Two additional gang arche-
charged with building a stable. Halflings have a knack for forming types are the footpad and the woodlander gangs, each of which is
gangs of individuals whose skills complement each other rather than described in more detail in its own sidebar.
duplicate each other. The aforementioned well-digging gang, for

35
typically it is with the family of the elder no less tragic. In any case, a halfling usually consists of two parents and
of the couple. who has lost her spouse to death or around four children. A standard family
Halflings have an uncanny knack for divorce becomes a widow. Widows are of halflings can number in excess of a
finding mates who are loyal, dedicated, expected to remain unattached romanti- hundred individuals. In halfling society,
and true. Adultery is quite uncommon in cally for at least six months so as to the family unit is the most important
halfling society, and when such affairs avoid possible charges from the other factor; no member of a family is more
are exposed, they are quickly forgiven family of infidelity to the lost spouse’s important than another.
and forgotten. If a second affair comes memory. Once this period of mourning Age brings respect in halfling fami-
to light (this is very rare), the jilted has passed, the halfling is free to court lies. The eldest members of a family are
halfling has the option to forgive again and marry again. In practice, however, often turned to for advice in times of
or to press for divorce. Divorces are few halflings who lose a spouse ever need, and their decisions are acted
quite scandalous in halfling society, and find love again; most of them spend the upon without question. This dedication
they are dealt with as quickly and quietly rest of their lives alone and bitter. A to their elders is expected of all mem-
as possible. A neutral barrister or judge halfling’s passion is difficult to slay, and bers of a family. Disobeying an elder is
attempts to settle the matter, and the once gone is even more difficult to strictly forbidden, except in cases
guilty party is usually urged to leave the rekindle. where the elder is obviously not in his
commonwealth. The victim of the infi- right mind. The punishment for dis-
delity is allowed to remain in the com- FAMILIES obeying an elder varies both according
monwealth, but often the other halflings Unlike most other races, halflings do not to the difference in age between the
harbor unfriendly views against some- possess ancestral homelands. They are a two and the age of the disobedient
one who could drive his spouse to such race of wanderers and nomads. Halflings halfling. Young children are taught from
extremes as to cause a divorce. The two live together in family units. In this case, an early age to respect and obey their
families of the divorced couple grow a family can be quite large, often con- older siblings, just as their older siblings
apart, and hostilities might flare as each sisting of up to a dozen different units are taught to obey the older members
blames the other for causing it. There related by blood or marriage that have of the family. All halflings are keenly
really is no winner in a halfling divorce. banded together for safety. The immedi- aware of their age rank in a family, and
The death of a spouse is a far more ate family (parents and siblings) is this leads to bitter rivalry between
common event than a divorce, though referred to as a “birth family,” and it halflings of similar ages.

FOOTPADS
The bane of any city guardsman, footpad gangs consist of four possess one or two levels of rogue to round out their skills. All four
halflings who have banded together to burgle the rich and otherwise members work together to plan their jobs, but in implementation it isn’t
cause mayhem in the pursuit of their own wealth. Footpad gangs are unusual for the gang members to go their separate ways to accom-
intensely loyal and stop at nothing to secure the rescue of one of plish each of their respective tasks alone, often simultaneously. The
their members who has been captured by the law. Most large cities bard is most often responsible for serving as the gang’s public face
boast at least one footpad gang. These gangs have developed a com- and contact with the law. The rogue does most of the sneakwork and
plex series of hand signals and subtle facial expressions that allow actual infiltration of the target. The fighter provides muscle and intimi-
them to communicate with one another and with other footpad gangs dation where necessary, and the monk provides additional support
by using the Innuendo skill; this allows rival gangs to avoid bungling up along all three of these lines as the need arises. Since footpad gangs
each other’s jobs. It is considered bad form in the footpad gang sub- usually work separately to accomplish one goal, it is difficult if not
culture to sabotage or interfere with another gang’s job. impossible to capture all of them at once. As long as at least one of
A footpad gang is almost always made up of a rogue, a bard, a their number remains free, any who have been captured are rescued
monk, and a fighter. The bard, monk, and fighter members usually at the first opportunity.

36 july 2001
WOODLANDERS
Almost all halfling commonwealths count a woodlander gang as their A woodlander gang is traditionally composed of a barbarian, a druid,
own. These gangs do not live with other halflings but rather patrol the a ranger, and a sorcerer. Most take their first level as a rogue to
wilderness areas in and bordering the commonwealth to keep an eye on afford themselves additional skill points. Unlike most gangs, it’s not
any threats to the area. They rarely interact with the commonwealth unusual for members of a woodlander gang to have redundant skills.
directly, preferring to leave warnings and messages along established The ranger and the druid often both arrange for animal companions to
trade routes for their kin to find as necessary. Woodlander gangs are aid in their duties. The ranger and barbarian provide muscle when com-
loners who avoid society and live their lives alone with only themselves bat is necessary. The druid and the sorcerer provide potent long-range
as company. The four members generally trust only their kin; the other spell attacks. Woodlander gangs use their skill overlaps to strengthen
halflings in their commonwealth are often thought of as wards or chil- their results rather than rely on only one member to carry the load.
dren who need to be protected. When these wards are threatened, the After all, if at least two people work together to accomplish a goal,
local woodlander gang is quick to respond with often deadly force. chances are better that one of them succeeds. Most woodlander gangs
Despite their isolationist ways, they can quickly arrange for a large fight- gain the Swarmfighting feat as soon as possible to aid them in repelling
ing force of animal companions and summoned monsters. goblin and orc invaders.

Just as halflings are expected to composed of permanent structures and area to pack up and leave for greener
share their skills and knowledge freely comfortable warrens carved into hill- pastures.
with other members of their family, so sides. Often, these villages are incorpo- As an interesting aside, it isn’t
too is material wealth shared without rated into existing settlements founded unknown for a halfling family to contain
question. If a farmer breaks a hoe he by other races for convenience. It’s eas- non-halfling members. Orphans,
can simply wander over to a neighbor ier to conduct trade with outsiders foundlings, and other wayward children
and take his hoe to finish his work, when you’re neighbors. of all races are often adopted into
assuming the neighbor wasn’t using the When a family moves, it is normally halfling families if they seem friendly or
hoe to begin with. Likewise, should a along an established track between two in need of help. Such individuals usually
halfling need money to go to a human of these villages. Generally, a common- grow up with attitudes quite similar to
town for supplies he could not procure wealth contains twice as many villages their halfling kin, despite the fact that
from his neighbors, he is free to take as families. While this means that sev- they are obviously human, elf, lizard-
this money from either his family or his eral villages remain uninhabited, it folk, and so on. Halflings have even
neighbors as he can. Unfortunately, it is insures that there is always a place for been known to befriend animals and
difficult for many halflings to wrap a family to go. Upon settling into a new intelligent beasts such as pseudodrag-
their minds around the concept that village, a halfling family spends several ons, blink dogs, shocker lizards, and the
other races do not share with such fre- days or even weeks repairing struc- like; such adopted creatures are treated
quency. Common is the startled halfling tures and getting things in order. It isn’t as equals in the family.
who doesn’t understand why he was uncommon to find that humanoids (usu- Another interesting fact about halfling
thrown in jail simply for taking the ally kobolds or goblins), bandits, or society is that they easily adapt to the
pretty bracelet he saw in the mer- monsters have moved into these empty social structures of other races. A
chant’s window. This concept of sharing village sites; in these cases, the soldiers halfling family that settles near or in a
is the primary reason for the com- and military-minded family members village or city inhabited by members of
monly held misconception among non- decide whether it’s better to force the another race develops traditions and
halflings that all halflings are thieves. squatters out or simply choose a differ- values similar to that race over a period
ent site to claim. Sometimes a family of several months (assuming they do
COMMONWEALTHS decides to settle in an area that has no not leave). They maintain their love of
Halfling families are semi-nomadic. pre-established village; in this case, they festivals and optimistic attitudes, but
They settle down in a particular region work together to build homes and build- other qualities rapidly take on the tone
that strikes their fancy only to uproot ings for all of their members as quickly of their neighbors. Most halflings live in
and move along. All birth families are as possible. human lands so they get along well with
expected to maintain wagons and pack In times of need, the various humans and are usually consid-
animals to move at the drop of a hat. halfling families band together ered friends and allies. A
Strangely, this lifestyle does not mean to lend support to each halfling family that settles
halflings live in wagons or tents or tem- other. This occurs most near elves becomes more
porary structures. Rather, halfling fami- often in times of war but enthralled with nature and
lies tend to form what are known as also during natural disasters magic. A halfling family that
“commonwealths.” and other destructive events. settles near a dwarven clan
A commonwealth can consist of up to A commonwealth that decides it is becomes militaristic and possibly
a score of separate families, although no longer welcome in an area might somber. Stories are told of halflings
usually they number about ten. The decide to band together and set out as who settle near orcs or other goblinoids
families of a commonwealth lay claim to one unit to find a new place to live. and become savage or downright evil.
many dozens of square miles in area; These mass exoduses of halflings are Finally, it should be noted that not all
this region usually encompasses the rare, but when they occur they happen halflings live in families. A large number
lands of other allies such as humans or with astonishing speed. Over the of halflings, for whatever reason, have
gnomes. Scattered throughout a com- course of a single night, it is possible utterly abandoned this lifestyle. Known
monwealth are different halfling villages for every halfling in a 100-square-mile to other halflings as “knaves,” these

37
HALFLING COOKING
Some enterprising halfling alchemists also become great chefs, as the them a bit expensive. Cost: 50 gp. Weight: 1 pound/serving.
two practices share much in common, and as halflings enjoy their food Grondiel’s Chicken Soup (DC 21): This recipe produces six servings
and drink so much. Only a few have the skill and funds necessary to of thick, hearty soup that remain fresh for a day. Those who eat a
prepare these potent recipes; those who do quickly become famous serving of this soup gain a +4 alchemical bonus to any Fortitude sav-
and proud icons of their commonwealth. These cook-alchemists have ing throw made to resist catching any disease during the next 8
taken their recipes to the next level, creating astonishing fare with hours. Cost: 70 gp. Weight: 1 pound/serving.
interesting side effects. Moonmoss Pudding (DC 30): This recipe produces one serving of
Each of the recipes below is given an Alchemy DC rating; this is the sweet fruity pudding that actually glows in the dark. Moonmoss pud-
number required to prepare the item successfully without also making ding is a favorite of many halfling children. This pudding provides a
it into a delicious culinary masterpiece. Alchemists with the Profession short-lived boost of energy for 1 hour after it is eaten, granting a +1
(cook) skill who want to make the items tasty as well as useful must also alchemical bonus to Initiative checks made during this time. Moonmoss
make such a Profession (cook) skill check at the same DC. Failing this pudding stays fresh for a day. Cost: 150 gp. Weight: 1 pound/serving.
second check doesn’t mean the alchemy item doesn’t work, only that Zumzum Cake (DC 25): This recipe produces one small buttery
the imbiber might have to choke it down to get the beneficial effects. pastry with a minty aftertaste. A zumzum cake remains fresh for a
Halfling Trail Bread (DC 15): This recipe produces ten servings of week. A zumzum cake increases the body’s natural healing rate. A
spicy, dry bread. A serving eaten with water provides sustenance person who eats a zumzum cake before going to sleep for 8 hours of
equivalent to a normal meal. The truly amazing thing about these vit- non-bed rest regains hit points as if she had rested for a full 24 hours.
tles is that they remain fresh for three months, making them excellent Someone who eats a zumzum cake followed by 8 hours of bed rest
rations for those on the move or as stockpiles against sieges or regains hit points as if she had bed rest for a full 24 hours. Cost: 75
famines. Unfortunately, the ingredients for trail bread are rare, making gp. Weight: 1 pound/cake.

individuals are subjects of sadness, of clerics. Halfling clerics are expected good attitude. This attitude plays a large
despair, scorn, or even hatred from to tend and care for shrines and part in allowing halflings to resist fear,
family halflings. Knaves usually left their churches, but they are not expected to both natural and magically induced.
home for a worldwalk and decided that live solitary lives of chastity and loneli- Halflings are strong believers in luck,
life among humans, elves, dwarves, or ness. A halfling cleric lives her life just but they also believe that good luck
whatever suited them better than life as other halflings do, in the company of comes to those who don’t worry about
with their own kind. More rarely, they friends and family. things too much. Excessive worry leads
are halflings who have been exiled due Druids are also relatively common in to bad luck. Although they can be hard
to divorce or some heinous halfling society. Halfling druids tend to workers, halflings prefer to relax and
crime. Rarest of all are be hermits, though, and live alone watch the world go by. They believe
the halflings who left in the wilder areas of a halfling that an overworked person is more
their villages because commonwealth. Often, a halfling prone to anger and that too many over-
they simply despised druid is sought by locals to help worked individuals in one place lead to
their kin. These with a problem with predatory unpleasantness like wars. Halflings take
halflings often become animals or similar situations. If it joy in the little things in life. A powerful
criminals, assassins, or can be avoided, the halflings prefer to halfling warrior is more likely to be
worse, and they often work to bring leave their druids alone, as they can be proud of (and indeed, more likely to be
pain and suffering to their happier kin temperamental and unpredictable. remembered for) growing the biggest
for reasons only they understand. In addition, halflings often take on the squash in her commonwealth rather
worship of neighboring religions com- than for slaying a dragon.
SUPERSTITIONS & mon in the lands of neighboring races.
BELIEFS This seems to be an extension of their COLLECTIONS
Halflings worship a sizable pantheon of social adaptability. Worship of Yondalla is One of the most unique aspects of
deities, but the most popular religion is usually not displaced except in cases halfling life is their obsession with col-
the worship of Yondalla the Protector, where these other gods have values and lections. Almost every halfling has at
the creator of the halfling race. Every beliefs in opposition to that of the least one collection; truly ambitions
commonwealth contains at least three Protector. It isn’t unusual to see halfling halflings might have a dozen separate
clerics of Yondalla. Often, these clerics clerics of gods like Ehlonna, Garl collections. Halflings with similar collec-
are also elders in positions of leader- Glittergold, Fharlanghn, or Obad-Hai tions often engage in intricate trades to
ship. Religious ceremony infuses much serving in churches alongside clerics of optimize their collection, and like-
of a halfling’s life: Quick prayers to Yondalla. A standard halfling attends reli- minded collectors often compete with
Yondalla before eating, before going to gious services once a week. Beside others for the most complete collection
bed, and before undertaking risky tasks Yondalla, they don’t usually worship one of a specific subject. Envy of another’s
are common. This religious aspect to deity in preference to another, but collection is in fact the most common
halfling life is never intrusive, though. rather they worship the deities who have cause for crimes and violence in
Most halfling villages in a common- clerics in their family or commonwealth. halfling society. Someone who willfully
wealth include a small shrine dedicated Halflings are naturally optimistic; they steals from or sabotages another
to Yondalla and the halfling gods. In believe that, no matter how grim or halfling’s collection is prosecuted
some cases, a particularly important horrible a situation might be, things quickly; such criminals usually face
shrine is tended by a permanent staff work out for the best if one just keeps a exile from the commonwealth.

38 july 2001
Listed below are several common while entertaining, are not considered
collections. As a general rule, a collec- as potent or powerful as a subtle insult
tion of 20 or more unique entities is that cuts to the quick. To a halfling, the
considered standard, a collection of 50 perfect insult is one that makes little or
or more impressive, and a collection of no sense at the time of delivery, but
over 100 unique entities nothing less several hours later (hopefully while the
than amazing. A halfling who has sev- victim is trying to go to sleep) the true
eral large but incomplete collections is nature of the insult is realized. An insult
not awarded the prestige of a halfling that does its damage long after delivery
with a complete (or nearly complete) is both safe and lasting.
single collection. Halflings enjoy playing games of all
Halfling villagers: Pressed flowers sorts, both indoors and outdoors.
and plants, insects, pretty rocks and Games are usually a prominent feature
stones, animal claws, bones, seeds, of most halfling festivals, and are gen-
arrowheads, throwing stones. erally overshadowed only by the feast-
Halfling adventurers: Coins, steins ing. Of all the types of games halflings
from taverns, stones from different play, none are more popular than
cities, gems, monster teeth, potions, stonethrowing games. There seem to be
magic wands, spell components, throw- an infinite number of variations on this
ing stones. type of game, but most of them revolve
around hitting a moving target from a
VALUES, ARTS & distance with a hurled rock. Halflings
SKILLS collect stones that are particularly well
Halflings value honesty, cheerfulness, suited for throwing and refuse to use
and creativity over everything else. other stones in competition. A popular
Stubbornness is viewed as a character variant of the simple “hit the moving
flaw, and individuals displaying such target” version is a game known as
traits often find themselves the butt of “skipping.” In this game, a halfling
numerous insults and practical jokes stonethrower must hit a designated tar-
when in halfling company. A halfling get by skipping or bouncing a hurled
avoids lying to other halflings but does stone off of other targets. The most
not observe the same level of polite- accomplished skipping players can hit
ness in the company of those they targets that are out of sight or around
deem crude, depressing, or dull. corners by bouncing their stones off of
The halfling language is unique in that other rocks. Another popular variation
it is rarely, if ever, written in perma- of the game is called “hit the birdy,” in
nent form. Halflings have a strong oral which one halfling attempts to hit a tar-
tradition. The history of a common- get while the competitor tries to deflect
wealth is recorded in numerous enter- his stone with a stone of his own.
taining stories and parables that The one skill in which almost every
halflings memorize at a young age. other race agrees that the halfling the
These stories are told again and again master, though, is cooking. Halfling
at festivals, after dinner, or whenever recipes are rarely written; they are HALFLING RIDDLES
someone is listening. Halflings never taught from parents to children orally While cooking, stonethrowing, insulting,
seem to grow tired of hearing the same and are jealously guarded secrets. and storytelling are all popular pastimes
story they’ve heard a hundred times Halflings constantly try to improve in halfling society, the art of riddling is
before, but the best stories are those their personal dishes in attempts to the most popular of them all. Most
that have never before been heard. keep ahead of the inventions of their halflings engage in long riddling con-
Homecoming festivals are naturally the neighbors. Often, a family of halflings tests with their best friends. One
greatest time for such stories, and a holds a feast simply to show off a sin- halfling asks another a riddle and waits
halfling returning from worldwalk often gle new recipe. Stories are told of for the correct answer. Any number of
talks himself hoarse over the course of unique halfling recipes that create guesses are allowed, but no hints are
one long night of stories. magic foods that have magical effects; given and no aid from others is wel-
Also popular among halflings is the if this is true, the secrets of such comed or sought. A good riddle can
art of trading insults. Close friends cre- recipes could make those halflings in keep a halfling thinking for days or
ate and perfect insults, then try them the know wealthy. Unfortunately, even weeks. Elders often tell stories of
out on each other, honing their skills knowledge of a magical recipe is worth riddles so cunning or complex that they
for a day when they might be needed. more than any amount of gold for most drove halflings mad, and they warn
Insult matches are often held to deter- halflings, and many end up taking their youngsters to avoid asking riddles that
mine guilt or liability in times of dispute secrets to the grave. they cannot answer themselves. A
(see Justice & Politics). Crude insults, halfling who gives up can demand the

39
riddle’s answer from the questioner; patriarch or matriarch’s responsibility; after exile quickly find that no one
this usually requires the stumped appointment to the office of elder advi- speaks with them and they are univer-
halfling to perform some sort of serv- sor lasts for life. Selection of a new sally shunned. An exiled halfling who
ice for the winning riddler. If the riddler patriarch or matriarch is determined by continues to harass locals is sentenced
does not have an acceptable answer the elder advisors, who select the best to true exile (see below).
for the riddle, though, her reputation choice from nominations made by the Truly devastating crimes such as
suffers greatly. Halflings who ask rid- family at large. murder and treason are exceptionally
dles they themselves cannot Aside from the Council, there is rare in halfling society, but they do
answer too often are usually no official ruling class in happen. In such cases, the accused is
scorned and forced out of halfling society. Generally, kept imprisoned in an area where he
their commonwealth. a halfling’s parents govern can do no further harm and is guarded
Halflings sometimes try to the offspring, administer at all times by several soldiers. During
purchase or sell goods sim- punishment, and so on. this time, the Council hears testimony
ply by asking or answering Halflings are fairly easy and views evidence as in lesser cases,
riddles, so any halfling that going when it comes to conflict. but rarely does one come to the aid of
expects to succeed in life had better In fact, they generally try to avoid it a halfling accused of such a crime.
work on keeping a fresh set of riddles wherever possible. Nevertheless, crime Sentencing relies solely upon what the
in mind for emergencies. is no stranger to halfling common- Council hears through testimonies of
Three common halfling riddles are wealths. For minor crimes (such as fail- the victims. In ambiguous cases, the
listed below. For the most part, any ing to hold up one’s end of a bargain, Council might call upon the aid of spell-
halfling worth her salt has heard these refusing to do one’s share of the work, casters to perform divination magic to
riddles; they still sometimes work on or wasting resources), the offender’s clear matters up. A halfling found guilty
humans and other races though. parents or elder siblings administer of treason, murder, or a similar heinous
punishment. Usually, this involves crime is always sentenced to true exile.
Riddle: I have a mouth but cannot enforced labor, confiscation of valued True exile represents the height of
speak, lay on a bed but never sleep. belongings, or religious penance. A halfling punishment. The guilty party is
Answer: A river. halfling can prove his innocence either apprehended and escorted by armed
through quick wit or supporting evi- guards to a distant point on the edge of
Riddle: A goblin walked twenty miles dence, or by challenging the accuser to the commonwealth and left with nothing
into the woods to find me, stopped to an insult or riddling duel. Halflings but the clothes on his back. Any halfling
look for me when he got me, then believe that the guilty party in such a who attempts to return while under
threw me away when he found me. duel is wracked with remorse and thus true exile is treated as an enemy
Answer: A splinter. quickly makes an error, exposing his invader and might be attacked by
guilt. guards. This is as close as halflings
Riddle: I’ve more heads than any hydra More heinous crimes, such as sabo- come to an actual death penalty, which
and more tales than the longest book. taging another halfling’s collection of they regard as barbaric.
Answer: A sack of coins. mead bottles, assaulting a halfling,
arson, or banditry are always brought DEATH & BURIAL
JUSTICE & POLITICS before the Council. Halflings accused of Halflings do not cope well with death.
Age is the most important factor in these crimes are usually confined to When a member of a halfling family
halfling society. The eldest member of a their homes while the Council members dies, close friends and family members
family is the most respected and ven- hear testimonies and view evidence. spend a day in mourning, during which
erated member, and the words of one’s The accused can have friends and fam- time they remain sequestered in their
elders are to be obeyed without ily argue for his innocence, but he homes. Friends and well-wishers leave
question. Nevertheless, there cannot speak directly to the gifts and offerings of food on the
are times when the eldest Council. Those found guilty doorstep of a house of mourning while
member of a family cannot of such crimes are the funeral is prepared. Sometimes,
lead the family properly required to right the wrong periods of mourning last for several
due to infirmity. To rectify in some way, usually by days; in such cases, a Council member
this, the day-to-day leader- giving belongings or volun- has to enter the house of mourning to
ship of a halfling village is teering their skills or the skills encourage the family to come to grips
placed on the shoulders of a patriarch of their family and friends to fix what with their loss and permit the funeral
or matriarch. This halfling is attended was done. In cases where a halfling to proceed.
by a number of elder advisors (usually repeatedly commits these heinous Once they have mourned the loss of
six, one representing each of the com- crimes, exile from the commonwealth their loved one, the deceased’s family
mon career paths) who handle resolu- might be recommended. An exiled carries the body from the home to the
tions of conflicts and organize events criminal is allowed to take with him one site of the funeral (which is usually held
that require input or effort from the pony and all the food and gear he and at the closest shrine). In cases where no
entire family. Collectively, this group of the pony can carry, and he must leave body is available, a valued possession of
halflings is known as the Council. by sundown on the day judgment is the deceased is substituted in its place.
Selection of new elder advisors is the passed. Those who remain in a village The funeral proceedings themselves are

40 july 2001
long, somber affairs during which the On the deceased’s next birthday, the killed by war, disease, or violence.
friends and relatives of the deceased family and friends of the deceased hold These halflings are known as the “lost,”
recount stories and fond memories. a Final Birthday celebration (see Festivals, and in cases where they are not
When all have had their say, the body is above). Once this event comes and adopted by neighboring families, they
blessed by a cleric and then transported goes, the mourners are expected to always seem to turn to adventuring
by the family and close friends to a come to grips with their loss. Those as a way to come to grips with their
graveyard. Everyone helps dig the halflings who continue to mourn after tragic past.
grave, and the body is interred without this point quickly begin to annoy the Although halfling adventurers can be
a coffin. A small pile of stones is placed others, and if the mourning continues of any class, most are rogues or have
over the center of the grave, and the might even find themselves the target of at least some training as rogues. Their
deceased’s name, date of birth, date of mean-spirited practical jokes. This small size, natural grace, keen hearing,
death, and a short epithet are carved on apparent cruelty arises not from an and natural skills with thrown weapons,
a large communal monolith that stands actual desire to torment the mourner as climbing, jumping, and sneaking make
at the graveyard’s center. Friends and much as it does from annoyance. After them naturals. A halfling in a big city
relatives then depart while other atten- all, as long as the mourning continues, will often find that the jobs he is
dees and clerics take care of filling in the other halflings in the community offered can be completed best with a
the grave. A single cleric stands guard cannot forget their loss. rogue’s skills. Also, the halfling’s knack
over a freshly buried body for three for avoiding mishaps often plays a huge
days as a service to the departed soul. HALFLING part in completing a mission success-
After the funeral, if the deceased died ADVENTURERS fully. It can almost be said that halflings
of old age at home and among friends, Despite their domestic and relaxing were born to be rogues.
the mourners have a grand feast. These lives, many halflings become adventur- All in all, halfling adventurers usually
feasts are designed to pick up the spir- ers. Most halfling adventurers are sim- become a well-loved and valued addition
its of the mourners, and they are fes- ply those who have just started a to any adventuring party; their cheer-
tive, bright, and cheerful events filled worldwalk; upon retiring from adven- fulness is quite infectious and often the
with storytelling, dancing, and games. If turing life they return to tell their kin only thing that keeps a wounded party
the deceased died of violence, pesti- what they have learned. Other halflings from falling into despair.
lence, or other unnatural means before become adventurers to support them-
a full life was lived, this feast is often selves after having been exiled or on
canceled. The mourners return to their becoming a knave. Most tragic
homes and continue to mourn, often for of all are those halflings
many weeks. whose families were

41
Everyone knows that halflings make good rogues, but perhaps because of the influence of earlier edi-
tions, few think “tremendous cosmic power” when dreaming up character ideas for D&D’s littlest PC
race. It’s often easy to get the jump on people as a halfling wizard, and not just because you’ll be high
in the initiative order most of the time.

LITTLE WIZARDS
YOU CAN CALL HIM “MINI MAGE”
by Jesse Decker

A
lthough they make great rogues, stay out of reach. As a halfling, you’ll don’t cast spells. The halfling high
the halfling racial bonuses to start with two extra points of AC when Dexterity and the Alchemy skill can be
Dexterity and saving throws, compared to a human wizard with the a fearsome combination. Make
along with their size modifier to Armor same base characteristics. Playing to alchemist’s fire and acid ahead of time
Class, help compensate for a wizard’s this strength is the easiest way for a and throw them on the rounds you
typical lack of hit points. This high AC halfling to keep out of harm’s way. don’t cast spells. With the Dexterity
is doubly important because, although Don’t rely only on a high Dexterity and bonus halflings enjoy, your chance of
they’re as hardy as humans, halflings a size bonus to Armor Class. Start with making the ranged touch attack will
move slow, putting them at risk during the first-level spell mage armor, and probably be as good or better than a
running battles or when facing many pile on the protective magic from fighter’s chance of hitting the same
foes. Your opponents, thinking you’re a there. An amulet of natural armor monster with a sword. Since you’ve got
rogue, will be worrying about you mov- should be high on your list of magic spells to rely on too, you won’t need to
ing into flanking position and be reluc- items to acquire, as should a ring of pack as much ammo as an archer. On
tant to engage if you’re standing next protection. Use defensive spells liber- top of that, neither alchemist’s fire nor
to other party members. Often, they’ll ally, and choose tactics that keep you acid are affected by Strength modifiers
stay out of reach just long enough for out of combat. Beyond the long list of to damage—you’ll get the benefits of
you to attack with a powerful spell. spells that increase your AC, think of your high Dexterity and work around
If you decide to play a halfling long-lasting protective spells like pro- the penalties of a low Strength score.
wizard, here are a few things to tection from arrows, resist elements, Levels 5-9: Wizards and sorcerers
keep in mind. and stoneskin. take a big jump in power once they can
cast 3rd-level spells. In addition to the
Stayin’ Alive Dishin’ It Out obvious Evocation spells, haste can
The toughest job you’ll have as a Small Levels 1-4: Combat at these low lev- almost double the effectiveness of any
character is staying alive, especially els is pretty straightforward. No spell- character, and fly can turn a relatively
when burdened with a wizard’s Hit casters at this level have enough spells stationary halfling into a powerhouse
Dice. To survive combats that challenge to cast a spell every round of combat, capable of traversing the entire battle-
characters with twice as many hit but as a halfling, you’ve got an effec- field with a singe move-equivalent
points, you’ll need to do more than just tive attack option for rounds when you action. Through these levels, your

POWER GAMING TRICKS


CHOOSE MINIMUM HEIGHT AND WEIGHT FOR YOUR CHARACTER. You’ll be able to reduce yourself to Tiny size at lower
levels, and you’ll be easier for someone else to carry if the party needs to run away at a speed higher than 20.

MAXIMIZE YOUR ARMOR CLASS. Start with a high Dexterity, cast mage armor, get a ring of protection and an amulet of
natural armor as soon as possible, use shield (preferably from a wand), and use a buckler (you can always drop it as a free
action to cast those crucial spells).

FAR SHOT IS A THROWN WEAPON’S BEST FRIEND. Make maximum use of the halfling’s +1 to hit with thrown weapons by
getting rid of those pesky range increment modifiers. As a wizard, you don’t want to be that close to the bad guys.

42 july 2001
TOP 10 SPELLS FOR LITTLE WIZARDS
11
attack bonuses start to really suffer compared with
those of other characters, even a high Dexterity isn’t
enough to keep up. While spells like greater magic EXPEDITIOUS RETREAT (1st level):
weapon and true strike offer decent alternatives to Before you can cast fly, you’ll want a way to counteract

12
flashy offensive spells, you’re probably best served by your speed disadvantage.
crafting or acquiring a few offensive wands for those
tough fights when you’re low on spells. MAGE ARMOR/SHIELD (1st level):
Level 10+: The secret to high-level spellcasters is sim- You’re little, so don’t get hit. One of the keys to surviving
ple: Don’t hold back. Combats last a little longer at these
levels because hit point totals tend to increase faster
than the ability to deal damage; however the number of
spells available to most spellcasters increases faster yet.
as a little person in a dangerous world is never to let
them hit you. Pile up armor bonuses, cover, size, Dexterity,
and—if you can get them—natural armor bonuses to your
armor class.
22
Once you’ve reached higher levels, it’s a simple enough
matter to burn through your spells then teleport home
to rest once the battle is over. There’s nothing wrong
REDUCE (1st level):
Its duration is limited, but being Tiny isn’t all bad. You get
3
3
with staying invisible and letting summoned creatures do an extra point of Armor Class. Plus, you’re really small,
your fighting for you. In tough battles, the temptation to so you can probably go places that many larger creatures
cast a spell every turn might overshadow this conser- simply can’t.
vative strategy, but it’s a great way to remain active
through less challenging encounters.

Feat Selection
CAT’S GRACE (2nd level):
Take more advantage of your existing Dexterity.
44
Choosing feats is one of the coolest parts of the new
D&D game. Considering the ease and power of push-
INVISIBILITY (2nd level):
If there’s a halfling wizard credo, it’s “Don’t ever make a
5
ing a halfling wizard’s Armor Class ever higher, Dodge
is a good choice at first level. Improved Initiative is
grapple check.” Being invisible doesn’t necessarily make you
immune to being grappled, but it lessens the chance that
5
5
also a strong choice—if you’re small and get caught foes can attack you. The duration is good, so if you stay
flat-footed, you could be grappled and out of the fight back and summon creatures while invisible, the invisibility
before you get to roll a single die. Run is interesting spell might last for more than one battle.
because it can mitigate one of the halfling’s biggest
weakness: a 20-foot movement rate. However, it’s
probably more effective in the long run to hold out for
Craft Wondrous Item, and just make one of the many
items that will let you fly.
FLY (3rd level):
There’s no better spell for mid-level halfling mages. One
3rd-level spell transforms your speed from a pitiful
20 to a blazing 90.
66
Ranged attacks are also a viable option to pursue
with your Small spellcaster. With greater magic weapon
and cat’s grace, you can make up for a wizard’s low
attack bonus, and the halfling’s high Dexterity and +1
bonus to hit with thrown weapons help quite a bit. In
HASTE (3rd Level):
Haste can provide a tremendous combat advantage. The
bonus to Armor Class can boost your halfling’s already
good Armor Class high enough to keep most from hitting.
7
conjunction with feats like Point Blank Shot and Precise Plus, the extra partial action can let you keep up with the
Shot, these spells and abilities make you just as effective rest of the party during a protracted fight—don’t forget
with a ranged weapon as a fighter of your level. But about the partial run action.
without bonus feats from your class or race, you’ll have
to make this choice early for it to be effective.

A Bit of Flavor
Power gamers might rejoice at the combat advantages
REPULSION (6th level):
You don’t want monsters with multiple attacks anywhere
near you—nor any big creature that might grapple you.
Use repulsion to keep them at bay. Since it requires a Will
8
halfling wizards enjoy over their larger counterparts, saving throw, you’ll usually succeed against the big brutes.
but its just as important to pack the little guys full of
personality too. Did your character’s Tolkienesque
desire for a comfortable life lead him to arcane spells,
making choices like Leomund’s secure shelter a natural?
Or was your character, although nimble compared to
RAY SPELLS (various):
With their naturally high Dexterity scores, halflings are
better than most at making ranged touch attacks. Take a
look at Steve Schubert’s “Rays of Light” in DRAGON Annual
9
members of other races, not quite quick enough to #5 for more ray spells.
compete with halflings of a more roguish bent?
Answering these questions about your wizard’s back-
ground is only the first step to creating his personality.
How does your character feel about adventuring with
larger companions? Are they good insurance against a
SUMMON MONSTER (various):
You might be 3 foot 6 inches tall, but your summoned
allies are as big as anyone’s. Summon earth elementals
and think “cover bonus to AC.”
10
menacing ogre, or are they merely waiting for a perma-
nent reduce spell?

43
FOUR IN DARKNESS
A GUIDE TO ELEMENTAL EVIL
by Monte Cook • illustrated by Mike Dutton

E
vil has many forms and many upon the elements for power (or element against itself. This is one case
names. Elemental Evil is just one potentially, the Elemental Princes of where you don’t use fire to fight fire.
such type of insidious corruption Evil, see below). Such clerics typically • Divide and conquer. With four
that spawned long ago in the festering enjoy not only the company of elemen- competing factions (one for each ele-
mind of some diabolic fiend. It is a rot- tals but also scores of other monsters. ment), only the strongest servants sur-
ten spot at the very core of reality— Do not be surprised to find kuo-toa, vive. This competition makes for
those elements that compose the world dire sharks, or scrags in a Water stronger forces, but it breeds hatred
turned toward death, destruction, and Temple; basilisks or troglodytes amid and rivalry that you can use to your
betrayal. Bold warriors against darkness the Earth Temple; invisible stalkers and advantage. When you battle the forces
should take note: Despite what you powerful avians working for the clerics of the Earth Temple, disguise yourselves
have heard and hoped—Elemental Evil is of Air; and pyrohydras and salaman- as members of the Fire Temple. That
not dead. ders in the Fire Temple. Refer to the way, reports get back after your incur-
Monster Manual “Monsters by Type sion that the Fire Temple is attacking the
In the Service of Elemental Evil (and Subtype)” on page 4 to get ideas. Earth Temple. Not only does the Earth
Elemental Evil is dedicated to one con- Just as often, the clerics of Elemental Temple not come looking for you, but
cept, yet its followers approach this Evil employ evil humanoids and merce- they retaliate against the Fire Temple. If
concept in four distinct ways. It looks naries to guard their temples, many of you need to get into the Water Temple,
into the heart of evil itself, and at the whom are converted followers of go to the Air Temple first and convince
very heart of the world. The followers Elemental Evil, but some of whom are them to attack the Water Temple with
of Elemental Evil divide themselves into just there for the gold. Hobgoblins, you. You can tell the Air priests that it’s
four Temples, one for each of the ele- gnolls, and ogres are commonly found in their best interest. Better yet, trick
ments. These Temples are separate serving Elemental Evil clerics. the forces of the Air Temple into
organizations, but they are ultimately attacking the Water Temple as a diver-
unified by a dark leadership that oper- Fighting Against Elemental Evil sion and to weaken them for you, and
ates from the shadows. If you take it upon yourself to struggle then come in later on your own.
When one thinks of Elemental Evil, against the forces of Elemental Evil, If you are captured, always feed the
visions of evil beings made of the ele- keep the following in mind: paranoia bred by competing elemental
ments spring to mind. But that is only • First—this is obvious but it still factions. Fan the flames of dissension
the beginning. The vile servants of bears mentioning—when it comes to among your enemies. Let evil destroy
Elemental Evil include clerics that draw fighting elemental forces, never use an itself. If the Earth Temple eradicates the

44 july 2001
Air Temple, that leaves one less group small but growing numbers of them number of evil air elementals, invisible
of foes for you to deal with. Even if the side with either good or evil. It would stalkers, arrowhawks, air grues, air
Earth Temple’s power and influence appear, at least for the moment, that mephits, griffons, rocs, and worse. It’s
increases because of their victory, the the majority who “choose sides” have said that even some vrocks and other
resources that they expended almost chosen the side of darkness, for they demons serve in his army.
certainly compensate from your per- serve beings known as the Elemental Ogremoch is the elemental prince of
spective. Divide and conquer. Princes of Evil. These beings, also evil earth creatures. He is a nearly fea-
Don’t forget that there is usually sometimes known as archomentals, tureless humanoid of rock and clay with
some singular dark force behind it all. possess vast power and huge armies of incredible strength. The ranks of his
These evil masters often take steps to like-minded and similarly affiliated crea- armies swell with evil earth elementals,
make sure that their elementally aligned tures. The Elemental Princes of Evil xorns, earth grues, earth mephits, tho-
forces don’t completely wipe each often work at cross purposes, their qquas, gargoyles, stone giants, trolls, and
other out. Don’t get overconfident in selfish natures keeping them from com- all manner of subterranean creatures.
your ability to breed feuds. Eventually, bining their might most of the time—and Some wonder, however, if there isn’t
the organizing force behind the factions the forces of good are thankful, to say some dark god behind the Princes. It
will visit well-orchestrated, monolithic the least. Once again, the disparate would explain the tenacity and organi-
vengeance upon you. Be ready. nature of the elements favors the ene- zation of these otherwise chaotic and
mies of Elemental Evil. evil forces.
There are Elements, Olhydra is the elemental princess of (It is also said that there are benevo-
and then There are Elements evil water creatures. She is a huge lently aligned counterparts to the
Of course Elemental Evil is based mass of churning water, and she dwells Princes in the Elemental Planes as well,
around earth, air, fire and water. But as within a palace deep within some dark but that is a topic for another day.)
any mage can tell you, the “elements” recess of her plane. She commands evil
most important to magic are fire, light- water elementals, sahuagin, water Elemental Nodes
ning, acid, sonics, and cold. Expect the grues, water mephits, tojanidas, dire It is rumored that in the past, when the
elements to match up like this: sharks, scrags, sea hags, krakens, and forces of Elemental Evil were extremely
more. strong, they created four partial planes,
FIRE FIRE Imix is the elemental prince of evil one for each element. These planes took
EARTH ACID fire creatures. A towering column of the form of moon-like spheres on the
AIR LIGHTNING flame with a huge sword, Imix rules edge of each elemental plane. These ele-
WATER COLD over a mass of enslaved evil fire ele- mental nodes, as they were called, were
mentals, salamanders, fire grues, fire meant to be staging grounds to bring
The Elemental Princes of Evil mephits, red dragons, fire giants, mag- powerful elemental armies from their
Forces stir within the Elemental Planes mins, efreet, and other such creatures. home planes into the Material Plane, and
that threaten our perceptions of ele- Yan-C-Bin, the elemental prince of to create a permanent conduit between
mentals. Even though they are thought evil creatures of the air, is a whirlwind the Temple of Elemental Evil and the
to be relatively mindless creatures with of destructive power. Although he home planes they relied upon.
little consideration of morals or ethics, dwells alone, he commands a huge

45
EVIL ELEMENTALS Casting Time: 1 action
The chance for a summoned or called elemental or elemental being to be evil Range: Medium (100 ft. + 10 ft./level)
depends on its location, as follows: Area: 10-ft. radius of water
Normal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .0% Duration: 1 minute/level (D)
Abandoned Elemental Evil Temple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10% Saving Throw: None
Active Elemental Evil Compound or area related Spell Resistance: No
to a Temple of Elemental Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20% All water within the radius takes on a
Active Elemental Evil Temple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50% particularly vile quality, so that any
Centralized Headquarters of Elemental Evil . . . . . . . . . . . . . . . . . . . . . . . . .70% movement of that water inflicts damage
The Temple of Elemental Evil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90% upon living creatures it touches. Any
Elemental Node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100% significant movement of water (attacks
by water elementals, a control water
The nodes had an environment like Elemental Evil, and they might even spell, a splash of more than a gallon of
the plane on which they bordered, but attempt to trick the caster and lure her water, or a natural current of more
conditions were somewhat less hostile, into a trap or work with her enemies in than 5 mph) within the radius inflicts
making it difficult but not impossible some way. 1d6 points of negative energy damage
for people of the Material Plane to sur- Even if a non-evil elemental or ele- per round. Undead are not affected by
vive there. mental creature is summoned or this spell.
It is likely that the Princes of brought into these areas, there is a
Elemental Evil played some part in the chance (equal to one-half the chances TORTURE AIR
creation of the nodes. It is also likely listed in the “Evil Elementals” sidebar) Necromancy [Evil]
that the forces of Elemental Evil used that the being will immediately convert Level: Air 2
some sort of powerful artifact to help to evil. Components: V, S
create and maintain them. Whether this Casting Time: 1 action
artifact still exists remains to be seen. New Elemental Evil Range: Medium (100 ft. + 10 ft./level)
The means of egress into the nodes is Domain Spells Area: 10-ft. radius of air
said to be sealed, but it is quite possible DM Note: The clerics in The Return to Duration: 1 minute/level (D)
that they still exist. Although they are the Temple of Elemental Evil do not have Saving Throw: None
most likely full of danger, they might be these spells designated as prepared. If Spell Resistance: No
valuable sources of magical treasure, you are the DM for this adventure, feel All air within the radius takes on a par-
were they ever found and explored. free to swap out these spells for pre- ticularly vile quality, so that movement
pared domain spells. of that air inflicts damage upon living
Evil Elementals creatures it touches. Any significant
Many of the elementals and elemental ROT EARTH movement of air (attacks by air ele-
creatures that work with the forces of Necromancy [Evil] mentals, a gust of wind spell, or a natu-
Elemental Evil are truly evil themselves, Level: Earth 2 ral wind of more than 20 mph) within
despite their “always neutral” alignment Components: V, S the radius inflicts 1d6 points of negative
listing in the Monster Manual. A small, Casting Time: 1 action energy damage per round. Undead are
isolated number of the inhabitants of Range: Medium (100 ft. + 10 ft./level) not affected by this spell.
the Elemental Planes are indeed evil and Area: 10-ft. radius of earth
subjects of the Elemental Princes of Duration: 1 minute/level (D) BLIGHT FIRE
Evil. Evil elementals are just like normal Saving Throw: None Necromancy [Evil]
versions of their type except for their Spell Resistance: No Level: Fire 2
alignment and subservience to the All earth and stone within the radius Components: V, S
Princes (and possibly some even takes on a particularly vile quality, so Casting Time: 1 action
greater evil force). that anything standing upon or touch- Range: Medium (100 ft. + 10 ft./level)
If an elemental or elemental being ing the ground feels pain. Touching Area: 20-ft. radius of fire
(any creature with the Elemental type) earth and stone with bare flesh inflicts Duration: 1 minute/level (D)
is summoned or called by a cleric of 1d6 points of negative energy damage Saving Throw: None
Elemental Evil, that creature is always per round. Boots and similar gear are Spell Resistance: No
evil. If such a being is summoned or enough to protect subjects touching All fire within the radius takes on a par-
called by anyone else in areas con- the ground. Likewise, hurled rocks, ticularly vile quality, inflicting additional
trolled by the cult, there is a chance landslides, and the like inflict +1d6 damage upon living creatures that it
that it is an evil creature. While this is points of negative energy damage to touches. Any damage inflicted by fire
not significant in the case of summon- those in the area. Undead are not (whether normal, magical, or the
ing (because the spell does not allow affected by this spell. essence of an elemental) within the
for the summoned creature to act radius is increased by +1d6 points of
independently), it makes calling elemen- BEFOUL WATER negative energy damage per round. This
tal creatures dangerous. Evil elementals Necromancy [Evil] additional damage is not fire damage.
called by spells such as planar ally Level: Water 2 Undead are not affected by this spell.
never work against the forces of the Components: V, S

46 july 2001
INFUSE WITH ELEMENT Range: Close (25 ft. + 5 ft./2
Transmutation [Evil] levels)
Level: Earth 4, Air 4, Fire 4, Effect: Stream of water
Water 4 Duration: Instantaneous
Components: V, S, M Saving Throw: None
Casting Time: 1 action Spell Resistance: Yes
Range: Medium (100 ft. + 10 A high-pressure stream of water
ft./level) shoots from your hand at one
Target: Living creature touched target. You must succeed at a
Duration: 10 minutes/level (D) ranged touch attack to hit your
Saving Throw: Fortitude negates target. The water inflicts 1d6
(Harmless) points of damage per level of the
Spell Resistance: Yes caster (maximum 5d6). This spell
You infuse elemental power into a can also be used to extinguish
target creature, making it more one flame of Small size or smaller
powerful. The powers gained by (such as a campfire).
the infusion depend on the type
of element used. STONE MISSILES
If cast as a fire spell, the target Evocation
gains a +2 enhancement bonus to Level: Sor/Wiz 1
Dexterity, +10 enhancement Components: V, S
bonus to Speed, and fire resist- Casting Time: 1 action
ance 20. Range: Medium (100
If cast as an air spell, the target ft. + 10 ft./level)
can fly (as the fly spell) and light- Effect: Missiles of rock
ning resistance 20. Duration: Instantaneous
If cast as a water spell, the tar- Saving Throw: None
get can breathe water, gains a +2 Spell Resistance: Yes
enhancement bonus to Constitu- A number of small stones fly
tion, and cold resistance 20. toward 1d4 targets. You must suc-
If cast as an earth spell, the ceed at a ranged touch attack to
target gains a +2 enhancement hit each target. A single creature
bonus to Strength, damage cannot be made a target more
reduction of 10/+1, and acid than once per casting. The stones
resistance 20. inflict 1d4 points of damage per
If a creature is infused with the level of the caster (maximum
power of more than one element 5d4) per target. The stones disap-
at a time, the elements cancel pear after striking their target or
themselves out, no abilities are flying to the maximum of their
gained, and all infuse with element range, whichever comes first.
spells concerned end.
BLAST OF AIR
New Elemental Evocation
Arcane Spells Level: Sor/Wiz 1
DM Note: The wizards and sor- Components: V, S
cerers in The Return to the Casting Time: 1 action
Temple of Elemental Evil do not Range: Close (25 ft. + 5 ft./2
have these spells designated as levels)
prepared. If you are running this Effect: Cone of air
adventure, feel free to swap out Duration: Instantaneous
these spells for spells they have Saving Throw: Reflex negates
prepared or add them to their Spell Resistance: Yes
spellbooks. These spells can be A cone of air whirls away from
found on the spell-objects of your outstretched hand. Those
grues (see below). failing their saves are blinded for
1 round by dirt and dust. Sightless
WATER BURST creatures are immune to the
Evocation blinding effect but can still take
Level: Sor/Wiz 1 damage. The winds are not strong
Components: V, S enough to extinguish flames
Casting Time: 1 action larger than candles.

47
rues are the result of evil spells tainting the elemental planes. These horrible
NEW MONSTERS G creatures are spawned in dark places within those planes, and they hide

GRUES
within such areas until summoned to another plane where they can work their
evil. They leave their home plane whenever given the opportunity.
Grues are prized by wizards, for at the heart of these creatures lies a magic,
pearl-like object the size of a fist, upon which is carefully etched the arcane

CHAGGRIN HARGINN
(Earth Grue) (Fire Grue)
Earth grues, also called chaggrins or even soil beasts, Fire grues are also called harginns or flame horrors.
are a magical corruption of earth and rock. They spend These humanoid beings made entirely of flame cavort
their time digging and tearing apart their element. about in obscene dances performed for the sake of
An earth grue looks something like a squat, pure evil.
humanoid mole made of clumped soil and rocks. Fire grues speak Ignan. Their voices sound like
Earth grues speak Terran, although they rarely rustling, crackling flame.
choose to do so. Their voices sound like rumbling, The spell-object within a harginn is resist elements
crushing stones. 50% of the time (01-50) and burning hands the rest
The spell-object within a chaggrin is resist elements of the time (51-00).
50% of the time (01-50) and stone missiles the rest of
the time (51-00).

Small Elemental (Earth) Medium Elemental (Fire)


Hit Dice 5d8+23 (45 hp) 5d8+5 (27 hp)
Initiative +0 +3 (Dex)
Speed 30 ft., Burrow 20 ft. 40 ft.
AC 17 (+1 size, +6 natural) 16 (+3 Dex, +3 natural)
Attacks Claw +7 melee Slam +3 melee
Damage 2 Claws 1d6+3 Slam 1d4 and 1d6 fire
Face/Reach 5 ft. by 5 ft. /5 ft. 5 ft. by 5 ft. /5 ft.
Special Attacks Sneak attack +1d6 Fire spray
Special Qualities Damage resistance 10/+1, acid Damage resistance 10/+1, blink,
immunity, spell disruption fire immunity, spell disruption

Saves Fort +8, Ref +1, Will +1 Fort +2, Ref +7, Will +0
Abilities Str 16, Dex 10, Con 18, Str 10, Dex 16, Con 12,
Int 5, Wis 11, Cha 8 Int 10, Wis 9, Cha 8
Skills Hide +12, Listen +8, Spot +2 Listen +7, Move Silently +11,
Search +2, Spot +7
Feats Toughness

Climate/Terrain Any land and underground Any land and underground


Organization Solitary Solitary
Challenge Rating 4 4
Treasure Special Special
Alignment Usually neutral evil Usually neutral evil
Advancement 6–8 HD (Medium); 9-15 HD 6–8 HD (Large); 9–15 HD (Huge)
(Large)

Combat Earth grues wait just beneath the surface to Fire grues use their speed and dexterity to their
Grues have varied com- surprise foes. advantage in combat, attempting to keep out of melee.
Spell Disruption (Su): The following spells cannot be Blink (Sp): Fire grues flicker as if they have a blink
bat abilities and tactics,
cast within 40 feet of an earth grue: magic stone, soften spell cast upon them by a 10th-level sorcerer.
but they all have the
earth and stone, stone shape, transmute rock to mud, Fire Spray (Sp): Fire grues can create a fan of
same elemental qualities. transmute mud to rock, spike stones, move earth, stone flames that projects in a 30 foot cone away from their
to flesh, flesh to stone, wall of stone, statue, and earth- outstretched hands, inflicting 2d6 points of damage
Elemental: Immune to quake, as well as other “earth-based” spells at the DM’s (Reflex save for half damage—DC 10).
poison, sleep, paralysis, discretion. These spells, if active when the grue comes Spell Disruption (Su): Any spell with the fire sub-
and stunning. Not subject within 40 feet, are dispelled as if dispel magic was cast type cannot be cast within 40 feet of a fire grue.
to critical hits. upon them by a 10th-level sorcerer. These spells, if active when the grue comes within 40
feet, are dispelled as if dispel magic was cast upon
them by a 10th-level sorcerer.

48 july 2001
workings of an elemental spell. With careful study, a wizard can copy the spell into
her spellbook. This spell-object’s origins lie in the creature’s own magical beginning,
and it is the only thing that remains if a grue is slain. Of course, a grue that is sum-
moned and then killed is not truly slain, so no spell-object is gained. See below for
the specifics of the spell, as it depends on the type of grue.

ILDRISS VARDIGG
(Air Grue) (Water Grue)
Air grues are also called ildriss or wind terrors. They Water grues, also called vardiggs or even
delight in churning the air and tossing about objects. fluid brutes, are a sinister alteration of
Ildriss are invisible churning masses of air. If ren- water. They splash about, churning their
dered visible, they look like a churning cloud of gas own element to make it unpleasant for any
with a barely visible face, complete with sinister, creature in the water with them.
angry features. A vardigg appears at first to be a quiv-
Air grues speak Auran, although they rarely speak. ering wave of briny water, but closer
Their voices sound like the whispering wind. examination shows a scowling face within
The spell-object within an ildriss is resist elements the water and foam.
50% of the time (01-50) and blast of air the rest of Water grues speak Aquan, although they
the time (51-00). rarely choose to do so. Their voices sound
like bubbling, gurgling water.
The spell-object within a vardigg is resist
elements 50% of the time (01-50) and
water burst the rest of the time (51-00)

Small Elemental (Air) Medium Elemental (Water)


5d8 (22 hp) 5d8+10 (32 hp)
+2 (Dex) +1 (Dex)
Fly 40 ft. (Perfect) 40 ft., Swim 60 ft.
16 (+1 size, +2 Dex, +3 14 (+1 Dex, +3 natural)
Slam +5 melee Slam +4 melee
Slam 1d6+1 Slam 1d6+1
5 ft. by 5 ft. /5 ft. 5 ft. by 5 ft. /5 ft.
-- Water spray
Damage resistance 15/+1, Damage resistance 15/+1,
invisibility, lightning cold immunity, spell
immunity, spell disruption disruption
Fort +1, Ref +6, Will +2 Fort +5, Ref +2, Will +0
Str 12, Dex 14, Con 10, Str 12, Dex 12, Con 13,
Int 8, Wis 12, Cha 8 Int 8, Wis 9, Cha 8
Listen +9, Move Silently +10, Hide +7, Listen +7,
Spot +9 Spot +7
Flyby Attack

Any land and underground Any land and underground


Solitary Solitary
4 4
Special Special
Usually neutral evil Usually neutral evil
6–8 HD (Medium); 6–8 HD (Large);
9-15 HD (Large) 9-15 HD (Huge)

Air grues use their speed and invisibility to their Water grues hide within water to surprise
advantage in combat. They move about, attacking foes those on or near the surface.
when they are unaware if possible. Water Spray (Sp): Water grues can create
Invisible (Su): Air grues are naturally invisible. a 30-foot jet of water (5 feet wide) that shoots
Attacks against them have a 50% miss chance, assum- away from them. Creatures caught in the path
ing the attacker knows or guesses which area to attack. take 3d6 points of damage (Reflex save for
Spell Disruption (Su): The following spells cannot be half damage—DC 10).
cast within 40 feet of an air grue: obscuring mist, fog Spell Disruption (Su): The following spells
cloud, whispering wind, wind wall, gaseous form, gust cannot be cast within 40 feet of a water grue:
of wind, stinking cloud, air walk, control winds, and create water, obscuring mist, fog cloud, con-
control weather, as well as other “air-based” spells at trol water, ice storm, cone of cold, and horrid
the DM’s discretion. These spells, if active when the wilting, as well as other “water-based” spells at
grue comes within 40 feet, are dispelled as if dispel the DM’s discretion. These spells, if active
magic was cast upon them by a 10th-level sorcerer. when the grue comes within 40 feet, are dis-
pelled as if dispel magic was cast upon them
by a 10th-level sorcerer.

49
DEMONICALLY FUSED ELEMENTAL TEMPLATE
Demonically fused elementals are normal elementals corrupted and
tainted with demonic essence. The composite being is a new sort of
creature, wholly evil with a different agenda and different powers
than their normal elemental counterparts. Demonically fused ele-
mentals usually appear as darker, more sinister versions of the orig-
inal elemental creature.

Creating A Demonically Fused Elemental


“Demonically fused elemental” is a template that can be added to any ele-
mental creature. Elementals with this template keep their creature type. A
demonically fused elemental uses all the base creature’s statistics and special
abilities except as noted here.

Special A demonically fused Skills Same as the base


Attacks elemental creature creature.
retains all the special
attacks of the base Feats Same as the base
creature and also gains creature.
haste and smite good.
Climate/ Any land and
Haste (Su) Because the creature Terrain underground
is an actual composite
entity, and both the Organization Same as the base
demon and the ele- creature
mental are—at least
somewhat—separately Challenge Up to 3 HD, as base
aware, the demonically Rating creature +1
fused elemental gains 4 HD to 7 HD, as base
an additional partial creature +2
action and a +4 haste 8+ HD, as base
bonus to AC as if creature +3
always hasted.
Treasure Same as the base
Smite Good Once per day the creature
(Su) creature can make a
normal attack to deal Alignment Always chaotic evil
additional damage
equal to its HD total Advancement Same as the base
(maximum of +20) creature
against a good foe. The
creature must decide SPECIAL QUALITIES
to use its smite power A demonically fused creature retains all the
before its attack. A special qualities of the base creature and
missed smite good also gains the following abilities:
attack is wasted. • Darkvision with a range of 60 feet.
• Cold and fire resistance.*
Saves Same as the base • Damage reduction.*
creature. • SR equal to double the creature’s
HD (maximum 25).
Abilities Increase from
the base creature *RESISTANCE TABLE
as follows: Cold, Fire Damage
Str +4 Hit Dice Resistance Reduction
Dex +4 1–3 5 —
Con +2 4–7 10 10/+1
Int +4 8–11 15 15/+2
Wis +0 12+ 20 20/+3
Cha +2 If the base creature already has one or
more of these special qualities, use the
better value.

50 july 2001
Example:
DEMONICALLY FUSED FIRE ELEMENTAL
SMALL ELEMENTAL (Fire)
Hit Dice: 2d8+2 (11 hp) COMBAT
Initiative: +7 (+3 Dex, +4 A fire elemental is a fierce oppo-
Improved nent that attacks its enemies
Initiative) directly and savagely. It takes
Speed: 50 ft. joy in burning the creatures
and objects of the Material Plane
AC: 21 (+1 size, +3 to ashes.
Dex, +3 natu-
ral, +4 haste) Burn (Ex)
Those hit by a fire elemental’s
Attacks: Slam +5 melee slam attack must succeed at a
Damage: Slam 1d4+2 and Reflex save (DC 12) or catch fire.
1d4 fire The flame burns for 1d4 rounds
Face/Reach: 5 ft. by 5 ft./5 (see Catching on Fire, page 86 in
ft. the DUNGEON MASTER’S Guide). A
burning creature can take a
Special Attacks: Burn move-equivalent action to put out
Special Qualities: Elemental, fire the flame.
subtype, cold Creatures hitting a fire ele-
resistance 5, mental with natural weapons
haste, smite or unarmed attacks take fire
good, SR 4 damage as though hit by the ele-
Saves: Fort +1, Ref +6, mental’s attack, and also catch
Will +0 fire unless they succeed at a
Reflex save (DC 12).
Abilities: Str 14, Dex 17,
Con 12, Int 8, Haste (Su)
Wis 11, Cha 13 The demonically fused elemental
gains an additional partial action
Skills: Hide +7, Listen and a +4 haste bonus to AC as if
+5, Move always hasted.
Silently +7,
Spot +5 Smite Good (Su)
Once per day the demonically
Feats: Improved fused elemental can make an
Initiative, attack to deal +2 additional dam-
Weapon Finesse age against a good foe. The crea-
(slam) ture must decide to use its smite
power before its attack. A missed
Climate/Terrain: Any land and attack wastes that use of the
underground smite good ability.
Organization: Solitary Fire Subtype (Ex)
Fire immunity, double damage
Challenge Rating: 2 from cold except on a successful
Treasure: None save (although the creature has
Alignment: Always chaotic cold resistance 5).
evil
Advancement: 3 HD (Small)

DM NOTE
Although these new monsters do not appear in The Return to the
Temple of Elemental Evil, a DM for the adventure should feel free to
swap these creatures in. For example, the grues would make excellent
guardians of the elemental temples in Chapter 5, and demonically fused
elementals would be good replacements for the standard elementals
found in Chapter 6 (particularly area 33).

51
M I N D B L A S T

You might need a crystal ball to get these readings. What magical item’s
name is comprised of the letters in the word READINGS, each used as
many times as you like?

You can find the solution to this MIND BLAST on page 66

no.
25 by Mike Selinker
O nce again, a group of numerically-obsessed spellcasters has left their
symbol in a grid. Hot on the heels of the Council of Five comes the
College of Seven, a cadre of spellcasters who only cast Player’s Handbook
spells which total seven letters apiece. Place the spells across and down in
the grid..

no.
24
S O L U T I O N

1
B
2 3 4
L E O M U N D I K
5 6 7
O E O B G G U
8 9
O T I L U K E L A L A K B A R
T K Z B X Y O
10 11
B O C C O B L U A X T
12 13
T U E R N Y H H
14 15 16
N M M A M E L F
17
S Y O T G W
18 19
T E N S E R H T A S H A
20
R T D A E R N R
21
T U E M E V A R D
22
E H L O N N A H
SPELLS 23 24 25
N K D A H L V E R N A R
26
ACID FOG ENLARGE MIND FOG SHATTER Q U A A L R I A
27
AIR WALK EYEBITE MIRACLE SILENCE I N S U S T A R R E
28
BINDING FREEDOM MISLEAD SUNBEAM B U C K N A R D S Y
29 30 31
COMMAND LIVEOAK SCRYING TONGUES I E Z A G Y C
COMMUNE MENDING SEEMING L N E U
EMOTION MESSAGE SENDING A C T
32 33 34
R V K K W A L I S H
R E A N B
35 36
O R C U S J O H Y D E E
N R
37
Z A G Y G T

64 july 2001
DUNGEON MASTER BACKGROUND BY ROB HEINSOO

The hybsils of the Western Heartlands trol of forests abandoned by the elves proper reverence and prevent them
and the High Forest have a grudge in the Retreat. from being used by evil mages. The PCs
against the Zhents of Darkhold. The Before those plans could come to might end up aiding the hybsils’ mission
Zhents pay bounty for hybsils’ antlers, fruition, Sememmon fled Darkhold and or they might end up going after the
so long as they’re attached to a the wrath of Bane, leaving the ball of hybsils to try and rescue them from
hysbil’s scalp. antlers behind. The new commanders of what could be a terrible trap. But would
A defector from Darkhold, unhappy Darkhold don’t really know what to do it be a trap for hybsils, or a trap for
about the Zhents’ reversion to the wor- with the ball. Not wanting to leave it Sememmon?
ship of Bane, has revealed that inside Darkhold, in case Sememmon
Sememmon was creating a huge ball of should want the ball badly enough to
hybsil antlers for some dark ritual pur- come back for it, they have moved it to
pose. The informant isn’t sure what a smaller watch post in the Far Hills.
Sememmon’s intentions were, but it had The hybsils want the antlers of their
something to do with plans to take con- slain kin back, to dispose of them with

DUNGEON MASTER BACKGROUND BY BRUCE R. CORDELL


In a wide area in front of the glass jar filled with muddy water (pur- and many of their kind are charged
Cartographer’s Guildhall, Master portedly gathered from the Sunless with keeping pristine. The statue of the
Cartographer Jawan Sumbar (a gnome Sea), and an 8-ft. tall statue of a 3- gargoyle is their target, and they stop
male 5th-level rogue/15th-level wizard armed gargoyle (its fourth arm has at nothing to return it to the far-away
(illusionist) has erected a huge tent. apparently been broken off and is tomb whence it was taken by some
Inside, trophies gathered from forgotten nowhere to be found). foolish adventuring party. PCs who are
dungeons both near and far are dis- Though many of the items are fakes present during the attack can help beat
played. PCs willing to pay the 1 sp and replicas, some are real, and Jawan off the demons if they so choose.
admission can see several cases of usually posts a guard of three 4th-level Sadly, even if all the demons are
strange cultural artifacts, statues, fighters to patrol the exhibit tent. killed, a new retrieval force is dis-
stuffed monsters, and stranger exhibits. Unfortunately, the guards are not up to patched every week until the statue
Examples include the famed evil sword the task of fighting off the wrathful is reclaimed.
Blackrazor (a replica), a stuffed and appearance of four demons: a glabre-
mounted mind flayer, a stuffed and zou and three vrocks. The demons are
mounted very young black dragon, a after something taken from a tomb they

Answer to Mind Blast: ASSASSIN’S DAGGER.

66 july 2001
67
68 july 2001

t h , o n ing
1 ec k
he 1
i e n ir t el’s R
a
Tal ich he
u i re, of M c l e g s in t ly
n r n in te
o f A rd yea
y m y u e hold rers la
s
ity 53 us fa
h e C the 5 i o n ed b ur ho . Sea ech lay
o s r
T in iss to rm u nd
n c o mm oyage f Sto g of L to atte at
v o n h
v e bee ake a S ea e Ki ieren ever t
t e h F s
ha er th tt se ho he
d a y I to und cross rt tha Hou or—w for t te
a o f s d
is n , o s e ca
Th Fiere urech nd rep scion succe enjoy e deli
l la es a s e.
nie of L te r his have the
Par port t remo l desi engage ts we ent in en to m
t tha e to giv
tan rni m en s ag
dis from le Pa s and range uncle’ y been
d y n,
r ive U
nc l day e ar
a i v s m i b i lit h uan the
a r R m
and f in crat act a ons
d y i ng, in his me lu ed to a resp M
iere les fro rs
i te
K
ing the sa honor such
s g e t h e s of m d c o a s u r e s .
d
the be—in . I a m ore ha an re ou nt
h t a r s b e f h o u se r hund our pr f adve
s o
mig fty ye ever ur ort ith est
t f i s . N l s of o rian p ing w great
las eding ss e du ke w this
r o ce s t h e ve nge A to ta th in
m
p ull stra I a ir
yb
h i te g ens of now of m de.
ke w doz and city g ti
Li g on erilia, g the ornin
lin in m
cal s of C , leav on the
r e l s
sho carave orrow
m
and sa il to
We

those factols
Godsmen and

Seekers about
berks off. The

anymore. They
high-ups in the

have a new one


Signers’ll tell ya
members of the
Factol Vergrove

Mind’s Eye don’t

people talking to
and chant is that
that’s just barmy
If ya wanna hear
what happened to

they ascended but


and Factol Darius,

talk to throw nosy

don’t ask anymore.


want to hear about
open your eyes. Ex-

Vergrove or Darius
DUNGEON MASTER BACKGROUND BY RICHARD BAKER
The City of Anuire is home to dozens of galleons, six caravels, and three coast- Other Options
noble merchant-houses, trading costers ers comprise the Fieren fleet. In the The Birthright campaign is close
whose ships sail to all corners of Cerilia: early summer of the year 553 MR, enough to the fantasy Medieval ideal
and beyond to the great old cities of Baeris Fieren sets out to inspect his that merely changing some of the loca-
Aduria, the golden sands of Djapar, the house’s holdings in the kingdoms and tion names can make this hook a good
sun-drenched archipelago of the ports of northern Aduria. fit for Greyhawk, the Forgotten Realms,
Sahirde el-Mehare, and the exotic mys- Noble merchants such as Baeris fre- or even the Mystara Campaign.
teries of the Dragon Isles of the east. quently travel with friends and reliable
House Fieren is one of these mer- companions, especially for long voyages
chant houses, a family of landless gen- abroad. The heroes might be hired (or
try descended from knights who fought simply asked) to join Baeris on the jour-
at the side of Michael Roele. Two ney to Lurech.

DUNGEON MASTER BACKGROUND BY EDWARD BONNY


PCs are deliberately given this thought- • When Vergrove and Darius learn Other Options
provoking message. DMs should change of the fate of their two factions, they If you don’t use the Planescape setting,
the factols involved to suit individual pledge to see Mind’s Eye’s disbanded. you can make this handout work in one
campaigns. Freeing any factol The factols enlist any leftover PC of two ways:
comes with its own hazards, the least of Godsmen and Signers in this endeavor.
which would be possibly incurring the Seeker high-ups might have their own • It’s a hook to bring your characters
Lady of Pain’s displeasure. A freed fac- plans for the freed factols. off the Prime and into Sigil itself. This is
tol is sure to be sought out by friends The return of any mazed factol soon a good option if you have the
and foes, and your options from that prompt new searches for other factols. Planescape setting and your PCs want
point are endless. Consider these: Are the PCs not believing any of this? to travel the Planes.
• One or both factols are injured, Have them talk to the githyanki maze-
sick, or dying. A timely rescue from the mapper, Djek’Nlarr. She’s seen them • The note refers to political or reli-
maze would be the just the beginning of both recently and even mapped their gious factions in a foreign city, and the
an adventure. maze. She says those two ascended all note is written in the unusual cant of
• There is no map of any factol’s right. They ascended together courtesy the local thieves guild. A successful
maze. This chant is really a trap set out of the Lady. Innuendo skill check (DC 13) makes the
by the Daughters of Light or enemies message’s meaning clear to those who
of the PCs. don’t already know the lingo.

69
by Monte Cook • illustrated by Peter Bergting

Sometimes those who are pure of heart and icons of goodness are not necessarily those most devoted to a particular reli-
gion. Sometimes, as the gnome and halfling lightbearers prove, an individual mortal, rather than a god and his legion of ser-
vants, is evil’s greatest foe.

he heroes of the gnomes and halflings seem particularly undetectable to the naked eye—sometimes becomes visible
T focused on protection and stewardship. The powerful
spirits of those who are the most pure, truthful, and
valiant shine through them, marking them as special. Halfling
when the lightbearer is engaged in melee combat with evil foes.
Lightbearers are often clerics or druids, but rangers,
bards, and most other classes are also granted the gift.
and gnome cultures select these rare few as guardians called “Holiness” is not just a quality of the religious.
lightbearers. The power within these individuals grants them a As NPCs, lightbearers are usually wandering loners,
special aura of purity and righteousness. Lightbearers serve as stopping only where and when they are needed. They
guardians, peacekeepers, and general purveyors of goodness. never tie themselves down to a single community and are
Their aura—normally an invisible, shimmering, warm glow never associated with one particular religion.

HIT DIE
LIGHTBEARER
Attack Fort. Ref. Will D8
Level Bonus Save Save Save Special
1 +0 +2 +2 +2 Detect evil, light
CLASS SKILLS
2 +1 +3 +3 +3 Resist elements
3 +2 +3 +3 +3 Share aura, Skill Points at Each Level: 2 + Int modifier
deflect attacks +2 The lightbearer’s class skills (organized by key ability) are:
STR DEX CON INT WIS CHA
4 +3 +4 +4 +4 Provide healing
5 +3 +4 +4 +4 Darkvision Concen- Craft Heal Diplomacy
tration
6 +4 +5 +5 +5 Deflect attacks +4 Knowledge Listen Intimidate
(religion)
Profession
7 +5 +5 +5 +5 Dispel evil Knowledge
(local) Spot
8 +6 +6 +6 +6 Holy word
9 +6 +6 +6 +6 Deflect attacks +6 Spellcraft Wilderness
Lore
10 +7 +7 +7 +7 Resist spells

70 july 2001
CLASS REQUIREMENTS
To qualify to become a lightbearer,
a character must fulfill all the
following criteria:
Alignment: Any good
Race: Gnome or halfling
Knowledge (religion): 8 ranks
Knowledge (local): 4 ranks
Diplomacy: 4 ranks
Feats: Alertness

Class Features
Weapon and Armor Proficiency:
Lightbearers do not gain special profi-
ciency with any weapons, armor, or
shields.
Detect Evil: At will, the lightbearer
can detect evil as a spell-like ability. This
ability duplicates the effects of the spell
detect evil as cast by a cleric of the
lightbearer’s level.
Light: At will, the lightbearer can cre-
ate light as a spell-like ability. This ability
duplicates the effects of the spell light
as cast by a cleric of the lightbearer’s
level.
Resist Elements: As a spell-like ability,
the lightbearer can cast resist elements
upon himself once per day as a cleric of
his lightbearer level.
Share Aura: Some benefits gained
from being a lightbearer—deflect
attacks, resist elements, and resist
spells—can be shared with one other
creature in physical contact with the
Lightbearer. Using this supernatural abil-
ity is a free action.
Deflect Attacks: At 3rd, 6th, and 9th
level, the lightbearer gains a deflection
bonus to his Armor Class. This is a
supernatural ability.
Provide Healing: Once per day, the
lightbearer can use one of the following
as a spell-like ability: remove disease,
remove blindness/deafness, cure seri-
ous wounds, restoration. All of these
abilities are treated as if cast by a cleric
of the lightbearer’s level.
Darkvision: At 5th level. the light-
bearer gains darkvision with a 100-foot
range. This is a supernatural ability.
Dispel Evil: A 7th-level lightbearer
can use dispel evil as a spell-like ability
once per day, as a cleric of his light-
bearer level.
Holy Word: At 8th level, a lightbearer
can speak a holy word as a spell-like
ability once per day, as a cleric of his
lightbearer level.
Resist Spells: A 10th-level lightbearer
has an SR of 25.

71
THE BESTIARY

SPAWN of
ELEMENTAL EVIL
BY JAMES JACOBS • ILLUSTRATED BY CARLO ARELLANO

The Gnarley Forest has had a reputa- breathdrinker was a favorite assassin tralusks have retreated into the
tion as a den of monsters and lurking for Temple priests. The creature’s skill Underdark, but some might still lair in
evil for many years, despite the fact at tracking and its great speed made it the deeper dungeons in the region.
that large sections of the woods are unnaturally adept at stalking prey. High priests of the cult often con-
regularly patrolled by rangers, elves, Reports of vengeful ghosts that haunt jured creatures from other realms to
gnomes, and other champions of good. the Gnarley Woods today might well be serve as advisors or elite troops. One
Nevertheless, the forest’s sinister repu- the result of breathdrinker encounters. of these conjured beings, the orlythys,
tation has persisted, in no small part It is certain that many of these crea- proved to be especially useful, as this
thanks to one of the most infamous tures lurk in the woods near the Temple race of otherworldly slavers could
strongholds of cruelty and villainy ruins waiting for prey. spawn water elementals from the stolen
throughout the Flanaess: the Temple of The cult also kept many creatures as bodily fluids of their victims. Certain
Elemental Evil. guardians or pets. One of the most chapters of the cult made a brisk busi-
The history of the Temple of popular were the sadistic firetongue ness of trading captured men and
Elemental Evil is no secret; the massive frogs, tiny fire creatures that could set women to orlythys slavers for water
structure was built by a cult that ven- living blood aflame and were notori- elemental minions. Several permanent
erated the dark and evil aspects of the ously difficult to slay. Certain Temple gateways to the orlythys’ home plane
four elements. With the aid of powerful holdings were lit entirely by these were constructed in no less than five
demons and gods like Iuz the Old, glowing frogs, and not a few of these dreary boglands deep in the Gnarley
Zuggtmoy the Demoness Lady of Fungi, structures burned to the ground when Forest. These gates remain today and
and other sinister powers, these cultists the frogs grew a little too bored or serve as staging points for orlythys
soon commanded much power, and hungry. Firetongue frogs dislike water merchants looking for new slaves.
began to ravage the lands in the area. and thus are only rarely encountered in Another of these conjured creatures
Eventually the Temple’s reign of terror the often moist woodlands, but large was known only to a select few high
was put down and Zuggtmoy was swarms of the creatures still lurk in priests. This was a powerful outsider
imprisoned deep within the dungeons forgotten dungeons in the woods. summoned from the court of Zuggtmoy
under the Temple The cultists built many underground to aid in running the cult. These crea-
The cultists had done their damage, dungeons during their reign, and they tures, known as rukarazylls, took the
though. The presence of the Temple of often broke into existing caverns or guise of human cultists and were often
Elemental Evil tainted the surrounding passageways into the Underdark. One put in charge of indoctrinating new
woodlands. Natural creatures fled the of these caverns had already been members into the cult. The rukarazylls
area and all manner of twisted mon- claimed by a band of strange creatures preferred to delude these new recruits
sters and beasts moved in, drawn by called tralusks. Sinister and cruel to the into believing they were joining a much
the evil aura of the place. In addition, core, these terrifying monsters commu- more benign cult; by the time the new
many of the evil creatures the cultists nicated by means of deep, eerie songs members learned the truth, it was too
held bargains with or kept as pets and that carried for miles through the light- late to escape. Since the fall of the
guardians remained in the area after less tunnels of the Underdark. The Temple, the rukarazylls have maintained
the Temple itself was overthrown. Over tralusks also had a strong affinity for a terrible interest in the region, and in
the years, these creatures spread into elemental earth, a property the cultists the following years have attempted to
the surrounding woods and established seized upon as a divine sign. Many of bring the cult back to power many
themselves. This article details five of the creatures were led back to the times. Whether they succeed in these
those beings that still lurk deep within Temple dungeons to serve as guardians goals remains to be seen.
the Gnarley Woods or in the ruined and entertainment; their voices were
dungeons beneath its roots. perfectly suited for the croaking,
During the height of the Temple of moaning hymns to Elemental Evil.
Elemental Evil’s power long ago, the Today, with the cult gone, most of the

72 july 2001
BREATHDRINKER
Medium-size Air Elemental (Air, Evil)
Hit Dice: 8d8+24 (60 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: Fly 80 ft. (perfect)
AC: 16 (+2 Dex, +4 natural)
Attacks: 1 wind scythe +6 melee
Damage: Wind scythe 2d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Air mastery, gaze of terror, steal
breath
Special Qualities: Damage reduction 10/+1, elemental
traits, invisibility
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 11, Dex 14, Con 16, Int 14,
Wis 12, Cha 14
Skills: Hide +12, Move Silently +8,
Search +12, Spot +7,
Wilderness Lore +9
Feats: Flyby Attack, Improved
Initiative, Track

Climate/Terrain: Any temperate


Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement Range: 9-16 HD (Large), 17-24 (Huge)

The breathdrinker is a dreadful elemental that feeds on


air extracted from the lungs of living creatures. It is not
known how the breathdrinker derives sustenance from such
a source, but it is obvious that the cruel monster takes great
delight in stealing the breath of helpless victims.
The breathdrinker is normally invisible, except when it
is attacking or using its special attacks. At this time, the
creature roughly mimics the form of its chosen victim,
appearing as a misty, translucent duplicate. The eyes
of a breathdrinker appear as tiny red spheres of light.
Breathdrinkers speak Common and Auran.

COMBAT
A breathdrinker lurks invisibly when at rest, waiting for prey
to wander near. The creature spends some time stalking and
watching its victims so it can analyze the best method of
attack. The breathdrinker is single-minded to a fault; once it round action for the breathdrinker. The victim of this attack
selects a victim it will not rest until it has fully fed from the must make a successful Fortitude saving throw (DC 16) each
creature’s lungs. It defends itself by lashing others with a round as the breathdrinker tries to suck out the air in the
scythe-shaped plane of pressurized air. It never uses its wind victims lungs. Each round the saving throw is failed, the vic-
scythe attack against its chosen victim, however. A breath- tim suffers 1d6 points of temporary Constitution damage;
drinker often chooses to track its victim and waits for the each point of Constitution lost heals the breathdrinker of 5
unfortunate creature to fall asleep before attempting to steal points of damage. Once the victim’s Constitution reaches
its breath. A satiated breathdrinker flees to digest its meal zero, he dies and the breathdrinker retreats to its lair to
(which usually takes several days) before setting out to hunt digest its meal.
once again. Air Mastery (Ex): Airborne creatures suffer a –1 penalty to
Gaze of Terror (Su): Anyone who meets the glowing red attack and damage rolls against a breathdrinker.
eyes of a breathdrinker must make a Will saving throw (DC Elemental (Ex): The breathdrinker is immune to poison, sleep,
16) or become paralyzed in terror for 1d4 rounds. This gaze paralysis, and stunning. It is not subject to critical hits and can-
attack has a range of 30 feet. not be flanked. It has darkvision with a range of 60 feet.
Steal Breath (Su): The breathdrinker can attempt to steal Invisibility (Su): A breathdrinker can make itself invisible as
the breath of a helpless victim in melee range. This is a full- a free action.

73
RUKARAZYLL Skills: Concentration +14, Balance +22, Bluff
Medium Outsider (Earth, Evil) +18, Disguise +18, Escape Artist +16,
Hit Dice: 12d8+48 (102 hp) Forgery +9, Hide +14, Intimidate +18,
Initiative: +8 (+8 Dex) Knowledge (religion) +12, Search +9,
Speed: 70 ft., climb 50 ft. Sense Motive +18, Spellcraft +12, Spot
AC: 24 (+8 Dex, +3 natural, +3 profane) +8, Tumble +23
Attacks: 3 Tendrils +20 melee, Bite +10 melee; or Feats: Expertise, Improved Disarm, Improved
spit ooze + 20 ranged Trip, Weapon Finesse (tendril)
Damage: Tendril 1d6-2, Bite 1d6-2 plus 2d4 acid
Face/Reach: 5 ft. by 5 ft./5 ft. Climate/Terrain: Any
Special Attacks: Spell-like abilities, spit ooze, fungus Organization: Solitary or cell (2-12)
Special Qualities: Damage reduction 20/+2, SR 23, eva- Challenge Rating: 14
sion, profane alacrity Treasure: Double standard
Saves: Fort +12, Ref +16, Will +11 Alignment: Always chaotic evil
Abilities: Str 6, Dex 27, Con 18, Int 18, Wis 17, Advancement Range:13-24 HD (Large), 25-36 HD (Huge)
Cha 16
Rukarazylls are deceivers and tricksters. When conjured in
the Prime Material Plane, they delight in masquerading as
charismatic men or women. In such guises, they attempt to
convince locals to establish cults dedicated to apparently
benign (but altogether fabricated) minor deities.
Over time, the rukarazyll slowly perverts its followers to
the worship of Ogremach, the elemental prince of evil earth
creatures. When it doesn’t have the time or resources to
seed cults, the rukarazyll contents itself with selling cursed
items it passes off as beneficial, posing as a priest and
inflicting diseases on those seeking healing, and pursuing
other underhanded and cruel tricks.
In its true form, a rukarazyll is only vaguely humanoid.
Its body is a bulbous mass of seething fungoid matter,
studded with eyes and gasping orifices that leak stink-
ing, black drool. It has six long, hook-studded ten-
drils that extrude from various random points on
the central body. Three of these tendrils serve
as legs while the other three serve as hands.
Extending from the top of the body is a long
scaly tentacle atop which sits the creature’s
head. Its head resembles a ram’s skull complete
with horns. Great fangs stud its lipless mouth
from which bubbling acidic froth constantly
dribbles. The rukarazyll’s natural voice is thick
and gurgling, as if its throat were partially
clogged with mud, but rukarazylls are good
at disguising this sound when attempting
to pass themselves off as humanoids.
Writhing nests of pale fungal filaments
fill their eyesockets; these filaments
grow out of other random spots all
over the thing’s body.

COMBAT
The rukarazyll is physically weak, but it
makes up for lack of strength with its blinding
speed and accuracy. A rukarazyll enjoys melee
combat and often forgoes its spell-like abilities if
a chance to fight presents itself. In combat, it
strikes with three of its tendrils and bites with
its acidic jaws. It takes full advantage of its
feats, using Expertise to full effect and using
Improved Trip and Improved Disarm as oppor-
tunities arise. It relies on its Tumble skill to

74 july 2001
avoid drawing attacks of opportunity as it
weaves about. Combat with a rukarazyll is
both disorienting and terrifying.
Spell-Like Abilities (Sp): At will—alter self,
blur, darkness, desecrate, detect good, detect
magic, mirror image, cat’s grace, telekinesis,
entangle, plant growth, protection from good,
undetectable alignment, snare, and teleport
without error (self plus 50 pounds of objects
only); 3/day—polymorph self, unhallow, unholy
blight; 1/day—wall of thorns, command plants,
heal. These abilities are as the spells cast by a
12th-level sorcerer.
Spit Ooze (Su): Once every 10 minutes,
the rukarazyll can expel a Medium-size gray
ooze from its mouth at any one target as a
grenade-like weapon with a 10-foot range
increment. If the target is hit, the gray
ooze can immediately attempt to use its
improved grab ability and start constricting
the victim on the following round. If the
spat ooze misses, determine miss distance
and direction normally. The ooze moves to
attack normally the next round. Gray oozes
created in this manner are short lived; after
2d4 rounds of life, such oozes die.
Fungus (Su): A living creature struck by a rukarazyll’s rukarazyll’s Armor Class) and also allow the rukarazyll to
melee attacks must make a Fortitude saving throw (DC 20) or take 10 on any Balance, Escape Artist, and Tumble checks
become infested with the fecund fungus that grows on the in any circumstance. Once per hour, the rukarazyll can
creature’s body. This fungus grows rapidly when introduced call upon these energies to gain a temporary boost to its
to living tissue. This growth causes no damage, but it feels movement, doubling its speed and profane bonus to Armor
quite unpleasant and infests a Medium-sized creature in 1d4 Class for 1 minute. After this minute, the rukarazyll’s
rounds. Each size category larger increases the growth time profane energies are depleted for 1 hour, during which
by 1d4 rounds; creatures smaller than Medium-size are time it does not receive the bonus to AC or the ability to
infested in 1 round. Creatures can free themselves of the take 10 in any circumstance.
fungus before they are infested by being subject to 10 points
of fire or cold damage, or a remove disease spell. Once FIRETONGUE FROG
infested, the fibrous white filaments begin to seethe and Tiny Elemental (Fire, Evil)
twist, actively trying to resist any actions the infested crea- Hit Dice: 1d8+3 (7 hp)
ture attempts. This incurs a –2 penalty to all attack rolls, Initiative: +3 (Dex)
Dexterity-based skill checks, and Reflex saving throws. In Speed: 30 ft., fly 60 ft. (good)
addition, the fungus continues to grow in the victim’s body AC: 15 (+2 size, +3 Dex)
(albeit at a much slower rate), slowly eating away at his Attacks: Tongue +5 melee
personality at the rate of one point of permanent Charisma Damage: Tongue 2d6 fire damage
drain per day. Once the victim’s Charisma reaches zero, Face/Reach: 2 ft. by 2 ft./5 ft.
he dies and transforms into an immobile heap of fungus Special Attacks: Ignite blood, lightburst
that lives for an additional 3d6 weeks before perishing. Special Qualities: Damage reduction 15/+5, elemental, fire
A remove disease spell destroyed the infestation, but not subtype, water barriers
the Charisma drain. Saves: Fort +3, Ref +5, Will +0
It is possible to become infested by coming into contact Abilities: Str 4, Dex 16, Con 16, Int 8, Wis 10, Cha
with one of these transformed bodies; infestation can be 10
resisted with a successful Fortitude saving throw (DC 16). Skills: Bluff +4, Listen +4, Move Silently +7,
Evasion (Ex): A rukarazyll can avoid even magical and Spot +4
unusual attacks with great agility. If it makes a successful
Reflex saving throw against an attack that normally deals Climate/Terrain: Underground and desert
half damage on a successful save, the rukarazyll instead Organization: Solitary, Pair, or Swarm (3-12)
takes no damage. Challenge Rating: 4
Profane Alacrity (Su): The rukarazyll is infused with an Treasure: None
unholy energy that grants it amazing reflexes and speed. Alignment: Always neutral evil
These unholy energies actively work to block and turn Advancement Range:2-3 HD (Tiny)
aside incoming attacks (granting a +3 profane bonus to the

75
in combat and mocks its enemies. At times, it spends several
rounds of combat flying around and taunting its prey with
insults and combat feints (using its Bluff skill, see page 64 of
the Player’s Handbook) before finally going in for the kill. A
firetongue attacks with its tongue, a burning lash of fire that
can reach targets within 5 feet.
Ignite Blood (Su): The flames that comprise the firetongue
frog’s burning tongue contain a magic venom that can ignite
the blood of living creatures. A creature damaged by a fire-
tongue frog’s tongue attack must make a Fortitude saving
throw (DC 13) or be subject to the venom. This causes a hor-
rible burning sensation as the victim’s blood quickly heats,
causing an additional +1d6 points of fire damage per round
for 1d4 rounds. Victims can make Fortitude saving throws
(DC 13) every round; a successful save negates any addi-
tional damage. Magical healing of any sort halts this damage
immediately. If a creature is killed by this damage, the body
erupts into flame, causing 3d6 points of fire damage to all
adjacent creatures. Undead, constructs, and other creatures
without blood are immune to the firetongue frog’s ignite
blood ability.
Lightburst (Su): Once a minute, a firetongue frog can emit
a blinding flash of light as a full-round action. Any creature
within 5 feet of the frog at this time must make a Fortitude
saving throw (DC 13) or be blinded for 3d6 rounds.
Elemental (Ex): The firetongue frog is immune to poison,
sleep, paralysis, and stunning. It is not subject to critical
hits and cannot be flanked. It has darkvision with a range
of 60 feet.
Fire Subtype (Ex): Firetongue frogs are immune to
fire. They suffer double damage from cold, except on a
successful save.

ORLYTHYS
Large Outsider (Aquatic, Water, Evil)
Hit Dice: 6d8+18 (45 hp)
The firetongue frog is only about 2 feet long, but it can be Initiative: +2 (Dex)
quite dangerous and difficult to slay. The creature strongly Speed: 10 ft., swim 40 ft.
resembles a large-eyed tree frog with fiery red skin and yel- AC: 15 (+2 Dex, -1 Size, +4 natural)
low eyes with white pupils. It flickers and glows from within, Attacks: 2 claws +10 melee
as if it had swallowed a red-hot coal. The creature’s skeleton Damage: Claws 1d6+5
is perfectly visible as a darker red below its glistening skin. Face/Reach: 5 ft. by 5 ft./5 ft.
When it opens its mouth, tiny flames curl out. Special Attacks: Spell-like abilities, dehydration ray,
Although native to the Elemental Plane of Fire, firetongue spawn water elemental, enslave
frogs are one of the few beings from that realm that can elemental
exist with relative ease elsewhere. In fact, they actually pre- Special Qualities: Immune to bludgeoning weapons,
fer to lair in areas inhabited by non-elemental creatures, fog cloud, darkvision 60 ft.
since they prefer living creatures as prey. Firetongues have Saves: Fort +8, Ref +7, Will +6
been known to ally with other creatures in exchange for reg- Abilities: Str 20, Dex 14, Con 16, Int 12, Wis 12,
ular offerings of helpless “food” to torment. Cha 16
Firetongue frogs cannot enter water or any other non- Skills: Hide +7, Knowledge (the Planes) +9,
flammable liquid. A body of water is an impassible barrier Listen +10, Move Silently +10, Spot +11,
unless the firetongue frog can step or jump over it. Search +6, Concentration +12
Firetongues speak Ignan and Common. A firetongue frog Feats: Alertness, Spell Penetration
emits light equivalent to that of a torch.
Climate/Terrain: Temperate or warm swamp, any aquatic
COMBAT Organization: Solitary
Firetongues usually travel and hunt in small swarms, although Challenge Rating: 6
it isn’t unknown to encounter a lone firetongue. The fire- Treasure: Standard
tongue frog understands that most creatures have a difficult Alignment: Always neutral evil
time harming it, and it sometimes takes advantage of this fact Advancement Range:By character class

76 july 2001
The dreaded orlythys is thought to hail from the Elemental initiative of the orlythys. Spawning an elemental in this man-
Plane of Water. In truth, these cruel and sadistic creatures ner completely depletes the stored Constitution points held in
come from some unnamed and infinitely huge bogland on the orlythys’s ilisac.
some dark plane in the Abyss. In this lightless, stinking realm, Enslave Elemental (Su): Three times a day, an orlythys
these monsters are the undisputed lords and rule vast can attempt to enslave any elemental within 30 feet. The
empires of slaves kidnapped from other realms and forced to target must succeed at a Will saving throw (DC 16), or be
serve as laborers, food, or worse. The orlythys enjoys trav- affected as though by a dominate monster spell cast by a
eling to the Elemental Plane of Water to hunt and enslave 20th-level sorcerer.
water elementals. Fog Cloud (Su): Once every 10 minutes, the orlythys can
An orlythys encountered on the Prime Material Plane is emit dense clouds of moist fog as a free action. This fog sur-
almost always an exile, often having fled its home plane to rounds the creature entirely, affording it half concealment
avoid persecution by its superiors for some transgression. A (20% miss chance) and fire resistance 5. This fog cloud per-
rare few actually prefer the limited boglands of the Prime sists for 1d10 rounds before dissipating. A moderate wind (11+
Material Plane to the limitless fens of their home plane. In mph) disperses the fog in 4 rounds; a strong wind (21+ mph)
both cases, a Prime Material orlythys tries to establish a disperses the fog in 1 round.
colony of water elemental slaves as quickly as possible Orlythys Characters: An orlythys’s favored class is druid;
before attempting to make contact with nearby intelligent most orlythys leaders are druids or druid/fighters. Wizards,
creatures. Such contact almost always leads to open warfare, sorcerers, fighters, and rangers are also common among
as the orlythys usually attempts to enslave or consume those their kind; they do not have clerics, as they look to their
it encounters during its wanderings. druidic leaders for spiritual guidance.
An orlythys’s body consists of a roughly egg-shaped mass
of tendrils, tentacles, and sensory organs. It possesses two TRALUSK
muscular humanoid arms with large webbed talons, and it can Large Aberration (Earth)
swim quite rapidly with its twin lobster-like tails. On land, an Hit Dice: 9d8+36 (76 hp)
orlythys walks about using its two arms as legs. Initiative: +0
The orlythys communicates telepathically. Although it pos- Speed: 30 ft., climb 30 ft.
sesses no mouth, it understands the Aquan language. Some AC: 21 (-1 size, +12 natural)
understand Common as well. Attacks: Bite +10 melee, 6 claws +8 melee plus
poison
COMBAT Damage: Bite 2d6+7, Claw 1d6+2
An orlythys prefers to fight while submerged. On land, they Face/Reach: 5 ft. by 10 ft./5 ft.
can rest on their two tails to free their arms to slash at ene- Special Attacks: Poison, shattering shriek, control stone
mies. The orlythys usually tries to send any enslaved water Special Qualities: Damage reduction 5/—, darkvision 120
elementals against enemies, allowing it to use its spell-like ft., meld into stone
abilities or dehydration ray. A wounded orlythys often tries Saves: Fort +7, Ref +3, Will +6
to bargain for its life by pledging its services. Adventurers Abilities: Str 20, Dex 10, Con 18, Int 16, Wis 10,
would be wise to mistrust such offers, for an orlythys invari- Cha 18
ably turns on a captor at the first opportunity. Skills: Climb +23, Intuit Direction +9, Listen +11,
Spell-Like Abilities (Sp): At will—create water, detect magic, Perform (tralusk song) +18
faerie fire, cause fear, soften earth and stone, grease; Feats: Multiattack, Power Attack, Run, Skill
3/day—dispel magic, gaseous form, control water, solid fog, Focus (perform)
fear. 1/day—summon nature’s ally V (elementals only), trans- Climate/Terrain: Any underground (Underdark)
mute rock to mud, horrid wilting. These abilities are as the Organization: Solitary
spells cast by a 6th-level sorcerer (save DC 13 + spell level). Challenge Rating: 7
Dehydration Ray (Su): Once every 1d6 rounds, the Treasure: Standard
orlythys can shoot a pale blue beam at any living creature Alignment: Usually neutral evil
within 30 feet. This is a move-equivalent action and requires Advancement Range:10-24 HD (Huge), 25-27 HD
a successful ranged touch attack. A victim hit by the ray (Gargantuan)
must make a Fortitude save (DC 16) or take 1d6 points of
temporary Constitution damage as water is drawn out of the The tralusk is a truly horrible and bizarre-looking creature.
victim and transmitted along the beam into the orlythys’s The closest parallel in the natural world is a scorpion,
body where it is stored in a specialized stomach-like organ although even then the resemblance is only superficial. The
called an ilisac. An orlythys can only hold up to 10 points of body of a tralusk is wide but flat and plated with thick scales
drained Constitution in this manner at a time. of obsidian. It moves about with the aid of dozens of long
Spawn Water Elemental (Su): An orlythys that has 10 spidery legs that end in crystal claws that can pierce stone.
points of Constitution stored in its ilisac can spawn a Between each leg is a blue crystalline eye on a short reticu-
Medium-size water elemental as a full-round action. The lated stalk. The front of the creature is a nest of six long
spawned water elemental is automatically enslaved by its claws mounted on thick segmented arms. The creature’s
creator, and this counts against the three times per day limit “tail” is in fact a long stalk of flexible black stone that ends
that an orlythys can enslave an elemental (see Enslave in a huge lamprey-like mouth surrounded by five hooked
Elemental, below). The spawned elemental attacks on the next starfish-like arms.

77
Tralusks subsist on fossilized
organic matter. While they can con-
sume natural fossils, they usually
gain nutrition by poisoning living
creatures with their claws.

COMBAT
A tralusk invariably begins singing
during combat. While this is unset-
tling to most listeners, it does not
otherwise affect the fight. Tralusks
are fond of grandiose moves in
combat and almost always uses the
Power Attack feat to make their
attacks more impressive and
painful.
Poison (Su): A tralusk’s
claws drip a thick fluid that
resembles mud. This fluid is in
fact a potent poison. Any crea-
ture struck by a tralusk’s claw
must make a Fortitude saving throw
(DC 18) or take 1 point of permanent
Dexterity drain as their body slowly
begins to stiffen. Anyone drained to 0
Dexterity in this manner becomes
completely fossilized. A stone to flesh
spell can restore the victim.
Shattering Shriek (Su): Once every 5
rounds, a tralusk can emit an ear-piercing
shriek as an attack. This shriek creates a beam of
sonic energy that the creature can direct at any single
The tralusk is closely connected with the element of earth— target within 60 feet; the tralusk must hit with a ranged
so closely, in fact, that many adventurers and explorers are touch attack, substituting a perform check for the attack roll.
quick to classify it as an elemental. In truth, these creatures If successful, the victim suffers 12d6 points of subdual dam-
are natives to the Prime Material Plane. They might once age and must make a Fortitude saving throw (DC 18) or be
have been natives of the Elemental Plane of Earth, but if they stunned for 1d6 rounds.
were, they have long since adapted to life here, where they Alternatively, the tralusk can attempt to shatter an object
are challenged by few other creatures. with this shriek. It automatically hits, but it must make a
Despite their decidedly alien appearance, the tralusk is Perform check (DC equals the object’s Break DC as listed on
quite intelligent. They are great appreciators of music, and an page 136 of the Player’s Handbook).
accomplished bard can sometimes placate an angry tralusk Control Stone (Su): Once a day, the tralusk can control
with a particularly impressive song. Placating a tralusk in this stone by intoning a low rumbling song that almost sounds like
manner generally requires the bard to make a Perform check an earthquake. This is a full-round action for the tralusk. The
opposed by the tralusk’s own Perform check. Tralusk songs tralusk must make a Perform check; the magnitude of control
are eerie and haunting, and they are often mistaken for wind depends on the result. The tralusk can choose to duplicate
blowing over hollows in desolate badlands. Through these any spell effect on the table below depending on the result of
songs, tralusks communicate with one another. Although they its Perform check as if cast by a 9th-level sorcerer.
can understand Common, they lack the organs to mimic
human speech. Spell Effect Perform check
Their love of beautiful music is matched only by their cru- Soften earth and stone 20
elty. A tralusk is fond of imprisoning intelligent creatures Stone shape 23
almost completely in stone, leaving only the head exposed so Spike stones 26
the victim can listen to the tralusk’s songs. Tralusk songs (to Transmute rock to mud 28
those who can understand the language) are invariably about Transmute mud to rock 28
acts of violence and rage against other creatures. Tralusks Wall of stone 30
have been known to raid towns simply to kidnap audience Repel metal or stone 33
members for their lair. Invariably, these “audiences” are poi- Earthquake 35
soned and eaten.
Meld Into Stone (Sp): Three times a day a tralusk can meld
into stone as the spell cast by a 9th-level sorcerer.

78 july 2001
CITIES of the AGES
BY KENNETH HITE • ILLUSTRATED BY TED BEARGEON

PRAGUE
Though the latitude’s rather uncertain, Under Bohemia’s turbulent rulers, Prague’s 60,000 people live packed into
And the longitude likewise is vague, Prague took on its character of conspir- a little more than one and a half square
Still the people I pity who know not the City, acy and eccentricity—and of religious miles divided into four towns and the
The beautiful city of Prague. turmoil. In 935, “good king Wenceslas” Hradcany, the imperial district. The
—William Prowse, The City of Prague (later St. Wenceslas) was murdered by Hradcany (or Radschin, in German) sits
his brother Boleslav. Later, bad king at the top of a high crag overlooking the
Even 350 years before Franz Kafka Wenceslaus IV tortured St. John Vltava (or Moldau, in German) River.
wrote his novels of paranoia, Prague Nepomuk of the Miraculous Tongue and The centerpieces of the Hradcany are the
was a city of mystery, of ominous threw him off the Charles Bridge in imperial palace and the Cathedral of St.
atmosphere, of conspiracies and fog. At 1393. Shortly thereafter, the Hussite Vitus. North of the castle proper sit
the end of the sixteenth century, this War broke out over the reforms of small houses belonging to court figures,
“city of a hundred spires” was the Bohemian preacher Jan Huss, and even or rented from court figures at exorbi-
crowded center of all things magical after the moderate Hussite “Utraquists” tant rates by those who wish to remain
and mysterious in Europe. Prague has allied themselves to the Catholics in near the Emperor for whatever reason.
room for a mad emperor, corrupt 1434, religious revolts stirred the city. The fact that the Hradcany, as imperial
alchemists, visionary painters, a fear- Finally, in 1547, the Emperor Ferdinand I property, is not subject to the same laws
some Golem, sorcerous dwarves, and Hapsburg burned much of Prague to the as the rest of Bohemia also makes it
some say Satan himself—surely it can ground and enforced religious peace attractive to entrepreneurs.
hold your adventurers as well. and Catholic supremacy. Even under Below the Hradcany, down a narrow
the more tolerant (although considerably set of stairs, lies the Little, or Lesser,
HISTORY less efficient) Rudolf II, the towns of Town. Here the artisans, printers, book-
How Prague came to be depends on Prague have not regained their ancient binders, and courtiers who cannot
whom you ask. If you ask the Czech rights and charters, and the Hapsburg afford richer quarters dwell, especially
woodcutters and laborers, it was built troops in the city regard its people the stonemasons, bricklayers, and artists
on the site where the ancient prophet- (with justifiable suspicion) as a den of of Italian Lane. This street zigzags
ess Lubossa met the shepherd-king crazy heretics. through the Maltese Square (where the
Premysl cutting a threshold for a new Knights of Malta have their comman-
house. If you ask the German nobles I love wondrous Prague, which is as unique dery) and across the “Devil’s Stream”
and burghers, Prague was one of the and enchanting as its melancholy king. onto the pottery-works and millraces on
many fortresses of the son of Hercules, Believe me, this gloomy city plants a glow of Kampa Island. North of Italian Lane is
King Boher, who gave his name not madness in the brain of those who make it Bridge Street, which leads to the grand
only to Bohemia but also Bavaria. If their own. . . . So much energy, so much Charles Bridge across the Vltava, and
you ask the Jewish merchants and magnetism of occult forces, is concentrated thence to the Old Town, where it
craftsmen, refugee Jews fleeing Rome there that experiments which fail elsewhere becomes Charles Street. The Old Town
after the destruction of the Temple will succeed there. holds the rich burghers and townsmen,
founded Prague. —Jiri Karasek, Král Rudolf both Czech and German. The bakers’

LOCAL HEROES All characters presented as of 1599. Character levels are suggestions, and you should change them to suit your campaign.
Tycho Brahe (born 1546) Edward Kelley (born 1555) Johannes Kepler (born 1571) Philipp Lang z Langenfelsu
8th-level Expert 3rd-level Rogue/4th-level Sorcerer 2nd-level Cleric/2nd-level Expert/ (born 1560?)
The most brilliant naked-eye Edward Kelley became a scryer in the 1st-level Wizard 10th-level Rogue
astronomer in Europe, the court service of the great wizard John Dee Tycho’s protégé and rival, and The Emperor trusts his major-domo
astrologer to Emperor Rudolf is large (see London, in DRAGON #284) and Rudolf’s court mathematician, this because Lang’s low birth prevents him
in body, genius, and appetites. He is a stayed in Prague after Dee left in Lutheran minister from Salzburg has from joining any of the aristocratic
famous trencherman and liable to fly 1587. Now officially an alchemist, the makings of a brilliant astronomer. factions at court. Undaunted by social
into sudden tempers—but his obser- “der Engelender” walks a fine line However, his dabblings in astrology ostracism, Lang runs a ring of high-
vations and his sophisticated equip- between Imperial favor (Rudolf and Pythagorean magic unnerve waymen in the countryside, sells
ment make him the best-informed knighted him in 1589) and enmity (he some at court. access to Rudolf for bribes and
man in the world about the workings has been in and out of the White favors, and steals valuable treasures
of the heavens. Tower for the last six years). from the Imperial galleries.

80 july 2001
might find jobs. A group of characters
DWARVES IN PRAGUE new to Prague can begin in Vladislav

I
n addition to artists, rogues, mercenaries, and wizards, Emperor Rudolf has attracted Hall. A party of experienced PCs should
hundreds of dwarves (dwarves, gnomes, and halflings) to his court. They come mostly as drop in here and see if anyone’s hiring.
performers, but some also design the fascinating magical artifacts stored in Rudolf’s • Word whips through Prague’s
fabled Chamber of Wonders, hidden away in the maze of the Palace where only he can find
underworld—Faust is back! Or, more
it. The spies in Prague all seem to have dwarven assistants who can hide under conference
correctly, his ghost is back from Hell.
tables or sneak through the palace sewers to steal manuscripts. Many of Prague’s notables
also have dwarves in their service; Tycho Brahe has a dwarven servant named Jeppe, and Everyone from bishops to sorcerers
the prominent Jewish moneylender and philanthropist Mordecai Maisl, mayor of the Jewish wants to know what his plans are and
Quarter, remains wealthy thanks to the efforts (and the magic) of two dwarves. Prague’s what he’s learned—the PCs might be just
rush of miners, alchemists, and jewelers has also no doubt attracted the attention of the sort to nose around the cemeteries
Europe’s premier magical craftsmen. looking for spectral gossip and the ghost
of Europe’s greatest necromancer.
way, Celetná Street, runs from the Old the Prince’s Street along the south edge • Edward Kelley sold the Emperor a
Town Square (home of the famous of the Old Town. Along the river are coded Manuscript written in an
clock) to the Old Town Gate on the the docks, where raftsmen, fishermen, unknown language—it might contain
city’s east wall. By day a bustling loggers, and tanners work and live wizardly secrets, the lore of the angels,
thoroughfare, by night Celetná Street among enormous piles of raw timber. or heretical blasphemies. The
hosts many of the city’s ghosts, most Throughout New Town, many gardens Manuscript remains immured in
notably a butcher with a fiery axe and a and vineyards provide both food and Rudolf’s hidden Chamber of Wonders
phantom prostitute. South of Celetná calm to the hardworking inhabitants. somewhere in the Palace, but spies and
Street, Prague’s University, the scholars have smuggled partial copies
Carolinium (named, like the Bridge, for ADVENTURE IDEAS out. Sages, heretical cults, and magi-
the beloved Emperor Charles IV) and Prague was always a city of adventurers . . . cians alike will pay good money for the
its students dominate the eastern and for centuries it was a cove for pitiless first complete, decoded reconstruction.
portion of Old Town. adventurers. They came in droves from the To assemble it, the PCs might have to
North of the Old Town, the Jewish four corners of the earth to plunder, make break into every library in Prague from
Quarter crams thousands of families merry, and lord it over the natives. the enormous Strahov monastery on
into a narrow, walled ghetto between —Milos Marten, Nad Mestem the west edge of the Hradcany to Rabbi
Old Town Square and the curve of the Loew’s attic stuffed with Syriac texts.
Vltava. In addition to numerous syna- Any adventurer, it seems, can get the The PCs will have to dodge not only the
gogues and kosher butchers, many of ear of the emperor with a bribe in the Prague thieves and Lang’s robber bands
the city’s Christian criminals—especially right place and a good enough story. but also the Church’s inquisitors—and
brothels, gaming-houses, and illicit tav- Getting the gold for the bribe—and the Rabbi’s Golem.
erns—do business in the unpoliced knowing whom to suborn with it—might • During the Hussite Wars two cen-
Ghetto. On the other side of the Old be a story in itself, in fact. Here are a turies ago, the blind genius Zizka built
Town from the Jewish Quarter, New few story hooks for adventuring in War Machines—powerful siege engines
Town sprawls away to the south. haunted Prague: (even cannons) mounted on armored
Charles IV founded New Town in 1348 • Ambassadors and other dignitaries carts. Lang’s bandits, and even
as the market district, and it is still and nobles awaiting an audience with Rosswurm’s cavalry, have seen a War
occupied by tradesmen such as black- Emperor Rudolf remain at the mercy of Machine rolling through the royal hunt-
smiths, wheelwrights, and brewers. The his melancholic mood swings. Even ing grounds on White Mountain west of
Hay Market on the northeast side, the knowing whom to bribe can get you the city. Is this infernal device built by
Cattle Market on the south side, and the only so far; everyone who is anyone at one of the Emperor’s mad geniuses? Is
Horse Market between them define the court winds up waiting for the Emperor it the first scout of an army of Hussite
local geography even more than do the in the high, vaulted Vladislav Hall in the ghosts, or of kobold miners planning a
parish churches. Fancier shops, Italian imperial palace. In this bustling gallery, revolt? Could it be where the pieces of
luxuries merchants, and counting- deals of all kinds are forged and clockwork machinery Lang steals from
houses crowd into the Golden Cross broken—alchemists find patrons, spies the Chamber of Wonders and sells to
district, where the Horse Market abuts find secrets, and wandering adventurers unknown parties wind up?

Rabbi Yehudah Loew ben Bezalel Baron Hermann Christian Rudolf II, King of Bohemia and Zuckerbastl (born 1570?)
(born 1520) von Rosswurm (born 1565) Holy Roman Emperor (born 1552) 4th-level Rogue
16th-level Cleric 7th-level Fighter/2nd-level Rogue 9th-level Aristocrat/2nd-level A rapidly-rising figure in the well-
The wisest rabbi in Europe, Rabbi The Marshal-General of the Emperor’s Cleric/3rd-level Wizard organized Prague thieves’ guild,
Loew (known as “the Maharal”) is the armies in the war against the Turks, Melancholic, suspicious, and quite Zuckerbastl (or “Sugar-Cake” from his
leader and protector of Prague’s Baron von Rosswurm has an eye for possibly mad, Rudolf has turned well-known sweet tooth) already runs
Jewish Quarter. His learning and the ladies and a habit of getting into Prague into an alchemists’ paradise the rich Hradcany and Little Town dis-
magical powers are prodigious, and duels. This makes him a questionable since his coronation in 1576. His tol- tricts. He’s on track to be the King of
his creation, the mighty Golem, figure at court, and his expensive erance of Jews and Protestants and Thieves in Prague by the time he’s 40,
wreaks havoc on any who would tastes lead him into shady deals with his experiments in darkened magical although his rival Lang might have
harm the Jews of the city. alchemists and spies. However, his laboratories have led some to suspect something to say about that.
loyalty to the Emperor is genuine. that he is possessed by a demon.

81
OLD TOWN HALL CLOCK

7 6
5

CHURCH of TYN 2
RUDOLPH II

82 july 2001
LOCATIONS
1 Charles Square: The great Cattle Market in this 1391; four carriages can cross it abreast. On the
New Town square also contains many other roof over the tower’s second floor, Parler inscribed
stalls and shops along its fringes selling everything Latin palindromes to entrap demons. Against more
from coal to alchemical medicines to pickled herring. mortal foes, the Knights of the Cross commandery
The Slavonic Monastery on the square’s southwest holds the east end.
corner currently holds a dissident Hussite order; on
the north end, the first Hussite rebels threw the 6 Church of Tyn: This magnificent Gothic struc-
Catholic town council out of the windows of the ture on the east side of Old Town Square is the
New Town Hall in 1419 and killed them in the mar- central church of the Hussites of Prague. The
ketplace below. Their ghosts still haunt the Hussite Utraquist symbol, a golden chalice, gleams from the
chapel in the Square’s center, and beneath it stories façade above the main doors. Like any church, it
whisper of miles of crypts, passageways, and tor- also serves as a meeting place, hiring hall, and mar-
ture chambers running all the way to the Monastery ket. Unlike the Cathedral of St. Vitus in the
of the Knights of the Cross near the bridge on Hradcany, it is not haunted.
Charles Street in Old Town.
7 Old Town Hall Clock: After Master Clockmaker
2 Faust House: One of the most unsavory loca- Hanus of Ruze built this magnificent timepiece
tions in Prague, this small three-story house on in 1490, the Old Town councilors blinded him so that
the south side of Charles Square belongs to Edward he could not build a finer one for any other city. In
Kelley. Here, when he is not imprisoned by the a rage, he climbed the tower, stopped the clock, and
Emperor, he conducts his alchemical (and necro- swore that the next time its hands stopped, the
mantic, whisper the neighbors) researches. The dia- world would end. It was not until 1572 that the city
bolist Faust reputedly stayed here in the early dared to restart it, after twenty years of repairs by
1500s, and the strong smell of sulfur blowing from the engineer Jan Taborsky. Its many hands point to
the house at dark hours supposedly emanates from three kinds of time (Roman, Old Bohemian, and
Satan, who drops in on his friend from time to time. Babylonian), depict the journey of the sun and moon
around the earth, and indicate the motion of both
3 Goldmaker’s Street: This narrow, short lane bodies through the twelve signs of the zodiac. A
runs between the two prison towers of revolving dial below the clock tells the day and
Hradcany, the Dalibor Tower on the east and the month. Many ornate figures adorn the clock, which
White Tower on the west. Tiny, cramped houses jam cunningly move of themselves every hour. At first,
its length, home to Rudolf’s guardsmen and to the Death pulls on a metal chain and inverts his hour-
alchemists and goldsmiths from which the street glass. Two windows then open, and the Twelve
takes it name. Many of the alchemists also dwell in Apostles (with Paul in place of Judas) emerge led by
the Vikarska Street around St. George’s, between St. Peter, moving along their track. At the end of
St. Vitus’s and the Gunsmith Tower. Should they this procession, a cock crows and the clock chimes
prove to be frauds, they can be easily slung into the the hour. Looking on, a Turk shakes his head and
Hradcany’s convenient prisons. leers while Greed weighs his moneybag and Vanity
admires himself in the mirror.
4 Petrín: On the southwest border of the Lesser
Town, Petrín Hill rises 960 feet above the city. 8 Sedlec Ossuary: A little over forty miles east
Once a pagan temple for human sacrifices to the of Prague is the silver-mining town of Kutna
storm god Petrunas, the Church of St. Lawrence Hora. Its first glory came in the late 1200s, and with
sits on the hill’s east slope. Around the hill to the the discovery of new mining and smelting tech-
south and west runs the Hunger Wall, built in 1360 niques, the boom times are back. Near Kutna Hora
by Charles IV to provide employment for the poor is the little Cistercian church of Sedlec. Its abbot,
during a terrible famine. The Strahov Monastery Brother Heinrich, returned from pilgrimage to
links the Hunger Wall to the Hradcany fortifications Jerusalem in 1278 with a large pot of “Holy Soil”
on the north. Within the enclosure, forests, vine- supposedly from Golgotha, the hill of Christ’s cruci-
yards, and orchards run from the Hunger Wall fixion, which he spread over the Sedlec cemetery.
around the summer palaces of the rich merchants To be buried in the “holy soil of Sedlec” guaranteed
and nobles, and all the way up to the Lesser immediate admission to Heaven—by 1318 over
Town’s shops. 30,000 bodies lay beneath the sacred ground. In
1511, to make room for an influx of new customers
8 as Kutna Hora again gained population, the monks
5 Charles Bridge: The fortified commandery of
the Knights of Malta guards the Judith Tower of Sedlec exhumed the thousands of bodies and
on the west (Lesser Town) end of Peter Parler’s placed the bones in an ossuary in All Saints’ Chapel.
masterpiece, the only bridge across the Vltava in This 15th-century structure now advertises its
the city. It runs 1,700 feet over fifteen arches to the macabre role with skull and crossbones ornaments
Old Town Bridge Tower, also designed by Parler in atop the steeples rather than conventional crosses.

83
by Julia Martin & eric haddock • illustrated by matt wilson

ome of the old specialty priests are poorly translated oppressed everywhere. They cannot abide slavery, and they
S with just multiclassing and feat choice. Some of them
were such a grab bag of capabilities that it is difficult to
see their core theme. Want to have some of those eclectic
hate most undead. They rarely settle in one place for long,
instead moving along when seized by wanderlust or enticed
by a new cause or mission. Sometimes they receive visions
abilities and refocus your cleric on the driving themes of his and are seen as somewhat “touched” with prophecy by their
deity? Then you probably want to enter into a prestige class. closeness to the Moonmaiden. They deal with lunar energies
Here is one to take the place of Selûne’s specialty priests, and phenomena and are, to a limited degree, able to wield the
the silverstars. power of the moon, bringing its fierce, pure white light to
Toril to advance the goddess’s wishes.
Selûne: Silverstars Clerics most often become silverstars; rangers are a less
Silverstars are dedicated advocates of freedom and toler- common choice. Selûne demands an individualistic outlook on
ance, wanderers on the path of truth, and absolute foes of life that is incompatible with the lawful nature of paladins and
Shar. They seek to build harmony among lycanthropes and monks, and her passionately good and chaotic nature leaves
nonshapechangers, and they protect the weak and the little room for the balance a druid requires.

HIT DIE
SILVERSTAR
Attack Fort. Ref. Will D8
Level Bonus Save Save Save Special Spellcasting
1st +0 +2 +0 +2 Moon spells +1 level of existing class
2nd +1 +2 +0 +2 Lunar sight +1 level of existing class
3rd +2 +3 +1 +3 Moon’s hand +1 +1 level of existing class
4th +3 +4 +1 +4 Tears of Selûne 1/day +1 level of existing class
5th +3 +4 +1 +4 Prophet’s sight 1/day +1 level of existing class
6th +4 +5 +2 +5 Selûnite lycanthrope +1 level of existing class
7th +5 +5 +2 +5 Moonshield +1 level of existing class
8th +6 +6 +2 +6 Prophet’s sight 2/day +1 level of existing class
9th +6 +6 +3 +6 Tears of Selûne 2/day, +1 level of existing class
moon’s hand +2
10th +7 +7 +3 +7 Moonfire +1 level of existing class

84 july 2001
CLASS REQUIREMENTS
Class Features To qualify to become a silverstar,
All of the following are features of the a character must fulfill all the
silverstar prestige class. following criteria:
Weapon and Armor Proficiency:
Patron Deity: Selûne
Silverstars are proficient with
Alignment: Chaotic Good
all simple weapons, all types of armor,
Base Attack Bonus: +4
and with shields. Selûne’s favored
Spellcasting: Ability to cast 2nd-
weapon is the heavy mace, which sil-
level divine spells. Clerics who
verstars refer to as the moon’s hand.
wish to become silverstars must
Spellcasting: A silverstar continues
have access to the Moon domain.
training in magic. Thus, when a new sil-
Intuit Direction: 2 ranks
verstar level is gained, the character
Sense Motive: 2 ranks
gains new spells per day as if she had
Feats: Blind-Fight, Dodge,
also gained a level in a divine spellcast-
Mobility, Spring Attack
ing class she belonged to before she
added the prestige class. She does not,
however, gain any other benefit a char- used twice per day. Activating
acter of that class would have gained this ability is a standard
(improved chance of controlling or action. This is a supernatu-
rebuking undead, additional favored ral ability.
enemies, and so on). This essentially Selûnite Lycanthrope:
means that she adds the level of Silverstars who contract
silverstar to the level of some other any form of lycanthropy
spellcasting class the character has, are treated as natural lycan-
then determines spells per day and thropes. Their type becomes
caster level accordingly. shapechanger, and they can
Moon Spells: A silverstar can pray select the Improved Control
for and receive any Moon domain Shape feat (see the
spell as if it were on her divine spell Monster Manual, page
list. The spell uses a spell slot of a level 218) or the Scent ability
equal to its level in the Moon domain as a feat (see the
list. For instance, a cleric/silverstar Monster Manual, page
could pray for moonblade as a 3rd-level 10) at any point that
cleric spell, and a ranger/silverstar they can select a new
could pray for moonbeam as a feat. Silverstars do not
2nd-level ranger spell. change alignment due to
Lunar Sight: Silverstars have contracting lycanthropy
low-light vision. This is an extraordi- and are aware of their
nary ability. actions while in ani-
Moon’s Hand: When a silverstar mal or hybrid form.
wields a heavy mace, she negates dam- Moonshield: The
age reduction in creatures she attacks silverstar gains
as if it were a +2 weapon. At 9th level, a +1 bonus to saves
it negates damage reduction as if her against Enchantment, CLASS SKILLS
heavy mace were a +3 weapon. If the Illusion, and
Skill Points at Each Level: 2 + Int modifier
mace’s bonus is greater than the effect Necromancy spells
of this class ability, use the mace’s and effects, and The silverstar’s class skills (organized by key ability) are:
STR DEX CON INT WIS CHA
bonus to determine whether damage spells and effects
reduction is negated. with the Darkness Concen- Craft Heal Diplomacy
tration
Tears of Selûne: A silverstar can descriptor. This Knowledge Intuit
(arcana) Direction
project small balls of luminescent lunar is a supernatural
Knowledge Profession
energy from her eyes as a dancing ability. (geography)
Sense
lights spell (torches or will-o’-wisps Moonfire: The Knowledge Motive
only) cast by a wizard of her level. At silverstar can cast (local)
Wilderness
9th level, this ability can be used twice moonfire once a day Knowledge Lore
(nature)
per day. Activating this ability is a stan- as a 17th-level
Knowledge
dard action. This is a spell-like ability. cleric. Activating (the planes)
Prophet’s Sight: A silverstar is able this spell-like ability Knowledge
to see as if under the effect of a true is a standard action. (religion)

seeing spell cast by a cleric of her Scry


level. At 8th level, this ability can be Spellcraft

85
Lost places, familiar haunts, and strange sites in the lands of Faerûn.
ELMINSTER’S GUIDE TO THE REALMS

A single chamber enclosed in metal, in a welded cage shaped like a


gigantic warrior’s gauntlet of interwoven spears and bars overlaid
with rusting shields. The thumb and forefinger frame the oval entry
arch. Upperworks are watertight, but there are chinks in side-walls;
smooth, continuous flagstone floor.

Many hooks for the leaving of offerings


(weapons); 2-foot-long lengths of wire
provided for hanging weapons not
intended for suspension (to take away Interwoven swords (not
wire without paying with a weapon is a welded together) forced
sin punishable by blood loss at the hands into a latticework support
of the faithful of the wargod). for a surface of overlap-
ping shields. Enspelled to
emit continual flame
(white: the “Light of the
Wargod’s Regard”).

Flagstone trapdoor,
20-foot shaft
(wooden pole-and-
crosspiece ladder)
to chambers below.
Guardian swords
await non-faithful
intruders partway
down the shaft.

BY ED GREENWOOD • ILLUSTRATED BY DAVID DAY


86 july 2001
T
he eastern side of the High Road south of Neverwinter is lined by many wooded dells.
Some of them are sinkholes, some abandoned quarries, and some of unknown origin—
but all are ideal camping-places in harsh weather. One that has felt far fewer firewood-
seeking axes than most has been made into a wayside shrine to Tempus.
Visitors will see a lone dome-like chamber made of used armor and weaponry welded together
in the shape of a gigantic gauntlet or armored hand. The structure encloses a glowing altar fash-
ioned of shields, which is supported by a network of interlaced swords upon a flagstone floor. The
place provides spare accommodations, but it is available for a day and night to all who make
offerings of weapons, and it often provides vital protection against pursuing brigands or
wolves, for no one can draw blood within the sanctified area of the shrine, save in a rit-
ual dedicated to Tempus, without awakening the seven animated blades that guard the
shrine. Any priest of Tempus within sight of the shrine can mentally command the
blades to strike in accordance with his or her will (as a free action, but the char-
acter can only select targets for the blades, not control them otherwise).
Intruders who find the concealed flagstone trapdoor and try to descend
the shaft beneath it into the rooms reserved for clergy of Tempus and
their guests also face attack by the blades. If they try to take anything
from the underground armory without uttering the proper pass-
phrase, they’ll suffer attack from the helmed horror waiting there.
Only a priest of Tempus can call off these guardians once they
are activated, but the horrors do not pursue targets outside
the temple’s holy ground.
The Shrine of Swords was established some twenty
summers ago by several wandering priests of the
A variable array of well-oiled, sharp Wargod, and it has been expanded since then and is
weapons available to all faithful of often both restocked with weapons and stripped of
Tempus. Some unusual weapons offerings by needy clergy.
(such as caltrops and lengths of Without revealing rituals to unbelievers, it can
spiked chain) can be found here, but be said that the shrine exists as a stopover place
except in times of war or orc for all faithful of Tempus, and its altar allows
horde, there will always be at least: for the full range of normal—that is, non-bat-
• 20 halberds tlefield and non-monsterslaying—devotions
• 20 glaives such as vigils, weapon consecrations,
• 10 battleaxes prayers for guidance, “honor woundings,”
• 10 greataxes and daily offerings and reverences.
• 10 heavy maces
• 10 morning stars
• 40 daggers
• 20 longswords
• 10 greatswords
• 20 pairs of spiked gauntlets
Grouped by type, always including
weapons suitable for users of vary-
ing sizes and strengths. In keeping THE GUARDIAN BLADES
with the faith of Tempus, ranged The seven silently hovering longswords that
weapons will be rare or absent. defend the shrine customarily hang verti-
cally, point-down (except for the two that
guard the shaft to the Rooms of Refuge).
These guardian blades are Small animated
objects (see the animated object entry in the
Monster Manual) with the following non-
standard characteristics: HD 4d10 (22 hp);
Init +2 (Dex); Spd Fly 60 ft. (perfect); AC
15; Atk +2 melee; Dmg 1d8; SQ SR 20 (spells
Shallow well with draw-bucket, guarded by a
cast by clerics of Tempus affect the swords
helmed horror floating above it that attacks
normally); SV Fort +1, Ref +3, Will -4.
those who seek to remove items from the
armory without speaking the proper pass-
phrases. It has no crossbow, but it does have
a greatsword. The helmed horror gives its
greatsword the power of wounding.

87
PASS-PHRASES THE WILL OF THE WARGOD POWERS of the
The underground areas are reserved Some powers of the shrine are extended HOLY GROUND
for the use of clerics of Tempus and to non-believers only if they make an
those who accompany them, and the offering of either a weapon or blood shed Within the sanctified area of the
guardians are governed by the follow- in battle (usually a vial of such blood, but shrine, where the will of Tempus
ing pass-phrases that must be uttered bloodstains are acceptable if the garment is strong, certain properties
while touching either a metal weapon is left on the altar, whereupon it, like a pertain. Some of these are
or the buckle or fastening of a piece of weapon offering, will silently fade away secrets of the faith, but others
armor. Priests of Tempus and those in before the power takes effect). These have become known over the
physical contact with them need not powers come without price to the faithful years, including:
use the pass-phrases. of Tempus.
• wounds heal (naturally) at
• The password to pass the blades in • The faithful of Tempus or a person double the normal rate
the shaft when going down is, who made an offering gains the
“Bright blades forfend.” Upward effect of a ring of warmth throughout • all healing magic restores
travel is harmless unless the the sanctified area (includes under- twice the usual hit point total
helmed horror is active, where- ground areas). when applied to wounds made
upon this pass-phrase must be by manufactured weapons
used to avoid attack. • A weapon touched to the altar by a (not claws, fangs, or other
creature who wills it not to be given such natural weaponry)
• To open the armory door from the as an offering but rather to know
well chamber side without activat- more about it, will emit visions— • weapons make no sound when
ing the helmed horror one must scenes that appear above the altar, struck or striking objects
say, “For the sharpest need.” and remain frozen there, in three
dimensions, for some minutes—first of • no weapon can be broken
• Any weapon taken from the its most recent use to draw blood,
armory past the helmed horror and then one of its most important or • enchanted armor and
will awaken it unless the words bloody uses. weapons can be mended with
“Tempus arms me true” are If the weapon has an alignment, a good chance (governed by
spoken. sentience, inherent magic, or tempo- the will of Tempus on a case-
rary enchantments, all of these things by-case basis) that their
The following phrases work only if will be made known to the being hold- properties will survive or be
uttered by clergy of Tempus: ing the weapon. The Shrine also restored
reveals if such weapon properties
• To halt any guardian: “Mercy have recently changed (for example, • no metal will rust
behind the blade.” if a permanent or temporary enchant-
ment have recently been applied). • no guardian blade can be
• To return any guardian to its for- removed from the conse-
mer position (after halting it; this • A poisoned weapon will be purged of crated area; attempts to mag-
phrase has no effect on an active such taints instantly upon contact ically do so will rebound with
guardian): “Vigilance before all.” with the altar (this power causes the harmful and strange effects
altar to emit a deep, bell-like tone). on the caster or source.

ELMINSTER’S NOTES
The faith of the Wargod is not my expert- For some years, the best potions have been prepared and sold in cork-stoppered,
ise, and Mystra smiles not upon those who wax-sealed steel vials, graven at the necks with symbols to denote their type:
cut down any who possess knowledge of
the arcane, or an aptitude for magic. Yet I • a circle: cure light wounds • a shield: neutralize poison
can say something of potions such as
those stored at this shrine. • two circles: cure • a spider: spider climb
There are many more local and guild moderate wounds
• a star (many crossed rays):
symbols, often deliberately cryptic, but
• three circles: cure remove blindness/deafness
these listed are universally understood. To serious wounds
falsely label a potion vial is a serious crime • a sun (circle of radiating rays):
against guild law, Thayan trade rules, and • a triangle: delay poison remove disease
MageFair protocol; the usual punishment is
to be magically forced into another shape • a feather: fly • an eye: vision
for a set amount of time (usually not less
than half a year). • a flame: fire breath • an eye radiating rays:
darkvision
• a mouth: truth

88 july 2001
BY ANDY COLLINS
Pixies? You’re kidding, right? with their various spell-like detection So what’s to be done about all of
—Tordek powers that pixies would only pick on this? Well, the advice is the same as it
those who are obviously evil or greedy. was at the beginning. Once you’ve fig-

W
hen the vines and branches But that clearly isn’t true, otherwise ured out that pixies are to blame for
around you seem to come they’d be leaving you alone, right? your problems, stop fighting. Have a
alive, when flickering lights Ahem. Anyway, don’t think you’ll be good laugh, maybe point at your
tease you by staying just out of reach, able to trick them, because they can friends and tease them. Just don’t try
or when your fighter starts wandering read your thoughts. to fight the pixies with conventional
off in a daze, chances are you’ve got Messing With Your Head: A pixie means. Sure, a good fireball is likely to
pixie problems. wouldn’t be a pixie if it couldn’t play roast a few—these little guys pretty
The best plan against pixies is to tricks on your perceptions. In a dim much epitomize the phrase “glass-
show a good sense of humor. If you forest, those dancing lights look a lot jawed”—but where there’s one or two
can laugh at your own humiliation, like a group of torches (or a will-o’- pixies, the rest of the tribe isn’t likely to
chances are they’ll go easy on you (and wisp, if you’re particularly paranoid). be far off. While a playful pixie can be
maybe even let you in on the fun). But Couple that with a permanent image or frustrating, a tribe of angry pixies is
it’s a rare group of adventurers that two and you could be convinced that just plain deadly. They won’t think twice
has the self-confidence to let them- you’ve come upon a hobgoblin war about luring you and your murderous
selves be the butt of a joke, so this party, a group of dwarven merchants, friends right into an ettin’s den, a
treatise will help you deal with the or anything else the canny little sprite wyvern’s roost, or worse. Then . . .
actual threat that pixies pose. can think of. Don’t assume that just well, then you’ve got real problems.
Defenses: The pixie essentially has because most of those hobgoblins or
improved invisibility active all the time. dwarves are illusory that all of them
Even if it chooses to show itself (or if are, since any one of them could be a VS. PIXIES SPELLS
you’re able to dispel it), it can resume polymorphed pixie trying to pull
its invisibility as a free action, so give another fast one on you. They’re good Pixies are resistant to spells and it’s
up any hope of getting a good look at at this, and they know it. best to humor them until they get
them. Go with see invisibility, or glitter- Offensive Powers: Up until now, bored of tormenting you, but some-
dust if you can pick out their location. we’ve talked only about the pixie’s gen- times you won’t have time to play
Blind-Fight can help, although they’ll erally harmless powers. Now we get to around. When that happens, keep
rarely come within melee range of you. the abilities that can really hamper your these spells in mind:
Even if you can somehow see them, party, or even put you in danger if Color Spray: If they don’t succumb
their substantial Hide and Move Silently you’re not in a safe location. Most to the spell, at least they’ll enjoy
skill modifiers make them tough to track would scoff at the danger of a sleep the show.
down. On top of all of that, thanks to arrow, but what if something more Entangle: Spell resistance won’t
their high spell resistance, they shake dangerous happens to be in the area? help them, and their low Strength
off most of the spells you throw at Your average dire wolf isn’t going to scores will keep them tied up.
them, and even those that get through think twice about chowing down on the Faerie Fire: If you’ve got a good
will likely be dispelled soon after. Of wizard just because he’s asleep. idea where some of the pixies are
course, it only takes one lucky fireball Confusion can set your party at each hiding, this spell can tell you if
to take out a whole bunch of them, and other’s throats, and entangle and Otto’s you’re right.
you don’t need to know exactly where irresistible dance will just plain immobi- Fog Cloud: They can’t bother
they are for that. lize you. If a memory loss arrow hits what they can’t see.
Detection Powers: You’d think that you (and if they shoot at you, they will Ghost Sound: You might be able to
hit you), plan on some rough days beat them at their own game. Scare
ahead as you get “reacquainted” with them off or make them think that
VS. PIXIES TIPS your former friends. In these cases, the there are other targets for their
best defense is the saving throw—beef pranks nearby.
• Look for invisible creatures. up your Fortitude and Will saves by Sleep: You don’t even need to see
• Use non-damaging any means possible. Failing that, try a them. Just target an area an listen
area-effect spells. dispel magic, but don’t be surprised if for snores.
• Go with the joke. they counterspell it with a dispel of
their own.

89
90 july 2001
91
by Chris Pramas

The Empire
of Ravilla
W elcome to the Sundered Empire,
the setting for DUNGEONS &
DRAGONS: CHAINMAIL. The lands of
the Sundered Empire are in Western
Oerik on the world of Oerth. This area
replace him. Now heroes and tyrants
struggle to win Stratis’s artifacts. It
is said that whoever reassembles
his panoply will take his place as God
of War.
the blackened sky to reach the mountain
homes of the gray elves. He fought off
winged demons and vicious harpies
along the way, but no evil could slow
him. Peramil reached the gray elf city of
has never been explored by the Ventia and told his kin of the holocaust
denizens of Greyhawk, so it has The Empire of Ravilla consuming the wood elf homeland.
remained a mystery for countless gen- Before the Demon War, the elves were The gray elves acted quickly. Within
erations. Now all can be revealed. split into two main groups. The wood the hour, powerful wizards were flying
The elven Empire of Ravilla once elves, as their name suggests, lived in above the battlefields, reconnoitering the
dominated Western Oerik, but as vigi- the primeval forests of the interior, enemy positions. Elite strike teams were
lance waned the empire crumbled. While while the gray elves lived in remote dispatched to distract the demons while
the region was no stranger to warfare, mountain cities. There was little commu- the gray elves mustered their army for
recent events have all but ensured that nication between these branches of war. Soon a hundred thousand elves
the fires of war will burn for decades the elven race, but the Demon War were marching from the mountains to
to come. changed everything. engage the demonic armies. Bahamut the
Five years ago a company of mortal Without warning, enormous portals platinum dragon led his metallic dragons
heroes banded together to kill Stratis, opened up in the depths of the forest. into the fray, and together the allies
the God of War. They believed that by Armies of demons direct from the saved the wood elves from destruction.
killing Stratis they could win peace for Abyss poured into Western Oerik. The To show their gratitude, the wood elves
their peoples. They were tragically mis- wood elves were caught by surprise, swore a great oath, binding them to
taken. Though the heroes slew the god, and thousands died. Wildfires raged out their kin for the duration of the conflict.
Stratis defied his killers in death. As he of control, destroying the heart of the Throughout the long war that fol-
ascended to the heavens in a pillar of forest and the wood elf homesteads with lowed, wood elf units served with the
fire, he scattered his panoply across the it. Aid was slow in coming, and the wood gray elf army. They became known as
world. With his dying breath, Stratis elves were on the brink of annihilation. Oathbands, and the demons learned to
proclaimed that there would be nothing At this hour, the wood elf hero Peramil fear their guerrilla tactics and deadly
but war until a new god ascended to mounted his giant eagle and flew through accuracy with the long bow.

92 july 2001
Big Art: Crested Felldrake

CHAINMAIL 92
Take a sneak peek at the upcoming
CHAINMAIL miniatures game.
CRESTED FELLDRAKE FORUM 96
Small Dragon
Hit Dice: 2d12+4 (17 hp) Readers chime in on the weakness
of rangers, racial relations, and
Initiative: +0
a disappointment.
Speed: 40 ft.
AC: 15 (+4 natural, +1 size) SILICON SORCERY 98
Attacks: Bite +3 melee Four new feats and a new creature
Damage: Bite 1d6+1 inspired by Age of Kings.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: None SAGE ADVICE 100
Saves: Fort +5, Ref +3, Will +4 The Sage gets mental with a slew
Abilities: Str 12, Dex 10, Con 14, Int 6, Wis 12, Cha 8 of psionics questions.
Skills: Hide +2, Jump +2, Listen +3, Spot +4
Feats: Alertness
THE PLAY’S THE THING 104
Great ways to break stereotypes.
Climate/Terrain: Temperate plains, forest, and hill
Organization: Solitary, gang (2-5), or pack (6-12) PC PORTRAITS 106
Challenge Rating: 1 Look no further for a fantastic halfling.
Treasure: None
Alignment: Neutral good DUNGEONCRAFT 108
Advancement: 3-6 HD (Small), 7-9 (Medium) Create a great headquarters for
your campaign.
At the height of the Demon War, Bahamut the Platinum Dragon
arrived at the head of the metallic dragons. His aid was invaluable
ROLE MODELS 112
in defeating the demonic hordes, and after the war he pledged his Build a great base for your miniatures.
continued support. He worked with the powerful elven archmages
and together they created the creatures known as felldrakes. There
DM’S TOOLBOX 114
Make your sessions come alive
are many different types of felldrake, but all have the blood of through encounter details.
Bahamut in their veins. They are fierce, loyal, and good at heart.
The crested felldrake is one of the most common types. They
look like small, wingless dragons with bright crests on their heads.
Their powerful hind legs give them great speed, and their many
sharp teeth serve them well in combat. They are intelligent but
somewhat difficult to control in battle.

93
An Elven Nation
After the Demon War, Corellon Larethian tasked the
gray elves with guarding the Abyssal Gateways. The
elves sealed up their mountain cities and hid them from
the world with magic spells and wards. They built new
cities around the portals. Should they ever prove lax in
their duties, the gray elves will pay a heavy price.
What was left of the wood elves returned to their
forest homes after the war. Due to the destructiveness
of the conflict, only a small part of the forest remained.
They made a formal agreement with the gray elves to
ensure their own protection. The wood elf lands would
become part of the new elven nation, but gray elf con-
trol would end at the borders of the forest. The wood
elves also agreed to provide Oathbands for service
with the gray elf army in times of war.

GRAY ELF DUELING SOCIETIES The City States


During the years of the Elven Peace, gray elf society became At first the gray elf cities were fairly autonomous. The
volatile. It was only natural that such an inward-looking people city-states that emerged had many forms of govern-
would change when they became conquerors. The large ment, with a Grand Council that addressed issues of
armies of the previous years were demobilized, and a smaller, import to all the elven lands. This state of affairs lasted
standing army protected the borders of the empire. The vet- for nearly five hundred years, during which time
erans of over twenty years of campaigning came home at human tribes and dwarven clans spread into Western
last, but they found it difficult to readjust. They still longed for Oerik. In the year 499, the Abyssal Gateway in the city
the martial life, and they found the cities rather boring. of Xanos opened, and demons flooded out once again.
Shortly after their return, one group of veterans founded a The attack was contained quickly and bloodily, but the
dueling society. Their stated aim was to maintain their fighting complacency of the previous centuries had been shat-
skills in case Ravilla should ever have need of them again. tered. Everyone wanted answers and the Grand Council
Within a decade, dueling societies had sprung up in all the had none to give. To address the concerns of the com-
major cities, and it wasn’t long before rivalries developed. mon citizen, the Grand Council tasked a small group of
Common citizens argued about which society had the better wizards with the investigation of the Xanos Incident.
fighting style, and occasionally rival students would clash in In 505 the wizards reported their findings. It was
the streets. their opinion that the gate’s activation was due to the
As the centuries wore on, the nature of the dueling soci- abnormally large number of sorcerers in Xanos. In a
eties changed. Most of the founding veterans died or moved stunning declaration, the wizards claimed that the secret
on, and the martial societies they founded became socially and previously unknown root of sorcerous power was
prestigious organizations. When war did return to Ravilla, the the Abyss. The scientific method of wizardry was thus
dueling societies had difficulty fulfilling their original purpose. the only safe way to practice arcane magic.
By this point the societies trained with a bewildering array of Sorcerers across the city-states protested vehe-
exotic weapons, and members specialized in individual com- mently. They argued that it was the blood of dragons
bat. That worked well in formal duels or street encounters, that gave them their power, not the influence of
but it counted for little in the rank and file of the army. demons. The Grand Council was looking for a scape-
Nonetheless, dueling societies continued to play an impor- goat, however, and the wizards had given them one. To
tant role in gray elf society. Since the fall of Stratis, duelists protect the elven people, the Grand Council turned
have been increasingly involved in Ravilla’s skirmish battles. from an advisory body to a ruling one. The city-states
They excel at this form of warfare, where individual skill were now to become parts of a greater whole. The
counts for more than discipline and formation. The figure gray elf citizens, frightened by the taste of war they
above is a member of the North Wind Society. They special- had received, wholeheartedly approved of the Grand
ize in fighting with the two-bladed sword. Council’s action.
Creating a Duelist PC: If you’d like to play a North Wind
duelist in your D&D campaign, it’s a simple matter of feat From City-States to Empire
selection. Make a-1st level elven fighter and take the feats The Grand Council’s next move was to enact an official
Ambidexterity and Two-Weapon Fighting. At 1st level your ban on sorcery. Its practice was specifically linked to
character is learning to wield the two-bladed sword but will demonology and its practitioners were declared a dan-
not yet have won the right to use it. When the character ger to elven security. Over the ensuing five years,
reaches 2nd level, take Exotic Weapon Proficiency (two- sorcerers in the city-states were hunted by specialized
bladed sword) as your fighter feat. The society then presents teams of mage hunters. They were forced to renounce
the character with a weapon in a solemn initiation ceremony their sorcerous ways or go into exile. Many left and
and welcomes him or her as a full member. never returned.

94 july 2001
The most successful mage hunter FACTIONS OF THE SUNDERED EMPIRE
was an elf named Trigorian. He Since the fall of Stratis, the Sundered Empire has been soaked with blood. Armies
unearthed a cabal of sorcerous crisscross the land, leaving destruction in their wake. Every army uses advanced
cultists, and their public trial made parties, scouting forces, and other small units in the war, and it is this level of con-
Trigorian a hero. When the sorcer- flict that is the focus of the initial release of Chainmail rules and miniatures. You take
ers of Ravilla had been dealt with, the role of a warband commander dedicated to one of six starting factions:
the ambitious Trigorian turned to
politics, and in 513 he was elected
to the Grand Council. He immedi- AHMUT’S LEGION
ately agitated for a wider effort Three hundred years ago, the nomad warlord Ahmut
against sorcery. He argued persua- terrorized Ravilla before an assassin’s knife put him in
sively that city-states could not be an unmarked grave. This dread warrior was reanimated
kept safe if sorcerers were allowed by the spear of the God of War, and he now leads an
to run wild beyond their borders. undead army in a mad quest for vengeance. He has the
The council tripled the size of the aid of a forbidden death cult, whose powerful necro-
army, while Trigorian urged the mantic magic helps keep his army in the field.
citizens to war. Hostilities com-
menced in 515. DRAZEN’S HORDE
Gray elf armies swept south and The savage humanoids of the Southlands were never
east for the next twenty years, a real threat until the hobgoblin commander Drazen
aided by Oathbands of their wood forged the orcs, goblins, ogres, and hobgoblins into a
elf kin. They overran a myriad of cohesive army. They crossed the Blasted Desert in an
petty kingdoms and drove humans epic march and attacked with complete surprise. With
and dwarves before them. By the Stratis’s axe in his hand, Drazen is all but unstoppable.
time the campaign had run its
course, the elves controlled all of
Western Oerik north of the Blasted THE PEOPLE’S STATE OF MORDENGARD
Desert with two exceptions: the Just over one hundred years ago, the dwarves of
dwarven kingdom and the new Mordengard toppled their Tyrant King and established
human nation of Thalos. The a worker’s state. Now the People’s Legion has taken to
dwarves were not a sorcerous the field to fight for the freedom of the dwarves.
people, so costly assaults on their With skill, bravery, and ingenious elemental weapons,
mountain strongholds were consid- the dwarves safeguard their revolution.
ered unnecessary. The island
nation of Thalos was assaulted in
550, but the inspirational leader- NARESH
ship of their Queen Almira helped Jangir, a gnoll priest with demonic blood in his veins,
the humans defeat the veteran has united the gnolls under the banner of his abyssal
elven legions. Although Trigorian patron Yeenoghu. Now gnoll and demon march in
agitated for a renewed attack, none step, as Jangir spreads chaos and terror for the glory
would back him. The elven people of his god. If Jangir succeeds in reopening the Abyssal
were tired of war. Gateways in the heart of Ravilla, his demon horde
Thus the elven city-states would sweep away all opposition.
became an empire. The official
year of this event is 525, when the THE EMPIRE OF RAVILLA
city-states unified permanently as This elven state used to rule the whole region, but now
the Empire of Ravilla. The members it is an empire in name only. Ravilla lost most of its
of the Grand Council became land in a long series of disastrous wars. Now the city-
known as the Oligarchs and their dwelling gray elves and their wood elf allies have been
power was vast. They presided driven back to their original borders. They are engaged
over the zenith of Ravillan achieve- in a life-or-death struggle with not only the forces of
ment, the Elven Peace of 552-698. evil but also the crusading humans of Thalos.

Everything Falls Apart THALOS


The Empire of Ravilla could not Thalos was founded by human tribes fleeing from the
last. In future issues, the other fac- advancing armies of Ravilla. The current queen, Almira
tions of CHAINMAIL will be examined, XXI, declared a holy crusade that fired up the Thalish
and it will be revealed how mighty people. She aims to conquer the ancient lands of the
Ravilla became the Sundered human tribes, lost so long ago. Her armies, led by pal-
Empire. Until then . . . adins and assisted by gnome engineers, have enjoyed
great success in their initial campaigns.

95
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Repairing the Ranger favored enemy stack up against +1 Will At 11th, trackless step. At 15th, the abil-
When I expressed my intention to play save, woodland stride, trackless step, ity to track someone who is using
a ranger to my DM, he stated his opin- resist nature’s lure, wild shape twice a trackless step. At 17th, the scent ability,
ion that the ranger was especially weak day, and nine additional spells? per the Monster Manual. At 19th, blind-
compared to the other classes. I was It’s not even close, and it doesn’t get sight with a 5-ft. radius.
skeptical but shrugged when he offered better as you extend the progression. I have two concerns with the pro-
something later (a bonus feat, maybe) The only additional special ability the gression above. The first is that maybe
to help balance the discrepancy. ranger gets—the ability to buy Improved (but only maybe) it overbalances in the
Well, it turns out that he’s right. Two-Weapon Fighting—depends on hav- other direction. The second is that it
Actually, in my opinion, he was more ing a level in ranger and a base attack overlaps too much with druid abilities.
right than he knew. bonus of +9. If I wanted to buy the feat On the other hand, nature sense, wood-
I later modified my concept into a while taking druid levels, I’d have to land stride, and trackless step make
ranger/druid for a few reasons, none of wait an additional two levels. sense for a ranger, and they do get
which had to do with my DM’s percep- My conclusions? them later than druids. On the third
tion of the ranger as weak. Currently First, the ranger is almost certainly hand, I’ve never really understood the
Kirellin is 1/1, soon to gain another level, the weakest class in the game. It has point of giving rangers spells.
and the reasons to take that level in few special abilities, and almost all of Comments?
ranger are almost non-existent. those it does have are focused on Jeff Wilder • San Francisco, CA
If I take ranger, I immediately get a +1 fighting, and the ranger—unable to wear
base attack bonus, +1 to Fortitude decent armor, unable to specialize, with Eye of the Beholder
saves, 1d10 HD, and 4 skill points. as few feats as any non-Fighter class— Recently a friend encouraged me to pick
up the new edition. She knew I quit D&D
The ranger is almost certainly when 2nd Edition came out. I said I’d give
it a look, and I liked most everything.
the weakest class I was disappointed to see Charisma is
still a stat. The definition doesn’t bother
in the game. me as much as the race restrictions.
After all, if it is a force of personality,
self-esteem, and physical attractive-
If I take druid, I immediately get a +1 is only a passable warrior. ness, then why should half-orcs and
base attack bonus, +1 to Fortitude and Second, those benefits that make the dwarves be penalized? Growing up in
Will saves, 1d8 HD, 4 skill points, ranger at all attractive are all concen- their respective communities, they
woodland stride, an orison, and a 1st- trated at 1st level. Track, Ambidexterity, might not be viewed as unattractive
level spell. Two-Weapon Fighting, martial weapon and feel pretty good about themselves.
Maybe the answer is that the benefits proficiency, favored enemy, and the Beauty is in the eye of the beholder,
of taking levels in ranger are deferred. ability to buy Improved Two-Weapon and there’s no reason they couldn’t
What can I look forward to in the next Fighting later. have a strong force of personality.
five ranger levels? A +5 base attack Therefore, while there are reasons I recall in 1st Edition a chart to
bonus, 5d10 HD, +3 Fortitude save, +2 to take a single level of ranger, there show inter-race reactions. For exam-
Reflex save, +2 Will save, an additional are no compelling game mechanic rea- ple, elves and half-elves interacting
favored enemy at +1, improvement of sons to go beyond 1st level in ranger. within human communities could be
my current favored enemy to +2, and a So what’s the fix? given a bonus, but a penalty in deal-
single 1st-level spell. Off the top of my head, I’d accelerate ing with orcs and dwarves.
By contrast, the next five druid levels the acquisition of favored enemies to As levels go up, a character should
provide a +4 base attack bonus, 5d8 HD, every 4th level rather than every 5th. be able to have a greater Charisma just
+3 to Fortitude save, +2 to Reflex save, I’d also allow the ranger to improve his because she’s been there and done
+3 to Will save, woodland stride, track- bonus against a current favored enemy that—and knows others have not. A
less step, resist nature’s lure, wild shape by 2 (as opposed to 1) in lieu of gaining 10th-level half-orc should impress the
twice a day, 2 orisons, 2 1st-level spells, 3 a new favored enemy. Maybe give a heck out of a 1st-level anybody.
2nd-level spells, and 2 3rd-level spells. bonus feat at 2nd level and every 4th For looks there was an optional stat
So how does +1 base attack bonus, 5 level thereafter (2nd, 6th, 10th, 14th, called Comeliness. That should be used
hit points on average, an additional 18th). At 3rd level, give the ranger for looks and modifiers for interactions
favored enemy, and +1 on my current nature sense. At 7th, woodland stride. with other races.

96 july 2001
For force of personality, call it Weak Split ter ones require power points to spend
something else; Runequest and After eagerly awaiting the arrival of the and the psychic warrior has very few of
Stormbringer used POWer. This stat new Psionics Handbook, I’m sad to say those and no bonus power points even
would be more useful for all spellcast- that much of it has greatly disappointed though the bard, paladin, and ranger all
ers. It could represent the characters’ me. There are two main things that get bonus spells for higher abilities. Where
ability to harness and bend the powers bother me. First and foremost is the divi- is the balance that everybody seems to
of the universe. Having it increase, or sion of the psionicist class into two crave? The new psionic classes are a slap
a random chance for increase, could weaker psionic classes. The psion, while in the face to anyone who likes psionics.
reflect the character’s growth. having a great power list to choose from, My second gripe is toward the new
Douglas McLeod • Oakland, CA is incredibly weak when compared to any psionic combat system. Attack and
of the spellcasting classes from the defense modes make no more sense now
#282’s Question of the Month Players Handbook. A psion knows about than they did in the 2nd Edition, and now
What is our gaming environment like? as many powers as the sorcerer does the defender is forced to pay for each
We game every Tuesday in my but has the power to manifest them less defense separately rather than having it
basement. The basement is finished, often than a wizard one level lower per last the whole round. The whole idea of
and it has all the accouterments, such day. The bonus power points in no way being caught flat-footed by a mental
as a coffee maker, fridge, stereo, equal what any other spellcaster would attack is ridiculous, as is the whole
phone, and restroom. get from an equally high ability score and notion of a non-psionic buffer. Where
The players begin filtering in at 6 P.M., the d4 Hit Dice and wizard/sorcerer do these ideas come from? A psionicist’s
and we begin at 6:15 P.M. Usually there attack figures completely prevent the mind is always closed to mental attacks
are between five and eight players, crafting of a psion character who would and non-psionic creatures should be
depending on who is working late, who consider entering melee. more vulnerable to psionics, not less.
had a doctor’s appointment, and so on. The psychic warrior isn’t much better. Well I’ve said my piece; even
The players who can’t make it let me The few powers the class gets are hardly though I doubt you people at DRAGON
know a day in advance so I can plan worth the trouble when looking at the will ever print this I can tell you that
their part in the story for that session. pathetic list of powers to choose from. No there are many others who feel as I
Since players usually have multiple healing, no offensive damage powers, just do about the new rules.
characters in the same vicinity, it’s easy feats, which are great but most of the bet- Kenneth G. VanSell II
to have them move in and out of the
story without disrupting the scenario.
There is quite a bit of humor and
discussion during the game, and some-
times not one die is rolled as the
evening is filled with roleplaying. Other
nights we play out a battle, and that
can take one session as well. If I’m feel-
ing a momentous event could happen
during an evening’s session, I will call a
“You say it, your character says it”
night in which everything is taken liter-
ally. The players know it’s going to be
enforced, and rarely do anything out of
character. The few times they have
acted out of character resulted in a
few curses and shouts. Nothing caused
by this rule has been terrible, however.
On the contrary, it usually focuses the
entire group. I don’t like to do that too
often, simply because it makes it more
special when used sparingly.
Around 9:00 P.M., the guys begin
packing their stuff and heading out.
That leaves me with 30 minutes to put
the dirty coffee mugs and trash away. I
also use this time to put in the XP and
changes to the characters in the com-
puter. In conclusion, our gaming envi-
ronment is somewhat structured but
conducive to the gamers who play in it.
The Cobster • cob37jam@yahoo.com

97
by Rick Moscatello

This month, we visit Age of Kings,


a great real-time strategy game. In
this game, players control mini-
civilizations, each with attributes
similar to real-world cultures. For
example, the British build long-
bowmen, while the Persians build
elephants. The real world might
not sound like a good place for
fantasy gaming ideas, but Age
of Kings is loaded with good
stuff for your campaign.

New Feats
The elite warriors of each civilization Hills and slopes are important features Certain units can destroy buildings
in Age of Kings have different special in the landscape of Age of Kings. with alarming speed. The Huns have
abilities. Many of these historically A warrior fighting downhill has a the Tarkan, a dozen of which can anni-
based advantages translate well into significant damage bonus. hilate a castle in seconds.
D&D game feats.
Hill Fighter Wall Breaker
You are skilled at fighting from You have a knack for destroying
higher ground. inanimate objects.
Prerequisite: Base attack bonus +2 Prerequisite: Str 13+, Power Attack
Benefit: When attacking from higher Benefit: A character with this feat can
ground, you gain a +2 circumstance ignore the first 5 points of hardness
bonus to melee attack rolls or a +1 cir- when striking an object. Note that this
cumstance bonus to ranged attack rolls. is not extra damage, so if the object
Normal: You gain a +1 circumstance doesn’t have any hardness, the feat
bonus to melee attack rolls for attack- does not help.
ing from higher ground and no bonus
to ranged attack rolls. By practicing husbandry, many
WALL BREAKER civilizations can increase the speed
HILL FIGHTER of their mounted units.

Fast Rider
You are a talented rider, able to
get better performance from any
animal you ride.
Prerequisite: Handle Animal skill,
Ride skill
Benefit: When you are riding a mount
that is carrying no more than a light
load, its base speed is increased by 10
feet. Your mount’s overland movement
rate increases by 1 mile per hour, or 8
miles per day.

98 july 2001
New Creature
The Age of Kings world is decidedly LIVING CATAPULT
non-magical. Troops don’t gain lev- Huge Construct
els, there are no magic weapons, and
spells are limited to priest abilities. Hit Dice: 16d10 (88 hp)
The only exception to this involves Initiative: -1 (-1 Dex) Living catapults are magically
the siege weapons, which can move Speed: 20 ft. created automatons, constructed
and fire without human assistance. AC: 22 (-2 size, -1 Dex, by clerics in need of weapons that
Who would have thought the ancient +15 natural)
can destroy castles or fight at
civilizations of earth would have Attacks: Slam +20 melee;
access to such powerful magic? boulder +15 ranged extended range. These devices are
Damage: slam 2d6+15; essentially specialized forms of
boulder 5d6+10 golems, more effective on battlefields
Face/Reach: 10ft. by 20ft./10 ft than in dungeon settings. As these
Special Attacks: Launch boulder, siege engines are designed for large
Trample
Special Qualities: Construct, magic
scale conflicts, their creator can
immunity, control them at a range of 600 feet.
damage reduction
15/+1 Living Catapults at work
Saves: Fort +5, Ref +4,
Will +4
Abilities: Str 30, Dex 8,
Con —, Int —,
Wis 9, Cha 1
LIVING CATAPULTS
Climate/Terrain: Any land
Organization: Solitary or gang
(2-5)
Challenge Rating: 9
The cavalry archers of Parthia were Treasure: None
famous for shooting arrows at pur- Alignment: Always neutral
suers as they retreated. This made Advancement: 17-32 (Gargantuan),
them incredibly effective, especially 33-48 HD (Colossal)
against slower opponents.
Combat
Improved Mounted Archery Living catapults are normally set up to
You make ranged attacks from a attack foes from afar but when ene-
mount almost as well as you can mies get too close, they attempt to run
from the ground. them down or smash them.
Prerequisite: Ride skill, Mounted Launch Boulder (Ex): As a standard
Combat, Mounted Archery action, a living catapult can pick up a
Benefit: The penalty you suffer when boulder weighing 60 to 80 pounds
using a ranged weapon if your mount (Medium-size object) with its launching
is taking a double move is eliminated, arm and hurl it as a ranged weapon
and the penalty for using a ranged with a 200-foot range increment. supernatural effects, except as follows:
weapon when your mount is running Trample (Ex): As a standard action Warp wood or wood shape spells
is halved to -2 instead of -4. You can during its turn each round, the crea- cause 2d8 points of damage and hold
move before and after your attack, ture can literally run over an opponent the living catapult immobile for 1 round.
provided the total distance is not at least one size category smaller than Fire effects cause damage normally.
greater than your mount’s speed. itself. The trample deals 3d12+5 bludg-
eoning damage. A trampled opponent Construction
FAST RIDER can either attempt attacks of opportu- A living catapult costs 45,000 gp
nity at a –4 penalty or make a Reflex to create. Assembling the body
save (DC 28) for half damage. requires a successful Knowledge
Construct: Immune to mind-influencing (engineering) check (DC 15) and a
effects, poison, disease, and similar Craft (carpentry) check (DC 15).
effects. Not subject to critical hits, sub- The creator must be at least 16th-
dual damage, ability damage, energy level and able to cast divine spells. The
drain, or death from massive damage. ritual drains 1,500 XP from the creator
Magic Immunity (Ex): Living catapults and requires animate objects, divine
completely resist most magical and power, and resurrection.

99
by Skip Williams
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The Sage cannot make personal replies, so do not include a self-addressed, stamped envelope.

Most of the psionic powers and feats produce rays, which are ranged touch stacks with a shield.
that improve the user’s Armor Class attacks. As noted in the previous Natural armor bonuses do stack with
seem to create a sort of force field answer, touch attacks ignore the armor armor bonuses, so the Inertial Armor
around the user. So, will they afford bonuses that the Inertial Armor feat feat and the lesser natural armor
the user protection from touch attacks and ectoplasmic armor power provide. power stack.
or ranged touch attacks? An inertial barrier stops blows, cuts, Armor Class bonuses that are not
A touch attack or ranged touch and slashes, but not rays or other armor bonuses, such as the insight
attack bypasses any armor bonus or touch attacks. The inertial barrier bonus from the combat precognition
natural armor bonus. Incorporeal touch power, however, provides damage power, stack with other armor bonuses,
attacks bypass armor and natural reduction 10/+5. Damage reduction can as do deflection bonuses, such as the
armor bonuses, except for armor stop normal or subdual damage from bonus from a ring of protection.
bonuses that come from force effects. an incorporeal touch attack, but not
The Inertial Armor feat and the ecto- energy drain or other touch delivered Can you spend extra points on the
plasmic armor power do indeed use spell-like or supernatural effects. For Psionic Fist feat and deal extra dam-
age? Could you, for example, pay two
This month’s column features questions power points for an unarmed strike
that deals an extra +2d4 points of
and answers about the new damage? Also, the feat description says
you can hold a “charge” for a maxi-
Psionics Handbook. mum number of rounds equal to your
Strength modifier +1 or until your next
attack, whichever comes first. What
psychic force. The armor bonuses work example, a spectre deals 1d8 points of happens if you have a negative
against incorporeal touch attacks but damage with its incorporeal touch Strength modifier?
not other touch attacks (and their attack. If the spectre touched a charac- The Psionic Fist feat lets you spend 1
descriptions note this fact). ter protected by an inertial barrier, the point to gain an extra 1d4 points of
Powers that provide natural armor touch would not inflict damage, but the damage on your unarmed strikes. You
bonuses, such as lesser natural armor, character still would be subject to the can spend only 1 point on the feat at a
are not effective against any kind of spectre’s energy drain ability. time. If you’re holding a charge and you
touch attack. spend another point, the effects don’t
Other powers that improve Armor The description of the Inertial Armor stack, but the maximum time you can
Class with a different kind of bonus feat says that the armor bonus pro- hold the charge is measured from the
work against all types of touch attacks. vided by the feat does not stack with time you spent the extra point.
For example, the combat precognition the armor bonus provided by a shield The prerequisite for the Psionic Fist
power provides a +1 insight bonus to or regular armor. Can a character feat is a Strength score of 13 or more
Armor Class, and it is effective against who takes this feat stack the armor (Strength modifier +1). If your Strength
touch attacks of all kinds. bonus from bracers of armor with score ever falls below 13, you can no
Inertial Armor? What about natural longer use the feat because you no
Does the Inertial Armor feat or the armor? What about the ectoplasmic longer meet the prerequisite (see page
inertial barrier power block the disinte- armor power? 77 in the Player’s Handbook).
grate spell or disintegrate power? In Two armor bonuses don’t stack
earlier editions of the psionics rules, (except the armor bonus from one Suppose a character has Stand Still,
inertial barrier was effective against shield and one suit of armor you wear). Combat Reflexes, and the Hold the Line
disintegration. What about the ecto- The Inertial Armor feat, the ectoplasmic feat from Sword & Fist. Hold the Line
plasmic armor power? Does it have armor power, bracers of armor, allows the character to make an attack
any effect against the disintegrate spell shields, and suits of armor all provide of opportunity when the character is
or disintegrate power? armor bonuses, so their effects do not charged. Thus, Stand Still can be used
No in all three cases. Both the disin- stack. Note that the ectoplasmic armor to keep the charging attacker from
tegrate spell and disintegrate power power is something you wear, so it entering the area the character

100 july 2001


threatens. The attacker gets a Fortitude Once a character has used all her intended, or is there some limit to how
save against the Stand Still effect, but power points, can the character use high this number can go?
if the attacker fails the save, the the nonpsionic buffer defense if sub- There’s no limit on the number of
attacker has to stop moving and thus jected to a psionic attack? What if the points you can spend on psychofeed-
loses the charge attack, right? character multiclasses and has one or back. If you want to blow all your
Yes, you can use Stand Still and more nonpsionic classes? Can she use points to get a really big modifier, you
Hold the Line to stop charge attacks, so a nonpsionic buffer then? can. If you do, you’d better hope you
long as your opponent doesn’t outreach No. Only nonpsionic creatures can don’t have to deal with any psionic
you. (If your opponent has a longer use the nonpsionic buffer line. If you’re combat while your points are depleted.
reach than you do, the opponent can psionic and you fail to mount a defense
attack you without entering the area for any reason, you have to use the Can the metaphysical weapon power be
you threaten.) “flat-footed or out of power points” line used on unarmed attacks? If so, would
from Table 4—1. the entire body of the manifester glow
Am I right in assuming that with the with pale silver radiance?
Combat Reflexes feat, the Stand Still Is there any limit on how many power The metaphysical weapon power
feat can be used multiple times in a points one can spend on the psy- works on weapons, not creatures. You
round against separate opponents, chofeedback power in a given round? cannot use the power on a creature to
even when flat-footed? High-level psions can have hundreds give its unarmed attacks or natural
Yes, you can use Stand Still when- of power points and could potentially weapons an enhancement bonus. You
ever you make an attack of opportu- spend all of them to accomplish some can however, use the power on intelli-
nity. The Combat Reflexes feat gives incredible feats or to create some truly gent weapons, which are creatures of
you extra attacks of opportunity each terrible save DCs. Is this as it was the construct type. You cannot use
round and lets you make attacks of
opportunity even when flat footed, so
if you have that feat you can use Stand
Still when you’re flat footed.

On page 75 in DRAGON #281 it says that


if you are a nonpsionic character, the
only attack you have to fear is the
Mind Blast because the Will save DCs
for all other attack modes are –8 or –9
against nonpsionic defender. I cannot
find this rule anywhere in the Psionics
Handbook. Could you tell me where it
states this?
Check out table 4—1 on page 42,
specifically the “nonpsionic buffer” line.

Suppose a psionic character has


power points and has not been caught
flat-footed. Can he elect not to use
a psionic defense and simply make
an unadjusted Will save against an
attack? Could the character still
use the Psychic Bastion feat in this
circumstance?
As noted in the previous answer, you
have to use the “flat-footed or out of
power points” line from Table 4—1 if
you don’t mount a defense against a
psionic attack. If you’re not flat-footed,
you could use the Psychic Bastion feat.
If you’re caught flat-footed, you can’t
mount a defense. You can use the
Psychic Bastion feat anytime you’re
conscious and have at least 3 power
points to spend.

101
metaphysical weapon on constructs correct duration is instantaneous. yes, you can trigger a metapsionicly
that are not intelligent weapons. If you This is official errata. enhanced power. Your reserve has to
do use metaphysical weapon on an match the enhanced power’s increased
intelligent weapon, the enhancement When using Table 4—43 in the DUNGEON cost. Note that there is a limit to how
bonus from the power does not stack MASTER’s Guide to generate an NPC, much you can enhance a power with
with the enhancement bonus the how do you determine the highest-level a metapsionic feat: The total cost can’t
weapon already has, or with any other psion or psychic warrior? be higher that your psionic character
enhancement bonus that might be Roll 1d4 + the community modifier level minus one (see page 23 of the
applied to the weapon. for either class. Psionics Handbook).

Can the float power be used on Some psionic monsters are very pow- Table 1—2 in the Psionics Handbook
the manifester? erful psionically, but they don’t use shows bonus points for psions. I cre-
The power’s target can be any psionic power points. Can these crea- ated a 10th-level psion who happened
object or creature whose weight does tures use feats or magic items that to have an 18 in the primary attribute.
not exceed 300 pounds per caster require reserve power points? Also The table suggests that a 10th-level
level. Such a target could be the can they use feats or other things that psion would receive no bonus points, a
manifester, provided he doesn’t exceed cost power points to use? The monster “—” is shown. This seems unfair, for it
the weight limit. section in the Psionics Handbook says would mean the character had to give
they use psionic powers and combat up 7 bonus points when it moved from
Can you perform psychic chirurgery on modes for free. It doesn’t mention any- 8th to 9th level, for an 8th-level psion
yourself? What would the effects be? thing else, such as psionic feats. with an 18 attribute has a “7” shown. Is
The power can target any living A creature has no psionic power that the intention of the chart?
creature within range. If you’re a living points (reserve or otherwise) unless it No. Add up everything on the line
creature and capable of manifesting the also has a psionic character class. This for the ability score in question (see
power, the target can be yourself. is true even for creatures with the page 8 in the Psionics Handbook). A
You can repair damage to yourself psionic template. psion with a primary attribute of 18
in the same manner as you can repair A creature can always make use of gets 16 bonus power points if the char-
damage to another creature, any feat or power the creature’s acter is 7th-level or higher.
including lost levels. description says it can use, and if it has
Removing a compulsion to yourself the psionic template, it can make use of There are no lists of the powers avail-
can be tricky. Most compulsions, such the psionic abilities mentioned in the able to the prestige classes in the
as a suggestion, confusion, or dominate template. If the creature’s description Psionics Handbook. Is this an omission
person, simply force you to obey and gives it access to a psionic feat, it can or is it assumed that they simply con-
you are powerless to resist so long as use the feat, even though it has no tinue to discover powers from their
the compulsion remains in effect. Some reserve points (and it can use the feat previous list or lists?
circumstances might allow you a new even if it does not meet the feat’s pre- The prestige classes in the Psionics
saving throw to overcome the compul- requisites). For example, a blue benefits Handbook use the psion power list.
sion, but in such cases you make the from the Inertial Armor feat even
new save and if you’re successful the though it has no reserve power points Do psionic attacks provoke attacks of
compulsion is broken or you fail and and can freely use the charm person, opportunity? What about defenses?
you remain powerless to resist. In either far hand, and finger of fire powers. It The Psionics Handbook is vague on this
case, psychic chirurgery is irrelevant. also can use the ego whip, mind thrust, point. If they do, how do you determine
Some compulsions have long-term empty mind, and mental barrier psionic the DC for Concentration checks that
effects that leave you fairly free to act combat modes without expending points. are required when a psionic creature
as you wish, such as the quest spell. The creature, however, cannot use suffers damage from an attack of
You can remove such effects by per- psionic abilities or feats that are not opportunity?
forming psychic chirurgery on yourself. included in its description or in the Psionic powers and psionic attacks
Technically, you can choose to use psionic template because it has no are spell-like abilities and they provoke
psychic chirurgery on yourself to power points. Nor can the creature attacks of opportunity just as other
transfer your own knowledge to your- use magic items that require a power spell-like abilities do. Psionic defenses
self. Doing so, however, doesn’t benefit point reserve. are also spell-like, but they do not pro-
you in any way. Your transferred voke attacks of opportunity.
knowledge doesn’t stack. Can you use the Trigger Power feat For the Concentration DC for psionic
on a power that has been enhanced abilities, use the Concentration skill
How is the inflict pain power supposed with a metapsionic feat? For instance, description from page 19 of the Psionics
to work? The power inflicts 3d6 points can you trigger a maximized version Handbook. If the power in question is an
of damage. The power’s duration is of ultrablast? attack mode and the DC has a level-
concentration, up to 5 rounds. Does You can’t use Trigger Power on based component, use the following val-
this mean the power deals damage ultrablast because it’s a 7th-level power ues (which are derived from the attack
every round that it lasts? and you can use the feat only on pow- modes’ power point costs): mind thrust
The listed duration is wrong. The ers of 3rd-level or lower. Otherwise, 1, ego whip 2, id insinuation 2, psychic

102 july 2001


crush 3, mind blast 5. is on the psychic warrior list, but the total number of powers the charac-
For example, a character uses psychic warrior isn’t mentioned in ter can know.
mind blast and provokes an attack of the power description. Psychic chirurgery simply restores
opportunity that hits and inflicts 10 All four of these powers are access to the inaccessible powers; the
points of damage. The Concentration available to psychic warriors. person using psychic chirurgery does-
DC is 25 (base of 10 + 10 for the This is official errata. n’t need to know the erased powers to
damage dealt + 5 for mind thrust’s make the repair.
effective level.) Is a character who has been affected
by the 9th-level power apopsi (perma- Page 140 of the Psionics Handbook
Most of the prestige classes in the nently lose 1d4 psionic powers), now says that because undead have no
Psionics Handbook have a prerequisite able to learn 1d4 new psionic powers? Constitution scores, they cannot use
of a certain number of base power In other words, does the use of apopsi psychometabolic powers. However,
points each day, which does not erase a character’s discovered power on page 8 it shows that the score tied
include bonus power points. Do power slots, free up those power slots, seal to psychometabolism is Strength. Is
points from the Inner Strength feat off the mind’s access to those powers, one of these entries an error?
count as bonus power points or base or does something else happen? How Constitution governs psychokinesis.
power points? does psychic chirurgery restore these Are undead creatures banned from
The Inner Strength feat provides powers? Does it reimprint the mind both disciplines?
bonus power points, not base with the erased powers? Does it unseal Undead creatures cannot use psy-
power points. the mind’s access to the erased pow- chometabolic powers (they don’t have
ers? Would someone using psychic any metabolisms).
Are the skate, see sound, psychofeed- chirurgery need to know the erased However, an undead creature can
back, and improved vigor powers avail- powers in order to restore them? use psychokinesis powers despite its
able to psychic warriors? The first The powers and the slots they once lack of Constitution. It uses its Charisma
three powers aren’t included on the occupied become inaccessible to the score as the key ability score when
psychic warrior list, but their descrip- character (they’re still there, but they’re manifesting psychokinesis powers.
tions say they’re psychic warrior useless). If the character gains a level,
powers. The improved vigor power the erased powers still count against

103
by Robin D. Laws • illustrated by John Kovalic

Breaking
the Mold
DM [as the despicable Imperial along. Clichés act as a sort of short- us up in a big way by tempting us to
minister, Ferrinax] You will do hand that allows everybody to work bigotry. Most of us, though, know bet-
what I tell you, pusillanimous from a common set of assumptions. If ter than to expect real-life individuals
dwarf. Else I shall send this the party enters a vale of gnomes in we meet to conform to the stereotypes
scroll to your underground search of allies, and most of the players we carry around in our heads. Rarely
home, dishonoring your name have read up on gnome culture, they do we meet someone who seems aver-
for generations! can immediately proceed to interact age or typical in every way. If you say
with the NPCs without the DM having someone is a typical New Yorker (or
YOU Is that so? to spout a long explanatory monologue. southerner, or Californian, or, for that
Gnomes are already alive in their matter, gamer), you’re probably making
DM Admit it, Molan. You serve minds. Clichés act as a sort of back-up fun of him for being a sort of walking
as my pawn now! generator for your imagination. cartoon character. Real people are
always more complicated than such

O ne of the easiest ways to evaluate


the quality of a book, movie, or
roleplaying session is to search for
clichés. We’re trained to see the use of
Start with a Stereotype
When you first start out as a roleplay-
ing gamer, it’s best to stick to the
stereotypes. Each D&D character
stereotypes allow.
When incorporating this thought into
your roleplaying, don’t just throw the
cliché out the window. Instead, draw on
clichés as a bad thing. We expect the draws on at least two stereotypes: race it as a hidden power source to bring
characters and situations in great and class. (Multiclass characters par- instant zip to your PC. If your charac-
works of art to rise above cliché. Yet, take of multiple stereotypes. Alignment ter seems a little flat, you can quickly
especially in the realm of escapist can provide a third stereotype to work and effectively add dimension to her by
entertainment, most of us take secret from.) You know the drill: Dwarves are showing how she deviates from her
pleasure when certain standard ele- taciturn and driven by family honor; stereotype.
ments appear. I might like the plucky barbarians are ale-guzzling, axe-swing-
everyman hero type; you might dig ing wild men, and so on. The basic Breaking Away
ninjas. Really effective clichés speak to descriptions in the Player’s Handbook To depart from a stereotype, first find
something deeply rooted in us, and are all vivid, fun stereotypes. Think of a description of your character race
some critics and psychologists distin- these as training wheels. By the time and class. You can use the text given in
guish them from ordinary stereotypes you’re interested in reading columns the Player’s Handbook, or you can find
by calling them archetypes. like this, though, it’s time for the wheels a lengthier description in a sourcebook
In roleplaying games, clichés are a to come off. or DRAGON article. Longer articles give
good thing. Assisted by the D&D rules, We also use stereotypes in real life you more to go on, but they increase
DMs and players together create the to categorize people from different the chance that you’ll focus on a minor
storylines of their games as they go places and cultures. This habit can trip element of the type instead of its main

104 july 2001


points. You might want to photocopy The advantage of this approach is that character is obsessed with her clan’s
the description so you can highlight bits it makes the character more emotionally honor, making every decision by asking
of text or make marginal notes without appealing to you. The disadvantage is herself how best to enhance it. Your elf
ruining your copy of the book or mag- that the DM and other players might is considered especially mystically
azine. Keeping in mind our general rule see your dwarf as just a carbon-copy attuned, even by the standards of her
that one simple idea is stronger than of your past characters. Whether this race. Your barbarian is still up roister-
many complicated ones, highlight a sin- is a serious disadvantage depends on ing and looking for enemies to raid
gle trait for your PC to contradict. how highly you value originality and when her clan-mates have long since
(Although at first it seems that your PC diversity. passed out.
will differ from the stereotype in just Players who want to portray a differ- When exaggerating a feature, take
one important way, you’ll find that ent character each time out might take care not to make the character so
making this single change tells you a the opposite tack, targeting for elimina- extreme that she annoys the other
lot of other things about her, including tion the element they usually empha- members of the play group. She
further ways in which she differs from size. Maybe you’ve always favored shouldn’t be so obsessed that she can’t
the norm.) elves because you like their mystical find a way to grasp the standard plot
When looking for the one aspect to beliefs and dedication to nature. You hooks the DM tosses your way.
change, consider the likelihood that it can shake up the group dynamic by
will come up in your campaign. If your playing a hard-headed elf who’d sooner Playing the Type
DM concentrates on dungeon-crawling, prowl the streets of a large city than However you decide to differentiate
it won’t make much difference for you trample around in meadows and briars. your character from the stereotype,
to focus on your PC’s political attitudes. You’d don’t have to get too analytical your next step is to find ways to play
Conversely, a bard’s unusual indiffer- about your choice, though. Most play- up her new traits during the game. You
ence to ancient artifacts won’t be an ers using this method will just look at might even find they give you a tactical
issue in a campaign that focuses on mil- the description until an intriguing idea advantage, as the PC’s enemies, blinded
itary events. pops out at them. If inspiration truly by stereotype, fail to predict her next
The easiest choice to make is simply deserts you, you could even randomly move. At the very least, she’ll surprise
to de-emphasize an aspect you don’t jab the description with a pencil and the DM, your fellow players—and, if all
like anyway. Perhaps you want to play a see what you happen to land on. goes well, you.
dwarf because you like their toughness Here’s another twist: Instead of find-
of character and grim battle-cries. The ing an aspect to ignore, pick one to YOU You assume too much,
idea of being obligated to a clan both- exaggerate. People distinguish them- Ferrinax. This dwarf cares
ers you, though, because you always selves from the norm not only by the more for vengeance than
like to play footloose loners who aren’t values they reject but also by the ones for honor! Have at you!
impeded by a sense of duty to others. they trumpet. Perhaps your dwarf

105
illustrated by Peter Bergting
What’s great about the new halflings is that they are
rougher and grittier, so I tried to make as many of the
sketches as rugged as possible. These are small, bad-
tempered, and unshaven characters you wouldn’t push
around in your local bar. My inspiration is deeply rooted in
’70’s hard rock and it rubbed off on some of the characters
(I especially like the sideburns). One of the characters is
actually based on a photo of me, but you’ll have to guess
which one. (Hint: it’s not that hard.)
—Peter Bergting

106 july 2001


by Ray Winninger
SEND DUNGEON MASTERING EMAIL TO: SEND DUNGEON MASTERING SNAILMAIL TO:
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Every month, “Dungeoncraft”
explores the fine art of Dungeon
Mastering and offers a behind-
the-scenes look at the development
of an actual D&D campaign. If
you’ve missed any of the previous
installments of “Dungeoncraft,”

Valley
you can find them online at
www.wizards.com/dragon.

O ver the past six months or so,


we’ve effectively fleshed out the
deep background of the Lost
World, tackling such basic issues as
religion, politics, and geography. Now
tax the adventuring party to its limits.
Unless there is a relatively safe sanctu-
ary in which the party can regroup and
lick its wounds, it’s unlikely they will
survive for long. It’s also important to
weapons and equipment through the
local shops, for instance, it might make
sense to make the adventurers travel to
a nearby city (risking encounters and
adventure) to obtain more sophisticated
that we’ve laid a solid foundation and note that the safety of their home base armor and weapons or information
devised a general “feel” for the cam- gives the players an opportunity to let about magic items. This tactic will pro-
paign, it’s time to start designing some their hair down and spend some quality vide you with a handy springboard you
of the more concrete resources we time roleplaying. After all, it’s hard to can use to draw the players into an
need to begin play. be a jovial dwarf or a gnome prankster interesting adventure.
Once again, let’s begin by creating a when your character is in constant Of course, designing an effective
“home base”—the town or village that mortal danger. home base for the Lost World is going
serves as the adventurers’ home during The second most important function to be a bit more challenging than usual.
the early phases of the campaign. Back of a good home base is to provide the One of the defining characteristics of
in DRAGON #258, we considered a few players with the infrastructure they the Lost World is the sense of danger
simple strategies for creating an effec- need to tackle their adventures. Even that permeates the whole setting.
tive base. Let’s employ those same the strongest and bravest adventurers Somehow, this mood is going to have
strategies again this time around, taking need access to temples where they can to be reconciled with the requisite
care to select an entirely different set get their wounds healed, and shops safety of an effective base. One obvi-
of options to illustrate an alternative where they can purchase weapons and ous tactic for achieving this goal is to
approach. Without going into much supplies. For this reason, it’s important provide a truly safe base but to curtail
detail (since you can read the whole of to make sure that the home base is the goods and services offered within,
the earlier piece for yourself online), a well-stocked with these types of forcing the players to frequently ven-
brief recap of the ingredients of an resources. It’s also important to give ture out into the world.
effective base is in order. some thought to which goods and serv- In addition to its two main functions,
In short, the main function of the ices you want to offer for sale in your there are a few additional characteris-
home base is to provide the adventur- home base and which you want to tics of a home base that we’ve already
ers with a safe haven to which they force the players to leave the comforts identified:
can retire between adventures. of the base to obtain. Although you
Remember, good adventures tend to should offer a good selection of

108 july 2001


Local Authority can serve as a home to all the charac- tribal elders know the truth: Janda left
The relative safety of the home base ters, since we don’t want to force the just before she would have been invol-
implies that there’s some sort of force players to create characters who all hail untarily exiled for heresy. Like all
that guards the base and keeps it safe. from the same tribe or race. After all, Solaani elders, Janda knows that all the
This usually implies that there is a local the D&D game works best when there members of the Solaani, the Inuundi,
authority of some type that controls the is a great deal of variety in the adven- and the various human tribes are actu-
army of peacekeepers. This is important turing party. ally mind fragments of the great god of
to note, since we’ll have to make sure to The ideal home base, therefore, is a light who ruled over the Lost World
define this authority as part of the construct that somehow stands outside several centuries ago and is now
process of designing the base. the tribal structure—a unique commu- deceased (see DRAGON #283 for details).
nity that welcomes members of all the A few years before she left her tribe,
Townsfolk various tribes without declaring alle- Janda started to have strange dreams
Throughout the campaign, we’re going giance to any of them. It is also housed that proved difficult for anyone to
to need to introduce new NPCs, both to in an unusually defensible setting or interpret. Ultimately, she realized that
serve as springboards into adventures
and to give the players someone to
interact with. A base that plays host to The main function of the home base is to
a nice mix of locals and visitors helps
accomplish this goal. provide the adventurers
Rumor Mill
Another staple of the home base is the
with a safe haven.
tavern, inn, or other gathering place
that serves as the local source of structure, explaining its permanence the dreams were trying to tell her that
rumors and gossip. Again, such a and relative security. At the same time, she could work a powerful spell capable
mechanism will prove invaluable when it it offers a limited set of goods and of reassembling a significant portion of
comes time to interest the players in services, forcing the players to fre- the light god’s mind from the fragments
new adventures. quently venture out into the world. embedded in herself and a few other
Here’s a solution that neatly fills half “attuned” Solaani scattered across the
Fantasy Element of the bill—a tiny valley that can be Lost World. Once he lives again, the
Finally, it’s fun to make sure that you sealed off and easily defended from elder god could then defeat the tyran-
give every town, city, or base some raiders and encroaching dinosaurs by a nosaurs that house the remains of his
touch of the fantastic, just to reinforce relatively small number of soldiers. ancient enemy (again, see DRAGON #283
the epic, otherworldly flavor of the Such a structure seems like a perfect for details) and bring true civilization to
D&D game. These touches can range home for one of the Lost World’s rare the Lost World.
from magical structures to the pres- permanent outposts of civilization, but The other elders of the Solaani find
ence of a fantastic creature in the base we still need to figure out just how this Janda’s ideas dangerous for a number
itself to the existence of a spell or setting fits in with the political situation. of reasons. Even if she can accomplish
curse that effects the entire area. What if the valley sanctuary were the her aims, the Solaani are afraid that the
domain of a single powerful individual reappearance of the god of light will
The Valley Sanctuary who doesn’t owe allegiance to any par- only lead to a reappearance of the god
The typical home base is a town, city, ticular tribe? This individual allows out- of darkness, igniting anew their age-old
or stronghold. For the Lost World, siders to dwell inside the valley retreat, conflict and possibly destroying the
though, we’ll adopt a somewhat differ- coming and going as they please, so Lost World altogether. Even if the god
ent approach. We’ve already decided long as the outsiders obey a strict set of darkness does not arise, the elders
that the world is relatively uncivilized of rules. Starting with this idea, let’s fear that the planet’s inhabitants might
and that permanent towns and cities create a character to fulfill this role. be forced to live in thrall to the
are quite rare, since it is difficult to About forty or fifty years ago, a reawakened god of light. For these rea-
defend such structures from the rav- powerful Solaani sorceress named sons, the Solaani elders refused to aid
ages of the outside world. Another Janda had a falling out with the rest of Janda and forbid her from either con-
problem is the segregation of the Lost her tribe and led her followers out of tacting the scattered Solaani she sees
World’s society. While there is certainly the elven strongholds in the hills to in her dreams or undertaking a quest
interaction between the various races form their own community in a nearby to unearth the ancient lore necessary
and tribes described in the earlier valley. Before beginning her self- to devise the great spell.
installments, let’s suppose that each imposed exile, Janda was one of the As a consequence, Janda and a
tribe lives in its own self-contained elders of the Solaani tribe and some- handpicked band of loyal followers
community, reinforcing the idea that thing of a hero among her people. vacated the elven fort in the hills and
the tribe is the most highly evolved Although most of the Solaani believe built their own stronghold in a narrow
political structure on the planet. This that Janda departed because the tribal valley located nearby. There, they work
characteristic makes it especially chal- leaders wouldn’t permit her to share to locate the remaining “attuned”
lenging to create a meaningful base that Solaani lore with outsiders, the other Solaani and craft the spell necessary to

109
DEAR DUNGEONCRAFT reawaken the god of light. So far, structured in a way that urges the
Janda and her people have been pur- players to travel often and explore—
I appreciated your recent advice suing their mission for more than fifty simply visiting any of the region’s
on how to create adventures. It years, and there are still several years tribes for consultation forces the play-
led me to recognize my one great remaining before the work will be ers to leave the stronghold and
failing as a DM: complete. All this time, the exiles and undertake a wilderness trek across the
the Solaani have been content to Lost World. Best of all, Janda’s back-
I’m terrible at developing the leave each other alone, though the story provides us with a springboard
“hooks” that lead the play- tension between them can only start we can use to launch adventures and
ers into their adventures. to grow once Janda nears the com- a handy storyline that might come to
pletion of her goal. Most of the define a later stage in the campaign.
Every one of my adventures Solaani elders believe that some sort Will she and her followers accomplish
seems to begin like this, “A guy of open conflict is inevitable. their aim? If so, what happens next?
walks up to you in an inn and Because she is a kind and compas- Finally, what does Kor the tyrannosaur
offers you 500 gold pieces if sionate person, Janda has opened her god think of all this?
you’ll . . .” My players are really valley stronghold to anyone who Along these last lines, here’s just a
getting tired of it. Can you offer wants to live among her people. As a bit more background that might prove
any advice? result, hundreds of merchants and useful. Janda’s story begs an obvious
—Boring in Birmingham disenfranchised members of all the question: What’s so special about her?
various tribes in the region have taken Why does she alone among all the
up residence in the valley. All who live Solaani experience the dreams and
DEAR BORING, in the stronghold agree to abide by a hear the call of the light god? Before
strict set of laws drafted by Janda we answer this question, remember
As in all matters creative, I’m herself and enforced by the impres- that when the light god perished, his
afraid there is no simple “how-to” sive array of soldiers who are at her consciousness was shattered into mil-
formula for designing effective command. For the most part, these lions of pieces, which eventually
hooks. Some people have the laws are designed to keep the peace became the Solaani and all the other
knack for this sort of thing and and promote goodwill, though there intelligent mammalian races on the
some don’t. are a couple of unusual provisions in planet. Today, each of these living
That said, this sort of design is the code as well. Particularly worthy beings embodies a tiny piece of the
quite a bit simpler than it appears of mention is a law that requires any- light god’s mind. What makes Janda
to be. Usually, all it takes is a little one entering the stronghold to pay a and her fellow “attuned” Solaani dif-
practice and a nice collection of full 30 percent of the wealth they are ferent, let’s say, is that they actually
positive examples and you’ll soon carrying (coins, jewels, or trade sprung from the portion of the god’s
be off and running. Your first goods) as a tax. Janda uses this mind that housed and generated his
stop, therefore, is our sister publi- money to feed and clothe the poor dreams. Since dreams don’t require
cation DUNGEON Magazine. At a and to support the army that defends the conscious mind to flourish, these
mere six bucks a copy, DUNGEON the stronghold. This law will accom- dreams have managed to live on even
represents one of the best values plish our aim of forcing the players to after the god’s apparent death. After
in all of gaming. Each month, you’ll spend as little time in the home base several generations of various Solaani
find several complete adventures, as necessary. If they are forced to families, the dreams are now manifest-
each with a pretty good hook of give 30 percent of their wealth every ing themselves once again and leaving
its own. You should find it pretty time they enter Janda’s valley, the their current owners with an irre-
easy either to steal these hooks characters probably can’t afford to sistible urge to regroup to bring the
outright for your own creations or run back to the base after every light god’s dream self back into being.
to use them as templates for encounter. This is worth mentioning since an
hooks of your own. After you Needless to say, only a handful of important aspect of the light god is
make your way through a couple the valley’s residents are aware of actually able to communicate with
of complete issues, you’ll probably Janda’s real mission. Even among her Janda through her dreams, perhaps
get a feel for what your players own followers, only the eldest and providing a useful means of touching
do and don’t respond to, effec- most trusted know exactly what the off adventures or providing the play-
tively solving your problem. exiles are hoping to achieve. As such, ers with some timely exposition.
You might also try designing most of Janda’s story qualifies as a
adventures that are a little larger “secret” as defined by the Second Next month, let’s develop Janda’s
in scope, and thus a little longer. Rule of Dungeoncraft. valley in some detail (more than we
That way, you’ll have to invent All in all, this setup should be par- applied to Aris’ Ironoak stronghold
hooks less frequently. ticularly effective for a number of back in issue #261) to provide a
reasons: It gives us an interesting good example of a fully fleshed-out
home base that can credibly claim a home base.
wide variety of residents, and it’s

110 july 2001


by Mike McVey

Finishing
S o far in this series we’ve looked at
a wide variety of subjects, from
step-by-step guides to some of the
rudimentary techniques like dry-brush-
cases of this choice is when a miniature
has a separate shield. If you glue the
shield onto the miniature straight away,
you will usually block a significant part of
finished, just snip the wire off to the
correct length and glue the pieces
together. You will always have to touch
up around the joint, but make sure the
ing, to painting monsters and fabulous the figure and make painting the minia- glue is fully dry before you do—there is
beasts. This month we’re going to look ture considerably harder. In this case, it no quicker way to ruin a brush than by
at the last steps you take when painting is far better to paint the shield and the getting super-glue on the bristles.
a miniature—finishing. Finishing includes miniature individually and attach the Shields are almost always better
all the chores that aren’t actually minia- shield later. You will also find that the painted away from the miniature. Attach
ture painting techniques but are, in their shield is easier to paint effectively as its them to a small piece of card with dou-
own way, vital to the way a finished own piece. The decision comes down to ble-sided tape; that way they are easy to
miniature looks. The three most obvious common sense really: Just look at the remove when finished. If the back is
finishing tasks are final assembly, different pieces and judge for yourself going to be visible when attached, paint
basing, and varnishing. Let’s take a look which, if any, to paint separately. If a it first, then flip the shield over and paint
at each of them in turn. piece blocks other parts of the miniature, the front. Shields usually cover some of
it’s a good candidate. the surface of the miniature, and some
Final Assembly There are a few things to keep in mind people anticipate this by not painting this
When you buy miniatures and take them if you decide to paint your miniature in area. You might prefer to paint the
out of the blister or box, much of the parts. The best approach is to clean miniature completely and then attach the
time they will come in two or more them all and make sure that they fit shield; that way, if you decide to remove
pieces. (We looked at assembly in detail together snugly. If you want to pin them the shield for any reason, the miniature
earlier in the series.) In most cases, the together, drill the holes and glue a long is fully painted underneath.
best way to tackle these multipart models piece of wire into the piece you are
is to assemble them completely before painting separately—that gives you Basing
you begin painting. In some cases, it’s something to hold onto while painting. Setting the miniature on a good base is
easier to paint one or more of the pieces You might prefer to hold the wire in a an often-neglected area of miniature
separately and join them together when pin-vice, letting you keep your fingers painting, and some people do it almost
you’re finished. One of the most obvious well out of the way. When the painting is as an afterthought. In fact, basing is as

CONSTRUCT YOUR DETAIL 2 FLOCK THE BASE 2


Paint your base and Dip the miniature
attach the miniature completely into the START COLLECTING
1 Use putty to create using pins. 1 Cover the flock tray. Keep a nice array of flock handy
a good texture for base with a to add variety to your miniatures.
any special location thin layer
you’d like to suggest. of glue.
Flagstone, large
rocks, and evocative
objects like skulls
are good.

2 1 2
3 Shake off the excess
and you’re done!

1
112 july 2001
important as any other stage of the
process. You’ll be letting all your hard
work on the rest of the miniature go to
waste if you present it on a badly
planned and poorly finished base. There
are really no ends to the different ways
you can base your miniature. We’ll look
at just a few of them here.

Standard Basing
There are a couple of straightforward
ways you can finish of the base on a
miniature. The first is to use scenic
flock—fine sawdust that has been dyed.
Flock is used mainly for railway or sce-
nic modeling, and you can find it in any
good hobby shop. There are lots of dif-
ferent colors of flock available, gener-
ally in natural shades of green or
brown, so you can choose which best
suits the miniature.
First, paint a layer of white glue on
the top of the base, then cover it in
flock. Even though white glue is water
soluble, always use an old brush and
wash it thoroughly after use. When
applying the glue, be careful that you
don’t get any on the model’s feet or the
sides of the base. Otherwise, the flock
will stick to them too. If you do manage
to glue some flock where you don’t want
it, make sure you remove it right away.
You can also use fine sand, then paint
the sand. The technique is the same:
FINISHED MINIATURES LOOK GREAT!
Your finished miniatures become a great addition
Simply apply the glue to the top of the to any game session.
base and cover it in sand. You might
like to keep the sand in a shallow con- character of the miniature you are Varnishing
tainer and just dip the base into it. You painting. For example, it’s no good cov- The final stage of miniature painting is
need to let the sand dry thoroughly ering the base of a subterranean mon- varnishing. While it’s not exactly a
before you can paint it. Once it’s dry, ster with grass-green flock; it would be painting technique, it’s a vital stage in
you can get all sorts of good effects. If far more in character to create a dun- the process that protects all your hard
you want it to look like grass, just paint geon atmosphere. If you are basing a work. The easiest method is to use a
it mid green, and then delicately dry- wood elf, what you really want is some spray varnish. I prefer to give the
brush it with lighter shades. foliage to put the model in context. miniature a coat of gloss first, which
The sides of the base can also be At a basic level, you can use both gives great protection, then a covering
painted, and again this is mainly a mat- flock and sand to create a broken, more of matte varnish to get rid of the shine.
ter of taste. I prefer black or very dark natural feel. Just paint glue over part of Make sure you let the varnish dry thor-
green, the color of the basing material the base and cover it in flock, then oughly between coats or it won’t come
and the general feel of the model might repeat the process with sand. Another out non-reflective. Some miniatures
influence your decision. Sometime the alternative is to use static grass; this is look good if you selectively gloss parts
base will have little molding marks on similar to flock but is made of tiny of them. For example, you can make
the side; just make sure these are fibers that stand upright when glued to parts of the armor look like they have
trimmed off and the sides are neat and a base. They look almost like real grass. been lacquered, or make the fangs of a
even before you apply paint. If you decide to put a little more monster glisten. To do this, you need to
effort into your bases, the best place buy paint-on gloss varnish and add it to
Scenic Basing to start is in your local hobby or model- those parts when the rest of the model
A great way to add a little character ing store, especially those that cater has been protected in a matte finish.
and originality to a miniature is to put it to railway modelers. If you look at Next month, “Role Models” changes
on a scenic base. It’s good fun too. the shelves, you’ll find all sorts of tack as we’ll begin looking at the new
There is no end to what you can do. things that look great on the bases miniatures game DUNGEONS & DRAGONS:
As with so many aspects of the painting of your miniatures. CHAINMAIL!
hobby, it pays to think about the

113
by Johnn Four
SEND YOUR TIPS EMAIL TO: SEND YOUR TIPS SNAILMAIL TO: SEE ALSO:
scalemail@wizards.com “DM’s Toolbox” c/o DRAGON Magazine www.roleplayingtips.com
1801 Lind Ave. S.W. • Renton, WA 98055

The Encounter
Checklist
E ncounters are the building blocks
of your campaign. In bite-sized
pieces they unfold your story,
reveal the game world, challenge the
and slip them in your DUNGEON MASTER’S
Guide or clip them onto your DM’s
screen. Reference them during the
game for inspiration, idea generation,
damaged furniture that the creatures
have scrounged up to make their shifts
more comfortable. When the PCs crash
through the door, you describe the
characters, and thoroughly engage your and a reminder to pack lots of good room and mention that the party has
players. However, if you viewed stuff into each encounter. caught a group of bugbears lounging
encounters as glasses of water, you Before you run an encounter, quickly on divans, couches, and stuffed chairs.
would find that most of them are only scan the checklists and look for ways to This detail adds interest by making the
half-full. In other words, your group include something extra from one or encounter slightly humorous, and it
only receives half of the benefit that more of the categories. Keep a pen and could even provide some props during
your encounters could offer. a pad of paper handy to jot down ideas a combat (cushions, pillows, and chairs
Most published modules do a great as they come to you. Turn those ideas to throw or hide behind).
job of sprucing up standard dungeon into your own lists to use during your On the other hand, it could be a mis-
and wilderness settings. However, next session. take to add a large chest covered with
designers have no way to customize gold, filigreed lettering for the monsters
the adventure to your campaign. Enhance the Setting to use as a table. After the battle, the
On the other hand, creating your Varied and unusual encounter settings PCs would be drawn to investigate the
own adventures lets you customize are inspiring, and even small details can chest, taking game time to check for
every encounter to your campaign. It make lackluster places memorable. traps and then searching the heck out
can require a lot of work, though, and Tweak every encounter you run so that of it for secret compartments after
you might not have the time for plan- your session doesn’t become a series of they discover it’s empty. They’ll say, “It
ning detailed settings and descriptions, boring rooms or roadside ambushes. must be important because the DM
individual character growth, and game- During the game, look ahead at your specifically mentioned it; keep search-
world revelations. next likely encounter, check its setting, ing!” Make sure your added details
The good news is that individual and decide how you can enhance some become enhancements, not distractions.
encounters can do double duty. The aspect such as lighting, footing, or the
bad news is that you have time for only number of challenges. Use the check- World Development
a limited number of encounters in each lists for ideas if you get stuck. Be care- Players enjoy exploring and discovering
session, so make the most out of each ful not to add details that could your game world through their charac-
one. Squeeze every last drop of excite- significantly distract players or bog ters’ eyes rather than through direct
ment, entertainment, and campaign your session down with needless inves- DM-to-player exposition. They also find
value from them that you can. tigation or speculation. it rewarding when something they
For example, you look ahead and see learned in-character a few encounters
Brief Preparation the next encounter is a bugbear guard- ago becomes important in the current
Before your next game session, photo- room. The room is pretty boring as it session. This sort of development
copy the checklists from this article stands, so you decide to add pieces of makes your campaign seem more

114 july 2001


INDOOR LOCATIONS OUTDOOR LOCATIONS TEN CHALLENGE VARIATIONS
Small tunnels or vents for air circulation Beautiful garden Multiple foes (different types or
Flooded area, perhaps filled with an Grove of unusual trees distinct groups)
unusual liquid Ship in dry dock, or foundered and Time limit
Large, turning fan in the floor, wall or ceiling washed ashore Dangerous weather
Moving elevator Burned forest Precarious location
Siege equipment storage or construction area Moving cart Magical danger or barrier
Walls or floor covered in interesting Edge of a cliff, ledge, or river Rising water, lava, or acid
tapestries or rugs Narrow, perilous bridge Poisonous or dangerous gas
Interesting or unusual furnishings or Waterwheel or windmill Dangerous footing
containers
Deserted town or village Moving walls, floor, or ceiling
Craftsman’s chambers with interesting tools
Construction site Competitors
Strange laboratory with unusual equipment
Magical lake, pool, or fountain WEATHER EFFECTS TEN FOOTING IDEAS
Strangely shaped or colored clouds Deep puddles
NATURAL LIGHTING Thick mist Loose gravel
Strobing
Hot and dry Muddy
Flickering
Lightning storm Steep slope
Sunset
Hail Pot holes
Glowing
Hard rain Deep sand
Sparkling
Fresh breeze Mosaic tiles
Bonfire bright
Small flood or rising waters Thistle patch
Glowing color
Humid and cloying Thick moss
Bizarre pattern
Bizarre weather in the distance Snakes, spiders, or scorpions
Bright, narrow shafts (tornado, cyclone, ball lightning)
Phosphorescence TEN WAYS TO CONVEY
WORLD DETAIL
Rumors and gossip by NPCs during
authentic and alive, and all future infor- hulks. Now, the players who logically idle chatter
mation that the characters glean connect the paintings with the Myths and legends shown in art, pottery,
becomes more important to the players. monsters can shout a warning, and dishes, tapestries, rugs, stained glass,
frescoes, or mosaics
Your encounters already develop everyone will derive more satisfaction
Comments, curses, and colloquial
your world to some degree, as the PCs from the encounter. expressions made by the NPCs
learn about new monster abilities, evil If your players learn about your Books, scrolls, diaries, and letters found
NPC spells, and magic item powers. world through DM monologue or in the area
However, this game information is usu- player—rather than character—handouts Clues revealed in songs sung by a busy
ally gained from direct confrontation or rather than through encounters, then craftsman or bard in the background
after-the-fact, and it lacks that exciting the burden is on them to figure out how The names of people, towns, streets, tavern
menu items, local rivers, songs, and poems
“aha!” feeling when the players put their characters came by that knowl-
Overheard conversations
together previously learned facts with edge. In addition, you can avoid awk-
Public events, local customs, or old
their present situation. The solution is ward character-knowledge vs. religious rituals whose hidden meanings
to add small world details into your player-knowledge conflicts by sprinkling represent real facts
encounters ahead of time. game world information, hints, and clues Town crier or discarded proclamation notice
For example, let’s say your PCs into your encounters on a regular basis. NPCs asking questions that reveal things
the characters don’t know
defeat a goblin clan and venture fur- Encounters can be far more than a
ther underground until umber hulks sequence of rooms, caves, or wilder- WORLD DETAIL TOPICS
ambush them. There they discover the ness areas that lead characters to the Monster lore (facts and hints about
umber hulks’ special confusion gaze climax of an adventure. While you plan upcoming monsters)
ability after several characters fail their or run encounters, always keep an eye Politics, economics, and power structure
saving throws. The players groan. out for ways to enhance them so that (facts and rumors about NPC motives)
In an alternative scenario, you decide players can learn a little more about Customs and rituals of local cults and
whole societies
to add some primitive cave drawings to their character or your game world. It
Geographical lore
the goblin encounter. These crude also helps to enhance boring encoun-
Interesting facts about NPCs—especially
paintings depict scenes of strange, ters by emphasizing some element of villains—who are important to the region
clawed creatures zapping goblins with the area, such as lighting, footing, loca- or to the PC group
rays from their eyes. Further along, the tion, number of challenges, or weather. Goals and plots of NPCs, monsters,
and nations
PCs find scenes in which goblins with Think of encounters as multi-purpose
Fauna and flora lore (such as useful plants
big round eyes are attacking each other DM’s tools, and wield those that you or venomous animals)
and bumping into walls. Little goblin have time for to create the most excit- History and legends
skulls have been drawn throughout the ing and entertaining session possible. Lore about deities and their religion
paintings. After discovering this fore- Tidbits about the daily life of commoners
shadowing clue, the PCs venture warily in the region
onward until they encounter the umber

115
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Send it in!
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c/o DRAGON Magazine
1801 Lind Ave. S.W.
Renton, WA 98055
BRIAN MCLACHLAN

AARON WILLIAMS
JERRY SELTZER

116 july 2001

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