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CAN DRAGONS BE DECEI
Dragon senses explained
WURMS
Dragon Druids
DRAGON/
HUNTER
Prestige Classes^
JOIN THE
CULT!
4 Forbidden Classes . >
START A
SECRET SOCIETY
NEW rules for building guilds
MASSIVE
J5.99US SB.9?
Gazetteer Index
EPIC CO
t
; Get an exc,,
"7481. 18 to the pases of DRAGON the first epic monster
The time for action is at hand. Form New playable races such as the sinister Drow, elven
a band of adventurers from new ^ denizen of the Underdark or the skull-smash ing . ";
3rd Edition Dungeons & Dragon fi HaIf-:Orc add to an extensive selection of
Character Classes. character options. '\'J".^-A
J^^rt
GAME ROOM
06 . . .WymVs Turn (editorial)
Build your magazine.
10 .. Scale Mail
Girlfriends vs. DRAGON.
18 .. .Up On A Soapbox
Place it, and they will come. Dragon K
Some Ms
20 ,, .Epic Level Countdown
Epic monsters, epic fear.
26 .. Dork Tower
FAMILIARS
70 .. .Nodwick
72 .. .Class Acts ft V m
The acolyte of the fist. Guild Secrets
Wing, Fang, IT'S hardly a guild un<,
74 .. Elminster's Guide guild stat block.
TO the Realms
The Starfall Pool.
78 .. .Bestiary: Wurms
Witd regions breed wilder
i dragons.
WIZARDS WORKSHOP
100.. Chainmail
War in the dragons'
graveyard.
102.. Command Points
Take orders from the
Hobgoblin Adept.
orbidden The Tomb
104 ...The Play's the Thing
evil. New fiction by Thomas Harlan.
Never watch a group
dissolve again,
Other publishers have different rules, but they're usually spelled out clearly in the
writer's guidelines.
f IMNC: GREVHAWK; GEN Con; RPGA are trademarks of Wizafds
of the Coast, Inc.
Star Wars is a registered trademark of Lucasfilm Ltd.
: -1399 Lucasfilm Ltd. All rights reserved.
DRAGON is a great place to get started, but there are also plenty of other dzo SUBSCRIPTIONS: Contact Publishers Creative
Systems at dragonepc9publlnk.com or call 1-ftOD-395-
companies and magazines looking for contributors. They can be found by searching 77tiil. In Ihe UK, contactjen.blaggStn50fres.com or call
for the company by name or by checking out the various dao newssites. At ' ; +44-1 8-58-41 -471 3.
ADVERTISING: Contact Dft-itso,Vs Group Publisher
Wizards of the Coast, each magazine's email address is the same as the magazine's Jonnny Wilson, at 425-687-8130. All ads are subject to
name, so the addresses are: approval by Wizards of Ihe Coast, wtiieh reserves the riylJ
!o reieot any ad for any reason. Advertisers and'or agencies
DRAGON Magazine: dragon@wizards.com of advertisers nqr not to hold Wi2ards of the Coast liable
DUNGEON Magazine: dungeonwizards,com for any loss or expense from alleged wrongdoing that may
.arise out of the publication ol such advertiser neri is.
POLYHEDRON Magazine: polyhedron@wizards.com Northeastern Advertising Representatives: Sttg or
*; Scott Buchrmyi. Budimayr Associates, (37 Rowayton
There's an updated version of the DRAGON writer's guidelines available. Check Avenue, Rowaytofi. CT M853, 203-855-8834.
them out at www.wizards.com/dragon. Distribution Nationally and Internationally by Curtis
Circulation Company, 730 River Road, Nsw Miffoid, NJ
07B4B Tel: 201-634-7400. Fax: 201-634-7499.
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THEY'RE FORGED.
PlayStation c!
LEGION
THL UtitNDUF
EXCALIBUR.
PlayStation
Scale Mail
Fooled Ya! around when I overheard a group of
8 FREE TOWER DUNGEON TILES 1
I went to my local game store and saw male gamers saying, "WhaT the hell is
The new April issue (#294) of DRAGON this? I can't buy This!"
Magazine on the stand. I sighed and Lo and behold, DRAGON Magazine
asked The guy behind The counter if it finally put some beefcake on the cover
was worth looking at. He told me he (another amazing piece of art by
CASTLES hadn't checked IT out yet, so I picked it Therese Nielsen)!
up and looked at the cover. "CHARI- Yes, after years (and years, and
OTS, WARSHIPS, FLYING MACHINES," years) of sorceresses in thongs and
it read. A glimmer of hope dawned. amazons in chainmail brassieres, for
"Official DUNGEONS &t DRAGONS Vehicle once guys get to see what it feels like
Rules," it further stated. I blinked in for us female gamers.
amazement MighT it be thaT there was On TO the rest of the issue. The
actually useful content in this April "Beings of Power-Four GREYHAWK
humor-Themed issue? "23 Holy Relics, Gods" article was fantastic. As were
This month, DRAGON introduces a 4 GREYHAWK Gods," the coverlines con- "Faiths of Faeriin" and "Bazaar of the
brand new column, "Guild Secrets," tinued. I couldn'T believe This was for Bizarre: Relics of the FaiTh." PriesTs are
written by Andy Collins, is a bi- real. It had to be a joke. BuT then I read often overlooked as the "band-aid kit"
monthly column that describes a the small coverlines at the bottom. "Be of the party, and it's nice to see a little
society or guild that's ready to be Funny: Funny FeaTs, Hilarious more development there. "Ramming
included in your game. To make the Equipment." "Be Funnier: Clever Speed" was also really nice to see. It's
guilds and societies more Catchphrases, Vicious InsulTs." I could- always one of those rules issues that
immediately useful to both players n't believe That I was going to buy an comes up in a game That nobody quite
and DMs, each installment will April issue of your magazine, but it knows how to handle. Finally, the
include game elements that really looked like there was actually catchphrases article, "Words to Live
exemplify the guild's purpose. some good contenT in it. By," rocked! I'm definitely going to be
Prestige classes, spells, feats, and What an understatement! Not only using these sayings in my games!
signature equipment are only a few was "Ramming Speed," The vehicle Thanks For putting out a great
of the tools rhat you'll see used to combaT rules section, a much-needed product!
make members of a guild distinct. addiTion that will fiT into my campaign Kirstle J. Pickins
On an unrelated note, the most nicely, but even some of the suppos- Ann Arbor, Ml
common follow-up to last month's edly "funny" stuff is useful!
editorial is, "what kinds of articles The equipment and the reputation Where are the Wenches?
are you looking for?" White rules mighT have been prinTed in jest, You deserve the accolade of knight-
DRAGON'S editorial philosophy has buT they actually fit in The right kind of hood (in the Order of the dao) for
always been that it's better for the game! Not only thaT, The Truly silly your efforts in providing usable and
author to drive the idea, we can sTuff, the stuff That wouldn't be useful entertaining game material. Don't listen
say that we're a bit overwhelmed under any but the most conTrived cir- to Vince Lethal ("Scale Mail," #294)
with prestige classes, but new spell cumsTances, only Took up one page. and his ilk; it's a great thing to reprint
submissions are a little light. I am very impressed-stunned for the updates of "old" monsters and
Lastly, don't forget to share your 3d6 rounds. Finally you have made an material for those of us who would
opinions on the message boards! April issue that not only isn't a waste rather use our very limited time creat-
of paper, it's a valuable addiTion to my ing our game worlds as opposed to
game! I Think you'll be hard-pressed to trying to convert znd Edition stats into
EMAIL scalemail@wizards.com find one person who dislikes this 3rd Edition ones. It saves us DMs a lot
Include your fuff name end mailing
change in The Theme of an April issue. of work and headaches when we want
address if you expect year tetter to be
printed, and let us knew bow much of Fred Wolke ro bring our old favorites (like the
that address you'd like printed. (We'll Manassas, VA needleman) into a new game.
Most of the articles in your maga-
Thanks for the kind words. April is in zine are great. Prestige classes are
many ways the hardest month for us to especially useful, and finding two of
tOR. SUBSCltlptlONS OR prepare. For every reader who wants Them in issue #294 was a rea boon.
iNouiRies RegaRDiNg youR less humor material, there is another Now that I've patted your backs, it's
CURRCNt SUBSCRIptrON who wants more, and yet despite com- time to vary my actions a little with an
EMAIL Dragonpcspublink.com ments from both sides, it's usually one admonitory kick in the shin. The art is
CALL i (800) 395-7760 of our bear-selling issues every year. always an issue with me. Larry Elmore
EUROPEAN and Tony DiTerlizzi are sadly missed
EMAIL jen.blagg@tnsofres.com from the pages, and although Scott
Male-icious Roller does superb work technically, I
Well, well, well! I went inTo my local wish you'd do a reverse on the overall
gaming store and was wandering style and go back to the classic
lo June 2oo2
I P""l
your collection.
medieval look. Although the cover art written stats for 3 significant other on Organization: Solitary or pack (drink-
on issue #294 is excellent from a the other end of the spectrum, ing buddies 2-8 )
technical viewpoint, showing Ms. Chatfenge Rating: Female's level +3
Nielsen's great skill and panache, it's a Other, Significant [Male] Alignment: to degrees above dead
subject that Frankly makes me a bit Medium-Sized Insider center
queasy. If you're going to show some- Hit Dice: Half of what he claims to his Treasure: Paycheck, mint condition
one in very little clothing on the cover, friends 1969 Mustang Convertible
please make it a lady, in deference to Initiative: -6 (-2 Dex, -4 beer gut) Samantha Davis
the 98 percent male readership of Speed: to miles per hour (or more) Address withheld
your magazine. Believe me, we don't over the speed limit
want To see some other fellow shirtless, AC: g (-2 Dex, -H leather trench) In Stereo
no matter how well the painting is ren- Attacks: Forehead slam +3 melee (+7 First, I'd like to say that I've been very
dered. I'm not suggesting that you drunk), beer can +1 ranged pleased with DRAGON overall. However,
show only scantily clad wenches on the Damage: Enough to bruise or break after reading the "Gamer Vs. Girlfriend"
cover, enjoying as I do pictures of miniatures article, I couldn't help but respond.
mighty dragons, noble knights, crafty Face/Reach: Television/distance to Certainly, the article in general was
wizards, and so forth, but if there is remote more than slightly derogatory toward
going to be skin shown, please make it Special Attacks: Lose dice, bad breath, females and might put off those who are
female skin! finish then roll over, sports attempting to enjoy or join the hobby.
Rhian Hunt Special Qualities: Immune to creativity The article reinforces stereotypes, which
Port Wing, Wl Saves: "Holy" socks and underwear, can detract from how people perceive
ex's addresses the gaming hobby, I would also be really
Of course I'm joking when I say (his, Abilities: Varies, tells friends Dex and disappointed if the author of the latter
but you'd think we'd just stop putting Con 20+ half happens to be married to T'Ed Stark
bare skin of any kind on the cover: Skills: Bluff ("I'll be home for din- at Wizards of the Coast
Male or female, somebody always ner")-no. Diplomacy -10, Intuit My only hope is that it was in jest
complains. Okay, winrer scenes on Direction ("No, I don't need to ask for (after all, it was the April issue), and that
every issue! directions or a map!") -50, Use Magic in the future, the editor will take a more
Device (remote) +5 careful look at the impact articles have
Gender Bender Feats: Dodge (verbal assault), Run on the readers, their spouses, and
I'd like to thank Cory Herndon for the (from chores) friends who happen to be female.
hilarious article that included stats of Climate: 10 degrees colder than the Shaun Horner
gamers' girlfriends (DRAGON #294), but opposite sex Address withheld
what about us girl gamers with non-
gaming boyfriends?
I'm a pretty dedicated gamer girl,
and one of the guys I hang out with is
a non-gamer. (He seems to be con-
templating becoming the non-gaming
significant other.) I convinced him to
try out my online RPG, which uses
DDtD rules. (We!!, cannibalized rules,
but rules nonetheless.) He just can't
seem to grasp it! It's rather entertain-
ing to watch hrs incompetence and the
struggle he has with the rules. He's a
great roleplayer, but the technical
stuff really kills him. It makes me
wonder if it's not a gender barrier
after all. . . .
In any case, I got a kick out of the
article and so did my entire group of
friends, not just the gamers. I think we
can all relate to some extent,
Catherine Ann Huron
ddphirteooioo@ihormail.com
Wh.n's so funny? Why, you are! So send your caplkw far this tanoon 10 Caption/DdnooN
Magazine. P.O. Box ?o?, Renlon. WA 98057 by Juty isl. and be sure to write "issue #296" some-
where on your miry. Your r.;iprion will undergo rigorous testing by Itvt editors, ancf if il passes, it
The Other Half
lust mihl h? printed in an upcoming issue. There's no need to cut up vour magazine. II you want lo
To provide some balance to the
indude Ihe drawing, send in a photocopy.
"Gamer Vs. Girlfriend" article, I have
Above - A Chaos Warrior is struck down by a bolt of energy from an unholy Monolith.
14 inni- ^
TVipnlido
"With a few warriors and an accurate map I will conquer the world*
jer- GENERAL KABORI BAKAR, 5421.R.
Kaeebapldo o
3 rota
rovember iqth: The players escape from
Rinukagh. ^ The military deployment
information from the Atlas helped me i
find the perfect place for them to regroup
it all makes sense! December 6th: If I hadn't known the population
density around the Kalolopeli Forest, my plot
twist would never have worked. Now the real
adventure is afoot.
16 June 2oo2
(anb uriff 6e mine.
I'PC fougbt tbis |AV
from my court At Q.Xujocburg
through tbc bcllisb forest of Cuzfo'lo
to tl)is bAttkficlo.
Victory is mine
r
Dratv your sword,
hone your wits
and shore up your faith.
www.wliite~wotl.com/jxrijen
3 it n e 2002
The Storm Lord's Keep
by James Wyatt Up on a Soapbox
An enraged cloud giant takes his
revenge on rtie group of adventurers
Lesson #10
who killed his daughter, as well as
anyone else who stands in his path. A
D&lD epic-level adventure for 2ist-level
characters. This adventure is your
All 1 Need to Know 1 learned from D&D
gateway to epic-level play.
Swamp Stomp
Place It, and They Will Come
by Jeff Ward by Gary Gygax *zoai Garv &*&**W| "Shts reserved.
When the lizardfolk get restless, the
town of Orchard Hollow looks to the
PCs for answers. A DDtD adventure for Defying the Odds my cleverness, knowing it will be a long
4th-level characters. The rewards of playing a roleplaying time before anyone finds this prize.
game are plentiful; There is the cotn- After all, the main area of this level has
Bloodlines radery and fellowship as The players been pretty well explored, so it is
by Luke Johnson meet to play the next session, the highly unlikely that any of the PCs will
An ambitious count looks to establish a imagination is stimulated, and the mind check out this area,
link between his family and the ruling is challenged to find creative solutions Tenser decides he is ready for a little
house. But at what cost to himseff or to problems and then rewarded with a dungeon-delving, so adventure time it
the realm? A D&tD adventure for Tfh- feeling of accomplishment when those is. He quickly heads directly for the
level characters. solutions prove correct. 4th-level, much to my dismay. When I
There are also tangible rewards for ask him why he wants to head to an
Vanity the players' characters, which serve as already explored area, he responds,
by J. Bradley Schel! a means of measuring the PCs' per- "Your map shows an area there that is
A man who would have been a god paid formance. The most obvious of these still unexplored." Wondering what moti-
the price for his hubris. Now his ancient are accumulating experience points and vated The map checking in the first
tomb has been rediscovered and the gaining levels, but gaining magical items place, I preside over Tenser's explo-
PCs musl unravel the truth behind the and wealth are also valued rewards. ration and am astonished when he
ancient lemple, A D&tD adventure for Certainly, a clever DM can add to this almost immediately finds and begins to
5th-level characters. list of rewards by bringing in special roam about in my just-completed
trappings for characters. These include extension. My wonder increases as he
The Statue Gallery fame and renown, gaining dedicated heads directly to the place where the
by Johnathan M. Richards followers, and earning titles. When it gnolls lurk, trounces them completely
Most PCs know what to expect when comes to value to the character, how- by use of clever spells and some hand-
rhey see a statuary, but are they ever, nothing is quite as desirable to to-hand combat, and then loots in thor-
prepared for the keeper of this garden? most players as potent, useful magic ough fashion. Tenser checks the
A D&tD Side Trek adventure for gth- items. surrounding area, including the dead-
level characters. With that in mind, imagine that you end passage. After being told that the
are back with me in 1973, watching me place is empty except for a jagged hole
Thunderbalf Rally work on the game. I am feverishly in the floor, which he avoids easily, he
Strap on your seat belt and crank up drawing dungeon level maps, placing explains that he wants to poke the edge
the 8-track as you speed your waiy encounters, and choosing what will be of the hole with his lo-foot pole.
across America in the sweltering found by PCs if the encounter is han- The rest of that adventure went
summer of 1976. You're one of the best dled in a successful manner. To be something like this, "Yes, it moves;
illegal racers in the world, and if you repetitive is undesirable, so it is up to Yes, it comes up when you lift it; You
win the infamous Thunderball Rally, me to come up with ways to keep the have what must be a porfab/e hole
you'll be $500,000 richer. Now all you encounters fresh, even if I cannot thaT's up to 10 feet deep and four feet
need to do is fend off the mafia, always come up with new monsters. in diameter,"
shotgun-tot ing yokels, and enemy crews I've Finally finished mapping an exten- What can I say? Among other special
armed with more weapons than sense. sion of the fourth level, and all the items of this sort, Tenser also managed
A complete high-octane dso Mini-Game monsters have been placed. I've placed to find the only vorpal blade I ever
by Rich Redman. Also included is a a large band of gnolls in an out-of-the- placed in the dungeons, and like the
complete preview of the vehicle rules way corner, and while they'll present a portable hole, he did so almost immedi-
for the forthcoming Dao Modern reasonable challenge, they aren't all that ately after I'd placed the item. Thus, the
Roleplaying Game. interesting. Perhaps I can spice it up moral to this tale is brief. Call it mind-
with a new magic item? I decide to reading, prescience, or whatever you
$5.99 US/$8.99 CAN place a few gold coins and then hide will-place it and They will come. (3
Product No, 82093 something never seen before, a
portable hole, off in a dead-end corri-
dor behind the gnolls' lair. I chuckle at
18 June.-
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TRIUMPH
Epic Monsters
ENCOUNTE.B. INFORMATION...
THE. EXTRA SECOND IT M TO
OUR REfcCTioiJ -Tl6 COULD
& VITAL .
M
Special Qualities: Damage reduction
as an adventurer comes from 2O/+6, darkvision 240 ft., scent, SR
fighting monsters, and by the 34, fire resistance 30
time you hit 2ist level, you've already Saves: Fort +21, Ref +25, Will +25
gone toe-to-toe with some pretty Abilities: Str 22, Dex 38, Con 34, Int
Tough customers. While some of your 25, Wis 29, Cha 31
character's most recent opponents Skills: Bluff +30, ConcenTration +32,
might still put up a good fight, They're Diplomacy +12, Hide +24, Intimidate
nothing compared to whaT you'll find +12, Listen +27, Move Silently +24,
waiting for you when the Epic Level Spot +41
Handbook releases next month. Feats: Alertness, Combat Reflexes,
Dodge, Expertise, Improved Disarm,
Epic Monsters Improved Initiative, Lightning Reflexes,
Damage reduction, spell resisTance, MobiliTy, Spring Anack, Weapon
various immunities, and special attacks Finesse (forelimb), Weapon Finesse
are just The sTart of what makes epic (antennae), Weapon Focus (forelimb)
monsters so tough. They've got armor Epic Feats: Blinding Speed, Superior
classes, ability scores, saving Throws, Initiative
and Hit Dice thaf just abouT any char-
acter would cover, as well as epic Climate/Terrain: Any
skills, epic feats, and a pile of other Organization: Solitary, pair, or infesta-
assorted special abilities and qualities, tion (4-7)
And with a selection of new templates Challenge Rating: 22
to add TO the dozens of creatures ThaT Treasure: STandard
are already nastier than you'd like, Alignment: Usually Neutral
your Dungeon Master is going to have Advancement: 30-36 HD (Medium-
a hard Time deciding whsT to let your size), 37-42 HD (Large)
characTers fight first.
Here's a fine example of just one of Thorciasids are The ultimate parasite,
the creaTures your adventuring party preying on the life force of all
mighr accidentally sTumble upon soon oTher creatures.
afTer entering The world of epic-level Thorciasids are insectoid creatures.
play. (You certainly wouldn't want to Like a particularly lean (and mon-
run into one on purpose.) sTrously large) cockroach, a thorciasid
is quick, multilimbed, and the color of
Thorciasid (by Bruce Cordell) burnt wood. It scuttles about on four
CORPSE ONE Medium-Size Aberration hind limbs, using two fiendish fore-
...DIP I SAX Hit Dice: agdB-f^S (478 hp) limbs and Two writhing antennae to
IT RIGHT ?
Initiative: 4-22 (+14 Dex, +8 Superior deliver life-draining attacks.
Initiative) Thorciasids sometimes cocoon their
Speed: 70 ft. prey against future needs, hiding Them
AC: 42 (+14 Dex, +18 natural) away in large, multichambered, cun-
Attacks: 2 Forelimbs +36 melee touch ningly hidden nests builT on The under-
attack, 2 antennae +30 melee touch sides of buildings, cliffsides, sewers,
attack very large seagoing or planar-going
Damage: Touch o + ability drain, crafT, or other surprising areas.
antennae o + energy drain Thorciasids speak Common, Elven,
Face/Reach: 5 ft. by 5 ft./s ft. Dwarven, and Giant.
Special Attacks: AbiliTy drain, energy
drain, spell-like abilities, cocoon
TONY MOSELET .- ZOOOr
2o June 2oo2
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Combat thorciasid itself were making the grap-
Epic Adventure! Thorctasids are amazingly quick and ple with a competence bonus of +10,
Are you ready for I ' ' ."tj
agile, a rrait They take full advantage for a total check modifier of +32. On a
epic-ievel play?
of in combat. If a thorciasid catches a failed check for the subject, the goo
DRAGON Magazine
foe flat-footed, its first action is to hardens into a partial cocoon, and the
gives you a
attempt to use its cocoon ability to victim is treated as if grappled (even
chance to find out '
tether a foe in place. If facing several though the thorciasid is free to do as
in its epic July
foes, it might tether one foe in place in it desires). The subject can attempt To
issue! See if your #-
order to concentrate its energy-drain- break the grapple of the cocoon (or
character has I
ing melee touch attacks on others, use the Escape Artist skill) each round,
what it takes to
then return to the original foe to finish making an opposed grapple check
rake on epic-level villains. Give your
the cocooning process. During stan- against the cocoon (check modifier
character an epic boost with eight new
dard combat, a thorciasid always +32 for the cocoon).
epic-level prestige classes. Discover
makes full use of its Spring Attack feat A thorciasid can reinforce a partial
the epic-level items of earth; use
in order to keep its foes moving cocoon by spending a standard action
Stonehenge. the Rosetra Stone, and the
around, especially if the thorciasid can secreting additional goo. Each action
Sphinx in your game!
move a foe into an area where it has spent in this manner provides an addi-
Not epic-level yet? No problem.
prepared a trap (which is possible if tional +5 to the cocoon's grapple
DRAGON Magazine issue #297 has
the fight is taking place in a thorci- check modifier. As additional goo is
something for characters of every level.
asid's nest). secreted, the victim becomes more
Inside you'll find new planetouched races
Cocoon (Ex): A thorciasid can eject and more covered until he is com-
for your game, a primer for the goblin
a stream of noxious goo that hardens pletely encased in the cocoon. Fully
language, and special chests to contain
on contact, potentially fixing a subject encased victims can still breathe, and
your treasures.
in place and hindering its movement thorciasids can drain the victim's life
You'll also find new fiction from Paul
and actions. Using a standard action, force at leisure.
Kemp, "Class Acts," "LIVING GREYHAWK,"
the thorciasid makes a ranged touch Ability Drain (Su): On a successful
"Elminster's Guide to the Realms," and
attack against any creature it can see melee touch attack with a forelimb, the
advice, tools, and tactics to improve
up to 60 feet away. If it succeeds at thorciasid permanently drains id4+i
your game!
the ranged touch attack, the subject points of Strength, td4+t points of
$5.99 U.S. $8.99 CAN makes a grapple check against the Dexterity, and i point of Constitution
Product No. 82297 cocoon. This is accomplished as if the from the victim. The thorciasid heals
20 lost hit points with each successful
ability drain.
Energy Drain (Su): On a successful
melee touch attack with an antenna,
the thorciasid gives the victim one
negative level. Each negative level
bestowed upon a victim gives the
thorciasid a +1 bonus to its Constitution
that lasts for 24 hours, at which time
the victim must make a Fortitude sav-
ing throw (DC 36) to avoid level loss,
A combination of the thorciasid's abil-
ity drain and energy drain abilities
provides the creature all the "nutri-
tion" it needs to survive.
22 June 2oo2
NEED SOME DIRECTION?
\
.^^^^fc- *' f i
Has your game got the blahs'? Are your players Know your players! Analyze your system! Build
spending more time thumbing through your book your campaign! Design adventures! Prepare to be
collection than hunting down clues, more energy spontaneous, and improvise like a fiend!
heckling one another than in cn.tshiii their cruel
foes'? Never fear, o beleaguered Game Masters, for ^tether yoirre a begmner or an experienced
mil er ot thc
Robin D. Laws, noted game designer (Feng Sf,,ti, , potynKfrals, the insights in this book
wl11
Hero Wan, Dying Earth, Rune) and columnist improve your Gape Mastering taster than you
c;tn
for Dmgon magazine, is here to help. *ay<"Ro11 t(li ' initiative!
www.sjgames.com/robinslaws/
OJ
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microsoft.com/gamcs/dungeonsiege
i_jr~i_j _ ~*^. _
~ Microsoft
by Keith Strohm with DRAGON Staff illustrated by Chris Appel
28 June 2iO
ragon. me very name conjures
images of white-hot flaming their great power in service to their
breath, shimmering scales, and ambition or desire to dominate. Dragonscribe Requirements
wicked claws capable of rending flesh To qualify to become a dragonscribe,
from bone. Some believe that dragons Class Features a character must fulfill all of the fol-
are intricately connected with creation All of the following are class features lowing criteria:
and that the oldest forms of the dra- of the dragonscribe prestige class. Diplomacy: 7 ranks.
conic language contain echoes of that Weapon and Armor Proficiency: Knowledge (arcana): 13 ranks.
primal event, powering the strongest Dragonscribes gain no new proficiency Feats: Spell Penetration, Iron Will.
spells and artifacts. Still others view with weapons or armor. Language: Draconic.
dragons as embodiments of destruction Spells Per Day/Spells Known: Special: The character must have
and evil, for the power of a dragon can Because the dragonscribe continues in observed at least three different kinds
raze a kingdom, and its motives run far the pursuit of magical knowledge and of dragons personally.
deeper than most folkhuman or other- perfection, members of this class gain Special: The character must be
wise-can comprehend. Whether or not new spells per day and spells known as able to cast a 2nd-level or higher
one subscribes to either of these ele- if they gained a level in a spellcasting arcane spell from the Abjuration,
mental views of dragons, it is clear that class that they belonged to before Conjuration, and Divination schools.
the wisest mages whisper of their deep adding the prestige class. For example,
affiliation with magic, and even experi- Inkardus, a loth-level wizard/ist-level
enced warriors of stout heart and thew loremaster, gains a new level and
fear to face these creatures in battle. wishes to pursue the dragonscribe Dragonscribe Class Skills
Yet in every age there are individu- prestige class. Because of his previous The dragonscribe's class skills (and the
als who raise sword and spell against prestige class, Inkardus casts a number key ability for each skill) are:
dragons wherever they appear. of spells per day equivalent to an nth- Str:
Whether for good or ill, for noble or level wizard. Adding a level of dragon- Dex: -
selfish reasons, these folk pit mortal scribe allows the mage to cast a Con: Concentration.
courage against draconic strength and number of spells per day as if he was a Int: Alchemy, Decipher Script
cunning. Many of these daring individu- iztb-level wizard. (exclusive skill). Knowledge (all skills,
als die, yet some triumph, ultimately If a character possessed more than taken individually). Scry, Spellcraft.
scarred but able to enjoy the fruits of one spellcasting class before he became Wis: Sense Motive.
their victory. Appearing below are four a dragonscribe, he must decide which Cha: Gather Information. Use Magic
such dragon-killing types-although class will receive the additional spell- Device (exclusive skill).
many more certainly exist. casting level for purposes of determin-
ing spells per day when he adds the Skill Points at Each Level: 2 + Int
The Dragonscribe new level. modifier.
Occasionally from the ranks of the Dragonlore: At ist level, dragon-
learned and wise comes an individual scribes gain an ability similar to the
who devotes himself totally to the study bardic knowledge ability that pertains penetrate a dragon's innate spell resist-
of draconic lore. Unlike many seekers only to dragons. Unlike the bard's ance. Whenever the dragonscribe casts
of knowledge, dragonscribes do not bardic knowledge ability, dragonlore a spell that affects a creature with the
simply pore over moldering tomes and comes not from random wanderings dragon type, he gains a +2 bonus to
ancient scrolls. Rather, they travel but instead from scraps of long-lost caster level checks to overcome the
across the breadth of the world (and knowledge, hidden tomes, and other dragon's spell resistance (if any), and
across planes, if necessary) to speak, obscure sources. To use the drag- for the dragon, the spell's saving throw
question, contact, and bargain with liv- onlore ability, the dragonscribe makes DC is increased by +2. These bonuses
ing dragons. a special dragonlore check with a stack with the Spell Penetration and
Although a dragonscribe's single- bonus equal to his dragonscribe level Spell Focus feats.
minded focus and devotion to esoteric + Intelligence bonus. When the dragonscribe casts a spell
knowledge might cause others to view Dragonscribes with bard levels may that affects more than one creature,
him as a cold, uncaring individual, a add their bard levels to this check as these bonuses still apply, but they apply
passionate heart beats beneath his dirt- well; however, dragonscribe levels do only to creatures with the dragon type.
ied robes and studious mien. Despite not stack with a bard's normal use of Dragon Tongue (Ex): Supported by
this, a dragonscribe generally eschews the bardic knowledge ability. their tremendous knowledge and magi-
most human contact-although he sel- Some example dragonlore DCs are cal power, dragonscribes are much
dom hesitates to associate with individ- listed in the Dragonlore DCs sidebar. more adept at convincing dragons to
uals or groups that could aid his Overcome Resistance (Ex): Extensive cooperate and interact peacefully with
quest-and has a tendency to hoard meditation and research on the cus- them. At the very least, should a drag-
knowledge like his draconic subjects toms, thoughts, and personalities of onscribe be faced with a draconic foe
hoard treasure. Though generally dragons affords dragonscribes a deep too powerful for him to overcome, he
unconcerned about questions of good insight into their ways. This insight is often able to exchange knowledge of
and evil, some dragonscribes utilize allows a dragonscribe to more easily other dragons in return for the dragon
shield against the threat of dragonkind.
Undaunted by the primal fury of formi-
Dragonscribe Advancement dable breath weapons and razor-edged
Class Base Fort. Ref. Will claws, these stalwart heroes do battle
Level Attack Save Save Save Special Spells per Day wherever the taint of draconic evil
ist +o +o +o +2 Dragonlore +1 level of existing class
gains a foothold.
and +i +o +o +3 Overcome resistance n level of existing class Unlike their more traditional noble
3rd +i +1 +1 +3 Dragon tongue +t level of existing class
counterparts, knights of the scale (also
4th V2 +1 +1 +4 Summon dragon +i level of existing class referred to as scale knights) are called
5th +2 +i +1 +4 Draconic binding +i level of existing class from every social rank and caste, caus-
ing some hidebound folk to cast a dis-
dainful glance whenever they make an
appearance. Despite the vagaries of
Summon Monster IV their breeding, these fierce warriors
Celestial bronze dragon (wyrmling) (LG) embody a nobility of spirit and purity
Dragonlore DCs Fiendish blue dragon (wyrmling) (CE) of purpose that shines forth when con-
Example DC fronted by a draconic adversary.
Identifying a dragon's age 10 Summon Monster V Knights of the scale do not throw cau-
and color from a rough Celestial copper dragon (very young) (CG) tion to the wind and foolishly charge
description. Fiendish green dragon (very young) (LE) into battle with a dragon, preferring
Fiendish Wyvern (NE) instead to plan as carefully as possible.
Identifying a dragon's size 15 However, bravery, courage, and
from signs of its passage. Summon Monster VI strength are paramount for these char-
Celestial brass dragon (juvenile) (CG) acters. Scale knights seek to face and
Identifying a dragon's name, 20 Fiendish while dragon (juvenile) (CE) defeat dragons through force of arms,
age, and origin after an faith, and intellect while remaining true
Summon Monster VII to the strict dictates of their honor and
Celestial brass dragon (young adult) (CG) sense of duty. Sneaking in to a black
Identifying a dragon's 25 Fiendish black dragon (young adult) (LE) dragon's cavern and dropping the ceil-
special abilities and spells ing upon its head would be anathema to
known from its description. Summon Monster VIII them, for example.
Celestial bronze dragon (adult) (LG) Paladins, fighters, and clerics make
Determining the location of 30 Fiendish blue dragon (adult) (LE) excellent knights of the scale. Some
a dragon's lair from scraps barbarians also find themselves called
of information. Summon Monster IX to this pursuit, while rogues and arcane
Celestial silver dragon (adult) (LG) spellcasters rarely don the armor and
Fiendish red dragon (adult) (CE) shield of a scale knight.
sparing his life. This ability grants a +5 Draconic Binding (Sp): The apex of a Class Features
competence bonus to Diplomacy checks dragonscribe's power rests in his ability All of the following are class features
when dealing with creatures with the to bind a dragon or other intelligent of the knight of the scale prestige class.
dragon type. draconic creature to his service. Weapon and Armor Proficiency:
Summon Dragon (Sp): Dragonscribes Manipulating powerful magical forces Knights of the scale gain proficiency
who are able to cast summon monster focused through words of power spo- with all simple and martial weapons,
spells gain the ability to choose fiendish ken in the primal draconic tongue, the with all types of armor, and
and celestial dragons in addition to the dragonscribe can control the mind of a with shields.
other monsters on the summon lists. draconic creature. This ability functions Blood of Heroes (Su): Bathed in the
Treat the list below as a class-exclusive exactly like a dominate monster spell radiance of their deity's power, knights
addition, to the summon monster table cast by a sorcerer with a level equal to of the scale are immune to a dragon's
in the Player's Handbook. Note that the dragonscribe's spellcasfer level, frightful presence. In addition, all allies
most dragons on the list are slightly except that it only affects creatures within 10 feet of the knight receive a
more powerful than the other monsters with the dragon type. The DC to resist +4 morale bonus to their Will saves
available at a given level; this exempli- the effect is equal to 19 + the dragon- versus this fear-generating effect. If
fies the dragonscribe's close connection scribe's Charisma modifier. The dragon- the knight of the scale also possesses a
to dragons and the innate power of the scribe can use this ability once per day. paladin's aura of courage, her protec-
dragon species. tive emanation improves, extending
Knight of the Scale immunity to the frightful presence abil-
Summon Monster III Bolstered by the divine power of their ity to all allies within 10 feet. Any pro-
Celestial brass dragon (wyrmling) (CG) god and driven by the force of their tected companion who moves beyond
Fiendish white dragon (wyrmling) (CE) sacred duty, knights of the scale travel the range of this protective field must
throughout the world raising sword and immediately make a Will save to resist
3o june2oo2
the effects of the dragon s frightful their god protects them from harm. divine energy to make a devastating
presence. This bonus increases to +4 at /th level. charge attack. When mounted and using
Detect Dragon (Sp): At will, the Shatter Scale (Su): Once per day, a the charge action against a creature
knight of the scale can detect the pres- scale knight can summon the wrath of with the dragon type, a knight of the
ence of dragons as a spell-like ability. her deity and focus it in one melee scale deals double damage with a melee
This ability is identical to the detect evil attack against a creature with the weapon (or triple damage with a lance).
spell except that if detects only crea- dragon type. When doing so, she If the knight already has the Spirited
tures with the dragon type (regardless receives a +4 bonus on her melee Charge feat, the damage from a charge
of alignment), and there is no chance attack roll and a damage bonus equal to attack is tripled against a draconic foe
for the knight to become stunned. her knight of the scale class level. (or quadrupled when using a lance).
Dragonslaying (Su): Energized by the Mount (Su): At sth-level, the knight
might of her deity, a scale knight
receives a +1 morale bonus to her Undaunted by formidable breath weapons and razor-
attack rolls starting at and level when
combating dragons and other draconic edged claws, these stalwart heroes do battle wher-
creatures. On a successful attack roll, ever the taint of draconic evil gains a foothold.
she inflicts an additional id6 points of
holy damage.
At 8th level, the bonus increases to of the scale can call a special winged Heartseekers
+2 and +2d6 holy damage. mount to carry her into the air. The Kin to the mystical arcane archers that
Sacred Shield (Su): Knights of the knight of the scale can choose either a protect and defend elven communities,
scale receive a +2 sacred bonus to all celestial griffon, a celestial pegasus hearfseekers (or the quelaenvyn, as the
saves against a dragon's spells and (advanced to 6 hit dice), a celestial elves name them in their ancient lan-
supernatural abilities, as the hand of giant eagle (advanced to 6 hit dice), guage) defend the hidden enclaves of
or a celestial giant owl (advanced to their people from draconic invasion
6 hit dice). through the skillful blending of physical
Should a knight of the scale's mount prowess and arcane might. Masters of
fall, she can call for another one after a the traditional elven art of archery and
Knight of the Scale
year and a day. devotees of magic, heartseekers special-
Requirements
A knight of the scale with paladin ize in delivering ranged attacks designed
To qualify to become a knight of the
levels does not gain the mount ability. to pierce the physical and magical
scale, a character must fulfill all of the
Instead, her knight of the scale levels defenses that make dragons and their kin
following criteria:
stack with her paladin levels to deter- such feared adversaries. They are often
Alignment: Any good.
mine the power of her special mount. the elves' first line of defense against
Base Attack Bonus: +6.
Ride-By Attack: At 6th level, the the depredations of a dragon.
Knowledge (arcana): 4 ranks.
knight of the scale gains the Ride-By Unlike the insular arcane archers,
Ride: 9 ranks.
Attack feat. members of this renowned order have
Feats: Mounted Combat, Weapon
Heal Mount (Sp): Once per day, the spread their special blend of archery
Focus (Lance, heavy).
knight of the scale can cast the heal and magic to other races. Because of
Special: A character seeking to
mount spell as a paladin with a level this, heartseekers enjoy a special place in
become a knight of the scale must
equal to the knight's character level. many communities, although they can
have killed a dragon (either singly or
Righteous Charge (Su): Once per still seem abrupt and standoffish to
as part of a group) of young adult age
day after attaining loth level, a knight those outside the order. Despite their
or older and commissioned a suit of
of the scale can open her being to the perceived haughtiness, they recognize
armor constructed from its scales.
pure power of her deity and use the acts of bravery and skill in battle no
Knight of the
Scale Class Skills
The knight of the scale's class skills Knight of the Scale Advancement
and the key ability for each skill are: Class Base Fort. Ref. Will
Str: Climb, Jump, Swim. Level Attack Save Save Savi Special
Dex: Ride. Blood of heroes, detect dragon
Con: Concentration. Sacred shield +2
Int: Knowledge (all skills, taken indi- Dragonslaying Wid6
vidually). Shatter scale
Wis: Heal. Mount
Cha: Diplomacy, Handle Animal. Ride-By Attack
Sacred shield +4
Skill Points at Each Level: 2 + Inr Dragonslaying +a/ad6
modifier. Heal mount
Righteous charge
matter its source, and members ot t
order are willing to stretch out their
hand in friendship to any who consis-
tently demonstrate such traits. Once
befriended by a heartseeker, a person
can find no better companion.
Elven leaders often deploy heart-
seekers among bands of arcane
archers to bolster the former's magical
abilities with the arcane prowess of
these more spell-oriented elven
defenders. Few non-elven communities
boast more than a handful of heart-
seekers, making their role in large
engagements somewhat limited.
Heartseekers have also been known
to travel beyond the confines of their
homeland and join with small bands of
adventurers, usually to fulfill a perilous
quest relating to the defense of an
elven community.
Wizards and sorcerers (often with a
few levels of fighter or ranger) who
devote themselves to the martial side of
combat are the most likely adventurers
to become heartseekers. Fighters,
rangers, and even rogues who dabble in
arcane study occasionally find them-
selves members of this order. Monks,
barbarians, and paladins rarely become
heartseekers.
Class Features
All of the following are class features
of the heartseeker prestige class.
Weapon and Armor Proficiency:
Heartseekers gain no new proficiency
with weapons or armor.
Spells Per Day: Because heartseekers
continue in the pursuit of magical
knowledge and perfection, for every
other level they gain in this prestige
class, heartseekers gain new spells per
day and spells known as if they gained
a level in an arcane spellcasting class
that they belonged to before adding the
prestige class. If a character possessed
more than one arcane spellcasting class
before he became a heartseeker. he
must decide which class will receive the
additional spellcasting level for pur-
poses of determining spells per day
when he adds the new level.
Piercing Spell (Ex): The heartseeker's
focus on creatures with the dragon
type gives him a +2 bonus to his caster
level checks against a dragon's spell
resistance. This bonus increases to +4
at 5th level and +6 at gth level. This
bonus stacks with the Spell Penetration
and Greater Spell Penetration feats.
2Z3ZI&J
a 2nd-level heartseeker can imbue an and move on the ground normally. his devotion To the arcane arts, a
arrow with the power of the very earth The lodestone arrow lasts for i heartseeker can transform an arrow
around him. On a successful attack roll, round per every two heartseeker lev- fired at a creature with the dragon type
any winged or flying creature struck by els of the attacker. to a brilliant energy weapon. This arrow
the lodestone arrow must make a
Fortitude save (base DC = 15 + class
level + Charisma bonus) or fall immedi- The vengeance sworn are relentless, implacable
ately to the ground, its ability to fly foes, hurling themselves against their draconic ene-
nullified by the arrow's magic.
Grounded creatures take any applicable mies armed only with steel weapons and bitter fury.
falling damage and cannot return to the
sky until the duration of the effect
Greater Enchantment (Ex): lunctions exactly as an arrow with the
Whenever a heartseeker casts greater brilliant energy special quality. A
magic weapon on his arrows, treat the heartseeker can use this ability as a
Heartseeker Requirements spell as if it were cast by a spellcaster free action on a total of three arrows
To qualify to become a heartseeker, a with a level equal to the heartseeker's per day.
character must fulfill all of the follow class level plus his levels from his pre- Heartseeker (Su): Channeling his
ing criteria. vious spellcasting class. For example, arcane power along with his love for the
Base Attack Bonus: +4. Elatharis, a loth-level wizard/5th-level clvcn homeland he defends, a heart-
Concentration: 8 ranks. heartseeker, normally casts arcane seeker can transform a single arrow per
Knowledge (arcana): 8 ranks. spells as a lath-level caster. However, day into a greater slaying arrow keyed
Listen: 5 ranks. when casting greater magic weapon on lo any creature with the dragon type. It
Spot: 5 ranks. his arrows, he casts the spell as a i5th- takes a full round for a heartseeker to
Feats: Combat Casting, Spell level caster. transform an arrow in this way. The
Penetration, Weapon Focus (any bow) Bane Missile (Su): Once per day, as a enchantment lasts no longer than a day,
Spellcasting: Ability to cast arcane full-round action, a 4th-level heart- and the character can only have one
spells. seeker can prepare and fire a special such arrow in existence at a time.
arrow called a bane missile. If a bane
Heartseeker Class Skills missile strikes a creature with the Vengeance Sworn
The heartseeker's class skills and the dragon type, it deals an additional idfi Born from the aftermath of dragon-
key ability for each skill are: points of damage per three heartseeker wrought tragedy, death, and destruction,
Str: Climb, Jump, Swim. levels and ignores damage reduction. the vengeance sworn focus their hatred
Dex: Ride. Spellgift Arrow (Su): Once per day, of dragons and their desire for revenge
Con: Concentration. as a full-round action, a 6th-level into a divinely sealed oath that drives
Int: Knowledge (all skills, taken indi- heartseeker can prepare and fire a them beyond the limits of mortal
vidually), Spellcraft. special arrow called a spellgift arrow. If endurance. Battle-hardened and tested
Wis: Listen, Spot, Wilderness Lore. the spellgift arrow inflicts damage on a by the harsh environments in which they
Cha:- creature with the dragon type, the live, vengeance sworn characters travel
heartseeker gains an enhancement through rugged mountains and across
Skill Points at Each Level: 2 + Int bonus equal to the damage inflicted to trackless seas to safe their burning
modifier. his caster level checks made to pene- desire for draconic blood.
trate the injured creature's spell resist- In battle, the vengeance sworn are
ance for the next round only. relentless, implacable foes, hurling them-
selves against the gleaming scales of
their draconic enemies armed only with
Heartseeker Advancement steel weapons and their bitter fury.
Class Base Fort. Ref. Will Among the close-knit brotherhood of
Level Attack Save Save Save Special Spells Per Day warriors, vengeance sworn are given
ISt +0 +2 +0 Piercing spell +2 wide berth, as their often single-minded
2nd +1 +3 +o +
3 Lodestone arrow +1 level of class purpose sets them at odds with their
3rd +2 +3 +3 Greater enchantment more mercenary brethren. Still, their
4th +3
+
4 +1 +4 Bane missile M level of class reputation for ferocity and true skill in
+ +1 + Piercing spell +4
5* +3 4 4 battle wins them a place among many
6th +4 +5 +2 +5 +1 level of class adventuring groups.
7th -5 +
5 +2 +
5 Spellgift arrow The vengeance sworn are far from
8th +6 +6 +2 +6 Brilliant energy arrow +i level of class common, but multiclassed characters
gth +6 +6 +3 +6 Piercing spell +6 with levels in barbarian and either cleric
loth +7 +7 +
3 +7 Heartseeker +i level of class or druid from more primitive cultures
are the most likely characters to become
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members of the prestige class. Rogues, the vengeance sworn must be fighting Critical feat and the keen weapon
monks, wizards, sorcerers, and against the dragon; in the rare instance enhancement just like those effects
other arcane spellcasters, however, where a vengeance sworn might be stack with themselves (the increase
rarely take the single-minded oath allied with a dragon, the allied dragon's affects the base threat range only, not
that fuels the hearts and limbs of the frightful presence ability does not trig- the modified threat range). For exam-
vengeance sworn. ger the might of heroes ability. ple, a +i keen longsword wielded by a
vengeanance sworn with the Improved
Critical (longsword) feat and the drag-
Bathed in the radiance of their deity's power, the onslayer ability would have a threat
range of 13-20.
vengeance sworn are immune to a dragon's fright-
ful presence.
Rage (Ex): The oath-stirred fires of a Vengeance Sworn
Class Features vengeance sworn's anger allows her to Requirements
All of the following are class features of rage one additional time per day. This To qualify to become vengeance
the vengeance sworn prestige class. ability functions exactly like the rage sworn, a character must fulfill all of
Weapon and Armor Proficiency: ability from the barbarian class (a pre- the following criteria:
Vengeance sworn characters are profi- requisite for this class). At 8th level, the Base Attack Bonus: +6.
cient with all simple and martial vengeance sworn gains another daily Intimidate: 5 ranks.
weapons, as well as light and medium use of the rage ability. Knowledge (arcana): 5 ranks.
armor. Shield of Fury (Su): At 5th level, the Wilderness Lore: 5 ranks.
Spells Per Day: Because a vengeance vengeance sworn receives a +2 sacred Feats: Ambidexterity. Two-Weapon
sworn character continues in her wor- bonus to all saves against breath Fighting, Expertise.
ship of the divine, she increases her weapons, spells, and other abilities that Special Ability: Rage.
caster level and continues to gain new originate with a creature with the Spellcasting: Ability to cast ist-level
spells per day at and, 6th, and loth level. dragon type. At gth level, this bonus divine spells.
If a character possessed more than one increases to +4. Special: Must have been killed by a
divine spellcasting class before she Will of Heroes (Su): At 7th level, dragon or had a loved one killed by a
became vengeance sworn, she must whenever the vengeance sworn is within dragon.
decide which class will receive the addi- the radius of an opposing dragon's
tional spellcasting level for purposes of frightful presence ability, she becomes Vengeance Sworn Class Skills
determining spells per day. immune to all Enchantment and Illusion The vengeance sworn's class skills and
Blood of Heroes (Su): Bathed in the effects. the key ability for each skill are:
radiance of their deity's power, the Dragonslayer (Su): At toth level, Str: Climb, Jump, Swim.
vengeance sworn are immune to a because of their passion and experience Dex: Hide. Ride.
dragon's frightful presence. In addition, at fighting dragons, as well as their Con: -
all allies within 10 feet of the vengeance divinely inspired skills, vengeance sworn hit: Craft. Knowledge.
sworn receive a +4 morale bonus to are more likely to inflict a critical hit Wis: Intuit Direction, Listen,
their Will saves against this fear-gener- whenever they battle a creature with the Wilderness Lore.
ating effect. In the unlikely event that the dragon type. This supernatural ability Cha: Handle Animal, Intimidate.
vengeance sworn also possesses a pal- doubles the effective threat range of
adin's aura of courage, her protective each of the vengeance sworn's attacks Skill Points at Each Level: 4 + Int
emanation improves, extending her per- against a creature with the dragon type. modifier.
sonal immunity to the frightful presence This increase stacks with the Improved
ability to all allies within to feet. Any
protected companion who moves
beyond the range of this protective field Vengeance Sworn Advancement
must immediately make a Will save to Class Base Fort. Ref. Will
resist the effects of the dragon's fright- Level Bonus Save Save Save Special Spells per Day
ful presence. tst +1 +a +o +o Blood of heroes
Might of Heroes (Ex): At 3rd level, 2nd +z +3 +o +o +1 level of existing class
anytime the vengeance sworn is inside 3rd +3
3 ++3
3 +t +i Might of heroes
the radius of a dragon's frightful pres- 4th +4 +4 +1 +1 Rage
ence ability, she gains a +2 sacred bonus 5th +5
+
5 ++4
4 -n +1 Shield of fury +2
to attacks, saves, and skill checks. This +6 +5 *-i level of existing class
bonus applies only to rolls made against +7 +
5 +2 Will of heroes
a creature with the dragon type, includ- +2 Rage
ing attack rolls to hit the dragon, saving +3 Shield of fury +4
throws against the dragon's spells and loth +10 +3 Dragonslayer +1 level of existing class
abilities, and similar checks. In addition,
THE ULTIMATE 3-D DUNGEON SYSTEM FOR MINIATURES
**
presents
Dragon Hunters
by Skip Williams and Andy Collins
illustrated by Darrell Riche
38 iune2oo2
Scent As noted in the Monster Manual, Wyrm's Eye View
A dragon's sense of smell is nearly as a dragon has blindsight with a
well developed as its eyesight. A dragon range of 30 feet times the dragon's
As noted in the Monster Manual, a
detects smells as well as the best blood- age category.
dragon sees twice as well as a human
hound, and it can notice and recognize A dragon's blindsight defeats all
in normal light. In game terms, this
an individual by smell from 30 feet purely visual impediments, such as fog,
means that dragons spot potential foes
away or more. This refined sense of dust, and darkness. It likewise defeats
at double the distances shown on
smell is only partly dependent on the vision-based glamers such as invisibil-
Table 3-1 Spotting Distance in the
dragon's sensitive nose; it also uses its ity, blur, and displacement, as well as
DUNGEON MASTER'S Guide. Also, when a
forked tongue to sample the air, much most figments; a creature relying on
dragon makes Spot check, it suffers a
like a snake. A dragon's ability to sense blindsight cannot "see" a figment that
-i penalty per 20 feet of distance
the presence of other creatures by has only a visual element. Even when a
rather than the -i per 10 feet of dis-
scent makes it difficult to catch a dragon's vision is not impaired, a
tance noted in the description of the
dragon unaware, and hiding from a dragon notices most visual figments
Spot skill.
dragon is nearly impossible once a unless they also have auditory and
Also as noted in the Monster
dragon is close enough to pick up the olfactory elements that fool its hearing
Manual, a dragon sees four times as
quarry's scent. and scent.
well as a human in dim light. This
Blindsight does not cross planar
ability is exactly like the low-light
Hearing boundaries and does not reveal things
vision ability, except that the dragon
A dragon's ears are about as sensitive on the Ethereal Plane unless the crea-
sees four times as far when using
as human ears, and the range of tones ture using blindsight is also on the
artificial illumination. For example, a
a dragon can hear is similar to what a Ethereal Plane.
light spell illuminates a radius of 80
human can hear. Even the youngest Since a dragon's blindsight is partially
feet for a dragon.
dragon, however, has sharper hearing based on hearing, deafness or magical
A dragon's ability to see in the dark
than a typical human, thanks to its abil- silence can counter it to some extent.
is the standard darkvision ability,
ity to recognize important sounds for Invisible or unseen creatures within the
albeit at very long range (too feet x
what they are and to filter out back- area of a silence spell effectively have
the dragon's age category.)
ground noise. total concealment against a dragon's
In addition to its superior visual
A dragon's ability to perceive ultra- blindsight ability, as do invisible or
capabilities, every dragon has at least
sonic or subsonic frequencies is no unseen creatures facing a deafened
one rank of the Spot skill per Hit Die,
better than a human's. Every dragon, dragon. The dragon can still target the
making it very sharp eyed.
however, has at least one rank of the creatures normally, but its melee or
Listen skill per Hit Die. Consequentially, ranged attacks have a 50% miss
they hear much better than most chance. In cases where a dragon can dragon cannot see an incorporeal
humans. partially see a foe that it cannot hear, creature, the dragon cannot perceive
The dragon uses the normal miss it all and must guess at its location to
Blindsighf chance. For example, a dragon's blind- attack it, as noted in the section on
One outstanding example of a sight ability normally negates the invisibility in Chapter 3 of the DUNGEON
dragon's sensory prowess is its effects of a blur spell. If the dragon MASTER'S Guide.
ability to "see" things that are invisible cannot hear, however, blur still imposes
or completely obscured. By using its a 20% miss chance on a dragon's melee Taste
nose and ears, and also by noticing or ranged attacks. A dragon's sense of taste is highly dis-
subtle clues such as air currents and Most forms of blindsight can detect criminating; dragons can note the
vibrations, a dragon can perceive only solid or liquid matter, and they slightest variations in the taste of water
everything in its immediate vicinity, cannot reveal incorporeal creatures. A or food, and most dragons develop
even when shrouded in magical dark- dragon has some difficulty noting some peculiar culinary preferences as
ness or swathed in impenetrable fog. gaseous creatures with its blindsight a result. Copper dragons, for example,
Of course, some things are purely (such creatures still make some noise relish venomous vermin. Perhaps the
visual in nature (such as color), and and give off some scent). When a most infamous draconic taste is the red
a dragon that cannot see cannot per- dragon fights a gaseous creature, it has dragon's preference for virgin meat.
ceive these things. half concealment (20% miss chance) if Curiously, dragons don't seem to
the dragon cannot see the gaseous respond well to sweet flavors. Whether
Errata creature or total concealment (50% this is because they don't like sweets or
miss chance) if the dragon can neither because they have difficulty ascertain-
Although the Monster Manual does
see nor hear the gaseous creature. In ing sweet flavors is unclear.
not list the scent ability among a
either case, the dragon can still target
dragon's special qualities, dragons
the gaseous creature normally. Touch
have this ability. A dragon's scent has
Not even a dragon's blindsight Thanks to its thick, scaly hide and
a range of 30 feet times the dragon's
reveals an incorporeal creature, clawed feet, a dragon has very little
age category.
because an incorporeal creature makes tactile sense. Smaller, younger dragons
no noise and gives off no scent. If a who have yet to develop really
impressive natural armor have better can be magically dispelled (DC equal to cylinder is affected. Because you are
senses of touch than older dragons, the breath weapon's save DC). producing a continuous blast of air, the
making touch the only sense that gets This feat only works on breath checked condition works normally while
worse as a dragon grows and ages. A weapons that have instantaneous dura- the wind lasts (checked creatures can-
dragon interested in an object's texture tions and that inflict energy damage not move forward against the force of
might touch or stroke the object with (acid, cold, electricity, fire, or sonic). the wind. If airborne, they are blown
its tongue. Even so, a dragon's tongue When you use this feat, you must backward id6x5 feet).
proves better at tasting than touching. wait one extra round before using your
A dragon's muted sense of touch breath weapon again. Munwithurix
might explain its preference for nests Special: You can apply this feat more Bloodthirsty, ill-humored, and rapa-
made from piles of coins, gems, or than once to the same breath weapon. cious, Munwithurix proves as treach-
other treasure. Each time you do, the clinging breath erous and unforgiving as the fens she
lasts an additional round. calls home. She has long since estab-
New Tricks for Old Dragons lished herself as the most fearsome
Given the variable interval between Rend [General] creature in the swamp; she has utterly
uses of a dragon's breath weapon and You can rend things you hit with your cowed several gangs of scrags, who
the array of feats and spells available claws. live in terror of her. They fear her
to it, it can be hard to predict what Prerequisite: Power Attack, Snatch, claws, teeth, and especially her acidic
powers a dragon might display. Just to Str ,3+ breath weapon because it can counter
keep players guessing, here are a few Benefit: If you strike the same oppo- their regeneration. Munwithurix has
new feats for the dragons in your cam- nent with two claw attacks, you auto- become increasingly dissatisfied with
paign along with example dragons that matically inflict additional damage equal her position at the top of The local
use them: to two claws plus i and 1/2 times your pecking order and now delicts in the
Strength bonus. You cannot grab an sparkle of gold, which does not tarnish
Clinging Breath [Metabreath] opponent at the same time you rend even in the silty waters of her lair.
Your energy-based breath weapon that opponent. She has also begun thinking about
clings to creatures and continues finding a mate.
to affect them on the round after Wingstorm [General] Munwithurix: female young adult
you breathe. You can flatten targets with blasts of black dragon; CR 8; Large dragon
Prerequisite: Dragon, Con 13+ air from your wings. (Water); HD i6di2+48, hp 152; Init +o;
Benefit: Your breath weapon has its Prerequisite: Dragon, fly speed 20+, Spd 60 ft., swim 60 ft., fly 150 ft.
normal effects, but it also clings to any- Hover, Power Attack, size Large+, (poor); AC 24 (touch 9, flat-footed 24);
thing caught in its area. The clinging Str ,3+ Atk +19 melee (ad6+4, bite), +17 melee
breath weapon lasts one round beyond Benefit: As a full-round action, you dd8+2, 2 claws), +17 melee (id6+2, 2
the initial attack. On the second round, can hover in place and use your wings wings), +17 melee dd8+6, tail slap);
the clinging breath weapon inflicts one to create a blast of air in a cylinder Face/Reach 5 ft. x 10 ft./io ft.; SA
half the damage it inflicted the previous with a radius and height of 10 feet Breath weapon, darkness, frightful
round. Creatures that evade damage times your age category. presence, rend, snatch; SQ Water
from the breath weapon (such as crea- The wind blows from the center of breathing, immune to acid, DR 5/+i, SR
tures with the evasion special quality or your body down toward the ground. 17, dragon traits; AL CE; SV Fort +13,
incorporeal creatures) do not suffer Creatures on the ground (including Ref +10, Will +11; Str 19, Dex 10, Con 17,
the extra damage. For example, an old those driven to the ground by the use Int 12, Wis 13, Cha 12.
silver dragon uses its cold breath and of this feat) are blown toward the edge
inflicts 72 points of cold damage (36 of the cylinder.
points with a successful saving throw). The wind strength depends on Munwithurix Power Up
The following round, foes who failed your size:
their saves against the breath weapon Thanks to her resistance spell,
suffer an additional 36 points of cold Dragon Size Wind Effect Munwithurix's saving throw bonuses
damage, and foes who made successful Large Severe improve to: Fort +14, Ref -HI, Will +12
saves suffer 18 points of cold damage. Huge Windstorm against foes of good alignment; her
A foe can take a full-round action to Gargantuan Hurricane protection from good spell makes
attempt to remove the clinging breath Colossal Tornado Munwithurix's saving throw bonuses:
weapon before taking any additional Fort +15, Ref +12, Will +13; protection
damage. It takes a successful Reflex Because the blast of air only lasts for from good also gives her a +2 deflec-
saving throw (same DC as the initial your turn, creatures ignore the tion bonus to Armor Class against
breath weapon) to remove the effect. checked wind effect unless they are attacks by good creatures: AC 26
Rolling around on the ground grants a airborne (in which case they are blown (touch n, flat-footed 26). The protec-
+2 to the saving throw but leaves the back id6x5 feet). tion from good spell also prevents
foe prone. The breath weapon cannot Special: You can opt to continue the anyone from establishing mental con-
be removed or smothered by jumping effect until the beginning of your nexi trol over her.
into water. The clinging breath weapon turn. Anyone in or entering the
4o june2oo2
Skills and Feats: Bluff +6, Climb +17, Munwithurix casts darkness on a gem
Diplomacy +3, Hide +12, Intimidate +17, embedded in her belly, then closes with
Listen +17, Move Silently +16, Search the foe. She worms her way into the
+17, Speak Language +16, Spot +17; group's center, where the darkness will
Multiattack, Power Attack, Rend, cause the most disruption. Thereafter
Snatch, Wingover she directs her bite and claw attacks at
Breath Weapon (Su): 8o-foot line, a single target (usually the same unfor-
iod4 acid, Reflex save DC 22. tunate she selected for her breath
Darkness (Sp): Radius 50 feet, other- weapon) and uses her wings and tail
wise as the spell 3/day as a 5th-level on anyone else within reach.
caster. When dealing with prey in boats,
Frightful Presence (Ex): ^o-fooT Munwithurix sometimes casts sev-
radius, HD 15 or less. Will save (DC 19) eral grease spells from hiding,
negates. making the boat and its paddles,
Rend (Ex): If the dragon strikes the oars, or rudder slippery.
same opponent with two claw attacks, it Lair/Encounters:
automatically inflicts an extra 2d8+6 Munwithurix makes her lair
points of damage. under a dismal island in the
Snatch (Ex): Grapple bonus +24; fens. The whole place is sur-
claw against creature of Diminutive rounded by dense mats of
size or smaller for id8+2/round, bite floating vegetation, which make the
against Tiny or smaller creature for place seem three times bigger than it
2d6+4/round, or 4d6+8 if the dragon is. Too thick to allow the passage of
does not move; snatched creature boats, the mats sag and flood when
can be flung 50 feet for 5d6 points anyone walks on them, and one must
of damage. wade several hundred yards from the
Water Breathing (Ex): The dragon can lair before reaching solid ground. The
breathe underwater indefinitely and can lair's two entrances are both sub-
freely use its breath weapon, spells, and merged, as is most of the lair. There
other abilities while submerged. is a central chamber, however,
Dragon Traits: Immune to sleep and where sunlight penetrates through
paralysis effects, darkvision 500 feet, a hollow tree. Here Munwithurix
low-light vision, blindsight 150 feet. keeps her hoarded gold, where it
Sorcerer Spells Known: (5/4; base can gleam in the light.
DC = n + spell level): odaze, detect Munwithurix has taken to dis-
magic, ray of frost, resistance: ist patching groups of scrags to go
grease, protection from good. collect gold for her. They infiltrate
Tactics: Though she seldom meets the rivers and streams surrounding
foes small enough to be vulnerable to the fens and waylay travelers. From
her snatch ability. Munwithurix has a time to time, Munwithurix accompa-
taste for close combat; rending foes nies these raiders, using the scrags as
gives her great delight. Still, advance scouts. She is growing
Munwifhurix is no fool. She usually increasingly frustrated with the paltry
observes foes for a few minutes, either amount of gold these forays have
by hiding and watching them approach produced, and she has begun seek-
or by stalking them for a time. Despite ing out river pirates, dishonest
her size, she proves adept at remaining merchants, and bandits in an
unseen. She prefers to swim when effort to locate a really
shadowing prey, but she sometimes big cache of gold to raid.
flies, skimming over the treetops. As She uses a combination
she sizes up the opposition, she casts of intimidation and
protection from good, followed by bribery to get the
resistance just before attacking. information she wants.
Once finished with her preparatory Upon meeting a group
spells, Munwithurix rushes in and deliv- of PCs, Munwithurix
ers her breath weapon. She usually might attack just for
selects an armored foe as the main tar- the fun of it, and if
get, along with any other foes she can she gets the upper
catch in the effect, and she tries to be hand, she might
about 40 feet from the nearest enemy attempt to force
when breathing. After she breathes, the group to sur-
render so she can hold part of The kills them, claiming they have violated planned attacks from the air. She usu-
group for ransom. Should the group the agreement in some fashion. ally has foreknowledge of an upcoming
contain a creature small enough for Kallionastiryne: female adult green fight, and she prepares with resist-
her to snatch (such as a familiar), dragon; CR 12; Huge dragon (Air); HD ance, shield, and expeditious retreat.
Munwithurix might snatch the crea- 2odi2-HOo, hp 230; Init +o; Spd 40 ft., When preparing for an attack,
ture and hold if for ransom. Instead of swim 40 ft., fly 150 ft. (poor); AC 27 Kallionastiryne remains in the air and
attacking, she might attempt to whee- (touch 8, flat-footed 27); Atk +26 melee about 300 feet from her quarry while
dle or extort information from the <2d8+8, bite), +21 melee <2d6+4, 2 she casts her spells; then she flies in,
PCs, asking about towns they have claws), +21 melee dd8+4, 2 wings), +21 staying about 30 feet above the
visited, any wealth that might be found melee (2d6+t2, tail slap); Face/Reach 10 ground and looses a clinging breath on
there, and any defenses. A clever ft. x 20 ft./io ft.; SA Breath weapon, as many foes as she can catch in the
party might be able to lure crush, frightful presence, suggestion, area. The following round, she hovers
Munwithurix away from her lair to SQ Dragon traits, immune to acid, and creates a windstorm. In addition to
someplace where they can fight the water breathing, DR 5/+i, SR 21, the windstorm effects, the draft from
dragon on their own terms. dragon traits; AL LE; SV Fort +17, Ref her wings puts out open non-magical
+12, Will +15; Str 27, Dex 10, Con 21, Int flames (such as torches and camp-
Kallionastiryne 16, Wis 17, Cha 16. fires) and creates a hemispherical
Kallionastiryne regards every inch of Skills and Fears: Bluff +20, cloud of leaves and twigs with a radius
the forest where she dwells as her Concentration +18, Diplomacy +7, Hide of 180 feet. Creatures in the cloud are
personal domain, and she likewise -8, Intimidate +25, Knowledge (arcana) blinded and remain blinded for i round
regards anyone who sets foot inside +18, Knowledge (nature) +18, Listen after emerging from the cloud. Those
without her leave as a trespasser and +23, Move Silently +20, Search +23, caught in the cloud must succeed at
vandal. Her uncompromising defense Sense Motive +23, Spellcraft +23, a Concentration check (DC 20) to
of her forest has won her the grudging Spot +23, Clinging Breath, Flyby cast a spell.
admiration of a few druids; however, Attack, Hover, Power Attack, On the round following the wind-
Kallionastiryne often allows ores, Wingover, Wingstorm storm, Kallionastiryne makes a crush
giants, or other evil creatures hunting Breath Weapon (Su): 5O-foot cone, attack if any of her foes are still
and logging rights, demanding hefty I2d6 acid, save DC 25. standing and small enough to be vul-
bribes of gold and gems and plenty of Crush (Ex): Area 10 feet wide and nerable to the attack. Otherwise she
flattery as well. Kallionastiryne is not 20 feet long; Small or smaller oppo- makes melee attacks against anyone
so much worried about the welfare of nents suffer 2d8+t2 points of bludg- left standing in the wake of the wind-
her forest as she is about being recog- eoning damage and must succeed at a storm. When her foes begin to coun-
nized as its sole owner. Because she Reflex save (DC 23) or be pinned; terattack, Kallionastiryne uses her
regards these deals as little more than grapple bonus +36. clinging breath weapon again (if possi-
temporary agreements with inferior Wingstorm (Ex): As a full-round ble), unleashes another windstorm,
creatures, they seldom last long. action, creates a blast of air of wind- or defensively casts a darkness
Eventually, the dragon notes some storm strength in a cylinder with a spell to obscure herself, as the situa-
lapse or weakness in her partners and Go-foot radius and up to 60 feet high. tion warrants.
Creatures in the cylinder suffer wind Lair/Encounters: Kallionastiryne's
Kallionastiryne Power Up effects. See Table 3-17 in the DUHGEON lair is a vast cave in a wooded hillside;
MASTER'S Guide for more information. however, she keeps the location
Frightful Presence (Ex): i8o-foot secret. She has tribute delivered to a
The resistance spell grants radius, HD 19 or less, Will save (DC 21) picturesque woodland glade containing
Kallionastiryne a +i resistance bonus to negates. a pool and a waterfall. Flooded cav-
saving throws: Fort +18, Ref +13, Will Water Breathing (Ex): The dragon erns under the waterfall connect to a
+16 (don't forget her SR of 21). The can breathe underwater indefinitely lake downstream. Kallionastiryne swims
shield spell grants a +7 cover bonus and can freely use its breath weapon, to the pool from the lake, giving the
against foes on half the battlefield (the spells, and other abilities while impression that her lair lies under the
shield spell does not grant any saving
submerged. waterfall when it is in fact miles away.
throw bonuses, see the Player's
Dragon Traits: Immune to sleep and Kallionastiryne often attacks adven-
Handbook errata file at paralysis effects, darkvision 600 feet, turers who stray into her forest. She
www.wizards.com dnd). Kallionastiryne
low-light vision, blindsight 180 feet. hopes to loot their remains and hoard
usually orients the shield toward the Sorcerer Spells Known: (6/7/5; whatever wealth she recovers. In such
greatest numbers, which sometimes is
base DC = 13 + spell level): oarcane instances, characters might notice an
straight down when she's hovering.
mark, dancing lights, detect magic, ominous shape somewhere beyond the
With me shield in effect, she has: AC
ghost sound, read magic, resistance; range of their vision, noticeable only
34 (touch 15, flat-footed 34). The ist expeditious retreat, Nystul's unde- by the way their view of the stars is
expeditious retreat spell doubles
tectable aura, shield, true strike; and blocked as the dragon circles their
Kallionastiryne's speed: 80 ft., swim 80
darkness, detect thoughts. camp before it attacks.
ft., fly 300 ft. (poor).
Tactics: Kallionastiryne prefers noc- It is equally likely that parties might
turnal assaults, launching her well- encounter some of the dragon s
42 june2oo2
cronies as they cut a swarh through belonged to before he added the prestige
the forest. Such creatures might flee class. 'I he character does not gain any Dragon Mystic Requirements
the scene, seeking the dragon's aid. If otner benefit a character of that class
a party captures one or more of them, would have gained. This essentially To qualify to become a dragon mystic
they might offer to reveal the location means that he adds the level of dragon a character must fulfill all the follow-
of the dragon's "lair" in return for mystic to the level of some other arcane ing criteria.
their freedom. spellcasting class the character has, then Creature Type: Dragon
It is also possible that the party could deier mines spells per day, spells known, Special: Ability to cast 3rd-level
meet good or neutral woodland crea- and easier level accordingly. arcane spells.
tures who are accustomed to living If the character has natural spellcast- Special: Must consume 5,000 gp
under the dragon's shadow and do their ing ability (such as that of a dragon), his value of diamonds
best to keep out of her way. Some of effective level of spellcasting may
these creatures might warn a party of instead increase by one. This increase is
the danger the dragon poses, others permanent and is added to the dragon's Dragon Mystic Class Skills
might seek the party's aid in getting rid effective caster level as he ages.
of her, possibly also by revealing the Draconic Spell Power (Su): Whenever
The dragon mystic's class skills (and
location of the "lair." the dragon mystic casts a spell that
the key ability for each skill) are:
inflicts damage, the spell inflicts an addi-
Stn-
Dragon Mystic- tional +id6 damage per level to each tar-
Dex: -
while all dragons eventually master the get on a failed save. This damage is of
Con: Concentration.
arts arcane, some push the boundaries the same type as the dragon's damaging
Inr: Alchemy, Knowledge (any),
of learning even further. These rare bi eath weapon. If the dragon mystic has
Scry, Spellcraft.
individuals are known as dragon mys- more than one bi eath weapon that
Wis: Sense Motive.
tics, and even great wyrms speak of inflicts damage, select one when this
Cha: Diplomacy, Intimidate, Use
them in hushed tones. power is gained. If the dragon mystic has
Magic Device.
Virtually all who take up this pursuit no bredih weapon that inflicts damage,
are true dragons (either chromatic or this power has no effect. It also has no
Skill Points at Each Level: 2 + Int
metallic). The occasional half-dragon effect on spells that don't inflict damage
modifier.
who becomes a dragon mystic is gener- or that dun't allow a saving throw.
ally a sorcerer or wizard, though a Charisma Increase (Ex): At 2nd level,
half-dragon bard could theoretically do the dragon mystic gams a +1 bonus to
so as well. his Charisma score, and he gains the id4 roll to determine when the
Dragon mystics lead lonely lives, another +1 bonus at 4th level. dragon can breathe again. For exam-
generally lairing far from civilization Draconic Spell Focus (Su): Whenever ple, a dragon mystic who enlarges his
in order to continue their studies the dragon mystic casts an arcane spell breath weapon would roll id4+i to
in peace. from the Enchantment school or an determine when he could breathe
arcane spell that inflicts the same type again, but would roll id4+4 fo deter-
Class Features of energy damage as his damaging mine when he could breathe again if
All of the following are class features of breath weapon (such as fire for a red he had quickened his breath weapon.
the dragon mystic prestige class. dragon), add +2 (or one-half his age cat- The dragon mystic can't apply the
Weapon and Armor Proficiency: e#ui y, whichever is higher) to the DC of effects of a metamagic feat that he
Dragon mystics gain no additional profi- any saving throws made to resist it. doesn't know. The dragon mystic may
ciency in any weapon or armor. Metamagic Breath Weapon (Su): The use this ability a number of times per
Spells per Day: A dragon mystic con- dragon mystic can apply to his breath day equal to his Charisma modifier or
tinues training in magic as he gains lev- weapon the effect of one of the fol- his age category (whichever is higher).
els. When a new dragon mystic level is lowing metamagic feats that he knows: If the dragon mystic has more than
gained, the character gains new spells Empower Spell, Enlarge Spell, one breath weapon, the limit applies to
per day as if he had also gained a level Maximize Spell, or Quicken Spell. Add total breaths (not separately to each
in an arcane spellcasting class he the normal spell level adjustment to breath weapon). If the dragon mystic
has no breath weapon, this ability has
HIT DIE
no effect.
Dragon Mystic Advancement
r~ A note about age categories: for
Class Base Fort. Ref. Will dragons without age categories, treat
Level Attack Save Save Save Special ^ Spellcasting the dragon's age category as i.0
ist +o +o +o +2 Draconic spell power +1 caster level
2nd +1 fO +0 +3 Charisma increase +1 caster level
3rd H +1 +1 +3 Draconic power harnessed +1 caster level
4th +2 +t M +4 Charisma increase +1 caster level
5th +2 +1 +1 +4 Metamagic breath weapon +i caster level
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46 June 2oo2
SPHERE MINION because they have an understanding of
Among some humanoids and monstrous the arcane forces that beholders employ. For Your Campaign
humanoids, insane individuals worship Although they must devote a large per- Because the prestige classes presented
the terrible gods of the beholders. To centage of their time learning arcane here worship evil, dangerous monsters,
they are often villains to be confronted.
these people, beholders are perfect theory to be considered by the Great The cultists try to convert worshipers,
beings that have reached the pinnacle Mother, some clerics also make good enslave the unwary, and sabotage in the
of evolution. They look at their own sphere minions. Monks possess the right name of their masters. Uncovering a
bodies, with only two feeble eyes and mindset, but fighters, rogues, and mem- hidden cell of monster cultisfs can have
flawed, crude limbs and are filled with bers of the other martial classes make a large impact on the game, with adven-
turers peeling away the conspiracies of
disgust. By venerating the Great poor candidates for the class. the cultists like layers of an onion.
Mother of the beholders, they hope to Sphere minions are occasionally Illithidkin are the first wave of an
receive her blessing. found outside the (relative) safety of infestation of illithids. They spend a
The sphere minion is typically one of the beholder warrens. They scout ter- great deal of their time abducting
innocent victims for their masters to
the many slaves that belong to a rain in preparation for an assault by consume.
beholder community. Through constant beholders. Sphere minions are also Wakers of the beast make the
brainwashing and exposure to behold- found in human cities, performing perfect apocalyptic cult that must be
ers, they lose any sense of their former secret business for their masters. stopped before they unleash the
identity, making obedience to their mas- They cloak their appearance under unspeakable terror of the tarrasque.
ters the only goal worth pursuing. They thick hoods or use Illusion magic Another variation is to remove the
are the masters and elite among the to remain hidden, revealing themselves alignment and patron requirement of
slaves, preaching the message of the only to other cultists or when they these prestige classes in order to make
Great Mother and the superiority of want to use their eye stalks to them destroyers of the monsters they
emulate. These crusaders give up a
beholderkind. Beholders treat sphere attack someone. great deal of their being to become
minions slightly better than the other more like their enemy.
slaves, but they still look at them with Class Features A group of wizards capture behold-
disgust and disdain. The other slaves All of the following are class features of ers in order to harness their intrinsic
view them with awe and envy, for the the sphere minion prestige class. powers, turning unwitting pawns into
"sphere slayers."
sphere minion has been touched and Weapon and Armor Proficiency: Snake servants, being resistant to
changed by the Great Mother. Sphere minions gain no new proficiency poison and immune to the petrifying
Wizards, sorcerers, and bards are with any weapons, armor, gaze of medusas, could be steadfast
most likely to become sphere minions, or shields. destroyers of them, spearheading
assaults on medusa strongholds.
Eye Stalks (Su): As he gains experi- Wakers of the beast could suddenly
ence, a sphere minion grows eye stalks. realize the insanity of their mission, but
Unlike a beholder, the sphere minion can still being driven by the impulse to find
For Your Character aim his eye stalks in any direction with- the tarrasque, might go there in order
In most cases, the prestige classes pre- to stop others from awakening it.
out problems. Using an eye stalk is a
sented here are to be used by the DM standard action. The sphere minion can
for enemies that the PCs might
encounter during an adventure. They use each eye stalk a number of times
are usually the masterminds, or at least per day as described in the Sphere level of the sphere minion. The target
trusted lieutenants, of evil. However, a Minion Advancement table. must succeed at a Will save to resist.
player character could take levels in one Each ray resembles a spell as Eye Stalk II (Su): At 3rd level, the
of these prestige classes, especially if
though cast by a sorcerer of a level sphere minion can choose one of
the DM is running a game in which the
players may play evil characters. equal to 5 + the sphere minion's class the following abilities for his second
Maybe your DM will allow you to level but follows the rules for a ray eye stalk:
play a monster cultist who does not (see Aiming a Spell, page 148 in the Fear: This works like the spell, except
know he worships a monster god. The Player's Handbook). Each has a range that it targets one creature. The target
god might be masquerading as a neutral
or good god and allow creatures of of 50 feet and a saving throw DC of must succeed at a Will save or be
those alignments to spread its worship. 10 + sphere minion class level + affected as though by the spell.
Evil gods often believe in "sur- Charisma modifier. Charm Monster: The target must
vival of the fittest" and occasionally Eye Stalk I (Su): At ist level, the succeed at a Will save or be affected
pit two or more groups of their own
sphere minion can choose one of the as though by the spell.
religion against each other, weeding
out the weak and granting power to following abilities for the eye stalk: Slow: This works like the spell, except
the survivors. Perhaps one such Charm Person: The target must suc- that it affects one creature. The target
group is neutral. ceed at a Will save or be affected as must make a Will save to resist.
Your DM might allow you to take though by the spell. Eye Stalk III (Su): At 5th level, the
monster cultist levels after your
character is cursed or contracts a Inflict Light Wounds: This works just sphere minion can choose one of the
terrible disease. like the spell, causing id8+5 points of following abilities for his third eye stalk:
Perhaps after a vicious attack, damage (Will half). Flesh to Stone: The target must suc-
your character becomes obsessed Sleep: This works like the spell, ceed at a Fortitude save or be affected
with the monster and "beating it at its
own game." except that it affects one creature with as though by the spell.
a number of HD up to the character Finger of Death: The target must suc-
rJE
ILLITHIDKIN
ceed at a Fortitude save or be slain as Mind flayers have a notorious reputa-
though by the spell. The target suffers tion for being cruel and uncaring
ad6+6 points of damage if his saving slavers of other races. The vast
throw succeeds. majority of these slaves live out the
Disintegrate: The target must succeed remainder of their short existence
at a Fortitude save or be affected as toiling away as servants, miners, or as
though by the spell. entertainment for their mind flayer
Telekinesis: The sphere minion can masters. Once they have exhausted
move objects or creatures, as per the their usefulness, the mind flayers
spell. Creatures can resist with a suc- devour the slaves' brains for food.
cessful Will save. On rare occasions, however, the mind
Ail-Around Vision (Ex): At and level, flayers spare certain slaves with the gift
the sphere minion grows accustomed for psionics. These individuals are care-
to its eye stalk. This grants the sphere fully dominated and monitored so that
minion a +2 circumstance bonus to their gifts are not used against their
Spot and Search checks. In addition, masters, but they are allowed to expand
the sphere minion cannot be flanked. and explore the talents they possess.
Levitate (Su): A sphere minion gains Part of the brainwashing includes the
the ability to levitate-the better to worship of the mind flayers' god,
serve his beholder masters. The llsensine. While few mind flayers give
sphere minion can levitate at will, as much credence to the worship of gods,
per the spell cast by a sorcerer of the they find that it is a perfect tool for cre-
sphere minion's class level. ating utterly devoted servants.
These individuals are known as score (see Table 1-2: Psion Bonus
illithidkin. As they increase in power, Power Points in the Psionics
illithidkin begin acquiring traits that are Handbook).
similar to their mind flayer masters. If the character did not previously
Over time, illithidkin begin hungering have psion or psychic warrior levels,
for the brains of living creatures, she gains power points and powers as
much like mind flayers. shown in the advancement chart and
Illithidkin come almost exclusively gains the ability to use psionics and
from the psion class. Psychic warriors take psionic feats.
are the next most common, although Powers Discovered: Illithidkin dis-
few mind flayers tolerate such a mar- cover o-level powers as shown on the
tial individual for too long. As long as Illithidkin Advancement table. The pow-
they meet the required amount of ers are added to the character's pre-
psionic knowledge, any other class can vious total powers known.
be an illithidkin, with wizards, bards, Psionic Combat Mode: The illithidkin
and rogues being most common. learns a new psionic combat mode.
Illithidkin become the eyes and ears She does not forget those that were
of mind flayers, infiltrating cities, previously learned.
armies, and organizations. They Detached Mind (Su): The illithidkin
actively seek out other potential can- becomes more emotionless, logical,
didates for converting lo the worship and separated from troubling issues.
of llsensine. In addition, they kidnap The illithidkin gains a +2 bonus to sav-
people off the streets and from their
homes to be used as food and slaves
by mind flayers. Illithidkin are
entrusted by their masters to Illithidkin
lead units of other humanoids Class Requirements
for these chores and are often To qualify lo become an illithidkin, a charac-
the most powerful members of ter must fulfill all the following criteria:
Race: Any humanoid or monstrous
such groups.
humanoid.
Alignment: Lawful evil.
Class Features Patron: Illsensine.
All of the following are class features Concentration: 8 ranks.
of the illithidkin prestige class. Knowledge (Psionics): 8 ranks.
Special: A character wishing to take
Weapon and Armor Proficiency: The levels of the illithidkin prestige class must
ilithidkin gains no new proficiency with willingly consume the brain of a sentient
weapons or armor.
Power Points: Illithidkin gain power
points per day as shown on their Illithidkin
advancement table. These power Class Skills
The illithidkin's class skills (and the key abili-
points are added to the character's
ties for each) are:
previous total. Illithidkin gain bonus Str: Swim.
power points based on the key ability Dex: Hide. Move Silently.
score for their primary ability. If the Con: Concentration.
character previously could not gain bit: Craft, Knowledge (psionics), Search.
Wis: Listen, Profession, Spot.
bonus power points for high ability Cha: Bluff, Intimidate.
scores (as is the case for psychic war-
riors), she now chooses a primary dis- Skill Points at Each Level: 4 +
Int modifier.
cipline and can gain bonus power HIT DIE
points based on the related ability
D6
UJ.itKi/ilfjn. A.Hvan.r^m.Pnr.
Base Attack Fort. Ref. Will Power Powers
Levels Bonus Save Save Save Special Points Discovered
isf +o +o +o +2 Detached mind, psionic combat mode +3
2nd +i +o +o +3 Telepathy 30 ft. +5
+1 +i +3 Psionic combat mode +5 i
f +1 +1 +4 Increased Intelligence +5 i
^ +1 +i +4 Illithid apotheosis, psionic combat mode +7 2
ing throws against mind-affecting ities, spells, or effects treat her as a
spells, spell-like abilities, psionic pow- monstrous humanoid.
ers, and supernatural effects.
Telepathy (Su): Illithidkin can com- Ex Illithidkin: An illithidkin who
municate mentally with any creature ceases worshiping the Illsensine or
within 30 feet that has a language. willingly opposes mind flayers loses
Increased Intelligence (Ex): At almost all the class features of this
4th level, the illithidkin's brain and prestige class. The only class feature
skull begins to expand, increasing that is not lost is illithid apotheosis.
her Intelligence score by 2 points. The creature is permanently warped
Illithid Apotheosis: At 5th level, the and twisted into a monstrous
illithidkin has lost all touch with her humanoid, retaining the horrible mouth
original heritage, becoming more like a and tentacles.
mind flayer. Her skin becomes purple
and rubbery, and her eyes become SNAKE SERVANT
completely white. Short, useless tenta- Snake servants are the chosen of var-
cles sprout from her face, and her ious cults that revere medusas and
teeth fuse into a beak-like maw. Her their power. Unlike the other monster
creature type permanently changes to cultists presented here, snake servants
"monstrous humanoid." All special abil- are not as completely blind to their
situation. Medusas demand servitude,
but they hate obsequious behavior. As
a result, snake servants must walk a
Snake Servant fine line, following their master's com-
Class Requirements mands, but doing so in a way that will
To qualify to become a snake servant, not anger her.
a character must fulfill all the following Snake servants do most of the dirty
criteria:
Race: Any humanoid or monstrous work for a medusa, infiltrating organi-
humanoid. zations, scouting locations, and acting
Alignment: Lawful evil. as the first line of defense against
Patron: Shekensfer. attack. Medusas that set up criminal
Base Attack Bonus: +5.
rings use snake servants as proxies and
Bluff: 5 ranks.
Disguise: 5 ranks. middlemen, negotiating on their behalf
Special: The potential snake servant and setting up jobs for other cultists. In
must go through a special ceremony a city with medusas running these
with a medusa, allowing her ro poison rackets, snake servants are often the
him until his Strength score is brought
completely down to o.
only "face" that is presented.
Snake servants are very active in
Snake Servant setting up "churches" in big cities ded-
Class Skills icated to the worship of Shekenster.
The snake servant's class skills (and They actively recruit impressionable,
the key abilities for each) are: misguided, and deluded individuals into
Str: Climb.
the cult, making them into pawns for
Dex: Hide, Move Silently.
Con:- the snake servant's use. Snake ser-
Int: Craft. vants enjoy corrupting officials,
Wis: Listen, Profession, Spot. nobles, and religious leaders, bringing
Cha: Bluff, Disguise, Intimidate. them into the sight of Shekensfer's
Skill Points at Each Level: never-ending gaze.
Int modifier. Rogues are the most likely candidates
to be chosen as a snake servant, fol-
5o june2ot>2
by i point at 2nd level and 2 points at
4th level. This ability does not reduce
If You Don't Have
any damage from the delivery method,
the Psionics Handbook
The requirements and class features just the poison itself. This reduction
listed for the Illiihidkin assume that the applies to both initial and secondary
player or DM has access to the poison damage.
Psionics Handbook. If you do not, you Stunning Gaze (Su): At 3rd level,
' can make the following changes to the
the snake servant's gaze becomes par-
prestige class:
ticularly unnerving, causing creatures
Prerequisites to be stunned. This effect has a range
Knowledge (Psionics): Not required. of 30 feet and is negated by a
Feats: Combat Casting, Iron Will. Fortitude save (DC 10 + snake servant
Class Features class level + Charisma modifier). The
Ignore the power points, powers dis- snake servant can use this ability for i
covered, and psionic combat mode round a number of times per day as
class features. Replace them with the indicated on the Snake Servant
following:
Advancement table. A creature that
Detect Thoughts (Sp): At ist level,
an illithidkin may detect thoughts a fails its saving throw is stunned for i
number of times per day equal to her round.
illithidkin class level + Intelligence mod- Petrification Immunity (Su): Snake
ifier. This ability duplicates the spell of servants of 5th level are immune to all
the same name as though cast by a
wizard of the illithidkin's class level.
petrification effects.
Suggestion (Sp): At 3rd level, the Medusa Apotheosis: At 5th level,
illithidkin can cast suggestion as a the snake servant has lost all touch
7th-level wizard. The illithidkin may with her original heritage, becoming
use this ability once per day.
Charm monster (Sp): At 5th level,
more like a medusa. Her skin becomes
the illithidkin can cast charm monster scaly, and her eyes change into those
as a Tth-level wizard. The illithidkin of a reptile. Her eyelids wither away
may use this ability once per day. and are replaced by a nictitating mem-
brane-her eyes never blink again. The
snake servant's type changes to "mon-
strous humanoid." All special abilities,
lowed by clerics. Fighters, rangers, and spells, or effects treat her as a mon-
monks who understand subtlety are strous humanoid.
also likely to fake this class, followed by Ex-Snake Servants: A snake servant
wizards and sorcerers. Classes with a who ceases worshiping Shekenster
chaotic bent, like barbarians and bards, loses almost all class features of the
are never found as snake servants. prestige class. The only class feature
that is not lost is the medusa apotheo-
Class Features sisthe creature is permanently
All of the following are class features warped and twisted into a monstrous
of the snake servant prestige class. humanoid as a reminder of her former
Weapon and Armor Proficiency: master. However, due to Shekenster's
Snake servants are proficient with treacherous nature, a snake servant
longbows, composite longbows, short- who remains faithful to the deity
bows, composite shortbows, and all does not lose her abilities if she
simple weapons, but they gain no new opposes medusas.
proficiency with armor or shields.
Medusa Gaze Immunity (Su): The WAKER OF THE BEAST
snake servant becomes immune to the Apocalypse. The world ablaze. A hor-
petrifying gaze attack of a medusa. rid monster stalking the land, crushing
The snake servant gains no immunity the unrighteous and cleansing the
to any other sort of gaze attack. world of everything. This is the vision
Poison Damage Reduction (Ex K of the. waJkar of tte beast.
Through constant exposure to poisons The "beast" is none other than the
of all types, especially those created tarrasque, an immense creature that
by medusas, the snake servant can is virtually impossible to destroy.
ignore a limited amount of poison Every decade or so, the tarrasque
damage. If the medusa cultist fails her awakens from a deep slumber, terror-
Fortitude save against poison, she izing the land and devouring anything
reduces the amount of poison damage that it encounters.
A waker of the beast is a humanoid rasque, as a moth to flame, doing beast learns the current location of the
who belongs to an apocalyptic cult that whatever he can to cause the beast to tarrasque. These visions also give the
believes in the end of the world rise from its slumber. Most wakers waker an understanding of how to
through the violence caused by the tar- hope to be devoured by their "god," awaken the slumbering tarrasque. Once
rasque. This cult sees the tarrasque as seeing it as the ultimate sacrifice. a waker is within i mile of the location
a method of cleansing the world of all It is unclear how a waker gains his of the tarrasque, he can begin chanting
living beings, bringing the world back to powers from such an uncaring (and to call the tarrasque from its sleep. The
a pure state of being. However, un-divine) creature. Scholars suggest waker of the beast can try to awaken
although the tarrasque is truly a neutral that the power that created the tar- the tarrasque once per month, with a
being (being too stupid and hungry to rasque in the first place can be tapped percent chance equal to his class level.
care about complex things like right or by anyone willing to relinquish their Multiple wakers can attempt the chant
wrong), the quest of the wakers of the sanity and identity. As a waker grows together by joining hands, combining
beast make them evil and deluded in power, he also becomes more like their class levels for the total percent-
beyond compare. the beast that he emulates, growing age. Upon waking, the tarrasque begins
A person usually becomes a waker a thick carapace and bulking up with its reign of terror on the landscape.
after receiving powerful visions of the huge muscles. However, the alien The waker of the beast in no way con-
tarrasque. During these nightmares, he mind of the tarrasque destroys the trols the tarrasque.
can see the beast stalking the land, intellect, and the waker becomes more Strength of the Beast (Su): At 2nd
destroying everything in its path. a creature of instinct and brutality and 4th level, a waker of the beast
However, he also becomes part of the than reason. begins turning into a terrible monster-
tarrasque, feeling its power, its Only the truly insane and deluded increasing in strength, but losing intel-
hunger, and its lust for destruction. would want to become a waker. Most lect. The waker gets a permanent +2
When he awakens, the person either wakers are clerics of evil gods who increase to Strength and -2 decrease to
recoils with the horror of the night- wish to bring about the end of the Intelligence. This also results in the loss
mare or is ... changed. From that world by crushing it beneath the feet of of skill points.
moment on, he is drawn to the tar- the tarrasque. Beyond that, almost Claws and Bite (Ex): At 3rd level, the
every other class is represented. Ex- waker of the beast gains claw and bite
paladins who have given in to evil and attacks if he does not already have
madness are also likely candidates to them. Use the values below or the
Waker of the Beast become a waker of the beast. waker's base claw and bite attacks,
Class Requirements whichever are better.
To qualify to become a waker of the Class Features Bite Claw
beast, a character must fulfill all the All of the following are class features Size Damage Damage
following criteria: of the waker of the beast prestige class. Small id4 id$
Race: Any humanoid or monstrous
humanoid.
Weapon and Armor Proficiency: Medium-size id6 id4
Alignment: Any evil. A waker of the beast gains no new Large id8 id6
Base Attack Bonus: +7. proficiency with any weapons, armor, Tarrasque Apotheosis (Su): At
Feats: Power Attack, Toughness. or shields. 5th level, the waker of the beast's
Natural Armor (Ex): At ist level, a type permanently changes to "mon-
Waker of the Beast waker of the beast begins to grow a strous humanoid." All special abilities,
Class Skills tough carapace that provides him with spells, or effects treat him as a mon-
The waker of the beast's class skills
(and the key abilities for each) are: natural armor. This increases the strous humanoid.
Str: Climb. waker's natural armor by +i and In addition, the waker of the beast
Dex:- increases it by an additional -H at 3rd grows larger by one size category,
Con:- and 5th level. which affects many of its statistics. See
Inf: Craft.
Wis: Listen, Spot, Wilderness Lore.
Locate the Sleeper (Su): A ist-level "Size Increases" in the introduction of
Cha: Intimidate. waker of the beast begins having the Monster Manual for more informa-
visions about the tarrasque. These tion on the effects of increasing a size
Skill Points at Each Level:
visions (or nightmares) take place only category. Note that this will change the
2 + Int modifier.
when the waker of the beast is asleep. waker's claw and bite damage.
Through these dreams, the waker of the However, this final transformation
decreases the waker of the beast's
Intelligence by an additional -2.
Ex-Wakers: A waker of the beast
Waker of the Beast Advancement
Base Attack Fort. Ref. Will who willingly and unnecessarily pro-
Levels Bonus Save Save Save Special crastinates going to awaken the tar-
+o Natural armor +1, locate the sleeper rasque loses all class features except
+o Strength of the beast that the waker's Intelligence remains
i Natural armor +2, claws and bite
i Strength of the beast
decreased and he retains the mon-
i Natural armor +3, tarrasque apotheosis strous humanoid type. IP
52 June 2oo2
v/-
EACK
P f E C E SET
OF OUR S O L [ D
PEWTER. s
HAMP-PAffVTED
F[GURES
COMES W f T H
FIVE SPECFAL
D-2O DICE
'See the Organization Alignment section and Table 2 for more details and options. Total Characters of Each Class
Use the following method to determine
the levels of all the characters in an
organization of any given class.
its membership to pure wizards) or If the highest-level character of a
mixed (with sorcerers and other given class indicated is 4th level or
Table 2: Organization arcane casters joining the assemblage). above, assume there is one additional
Alignment An adventurer's guild is likely to be character of that class of half that
d% Organization Alignment highly integrated, with members of all level. If this results in a character who
01-25 Same as community's walks of life. Don't forget to include is 4th level or higher, assume that
primary power center one or more NPC classes in your there are two characters of half that
26-30 Opposite of community's demographics, particularly warriors character's level. Continue until the
primary power center* and experts. number of and- or 3rd-level charac-
31-45 Lawful good ters is generated-do not generate ist-
46-55 Neutral good Highest-level Members level members in this manner.
56-60 Chaotic good Use Table 6 and Table 7 to determine After you have determined the
61-73 Lawful neutral the highest-level character in the pri- number of 2nd- and 3rd-level charac-
74-80 True neutral mary class of your organization. Roll ters of each class, divide the remain-
81-83 Chaotic neutral the dice indicated for the class that ing population so that it matches the
84-93 Lawful evil you have determined is primary, and class demographics of the organiza-
94-98 Neutral evil apply the modifier based on the size tion. For instance, if 37% of an organ-
99-00 Chaotic evil of the community found in Table 9. ization are rogues, then 37% of the
For secondary and following classes, leftover membership are ist-level
"If the community's primary power use Table 8 to determine the highest- rogues. Repeat for each class present
center is true neutral, roll again. level character based on the town size. in the organization.
For instance, in a small city, the high- You can also round out any organi-
zafion with a few characters of classes following each race name is a percent-
not represented in the organization's Step 7: Flesh Out the Details age of the entire membership, not
typical mix. For instance, even if your At this point, all that's left is to the exact number of individuals of
thieves' guild doesn't have a listing for breathe life into the framework you've that race.
wizards, you can still add one to the created. Provide the organization with Authority Figure(s): [Name, gender,
membership. Don't forget to include a name, turn your NPCs into full- race, class, and level.]
multiclassed or prestige-classed char- fledged characters (with personalities Important Characters: [Name, gen-
acters as appropriate. and backgrounds as appropriate), der, race, class, and level (title or
Note that your final membership and link the organization to your position); Name, gender, race, class,
numbers-particularly the ist-level campaign history. and level (title or position); Name,
characters of PC classes-might not Now's the time to determine other gender, race, class, and level (title
match up well with the expected quan- crucial details about the group you've or position).]
tity of that class in the community (as created. Is it a secretive organization Others: [Class mix: Exclusive,
per Chapter 4 of the DUNGEON whose existence is known only to its Mixed, or Integrated]; [class and level
MASTER'S Guide). Don't worry too members? Even a craft guild might (#), class and level (#), and so on]
much about thisultimately, the pride itself on secrecy and mystery. *Note: The numbers in this entry are
DUNGEON MASTER'S Guides method of How hard or easy is it to join the the exact numbers of residents of
determining the number of characters group? What kind of insignias, code each class.
with PC class levels might be too con- words, pass-phrases, or secret hand- Notes: Place any special notes about
servative for your campaign, particu- shakes does the group use? Does the the organization here.
larly if you have many cities and group enjoy support (whether public
metropolises (which are likely to have or private) from local authorities, or is Example Organization:
large, powerful organizations). If you it a renegade assembly? Is the organi- The league of Scrolls
need a rationalization, consider the zation well-respected by the populace, The League of Scrolls is a semi-secre-
possibility that the organization has or are its members social pariahs? tive order of sages, librarians, tale-
drawn a great number of members These and other unique facets are spinners, and loremasters. Based in
from outlying towns and villages. what will turn your organization from the metropolis of Blackmere City, this
Also, remember that many low-level a boring collection of numbers into a loose network is dedicated to the gath-
characters might belong to more than full-fledged part of your campaign. ering and protecting of knowledge and
one organization! learning of all kinds, regardless of its
origin or application. The members,
Leader of Organization Step 8: Finish the Stat Block commonly called Scrollkeepers, are as
The leader of an organization is Once you've designed your society, likely to prize a necromancer's journal
usually the highest-level character you can use this example to create a or history of draconic lore as a tome
of the primary class. Roll on Table society statistics block for your group: of holy scripture or a ragged account
10: Organization Leader or select Name (size): AL [alignment abbrevi- of a centuries-old climate anomaly.
an appropriate character to lead ation]; # gp resource limit; Some say the League has lost sight
the group. Membership # [Racial mix: Isolated, of the value of knowledge (that is, its
Mixed, or Integrated] [(race #, race . applicability in the world). If she
Racial Demographics race #, race if, race #, race #, race deigned to reply to such critics, a
Most organizations mirror the local #, and so on).] *Note: The number Scrollkeeper might ask how anyone
racial mix, though exceptions are not
uncommon. Use Table n: Racial
Demographics or select an appropriate
racial mix for your organization. Table 4: Membership by Town Size
Town Town Organization Population* GP
Size Population Minor Medium Major Limit**
Thorp 20-80 n/a n/a 1-2 20 gp
'Minor organizations don't exist in 'These numbers can be used to represent how many members can be found in a
thorps or hamlets. given community; they need not represent the total number of members the organi-
"Medium organizations don't exist in zation has.
thorps. "Halve the listed value for minor organizations. and double it for major organizations.
can know what value a piece of knowl- Delia Sarcula, female human Arii; Aria
Table 5: Class Mix edge might have in ten generations. Sarcula, female half-elf Aril.
Exclusive Better safe than sorry, or so the Others: Mixed; Wiz4 (2), Wiza (4),
96% primary class League believes. Wizi (18), Exps, Exp2 (2), Expi do),
2% secondary class League of Scrolls (minor): AL NG; Brd3 (2), Brdi (9), Cln (5), Rog2,
1% Tertiary class 25,000 gp resource limit; Membership Rogi (3).
1% other classes 70; Integrated (human 37, dwarf 20, Notes: League members gain a +2
Mixed halfling 18, elf to, half-elf 7, gnome 5, circumstance bonus to Knowledge and
79% primary class half-ore 3). Gather Information checks when they
9% secondary class Authority Figures: Megali Nomikos, have access to League resources.
5% tertiary class female human Wizio/Lor6.
3% tertiary class Important Characters: Beckert, male Organization Size and Resources
2% tertiary class dwarf Expio (sage); Alasdair Greene, The loosely structured League of
2% other classes male half-elf Brd<5; Sahure, male Scrolls has members scattered
Integrated human Mnki3; Niculescu, male halfling through many towns and cities across
37% primary class Wiz7/Lon; Ana the Half-Wit, female the continent. It numbers a mere 70
20% secondary class halfling Brd7 (court jester); Corrina members in Blackmere City-its largest
18% tertiary class Attis, female human Clr^ of Boccob; concentration anywhere-qualifying it
10% tertiary class Helmut Rieger, male dwarf Clrs of as a minor organization.
7% tertiary class Moradin; Bouchard, male elf Rog4; The League has typical resources
5% tertiary class Mancinus Sarcula, male half-elf Ari3; for its size and location, thanks to
3% other classes good connections between its mem-
bers and the wealthy and powerful of
the city. The organization has a 25,000
Table 8: Highest-Level gp limit on purchases or endeavors.
Character by Town Size
Table 6: Highest-Level Organization Alignment
Members (PC Classes) Secondary Class and Leadership
PC Class Character Level (Primary Up to Small City In general, the League holds itself
Class) Divide Table 6 or 7 result by 2 above local politics and prefers to
Barbarian id4 + community modifier Large City stay aloof of conflicts between good
Bard id6 + community modifier 01-75: Divide Table 6 or 7 result by 2 and evil. Despite their loose structure,
Cleric id6 + community modifier 76-00: Use Table 6 or 7 result the League of Scrolls tends a bit
Druid id6 + community modifier Metropolis toward bureaucracy (particularly in
Fighter id8 + community modifier 01-50: Divide Table 6 or 7 result by 2 Blackmere City), and thus their overall
Monk id4 + community modifier 51-00: Use Table 6 or 7 result alignment is lawful neutral. However,
Paladin id3 + community modifier they welcome members of any align-
Ranger id3 + community modifier Tertiary Class ment or background, as long as that
Rogue id8 + community modifier Up to Small City member is willing to abide by the
Sorcerer id4 + community modifier Divide Table 6 or 7 result by 4 League's policies and contribute
Wizard id^ + community modifier Large City toward its stores of knowledge.
01-75: As Secondary, but divide by 2 The League of Scrolls prides itself
76-00: Same as Secondary on not relying on central leadership
Metropolis for its direction. However, in such sit-
01-50: As Secondary, but divide by 2 uations as might arise when a ranking
Table 7: Highest-Level 51-00: Same as Secondary arbiter is needed to resolve a conflict,
Members (NPC Classes) most members would turn to the orga-
NPC Class Character Level Other* Class nization's leader, Megali Nomikos, or a
(Primary Class) Up to Small City proxy appointed by her.
Adept id6 + community modifier Level i
Aristocrat id4 + community modifier Large City Organization Membership
Commoner 4d4 + community modifier As tertiary, but divide by 2 and Demographics
Expert 3d4 + community modifier Metropolis The League's open membership policies
Warrior zd4 + community modifier As tertiary, but divide by 2 make it a more integrated organization
than the community at large. Just over
"There is a 5% chance that a single one-third (37%, to be precise) of the
member of a miscellaneous class is membership of the League of Scrolls is
calculated as if that character is the human, with 20% dwarf, 18% halfling,
highest-level character in the pri- 10% elf, 7% half-elf, 5% gnome, and
mary class. 3% half-ore. This integrated member-
ship is common in other cities where
The League has a presence, though such wife Delia (female human, Arit), and In the Campaign
groups are typically very small (some- their grown daughter Aria (female half- The League of Scrolls represents a
times as few as a single individual). elf, Arii). powerful fool for the DM to use in
As with racial demographics, the The last member of the League of kicking off adventures. Perhaps Beckert
class makeup of the League of Scrolls is Scrolls in Blackmere City is a mysteri- needs the PCs to deliver a tome of
well integrated, including members from ous newcomer to the city. Hailing from knowledge to an associate, sending
many walks of life. the Monastery of Light high in the them on a cross-country trek through
Wizards make up a plurality of Shard Mountains, Sahure (male human, the wilderness. Or maybe Ana over-
the League's membership, with 37%. As Mnki3> professes an abiding desire for hears disaffected courtiers discussing a
noted above, the League looks gathering and protecting knowledge of plot to assassinate a local noble. Megali
to Megali Nomikos (female human, all kinds. Megali doesn't fully trust him, could even entrust the characters with
Wizto/Lor6) for leadership when though, wondering if his presence in a quest to discover a lost wizard's
needed. Other wizards in the organiza- Blackmere City is the precursor to a library deep in the desert or high in
tion include Niculescu (male halfling, power struggle between the League of the mountains.
Wiz7/Lori). two 4th-level wizards. Scrolls and the Monastery. Alternatively, the League could
four end-level wizards, and 18 ist- become a secretive organization, pre-
level wizards. Joining the League of Scrolls ferring to use their stores of knowledge
Twenty percent of the Scrollkeepers Characters who wish to join the to influence events behind the scenes.
are experts (including sages, scribes, League of Scrolls must demonstrate In this case, the Scrollkeepers might
bookbinders, librarians, and a smatter- their devotion to gaining and protect- become the foes of the PCs-perhaps
ing of merchants), and among those, ing knowledgenot just for their own without the characters even suspecting
Beckert the sage (male dwarf, Expio) purposes, but for the selfless goal of the group's existence! ^
is known across the city as perhaps maintaining such treasures for the
the most learned individual in the future. Wizards must open their
region, commanding great respect spellbooks to other Scrollkeepers,
from the other Scrollkeepers. The and characters of all types must
organization also has one 5th-level vow never to keep secrets from
expert, two 2nd-level experts, and t o other members. Any member caught
tst-level experts. hoarding knowledge without the
Bards comprise 18% of the League's consent faces censure or Table 10: Organization
Scrollkeepers, and Megali's chief rival even expulsion. Leader
for leadership among the League is In return, such characters have d% Leader
Alasdair Greene (male half-elf, Brdi5), access to the League's storehouse of 01-70 Highest-level character of
whose wry demeanor makes him pop- information and network of contacts. primary class
ular among the younger members of This is reflected in a +2 circumstance 71-85 Second highest-level
the group. Ana the Half-Wit (female bonus to all Knowledge and Gather character of primary class
halfling, Brd7) poses as a fool in the Information checks made while the 86-95 Highest-level character
king's court. Other bards in the organ- character is in a position to use the (regardless of class)
ization include two 3rd-level bards and League's resources. Wizards can 96-00 Other (DM's choice)
nine tst-level bards. readily learn any commonly known
The Scrollkeepers number a few spell by using contacts within the
clerics (10%) among their membership, League.
though none are of very significant
status in the local clergy. Corrina Aftis Table n: Racial
(female human, Clr4> is a minor func- Table 9: Community Demographics
tionary of the temple of Boccob, while Modifiers d% Demographics
Helmut Rieger (male dwarf, Clrz) Community Community 01-60 Same as community
oversees evening ceremonies in the Size Modifier 6190 More isolated than commu-
temple of Moradin. Five ist-level cler- Thorp -3* nity*
ics of various faiths round out the rest Hamlet 91-00 More integrated than com-
of this group. VHIage munity**
When the League's activities call for Small town
discretion, they turn to Bouchard Large town *Use the racial mix one step toward
(male elf, Rog4) and his team of Small city +6 isolated. If the community already
retrieval experts, which makes up 7% Large city +9 uses the isolated racial mix, treat as
of the group's membership and Metropolis isolated.
includes a 2nd-level rogue and three **Use the racial mix one step toward
tst-level rogues. 'A thorp or a hamlet has a 5% integrated. If the community already
The group has a few contacts in high chance to add +10 to the modifier of a uses the integrated racial mix, treat
places (5%), including Mancinus ranger or druid level. as integrated.
Sarcuia (male half-elf, Ari3>, his
June 2oo2
THE
TOMB
by Thomas Harlan illustrated by Lori Koefoed
I
gravestone, but Theodora felt a The assassin was no longer there, and drew back, eyes nearly closed,
little queasy to be walking on dancing back, superlatively light on his hoping to catch some sensation of
such hallowed ground. She feet for such an old-seeming man. Now, movementeither through her own
guessed this must be the origi- catching a glimpse of him in the wild, ears or from Athene's keen senses.
nal cave, where Abraham had staccato light, Theodora realized the Despite complete concentration, she
laid his father and his father's Ismailis was not old at all. His move- nearly missed the pad-pad-pad of swift,
father's bones to rest. The ments were so gracefully quick he bare feet hurtling across the stony
floor toward her.
She blocked wildly, slashing her staff
"Do you know who lies here?" There were no markings at the sound. Something slapped the
on the gravestone, but Theodora felt a little queasy to cane aside. Bluish light flared against
the tunnel roof. Theodora squeaked,
be walking on such hallowed ground. twisting her body away from a half-
seen blow. A flicker of metal slashed
patriarch would lie nearby, but could only be a youth. Disguise within through her sleeve, barely missing her
his grave would bear a name. disguise, even as he deceived the wrist. She kicked at a dark shape,
This one, this unmarked cavity, Baits, she realized, feeling fear draw catching a turning thigh. The assassin
needed no name . . . not for the close again. Oh, how I wish the Saxon hissed in amusement, soft feet dancing
first man to behold the might were here. . . . out of range. She glimpsed grinning
and glory of the Lord. "You "Not a simple nun at all," the assas- white teeth. Theodora drew in a des-
would despoil the tomb of the sin's considering voice drifted from perately needed breath and tried to
all-father himself?" the darkness. "You've a little power at keep her balance.
"I would for power." The assassin your command. . . ." There was a moment of motionless
answered, lean face lit with avarice. "I "You will not despoil this place," waiting.
have lived long enough to know these Theodora said, circling again, trying to Theodora broke to the right, back
old bones will buy the favor of any king catch him in the full light of her staff. into the cavern, shouting a single,
wishing to hold an echo of paradise in The brilliant glamour would not last booming word. The assassin moved in
his hands." long, but she hoped to corner the the same instant, lunging, the spike-like
Theodora felt entirely cold, seeing Ismailis against a wall. "This shrine is dagger flashing in the air where her
the avarice and bald intent in the under my protection." knee had been. Athens swept past,
man's eyes. "Has the influence of the "That of the Rhomanoi, you mean?" wings blurring, and the air puffed with
Order waned so much you stoop to The voice hung, disembodied, in the air. a cloud of grainy dust. The Arab
bribery?" Her voice was shrill with Theodora froze, realizing she'd lost ducked, rolled, and came up with his
disgust. "Have fear and malice failed track of him in the shifting light. "Your face covered by the edge of his hood.
at last? Did some ruler find courage Emperor is far away, noble lady. Yet The nun leapt past, gesturing wildly for
enough to defy you?" still your Church is loath to give up the the owl to flee. Theodora bolted down
The assassin shook his head slowly holy places to the franji. . . you fight the passage, groping to remember a
from side to side, edging around the for a lost cause. The Empire will never certain phrase. An angry hiss followed
tombstone. The iron bar lifted, sharp- rule these lands again." her, then the sound of swift young legs
ened edge catching azure reflections. Something flickered in the darkness racing in pursuit.
"We are patient, Rhomane. We can wait, and Theodora bolted to the side, her The owl wheeled, pale wings flashing
even when a stripling like Alp Arslan of staff blazing with green flame. The against darkness, then soared up out of
sight. Theodora skidded through the old and he swore loudly at the sight of a the king of anything save I can swim
doorway, caught her foot wrong on the black shape hunched beside the road. after a fashion and you fell down in the
uneven floor, and went down hard. "Mistress Theodora." Harold's left eye dark. You want me to carry you? You
Despite a jolt of pure, unadulterated twitched dangerously, and he forced a will meet my price."
pain, she managed to swing around and damp hand back from drawing the "It's a wonder," Theodora growled,
strike the door-frame with the tip of blade slung over his shoulder. "How grimacing at him, "I ever let you accom-
her staff. "Obsigno porto!" pleasant to meet you again." pany me in the first place!"
There was a sullen flash. The ancient The old woman looked up, brow fur- "Two mares, a mule, and fresh
door slammed shut. Something heavy rowed in surprise. "What happened to tunic, trousers, and undershirt."
crashed into the portal from the other you? Where's your horse?" Harold proclaimed.
side, making dust spill from rotten, "Gone." The Saxon halted, staring "Bah!" Theodora snapped her
creaking wood. Theodora gasped in down at her with ill-disguised reproach. fingers at him, lost her balance,
relief, exhausted, her ankle throbbing
fiercely. Now, she wondered, half-sick,
How long will it take for him to force Something heavy crashed into the portal from the
past my poor, feeble spell?
other side, making dust spill from rotten, creaking
->=0 six- wood. Theodora gasped in relief, exhausted, her ankle
Nothing happened. No shattering blow throbbing fiercely.
came from the dark. She heard nothing,
not even the patter of running feet. "Sheykh Abdullah Amir-Husayn took and nearly pitched down the
Sweat pooled in the hollow of her-as fine a piece of horseflesh as hillside before Harold caught
her throat, and she trembled from head he'd seen in twenty years-in recom- her shoulders. "Fine . . . thiev-
to toe. pense for my intemperate drunkenness ing, duplicitous barbarian . . .
"Athen6 . . . where is he?" The owl rousting him from a warm bed on such taking advantage of an old
hooted mournfully, still circling above a cold night." Harold pointed an accus- woman with a broken ankle . . .
her. After a moment, she felt tiny sharp ing finger. "You owe me a new horse, see how the saints greet you in
claws dig into the fabric at her shoul- old woman. And fresh clothes." Heaven!"
der. Blinking, Theodora managed to "Those seem well-washed," Theodora The Saxon laughed, bending down
wipe grit out of her teary eyes. The said mildly, struggling to her feet. "A and swinging her tiny, bird-like body
staff woke to faint life at her touch, but rare occurrence, I'm sure. I am glad onto his back.
even in such poor light she could see to see you alive and pleased the sheykh "You are strong," Theodora
the passage was empty. The crumbling is of such a moderate and exclaimed as Harold rose, He did not
door was still intact. forgiving disposition." seem to notice her weight at all. Thin,
Gone, I hope. The nun rose to her "Apparently," Harold said, looking stick-like fingers clutched the collar of
feet. She felt sore and tired. Her right around as if hoping to surprise some- his jerkin. Linle Athene hooted sleepily
ankle throbbed. Not a young woman's one in the bushes. "I am not the first in her cowl, then settled back to sleep,
game, this . . . not for me anymore. By drunken knight he's had pitched in the head tucked under one wing. "Perhaps
the Christ, I'd not want to face him town well. Only the largest. What have you are of some use
again. Pursing her lips, she stared you done with the Baits?" after all."
around the ancient tomb, realizing "They are dead." The nun raised her Harold did not respond, turning
someone would have to stand watch arms. "And I've twisted my ankle. You toward distant Jerusalem, long stride
henceforth. Our strength is stretched must carry me." lifting them up and away on the long
thin, she thought with a familiar, sink- "Back to Jerusalem?" Harold dusty road. In the pure, clear light of
ing feeling. But there are friendly brushed wet hair out of his eyes. "You morning he felt glad to be alive, hale
orders of monks among the killed them?" and strong. The sorrow of his memo-
Westerners . . . perhaps the friars of "Not at all. Now lift me up." Theodora ries lifted, if only a little.
Kiriath Arba could be convinced. . hopped uneasily on her "Do you see the dome of the tem-
good foot. ple?" Theodora's voice was reedy in
"Two mares of quality and a sure- his ears, but he looked along the line
footed mule." Harold crossed his arms, of her pointing hand. Far off, nestled
Swelling dawn lit dusty hills, gilding sticking out his jaw. "For my trouble." among the northern hills, he caught
orchards of orange and olive with a "Your trouble?" Theodora fairly spat sight of something blazing golden in
cool pink glow. Harold Godwinson in surprise. "You were never in any the rising sun, a beacon to summon all
tramped along the long curve of the danger . . . The king will give you far pilgrims home.
pilgrim road leading up out of Nablus. more, my lad, for foiling such a das-
Below and behind the Saxon, the town tardly plot." Finis O
was dark and silent, as yet undisturbed "You've the Baltic bone-robbers in
by cock-crow. The morning was raw, your pocket then?" The Saxon gave
fresh and cold. He was wet and cold, her a smirk. "I see nothing to convince
WE'RE GONG TO LOOK, I MADE IDONTKNOW, [MKM5URBMPMMIMU
SLAY A PRA60N? I STILL SURE THAT THIS TIMf YEAS* THIS ONE SOUNDS FORTRESS Cf TRAPS AND MA6K WHICH IS UWV
HAVE PLACES THAT HURT WE GET AU OT THE HOARD PRETTY UN-Nia. THERE WARDS EVEN f WE GOT THROUGH UEU JUST kAVt TC
FROM THE UST TIME WE AS OUR REWARD MOT A ARE LEGENDS ABOUT WM THEM WE'D K IN NO CONPfTION LOKMMOUT
WENT AFTER ONE OF PERCENTAGE PLUS STRETCHING BACK TO TAKE HM ON.
THOSE THNGS- EXPENSES HUNPREDSOF
WARS.
7o June 2oo2
IWONTBE
HUH. WAS
A61ETOZAP
HIM UNLESS HE T1JYANP THAT A"COMTWl asm
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WE'VE GOT TO CAN VOU PO USJSTANT
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WELL, AT LEAST y WE COULD COhMW^ VOU TO
LEFT TO DO IS 60 WCK AMP SET
THERE'S ONE LESS ^ COME HERE ON THE UfOOMK
THE TttASW* HOARD'
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''WT EVEN If
THE ONE
WITH AU. THE
TRAPS AND WARPS
STILL WTCT?
71
hile some monks focus when their base attack bonus is +3, a
W inward in a contemplative
life of seeking enlightenment,
members of the order of the fist
third when it is +6, and so on (see the
monk class description in the Player's
Handbook for more details). Further,
focus outward. The central premise at 4th and 8th level, the type of die
of the order's philosophy is "see used for damage increases by one
what you want and take it." While that step. Thus, a character who makes
might seem selfish and greedy at first unarmed strikes and inflicts id6 dam-
glance, that's because members of age begins to inflict id8 damage upon
the order-who are reaching 4th level.
called acolytes of Fast Movement (Ex): Acolytes of the
the fistdo not fist are faster than normal. At 3rd
focus on the level, as long as he wears no armor
"take," but on the and carries only a light load, the speed
"want." Members of of an acolyte of the fist increases by 10
the order believe that feet. His speed increases by another to
to want something that feet at 6th level, and again at gth level.
you cannot or should not This bonus to speed is inherent and is
have is insane, and to want not affected by character size.
something that could bring FisT of Speed (Ex): Once per day
harm (in having it or taking for each level of order of the fist he
it) to yourself or others is has achieved, an acolyte of the fist is
foolish. Thus, the order able to take an extra partial action on
preaches the importance of goal his turn. He may take this partial
settingbut in doing so carefully. action either before or after his reg-
When an acolyte of the fist sets a ular action.
goal, he does not allow himself to Leap of the Clouds (Ex): At 2nd
be deterred from achieving it. level, an acolyte of the fist's jumping
The order of the fist draws upon distance (vertical or horizontal) is not
this single-minded resolve for its limited according to his height. If he
power. Members are able to chan- already has the leap of the clouds
nel their commitment and ability from another class, he gains a
determination into their +5 competence bonus to Jump
fists, granting them checks instead.
extraordinary and even Fists of Iron (Su): At and-level, an
supernatural powers. acolyte of the fist gains the Fists of
Most acolytes of the fist are Iron feat (Sword and Fist) for free,
monks-usually those without leanings regardless of whether or not he meets
toward evil or good. Occasionally, a all of the prerequisites. (See the Fists of
rogue or fighter joins their ranks. Iron sidebar for this feat's description.)
Any who can pass the required entry Ki Strike (Su): At 3rd level, an
tests (and therefore achieve that acolyte of the fist's unarmed attack is
goal) empowered with ki. The unarmed strike
are welcome. damage from such an attack can deal
Acolytes of the fist rarely work
together. They often practice and train
in common monasteries, and they even FISTS OF IRON [GENERAL]
live together in those spartanly You have learned the secrets ot
appointed facilities, but their goals are imbuing your unarmed attacks with
individual and rarely coincide. extra force.
Prerequisites: Base attack bonus +2,
Class Features Improved Unarmed Strike.
All of the following are class features Benefit: Declare that you are using
of the acolyte of the fist prestige class. this feat before you make your attack
Weapon and Armor Proficiency: roll (thus, a missed attack roll ruins the
Acolytes of the fist are proficient with attempt). You deal an extra id4 points
all simple weapons. Theydo not gain of damage when you make a successful
proficiency with armor or shields. unarmed attack. You may use this feat
Unarmed Damage: Acolytes of the a number of times per day equal to 3 +
fist are able to make unarmed attacks your Wisdom modifier.
as a monk, gaining a second attack
damage to a creature with damage Improved Critical (Ex): At 7th level, from the chosen type of energy on a
reduction, such as a wight, as if the blow an acolyte of the fist gains the successful hit. The acolyte of the fist is
were made with a weapon with a +1 Improved Critical (unarmed strike) feat immune to his own fist of energy.O
enhancement bonus. Ki strike improves for free, regardless of whether or not
as the acolyte of the fist gains experi- he meets all of the prerequisites.
ence, allowing his unarmed strike at 6th Fist of Fury (Su): Beginning at 7th-
level to deal damage against creatures level, an acolyte of the fist can injure ACOLYTE OF THE FIST
with damage reduction as if the blow creatures normally immune to blunt Requirements
were made with a weapon with a +2 weapons. At the start of each turn, he To qualify to become an acolyte of the
enhancement bonus, and at 8th level to must choose whether his unarmed fist, a character must fulfill all the fol-
deal damage against creatures with dam- strikes v/ill deal piercing, slashing, or lowing criteria.
age reduction as if the blow were made bludgeoning damage. Alignment: Any lawful.
with a weapon with a +3 enhancement Fist of Power (Su): Three times per Tumble Ranks: 8.
bonus. If the character already has ki day, a gth-level acolyte of the fist can Jump Ranks: 8.
Feats: Improved Unarmed Strike,
strike from a different class ability, the summon supernatural energy to add to
Iron Will, Stunning Fist.
two bonuses stack. one of his unarmed attacks. He can
Special: Once a character begins tak
Fist of Destruction (Ex): At 4th level, choose from one of the following three ing levels as an acolyte of the fist, he
an acolyte of the fist gains the ability to effects (declared before he makes his cannot go back to another class
destroy non-living objects with ease. attack roll): until he has gained all ten levels of
When attacking an object, he subtracts Unconsciousness. The foe must the class. Once he does this, how
his acolyte of the first class levels from make a Fortitude save (DC 10 + the ever, he can go back to his original
the hardness of the object. Thus, if a acolyte of the fist's Wisdom modifier class-even if that class was monk.
4th-level acolyte of the fist strikes an + class level) or fall unconscious for
iron door (hardness 10), he treats that idio rounds. ACOLYTE OF THE FIST
door as if it had hardness 6. Forceblast. The foe suffers an addi- Class Skills
The acolyte of the fist's class skills
Fist of Mercy (Su): By focusing his tional 2d6 points of force damage.
(and the key ability for each skill)
ki, a 5th-level acolyte of the fist can Confusion. The foe must make a are as follows:
heal rather than harm with his strikes. Will save (DC 10 + the acolyte of the Str: Climb, Jump, Swim.
Once per day for every two acolyte of fist's Charisma modifier + class level) Dex: Balance, Escape Artist, Hide.
the fist class levels he has, he can or become confused (as per the spell) Move Silently, Tumble.
strike a foe (or himself) and heal the for idio rounds. Con: Concentration.
amount of damage he would normally Fist of Energy (Su): Upon command, Int: Craft.
inflict, using his Wisdom modifier a loth-level acolyte of the fist can Wis: Profession, Listen.
instead of his Strength modifier to enshroud his fists with an energy type Cha: Intimidate.
determine the amount of damage of his choosing (acid, cold, fire, elec-
Skill Points at Each Additional
healed. Fists of Iron and magical tricity, or sonic). He must choose the
Level: 4 < Int modifier.
enhancements that normally add to energy type before his attack roll. His
damage cannot be used to modify blows then deal +id6 bonus damage HIT DIE
this amount.
Evasion/Improved Evasion (Ex): A
6th-level acolyte of the fist can avoid ACOLYTE OF THE FIST ADVANCEMENT
even magical and unusual attacks with
Attack Fort. Ref. Will Unarmed Unarmored
great agility. If he makes a successful Level Bonus Save Save Save Special Damage Speed
Reflex saving throw against an attack
that normally deals half damage on a i 0 +2 +2 +2 Fist of speed
used if the acolyte of the fist is wearing + + Fist of destruction +1 die type
4 3 +4 +4 4
light armor or no armor.
5 +3 +4 +4 +4 Fist of mercy
If the character already has the eva-
sion ability from another class feature, 6 M +5 +5 +5 Ki strike (+2), + 10 ft.
Starfall Pool
by Ed Greenwood Illustrated by David Day
erhaps a mile in from the southern Most versions of this ballad speak of enough to block vision for any great
Horthil of Elrurel put ir best: "She The ghost of a man was forced into In lour Campaign
ignores the shield, and it ignores her." the shield by an evil sorcerer, and so it
Olsheirie won't talk about the floating lingers, hoping for deliverance. Using an "Elminster's Guide" article in your
shield; if pressed about it, she'll say It mirrors the movements of a real game is easy. Simply switch the names of
groups and individuals so they suit your
firmly that she doesn't know anything shield, preserved and animated by
campaign or come up with some new sce-
about it beyond the fact that it has magic, that floats in a cavern some- narios for how the elements of the article
"always been here" (for as long as she where underground and nearby. work together.
can remember). The Harpers can be any good-aligned
organization from your campaign.
Although reports suggest that the Northwind Keep
Alternatively, the group that guards the
details of its appearance have varied Some three hundred to four hundred grove and its portals could be a neutral-
over time, the floating shield has in years ago, a simple tower stood here- aligned circle of druids or even an evil
recent years looked the same to all visi- built by humans as a lookout and group of rangers.
tors. Painted on the front of the float- defensive shelter against oresa refuge Perhaps a green hag inhabits the pool
and masquerades as a dryad to ambush fool-
ing shield is a strange but distinctive in which a magic portal could be hidden
ish people who come to investigate the grove
rune or heraldic device, its meaning to allow surprise forays of armed men after hearing the song she created about it.
now lost. Some have described it as "a info the Moonwood. The floating shield might be a powerful
crowned fishhook," but its grand com- Some say the portal still exists-invis- magic item waiting for the proper wielder.
like the sword in the stone from Arthurian
plexity makes it clear that it was ible, operating whenever anything living
myth.
intended to be no such thing. passes through it, and floating some
Nearly every tale of Starfall Pool twenty, thirty, or forty feet above the
advances a different reason for the ring of foundation stones. As usual, when they have guests with them who
existence of the shield, including: tales disagree on where the other end are first-time visitors to Starfall Pool.
It's the last remnant of an old of the portal is, and if it's safe to use Olsheirie watches over folk sleeping
warding spell. or not. in the glade, observing them and their
It marks a tomb. What is certain is that the majority of gear closely if they're strangers, and
It marks where a great cache of the stones of the keep are now missing, arousing them if possibly hostile crea-
magical arms lies hidden that works blown to dust or carried off elsewhere. tures approach if they are her friends.
only to those who say the right words. What remains of the ruins today are
several dozen scattered stones little To Harp by the Pool
Elminster's Notes larger than a human fist, a stone-lined Harpers use Starfall Pool as a meet-
cellar, and a foundation ring with many ing-place, a message-drop, and some-
The Harpers rebuild the cellar every time a gaps in it. The sixteen surviving foun- thing of a refuge, trusting in their
treasure-seeker tears it apart. I know not all dation stones average about the size of friend Olsheirie to watch over them as
of the portal's destinations, beyond the fact a large strongchest. they sleep. They clean up the glade as
that one of them is atop the Stone Bridge,
The cellar is a square-sided hole 4 she directs and bring druids to aid her
and another is a bare hilltop not far north of
Secomber. feet deep and 6 feet on a side, lined if intruders have done her or her oak
I can say that Olsheirie has more magics with small but close-fitted stones; if a more lasting damage. Olsheirie keeps a
under (hat oak than she needs to defend visitor gathers fallen saplings and gift from the Harpers, a magic item
herself against anything short of a large band
boughs and spreads a cloak over them, that allows her to cast a sending spell
of marauding ores (or adventurers)-and that
Harpers who find themselves facing such
the cellar can be temporarily roofed to at will.
troubles won't hesitate to call upon me. provide rough shelter and a measure of The Northwind Keep portal does still
As to the puzzle of the floating shield, let concealment. Tavern talk insists that a exist, and although the Harpers say its
me share this much: The apparition does coffer full of gold coins was once use is dangerous, a silent step through
mirror the movements of a real shield that
found behind a loose stone in the walls the portal transports the user to a cer-
floats in a cavern somewhere nearby, and
other magic weapons are in that same cav- of this cellar. True or not, that belief tain room of an old Harper-owned
ern. A few beingsand no, I'm not going to has caused every last stone of the cel- stone house in the oldest part of
reveal who they are-can, with the right lar to be dug aside scores of times, to Silverymoon.
words, call forth magical discharges from
yield nothing more exciting than dirt. Harpers arriving in haste to answer
those cached weapons to erupt out of the
illusory shield in the glade at foes they desig-
Folk in the North say magic or ghosts the dryad's sending emerge 30 feet
nate. There's no way to cause the floating must rebuild the cellar-for shortly above ground and fall to the ground
shield to leave the glade nor any way to after every demolition, it's back to its unless Olsheirie has time to rig up a tri-
trace the location of the cavern through the intact state. pod of lashed-together poles that she
illusory shield.
keeps high in the limbs of her oak tree.
Lastly, there is a portal hidden in the pool
itself, operated by immersed beings uttering The Dancing Dryad She's become quite adept at throwing it
the correct words, but it has nothing to do Olsheirie is a dryad no different than down so that its legs splay out and it's
with the cavern of weapons, and it leads others. Over the years she's become "set up" with one heave.
somewhere else entirely. Where? Let's just
quite friendly with many of the Harpers
say more than one dragon waits at the other
end. I do hope those emboldened by these
who visit the glade, and she emerges to
words will wind up their worldly affairs tidily speak with them (for she's always hun-
ere rushing off to Starfall Pool. gry for news of events large and small
in the wider world) and dance-even
ElminsterU Guide to. the Realms '
Lost places, familiar haunt's, and strange sites in the lands of Faerun
Starfall Pool
76 June 2no2
^ Starfall Pool
::Jr^ ' Harpers use the
stones of the ruined
keep to leave mes-
sages for each
- other. Some are
way-runes
scratched on the
stones, and others
are written mes-
sages hidden in the
ruins, their where-
abouts conveyed by
arrangements of
certain other rocks.
A Search check
(DC 25) locates one
of these messages,
but the meaning
might not be clear.
A Decipher Script
:
check (DC 30) can
j^ reveal the message.
Stones in the
grove can be lifted
to reveal small hol-
lows or cavities
walled by other,
, buried stones-and
minor treasures
from the fallen keep
still remain: magic
daggers, wands, and
potions. One foot-
wide, <j-foot-long
niche is known to
be governed by a
seemingly perma-
nent make whole
spell, which
restores any item
placed into it. A
Search check (DC
20) locates one of
these hiding places.
THE BESTIARY
78 June 2oo2
Wurm Size Line* Cone Save DC Skills*: Wurms have a natural col- giantkin. They especially hate trolls,
Small 40 ft. 20 Ft. '3 oration and limited chameleon ability that who often destroy trees, kill animals,
Medium-stzr: 60 ft. 30 ft. 16 grants them a +8 racial bonus to Hide and despoil the forest. Some forest
Large 80 ft. 40 ft. 20 checks in their home environment (a wurms believe so deeply in their role
Huge 100 ft. 50 ft. 26 forest wurm in a forest). In addition, as the protectors of the forest that
*A line is always 5 feet high and 5 wurms with a climb or swim speed they are willing to sacrifice themselves
feet wide. receive a +8 racial bonus to Climb or for the greater good of the forest and
Improved Grab (Ex): To use this abil- Swim skill checks depending on which their brethren.
ity, the wurm must hit with its tail slap movement type they have. Thus, forest wurms are fierce fighters
attack. If it gets a hold, it can constrict. when their home is threatened, willing to
Constrict (Ex): The wurm can coil Wurm Characters fight to the death to protect the trees. It
around its prey To deal its constriction A wurm's favored class is druid. Wurms is their resin-like breath weapon that
damage plus tail slap damage with a suc- do not often progress in a class, but truly allows the forest wurm to rule the
cessful grapple check against any crea- wurm druids and wurm rangers have depths of the woodlands. This sticky
ture of equal size or smaller. been seen on rare occasions. Wurm substance, reminiscent of free sap,
Keen Senses (Ex): Wurms see four druids worship Obad-Hai. quickly adheres to any surface and
times as well as a human in low light hardens, making it nearly impossible to
conditions and twice as well in normal Forest Wurm move. The forest wurm uses it to slow
light. They also have darkvision with a In the darkest reaches of the woods, down prey prior to attacking.
range of 60 feet. the forest wurm waits, hidden among Speed: 40 feet, climb 40 frnt
Spells: A wurm knows and casts divine the boughs of the great trees, ready Breath Weapon (Su): The forest wurm
spells as a druid as shown below, gaining to drop on any prey foolish enough to can breathe forth a cone of sticky resin
bonus spells tor a high Wisdom score. venture underneath. that hardens quickly, similar to the sub-
Wurm Size Caster Level Forest wurms are natural protectors stance of a tanglefoot bag. Creatures in
Small 4 of the forest, much like treants. In fact, the area become covered in the resin
Medium-size 8 these wurms have been known to ally and entangled, suffering a -2 circum-
Large 12 with treants to thwart incursions into the stance penalty to attacks and a -4 cir-
Hu,"r 20 forest by invading humanoids and cumstance penalty to effective
Special Qualities: Keen senses, spells, see type Keen senses, spells, see type Keen senses, spells, damage Keen senses, spells, damage
reduction 5/+i, SR 19, see type reduction io/+i, SR 24, see
type
Saves: Fort +5. Ref +5. Will +5 tort +8. Ret *8, Will +8 Fort +12, Ref +9, Will +11 Fort +18, Ref +12. Will +16
Abilities: Str 14, Dex 16, Con 12, Str 18, Dex 14, Con 14. Str 26, Dex 12, Con r8. Str 34, Dex 19, Con 22.
Int 10, Wis 12, Cha 10 Int 12, Wis 14, Cha 12 Int 14, Wis 16, Cha 14 Int 16, Wis 19, Cha 16
Skills: Animal Empathy +4, Climb +6*, Animal Empathy +7, Climb -no' Animal Empathy +12, Climb ti8" Animal Empathy +21, Climb +22"
Hide +11*. Knowledge (nature) Hide +8*. Jump +9, Knowledge Hide +7", Jump +17, Knowledge Hide +7'. Jump +30, Knowledge
+4, Swim +6*. Wilderness Lore (nature) +7, Listen +7, Move (nature) +12, Listen +12, Move (nature) +25, Listen +26. Move
Silently +7, Spot +7, Swim +10", Silently 4-to. Spot +12, Swim Silently +18, Spot +26. Swim
Wilderness Lore +8 +18*. Wilderness Lore +13 +30*. Wilderness Lore +22
Feats: Improved Initiative, Weapon Improved Initiative, Track, Improved Initiative, Multiattack. Cleave, Improved Initiative.
Focus (bite) Weapon Focus (bite) Track, Weapon Focus (bite! Multtatt,ick, Power Attack,
Track, Weapon Focus (bite)
79
Dexterity. An entangled creature must Tundra wurms are generally broader For Your Campaign
succeed at a Reflex save or be glued than other wurms, with thicker, more
to the ground, unable to move. Even muscular legs. They are built low to the Wurms are easy to introduce to any cam-
w i t h a successful save, the creature "round, making them very stable on the paign. Here are a few ideas:
The wurms don't need to be related to
can only move at half speed. ice and shitting snow of the frozen
druids or even particularly interested in
A character glued to the ground can north. They use their strong legs and protecting nature. In this case you should
break free with a successful Strength powerful claws to climb up and down replace their druid spellcasting ability with
check (DC to the Reflex DC 4 10), or crevasses and dig through the ice and the spellcasting ability of clerics, wizards,
by dealing 20 points of damage to ihe snow, allowing these wurms lo live in or sorcerers. The wurms can then be
imported as any new monster would.
resin with a slashing weapon (hitting remote caves of their own design where The wurms are creatures of nature
the resin is automatic). Once free, the other creatures of the north cannot and allies of druids. You could introduce
creature moves at half speed. A char- reach them. them into your campaign by allowing a
acter capable of spellcasting who is With scales of subtly changing whites druid PC to discover the spells in the
Summoning the Wurms sidebar carved on
bound by the resin must make a and blues, the tundra wurm can move
an ancient monolith or written on a scroll
Concentration check (DC 15) to suc- almost undetected through the frozen of druid spells.
cessfully cast a spell. The resin wastes in search of prey. They then use The wurms might not exist as crea-
becomes brittle and falls away after their deadly breath weapon to sap tures of the environment. Perhaps they
to minutes. strength from their prey, were driven to extinction long ago, or
maybe they never existed. The spells pre-
Scent (Ex): A forest wurm can Speed: 30 feet, burrow 10 feet, sented in the Summoning the Wurms side-
detect opponents (even invisible or climb 20 feet bar summon the wurms as manifestations
hidden foes) within 30 feet by sense Breath Weapon (Su): The tundra of the environment.
of smell. Forest wurms can also use wurm's breath weapon is a line of Wurms and normal dragons might be
age-old enemies, fighting periodic wars for
this ability to follow tracks by smell. strength-draining cold. Creatures in
supremacy that bridge the normal conflicts
For a full description of this ability, the area suffer cold damage (Reflex of alignment,
see the Monster Manual. save for half) and must make a Perhaps traditional dragons do not
Fortitude save or suffer temporary exist in your campaign. Instead, the
Strength damage. nature-rhemed wurms occupy that position
Climate/Terrain: Warm or temperate
in the ecology, power structure, and myth
forest Wurm Cold Strength of the world.
Alignment: Usually neutral good Size Damage Damage Maybe only certain wurms exist in
Small 2d6 id4 your campaign, serving the giants as
Tundra Wurm Medium-size 4d6 td6 mounts and allies. In this case, only hill (hill
giants), cave (stone giants), magma (Fire
In the harsh, frozen wastes of the far Large 6d6 idfi
giants), storm (storm giants), tundra (frost
north, the tundra wurm roams the ice Huge iod6 2d6 giants), and mountain (cloud giants) wurms
plains searching tor food and protecting Cold Subtype (Ex): Cold immunity; roam your world.
its secluded home from harm. double damage from fire except on a
successful save.
Ice Walk (Ex): A tundra wurm is as Sand wurms make their homes
For Your Character sure-footed on ice and snow as in dry beneath the sand, either in abandoned
You can use wurms as a player if your conditions and never needs to make a tombs or in natural caves. Protected
DM allows you to. Here are a few ideas of Balance check to move on ice during from the elements under the dunes,
how the wurms might be used by players normal conditions. sand wurms raise large families in a
on the other side of the DM's screen:
strict matriarchal society. While the
ECLs (Equivalent Character Levels)
are presented for each of the wurm sizes. Climate/Terrain: Cold plains and males hunt, the female sand wurms
Your DM might allow you to play a wurm mountains rule the nest and the surrounding
as a character. Alignment: Usually chaotic neutral tomb complex, forming alliances thai
The Summoning the Wurms sidebar strengthen the family and arranging
presents new druid spells that allow you to
summon the wurms. Ask your DM if they
Sand Wurm mates for their young. Sand wurms
would be appropriate for her campaign Beneath the shifting sands live the sand often work with nearby tormian
and for your character to cast them. wurms, a horrible secret that can burst colonies for the mutual protection of
The wurms give a low-level ranger a forth wilhoul warning and drag an unsus- the world beneath the dunes.
reason to choose dragons as a favored
pecting victim down into its sandy tomb. Speed: 40 feet, burrow 20 feet
enemy. Despite their ties to the environ-
ment, some wurms are dangerous to sen- Sand wurms have much longer legs Breath Weapon (Ex): A sand wurm
tient creatures and the local ecology. than other wurms: especially the front can exhale a cloud of contact poison
A paladin of a nature god might be legs, which are used for burrowing that extends outward from ihe wurm
granted a wurm as a mount. Small pal- in a cone. Creatures in ihe area must
through the sand at a rapid rate.
adins, like gnomes and halflings, could have
an adult wurm as a mount at i^th level
Above the dunes, they tend to lower make a Fortitude saving throw when
Medium-sized paladins could have a over their prey due to the length of first exposed to avoid the initial poison
greater wurm as a mount at aoth level. these front legs and can scamper damage and a second saving throw i
Forest and hill wurms make the best pal- quickly and effortlessly over the shift minute later. Dexterity damage is
adin mounts.
ing sands with surprising agility for temporary. Unconsciousness lasts for
such large creatures. idg hours.
80 June 2>2
Wurm Poison Damage tracks by smell. For a full
Size Initial Secondary description of this ability, see
Small id6 Dex Unconsciousness the Monster Manual.
Medium-size id8 Dex Unconsciousness
Large 2d6 Dex Unconsciousness Climate/Terrain: Temperate
Huge zd8 Dex Unconsciousness and warm marsh
Tremorsense (Ex): While under- Alignment: Usually neutral
ground, a sand wurm can automati-
cally sense the location of any moving Sea Wurm
thing within 90 feet that is in contact Beneath the waves lapping at a
with the ground. rugged coastline lurk the sea
Sand Walk (Ex): A sand wurm is as wurms, attacking and devouring all
sure-footed on shifting sand as on solid who dare invade their homes. Truly
ground and never needs to make a amphibious, sea wurms are as at home
Balance check to move on sand during benealh the waters as they are on dry
normal conditions. land, perhaps even more so. These
dark blue and green creatures
Climate/Terrain: Any desert have gills for breathing underwa-
Alignment: Usually lawful neutral ter and lungs for breathing air.
They swim by undulating their
Swamp Wurm sleek, snake-like bodies, and
Swamp wurms hunt in the depths of they use their keen senses to
dank mires, racing through the still, locate prey and then move in
green waters and striking without warn- for the kill. Sea wurms are
ing. Swamp wurms have developed the ruthless in their defense of the
ability to swim as naturally as fish, diving sea, viewing all humanoid races
beneath the waters to avoid detection. as invaders who must be driven
Swamp wurms are generally grayish- from their domain. They attack ships
brown in color with streaks of dull- and merfolk cities alike, showing no
green on their backs and tails. mercy in their attempts to make
Swamp wurms usually hunt in pairs, the sea safe for the denizens of
leaving the eldest offspring to guard the the deep.
nest until it is old enough to hunt. In a Sea wurms tend to patrol
battle, swamp wurms rely on their keen the open water alone, but they
senses to track down and stalk their have been known to come to
prey from afar, then move in with blind- the aid of whales who have
ing speed. been attacked from ships.
Swamp wurms have been known to Sea wurms use their breath
fight beside neighboring lizardfolk weapons to blind foes aboard
tribes when a larger danger, such as ships before crashing into the
an invasion by humanoids, threatens vessel or jumping onto the deck
the entire swamp. to maul attacking sailors.
Speed: 30 feet, swim 30 feet Sea wurms make their homes in
Breath Weapon (Su): A swamp wurm caves dug into rugged coastlines
can spew forth a line of rancid muck. or within the shores of volcanic
Creatures in the area must succeed at a islands. These caves can only be
Fortitude saving throw or be nauseated accessed through underwater
(see the DUNGEON MASTER'S Guide for a tunnels, and some are quite
description of this condition) for a num- large, containing multiple rooms
ber of rounds as determined by the and air shafts. However, adult sea
wurm's size. wurms are rarely found in their
Wurm Rounds of caves, spending most of their time
Size Duration patrolling the open water for signs
Small id4 of man's incursions or expansion
Medium-size id6 by the local merfolk tribes.
Large id8 Speed: 20 feet, swim 90 feet
Huge idio Breath Weapon (Ex): Sea
Scent (Ex): A swamp wurm can detect wurms can spray a cone of blind-
opponents (even invisible or hidden foes) ing spittle. Creatures in the area
within 30 feet by sense of smell. Swamp must succeed at a Fortitude saving
wurms can also use this ability to follow throw or be blinded.
Water Breathing (Ex): The river wurm Scent (Ex): A sea wurm can detect Wurm Rounds of
can breathe underwater indefinitely and opponents (even invisible or hidden foes) Size Duration
can freely use its breath weapon, spells, within 30 feet by sense of smell, even Small 2d4+t
and other abilities while submerged. underwater. Sea wurms can also use Medium-size 2d6+2
this ability to follow a Trail by smell. For a Large 2d8 * 4
full description of this ability, see the Huge 4d6+6
Summoning the Wurms Monster Manual, Water Breathing (Ex): The river wurm
The following druid spells can be used to can breathe underwater indefinitely and
summon a wurm to help the summoner Climate/Terrain: Temperate and warm can freely use its breath weapon, spells,
fight against the destruction of nature. aquatic (salt water) and other abilities while submerged.
Alignment: Usually neutral evil Water Leap (Su): River wurms do
Summon Wurm I not have the usual maximurns for
Conjuration (Summoning) [see text] River Wurm jumping distance when jumping out of
Level: Drd 5 River wurms are the protectors of the water. In addition, three times per
Components: V, S, DF the wildest rivers and deepest lakes, day, a river wurm can add +30 to a
Casting Time: r full round killing and dying to keep these great single Jump check. This jump must
Range: Close (25 ft. + 5 ft./2 levels) waters pure. begin in the water, but it does not
Effect: One summoned wurm River wurms dwell near the head- need to end in the water.
Duration: i round/level (D) waTers of rivers and on the shores of
Saving Throw: None unspoiled inland lakes, drawn there by Climate/Terrain: Temperate and warm
Spell Resistance: No the purity of the wafer and the seren- aquatic (fresh water)
ity of these remote locates. Peaceful Alignment: Usually neutral
This spell summons one of the 12 types by nature, the river wurm tends to
of wurm. The wurm appears where you lead a solitary life, living off the Grassland Wurm
designate and acts immediately on your bounty of the water, but always ensur- Bursting out of the tall grass with the
turn. It attacks your opponents to the ing that the balance of nature is main- speed of a cheetah and the mass of an
best of its ability. If you can communi- tained and the water continues to flow. elephant, the hunting grassland wurm is
cate with the creature, you can direct it However, if the purity or serenity of a horrendous sight to face.
not to attack, to attack particular ene- its home is disturbed, this peaceful Grassland wurms live in vast,
mies, or to perform other actions. A creature reacts quickly and forcefully uncharted savannahs and plains, main-
summoned wurm may not cast summon- To punish those who would despoil taining the natural order of these great
ing spells. nature's source of life. grasslands by planting, cultivating, and
The spell conjures one wurmling that In a battle, river wurms are deadly, protecting the many indigenous flora
is appropriate to the environment where able to surprise foes by leaping great found in the fields. Grassland wurms are
you are located. If more than one type distances out of the water to scuttle the fastest of all the wurms on the
of wurm could logically be found in your small vessels or land on the deck of ground, and they have learned to use
locale, you may choose from all appro- larger ships. Its strange breath weapon this speed in combat, preferring to tram-
priate types. can completely incapacitate even the ple their foes rather than stand toe to
strongest warriors, for it is almost toe in a melee. If forced into a melee, The
Summon Wurm II impossible to escape. wurm uses its breath weapon to confuse
Conjuration (Summoning) [see text] Speed: 40 feet, swim 40 feet its foe and then uses its great speed and
Level: Drd 7 Breath Weapon (Su): River wurms surprising agility to quickly defeat the
Effect: One or more wurms, no two of can let loose a spray that extends out- confused opponent.
which can be more than 30 ft. apart ward from the wurm in a cone. The Speed: 60 feet
spray envelopes foes in a slippery Breath Weapon (Su): Grassland
As summon wurm it, except that you can foam. Creatures in the area must suc- wurms can exhale a line of magic caus-
summon one adult wurm or td3 + i wurm- ceed at a Reflex saving throw or be ing foes To become confused. Creatures
lings. All summoned wurms must be of sufficiently covered by foam to suffer in the area must make a Will saving
the same type, even if more than one its effects. throw or behave randomly as it under
type of wurm could be summoned. Creatures covered by The foam the influence of a confusion spell for a
must make a Balance check (DC = to number of rounds as determined by the
Summon Wurm III the Reflex DC + 5) each round or fall wurm's size. This is a mind-influencing
Conjuration (Summoning) [see text] prone. The foam is impossible to compulsion enchantment.
Level: Drd 9 remove by simple scraping, wiping, or Wurm Rounds of
Effect: One or more wurms, no two of washing, but 15 points of fire or acid Size Duration
which can be more than 30 ft. apart damage desTroys iT. Note that fire or Small id/)
acid damage that affects the foam Medium-size 2d4
As summon wurm I, except that you can affects the creature covered in foam. Large 3d4
summon one greater wurm, id3+i adult The foam dissipates naturally in a Huge 5d4
wurms, or ^d^ wurmlmgs. number ot rounds as determined by Trample (Ex): A grassland wurm can
the river wurm's size. trample any creature smaller than itself
82 June 2oo2
for an amount of damage as determined Hill Leap (Ex): Hill wurms do
by its size. Opponents who do not make not have the usual maximums
attacks of opportunity can attempt a for jumping distance. In addi-
Reflex save to halve the damage. tion, three times per day, a hill
Wurm Trample Reflex wurm can add +30 to a single
Size Damage Save DC Jump check.
Small 2d6+2 14 Pounce (Ex): If a hill
Medium-size 2d8+4 18 wurm leaps upon a foe dur-
Large 4d6+8 24 ing the first round of com-
Huge 4d8-H2 32 bat, it can make a full attack
Sprint (Ex): Once an hour, a grassland even if it has already taken a
wurm can take a charge action to move move action.
ten times its normal speed (600 feet).
Climate/Terrain: Temperate and
Climate/Terrain: Temperate and warm warm hills
plains Alignment: Usually neutral good
Alignment: Lawful neutral
Lava Wurm
Hill Wurm The arrival of a lava wurm is a
Hill wurms roam rocky knolls and the portent of doom in many tribal
rugged hills searching for predators and cultures, for they believe that
protecting the prey of the world with once the wurm is inside, the
their huge claws. volcano soon erupts.
Sometimes called the keepers of the Lava wurms thrive off the
meek, hill wurms are known to hunt heat of a volcano and do
only large predators such as leopards everything in their power to
and bears, while working to protect increase the searing tempera-
smaller animals, like squirrels and spar- ture inside the volcano to the
rows, which live in their territories. The point where it erupts. It's not
elder wurms in a clutch often hunt in that the lava wurm doesn't
shifts to drive off or kill both diurnal understand or doesn't care
and nocturnal predators that try to about the consequences of its
invade their hills. actions. Lava wurms simply
Their most hated enemies, though, are use volcanic eruptions to
hill giants, who kill indiscriminately and remake the landscape and
often try to take over the hill wurms' erase the harm they believe
caves. Perhaps for this reason, wurms has been done by humanoids
remain in the clutch for decades before who live on the fertile
venturing out on their own to mate and ground at the base of these
find a suitable hill to call home. fiery mountains. Although
Hill wurms have learned much from lava wurms despise all
stalking the predators of the hills, using humanoids, they have a special
their strong legs to leap incredible dis- hatred for gnomes and dwarves,
tances to pounce on enemies, much like who try to use the heat of the vol-
a leopard. When confronted with multi- canoes for unnatural work (the
ple opponents, a hill wurm attempts to creation of humanoid tools and
pounce on the nearest foe and then uses weapons).
its irritating thorn breath weapon to Speed: 20 feet, swim 20 feet,
hamper the other opponents until it can burrow 20 feet
finish its first kill. Breath Weapon (Su): A lava
Speed: 40 feet wurm can spray a line of
Breath Weapon (Su): Hill wurms can molten rock that causes both
breathe a cone of sharp, briar-like thorns fire and impact damage to all
that deal piercing damage to all crea- creatures in the area (Reflex save
tures in the area (Reflex save for half). for half).
Wurm Piercing Wurm Fire Impact
Size Damage Size Damage Damage
Small 3d8 Small 2d6 id6
Medium-size Medium-size 4d6 2d6
Large Large 6d6 3d6
Huge I2d8 Huge iod6 4d6
83
Fire Subtype (Ex): Fire immunity; lunching a cone of stunning lightning
double damage from cold except before attacking.
on a successful save. Speed: 20 feet, fly 40 feet (clumsy)
Lava Walk (Ex): A lava wurm is Breath Weapon (Su): A storm
as sure-footed on slow-flowing wurm's breath weapon is a cone of
lava as in dry conditions and stunning lighting. Creatures in the area
never needs to make a Balance must succeed at a Reflex save to take
check to move on lava during half damage. Any creature damaged by
normal conditions. the lightning is also stunned for a
number of rounds as determined by
Climate/Terrain: Any moun- the wurm's size.
tains and underground (volca- Wurm Electricity Stun
noes) Size Damage Duration
Alignment: Usually neutral evil Small ad6 i
Medium-size ^d6 i
Storm Wurm Large 6d6 id^
Storm wurms thrive in the mael- Huge iod6 id4
strom of the driving rain, Scent (Ex): A storm wurm can
attacking out of the clouds detect opponents (even invisible or
and spewing lightning ahead hidden foes) within 30 feet by sense
of them. of smell. Storm wurms can also use
The storm wurm is a mis- this ability to follow tracks by smell.
chievous creature that lives in For a full description of this ability,
the cloud-covered upper see the Monster Manual.
reaches of the highest moun-
tains. They generally only leave Climate/Terrain: Any land (storms)
their lairs during violent thunder Alignment: Usually chaotic neutral
storms, preferring to hunt from
the cover of the clouds and the Cave Wurm
rain. Elder storm wurms use Cave wurms live in the dark places
their druidic magic to control where the faint of heart fear to tread,
the weather in the area and they make it their mission to cull
around their lairs, maintaining the weak from the world.
a constant storm front over Cave wurms can be found both in
their mountain homes. Storm large cavern complexes in hills and
wurms can also be found living mountains as well as in the dark cav-
with storm giants on cloud erns that lie beneath the world. In both
islands-not as pets, but as environs, these fierce predators prey
companions in the clouds. on the weak, upholding the most basic
Unlike true dragons, wurms law of nature-only the strong sur-
do not have wings. The storm vive. As such, cave wurms are often
wurm, though, has developed a at odds with hill wurms, who strive to
thin, strong membrane that protect the weak from predators.
stretches between its front and These two wurms rarely inhabit the
back legs on either side of its same area, because one invariably kills
long, snake-like body. When the or drives off the other. On the other
storm wurm stretches its legs hand, cave wurms are quite willing to
out, this membrane becomes taut leave other predators alone and
and catches the wind, allowing come to the aid of dire animals in
the storm wurm to glide and trouble, for they view these creatures
even climb up into the air by as the ultimate members of their
undulating its body. Storm respective species.
wurms are clumsy in the air, In a battle, cave wurms always
and most are envious of more attack the weakest member of a group,
adept flyers, taking great pleas- believing the strong have the right to
ure in defeating them. survive. The cave wurm ignores any
Storm wurms are very dange creature it deems worthy of its race,
ous in a raging storm, using their and the wurm retreats once all weak
scent ability to locate foes in the creatures have been destroyed.
blinding rain and then glidig Speed: 40 feet, burrow 40 feet
down into battle from above, Breath Weapon (Su): Cave wurms
84 June 2o<>2
can breathe a cone of phosphorous Mountain Wurm ferocity that is difficult to match.
spray that coats and outlines an oppo- Unpredictable and easily enraged, Speed: 40 feet, climb 20 feet
nent in hot, glowing yellow goop. the mountain wurm might be th Breath Weapon (Ex): Mountain wurms
Creatures in the area are outlined in most dangerous of all wurms, can spit a line of acidic digestive fluid
the phosphorous light, shedding light especially when its mountain horn Creatures in the area suffer acid dam-
as candles. They do not benefit from is threatened. age (Reflex save for half).
concealment caused by darkness, blur, Mountain wurms live a nomadic life, Wurm Acid
displacement, invisibility or similar moving their clutches up and down the Size Damage
effects. In addition, creatures coated mountain range in search of plentiful Small 2d6
by the phosphorus suffer fire damage food. Thus, mountain wurms do not Medium-size ^d6
due to heat each round. Creatures in live in complex cave structures like Large 6dfl
the area do not receive saving throws the cave wurms or build permanent Huge rod6
to resist or avoid this effect, and it homes like the swamp wurms. Instead, Rage (Ex): A mountain wurm can fly
cannot be scraped or washed off. An mountain wurms live in small caves into a berserk rage a number of times
additional coating of phosphorus does that have either been abandoned or per day and for a number of rounds as
not cause damage while the original in the dwellings left by nomadic moun- determined by the wurm's size. During a
coating remains effective. Damage tain tribes. rage, the wurm gains a +4 bonus to
dealt and the duration of the phospho- This chaotic lifestyle has deadened Strength, +4 bonus to Constitution, and
rus light effect are dependent on the the protective urge toward nature that -2 penalty to AC. At the end of the rage,
wurm's size. most other wurms feel toward their a wurm is fatigued until the end of the
Wurm Fire Rounds of homeland. However, mountain wurms encounter.
Size Damage Duration often become attached to a single Wurm Times Rounds of
Small id6 id4 mountain range, fighting to defend it Size Per Day Duration
Medium-size id8 id6 against incursions by lesser races. Small i 6
Large 2d6 id8 In a battle, mountain wurms prefer Medium-size 2 7
Huge 2d8 2d6 melee and rarely use their acid breath Large 3 9
weapons more than once in a battle Huge 4 n
Climate/Terrain: Any underground (as it advances on its prey). Once in
Alignment: Usually lawful neutral melee, mountain wurms quickly Climate/Terrain: Any mountains
become enraged and fight with a Alignment: Usually chaotic neutral ^
yctvme;
52 &-
&3*u
IlittCH
LA VI DA
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%5i^
The Nodwick Chronicles, Volume Two continues the saga of Nodwick'
the Henchman and his adventurer employers! Thrill as they battle evil
deities, unravel the mysteries of alternate dimensions, grapple with
m^toti^n
The^p^WJifVB
comk strip colUdton. Vol. I
At last! ALL the DORK TOWER comic strips from Soye Magazine.
Gomespy.com and Interactive Week, collected together for the first
time in a beautiful trade paperback that just screams "IT MUST
cosmic power and delve into the dankest dungeons! Collecting issues BE MINE!" Most of this collection has never been reprinted before!
7 through 12 of the fan-favorite comic book, this volume is a must-have As USA Today said, "Lighten up with some fun 'toons courtesy of
for hench-heads everywhere! Only $15,95, on sale this summer! the prolific John Kovalic!" Just $15.95 for this tome of hilarity!
You are 20 years older than your fellow adventurers.
You have a d4 for hit points.
You can't wear armor.
You have to carry a giant book with you wherever you go.
You have big plans. Very big plans.
You need all the help you can get.
Coming Soon!
The entire series of HackGuide" Books:
The Combatant's Guide?
The Zealot's Guide," and
The Grif tmaster's Guide1."
. All rtgho reserved. The Kiraer ml Company toga Hd<GuK)e,The SpelWinger's Guitte to WUrld Domination, The Speilslinger's Guide. The Gnftmaner's Guide to Die's Wildest Dreams. The
ro V^Hd Conversior,The Zealot's Guide, The Combatant's GuWeto PtlbgeA Slaughter, The Combwant's Guide, HackMaster, and the HackMaster bgoans trademanVs of Kenzer and Company
id
eu
When we first published the Living some real trouble. Until recently, it
Greyhawk Gazetteer a little more than looked as if that's how things would
two years ago, one of my greatest sit forever.
regrets was that we didn't have room for Enter Jason Zavoda. Jason is one of
a good index. The book was gilded with those obsessive GREYHAWK fans who take
hundreds of juicy facts about interesting it upon themselves to index GREYHAWK
GRCYHAWK characters, events, and products, sharing their completed
locales, but even its primary architect resources with the vibrant online fan
(namely, me) admits that it's a community. I used to be one of those
textually dense piece of work. guys, and in fact still am, but even I
I reference the Gazetteer didn't have the guts to embark on such
nearly every day, and an ambitious project. Jason, on the other
cvon I have difficulty hand, was undaunted, Boccob bless him.
remembering where Fred So here you have it. A complete index
Weining, Gary Holian, Sean K of the setting's most comprehensive
Reynolds, and I name dropped sourcebook, right here in the pages of
some significant proper noun the Living Greyhawk Journal.
from the setting's more than 20- Proper names are listed in
year history. If I had problems alphabetical order by first
finding a given fact in the name. Most entries have
Gazetteer's tiny type and been annotated with class,
ightly spaced lines, I race, and level (in the case of
figured Joe Gamer NPCs) or by an identifying
might be having abbreviation, found in the box
on the next page.
^ ERIK MONA
77, 79. 80, 91, 92, 93, 94, 96, Asnath Copse [WD] 129 Bar Rampant [ORG] 124
101, 106, no, in, 139, 141, 142, 145, Asperdi, Baron [NPC] 71, 100 Barakat [TWN] 136
IBC . Inside [ORG] .
Back Cover Organization/ 148, 149, 152. 158 Asperdi (Pop 8,100) [ILE][TWN][CAP] Baranford (Pop 2,200) [TWN] 45
IFC . Inside Society Ahlissan Road [STR] 56 98. 99, 100, 148 Barbarian Quarter (Rel Astra)
Front Cover [PHL] . AI'Akbar [Deity] 42, 43, 67, 83, 85, Asperdi-Duxchan Chain [ILE] 68, [QTR] 92
[BKl - Book Philosophy/Belief
[PLC] Place 115, 116, 122. 136, 164, 165, 166 146, 147 Barbern, Lady [Ftri3][NPC] 93
[BTL] . AI'Akbar, Cup of [ITM] 43, 165 Astra Callistor, Lady [NPC] Bargru [Frri4/lll2][NPC] 133
Battle/War [PLN] . Plane/
Dimension AI'Akbar, Mosque of (Ekbir) [TMP] Barrens [PLC] 5. 6, 12, 27. 30. 35.
[BRG] = Bridge 79
[PPL] People/
[CAL] = Date/ Organization/ 42. 43 Ataphad Islands [ILE] 43, 115, 137, 58, 59, 61, 62, 63, 94, 95, 109.
Event/Time Position AI'Akbar, Talisman of [ITM] 43, 165 138, 146 113. 134, 140, 144, 151,154, IBC
[CAP] - Capital [PRV] = Province Alain II. Archbaron [NPC] 91 Ataphadi [PPL] 43 Barrier Peaks [MT] 3, 5, 32, 33, 43.
[CLN] = Clan/ [QTR] = City Alain IV, Archbaron [NPC] 37, 90, 91 Atherstone [TWN] 112 67. 122, 126, 127, 142, 143. 152. l68
Family/Tribe Quarter/District
/Buildings Aldefjord [RVR] 152 Atirr, House [CLN] 74, 99 Barzhaan, Prince [FtnslNPC] 22
[CTL] = Castle/
[RVR] . River/ Alhamazad the Wise [Wizig][NPC] Atirr. Principality of [PRV] 73 Basmajian Arras, General [Ftri3]
Fort/Camp Lake/Stream
[OLD] Guild/ r , 56 Atirr, Town of (19,700) [TWNj 71, 72, [NPC] 98, 99, 100
League/Union Alhaster (Pop 4,700) [TWN] 25. 27. 73- '00 Bastro (Pop 1,700) [TWNJ 108
College/School
[ILE] Islands [STR] - Street/ 102 Atroa [Deity] 19, 165.166,170,174,180 Battle Beneath the Waves [BTL] 138
[ITM] = Item/Spell Road/Path
Allita Elgarin, Countess [Clr-Xerbos] An River [RVR] 140, 150 Battle of a Fortnight's Length [BTL]
[KNG;. Country/ [TMP] . Temple/
Kingdom/ Church/Shrine [NPC] 64 Attloi [PPL] SEE ALSO Rhennee 7 14. 23. 77, no, 112. 185
Province [TRT] = Treaty Allitur [Deity] 48, 85, 106, 112, 134, Aundurach, Earl [Clri3-luz][NPC] 30 Bartle of a Thousand Banners [BTL]
[LNG] = [TWN] - City/ 160, 165, 177 Avenstane Isle [ILE] 151
Language 57.77
Town/Village
Almor II, Grand Prince [NPC] 23 Avras I [NPC] 130 Battle of the Shamblefield [BTL] 36
[MON] =
[WD] = Woods/
Monster Forest/Jungle Almor, Prelacy of [KNG] 15, 16, 24, Avras III, King [NPC] 62 Banlehowl Warband (Gnoll) [CLN] n
[MTJ = 2
5. 58. 75. 78. '" '49- '5'. '58 Axegard (Pop 13, 200) [TWN] 117 Bay of Gates [RVR] 92, 99. 148
Mountain/Hill
Almorian Campaign [BTL] 124 Axeport [TWN] 30, 103, 104 Beetu (Pop 12. 100) [TWN] 75
Almorian Protectorate [PRVJ 75 Axewood [WD] 17, 118, 139 Beholdt Isle [ILE] 106
Alran [TWN] ,35 Axewood, Barony of, Keoland Belial (Devil) [NPC] 184
Abanfyl, Lake [RVR] Althea [Clr2o-luz][NPC] 61 [PRV] 64 Belissica, Countess [NPC] 26, 123, 124
'47. '53 Amedi (Amedian) [PPL][LNGJ 12, 100 Azmarender [NPC] 160 Bellmeadow [PLC] 39
Abbarra [KNG] 25, Amedio Jungle (Amedio Coast) [WD] Azure Prince [NPC] 108 Bellport (Pop 9.100) [TWN] 36, 72,
26, 31 4. 6, 12. 15, 17, 65, 79, 96, 98, Azure Sea [RVR] 4. 21. 55. 56, 73- '43- '53
Abbor Alz Mountains too, 101, 139. 147. 148, 149 63, 64. 65, 66, 72, 79, 80, 86. Bellport, Principality of [PRV] 73
[MT] 37, 51, 52. 63. 79. 124, 125, Andrellus [NPC] 27 98. 99, 101, 1O2, lig, 121, 147, 149, Beltar [Deity] 21, 35, 87, 108,
126, 143, 154 Anfaren Silverbow (Elf) [Clr2o-Seh- 2 166, 173
'5. '5
Abyss [PLN] 15. 59, 62,108, 182 anine Moonbow][NPC] 68 Belvor III, King [NPC] 16
Acererak the Devourer (Lien) Anladon II [Ftr8/WiS2][NPC] 64 Belvor IV, King [Pah6][NPC] 42. 45.
[NPC] 154 Ansabo [ILE] 70, 71, 72 Badwall (Pop 3, 300) 46, 47, 62, 104. 105. 130
Admunfort Island [ILE][TWN][CAP] 61. Ansabo, Duchy of [PRV] 70 TWN] 86, 87 Belvor's Noble Council [ORG] 47
IO2, 103, 104. 149 Antalolol (Pop 14.900) [TWN] 136 Bakhoury Coast [PLCJ Bennal Tyneman [Rogi2][NPC] 46
Adn Forest [WD] 7, 22, 72, 73, 139, Aqaa [PLC] 13 136. 137, 138 Beory [Deity] 19, 37, 45, 48, 75, 80.
'53. '58 Aqal. Lake [RVR] 61, 147 Baklunish [PPLlLNG] 3, 85, 94, 106, I08, 112. Il6. Il8. 131,
Adn Forest, Marchland of [PRV] 22 Archbold III, King [Ftri7][NPC] 16, 4, 5, 6, 7, 8, n, 12.13, 19. 22, 23, l6l, 164, l66, 167
Aeodorich (Lord Admiral) [NPC] 76,78 32. 33. 37. 42, 43. 5. 5'. 65. 66, Berei [Deity] 19. 85. 106. 112. 116.
/' n Arkalan Sammal of Ket [NPC] 67, 83, 84, 85, 92, 95, no, 113, 117, 167
Aerdi [PPL][CLNi fi. 7. 12, 14. 18. 22. '56. '57 114. 115, 122, 133, 136. 139. 143, 146. Berghof, Duchy of [KNG] toi,
23. 24. 25- 3'. 34. 36. 4'. 44. 56, Arndulanth (Pop 2,300) [TWN] 75 147. 148. 154. 155, 156, 158. 159. '5. '52
65, 69, 7'. 73. 8. 82. 85. 89. Arnford (Pop 3,900) [TWN] 75 160, 161. 165. 170, 172, 176. 188, Berlikyn, Commmandant [NPC]
90, gt, 92, 93, 95, 99, 100, 106, Arnod II. Duke [NPC] 48 190 5- '3
111, 112, I2 7 , I2g, 145 Arnon Orberend, Duke [Palio] Baklunish Empire [KNG] 13. 43, 136, Bersheba, Princess [RoggfNPC] 22
Aerdi Sea (Aerdi Coast) [RVR] 68, [NPC] 77 '46. '55 Bestmo, Archbaron [Ftrn/WiZ4lNPC]
70. 7'. 73. 93. '00. '47. 148. Arpad. Beygraf [NPC] 67 Baklunish-Suloise War [BTL] 32, 33.35
'49. '5' Artonsamay, Duchy of [KNG] 26, 29 no, 154 Big Seal Bay [RVR] 109, 147
Aerdrie Faenya [Deity, Elf] 179 Artonsamay River [RVR] 26. 27, 29. Balmund (Pop 1.300) [TWN] 25. Bigby [Wizi9][NPC] 38, 47, ,30, 156
Aerdy, Great Kingdom of Northern 30. 59, 112, 113, 114, 124, 125. 147. 27, 29 Bissel, March of [KNG] IFC. 32. 33,
[KNG] 44 '49- '5. '5'. '53 Bampton [TWN] 124 46. 47, 48. 49, 50. 51. 58. 63,
Age of Great Sorrow AL] 14. 23 Artur Jakartai, Count [Pali7][NPC] Bandit Kingdoms [KNG] IFC, 15, 25. 65, 67, 68, 107, 126, 127, 129, 146,
Ahiissa, Principality of [KNG] 22, 45. 46. 47 27. 29. 30, 31. 35, 47. 58, 59. 62. 158, 159,160
23. 37 Arus Mortoth (Half-Fiend) 63, 82, 94, 102, 103. 104, log, 112. Bisselite [PPL] 32. 67
Ahiissa, United Kingdom of [KNG] [Frn5/Asn4][NPC] 29 113,123,124,144.152,159.182 Bitter Ruin Tribe (Goblin) [CLN] n
IFC, 13. 16, 20, 21, 24, 25, 51. 55, Asberdies (Lich) [NPC] 135 Banner Hills [MT] 67. 139.142, Black Agony Tribe (Goblin) [CLN] n
56. 57. 58. 70. 72. 73. 74. 75. Ashmeet [PLC] 141 '43- '53 Black Brotherhood [ORGj 96. 98, 102
73- 92. 93. 94. 99 Grayfist (Verbobond [CTL] 132 112, 113, 115, 117, tlS, 119, 123, 124, [PPL] 55. '45
Garegest [TWN] 131 Grayflood River [RVRJ no, in, 141, 126,127,128,130,132,134,138, Heironean [PPL] 74, 78
Garel Enkdal (Orcish) [TWN][KNG] 17 >53 140,141,147,148,149,156,158, Heironeous [Deity] 32, 36, 35, 46,
Garl Glittergold [Deity. Gnome] 19 Grayhill. Barony of [PRVJ 64, 66 159,160,173 47. 49. 55- 58. 63, 75. 77. 81,
Gartrei (Prince) [Ffno][NPC] 22, 94 Graz'zt (Demon Prince) 63, 173, 182 Griff Mountains [MT] 13,15, 17, 44, 102, 104, 105, 106, 123, 129, 134,
Gashclaw Warband (Gnoll) I.CLNJ n Great Kingdom [KNG] IFC, 4, 7, 12, 59- 89, 94. 95. '8. 'og, 112,114. '53. '59. 'So, '66, '7'. '72> l85
Gate of Glass (Lo Reltarma) [GTE] 69 '3. '4. '5- '6,18, ig, 21, 22, 23, 24, 2
'33. '42. '43- '44. '5 - 'S3 Hdlfurnaces [MT] 8, 18, 54,100, 101,
Gearnat, Sea of [RVR] 55, 56, 75, 2
7. 34. 35. 36. 4'. 44. 4fi. 5'. 52- Grossfort (Pop 3.500) [TWN][CTL] '2. '34.135. '43> '49. '55
79, 87,101,148, 149,150, 152,153 55. 56' 57. 58- 59. 63- 64, 71, 27. 5B. 59. 6'. 95 Hendrenn Halgood (Pop 14,800)
Gearnat, Strait of [RVR] 148, 150 72> 73- 74- 77. 78. 79. 8'. 82, 85, Grosskopf. Grand Clans of [KNG] 26, [TWN] 75, 77
Gellor. House of [CLN] 26, 123 86, 87, 88, 89, 90, 91, 92, 99, 27, 30, 144 Hepmonaland [PLC] 4, 6, 16, 17, 70,
Gellor. Duke [FtrolNPCJ 26 100. 103,104, 106,110, in, 113, 123, Groucester (Pop 1,100) [TWN] 25, 26 92, 96, 98, ioo h 101, 102, 146.147,
Geoff, Grand Duchy of [KNG] IFC, 5, 124,125,139,141,148,150,151, Gruumsh [Deity, Ore] 17, 19 148,149,150,153
47, 48, 49, 50, 51, 63, 66, 107, 156,158,172 Gryrax (Pop 27,300) [TWN][CAP] 72, Hermiod, Canon f.NPC] 129
108,118,126, 127, 136, [41, 14(5, Great Kingdom of Northern Aerdy 87, 118, 121 Hestmark Cliffs [MT] 68
159, 160 [KNGJ 24. 72 Guchek (Wild Dog) [CLN] 133 Hestmark Highlands [MT] 57, no,
Geshrai [Deity] 32, 37, 42, 67, 83, Great Library of Greyhawk [QJR] 64 Gull Cliffs [MT] 56, 72, 92, 93, 99, '45
114, 115, 122,133, 136,152, 171, 176 Great Migrations [CAL] 121 '45. '48, 15= Hesuel llshar [TWN] 95
Ghayar. Gulf of [RVR] 136, 137, 147, Great Northern Bend [RVR] 150 Gumus (Fish) [NPC] 171 Hexpools (Pop 12,700) [TWN] 21, 24,
148,161 Great Northern Crusade [BTL] 16, Guryik [CLN] 114, 154 25. no, 111,152
Ghayar, Satrapy of SEE Zeif 46, 47. 59, 61, 62, 103, 105, 130, Hexfor [Deify] 15, ai. 24, 25* ^7. 35.
Glassonan, Herzog [NPC] 24 132, 158 36. 72, 73, 81, 91,158, 166,169,
Gloom fens [RVRJ 34 Great Signing, Day of [CAL] 16, 38 Hadash Bay [RVR] 42 170,172
Glorioles [MT] 9,17, 57, 78, no, in, Great Western Road [STR] 129, 130 Hadash River [RVR] 42 Hierarchs of the Horned Society
141, 142 Great Yassa of Ogobanuk [BK] 134 Hadric [lllslNPC] 126 LQRG] 30,61, &z, 102,104,140,
Glorioles Army of South Province Greatwall (4,400) [TWN] 45 Halga [Clng-luz][NPC] -56
[ORG] no. 152 Greenjerkins [ORG] 140 26, 60, 61 Hierophants [ORG] 17, 161
Glor (Pop 5,100) [TWN][CAP] 54, 152 Greenkeep [CTL] 26. 31, 61 Hallorn (Pop 540) [TWN] 25, 26, 30, Hiboria (Telchuria) [PLC] 148
Gnarley Border [WD] 133 Greenplane (Pop 1,600) [TWN] 75 3'. 6l High Gallery [STR] 85
Gnarley Forest [WD] 17. 40, 41, 42. Greenreach (Pop 3,500) [CTL][TWN] Halmadar the Cruel [NPC] 104 High Legates [ORG] 81
51, 131,132, 140 58 Halsjaken River [RVR] 152 High Mardreth (Pop 6,400) [TWN]
Gnarley Forest, Rangers of the Grelden (Pop 1,600) [TWN] 93 Hamniandaturian (Elder Brother) 123, 124
[ORGJ 140 Grendep Bay [RVRJ 44, 90, 105, 106. (MnkizJ[NPCj 100 Highfolk [PPL][KNG] IFC. 8, 33, 45,
Gnatmarsh [RVRJ 79, 153 M8, 152 Hammcnsend (Pop 9,000) LTWN] 75 46, 53, 54, 85,102,118,142, 146,
Gold County [PRV] 46 Grenell I [Clng-HextorlNPC] 16. Handmaiden River [RVR] 39,116, 152 8
'S . '59
Golden League [ORG] 15, 24, 78. 24. 36, 72- 73- 74. 8 9- 9'. '58 Hardby [TWN] 37, 51, 52, 63,148, Highfolk, Town of (Pop 8,700)
148, 149 Grenowin, Duke (Elf) '5. '54 [TWN] 40, 52
Golden League, War of the [BTL] [Wizn/Frre][NPC] 117 Hardby Marines [ORG] 51 Highlander, Principality of [PRVJ 73
148, 149 Grevin Damar [FtrjJlNPC] 75 Hardby Pass [STR] 37 Highport (Pop 15,000) [TWN] 66,
Goldplain (Pop 6.700) [TWN] 124. 126 Grey College [SCL] 52 Hardwyn [TWN] 27 86, 87, 88
Good Hills [MT] 64, 65, 145,152 Greyhawk, Castle [CTL] 14, 52, Harnnad, Prince [Ftrn][NPCj 22 Hjghvale [TWN] 52, 53,158
Good Hills Union [PRV] 64 63, 176 Harp River [RVRJ 10, 75, 77,139, Hochoch (Pop 5,500) [TWN] 48, 49,
Gorna [TWN][CAP] 48, 49, 127. Greyhawk, City of [KNG][TWNj IFC, 1 2
5 - '53 51, 141, 152, 160
128, 146 2, 14,16, 31, 37, 38, 40, 42, 51, Harrus the Falcon [NPC] 185 Hocholve [TWN] 48, 127,128
Gorna, Battle of [BTL] 48, 146 y-. 58, 75. 78. 79. 87. 91, 96, Hastcrn of N a el ax, Prince Hok, General [FtnJiNPC] 30
Gorsend (Pop 5, 200) [TWN] 45, 46 102,116, 118, tig. 121. 123, 124, 126, [RogiztfNPC] 36 Hokar (Pop 21,000) [TWN] 100, 102
Gougers Tribe (Kobold) [CLN] n 140, 141, 142,144,148,149,150, Hateful Wars [BTL] 40, 66, 88, 117, Hold worthy (Pop 16,700) [TWN] 80
Grabford (Pop 8,800) [TWN] 45, 46, 152,156, 162,173, 189 118, 121, 146 Holgi Hirsute, King (Dwarf)
47. !5. '50 Greyhawk. Domain of [PRV] 17, 51, Hatherleigh (Pop 24,500) [TWN] 80 [Ftn5][NPC] 58. 145
Grabford, Battle of [BTL] 47 144 Haufren, Bishop [Clri4-St. Hollow Highlands [MT] no. ill. 141,
Gradsul (Pop 4g,4oo)[TWN] 63, 64, Greyhawk, Pact of [TRT] 16, 47, Cuthbert][NPC] 133 '45.'5 2
65, j-i. 101. ng, 121, 156 53- '4z Havenhill (Pop 32,100) [CTL][TWN] Holmer, Lord [NPC] 104, 105
Gradsul. Duchy of [PRV] 64 Greyhawk Council of Mayors and 83,119,121 Hornmlet, Village of (Pop 950)
Gran March [KNG] IFC, 32, 33, 48, Manorial Lords [ORG] 52 Hawkburgh (Pop 12,400) [TWN] So [TWN] 132
e 6 6
49. 5. 5'. 5 - 3. 5. 7. 96, 6 Greyhawk Militia [ORG] 51 Haxx, House of [CLN] 22 Honorable Chamber [ORGj 125
92 June 2oo2
Hook Peninsula [PLC] 147, 149 80. 96, 98, too, no, 142, 145, Jehef, Sultan [NPC] 137 Kelefane [TWN] 126
Hookhill (Pop 7,500) [TWN][CAP] 32, 148,158 Jehlum, County of [ILE][PRV] 70, 72 Kelten (Pop 2,800) [TWN] 55,108,
49- 5. 65,160 Iron Wood [WD] 129,132, 141 Jeklea Bay [RVR] 100, 101, 121, 149 109, no
Hool Marsh [RVR] mi, 121, 134. 136. Irongafe, Free City of [KNG][TWN] Jeklea Coast [PLC] 135 Kendragund [CTL] 59
140,146, 152, 153 IFC, 12, 24, 55, 56, 57, 58, 66. 71, Jelleneth Kalinstren [Frrg][NPC] 46 Keoland, Kingdom of [KNG] 4, 12, 13,
Hool River [RVR] 100, 150, 152 2 a
7 . 75- 77. 79. . 7- 9 - " 3 s Jem tan [Flni][NPC] 46 14, 17, 18,19, 32, 33, 39, 46, 47,
Hornduran [CTL] 95 I rum Peninsula [PLC] 115 Jenelrad River [RVR] 152 48. 49, 50, 58. 63, 64, 65, 66,
Horned Sociery (Hornet) Ones) Isles of Fire [!LE] 106 Jeon II, Prince [NPC] 98, 101 67, 84, 87, 88, 96, 98, 100, POI,
[KNG][ORG] 15, 25, 30, 31, 45, 47, Isles of Woe [ILE] 13, 149 Jetsom, Island of [ILE] 96, 101, 106, 107, Il6, 117, Il8, lig, 121, 122,
5'. 54. 58. 59. 61. 62, 95.102, Ismuyin [NPC] 137 102, 147 126, 127, 130, 132, 134, 135, 136,
104, 140, 152, 156, 157, 159, 182, Isrilhan, Magus [Wizi4J[NPC] 93 Jetsom Island. Batlle of [BTL] 101 139, 140, 145, 146, 152, 153. 156.
IBC Istivin (Pop i2,ioo)[TWN][CAP) 106, Jewel River [RVR] 39. 87, 88, 116. 159, 161, 163, IBC
Horn wood [TWN| 17 107.108 119, t2t, 141, 142, 152 Keoiandish (Keoish) [PPL] 12,13, 32,
Horn wood Forest [WD] 141,142 Istus [Deity] 32, 37, 42. 67. 83, 114, Jian Destron, Szek [Ffr8][NPC] 33. 39. 40. 48, 49. 50, 67, 87,
Howling Hills [MT] 14, 59, 6a. 95. 125, 133, 136, 168, 170, 172, 176 58.79 88, 100, 101, IO2, 106, Il6, Il8, 121,
'33. 131- MS- 'S3 luz [Deity] IFC, 4, 11, 13, 15, tfi, 17, 2.1, Jiranen, Overking [NPC] 23, 123 127,130. '32. '34. '35- '39. '49.
Hraak Foresr [WD] 109, 141, 147 25, 26, 27, 29, 30, 31, 32, 33, 34, John sport (Pop 3,500) [TWN] 35, 'S3.'61
Hraak Pass [STR] 141 35, 38. 40, 44. 45, 46, 47, 50, 51, 36- 73 Keph (Horse) [NPC] 165
Hugarnd, Fleet Admiral [FtnslNPC] 53. 54. 5s- 59. 60, 61. 62, 63. Johrase [KNG] 27, 29 Kerrin (Pop 3,500) [TWN] 75
7S 66. 67, 75, 81, 82. 85, 86. 94, Johydee [Deity] 13 Kershame- Pass [STR] 86
Hjgclrore, Canton of [PRV] 85, 146 95, 96, 102, 103, 104, 105, 106, Jolen Lorlnar [FtrS][NPC] 123 Kester (Pop 8,600) [TWN] 122
Hugh III, King [NPC] 33 107, 108, 109, 110, 112, 113, 114, 115, Jolene of Veluna [NPC] 130 Ket [KNG] IFC. 16. 32, 33, 38, 42, 47,
Hugo of Geoff [Ftn6][NPC] 50, 160 116, 118, itg, 123, 124, 129, 130,131, Joramy [Deity] 134, 168, 173, 174 49, 50. 58, 65, 66, 67, 68, 83.
Hundgred Ralffson [Bbni3][NPC] 133,134, 140,141,142, 144, 145, Jotens [MT] 107, 134, 135. 136. 142, 84, 85, 86, 125,127, 129,136, 137.
13.45 146, 149, 150, 151. 152, 153, 154, 143, 146 139, 142, 143, 144, 151,153, 154,
Hustin, Count [NPC] 49 156,157, 158, 159, 160.164. 173, Jotsplat (Pop 3,200) [TWN] 54. 152 160, 161
iSo, 182, 189 Jumper [llhg][NPC] 61 Kerire [PPL] 5, 32, 67, 139
luz, Empire of [KNG] 4, n, 17, 25, 31, Jurnre (Pop 13,100) [TWN][CAP] 116. Kewl River [RVR] 116,118, 152
Ice Barbarians 3P. 47, 54- 58. 66 'S2 Kewlbanks (Pop 10,900) [TWN] 116
[KNG][PPL] IFC, 12, luz, Land of [KNG] 58, 59,134, 145 Justcrown Province [PRV] 75 Kewlstone Hills [MT] 118
'9. 34. 35. 44. 54. luz, Spurned Cull of [ORGJ 62 Justinian Lorinar, Duke [NPC] 125 Kharn, Margrave [Ftr^lfNPC] 64
58, 72. 89, 96, 99, ivid I [NPC] 13, 24, 57, 71, 74, 77. 93. Kimbertos Skotti, King [Rgns][NPC]
105, 108, 109, 141, 147, 148, '45- '58 63, G6, 102, 107
'49. '54 Ivid fl [NPC] 145 Kalinsrren, Barony of Kindell (Pop 4,000) [TWN] 58, 61
Icy Sea [RVR] ai, 34, 59, 108,140, Ivid III [NPC] 145 [KNG] 46 Kinemeet (Pop 7,300) [CTllTWN] ,7,
147, 148, 149, 154 Ivid IV [NPC] 145 Kalmar Pass [SIR] 37, 25.27
Idee, County of [KNG] 16. 55, 56, Ivid V (The Undying) [Wiii3][NPC] 89, go Kisail (Pop 2, 300) [TWN] 45, 140
57,58,78,80,98,111 15, 16, 24. 58, 74, 78, 91, in, Kalsrrand (Pop 24,000) Knife's Edge Pass [STRj 37,126
Iggwilv [NPCJ 67, 86, 156, 173 '45. 15S [TWN] 16, at, 22, 24. 25, no, Knight Protectors of the Great
Imeda River [RVR] 93, 145, 152 IxworTh (Pop 3,000) [TWN] 58, Gi i, '53 Kingdom [ORG] 36, 157.158
Immonara, Archdruid [Drdi3] Izlen (Pop 2,500) [CTL][TWN] 58, Kalstrand, Capital Principality of Knightly Conclave [ORGi 47
[NPC] ,39 59. 61, 151 [PRV] 22 Knights of Dispatch [ORG] 17. 49,
Impalers Tribe (Kobold) [CLN] n Kanak (Pop 12.900) [TWN] 82, 84, 50,107,141,160
Imran Tendulkar. Graf [NPC] 33 85, 136, 150 Knights of Furyondy [ORG] 131, 158,
Incabulos [Deity] 114, 122, 172, 177 Jadhim, Pasha Kaport Bay (Pop 5,200) [TWN] IBC
Incosee [NPC] 159 [Frn5][NPC] 115 36.73 Knights of Luna [ORG] 17, 38, 39, 40,
Ingaz Man;, Count [NPC] 64 Jallarzi Sallavarian Kaport Bay, Principality of [PRV] 73 58, 88, 96,116,118, 119, 121,
Ingemar Harrensen :.Bbni6J[NPC] [Wiz,5][NPC] 78. Karasin [Wizm][NPC] 22 '29. '59
10 ^.t tQD >56, '57 Karenin. Voorman [Ftn^jNPC] Knights of the High Forest [ORG] 53,
Innspa (Pop 12,200) [TWN] 21, 22, 77, Jalpa (Pop 22,500) [PRV][TWN] 21, 85.86 54. 158. '59- IBC
8
7 . '39. '52 22, 25,151 Kargorh, Sir [NPC] 158 Knights of the Holy Shielding [ORG]
Innspa, Principality of ;.PRV] 22 Janasib Isle [IE] 136, 138,146, Karll Lorinar (Duke of Urnsr) 17,25, 58, 96,104,105,157.159
Invoked Devastation [BTL] 3, 5, 9, 13, 147. M8 [Rgri2][NPC] 78. 124. 125, 126, 139 Knighrs of the Iron Nation [ORG] 158
68, 83, 94, 122, 136, 154, 155.165 Jaran Krimeeah (Mage of the Vale) Karn Serrand [Clri3-Rao][NPC] 2 Knights of the March [ORG] 32, 50
Ipp Tree [MOM] 139, 141, 142 [Wiz2o][NPCJ 126, 127 Kas the Terrible (Vampire) Knights of the Order of the Hart
Irafa Road [STR] 67 Jascar [Deity] 21, 55, 79, no, 171, [Ftri7][NPCl 186 [ORG] 17, 25, 42, 45, 47, 53, 58,
Iron Alliance [TRT] 58 173. '79 Kashafen Tamarel (High Elf) 65, 85, 96, 102, 129, 131, 132, 142,
Iron Hiils [MT] 9. 55, 56, 57, Javan River [RVR] 4, 63, 64, 107 [Wizi4/Frr4][NPC] 52, 54 157. '58. '59. '60, IBC
8
S , MS 126, 128,134, '35. '5'- 1 5 2 ' '53 Katarina [Palp;j][NPC] 102, 105, 159 Knights of the Watch [ORG] 17, 32.
Iron League [KNG] 12, 15.16. 24, 55, Javan Vale [PLC] 127 Kaye River [RVR] 152 33, 42, 49, 50, 51, 58, 65, 67, 68,
56- 57. S8. 7. 7'. 7. 77, 78. 79. Jedbridge (Pop 7.100) [TWN] 123 Kelanen [Deity] 100, 102 83, 96, 115, 116, 118, 119,126, 129,
Krestingstrek [STR] 85 Littleberg, Barony of [PRV] 46, 150 March, Viscounty of the [PRV] 46 Moonarch of Sehanine [ITM] 40, 162
Kro Terlep [TWN] 80, 95, g6 Llerg [Deity] 44, 54,105, 106,175, Margus, Sir [NPC] 42 Moradin [Deity, Dwarf] ig, 171
Kron Hills [MT] g, 39, 40, 41, 58, '8s Marius Lindon [Rgno][NPC] 134, 135 Mordenkainen [Wrz2o+][NPC] 15, 128,
104, 118, 129, 130. 131, 132, 133, 145, Lo Reitarma (Pop 3,200) [TWN][CAP] Markos Skotti [FriylNPC] 64 156. 157
'52 68, 6gh 70 Marner (Pop 6,600) [TWN][CAP] 89, Mounds of Dawn [MT] 85, 146
Kron Hills, Assembly of [ORG] 132, Lof Bosok [ILE] 96,147 90, 91, 123 Mountaineer Militia [ORG] 51
'45 Loftin Graystand [NPC] 53 Marner, Seal of [ITM] 37, 91 Mouqol [Deity] 42, 67, 83, 115, 136,
Kuranyie, Sister [Mnkio][NPC] 79, Loftwick (Pop 8,400) [TWN][CAP] Marrowsucker Tribe (Hobgoblin) 176, 184
80, 88 '34. '35. '36 [CLN] i, Mouqollad Consortium [GLD] 68,136,
Kurast [Wizi3][NPCj 152 Loftwood [WDJ 36. 89, 141 Marsakeer (Pop 630) [TWN] 25 160, 161
Kurell [Deity] 21, 25, gi, ggr 165, 174, Lolgoff Bearhair [BbnijJtNPCJ 54, Maskaleyne (Vampire) [Wizi2][NPC] Movanich, Herzog [NPC] 74
186, 187, 189 55 59 Mowbrenn (Pop 20,700) [TWN]
Kyaren Rhavelle, Countess [Wiz4] Lone Heath [TWN] gz. 152, 153 Mastryne Castle [CTL] 17 75> 77
[NPC] 46 Longspear (Pop 7,700) [TWN] 134, Matreyus Lake [RVR] 149 Mowbrenn, County of [PRV] 77
Kyuss [Deity] 31 135. '46 Maure, House [CLN] 125, 126 Muammar Qharan [Fln^lNPC]
Lopolla (Pop 27,300) [TWN][CAP] 27, Maure Castle [CTL] 125,126 115, 116
33, 38, 65, 66, 67, 68. 129, 153 Maure Lands [PLC] 125,126 Mur [KNG] 84, 137
Land of Black Ice [PLC] Lordship of the Isles [KNG] IFC, 8, 16, Maximillian Thace, Prelate [NPC] BE Murad. Sultan [FlnjHNPC] 136
34, 114, 115,139,148, 45' 55. 57. 58, 66, 70, 71, 72, Mayaheine [Deity] 45,102,106.158, Mutilators Tribe (Kobold) [CLN] n
'5', '54 79, 91, 96, 98, gg, too, no, 121, 160, 175, 176 Myariken, General [FmalNPC] 75
Landrigard {Pop 7,800) 147, 148, 149, 150 Medegia, Battle of [BTL] 71, 100 Myhriss [Deity] 177, 187
[TWN] 80, 82 Lorinar, House [CLN] 125 Medegia, Marchland of [PRV] 22
Langard (Half-Elf) [Rog^NPC] Lorridges [MT] 32, 33, 50, F2g, Medegis, See of [KNG] 15, 23, 24. 72, ^, M _,_
'3'. '33 130, 146 77, 81, 92, 94,100, 106, in, Nad a id, Beygraf
Larapel Klendern. Viscount Lort River [RVR] 118, 152 2 8 [Ftno/Wiz5][NPC] 33,
'45- '47. '5 . '5
[Rog2][NPC] 75 Lortmil Mountains [MT] 4, g, 39, 40, Medegian [PPL] 70 66, 67, 68
Larissa Hunter [Frrt2][NPC] 40, 41, 42 49, 50, 66, 88,116,117,118, 119, Medegian Peninsula [PLC] 68 Naelax, House of [CLN]
Larrangin, Margrave [Ftrg/Clrs- 121,129, 141, 143.146,152 Medven I, King [NPC] 77 13. 2. 23. 24,57. 59, 7L 73. 74-
HeironeouslNPC] 32 Lost Souls. Isle of [ILE] 74 Meersalm [ITM] 171,172 77. 9i. 93
Lashton [WiziglNPC] 66 Low Road (Lortrmils) [STR] 40 Melek II, Sultan [NPC] 137 Naerie, Principality of
Laravius [NPC] 29 Lowgorge Warband (Gnoll) [CLN] n Melf (Prince Brightflatne) [NPC] 53, [PRV][TWN][CAP]2i, 22,25, 55,
Latmac Ranold [NPC] 71, 72 Luda, County of [PRV][ILE] 70, 72 120, 159 7^, 141. '45
Laud in e [TWN] 129 Luna (Great Moon of Oerth) [PLC] 2, Melkot [TWN] 135, 146 Nakanwa Daychaser [Rgr8][NPC]
Leastisle [!LE] 99, 100 12
9- '79 Menowood [WD] 17, no, 141 94- 95
Leering Keeps [CTLJ 29 Luschar, VIII, Duke [Wizg/Frr2][NPC] Menrrey [TWNJ 81 Nalif, Overkitig [NPC] 24, 77
Lef Quaanser, Admiral [Ftrn][NPC] 93 64. 65, 66 Merchants and Traders, Royal Guild Narisban [TWN] 147
Leg Breaker Tribe (Hobgoblin) Lydia [Deity] 63, 64, 68, no, 119, 123, of (Ahlissa) [GLD] 22 Narleon (Pop 2,400) [TWN] 25, 27
[CLN] n 124,175, 188 Merikka [Deity] 176,189 Narwell (Pop 4,400) [TWN] 140
Lekkol Noyon [NPC] 134 Lynwerd I [Ftn^][NPC] 16, 74, 75, Middlebridge (Pop 2,508) [TWN] 64 Nasran, Overking [NPC] 14, 23, 36
Lendor [Deity][NPC] 55. 68, 69,168. 76, 78. 79. 82,145,148 Middlemead, March of [PRV] 64 Nederboden, Canton of [PRV] 85
170, '74 Midlands, Stronghold of the [KNG] Needfest [CALj 2, 75, 78
Lenders Isle [ILE][KNG] IFC. 8.12, 68, 25. 27. 29. 3' Neeri River [RVR] 149, 152
69, 70, 99,106,146,147, Midmeadow Town (Pop 11,100) [TWN] Neheli, House of [CLN] 13, 64, 65,
94 June 2oo2
X
66, 162, 163 145,148,149. 151.152, !53.158. Onnwal, Army of Rebellion [ORG] 58. 75. 77. 85, 94,106, 108, no.
Nehron [KNG] 125 IBC 79. '45 112.123, 124,176,178,179
Nellix (Pop 3,400) [TWN] 124 Nyrondese (Nyrondel, Nyrodal) [PPL] Onnwal Peninsula [PLC] 55,148 People of the Testing [ORG] 68,162
Nemoud the Hound [NPC] 185 12, 23. 27, 75, 77, 78, 152 Onsager Point [PLC] 90 Peregrines [CLN] 17
Nerof Gasgal [Rogi2][NPC] 51 Nyrondal Occupation [CAL] 124 Onselven [NPC] 39 Pen-en, Voorman [NPC] 86
Nerult [Deity] 21, 25, 51. 58, 61, 73. Nyrsrran (Pop 8,600) [TWN] 124 Opicum River [RVRJ 59, 62, 94, 95, Perrenders (Perrenlanders) [PPL]
74, 96, 99,156,172, 177, 180,181 Nystul [Wizi7][NPCJ 112,114,156 2 5,86
'5 - '53
Nesser River [RVR] 77.124,126,148, Opicum River, Battle of [BTL] 95, 151 Perrenland (Quaglands) [KNG] IFC, 3,
'49- '5'. '52, '53 Orb of Dragonkind [ITMJ 8 6, 23. 46, 53. 59, 6=. 67. 85, 86,
Nesser-Franz River System [RVR] Oaken heart (Pop 5,000) Orberend, Duchy of [PRV] 77 "4. "5-129- '33- '39. '42- '43.
75. '5' [TWN] 98 Ore us (Demon Prince) 153 146, 158
Nesserhead [TWN] 125 Qakenisle [ILE] 99 Ordai [LNG] 12, 114, 133 Pest's Crossing (Pop 800) [TWN]
Nessermouth (Pop 3,100) [TWN][CTL] Obad-Hai [Deityi ig, 37, Orred (Pop 5.800) [TWN] 21, 22, 4s. 49
75. '49 48, 49, 94, 108,112, 116,117, 131, 2
5> '5' Petros, Commandant [Ftri5][NPC]
Nevond Nevtietid (Pop 25,200) 139. 140, 164,169, 178 Orvung, King [Ftri6][NPC] 106 5. 5'
[TWN][CAP] 109, no, 112,113,114 Obresthorp [TWN] 31 Ospretn [Deity] 55, 63, 68. 70, 79, Phaulkon [Deity] 38, 63, 68, 118, 134,
Newkeep (Pop 2,700) [TWN] no Oeridian (Oerid) [PPL][LNO] 3, 4, 5, 91, 99, too, itg, 178, 180, 188 '73.'74.'7 8
Neimajen, Hierarch [Cln5- 6, 7, 8, 9, 10, 12, 13, *4T 19, 21, 22, Qsson, Commander [NPC] 78, in, 141 Philidor the Blue [Wizzo+][NPC]
NerulllLNPC] 61 23. 29. 3'. 3 2 - 33' 34. 35. 4'. 43. Oswalden of Carnifand. Baron 61, 128
Night Terror Tribe (Goblin) [CLN] ti 44, 48, 49, 53, 54, 55, 63, 64, [Wizi5][NPC] 22 Photon [PPL] 24
Nimlee, County of [PRV] 64 09, 70, 71, 72, 73, 75, 77, 79, 80, Otiluke [Wizi6][NPC] 16, 38, 156 Phollus of rhe Blinding Light [Deity]
Niole Dra (Pop 25,000) [TWN][CAP] 81, 84, 85, 8g, gi, 94, 95, 99, no, Otro [C!r3-Boccob/Wiii5][NPC] 156, 23, 25, 26, 49, 75, So, 81, 102,112,
50, 63, 64, 65, 66, 88, 107, 117, 112, 114, 115,117,121,123, 125, 129, '57 123, 160,166, 175.177.179.182.
119, 121, 135, 153, 163 '33. '39- '46. 1 49. lfi5. '67. |B8> Quntsy, Town of (Pop 83,000) 185,188
Niole Dra, Council of [ORG] 65, 66, 169,170, 171, 172,174.175. '70, [TWN] 91, 92, 93, 94, 99, 145, Phostwood [WD] 26. 81, 112. 114.141
88, 135 179, 180.182,185,186. 189 148, '53 Phyton [Deity] 19, 38, 48, 49, 53,
Niole Dra, Treaty of [TRT] 60, 66. Oerik [PLC] 2.13,17, 22, 23, 68,142 Oversight [CTL] 32, 33 80, 89, 118, 119,123, 178, 179, 180
117, 119 Oerth [PLCJ 2. 3, 4, 7,13.14, 23, 43, Owen I, Grand Duke Pitchfield [TWN][CAP] no, HI
Nomad Intrusion [CAL] 43, 115 59, 62, 86, 127,129, 148, 149, 160, [Wizi5/Ftr5][NPC] 47, 49 Plague Fields [PLC] 102
Norebo [Deity] 21, 25, 44, 48, 51, 54, 161, 162,164, 166,167, 168,172, Oxton [TWN] 112 PI am pi on (Pop 1,920) [TWN] 64
55. 63. 66, 70, 75, 79, 89, 91, 175,176.181,185, 186 Oytwood Forest [WD] 48, 49, Plane of Time [FLN] 172
99,100, 105,110, ng, 123, 134,174, Qerthmagic 34 107, 141 Poison Wound Tribe (Gobiin) [CLN] n
177, 182,187 Ogburg (Pop 17,400) [TWN] 80, Oief the Warrior [NPC] 42.137 Polvar (Pop 12,600} [TWN] 66
North Anchor (Pop 4,850) [TWN] 81 Pomarj, Orcish Empire of the [KNG]
55- '4 8 Ogobanjk, Khakhan [NPC] 86, 114, 17, 40, 42, 51. 59. 63, 72. 116, 118,
North Kingdom [KNG] 6, ti, 21, 35, '33. '34 Pale. Tfieocracy of rhe 119, 121,129,131,148, 150,152, IBC
36. 37. 54. 58. 7 2 .73-75. 89, 91. Ogort Tiliit [Cln6-Pholrus][NPC] [KNG] IFC, 16, Pomarj Peninsula [PLC][KNG] ti, 15,
g3, g6, 105,139,146, 147,148, 80, 82 25, 26. 27, 59, 75, '6.17. 33. 3B. 39. 40. 42. 5'- 52-
'5'. '53.'58 Okalasna Plateau [MT] 96 77, 78, 80, 81, 82, ! 59, 63, 65, 66, 72, 79, 86, 87,
North Province [KNG] 13, 16, 23, 24, Old City (Rel Astra) [QTR] 92, 93 96,108,112,113, 114, 123,124,140, 88,107,116, 117, 119,120,121,127.
36, 71, 74, 77, go, 91, 99 Old Faith [Religion] 117, 161 141, '53 133.135. MO. MI. 142- '44. 1 45-
North Reach (Pop 3,700) [TWN] 134 Old Lore [PHL] 161, 163 Palish [PPL] 5 147.148, 152,157,159,182
Northern Alliance [ORG] 44, 91 Old Lore, Colleges of [ORG] 161, 162 Panshazek [Clri5-luz][NPC] 61 Ponrylver (Pop 16,000) [TWN] 22,
Northern Reaches [PRV] 46, 47, 62, Old Places [PLC] 132 Panrarn (Pop 2.500) [TWN] 45, 24, j\, 93, loo, 151, 152
'34, '5 Old River [RVR] 116. 119,152 47. '5 Ponryrel (Pop 7,550) [TWN] 124, 126
Novelee (Planefar) [NPC] 169 Oldred (Pop 22,000) [TWN] 75, Pardue (Pop 4,100) [TWN] 21. 25, 94 Port Toll (Pop 11,000) [TWN] 96,100,
Nulbish [PRV][TWN] 21. 22, 24. 25, ?8,149 Parmus Destron [NPC] 80 101, 123
'" '53 Olidammara [Deity] 21, 25. 26, 30, 61, Pascorel [TWN] 17 Portillan, Overking [NPC] 23, 90
Null [WiziojNPC] 26. 60 63.119, 164, 174.178,182.188 Patch-wall [TWNj 2.108 Pregmere (Pop 300) [TWN] 48, 49
Nutherwood [WD] 26, 29, 78, 141 Oltnstaad Corond, Prince (Dwarf) Pawluck River [RVR] no, 152 Procan [Diety] 21, 55. 77, 79, 89, 91,
Nyeru [Wizio][NPC] 127 [Rogi2/Ftr3][NPC] 15,119, 120, 121 Pawluck River Valley [PLCJ no, in 99,100,165, 180,184,186, 188
Nyr Dyv [RVR] 3, 4, 7,14, 23, 27, 31, Oljatt Sea [RVR] 70, 71, 149 Paynim [PPL][KNG] IFC, 5, 12, 37, 38, Procession of Blessing [CAL] 43
40,41, 4 S . 4 6 . 5 1 , 59.75. 77- Otroan [PPL][LNG][CI_N] 6, 7, 12, 19, 43, 50, 67, 83, 84, 85. 115, 122, Provincial Expeditionary Force
103,123, 124,125, 127,148, 149, 70, 100, 102, !3g. 147. 149, 150 123,126, 134,136,137, 138.142, [ORG] 57
'5. 'S2- '53- '59 Olman Islands [ILE][KNG] 79, 96, '54. '59- 161,165 Prymp (Pop 16.300) [TWN] 21, 71,
Nyr Dyv, Midbay [RVR] 51, 149, 152 9 s - '47 Pearl Sea [RVR] 148 So, 149
Nyrond [KNG] 4, 12, 13, 15, 16, 18, 24, Oltagg, Baron [Ftr4/Rog9][NPC] 31 Peh'Reen [CTL] 137 Pugnace Dillip [NPC] 64
25, 26,29. 30, 35, 51. 55, 57, 58, Onnwal, Free Stare of [KNG] IFC. 6, Felgrave Ratik, General [NPC] 69, 90 Purmill (Pop 1,900) [TWN] 108, no
59,71, 72,74,76,77, 78, 79, So, '6, 55, 57. 58. 59. /". 75. ?8, 79, Pelisse Swamp [RVR] 149, 153 Pyremius [Deity] 93, 96, 168, 171, 181,
81. 82, 89, go, 91, 93, 96.101, no, 80, 87, 88, 96, 98, tio, in, 145. Pellak (Pop 2,300) [TWN] 32, 33, 160 183, 188
2,113, 123,124, 139,140, 143, 148. 149 Pelor [Deity] 6, 37, 40, 42, 48, 51.
96 june2oo2
Silver Metal Cairn [PLC] 144 Stone Battle (Pop 2,900) [TWN] 123 88. 121,135 Torkeep [CTL] 104
Silverwood [WDj 17, 117, 119, 141, Store Road (Nyrond) [STR] 123 Tavish II, King [NPC] 65. 121,130.135 Torquatm, House of [CLN] 73
'52 Srotiehold [CTL][KNG] 15. 16, 17, 25, Tavish Hi. King [NPC] 48, 50, 65. Torrich (Pop 27.500! [PRV][TWN] 21,
Sinking isle, The [ILE] 18, 148 26, 27, 44. 54, 55, 59. Si. 94, 101,102 22, 25, 151
Skagund, Fort [CTL] 61 95,105.106,108,109, no, 112, Tavish IV, King [NPC] 65, 66, 135 Tors [MT] 134,135, 146
Skannar Hendricks [FtriS][NPCJ 6t 113,114,141,143, 147. 148, 150, Teesar Torrent [RVR] 35, 72, 73, Torturers Tribe (Goblin) [CLN] n
Skipperton [TWN] 107 IS2- '53- IBC '43- '52. '53 Touv [PPL][LNG][CLN] 4, 6
Skull Smasher Tribe (Hobgoblin) Stoneherm (Pop 5,700) [TWN] 86. 87 Telchur [Deity] 19, 44. 89, 94, 133, Tovag Baragu. Stone Circles of [PLC]
[CLN] 11 Stornawain Road [STR] 34 169,175, 180,184.185,188 13. 83,150, 154
Slave Lords [ORG] 88 Stradsett (Pop 10,900) [TWN] So Telchuria [PLCJ148 Traft (Pop 12,000) [TWN] 85
Slerotin [NPC] 64 Stringen (Pop 4,700) [TWN] 72 Temil, Barony [ILE] 70, 72 Traft, Cantor of [PRV] 85, 146
Slerotin, Passage of [STR] 143, 155, Stringen, Principality of [PRV] 73 Tempfe Coalition Revolt [CAL] 125 Traitor's Garden (Rauxes) [QTR] 57
,63 Strinken [CTL] 92 Tenh. Duchy of [KNGJ 4, 5,15, 16, Trask River [RVR] 153
Slowkilfers Tribe (Hobgoblin) [CLNj n Stronghow, Chief [NPC] 38 25, 26, 27, 29, 30, 31. 58. 59. 62, Travels (by Fenwick Asrakane) [BK]
Small War (Short War) [BTL] 32, 48, Suel (Suloisel [PPLj[LNGJ[CLNi 4, 5. 83, 78, 8t, 82, 95,108. log, no, 107
50, 65,130,132 6, 7, 8. 9. 10, 12, 13, 18, ig, 21, 112.113, 114, 123,124, 141, 153, IBC Trevlyan III [NPC] 66
Snow Barbarians [PPL][KNG] 12, 19, 22, 23. 32. 33. 34, 36. 37, 37, 39, Tenha [PPL] 12, 16, 27. 29, 30, 35. Trigol (Pop 9,600) [TWN] 122,152
35' 44. 54- 58- 72' 89> 9'. 99. 44. 4s- 54. 55. S6. 63. 64. 66, 94,114,124, 141,144, 156 Tringlee (Pop 14.500) [TWN][CAP]
105, 108.141.147,148, IBC 68, 69.71. 72. 73. 77. 79- 8 5. S7- Tenser [Wiz2o][NPC] 16, 38, 156 7
Soinor Coast [PLC] 72, 73, 3o, 81, 88, 89, 91, 93, 94, 95, 96, 98, Teuod Fent [NPC] 35 Triserron, Prince Consort [NPC]
89. gi, 92, 99,141, 143, 145 99, 100, 102, 105, 106, 10g, !10, Thailand [KNG] 13 40,117
Soinor Compact [TRT] 91, 92, 93, 112, 117, 118, 121, 123, 124, 125, 134, Tharizdun [Deity] 96, 98, 100, 129, Trithereon [Deity] 25, 30, 45, 63,
99. 100 '35. '39. '4', '45- '46. M8- '52, 180, 184, 185 89,102,110.134, 168, 174,175,
Soinor Ocean [RVR] 4.13, 21. 23, 35, '54. '55- '62, '63, '66, 168, i6g, Thelly Forest [WD] 13, 21 185, 186
68, 70, 7). 73. 93, 94, 99,148, 171, 173, 174,175, 177, 178, 179, Thelly River [RVRJ MO, 111, 139, 145, Troll Fens [RVR] 81,112. 153
149,150.153, 156 181,185,187 1 2
5 . '53 Tsojcanth. Lost Caverns of [PLCJ 86
Sorcerers' Nexus of Rel Astra [GLD] Suel Imperium [KNG] 5, 8, 12,13, 16, Thelwood Forest IWDI 139 SEE Tuflrk River [RVR] 42, 67, 115, 116.
92 64, 68,135, 155, 185 Bonewood Forest 136, 143,151, 153
Sotillion [Deity] 19,165, 174, i8u, Sulhaut Mountains [MT] 13, 83, 143, Theodain Eriason [Wiz^lNPCJ 156 Tukim Tribe |CLN| 38
183. 189 '5 2 > '55 Theoman BasletT, Prelate [NPC] 82 Tulvar [TWN] 132. 146
Soull (5,600) [TWN][CAP] 105, 152 Sultan's Truce [TRTj 137 Thillonrian Peninsula (Rhizia) ;_PLC] 4, Turente! Espar/then, Count [NPCJ 111
South Docks (Rel Astra) [QTR] 92 Sulward (Pop 7,200) [TWN][CAP] 70, 8, 13, 15, 18, 36, 44, 54, 62, 89, Turgen IV, Canon [NPCJ 130
South Province [KNG] 15, 23, 24, 56, 71, 72,100 99. 105, no, 142, [43, 150, 185 Turmoil Between Crowns [BTL] 13,
57' 5s. 64. A 78. So. 98, 106, Sunndi, Kingdom of [KNG] 6, 8, 15, Thornward (Pop 6,000) 24, 36, 56. 71, 77, 80, 90, 92, 93
no, in, 141, 148, 149 '6,17. '8. 55. 56, 57, 5S, 59. 63, [CTL][CAP][TWN] 32, 33, 40, 51, Turrosh Mak (Half-Ore) [Ftn6][NPC]
Spahis [ORG] 136 71, 75, 78, 79, 80, 96, 98, no, in, 65- 67. 139, 153 15. 42, 80, 86, 87. 88,121,
Spendlowe, Lake [RVR] 150, 152 112, 141, 142, 145, 152. 154, 158. Thornward Division [TRT] 32, 33 '52. '56
Spikey Forest [WDJ 44, 105.141 162, IBC Thrommel, Prince [NPC] 15, 96 Tusking Strand [PLC] 34, 148
Spindrift Isle [ILE] 68. 69, 70, 91. Suss Forest [WD] 39, 40, 66, 87, 88, Thrommel I, King [NPC] 46, 129 Tusman Hills [MT] 65, 67, 115,146
106, 146 116,117,119, 141 Thrommel II, King [NPC] 41 Tusmit [KNG] 42, 43, 67, 84, 115, 116,
Spindrift Sound [RVR] 68. 150 Suss Rangers [ORG] 116 Thrommel IV, Prince [NPC] 130, 131 129,136,137,138,142,161, IBC
Spine Ridge Hills [MT] 71, 96,146 Svenser [Win6][NPC] 92 Throne of the Lion 63, 65, 66 Tusmite [PPL] 5
Spinecastle (Pop 6,300) [TWN] 35, Sverdras Meno (Hierophant Druid) Throne of the Sun 81, 82 Twelve and Seven Precepts [PHL]
36> 37. 9. 9' [NPC] iifi Thunder Pass [STR] 109 160
Spitzford [RVR] 152 Swan Bore (Pop 2,800) [TWN] 75 Thunderstrike (Pop 17,400) [TWN] Twin Cataclysms [BTL] 8, 13, 22, 98,
Stahzer [TWN] 103 Sybarate Isle I.ILEJ 96, 101,147 "9 no, 125, 129, 135
Staltnaer [TWN] 140 Syrul [Deity] 21, 44, 68, 70, 87, 91, Tibarian Marreyus of Gradsul [NPCJ
Stalwart Pines [SCL] 125, 139 96, 98, 100, EoS, 174,181,183 '49
Stannic Hill (Rel Astra) [PLC] 92 Szeffrin, Duke [NPC] 24 Tiger Nomads [KNG][PPLj 5. 12, 42, Udgru Forest [WD]
Star Cairns [PLC] 144 43, 85,94,114,115, 133, 134,139. 42, 142
Star Thought (Ki-Rin) [NPC] 179 142,146, IBC Udmey the Seer [NPC]
Siark Mounds [MT] 48, 49, 107. 146 Taival Tundra [PLC] Tilva Strait [RVR] 70, 72, 98,146, 43
Steelbone Meadows [PLCJ[BTL] 25, 55, '9 150 Udrukankar, Lake [RVR] 83, 84, 136.
26, 27, 30, 31 Tang the Horrific [NPC] Tilvanol Peninsula [PLC] 4, 95, 96, '5. '5Z. '54
Sterich [KNG] 5, 16, 48, 49, 50, 51, 95. '34 98, 102. no, 146,147,150, 153 Uhas of Neheii [NPC] 162, 163
59, 63. 65, 66, 96. 106, 107, 308, Tangles, Earldom of [KNC.I 30, 31, Tilvanor Plateau [MT] 71 Uirtag [CLN] 114.139
118, 119.126, 127, 134,136,145, 105,142 Timberway Forest [WD] 36, 44. 71, III Bakak (Pop 900) [TWN] 37, 154
146, i51, ,59r iec Tangles [WDj 17, 25, 27, 29, 30 90, 142 Ulaa [Deity] 21. 85,106. no, 119,
Stitwri, Viceroy [NPC] 41, 48 Tareg Tribe (Suel) [CLN] 154 Toran [CLN] 23 167,185
Stoink (Pop 13.300) [TWN][KNG] 25, Tavin Ersteader [Wiz^lNPC] 52, 53 Toran I [NPCJ 74 Ulagha [LNGj 12,122
26, 29. 30, 31, 59, 61,114 Tavish the Great, King [NPC] 50, 65, Toran II [NPC] 01 Ulakarid (Pop 6.000) [TWN][CAP] 122
Vecna [Deily][NPC] 13, 15, 50. 51, Wealsun Proclamation [CAL] 48, 22, 24, 74,93,94, 141, 152.158 Zuoken [Deity] 184,190
58. 64, 104, 131. 133,173, 180. 65, 12! Xenia Saltavarian [NPC] 78
186 Wee Jas [Deity] 21, 70, gi, 96, 177, Xerbo [Deity] 21, 44, 54. 55, 63, 64,
Veens, Eye ot" [ITM] 104,186 180, 187 68, 70, 79, 89, 91, 99, 100, 105,
98 June 2oo2
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he latest DUNGEONS Or DRAGONS The Right Tool foi the ]ob Stratis visited the city of Ashbringer,
iol
WIZARDS1 WORKSHOP
Flame On
Ti
V
he newest Ogre Scout 'em
DUNGEONS Bull's Strength Beatdown: If you play Evisceration Made Bullish: For three
&t DRAGONS the Hobgoblin Adept for only one rea- points less than the cost of an Ogre
CHAINMAIL son, it's to cast bull's strength on your Delver, use the Abyssal Eviscerator
Guidebook, Fire toughest model. Casting bull's strength from the Naresh faction and gain the
and Ice contains on a model with the Extra Melee use of his Extra Melee Attack ability.
new special abili- Attack ability, such as the Ogre Then, give the Abyssal Eviscerator a
ties, scenarios, Delver, practically justifies the bull's strength boost to 3 damage per
rules, and ter- Hobgoblin Adept's i8-point cost. With hit. Since the Eviscerator isn't a
rain for battles 3 Goblin Scouts in the warband adding Difficult troop, it only requires 2 com-
in the Dragon's Graveyard setting. It's +12 scouting to the Ogre Delver's +4 mand points to be rallied or maneu-
fitting that the Hobgoblin Adept from Scout ability, you're likely to win the vered as a cross-faction troop. For 4
Drazen's Horde is shown on the cover Scouting check and be able to cast command points, the Hobgoblin Adept
of the guidebook, because the Adept is bull's strength on the Ogre Delver can give it a +2 to hit on its melee
the Set 3 commander most likely to be before your models even hit the table. attacks. High armor and a better save
included in all future warbands from Commander 4 and the Art of War: than the Ogre Delver make the
his faction. The Hobgoblin Adept's 4 command Eviscerator difficult to pass up, but as
In this month's installment of points are a magic number. With 4 a Medium-size model, the Eviscerator
"Command Points," you'll find war- command points you can give the Ogre doesn't have the Reach i" ability, so
bands ready to take the field under the Delver a +2 to its melee attacks, a +4 you won't get any free opportunity
Hobgoblin Adept's command. You'll to one of its morale saves, or re-roll attacks. You'll just have to do things
note that we've skipped detailing ter- initiative and still have the ability to the hard way.
rain choices for each of the warband maneuver all three of your Goblin The Heavy Archer: The Demonic
variations. Most of these warbands Scouts. Don't let your Hobgoblin Adept Gnoll Archer has a 24" ranged attack
work best with terrain that blocks line languish as nothing but a delivery sys- that inflicts 2 points of damage. When
of sight, unless you're playing in a tem for a bull's strength booster shot; the enemy closes, the Demonic Gnoll
Mordengard- or Ahmut-heavy envi- use your command points to maneuver Archer has an even higher melee
ronment where the Horde can count the Ogre Delver, the Ore Warriors, and
on ranged attack superiority. the Goblin Scouts to places where they
can do the most damage to the enemy. flame On
Small Doesn't Mean Harmless: The Models Cost
Ogre Scout 'Em Goblin Scouts and the Ore Warrior Commanders
only have i health, but in melee with an i Hobgoblin Adept 18
Commanders Ogre Delver who has Reach t" that's
i Hobgoblin Adept 18 pumping out 3 damage per hit, your Troops
enemy might not be able to spare The i Abyssal Eviscerator
Troops time to smash your smaller troops. This (cross-faction) 27
i Ogre Delver 30 could cost them, because the Goblin i Demonic Gnoll Archer
3 Goblin Scouts 18 Scouts' Sneak Attack +1 ability means (cross-faction) 18
i Ore Warrior 4 that your four troops each inflict 2 i Abyssal Skulker
Total: 70 damage in melee, so long as the Goblins (cross-faction) 7
can attack foes already in melee with Total 7
your other troops.
Io3
WIZARDS' WORKSHOP
DM: Okay, so the remaining mem- allows a cleric PC to gain a magic item ping outside of our place. Others can't
bers of the group haul the bod- that gives him better versions of all of always find the words to describe their
ies back up to the surface, and the rogue's trademark capabilities. sense of dissatisfaction. On the other
you all get 1.500 XP-all of Players become frustrated when an side of the fence, we find the guys who
you with live characters, that NPC hogs the spotlight. can talk the ears off a cornfield but
isand, oh gee, I forgot some- A player has dragged her new aren't so great at listening or gauging
thing. Let me flip through the boyfriend into a long-running game. the reactions of others.
book . . . oh, right, Jim, you Depending on the couple's mood, they A D&tD game gives shy folks fictional
get negative 6,000 XP, and either band together to collude against characters to speak through, and it gives
when you get up to the sur- the other PCs, or they express their dominating types an arena where it's
face, a big rocket-powered cart real-life annoyance with one another okay to play a yammering windbag.
thing drives up and sixteen through their characters. Especially with younger players, gaming
beholders get out and attack Problems like these have only one acts as a sort of rehearsal hall for social
you! It's cliffhanger! See solution: communication. The frustrated interaction. If the fun of roleplaying
everybody next week. Oh, wait. individuals need to speak up and let the needed some higher justification, this
So how did everybody like other participants know what's driving would be it.
tonight's session? them crazy. This is easier said than When we have a real-world problem
done. In real life, few of us enjoy a +10 to work out, this important strength of
YOU: Uh... bonus to Diplomacy. Negotiating a roleplaying can turn around to bite us
touchy subject is hard enough when on our well-armored posteriors. Almost
r a while, we've been looking at you're dealing with one person. Getting all of us are, in one way or another,
R r
ays you can sharpen your role-
laying. Now we're going to switch
gears for a bit, with a series of columns
your point across to a group of people
is tough for even a seasoned communi-
cator. Just think back to the last time
introverted extroverts, extroverted
introverts, or some other killer combina-
tion of smart, creative, and cranky. Put
aimed at helping you smooth out com- you had to work on a shared project in five or six of us in a room together, and
munication problems with your DM and school or suffered through a difficult you can see why many players suffer in
fellow players. business meeting. Ugh! No wonder silence rather than speak up.
Most roleplaying groups' biggest we're reluctant to speak up when things Unfortunately, that's why many
problems have nothing to do with rules, start to go astray in our D&tD games. campaigns die. For every game that
adventure design, or the dozen other The gaming table is supposed to be a falls apart in a spectacular flame-out,
things roleplayers wrinkle their brows place where we have fun and forget there are a dozen quiet deaths, in
over. The real dilemmas that send good the necessary annoyances of the class- which players slowly stop showing up.
campaigns into a death spiral (or pre- room or workplace. Nobody's having fun, but no one
vent new ones from ever getting off the Another reality to keep in mind: wants to risk an argument or knows
ground), arise from differing expecta- Many people are drawn to the game how to negotiate their way out of one.
tions between the players and DM. Some because it gives them a structured way So the group gradually disintegrates.
common problems include: of interacting with other people. Not Lucky players might find it easy to
A DM wants to introduce plot ele- everyone with a dao in his hand is a hook up with another group. If you're
ments to his game, but his players dis- confident negotiator. Some of us know living in an area where it's hard to
missively tell him to skip to the next what we want to say but find it difficult recruit new gamers, you might end up
fight whenever he tries to do so. to actually step up and let those words quitting D&tD altogether.
A player finds his rogue character out of our mouths. We're worried about Better then, to take a deep breath,
completely upstaged when the DM hurting each other's feelings or step- evaluate the problem, figure out the best
Io5
WIZARDS1 WORKSHOP
A
Stalling When . .. checklist to help you PCs' options to help give them direction.
as the DM srares at the players. spot and recognize the signs when they Subplots are especially effective
At least They've stopped arguing appear. Consider photocopying the list because they don't feel like a "quick-fix."
with each other, he thinks to himself. and clipping it to your screen for quick Plus, they add depth to your stories and
Maybe they'll do something now. reference, slipping it into your DUNGEON game world, and they allow for interest-
The players return their DM's gaze MASTER'S Guide, or filing it in your DM's ing PC experiences that your main story
and think to themselves, Man, this is binder (see DRAGON #290). might not permit.
boring. What are we supposed to If you suspect that your game is 3. Random Encounters and Wandering
do now? stalling, review the different types of Monsters: This pair of techniques can
Stalled games can afflict any group, stalls discussed in the sidebars to see liven up your game in the same way as
and when they occur, no one has fun. if any of them match your current the subplots technique, but in a much
Usually a game stalls for only a few min- circumstances. shorter time span. It is important to
utes, but on rare occasions a game can
stall for hours or even span several ses- The Treatment Tool: Dungeon Master Stalls
sions until the whole campaign tailspins Breaking the Stall 1. Stuck DM: The villain has been kilted
into the ground. Thankfully, there is a You've gone through the checklist and unexpectedly. Where does the DM take the
way to end the stall and jump-start your reviewed the stall types, and you are campaign now. and what should the next
game again-the stalled game first aid kit. sure that your game is in a stall situa- story be?
Your first aid kit has three main items: tion. What can you do to end the stall 2. Rules Research: Perhaps due to inexpe-
the diagnosis tool, the treatment tool, and get your game going again? Use the rience with the game system, the implementa-
and the prevention tool. Study and mas- treatment tool, of course! This tool tion of supplemental rules that have not yet
tery of each of these tools means more offers 10 ways to help you jump-start been mastered, or simply from dealing with a
fun, more enthusiasm, and a much lower your game. rare situation that has not occurred in their
campaign mortality rate. 1. Skill and Stat Checks: This is a great game before, The DM pauses the game for a
technique because you can employ it in significant amount of time while she scours
The Diagnosis Tool a couple of ways. First, if the party has the books,
There are two components to the diag- no clue how to solve their current 3. Improvisation Gone Wrong: A DM can't
nosis tool. The first is Stall Types, which predicament, you can ask for a related plan everything, and sometimes her ideas can
categorizes the different ways a game skill check (like Spot or Listen) or an lead the parry down a path that goes
session can become stalled. These types ability check (such as Wisdom) and give nowhere. Humor with no punch line; a sub-
are broken down into three main cate- out a hint. Second, if the players are plot with no easy, interesting, or obvious res-
gories: Dungeon Master stalls, player unfocused, quibbling, or bored, rolling olution; and a scenario so cliche that
and group stalls, and character and the dice can instantly bring them back everyone groans are all examples of how an
adventure stalls. The second component on track and pick up their energy. improvisation might go wrong.
to the diagnosis tool is Stall Clues, Hints, 2. Helpful Subplots: A subplot is a 4. DM Steals the Spotlight: Sometimes a
and Signs, which warns you when your minor story that usually affects one or DM gets so caught up in a story that she for-
game is slowing down, helping you to more PCs and is somehow linked to the gets to involve the players. She might focus
curtail a stall before it grinds the game main adventure. You can end stalls with too much on background events or roleplay
to a halt. subplots by using them to reveal hints, too many NPC-to-NPC scenes.
clues, and ideas for tough puzzles; bring 5. The Rut: Experienced DMs can fall into
Stall Clues, Hints, and Signs the group back into the main story the trap of a repetitive and predictable refer-
This part of the diagnosis tool allows you thread; buy you some time while you eeing style that generates boring adventures,
to perceive when a session first begins think of what to do next, experiment stereotyped NPCs, and yawning players.
to stall. Use the You Know the Game is with new ideas; or narrow down the
JUDGE D KB';
^^^^^^^
R o l e p l a y i n g Game
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The t o u g h e s t l a w m a n on earth
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Also out
The Rookies G u i d e
to The
Justice Department
WIZARDS1 WORKSHOP
make these encounters interesting, 6. Set a Time Limit: If your players Player and Adventure Stalls
unless you only want a quick combat to cannot decide on a plan of action
get things rolling again. Before you start because there are too many options 1. I Should Have Turned Lefr at
the encounter, ask yourself, "What small or variables, or if the party is divisive, Albuqurque: The party makes the wrong
twist can I add to surprise the players?" set a time limit and force them to act. decision and takes the game in a completely
and "What can I do to link this to the For instance, "You must make up your different direction, deviating from the plot-
campaign in a minor way?" Answering minds in 10 minutes or the ship leaves line or current campaign.
these questions makes your stall-breaker without you." 2. Too Many Options: There are so
much more likely to succeed. With short You can also use time limits to restrict many choices and possibiliTies that the
encounters like these, you can also rules research efforts and irrelevant players can't make a decision. There are
quickly impart a clue, buy yourself a lit- roleplaying. For example, "Okay, two too many alternatives that are equally
tle planning time, bring a stray PC back more minutes, then I'm going to just appealing or equally appalling, and the
to the group, or stop the bickering. make a ruling and continue the research group is frozen with indecision.
4. Create a New Solution: If the between sessions." 3. Not Enough Information: There are
players can't figure out a solution to a 7. Re-Introduce the Clue: Did the too few clues, bits of information, or details
puzzle or problem you've created, feel players completely miss the clue or the about a situation for the players to make
free to create a new solution that is sign that they're headed in the wrong any decisions,
consistent with what has happened in direction? Look for ways to re-introduce 4. Infighting: The players or the charac-
the game so far. the clue, perhaps through an NPC or ters do not get along, and the game has
An easy way to do this is to listen subplot. The repetition, different circum- become mired in arguments, bickering, and
to the players as they discuss their stance, or new wording might jog the vengeful actions.
situation. Pick one or more of their players' minds. 5. No Enthusiasm: Players who feel
ideas and put it into place, assuming 8. Talk to the Players: If things just coerced into playing a campaign or partic-
that the option is still available and aren't going well, take a break and ask ular character become uncooperative.
makes sense. the players for ideas, feedback, or just Tired, frustrated, and stressed players can
5. Helpful NPCs: NPCs are one of the tactfully make them aware of the stall. If stall games with their lack of energy.
best remedies for a stall, because they you're stuck on an important ruling, get
can provide player focus, give out hints, all the players to help with the research Character and Adventure Stalls
enhance your campaign, introduce new so that you can quickly get the game on
plot hooks, and provide excellent role- track again. 1. Too Hard: The mystery is too difficult
playing opportunities. Have one or more 9. Simplify the Situation: Allow the to solve, the foe is too powerful, or the
NPCs enter the picture and, through PCs an easy victory to get things mov- odds seem so stacked that the PCs are
their abilities, words, or actions, set the ing again, help them realize a bad direc- afraid to take any action.
game back into motion. tion was taken, build their confidence, or 2. The Puzzle With Just One Solution: A
reward good teamwork. This also helps trap, riddle, mystery, or problem has only
You Know the Game you, the DM, move forward with the one answer, and the players have no idea
is Stalling When ... game so that you have different oppor- what it is, or perhaps the key lies impossi-
' The players yawn and start making dice tunities and circumstances to work with bly out of reach.
towers. for generating new ideas, plot threads, 3. Mired in Cliche: The game slows
You yawn and start to fidget. NPCs, or encounters. because the party must constantly bail
10. Complicate the Situation: If the their fighter out of jail after a barroom
The group is confused or frustrated,
resulting in short tempers.
players are bored, taking things for brawl, or the thief gets into trouble after
granted, or can't make a decision, then picking a random pocket, and so on.
Play has been stuck on one encounter for
throw a wrench or new twist into their 4. Impatient Adventurer: A player con-
an excessive amount of time.
plans. A new threat, bigger problem, or sistently strays off to find her own adven-
The story has not moved forward in the
greater danger will improve session ture or discovery that distracts the entire
current session.
focus, interest, and energy. party from the main plot.
A player looks grumpy or sullen. 5. Roleplaying Minutiae: Perhaps valu-
A player starts performing chaotic or ran- It's important to recognize when a ses- able game time is being squandered as the
dom acts. sion begins to stall and be able to deter- party re-equips, or it takes an unreason-
You haven't had to use your imagination mine why. The diagnosis tool helps you ably long time for the players to divvy up
this session. do this. Following diagnosis, use the the loot. Or maybe the players stop to
You see no way out of the PCs' dilemma treatment tool to quickly remedy the sit- interview every minor NPC in depth. When
either. uation. In next month's column, we'll players get caught up in roleplaying minu-
The room is uncomfortably silent. introduce the third item in your kit, the tiae, the story can grind to a half quickly.
prevention tool. 13
aldur's Gate: Dark Alliance is characters around the screen, and a Chieftain. The big guy's mission is to
Karne
The muscle hired to head the thieves'
guild, Karne is fast and deadly with his
thrown daggers. When you get too
close, Karne disappears in a cloud of
smoke, reappearing behind you and
then hiding in plain sight to get his
sneak attack damage with those
blasted daggers.
Karne, male human RogG/Ftn/Shd^:
CR n; Medium-size humanoid (human);
6d6 + 6 (rogue) plus idio+1 (fighter)
plus 4d8+4 (shadowdancer); hp 61; Init
+6 (+6 Dex); Spd 30 ft.; AC 21 (touch
16, flat-footed 21); Atk +\2/+y melee
dd8+4/crit 19-20, +i longsword
wielded two-handed), +i6/+n ranged
dd4+2/crit 19-20, thrown daggers; SQ
Evasion, sneak attack +3d6, uncanny
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WIZARDS' WORKSHOP
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Over 200 adventure ideas (101 adventure ideas for North America, 32
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SQ An/mate Dead (Sp): Once per since an ominous tower appeared. Eldrith
day as a spell-like ability, Ilivarra can The tribes have banded together Once you defeat Sess'sth, you can
use animate dead without need of a under one leader who now follows make your way to the tower. At the
material component. the orders of some being in the top, Eldrith, a fallen paladin who once
SQ-Summon Undead (Su): Twice tower. If you destroy Sess'sth, you was the sworn protector of Baldur's
per day, Ilivarra can summon three are told, the tribes will disband. Gate, awaits you. Eldrith has returned
ghouls, shadows, ghasts, or wights, or Sess'sth is a ferocious fighter who from the grave to wreak vengeance
Two wraiths. This is a standard action fights to defend his homeland. on those she feels betrayed her.
that does not provoke an attack of Sess'sth, male lizardfolk Eldrith, female human Palg/Blkio:
opportunity. The undead appear at the Bbni3/Tribal Protector 2: CR 16; CR ig; Medium-size humanoid (human);
beginning of the pale master's next Medium-size humanoid (aquatic, reptil- gdio+i8 (paladin) plus iodio+2o (black-
turn. They have +4 turn resistance ian); 2d8+8 (lizardfolk) plus ^12+52 guard); hp 143; Init +1 ( + i Dex); Spd 20
and remain for 10 rounds. (barbarian) plus 2dio+8 (tribal protec- ft.; AC 25 (touch 11, flat-footed 24);
Wizard Spells (4/6/5/4/4/3): o- Tor); hp 171; Init +4 (+4 Improved Atk +3O/+25/+20/+15 melee
detect magic X2, mage hand, ray of Initiative); Spd 80 ft.; AC 22 dg with- (idio+to/crit 17-20, +5 throwing,
frost: ]s\-mage armor, shield, chill out buckler, touch 14, flat-footed 22); returning bastard sword wielded one-
touch, ray of enfeeb/ement, feather Atk +24/+ig/+i4/+g melee (idio+n, +2 handed); SA Smite good 2/day, sneak
fall, spider climb; 2nd-invisibility, bull's bane vs. humans great club); SA Wild attack +4d6; SQ Detect good, poison
strength, endurance, resist elements, fighting; SQ Rage 4/day, uncanny use, dark blessing, aura of despair,
darkness; 3rd-lightning bolt, haste xa, dodge (Dex bonus to AC, can't be command undead, lay on hands,
fly; 4thdimension door X2, ice storm, flanked, +2 against traps), fast move- fiendish summoning, undead compan-
improved invisibility; 5th cone of cold ment, damage reduction i/, tribal ion; AL LE; SV Fort +17, Ref t, Will
X2, te/eport. enemy (humans), homeland; AL CN; SV +12; Str 20, Dex 12, Con 14, Int 12, Wis
Possessions: //ivarra's staff, ring of ForT +15, Ref +10, Will +4; Str 22, Dex 14, Cha 18.
protection +2, gloves of dexterity +4. 10, Con 18, Int g, Wis 10, Cha 12. Skills and Feats: Concentration +17,
Ilivarra's Staff: This mahagony staff Skills and Feats: Balance +4, Diplomacy +19, Heal +17, Intimidate
with a crystal ball set in the top can Intimidate +g, Jump +22, Swim +24; +17, Knowledge (religion) +22, Ride
be used to cast the following spells: Blind-Fight, Cleave, Great Cleave, +16; Cleave, Exotic Weapon
Fireball d charge) Improved Bull Rush, Improved Proficiency (bastard sword), Improved
Magic missile (i charge) Initiative, Multiattack, Power Attack. Critical (bastard sword), Mounted
Me/f's acid arrow d charge) SA-Wild Fighting (Ex): Similar to a Combat, Power Attack, Ride-by
Caster Level: loth; Prerequisites: monk attacking with a flurry of blows, Attack, Trample, Weapon Focus (bas-
Craft Staff, magic missile, Melf's acid Sess'sth can enter a state of wild tard sword).
arrow, fireball; Market Price: 37,500 fighting, attacking in a storm of fero- Possessions: +5 throwing, returning
gp; Cost to Create: 18,750 gp + 1,500 cious assaults. Sess'sth gains one extra bastard sword, +4 full plate; +2 buck-
XP; Weight: 4 Ib. attack per round at his highest attack ler; eyes of lightning; 4 potions of
bonus, but all of his attacks in that enlarge.
Ciraxis round suffer a -2 penalty. Eyes of Lightning: These two blue,
The drow mage holds the key to the SQ-Tribal Enemy (Ex): Sess'sth crystal lenses fit over the user's eyes.
lair of a white dragon who guards a gains a +3 bonus to Bluff and Sense Using them, the wearer can cast light-
portal to more minions of evil in The Motive checks, as well as weapon ning bolt as a ioth-level sorcerer (DC
Marsh of Chelimber. After several damage rolls against the humans of 14 Reflex save for half damage) at will.
levels of giants, winter wolves, and Baldur's Gate. The bonus to damage Caster Level: loth; Prerequisites:
displacer beasts, facing the dragon does not apply to ranged weapon Craft Wondrous Item, lightning bolt;
might be a reliefsort of. As with attacks if Sess'sth is more than 30 Market Price: 60,000 gp; Cost to
Xantam, you can get everything feet distant. Create: 30,000 gp + 2,400 XP;
you need to fight Ciraxis from The SQ-Homeland (Ex): Sess'sth gains a Weight: -
Monster Manual. +2 bonus to Hide, Intuit Direction, Blackguard Spells (3/3/2/1): ist-
Ciraxis, mature adult white dragon: Move Silently, and Wilderness Lore change self, obscuring mist, spider
CR 11; Huge Dragon; 2^12+105 (241 checks in his homeland. climb; 2nd-darkness xz, undetectab/e
hp). See the Monster Manual for The Possessions: +2 bane vs. humans alignment; yd-deeper darkness, invis-
complete statistics. great club, +2 acid resistance buckler, ibility; 4th- dimension door.
ring of protection +4, belt of giant
Sess'sth strength +4, bracers of health +4,
In the marsh, you find that the boots of striding and springing.
Lizardfolk have been acting strange
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WIZARDS' WORKSHOP
Actions in Chapter 8 of the Player's attempt to use Quicker Than the Eye dependent ability. What is a language-
Handbook. again, but your opponent should get a dependent ability?
Note that what you can do after the bonus to the Spot check. The second A language-dependent effect uses
Bluff check does not depend at all on Bluff check also is a move-equivalent intelligible language as a medium. If the
the outcome of your opponents' Spot action, so you would be done acting for subject cannot understand what the abil-
checks, but any opponent who makes a the round. If the second Bluff check ity user says, the effect fails. "Language
successful Spot check observes what succeeded, however, your opponent dependent" is a standard descriptor for
you do with your partial action. would once again not see you, and you spells and other magical effects. It is
could make another free attack by described under Descriptors in Chapter
Suppose I'm a rogue with the Expert virtue of your Expert Tactician feat. 10 of the Player's Handbook.
Tactician feat from Sword and Fisr and
the Quicker Than the Eye feat from The virtuoso prestige class from Song When a virtuoso at ist level gets the
Song and Silence. If I'm in melee with and Silence has an ability called sustain- bardic music ability, does she also get
an opponent and use a move-equivalent ing song. The description for this ability one additional use of this ability per
action to Bluff my foe and get him to mentions something called a stabilization level like the bard? If fhe virtuoso also
look away, can I do the extra attack check. What is a stabilization check? has bard levels, can the character use
from the Expert Tactician feat? If I do Also, sustaining song lasts for 5 min- her daily virtuoso allotment of bardic
that, can I then use my remaining partial utes, or until the virtuoso stops per- music for bard music abilities? Can she
action to run away? What happens if I forming. What does that mean? use her daily bard allotment of bardic
use my partial action to bluff again? fhe phrase "stabilization check" refers music for bard levels, and can she use
Can I then make a second free attack? to rhe 10% chance a dying character her daily virtuoso allotment of bardic
An opponent who fails to spot your has to become stable each round (see music for virtuoso music abilities?
bluff when you use Quicker Than the Dying in Chapter 8 of the Player's Yes to all. Uses of bardic music from
Eye does not see the partial action you Handbook). While a sustaining song is in the virtuoso and bard classes are com-
take after the bluff, so your opponent is effect, a dying character does not check pletely interchangeable. Add up the daily
denied his Dexterity bonus against your to become stable each round and does uses of bardic music for each class. The
melee attacks. If you also have the not automatically lose any hit points for character can expend these on any
Expert Tactician feat, you can make, an not becoming stable. bardic music ability her bard or virtuoso
immediate free attack against a foe who A sustaining song lasts for a maxi- classes make available to her.
failed his Spot check against your bluff. mum of 5 minutes, or until the virtuoso
Once you do so, that opponent is stops the sustaining song effect, A wall of force is transparent. Does that
observing you again, and that opponent whichever comes first. mean you can cast spells on the other
will observe you if you try to run away side of it? I know if the spell actually
after the free attack. Because the attack The virtuoso prestige class also has an travels from the caster to the target
you make by virtue of your Expert ability called calumny, which is a super- that it will be blocked, but what about
Tactician feat is a free action, you could natural, mind-affecting, language- situations where you designate the
originating point, such as flame strike?
Common sense suggests that it would
*/?AjV PE/TYTHAT57UW
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All trademarks are property of Wizards of the Coast, Inc. O2002 Wizards,
WIZARDS' WORKSHOP
you can still cast an area or effect spell Does an antimagic field suppress a field, and the field would reach beyond
through the blockage. spell effect at the point of origin or rhe the door according to the normal rules
A wall of force blocks line of effect, area of effect? For instance, if I cast for line of effect. Likewise, if the door
just like any other solid barrier. As noted silence on myself and then cast was not a physical barrier at all, but a
above, you need line of effect between antimagic field (assuming I have the magical effect itself (perhaps a figment
you and the point of origin for your Silent Spell feat) would the entire such as minor image), the field would
spell (or to your spell's target, or to the silence spell be suppressed (because suppress the magic and the "door"
space in which you create an effect with it's centered on me), or just the lo-foot would disappear.
a spell), see Line of Effect in Chapter 10 radius surrounding me, leaving a 5- Most magical traps are also rendered
of the Player's Handbook. foot ring of silence around the outside inert by an antimagic field.
If the line of effect from the example of the antimagic field?
flame strike spell passes through a wall It depends on the spell. Silence is an What happens when a prismatic wall,
of force, the spell is blocked. The blocked emanation, so the whole effect is sup- prismatic sphere, or wall of force is cast
spell fails and is wasted. The spellcaster pressed if the point from which the so that it intersects an antimagic field?
knows the spell failed but does not nec- effect emanates is inside the field. With Does the intersection count as the space
essarily know why. A successful an area spell, only the part of the area being occupied, as noted in the descrip-
Spellcraft check (DC 15) reveals that line that is within the field is suppressed. tions for these spells?
of effect was somehow blocked. Note that the field blocks line of effect, Yes. These are cases in which the
so an area cannot extend through the pre-existing spell has squatter's rights
Does antimagic field actually prevent field. For example, if you brought the over the space. An antimagic field
the casting of a spell from within the field into a fog cloud effect, only the blocks line of effect for any spell area
field? That is, does the spell automati- portion of the fog c/ourfthat lies within or spell effect that extends into it. It
cally fail, and is it wasted? the antimagic field would be suppressed. you try to cast any wall effects into or
No. An antimagic field suppresses On the other hand, if you cast antimagic through a space containing an
magic used within, brought into, or cast field m a corridor 10 feet wide, the fog antimagic field, the effect is disrupted
into its area, but is does not dispel it (see cloud effect could not spread past the just as it would be if cast into a space
the second paragraph of the spell antimagic field Note that a spread effect containing an object or creature.
description). will flow around an antimagic field \\ it All three of the effects you mention,
has space to do so, just as it would however, are impervious to antimagic
spread around any other barrier. Held. If one of these effects is already in
place, the antimagic field stops where it
(j)uest for Does antimagic field suppress effects meets them, just as it stops where it
such as doors sealed with arcane lock, meets a solid barrier.
-Print Games magic traps, magic secret doors, and so
on? The arcane lock spell specifically The Monster Manual says that undead
Here states that only destroying the door, ignore mind-influencing effects and
knock, or dispel magic can get through even lists the following types: charms,
a door sealed with arcane lock. compulsions, phantasms, patterns, and
Antimagic field is an emanation. As morale effects. The only two of the
such, it does not extend through or into above mentioned that are illusions are
solid barriers, such as closed doors. In phantasms and patterns. There is no
your example, the field stops at the mention of the other three types of
door with the arcane lock. Because the illusions; figments, glamers, and shad-
field touches the door, the arcane lock ows. Under the descriptions of these
effect on the door is suppressed (if a three it says they fool the senses, not
creature or object touches the field it is the mind directly. However, the invisi-
Product
Bethesda Softworks
illusions? If undead are affected by tures had the ability to see life, the Morrowind
illusions such as the arcane version of undead type description would say so.
invisibility, are they also affected by Do noT assume a creature has a spe- Crystal Caste
normal and magical darkness? cial immunity unless its description or its Crystal Caste Dice
Undead have no immunity to figments type descripTion says so specifically. Custom Direct
and glamers or to illusions in general; if In any case, undead, thanks To their Styles Checks
they did, that information would be darkvision, remain unaffected by normal
included in the undead type description. darkness. Magical darkness defeats Dwarven Forge
It's a fairly common error to assume darkvision, so undead cannot see Mister Maze
that the existence of a specialty spell through it.
Games Workshop
such as invisibility to undead means That Finally, while The opening lines of the
Skirmish
undead aren't affected by other forms deathwatch spell descripTion make men-
of invisibility. But it's an error neverthe- tion of the power of undeath, that is a Green Ronin
less. Invisibility to undead is an abjura- reference to the school of Green Konin
tion not because undead have any Necromancy, noT the undead creature
special immunity to invisibility or other type. As it happens, deathwatch can Infogrames
glamers, but because the game's design- reveal illusions, at leasT indirectly. If a Icewind Dale
ers looked at the rules for specialist wiz- creature is actually a figment, death-
Kenzer Dt Co.
ards and concluded that more watch reveals that it is neither alive nor
Spellslinger's Guide
Necromancy specialists would have dead. Note that creatures created with
K.il.nn.ir Atlas
access To Abjuration spells than To shadow spells fool the deathwatch spell.
Illusion spells. Note that if a Type of A shadow ore, for example shows up Microsoft
creature is immune To a particular kind as a living creature, and a shadow
of effect, any similar effect that actu- zombie shows up as undead.
ally works on that kind of creature will Midway ' Horizon
be named so as To minimize confusion. As a DM, I have ruled that spells with Legion ..................... ,
For example, the halt undead spel the range of "touch" are the only spells
could be called hold undead (and it was that allow you to use the holding the Minion
called hold undead in older versions of charge rule from Chapter 10 of the RPGShop ................... 117
The game). However, hold effects are Player's Handbook, My players argued Mongoose Publishing
compulsions, and undead are immune that any spell that uses a ranged touch
Battle Magic. . . . . ............ 107
to those, so hold undead was renamed attack, such as disintegrate, also quali-
Slayer's Guide to Dragons ...... 123
halt undead. fied. Which is correct?
The undead type description says Look at the spell's range entry. If it Palladium Books
undead have darkvision. It's true that the doesn't say "touch," you can't hold the After The Bomb ..............
Monster Manual doesn't say anything charge. Disintegrate is a medium range Rifts ...................... 113
about the general visual capabilities of spell (100 ft + 10 ft. per caster level), not
undead creatures, but you also won't a touch range spell. Because disintegrate Reaper Miniatures
find anything like ThaT abouT The other is a ray, you do indeed make a ranged Miniatures ..................
types of creatures, either. The fact is, touch attack when using the spell, but Science Fiction Book Club
undead have normal vision as well as that's not the same as a range of touch. Star Wars Movie Theme ......... 3.,
darkvision. Do not assume a creature
lacks one of the four basic senses (sight, Is an armor-clad character who is able Steve Jackson Games
hearing, smell, and touch) unless iTs to use arcane scrolls subject to the spell Laws of Gamemastering .......... 23
description or the descripTion of its type failure chance from armor when using
says so specifically. For example, oozes an arcane scroll? What about other Take z/Talonsoft
are blind. Note that taste is not a default magic items? Age of Wonders II ............ i"
sense, but you can assume That any liv- Arcane spel! failure doesn't apply
Ubi Soft
ing creature has a sense of Taste and when you're activating a magic iTem, not
Warlords........................,
that unliving creatures do not. even a scroll. O
Do not assume a creature has a spe- Wizards of the Coast
cial sense unless iTs description or its Dragons of a Vanished Moon ..... 11
type description says so specifically. For Gen Con ........................ 119
example, undead have darkvision, and Star Wars Revised Rulebook . . back
oozes have blindsight. If undead crea-
White Wolf
Dark Ages Vampire ........... t,
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