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100% found this document useful (4 votes)
1K views69 pages

Dragon Magazine #333

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ONOR-IL
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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—LOST RE L I C S O F T H E —
FORGOTTEN REALMS
DRAGON 333 JULY 2005
DEMONOMICON: FRAZ-URB’LUU · RELICS OF THE REALMS · NOBLE PCs · SCARY SPELLS · ECOLOGY OF THE BEHIR

!
ISSUE 333 · JULY 2005

G E
RA TRED!
HA !
C E I T
DE he Tortured’Mluiund
T az-Urb
of Fr

IT’S GOOD TO BE
THE KING
KEITH BAKER
ON NOBLE PCs

ECOLOGY OF THE

BEHIR
U.S. $6.99
PAIZO.COM/DRAGON

CAN $9.99
ISSUE 333 JULY 2005

VOL. XXX NUMBER 2

CONTENTS
Publisher: Keith Strohm
Editor-in-Chief: Erik Mona
Senior Art Director: Sean Glenn
Associate Editor: Jason Bulmahn
Assistant Editors: Mike McArtor and F. Wesley Schneider
Graphic Designer: Sarah Robinson
Advertising Director: Joshua J. Frost
Director of Operations: Jeff Alvarez
Prepress Manager: Kelly O’Brien
Circulation Manager: Pierce Watters
For Wizards of the Coast: Rich Redman and Ed Stark
CONTRIBUTING ARTISTS
Peter Bergting, Eric Deschamps, Steve Ellis, Andrew Hou,
Kyle Hunter, Niklas Jansson, John Kovalic, Jeff Laubenstein,
Tony Moseley, Wayne Reynolds, Marc Sasso, Jonathan
Wayshak, Christopher West, Aaron Williams
CONTRIBUTING AUTHORS
Shelly Baur, Jason Bulmahn, William L. Christensen, Joshua Cole,
Andy Collins, Brian Cortijo, Dale Donovan, Richard Farrese, Mike
Fehlauer, Mike L. Fiegel, Tim Hitchcock, John E. Ling, Jr., James
Lowder, Hal Maclean, Greg Marks, Mike McArtor, Mike Mearls,
Richard Pocklington, Amber E. Scott, Mat Smith, James Sutter,
George Swan, Tracy Taylor
FEATURES 24
PAIZO PUBLISHING, LLC
2700 Richards Road, Suite 201, Bellevue, WA 98005-4200 24 DEMONOMICON:
Chief Executive Officer Chief Operating Officer FRAZ-URB’LUU
Lisa Stevens Keith Strohm by James Jacobs
Technical Director Director of Operations
Vic Wertz Jeff Alvarez The Prince of Deception and
Corporate Accountant
Dave Erickson Lord of Zoragmelok seeks to kill
Dragon® (USPS 318-790) is published monthly by Paizo all humans—starting with you!
Publishing, LLC, 2700 Richards Road, Suite 201 Bellevue, WA
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Periodicals Postage Paid at Bellevue, WA, and at additional 40 NOBLE BORN
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No part of this magazine may be reproduced (except for review
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Material published herein does not necessarily reflect the
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product names are trademarks owned by the companies that
born into nobility or royalty. 40
publish those products. Use of the name of any product without
mention of trademark status should not be construed as a
challenge to such status. Trademarks related to the Dungeons 48 RELICS OF THE REALMS
& Dragons brand, including Dragon, Dungeon, and D&D are by George Swan
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Printed in the U.S.A.

4 DRAGON 333 July 2005


TABLE TALK ON THE COVER
Like Erac’s Cousin and Ayelerach,
8 FROM THE EDITOR Andrew Hou unleashes Fraz-Urb’luu!
Erik remembers the Forgotten
Realms.

12 SCALE MAIL
The Koga speaks.

18 FIRST WATCH
Previews, news, and gear for gamers.

FAMILIARS
62 WORMFOOD
As the Age of Worms begins, Craft your
characters’ first home.

66 BAZAAR OF THE BIZARRE


Discover the magical ingenuity of gnomes.

70 SPELLCRAFT
Master your opponents’ worst fears.

74 NOVEL APPROACH
Ply the seas in the living ships of the
Farseer Trilogy.

78 GAMER GUIDE
80 SAGE ADVICE
The Sage answers your rules questions.

84 CLASS ACTS
Options and insights for your favorite classes.

104 COMICS 56

July 2005 DRAGON 333 5


FROM THE EDITOR

THE
REMEMBERED
REALMS
Y
eah, yeah, yeah, Mona. We know you like Greyhawk, So the Realms are coming back to Dragon, in a big way.
and I guess that new Eberron setting is pretty cool, but It all starts with “The Relics of Faerûn,” on page 48 of this
whatever happened to the Forgotten Realms? issue. Next issue, Ed Greenwood himself drops by with
That’s been the gist of a lot of letters we’ve received since an expansive treatment of Crimmor, a bustling city in
I took the helm of this venerable magazine. Almost every- the merchant kingdom of Amn. Crimmor kicks off a new
one appreciates a good “generic” article, but fans of the series by Ed we’re currently calling “Cities of the Realms.”
official campaign settings are always clamoring for more The manuscripts are already pouring in, and I think every-
coverage of their favorite world. one will find a lot to like in these articles, whether or not
Over the course of its history, Dragon has had an inter- you’re an avid fan of the Forgotten Realms.
esting relationship with the official D&D settings. Some Issue #335 celebrates Waterdeep, the central city of the
editors have shied away from them, reasoning that core Forgotten Realms, with an overview of the city’s role
D&D articles are more likely to speak to the widest pos- in Realms history by Eric L. Boyd and two articles by fan
sible group of readers. Others have embraced the campaign favorite Realms novelist Elaine Cunningham (including a
settings, publishing previews and interviews with their never-before-published short story featuring the popular
creators to present never-before-revealed anecdotes and Elaith Craulnober).
development notes. Fans of the City of Splendors will want to check out
Campaign settings have come and gone as the Dun- Dungeon, our sister magazine, which kicks off the new Age
geons & Dragons game has morphed from edition to of Worms Adventure Path this month (with Realms conver-
edition, but the letters keep coming. Dragon readers have sions by Eric L. Boyd) and will publish a three-adventure
long memories, and their appetite for exciting new mate- “Vampires of Waterdeep” Campaign Arc (also by Boyd)
rial on strange worlds is impossible to sate. starting in next month’s issue.
Obscure, no-longer-supported campaign settings finally What comes next in Dragon? Doppelganger cults
have a home with our now-annual Campaign Classics of the City of Splendors, a look at Impiltur, and much,
theme. But as a fully supported campaign setting, the For- much more. I’ve got my sights set beyond the borders of
gotten Realms is somewhat different. The setting cur- the well established setting, too, so we’ll see if we can’t
rently receives a fantastic level of support from Wizards of blaze some new ground of our own. I’m tremendously
the Coast, with a full novel line and a series of impressive excited about what’s in store, and I can assure all of our
hardcover sourcebooks written by true fans of the setting. Forgotten Realms readers out there that great things
In many ways, there’s never been a better time to be a fan of are on the horizon.
the Forgotten Realms. Yeah, yeah, yeah, Mona. We know you like the Forgot-
Except if you’re looking for good Realms content in ten Realms, but what about Eberron and Greyhawk?
Dragon, that is. There just hasn’t been much of it around Trust me, my friends. We’re just getting started.
these parts lately, and a lot of readers have written in saying
they think that’s a shame.
And you know what? I agree with them. The Realms first
met the world in the pages of this magazine, as the back-
ground setting for countless articles by Ed Greenwood.
When TSR needed a new full-service campaign setting in the
late 1980s, Ed’s world was a natural choice because so many
D&D readers were already familiar with it thanks to his arti-
cles in Dragon. That Ed also had truckloads of unpublished Erik Mona
material for the world certainly didn’t hurt, either. Editor-in-Chief

8 DRAGON 333 July 2005


SCALE MAIL

BLAST FROM THE PAST

LETTERS
WG4: THE FORGOTTEN
TEMPLE OF THARIZDUN

In 1982 TSR
released The
Forgotten Tem-
ple of Thariz-
Tell us what you think of this issue. Send an email to [email protected]. dun, 23rd on
Please include your name, city, and state. Dungeon’s
list of greatest
adventures
A MESSAGE FROM THE KOGA If you’d like a nice holiday in France, (see Dungeon #116) and a follow-up
The Koga loves every issue of Dragon try Tarrascon (mentioned in the article to the popular S4: The Lost Caverns of
magazine. Each one gives The Koga “The Petit Tarrasque and Other Mon- Tsojcanth (see page 59).
new insight and interesting concepts sters”), just 23 kilometers south of Tharizdun, a forgotten deity with
he has never been exposed to before. Avignon. Visit St. Martha’s Collegiate mysterious ties to the number 333,
Your pole arm section [“The Point of Church and its crypt that dates from fell to his enemies and disappeared
Pole Arms,” #331] gave The Koga a great the 3rd century ad. The castle was from the multiverse. For an entire
idea for a “dragoon” character, the trea- begun by Louis II of Anjou in 1401 and age the temple lay forgotten.
suring strategies showed The Koga that completed by his second son, René I of When the PCs discovered it,
governments and bandits should play Naples, in 1449. But be there on the last norkers, gnolls, ogres, and giants
a bigger role in keeping the party from Sunday in June when they have a cel- had taken up residence within.
being rich snobs, and as always The ebration of the Tarrasque. The town’s Fighting their way down to the
Koga’s favorite section, Class Acts, was coat-of-arms even features the mon- main floor, the characters con-
a blast. The Koga does have a question ster! According to the article at Wikipe- fronted the chapel—a collection of
about that. Could you base an issue dia (wikipedia.com), the monster was a rooms, areas, and hallways mani-
around lawful characters? Perhaps “...sort of dragon with six short legs like festing evil and insanity brought
make like an alternate for many of the a bear’s, an ox-like body covered with a forth by the merest touch of the
chaos classes, barbarians into Vikings, turtle shell, and a scaly tail that ended walls. Below the temple spread the
rogues into vigilantes, bards into poli- in a scorpion’s sting. It had a lion’s dungeon, wherein lay madness.
ticians, and druids into green-men. head, horse’s ears, and the face of a bit- The party first tasted Tharizdun’s
But besides the hoping of seeing ter old man.” Details might differ, but lost power at the base of the
that there’s really nothing you haven’t it was certainly hideous. (Lose d10/d100 descending stairs. A purple column
done that HASN’T pleased The Koga. SAN to see a Tarrasque?) housing four idols of different
Keep up the good work. The “Mesopotamian Mythos” article colors rose in the center of the
The Koga: The Ninja Trick was excellent. A nice update of the first chamber. Interacting with
Via Email first edition Deities & Demigods. There the speaking column in any way
is one piece of music that I know of unleashed a complicated and pow-
We currently have no plans to base an (although there must be others) that is erful programmed illusion.
issue around lawful characters, but we based on the story of Gilgamesh. The Deep below the temple, in an
promise to let The Koga know the minute Epic of Gilgamesh, by Bohuslav Martinu area of unbelievable cold and dark-
we change our minds. All hail The Koga. (1890–1959) is a stunning oratorio. I ness known only as the Black Cyst,
have two recordings in my library. intrepid adventurers at last encoun-
FURTHER INFORMATION The first is part of Naxos’s Marco Polo tered the needle-stone block the
Well, another good issue [#329]. series with the Slovak Philharmonic ancients regarded as the entrapped
However, the Beowulf article was Choir and Orchestra. The other was form of Tharizdun. Beyond the
a bit dodgy because, well, it’s been a freebie with BBC Music Magazine imprisoned god’s earthly form, in a
done before and to death. The Class (Vol. IV, No. 11). That recording fea- hidden room found only by the call
Act, “Swarm Familiars” sounds like tures the BBC Symphony Orchestra of the Iron Horn of Tharizdun, a
Granny Weatherwax riding the mind and Chorus. It has the narration in chest (with fi�y poison-needle traps
of a bee swarm. An option for a villain, English (Jack Shepherd). If you’re on it!) contained the legendary 333
perhaps, but not really for PCs. I guess very, very lucky, you may be able to get gems of Tharizdun.
there are plenty who disagree, though. a copy of the back issue. I think it’s

10 DRAGON 333 July 2005


SCALE MAIL

unlikely to pop up on eBay, but you I will always remember this team and IN RESPONSE TO WHOA
never know! Good luck. Erik Mona when the next one comes In response to the letter “Whoa,” in
In any case, it’s one of my favorite along. Just a little more involvement Dragon #331. To be honest, I don’t
pieces of music and it’s only been for my beloved Forgotten Realms know where to start. I am a “chick
pure chance that I haven’t used either would make me perfectly content. gamer.” I am good at my game and I
the Babylonian or Sumerian gods in And, it’s really amazing how much have been playing since I was knee-
my campaigns. (Go Tiamat!) you guys can make people feel as if high to a grasshopper. What I have
Ron Newsome they really belong to something, and seen in this time is that many girls
Healesville, Australia that their every word counts. And come to check out D&D and then
that’s that. leave in a cloud of dust when they
TRULY FORGOTTEN REALMS Konrad Hellwig get hit with a wall of “come here baby
Allow me to start out by saying, like so Via Email and let me show you my +10 holy
many others, what a fantastic job you avenger” (which in fact is only +2 and
guys are doing. I’m not a subscriber, but BEST EVER? don’t call me baby) or the other side
I do my best to buy both Dragon and I just want to compliment you guys on of the ugly male D&D player “if it
Dungeon every month, even though it the best D&D magazine, supplement, breathes... kill it.”
can be difficult in a small town with a and so on I have read ever. In the lat- There would be truckloads of girls
small-town mentality. I’ve only been an est issue [#331] you mentioned argu- playing if they weren’t objectified the
avid player for a couple years or so, but ments over the bec de corbin, lucern minute they picked up a die. Cool,
I was certainly around for some of the hammer, and so on. I remember hav- have a model walking around Gen
recent big changes. And, I must say, I ing those arguments with my friends Con in a chainmail bikini. Just don’t
truly disliked most of them at first, but when we first started playing, but not expect me to go and play a game ses-
a�er a few issues I began to realize that just those weapons but also things like sion at a convention that tells me
I was just being a nimrod, a revelation a longsword versus a broadsword or a I have to be Red Sonja and finds it
that I think most of us experienced at warhammer versus a battleaxe. hard to cope when I’m not or just
one point or another. It just shows you no matter how plain don’t want to be.
Now, are you ready for the com- much D&D changes it will always I work in the industry, and have
plaint? Heh, yeah, you know you saw remain the same, which is rather cool. done for years. I have seen the die-
it comin’. I realize that every campaign Anyway keep on rockin’ the D&D hard girls hang in there by the skin
setting—Eberron, Greyhawk, For- world and try to get more Forgotten of their teeth to push through the
gotten Realms—is getting its own Realms items in if possible. barriers to earn the respect of their
spotlight here and there, but it feels as Chris fellow players. But guys, it shouldn’t
if it’s in that order, and I can’t help but Via Email be that hard... you need to be a bit
wince when reading Scale Mail and more open to things like “story”
I see someone say “How about some Check out this issue’s editorial for more on and “characters” and god forbid...
more Eberron/Greyhawk material!”. upcoming Forgotten Realms articles, Chris! “plot” if you want girls to play. But
I absolutely loved the Far Realm article We’re really excited about what’s in store, isn’t this something that we all
back in issue #330 by Bruce Cordell, including a new column by Ed Green- should be striving for in our games?
but, besides that, I can’t name any off of wood, an article from Elaine Cunningham Endless fights with no real purpose
the top of my head, which worries me. on Waterdeep’s bard college, and more. is pointless.
Now, I completely love FR to death. You’ll also want to check out Dungeon Joanne Ellem
I don’t think I could ever even con- #126–128 for a three-part Waterdeep Cam- Via Email
sider switching over to any other paign Arc by Eric L. Boyd.
campaign setting. The abundance of Women make up 5% of the readership of
books out for Forgotten Realms PAGE TURNING CHECK FAILED this magazine, and a slightly larger per-
really helps, but I only have the money I just finished reading issue #331, and centage of all D&D gamers. I’m person-
to order books four months out of I noticed a small picture in the center ally fascinated by that statistic (women,
the year due to a seasonal occupation. column at the bottom of page 12. The in general, seem just as interested in
Therefore, there’s hardly any new name of the starfishlike weapon is the fantasy fiction as most guys I know). I’d
material for me, and, the books aside, Glaive, from the movie Krull. love to hear from more female readers
the magazine articles about the differ- Allan Weilbacker about why the scales are so out of bal-
ent settings are much easier to pick Via Email ance in favor of the boys, and what can
apart for the juiciest bits, I find. be done to bring more ladies into the fold.
Finally, in order to shut myself up, Right you are, Allan! Did the hint at the Because, as you well know, I’m all about
a closing note: fantastic job, you guys. bottom of #331’s page 14 help? the ladies.—Erik Mona

12 DRAGON 333 July 2005


o m p a s s io n a nd trust;
he winter, c d your lust;
He comes in t spring with your love aimn you must;
He dances inthe summer and serve h from dust.
He calls in in autumn; you save him , your child
He withers , your mother, your lover guiled.
Your father daughter, his minion be and your soul,
His son, his at you’ve offered your lifeyou whole.
And now th ou to ruin and swallow Urb’luu’s cult
He’ll drag y song, warning of Fraz-
—Old gypsy

24 DRAGON 333 July 2005


by James Jacobs • illustrated by Andrew Hou • cartography byChris West

Demonomicon
of Iggwilv:

Fraz-Urb’luu
Prince of Deception
F
or countless eons, Fraz-Urb’luu, Prince of Deception, Zagig had no problem using his magic to imprison the Prince
reigned supreme as the lord of the Abyssal realm of Hol- of Deception in a massive stone bas-relief deep within the
low’s Heart. The Demonomicon of the witch queen Iggwilv dungeons below Castle Greyhawk. For more than 200 years
records him as one of the primal lords of the Abyss, one of the Fraz-Urb’luu remained imprisoned there. His only enter-
first demons to rise to dominance. This claim might or might tainment were the few thieves, intruders, and explorers who
not be true, but images of this demon prince have been found stumbled into his presence, for Zagig had given him leave to
in ruins so ancient that no books remain that speak of their riddle and torment those unfotunate enough to encounter
builders. His sect is one of the oldest known demon cults. He him. Yet the dungeons beneath Castle Greyhawk are vast,
has never been the most powerful of the lords of the Abyss, yet and as the years wore on, Fraz-Urb’luu’s “visitors” came less
he has weathered the rise and fall of countless enemies and frequently. Eventually, he was le� alone with nothing but his
allies. Through it all, Fraz-Urb’luu remains a terrible constant anger. For hundreds of years his rage grew until a fateful day
amid the writhing change of Abyssal nobility. not long ago, when two adventurers came upon a curious bas-
Yet even eternity can be finite. When an upstart human relief deep underground and unwittingly followed its advice.
mage named Zagig Yragerne dared summon him to the
Material Plane, Fraz-Urb’luu viewed it as little more than Fraz-Urb'luu, Prince of Deception
an opportunity to spend a few weeks in the mortal realm, Huge Outsider (Chaotic, Evil, Tanar’ri)
savaging and ruining a few unexpecting nations. Yet when Hit Dice: 34d8+476 (629 hp)
the demon prince manifested in Zagig’s great summoning Initiative: +9
chamber, the wizard confronted the demon with a power- Speed: 30 �. (6 squares), fly 50 �. (average)
ful artifact known as the Ichor Lance in an attempt to carve Armor Class: 41 (–2 size, +5 Dex, +23 natural, +5 insight),
away a portion of his fiendish essence. When Zagig tried to touch 18, flat-footed 36
use the artifact on him, Fraz-Urb’luu took it in his hands Base Attack/Grapple: +34/+56
and disjoined the artifact’s power. Attack: Slam +36 melee (1d8+29)*
Yet something went wrong. As the artifact’s magic was torn Full Attack: 2 slams +36 melee (1d8+29)* and bite +34 melee
away and ruined, Fraz-Urb’luu felt the same force rebounding (2d6+22)* and tail +34 melee (2d8+22)*
into his own being. In an instant, his powers were stripped Space/Reach: 15 �./15 �.
from him, and Zagig’s true purpose became clear. The Ichor Special Attacks: Constrict 2d8+14, deception, disjunctive
Lance was simply bait, and now that Fraz-Urb’luu had taken it, touch, improved grab, spell-like abilities, summon tanar’ri

July 2005 DRAGON 333 25


JAMES JACOBS DEMONOMICON OF IGGWILV: FRAZ-URB’LUU

Special Qualities: Damage reduction to well above its pointed, ridged peak. This his foes while he moves into melee
20/epic, darkvision 120 �., immune to eyes are relatively small but burn with cold reach. Once in melee, he assumes his
electricity, immune to mind-affecting blue light. Yet the most terrible aspect of his true form and attacks, favoring human
effects, immune to poison, inscru- visage is his mouth, which is overly large targets over all others. If he’s able to
table, item master, low-light vision, and filled with huge fangs. grab a foe with his tail, he takes a –20
outsider traits, resistance to acid 10, penalty on further grapple checks with
cold 10, and fire 10, see invisibility, Great Fraz-Urb’luu has only recently his tail so he can use his other weapons
spell resistance 36, telepathy 200 �. returned to dominance over his realm against other foes. Fraz-Urb’luu almost
Saves: Fort +33, Ref +24, Will +24 in the Abyss, having spent centuries always fights with a 15-point Power
Abilities: Str 39, Dex 20, Con 39, Int 24, imprisoned on the Material Plane. He Attack (his stats above reflect this tactic);
Wis 21, Cha 27 lost a notorious weapon and magic he lowers his Power Attack only if he
Skills: Bluff +45, Concentration +51, item during this time, and has devel- seems to miss his foes with at least two
Diplomacy +49, Disguise +47 (+49 acting), oped a tremendous hatred of the attacks a round. He also casts greater
Intimidate +47, Knowledge (arcana) +44, Material Plane and its inhabitants as a magic fang on all his natural attacks
Knowledge (geography) +44, Knowledge result. Humans, in particular, are his daily, and thus generally gains a +5
(history) +44, Knowledge (the planes) most hated foes, for it was a human enhancement bonus on his attack and
+44, Listen +42, Search +44, Sense Motive who imprisoned him against his will. damage rolls (these bonuses have also
+42, Spellcra� +46, Spot +42, Use Magic For now, Fraz-Urb’luu strives to regain been incorporated into his stats above).
Device +45 (+47 scrolls) control of Hollow’s Heart (the 176th Constrict (Ex): Fraz-Urb’luu deals
Feats: Augment Summoning, Awe- layer of the Abyss), but soon plans to automatic tail damage with a success-
some Blow, Cra� Staff, Dark Speech**, launch a series of attacks against the ful grapple check.
Deceitful, Improved Bull Rush, Material Plane, his ultimate goal being Deception (Sp): Perhaps Fraz-Urb’luu’s
Improved Initiative, Improved Sunder, its utter ruin. most notorious ability is his knack for
Multiattack, Power Attack, Quicken The demon’s traditional symbol is deceiving other powerful demons into
Spell-like Ability (greater dispel magic), the Staff of Fraz-Urb’luu, a jeweled scep- believing they have been summoned by a
Spell Focus (conjuration) ter of adamantine cast at the end to foolish mortal. He can attempt to deceive
Environment: The Abyss resemble a tangle of five bestial arms another demon in this manner once per
Organization: Solitary, or Fraz-Urb’luu that splay outward to grip a horned day as a free action. He can summon
plus 2d4 skurchurs, 1d6 succubi, and 1 and fanged humanoid skull. However, an advanced unique demon with class
Hollow Rajah rakshasa since his escape from the Material levels in this manner (such as Unhath,
Challenge Rating: 28 Plane and return to the Abyss, he has a marilith sorcerer who serves as one of
Treasure: Quadruple standard largely abandoned this symbol, and Graz’zt’s idle consorts), or he can sum-
Alignment: Chaotic evil today it is akin to his realm on the mon one of the lords or princes of the
Advancement: — Abyss—mutable, ever-changing, yet Abyss itself, like Demogorgon, Pazuzu,
*Includes adjustments for 15-point always terrible to behold. The one Zuggtmoy, or Malcanthet. The demon
Power Attack. common feature that runs throughout can resist the summons with a successful
**Dark Speech is a feat from the his various symbols is that of a partially DC 28 Will save. Since this ability is a free
Book of Vile Darkness; if you don’t have devoured human skull in which the action, Fraz-Urb’luu o�en uses teleport to
access to this book, replace this feat eyes remain, yet have been rotated in retreat elsewhere just before the deceived
with Cleave. their sockets so as to gaze upon the demon appears. Demons deceived in
ruined interior. this manner quickly realize what has
This hulking menace stands just over happened, but nevertheless o�en fly into
eighteen feet in height, despite his hunched Combat a fury and attack anything in sight with a
posture. His muscular, gorillalike body is Traditionally, Fraz-Urb’luu preferred terrible rage.
covered with short, coarse hair of a pale to deal with enemies through decep- Although not beyond his abil-
blue hue. His feet are broad and splayed, tion and guile. Today, the Prince of ity, Fraz-Urb’luu generally avoids
and his hands are large but the fingers Deception is just as likely to crush, deceiving demons with a CR of
relatively stubby and tipped with long jag- maim, and grind his foes to paste with more than four higher than his
ged talons. Two vast black batlike wings his formidable weaponry. own, since he doesn’t enjoy inviting
protrude from his back, and his tail is long When combat seems likely, Fraz- the wrath of such powerful fiends.
and hairless, with a gray base fading to a Urb’luu typically tries to use his trans- Note that since deception summons
razor-sharp blue tip. His head is bald and formation and illusion powers to demons rather than calling them, they
gray-skinned, save for tu�s of ragged hair close the ground between himself cannot perform summoning effects of
hanging from his jowls. Large and ragged and his enemy. O�en, he’ll summon their own. Likewise, they are not actually
ears protrude from the centre of his skull demons or other monsters to distract slain if defeated in combat; rather, they

26 DRAGON 333 July 2005


Fraz-Urb’luu’s Staff (Major Artifact) touched must then make a DC 35
Once Fraz-Urb’luu’s coveted the weapon. Unfortunately, the Will save or all active spell effects or
sign of power, this potent and parts retain their magic, and the ongoing effects of supernatural
notorious staff allowed the if brought together on Fraz- abilities are immediately disjoined.
demon lord to bend incred- Urb’luu’s abyssal lair they’ll This includes permanent effects like
ibly huge armies of demons instantly reform into the bestow curse that cannot normally be
and other creatures to his mighty artifact. dispelled by dispel magic, but does not
will. He used the staff to While held, Fraz- include instantaneous effects like
command the allegience of Urb’luu’s Staff automaticaly those created by flesh to stone, feeble-
many powerful and unique extends and enlarges any mind, or insanity.
demons, and no small num- enchantment spell cast If Fraz-Urb’luu wishes to disjoin a
ber of champions of good by the wielder, including magic item, the item must be unat-
found themselves enslaved those cast from staffs and tended or he must first successfully
by its might. This artifact is a wands (including the staff grapple the item’s current possessor. He
jeweled scepter of adamantine itself ). The staff can be then targets one item, which must make
cast at the end to resemble used to cast the following a successful DC 35 Will save (using its
a tangle of five bestial arms spells at will: charm person, own save or its owner’s save, whichever
that splay outward to grip a command, and suggestion. is better). Failure indicates that the item
horned and fanged humanoid Three times a day, the owner is immediately and permanently turned
skull. Thick oily red smoke leaks of the Staff can use it to cast into a nonmagical item.
upward from the skull’s eye sock- charm monster (DC 21), domi- Fraz-Urb’luu has a 20% chance of
ets. The demon lord’s enemies nate person (DC 23), or mind destroying an antimagic field with this
tried many times to capture or fog (DC 23). Once per day, special attack. Even artifacts are sub-
destroy the staff, but until Fraz- the owner can use it to cast ject to his disjunctive touch, although
Urb’luu was imprisoned under mass charm monster (DC 26), there is only a 20% chance of actually
Castle Greyhawk none of these demand (DC 26), or dominate affecting such powerful items. Each
attempts met with success. monster (DC 27). time Fraz-Urb’luu destroys an artifact
Today, even though Fraz- Fraz-Urb-luu’s Staff can he must make a DC 25 Will save or lose
Urb’luu himself is once again also be used as a rod of rul- all spell-like and supernatural special
free, his staff remains missing. ership (see page 236 of the attacks and special qualities for 100
Some rumors hold that Fraz- Dungeon Master’s Guide), years. Although Fraz-Urb’luu normally
Urb’luu’s staff was destroyed by save that only creatures with only fails such a saving throw on a nat-
an alliance of demon lords, while Intelligence scores of 16 or ural 1, he’s still wary of disjoining arti-
others maintain that the staff is higher are entitled to a DC 22 facts—he lost his powers once before
hidden in a vault on the Material Will save to negate the effect. when he destroyed the Ichor Lance.
Plane, said at times to be located The staff can be used for up Improved Grab (Ex): To use this
in a dwarven citadel, below a to three days per week in this ability, Fraz-Urb’luu must hit with
great city’s sewers, or in a remote manner; the duration need not his tail attack. He can then attempt to
wizard’s mountain keep. In a be continuous. start a grapple as a free action without
way, all of these are correct, since If used as a weapon, Fraz- provoking an attack of opportunity. If
the staff was sundered and the Urb’luu’s Staff functions as a +5 he wins the grapple check, he estab-
parts scattered to ensure that adamantine unholy greatclub. lishes a hold and can either constrict
Fraz-Urb’luu could never reclaim CL 20th; Weight 8 lb. or use his disjunctive touch.
Spell-Like Abilities (Sp): At will—
return from whence they came in such spell has a DC of 20 + your relevant astral projection, baleful polymorph (DC
an event. In any case, a deceived demon ability score modifier; in this case, +8 23), blasphemy (DC 25), deeper darkness,
vanishes automatically a�er two minutes. (Fraz-Urb’luu’s Charisma modifier). desecrate, detect good, detect law, detect
Deception is the equivalent of an Disjunctive Touch (Su): As a stan- thoughts (DC 20), greater dispel magic,
epic-level spell. An epic spell has no dard action, Fraz-Urb’luu can absorb, greater magic fang, greater teleport, hypnotic
fixed level. For purposes of Concen- ruin, and negate even the most power- pattern (DC 20), mirage arcana (DC 23),
tration checks, spell resistance, and ful magical effects by touch. misdirection (DC 20), persistent image (DC
other possible situations where spell If Fraz-Urb’luu wishes to disjoin all 23), programmed image (DC 24), summon
level is important, an epic spell is spell effects on a creature or object, monster VII, telekinesis (DC 23), tongues,
treated as if it were a 10th-level spell. he need only to make a successful unhallow, unholy aura (DC 26), unholy
The saving throw against an epic touch attack. The creature or object blight (DC 22), or veil (DC 24);

July 2005 DRAGON 333 27


JAMES JACOBS DEMONOMICON OF IGGWILV: FRAZ-URB’LUU

3/day—quickened greater dispel magic; Aspect of Fraz-Urb’luu CR 10 they brought before him in hopeful
1/day—plane shi� (DC 24), power CE Large outsider (chaotic, evil, extra- attempts to curry his momentary
word blind, prismatic spray (DC 25), planar, tanar’ri) favor, or deceiving rival demon lords
shapechange, summon monster IX, symbol Init +1 and ladies into appearing in his
of death (DC 26), symbol of fear (DC 24), Senses darkvision 60 �., see invisibility, court and taking from them what he
symbol of insanity (DC 26), symbol of Listen +16, Spot +16 desired (usually entertainment in
persuasion (DC 24). Caster level 20th. Languages Common, Abyssal, Dra- the form of their humiliation, but
Summon Tanar’ri (Sp): Once per conic, Giant; telepathy 100 �. sometimes partaking in more glut-
day, Fraz-Urb’luu can automatically AC 24, touch 10, flat-footed 23 tonous or carnal amusements). For
summon 1d4 vrocks or 2d4 skurchurs, hp 115 (10 HD); DR 5/epic a time, Fraz-Urb’luu counted all the
or he has a 75% chance to summon Immune electricity, poison rulers of the Abyss as his enemies,
1d3 nalfeshnees. Resist acid 10, cold 10, fire 10 yet they could never set aside their
Inscrutable (Su): Fraz-Urb’luu is Fort +14, Ref +8, Will +10 personal differences long enough to
immune to most divination spells and Spd 30 ft. (6 squares), fly 30 ft. forge an alliance capable of taking
effects. Attempts to scry upon him are (average) him in his lair.
automatically foiled by a screen effect Atk 2 slams +15 (1d6+6) and So a few of his cannier enemies did
(caster level 20). Fraz-Urb’luu can sup- bite +13 (1d8+3) and the next best thing. Zagig had been
press this defense by concentrating. tail +13 (1d8+3) formulating plans for the imprison-
Item Master (Ex): Although not Space 10 �.; Reach 10 �. ment of Fraz-Urb’luu for some time
an actual spellcaster, Fraz-Urb’luu Base Atk +10; Grp +20 and had engaged the witch queen
can use any staff as if all of the staff’s Atk Options Power Attack, Awesome Iggwilv’s support and advice for the
spells were on his spell list. Spell Blow project. It was through her influence
effects generated from a staff wielded Special Actions improved grab, con- and connections that the demons
by Fraz-Urb’luu manifest at caster strict 1d6+3 came to grant Zagig the Ichor Lance,
level 20 (or the staff’s caster level, Abilities Str 22, Dex 12, Con 24, Int 16, and provided him with crucial hints
whichever is higher). Fraz-Urb’luu can Wis 16, Cha 20 into Fraz-Urb’luu’s probable truename.
also create any staff as though he had Feats Awesome Blow, Improved Bull When the Prince of Deception became
the necessary feats, prerequisite spells, Rush, Multiattack, Power Attack trapped, his enemies descended upon
and other requirements. Skills Bluff +18, Diplomacy +7, Intimi- his realm in terrible endless waves
date +20, Knowledge (arcana) +16, of devastation. Without their master,
Fraz-Urb’luu’s Aspect Knowledge (geography) +16, Knowl- the denizens were unable to rely on
Fraz-Urb’luu is loath to travel edge (history) +16, Knowledge (the the realm’s mutability, and they were
directly to the Material Plane, since planes) +16, Listen +16, Search +16, slaughtered completely. Not long
the memories of his imprisonment Sense Motive +16, Spot +16, Use a�er, the domain itself collapsed.
there are still painful and fresh in Magic Device +18 Mountains withered away, seas filled
his mind. When he requires a direct with gravel, forests burned to the
hand in matters there, he is more Fraz-Urb’luu’s Goals ground, and deserts blew away on the
likely to send his aspect, a physi- Before his imprisonment below netherwind. In the space of only a few
cal embodiment of a small portion Castle Greyhawk, Fraz-Urb’luu was years the realm had been reduced to
of his life force. In most cases, this content to dwell in his personally nothingness. All that remained was an
embodiment is a manifestation of tailored realm. The Prince of Decep- endless white plain of powdery sand
his rage and hatred for humanity. tion had complete control over his under an empty black sky.
Fraz-Urb’luu’s aspect looks identical Abyssal domain, and could reform It was also at this time that Fraz-
to his true form, although its pres- its appearance with but a thought. Urb’luu’s enemies seized control of
ence is much less overwhelming and The ability to cause mountains to his infamous staff. It was with this
it only stands twelve feet tall. Some- sink into oceans, to cause chasms powerful artifact that Fraz-Urb’luu
times, his faithful can use spells like to swallow entire cities, and to call commanded such massive legions of
planar ally or planar binding to call up massive guardians of stone and demonspawn, and through its power
upon his aspect. The stats presented lava made his lair a difficult place that he could control the nature and
here are representative of the least of for his enemies to assault. Fraz- shape of his realm. Each demon lord
Fraz-Urb’luu’s aspects; other, more Urb’luu knew this and, as a result, tried to claim it as his own, and in the
powerful incarnations of his aspects only rarely ventured out of his ensuing battle the staff was torn into
certainly exist. For more general domain. Instead, he was content to five pieces, each of which was cast
information on aspects, consult pages spend his time tormenting his min- throughout the multiverse. Some of
46 and 47 of the Miniatures Handbook. ions and the legions of prisoners these shards have since been recovered

28 DRAGON 333 July 2005


by wizards, cultists, liches, and others the adventurers into performing a has routed and ruined most of these
who covet magic, while others were set of tasks, and with the final quest demonic squatters, and has slowly
captured by agents of law or good and they inadvertently set the Prince of been reshaping things to his liking. Yet
sealed away in vaults or hidden tombs Deception free. A�er a desperate without his staff, the task is arduous
in the far corners of reality. attempt to call upon one of their gods and lengthy. In addition, Fraz-Urb’luu
Fraz-Urb’luu remained imprisoned for aid, Fraz-Urb’luu was delighted must constantly defend his realm
on the Material Plane for well over to learn that most of his powers had from demonic incursion, as the other
two hundred years. Zagig refined returned during his long imprison- demon lords have not forgotten their
his powers over that time, using ment. He took up his “saviors” in his hatred of the Prince of Deception.
similar methods of deific imprison- great arms and returned to his realm So far, none have managed to force
ment to capture and imprison nine on the Abyss—only to find it gone, him from his home, although Graz’zt,
demigods in specially prepared cells along with his coveted staff. With this Demogorgon, and Socothbenoth all
deeper in the dungeons below Castle final insult, something within Fraz- came close before Fraz-Urb’luu man-
Greyhawk. Eventually, Zagig passed Urb’luu changed forever. The terrible aged to repulse their armies from his
from the world, leaving his ruins to rage and hatred he had nursed during realm. The process of rebuilding is, as a
chance and time. Eventually, one of his imprisonment bloomed, inspiring result, slow and painful. Backslides are
the imprisoned demigods (Iuz the him with a rage that now infuses his all too frequent, and with each one he
Old) managed to tear free from his every fiber and thought. is reminded of his imprisonment and
prison. The resulting strain on the Fraz-Urb’luu has spent the bet- the the� and destruction of his staff.
other cells caused a cascade of magical ter part of the past twenty-five years Despite the hardships, he continues
failures, and in that time most of the rebuilding his realm. Known as to make progress. The terrain of his
other imprisoned deities escaped. Yet Hollow’s Heart, this Abyssal layer still realm grows daily, as do the ranks of
Fraz-Urb’luu’s prison remained too consists of vast realms of white sand his subjected demon slaves and thralls.
strong. Only when a pair of adventur- and black sky. Here and there, pockets Once Fraz-Urb’luu has reworked his
ers discovered the bas-relief he had of terrain have appeared where minor realm to his liking and gathered what
been bound inside was the demon unique demons have laid claims and he deems to be an acceptable army,
prince able to capitalize on the weak- learned, on a smaller scale, to mold he’ll be ready to begin his crusade
ened state of his prison. He tricked the terrain to their will. Fraz-Urb’luu against humanity.
JAMES JACOBS DEMONOMICON OF IGGWILV: FRAZ-URB’LUU

Fraz-Urb’luu dreams of a war against leaders of other cells. These groups deity, typically a good-aligned lesser
the Material Plane. Whereas most of focus their efforts on corrupting deity. Using deception, illusions,
the other demon lords see humanity secular establishments like guilds, enchantment, and other forms of
as a fertile field in which to plant seeds governments, and other organizations. trickery, these cultists operate small
of cruelty, hatred, and perversion, to By infiltrating these groups, the cults shrines located in rural areas and
mature into souls ripe for plucking, can leech off the profits generated by outwardly often do a lot of good for
Fraz-Urb’luu sees only an insult to them to aid in funding the more dan- communities that otherwise don’t
his powerful ego. As long as even one gerous cults. have access to powerful healing.
human being lives, he cannot release The greater, more dangerous cults As a general rule, a Cult of Decep-
the powerful rage Zagig gi�ed to him, are known as the Cults of Deception. tion won’t charge money for their
and so Fraz-Urb’luu plans a crusade A Cult of Deception typically con- spellcasting services, since the lesser
of red ruin. In his dreams, he sees sists of a dozen or so members, most cults who siphon money and other
himself leading an army of demons, of which have at least a few levels in resources from the guilds and gov-
undead, and other monstosities against cleric. Clerics of Fraz-Urb’luu have ernments fund them.
the whole of humanity, a war he has access to the domains of Chaos, Evil, Sacrifices to Fraz-Urb’luu from
no intention of ending until all that Trickery, and War. Fraz-Urb’luu’s the Cults of Deception occur only
remains of the Material Plane is dust. favored weapon is the greatclub. If once per year, but the cult typically
you use the Book of Vile Darkness, takes that entire year preparing for
Fraz-Urb’luu’s Cult his clerics also have access to the the sacrifice, since the sacrifice must
The cult of Fraz-Urb’luu can be Demonic domain. be someone who has been deceived
divided into two distinct groups. The In addition to clerical servitors, a into joining the “religion.” The cult-
lesser of these two groups is loosely thrall of Fraz-Urb’luu always leads a ists prefer to use a lawful good victim,
organized into cells. Each of these Cult of Deception. While they wor- gaining the victim’s trust and friend-
cells operates independently, with the ship Fraz-Urb’luu, they mask this ship and support over the year. O�en,
leaders of each in contact with the worship in the guise of another one of the cult members volunteers

30 DRAGON 333 July 2005


to become the sacrifice’s lover. During such victims go to their graves with- prestige class quite easily. Sorcerers
this year, the cult does everything it out realizing they’ve been tricked. and wizards (especially illusionists)
can to ensure that the chosen sacrifice Those sacrificed to Fraz-Urb’luu in also make excellent thralls for the
is comfortable, happy, and ignorant of such a manner do not go on to their Prince of Deception. Certain clerics
any deception. As the time for sacri- normally deserved a�erlives; rather, and favored souls can qualify for the
fice draws near, the cult reveals to the they are consigned to the wretched class as well, if they focus on domains
victim that things are not well. Per- city of Zoragmelok in Hollow’s Heart. that grant additional illusion spells.
haps the high priest has an incurable Fraz-Urb’luu himself accepts the Despite their preferred class, many
disease, the church is running low on sacrifice in the guise of whatever god thralls of Fraz-Urb’luu take a few
funds, or some other rival church is the cult had been falsely worshiping levels of rogue or fighter to augment
about to force them to change loca- and places the character’s spirit in their skills or melee capabilities.
tions or move out of town. Usually, what seems a perfectly idyllic a�er-
these conflicts are completely false, life. However, these rewards are false Class Features
but a clever cult builds on existing and Fraz-Urb’luu takes great delight Weapon and Armor Proficiency:
problems to further cloak the truth in slowly stripping away the disguise Thralls of Fraz-Urb’luu gain pro-
from its victim. The cult reveals to its over the course of many months or ficiency with the greatclub and all
victim that if he does a few important even years. Eventually, the victim real- simple weapons. They do not gain any
tasks for the church, things might just izes the truth—by which point it is proficiency with armor or shields.
be salvageable. Usually, the cult sends too late. Only then does Fraz-Urb’luu Spells per Day/Spells or Invoca-
its sacrifice on two or three relatively pay the victim’s soul a personal visit tions Known: At every level save for
easy missions, each of which (ideally) to explain just what he has done. The 1st, 5th, and 9th, a thrall of Fraz-
seems to be for the greater good on Prince of Deception uses his powers Urb’luu gains new spells per day (and
the surface but underneath accom- of illusion to grant a vision of how spells known, if applicable) as if he
plishes something horrible or evil. the sacrifice’s delusions have harmed had also gained a level in a spellcasting
When the time comes for sacrifice, those he loved in life and allowed evil class to which he belonged before
the cult reveals to the victim that and chaos to spread, and finally, when adding the prestige class level. He
things are more dire than even its the victim has sunk as far as he can does not, however, gain any other
leaders had believed. They’ll paint as into despair, he is consumed by the benefit a character of that class would
bleak a picture as possible for the vic- demon lord. Characters slain in this have gained. If he had more than one
tim, suggesting that it is the displea- manner cannot be brought back to life spellcasting class before becoming a
sure of their deity that has caused this without direct divine intervention. thrall of Fraz-Urb’luu, he must decide
terrible doom. Further, they insinuate to which class to add each level for
that only by sacrificing one of their Thrall of Fraz-Urb’luu the purpose of determining spells
own to their god can things be made Thralls of Fraz-Urb’luu are deceivers per day and spells known. If the char-
right. If one of the cultists has taken and charlatans. They work behind the acter had levels in the warlock class,
the sacrifice as a lover, the cult selects scenes, worming their wiles into the he can instead choose to gain new
this cultist as the sacrifice, hoping that minds of nobles, leaders, and heroes invocations as if he had also gained a
the intended victim offers to take his and manipulating events for the glory level in warlock.
lover’s place. Otherwise, the cult tries of the Prince of Deception. When Deception (Su): At 1st level, a thrall of
other methods to get the victim to exposed, thralls of Fraz-Urb’luu are no Fraz-Urb’luu gains the ability of decep-
offer himself as the sacrifice. O�en, less dangerous, combining powerful tion. He may use this ability once per
the cult infers that a sacrifice is wel- spellcasting with formidable melee day, gaining one additional use each
comed into the a�erlife as a martyr skills. They have little problem dealing day with each odd-numbered thrall of
and a hero, and that the deity grants with those they cannot influence in Fraz-Urb’luu level gained. Activating
the sacrifice immortal wealth, power, more subtle manners. Yet their most deception is an immediate action. An
and glory. If the character is truly wor- important function is to seduce and immediate action is a free action that
thy and willing to be sacrificed for the delude powerful adventurers, tricking can be performed at any time—even
good of the church, the cultists even them into unknowingly accepting when it’s not your turn (although
hint that their deity has been known Fraz-Urb’luu into their minds and you’re limited to only one immediate
to restore such favored minions to life souls, making them clay for the Prince action per round, and cannot use them
on the Material Plane, o�en with vast of Deception to mold into new soldiers while you are flat-footed). Activating
increases in power. for his armies. deception does not provoke an attack
Of course, these are all ruses to Bards and warlocks make the best of opportunity. Deception can be used
get the victim to willingly sacrifice thralls of Fraz-Urb’luu, since their in one of three different ways, as cho-
himself to Fraz-Urb’luu. Usually, abilities allow them to qualify for this sen from the following options.

July 2005 DRAGON 333 31


JAMES JACOBS D NOMICON OF IGGWILV: FRAZ-URB’LUU

Requirements
To qualify to become a thrall of Fraz-Urb’luu, a character must fulfill all the fol-
lowing criteria.
Alignment: Chaotic evil
Skills: Bluff 10 ranks, Disguise or Forgery 10 ranks, Knowledge (religion) 10 ranks
Languages: Abyssal, Celestial
Feats: Deceitful, Thrall to Demon (Fraz-Urb’luu)
Spells or Invocations: Ability to cast at least five spells from the school of
illusion, one of which must be 3rd level. Alternatively, the ability to use three
of the following warlock invocations (one of which must be a lesser invoca-
tion): beguiling influence, charm, dark one’s own luck, flee the scene, frightful
blast, see the unseen, or voracious dispelling.
Special: Must convince or trick an intelligent, non-evil creature to
willingly perform an evil act without resorting to mind-affecting magic.

Class Skills
The thrall of Fraz-Urb’luu’s class skills (and the key ability for each skill) are
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Forgery (Int),
Gather Information (Cha), Hide (Dex), Intimidate (Cha),

d8
Knowledge (any), Listen (Wis), Perform (Cha), Sense Motive
(Cha), Sleight of Hand (Dex), Speak Language, Spellcra�
(Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.

Thrall to Demon [vile]


You supplicate yourself to a demon prince in return for a small measure of power.
Benefit: Once per day, while performing an evil act, you may call upon your
demonic patron to add a +1 luck bonus on any one roll.
Special: Once you take this feat, you may not take it again; you may not be a thrall
to more than one demon. Nor may you take the Disciple of Darkness feat (a similar
feat that binds you to an archdevil). This feat first appeared in Book of Vile Darkness.

Base
Class Attack Fort Ref Will Spells per day/Spells
Level Bonus Save Save Save Special or Invocations Known
1st +0 +0 +0 +2 Deception 1/day —
2nd +1 +0 +0 +3 Bonus illusion +1 level of existing class
3rd +2 +1 +1 +3 Deception 2/day +1 level of existing class
4th +3 +1 +1 +4 Bonus illusion +1 level of existing class
5th +3 +1 +1 +4 Deception 3/day, staff mastery —
6th +4 +2 +2 +5 Bonus illusion +1 level of existing class
7th +5 +2 +2 +5 Deception 4/day +1 level of existing class
8th +6 +2 +2 +6 Bonus illusion +1 level of existing class
9th +6 +3 +3 +6 Deception 5/day, skurchur cohorts —
10th +7 +3 +3 +7 Alter reality +1 level of existing class

32 DRAGON 333 July 2005


JAMES JACOBS DEMONOMICON OF IGGWILV: FRAZ-URB’LUU

• Deceptive Magic: You can incorpo- Staff Mastery (Ex): Upon reaching deceptive or utilize trickery. Of the
rate deception into an illusion spell 5th level, you have mastered the use of various demons, he favors succubi
you cast. This grants a +1 profane magic staffs in emulation of your and skurchurs, both of which he
bonus to that spell’s saving throw DC. demonic master’s skill with these sends to tempt and corrupt politi-
• Deceptive Summoning: You can potent magic items. You can now cians, leaders, heroes, and priests
deceive a summoned monster into wield any magic staff as if it were who he has taken an interest in.
believing that you are its summoner. a +1 greatclub, at no risk of causing Fraz-Urb’luu spent much of his
In order to use this ability, you must the staff itself damage. In addi- time in the ancient past pursuing a
activate deception as a readied action tion, the staff is treated as an evil corrupt sect of rakshasas, promising
when another creature casts a spell or weapon for the purposes of over- them power and glory if they would
uses a spell-like ability with the sum- coming damage reduction. You are only shi� their allegiances to him.
moning descriptor (which requires a considered to be proficient with He met with a moderate amount of
successful Spellcra� check to iden- the staff for this purpose. success with this program, and even
tify the spell or ability as it is being You can use any magic staff as today large numbers of rakshasas
cast). Make a level check opposed by if its spells were on your spell list. serve the Prince of Deception. Many
the caster’s level check. If you win Additionally, you may opt to acti- of these rakshasas have been cor-
this opposed check, the summoned vate a staff using your own lifeforce rupted by their master’s whispers
monster follows your commands for rather than expending charges. For and are now chaotic evil, and most
the duration of the spell rather than each charge that the staff activa- possess levels of sorcerer. These rak-
the commands of the creature that tion would normally consume, you shasas are known collectively as the
summoned the monster. You must be instead take 1 point of Constitution Hollow Rajahs, and they see to the
within 30 feet of the caster of the sum- damage. If you don’t have a Consti- rulership and government (such as it
moning spell to use this ability. tution score, or are for some reason is) of the various regions in Hollow’s
• Deceptive Will: You can activate immune to ability score damage, you Heart. A Hollow Rajah is difficult
deception to gain a +4 profane bonus cannot power a staff with this ability to mistake for a standard rakshasa,
on a single Will save. If you succeed in and must use the staff’s charges to since each of these corrupted raksha-
this save, you can immediately make manifest its spells. sas have different heads and related
a Bluff check opposed by the caster’s Skurchur Cohorts: At 9th level, animal themes—none of them
Sense Motive check. If you win this you gain the services of two skur- adhere to the typical tiger theme
opposed roll, the caster is deceived chur demons, as if you had taken the common to most rakshasas.
into believing that you failed your demons as cohorts with the Leader- During Fraz-Urb’luu’s long
saving throw against the spell. You ship feat. If a skurchur minion is imprisonment, many of the Hollow
can play along voluntarily with the slain, you can gain a replacement Rajahs perished in the resulting
intended effects if you wish to. If the a�er undergoing a 24-hour ritual that chaos, but some of them survived
effect involves telepathic commands requires the sacrifice of an intelligent by fleeing to other planes. Eventu-
from the creature who forced you creature of an ECL of at least 11. ally, these survivors drifted back to
to make a Will save, you continue to Alter Reality (Sp): At 10th level, the Abyss and rebuilt small strong-
receive them, although you aren’t obli- a thrall of Fraz-Urb’luu gains the holds on the abandoned layer.
gated to follow them. ability to transform an illusion They were each able to form small
Bonus Illusion: At every even- spell into reality, once per day. This sections of terrain to lord over in
numbered level, you may select any duplicates the effects of a wish spell, Fraz-Urb’luu’s absence, and when
illusion spell from the sorcerer/wiz- save that it cannot grant inherent he returned to his throne in Zorag-
ard spell list and add it to the list of bonuses to ability scores or dupli- melok those rakshasa who offered
spells you know and can cast. If you cate any spell of 8th level or higher. their lands to him were rewarded
are a wizard, the new spell immedi- The reality to be created must first by being allowed to remain the
ately manifests in your spellbook, be manifested with an illusion spell rulers of those domains (under
instantaneously and at no cost to of at least 3rd level before this ability Fraz-Urb’luu, of course). Those who
you. If you are a warlock, you instead can be used. resisted were annihilated and their
gain the spell as a spell-like ability, realms given over to whatever other
usable once per day. If you sponta- Fraz-Urb’luu’s Minions minion Fraz-Urb’luu deemed fit for
neously cast spells, these spells are Fraz-Urb’luu’s cultists are not his the responsibility. It’s possible that
added to your list of spells known. only resources; he o�en works his a few Hollow Rajahs still exist on
The illusion spell you select must will through the actions of other other planes (including the Mate-
be of a spell level equal to or less than creatures as well. His favored min- rial Plane) where they serve Fraz-
your thrall of Fraz-Urb’luu class level. ions are creatures that are naturally Urb’luu as envoys and spies.

34 DRAGON 333 July 2005


These wretched-looking demons are
Skurchur rather disgusting in their true forms,
Small Outsider (Chaotic, Evil, yet they are masters of lies and decep-
Tanar’ri) tion, and prefer to operate in the form
Hit Dice: 6d8+12 (39 hp) of an immaculately dressed and well-
Initiative: +5 mannered halfling or gnome. They
Speed: 30 �. (6 squares) delight in the role of advisor, and take
Armor Class: 20 (+1 size, +5 Dex, +4 special pleasure in deluding an oth-
natural), touch 16, flat-footed 15 erwise kind and benevolent leader
Base Attack/Grapple: +6/+4 into accepting them in this role.
Attack: Tail +12 melee (1d6+2) The whispered advice a skur-
Full Attack: Tail +12 melee (1d6+2) and chur gives to its false allies are
2 claws +7 melee (1d4+1) and bite +7 intended to seem helpful
melee (1d6+1) and wise on the surface,
Space/Reach: 5 �./5 �. (15 �. with tail) yet when acted upon
Special Attacks: Spell-like abilities, spread misery, pain,
summon tanar’ri, touch of vacant beauty and horror. Just as
Special Qualities: Damage reduction a succubus tempts
5/cold iron or magic, darkvision 60 �., mortals with sins of
immunity to electricity and poison, the flesh, the skur-
resistance to acid 10, cold 10, and fire chur tempts mortals
10, spell resistance 15, telepathy 200 �. with sins of the mind.
Saves: Fort +7, Ref +10, Will +9 A skurchur is 3 feet
Abilities: Str 15, Dex 20, Con 14, Int 15, tall in its natural form and
Wis 19, Cha 18 weighs about 45 pounds.
Skills: Bluff +13, Concentration +11,
Diplomacy +19, Disguise +13 (+15 acting), Combat
Forgery +11, Gather Information +15, A skurchur typically enters combat in
Intimidate +15, Knowledge (local) +11, an assumed humanoid form, in which
Knowledge (nobility and royalty) +11, it wields weapons it can utilize with
Sense Motive +13 its Weapon Finesse feat; they favor
Feats: Combat Reflexes, Improved Ini- daggers, rapiers, and stilettos (use
tiative, Weapon Finesse the stats for a punching dagger for a 3/day—lesser
Environment: Infinite Layers of the Abyss stiletto). Once combat starts in ear- geas (DC 18), suggestion
Organization: Solitary nest, though, a skurchur always reverts (DC 17). Caster level 8th.
Challenge Rating: 5 to its true form to finish the fight, The save DCs are Charisma-based.
Treasure: Standard since its natural weaponry is so much Summon Tanar’ri (Sp): Once per
Alignment: Always chaotic evil more potent. Its tail gives it extraor- day, a skurchur can attempt to sum-
Advancement: 7–12 HD (Small) dinary reach for a creature of its size. mon 1 succubus with a 30% chance of
Level Adjustment: +5 Against relatively weak foes, it focuses success. This ability is the equivalent
all its physical attacks on one foe at of a 3rd-level spell.
This creature is twisted and deformed. a time. If confronted with obviously Touch of Vacant Beauty (Su): One of a
Its body looks somewhat like that of a superior foes, the skurchur uses its skurchurs most insidious abilities is its
plucked and wingless vulture, but its greater teleport spell-like ability to gain power to enhance the beauty of any crea-
short legs appear humanoid, as do its a range advantage and then uses its ture it touches, but only by drawing out
arms that end in large bird-like talons. spell-like abilities to try to sow dissent and consuming the target’s willpower
It has a long neck like a vulture, yet its amongst its foes, focusing such attacks and intuition. Skurchur’s are fond of
head more closely resembles an eel’s with on any victims it has already affected using this ability to bribe or pay those
overly long jaws filled with translucent with its touch of vacant beauty. they favor.
needlelike teeth. Although it stands just Spell-like Abilities (Sp): At will—alter In order to use the touch of vacant
over three feet in height, its thin tail is self (humanoid forms only), charm per- beauty, a skurchur must take a full-
outlandishly long, reaching nearly sixteen son (DC 15), command (DC 15), detect good, round action while maintaining physi-
feet in length and resembling a knotted detect thoughts (DC 16), greater teleport cal contact with its victim, who must
coil of twisted hair threaded with tiny (self plus 50 pounds of objects only), either be willing or helpless. Each
barbs and cruel hooks. hold person (DC 16), invisibility, tongues. round the contact persists, the victim

July 2005 DRAGON 333 35


JAMES JACOBS DEMONOMICON OF IGGWILV: FRAZ-URB’LUU

fiendish orcs and half-orcs use a large


Fraz-Urb’luu in the Real World number of human slaves deemed
Unlike Demogorgon, Orcus, and Pazuzu, Fraz-Urb’luu has no corresponding unfit for the Red Rapture to tend to
real-world inspiration, apart from the standard belief that demons took pleasure their vile needs as necessary. Visitors
in decieving mortals and tricking them into commiting sinful acts. Fraz-Urb’luu to Athawyn, more o�en than not, are
was created, whole-cloth, for Dungeons & Dragons. His first major public either captured and eaten by the orcs
appearance was in the new monster supplement that came with module S4: The or enslaved by the succubi and skur-
Lost Caverns of Tsojcanth, released in 1982. Yet even then, he had already earned chur lords of the city. The city itself
a reputation for ruining player characters. consists of a dizzying tangle of curving
In the original Greyhawk campaign run by Gary Gygax and Robert Kuntz, a towers and looming domes made of
fighter/magic-user known as Erac’s Cousin (played by Ernie Gygax) had acquired red marble. Nyrashlia, a succubus bard
a pair of vorpal swords. His penchant for using both at the same time in combat 17, is the most powerful creature in the
was causing problems. Erac’s Cousin and his boon companion Ayelerach (played city, and for the last decade her word
by Mark Ratner) eventually stumbled upon Fraz-Urb’luu’s prison in the dungeons has been the primary influence on
below Castle Greyhawk and actually managed to free the demon prince. In a Athawyn’s growth. Athawyn is the only
panic, Erac’s Cousin used a scroll of gate and actually managed to attract Zeus’ city of Hollow’s Heart not ruled by
attention. Unfortunately, a die roll of 5% ensued and Zeus decided to ignore the one of the Hollow Rajahs, but the cor-
situation. The two hapless adventurers were then whisked away by the Prince rupted rakshasas seem content with
of Deception to his Abyssal lair, whereupon the demon prince destroyed Erac’s this, especially since they o�en visit
Cousin’s swords. Thus ended the double-bladed reign of Erac’s Cousin. For a full the city for its more carnal offerings.
recounting of these events, see Up on a Soapbox in Dragon #320. The Blood Dunes: This vast desert
of blood-red particles is known for its
withering climate; temperatures here
are never below severe heat, and o�en
takes 2d4 points of Wisdom damage the shape of his realm, and the process reach levels of extreme heat (see heat
and gains a +1 bonus to his Charisma. of adding and forming new terrain and dangers on page 303 of the Dungeon
The skurchur can absorb as much Wis- realms from the surrounding waste- Master’s Guide). Close inspection of
dom as it wants (or is allowed) from its land is long and exhausting for the the sticky red particles that make up the
victim, but the maximum bonus it can demon prince. Since each Abyssal layer “sands” of this desert reveals them to
impart to the victim’s Charisma score is effectively infinite, Fraz-Urb’luu will be crumbling scabs and clots of dried
is equal to the skurchur’s own Cha- never completely rebuild his realm. At blood. The Blood Dunes are infested
risma modifier (usually +4). Wisdom least, not until he regains his staff. with all manner of undead, and many
damage persists until healed, but the Currently, Fraz-Urb’luu’s minions, powerful mummies and liches lurk in
Charisma bonus fades in 24 hours. including several of the Hollow Rajahs, the mysterious ruins that are partially
rule many of these regions but a few buried in these massive, morbid dunes.
Fraz-Urb’luu’s Realm (such as the Demon’s Teeth and the Bonepus: Of all the settlements in
Fraz-Urb’luu’s realm is known as Blood Dunes) are little more than wil- Hollow’s Heart, Bonepus is the most
Hollow’s Heart. At one point, his realm dernesses. Fraz-Urb’luu might have wretched. This small town of 1,560
filled the entire 176th layer of the created these realms, but not even he fiendish goblins is ruled by Rontakus, a
Abyss, but since Fraz-Urb’luu’s impris- knows for sure what sinister creatures crocodile-headed Hollow Rajah rakshasa
onment the entire place reverted to a have moved in to make their homes. The sorcerer 6 who treats Bonepus as his own
featureless plain of white dust under a skies above Hollow’s Heart remain black, personal dining table. The goblins are
black sky. Over the past 25 years since like a starless night sky. Nevertheless, only barely able to keep up with Ron-
his release, though, Fraz-Urb’luu has the landscape itself remains brightly lit, takus’ appetite with their own fecundity.
made great strides toward rebuilding as if by an invisible noontime sun. This The buildings of this dripping, soggy
Hollow’s Heart. Today, the region is supernatural light casts no shadows, town are made of rotting wood and strips
massive by any account, equaling the which gives the realm a strange, almost of poorly preserved skin and leather
size of most major continents on Mate- two-dimensional feeling. stretched over frames made of twisted
rial Plane worlds. Yet still, this is a tiny A brief description of the major sites sticks harvested from nearby Scarwood.
pinpoint of what was once the play- of interest on Hollow’s Heart follows. Deathroot Woods: Spread throughout
ground of the Prince of Deception. Athawyn: A�er the city of Zorag- the lowlands and foothills that abut
The accompanying map (see page melok, the streets of Athawyn are per- the Demon’s Teeth, Deathroot Woods
38) depicts the current configuration haps the most decadent and debased consist of a forest of twisted, diseased
of Hollow’s Heart. Without his staff, of Hollow’s Heart. The succubi and trees, primarily Abyssal variants of oak
Fraz-Urb’luu cannot idly reconfigure skurchurs who rule this city of 9,000 and pine. What looks like countless

36 DRAGON 333 July 2005


bones litter the forest floor here, but like rows of enormous razor blades including at least one myrmyxicus
close inspection reveals these to be the ready to strip the flesh of anything demon (Fiend Folio, page 52).
wretched roots of the trees. Numerous that comes too close. Karantis: This city is the focus of
tainted plant monsters lurk in these The Forever Gash: This long strip Fraz-Urb’luu’s cult. In many ways, the
woods, and rumors hold that a circle of of land consists of the raw material of place is a single massive temple of iron
thirteen 21-HD half-fiend treants rules Hollow’s Heart, a sheet of fine white and porphyry built atop a sprawling
the verdant corruption. powder. For reasons unclear even to mesa that overlooks the Hollow Sea.
The Demon’s Teeth: Nearly a third of Fraz-Urb’luu, this particular stripe of Approximately 6,300 half-elves, dwarves,
Hollow’s Heart consists of a sprawling land resists his attempts to transform halflings, gnomes, and half-orcs dwell
reach of twisted, unsettled mountains and shape. And so it runs through the here now, all serving under the gorilla-
known as the Demon’s Teeth. Fraz- Demon’s Teeth, a strange incongruity to headed Hollow Rajah Kiltikairit, a rak-
Urb’luu created these mountains first the tortured lands that surround it. shasa cleric 7/mystic theurge 6.
when he returned to the Abyss, tearing Harrowfen: This murky swampland Karugoza: The raven-headed Hol-
the vast jagged peaks out of the ground abuts the tainted, thick waters of the low Rajah Liorkian, a rakshasa eldritch
in a rage that lasted for many years Hollow Sea. As the waters wash into knight 10, rules the small city of Karu-
before he finally calmed enough to turn these lowlands and pool, they concen- goza. This city has a population of
his attentions to less violent terrain. trate the sea’s poisons to an incredible 7,500, mostly orcs, ogres, and fiendish
The rocks and faces of these mountains degree. Creatures in contact with the gnomes. Karugoza’s primary purpose
are razor sharp—an explorer in this waters of Harrowfen must make a DC is to process the legions of humans
region must take extra care to avoid 15 Fortitude save each round or take Fraz-Urb’luu’s minions capture. A fair
numerous lacerations from these ever- 1d4 points of Constitution damage amount of these humans are harvested
present surfaces. Four large and deep from the poisonous liquids. A creature from the islands of the Hollow Sea, but
lakes of turgid bile lurk in the depths that ingests this liquid takes a –5 pen- most are stolen from their homes across
of the Demon’s Teeth. What manner alty on his Fortitude save. The only the Material Plane by demons and cult-
of creatures dwell in these mountains creatures that live here are those who ists who seek to gain Fraz-Urb’luu’s
and the terrible lakes of bile can only be are immune to the poisons; naturally, favor. A healthy human typically brings
guessed at, but it seems likely that those demons thrive in this environment. a bounty of 100 gp (o�en paid in credit
who have lost favor with the Prince of Hezrous and skulvyn (Fiend Folio, page for the flesh pits of Athawyn). Sickly
Deception have taken to hiding in this 54) are particularly common here. humans are sold at greatly reduced
vast reach of wilderness. The Hollow Sea: This sizable ocean prices to anyone who can afford them;
The Drooling Jungle: A horrible of foul, tainted water serves as a many end up being shipped to Athawyn
steaming jungle of parasitic fleshy trees natural focus for the “civilized” por- to serve as slaves or food.
that constantly drool mucus and poison tion of Hollow’s Heart. The waters Magghat: The large town of Magghat
from the muttering mouths that stud themselves look a little too green and is the sister city of Uanthur. Magghat
their trunks make this region the most smell a little too rancid to be eas- has a population of about 3,200 orcs and
nauseating in all of Hollow’s Heart. The ily mistaken for water. Anyone who ogres, many of which are sailors who
“ground” here is strangely warm, so�, drinks the waters of the Hollow Sea spend weeks at a time plying the Hol-
and rubbery, almost like a massive sheet must make a DC 12 Fortitude save or low Sea in search of slaves. Magghat is
of senseless flesh covered with thick take 1d2 points of initial and second- ruled by the boar-headed Hollow Rajah
black hairs that double as undergrowth. ary Constitution damage. The Hollow Zurathani, a rakshasa sorcerer 3/lore-
All manner of fiendish monsters dwell Sea is for all intents and purposes master 6. Zurathani considers himself
here, including massive basilisks, bottomless. A determined swim- an artist, and delights particularly in
strange hydras with the ability to spew mer could, in theory, swim all the using magic to blend the flesh of living
acid, and legions of bar-lgura demons way down to emerge into the 177th subjects together before using flesh to
(Book of Vile Darkness, page 170) that layer of the Abyss below. Numerous stone to create truly horrific statues for
hoot and gibber in the branches above. islands dot the surface of the Hollow the city streets.
A gigantic, 30-HD nalfeshnee known Sea; these islands are rife with tran- The Red Rapture: This vast stretch
only as the Gardener is thought to dwell sient portals from other planes that of plains serves as a massive killing
somewhere in this region. o�en deposit unfortunate travelers, ground for the humans captured by
The Flensers: This jagged range of explorers, and adventurers on toxic Fraz-Urb’luu’s agents. All manner of
volcanoes constantly belches burn- shores. The denizens of Uanthur and torture devices can be found sprawled
ing ash and lava into the black skies Magghat o�en raid these islands for across this vast plain, and the ground
above Hollow’s Heart. The surround- slaves or food. The waters of the Hol- is a stinking morass of bloody mud.
ing mountains have strange, canted low Sea themselves are infested with Vrocks are the primary torturers and
slopes, almost as if they are perched half-fiend sharks and other horrors, executioners here.

July 2005 DRAGON 333 37


JAMES JACOBS DEMONOMICON OF IGGWILV: FRAZ-URB’LUU

38 DRAGON 333 July 2005


Scarwood: This vast woodland that winds down from the surface all and water as necessary to keep the
serves Fraz-Urb’luu as a hunting the way to the 177th layer of the Abyss. moaning victims on just this side of life.
ground. He o�en seeds this wood- Fraz-Urb’luu tried to destroy the Inside, the city is an awesome display
land with the scar-covered survivors spiraling caverns but found he was of impossible architecture. Corkscrew
of the walls that surround Zorag- unable to do so on three different towers loom above twisted domes
melok, allowing several years to pass attempts. Ugudenk seems content and vast amphitheaters. Yet despite its
for the humans to build feral, savage to lurk in this region, and seems to impressive skyline, the city is nearly
societies throughout the vast wood- have no desire to expand his terri- empty. The only denizens of this enor-
lands. He keeps the woods fairly free tory, so for now Fraz-Urb’luu suffers mous metropolis are Fraz-Urb’luu, his
of dangerous predators and demons his presence. consorts, and the deceived—humans
as a result, to give his stock a chance Uanthur: See the entry for Mag- sacrificed to the Prince of Deception
to flourish. ghat for details on this large town of by his cult. Each of the deceived dwells
The Spiral of Ugudenk: One of 3,000 orcs and ogres. This city is ruled alone in a section of city that has been
Fraz-Urb’luu’s greatest enemies of by the wolf-headed Hollow Rajah changed to resemble what that particu-
his pre-imprisonment times was Proaliak, a rakshasa sorcerer 11 who lar person expects his a�erlife to look
Ugudenk, the demon lord of worms takes great delight in eating still-beat- like. Illusory neighbors, friends, and
and hungry parasites. Ugudenk o�en ing hearts before the dying eyes of his family populate these areas. Eventually,
burrowed into Hollow’s Heart, and dinner plate. Fraz-Urb’luu strips these illusions away
each time Fraz-Urb’luu was forced to Zoragmelok: The mightiest city in all to gloat in the despair such a revelation
expend time and resources to track of Hollow’s Heart, Zoragmelok is Fraz- engenders in the victim. The demon
down and drive off the tenacious pest- Urb’luu’s own lair and fortress. The prince himself dwells in a massive
lord. When he returned to Hollow’s city itself is massive, circular in shape, fortress at the city’s center, a behemoth
Heart a�er his imprisonment, Fraz- and surrounded by adamantine walls structure that constantly changes and
Urb’luu discovered that Ugudenk covered with razors and hooks from reforms its layout to suit its master’s
had claimed a portion of the layer as which dangle countless human bodies. whim. Dozens of succubi consorts
his own, and had infested it with his These bodies are kept alive by a small prowl the halls of Zoragmelok, most of
writhing minions. At the center of army of harpy clerics who flap from which are also high-level bards, sorcer-
this region is a huge spiraling cavern body to body, applying healing, food, ers, or clerics. E
40 DRAGON 333 July 2005
by Keith Baker • illustrated by Steve Ellis

N oble Born
T he Right
to Rule
noble house; Michael Moorcock tells tales of Elric, an
“See, what a grace was seated on this brow; emperor whose kingdom lies in ruins, and George R.R.
Hyperion’s curls; the front of Jove himself; Martin’s Song of Ice and Fire series brims with lords,
An eye like Mars, to threaten and command; ladies, and aspiring kings.
A station like the herald Mercury Dungeons & Dragons allows you to replicate your favor-
New-lighted on a heaven-kissing hill; ite fantasy novels and movies, but it is always characters who
A combination and a form indeed, drive those stories. Adding history and background to your
Where every god did seem to set his seal, character provides the DM with a clear idea of what you
To give the world assurance of a man…” want to get from a game and gives her story hooks to use in
—Hamlet developing future adventures. Among the countless possibili-
William Shakespeare, Hamlet ties for character backgrounds, perhaps the most epic and
dynamic is the role of the noble adventurer. From an aristo-
crat with loose ties to the throne to royal heirs opposed to the
ho doesn’t want to be king? From tales and myths actual process of ruling a nation or fiefdom, the possibilities
of Beowulf, King Arthur, and Odysseus, to charac- and motivations of the noble born are rife with unique role-
ters like Aragorn, Elric, and Kull, it does seem good playing opportunities.
to be in charge. Yet in D&D, lordship and the duties
that go along with it o�en seem little more than a dull end Royal T hemes
to an exciting career of slaying monsters. Aragorn, Elric, and King Arthur share the bond of nobility,
However, a lord can be a hero without a throne or but their stories have little in common. Does a crown lie in
even a title. In some variations of the legend, Robin your character’s future, or is he a fugitive driven from his
Hood is a nobleman wrongly robbed of his lands; The throne? Is he a charismatic rebel or a wandering dandy?
Lord of the Rings revolves around Aragorn, last heir of a How does this tie in with the rest of the party? Some of the

July 2005 DRAGON 333 41


KEITH BAKER NOBLE BORN

best stories come from parties with accomplish his goal over the course of if he isn’t a spellcaster) when he first
linked backgrounds. If your ranger is a the campaign, or could this quest take begins his adventuring career. These
wandering prince robbed of his birth- years or even decades to complete? A quests are long-term goals, and what
right, what about your friend’s cleric? few possibilities might include: your character learns in the process
Does every character have a tie to the • Slay the Great Wyrm Dragotha and proves just as important as the task
throne, or have you been brought return the treasures he hoarded to itself. Once your character achieves
together by the tides of fate? Consider their rightful owners. his goal your game might shi� to a
the following ideas, and see if any suit • Drive the Redfist Hobgoblins from more political campaign or continue
your campaign. the Northern Marches. as a series of adventures. By accom-
• Find the answer to a cryptic riddle plishing this task your character
or fulfill an ancient prophecy. proves his worthiness to rule. How-
Right to Rule • Seek out the Sword of Kas and ever, his parents might continue to
“By this axe I rule!” return it to its vault. hold the throne for decades to come.
—King Kull • Travel to the twelve greatest cities in This makes an excellent premise
Robert E. Howard, “By This Axe I Rule” the land and best a prince in each. as the core motivation of a party.
• Save the soul of an ancestor from The royal heir must prove himself—
the Abyss. but his parents have no intention
Your character’s family holds a posi- • Find the lost Shield of Prator and of letting him go out into the world
tion of power and authority but he claim it as a symbol of your rule. unprotected and alone. The cleric
cannot simply inherit this office. He • Master the spell wish—reality joins the young noble as his confes-
must prove his worth through action: itself should bend to the whims of sor and represents the interests of the
through a life of adventure. Together a true king. church. The wizard serves as his tutor
with the DM you must set down tasks Your character cannot hope to or a royal adviser. A fighter or paladin
your character must accomplish to defeat a great wyrm in single combat protects him as a bodyguard, instruc-
claim his birthright. Does he expect to or cast a high-level spell (especially tor, or old sparring partner, while

42 DRAGON 333 July 2005


the bard or rogue might be a clever From the frog prince to the sleeping
courtier or a common scoundrel who princess, the idea of a noble line tainted
has won the trust (or heart) of the heir. T he Last of the L ine by magic resonates throughout myth
Although the heir’s task motivates the “Here is the Sword that was Broken and is and folklore. Your character belongs
group, each character plays an impor- forged again!” to a noble house, but an ancestral
tant role in the quest’s success and —Aragorn curse cripples his family, and unless
inevitably the kingdom to come. J.R.R. Tolkien, The Two Towers the curse is removed, it might bring
an end to his line. Sterility, lycan-
thropy, senility, vampirism—any
T he Prince in Exile Your character’s ancestors were kings, of these possibilities could cripple
…for it was great shame to all them to but their throne fell long before his a royal dynasty. However the curse
see such a boy to have a rule of so noble a birth. He possesses no memories of manifests, it proves far too power-
realm as this land was. palaces or jewels, and honed his skills in ful for a simple remove curse spell to
—Sir Thomas Malory, Le Morte D’Arthur the wild lands or the darkest shadows of overcome. As the youngest mem-
the city. Your character carries the blood ber of the family, your character’s
of heroes and the time draws near for responsibilities are few, and thus he
Noble blood flows through your char- him to reclaim his rightful destiny. sets out to cleanse the stain from his
acter’s veins, but his rank has been Unlike the prince in exile, your char- house. Uncovering the nature and
stripped away. You and the DM must acter is not a fugitive. His family has origin of the curse proves the first
decide how this came to pass. Perhaps fallen from history and his claim is long challenge. To break the enchantment,
your character committed an unfor- forgotten. He might not even know his your character might have to defeat
givable crime of passion—but even a own past when the adventure begins. a powerful sorceress, destroy a major
judge cannot spill the blood of kings, Consider the following questions: artifact, or find a way to appease an
no matter how terrible the offense. What destroyed the dynasty of your angry god. Perhaps the curse is the
Maybe your character possesses a character’s ancestors? Was the kingdom work of an enemy nation, which even
strong claim to the throne and his torn apart from within or conquered by now prepares its armies, planning to
presence in the court threatens the an outside force? Does your character invade as soon as the affliction fully
current ruler. Perhaps he’s a bastard intend to rebuild the shattered king- incapacitates your character’s family.
whose existence humiliates the king. dom, or is his royal blood simply an When exploring this idea, you and
Whatever the reason, as the cam- aspect of his past? your DM must decide the nature of
paign begins your character is in In an adventuring party, your your character’s curse and its effects.
exile. Should he return to his home- character’s heritage might play as The curse might come into effect at
land he faces imprisonment or death. much or as little a role in a campaign a certain age, and your character still
Only fading memories and tattered as you and your DM decide. Perhaps has time to spare. This proves particu-
pride remain of his royal lineage. your character’s skills and feats rep- larly necessary if the curse would pre-
As an exile, your character must resent the talents of his bloodline, vent him from adventuring. If every
determine how he feels about his secrets only his royal family held. In member of your character’s family
homeland. Is he filled with angst and the case of several classes, like monks, turns to stone at the age of thirty and
remorse, dreaming of his eventual paladins, or sorcerers, your character’s he’s currently twenty-nine years old,
vindication and return? Did his experi- class abilities might also spawn from that’s a strong motivation to find a
ence destroy his love for his country? his royal blood, his powers being evi- cure. It might be interesting to reveal
What does he do if he crosses paths dence of his birthright. the curse as it begins to work. If your
with a relative or former servant, or if Looking to fiction, both Aragorn DM allows players to start characters
someone recognizes him? Do his allies and Elric fit into this mold: Aragorn at advanced levels, you could begin
know about his heritage? What if the reclaimed the throne of his forefathers, play as a vampire or werewolf. While
party is hired to return to his home- while Elric was the one responsible for you might enjoy playing such a crea-
land? Does he dare cross the border the destruction of his kingdom. ture the curse might slowly destroy
knowing that it could mean his death? your character’s mind or have some
The exile is an easy character to fit other horrible side effect if he doesn’t
into any standard party. Your character’s T he Family Curse find a cure within a year.
class skills might reflect the training he “Show his eyes, and grieve his heart; As with some other royal scenarios,
received growing up in court or that he’s Come like shadows, so depart!” this development easily unifies a
learned on the road. Your character wan- —The Three Witches party. While one person plays the
ders because he no longer has a home, William Shakespeare, Macbeth cursed heir others serve as loyal allies
and adventure has a way of finding him. or politically ambitious mercenaries.

July 2005 DRAGON 333 43


KEITH BAKER NOBLE BORN

character bursts with energy and curi- might reveal his true identity to his
T he Prince, T hen the osity. At last he might test his sword in comrades only once they earn his
Pauper true battle, mingle with the common trust. Even if he does, they might
…Odysseus entered the house in the guise folk, and drink until he collapses in only help him with the expectation of
of a beggar, a wretched man and an old, a pool of his own vomit! Of course, a royal reward in the future.
leaning on his staff, and clothed on with the longer he stays out in the world, Things need not be so dire and
sorry raiment. the more he might come to miss his grim, however. Perhaps the noble
—Homer, The Odyssey luxuries and servants. Does he still can return to his house whenever he
have the option of going home? Your chooses. Depending on the arrange-
character might find that the imposter ment with the imposter who has taken
While some nobles are driven from intends to hold onto her new posi- the character’s position at court, this
their thrones, your character le� by tion, and already moves to discredit could easily shi� into a Prince in Exile
choice. To his jaded eyes the daily him and ensure that he cannot return. or Against the Usurper scenario.
affairs of the court seem tedious and What started as a joyride might
he yearns for adventure—and now become a deadly journey into exile.
he’s found it. Hiring a look-alike, While your character could come Against the Usurper
illusionist, or doppelganger to take from any class, this scenario proves “Farewell, friend. I was a thousand times
his place, your character has slipped well suited to those with a knack for more evil than thou.”
out into the world. At long last he can deception. The members of the party —Stormbringer
experience the simple life away from could include one or two friends Michael Moorcock, Stormbringer
his keepers and chores, although real- from court, but the disguised noble
ity might not fulfill the romantic ideal probably doesn’t bring a full entou-
he had in mind! rage on his secret adventure. Instead, Most of these ideas assume that your
While some disenfranchised nobles he’s probably gone looking for exotic character is not actively ruling a
brim with angst, mourning the adventurers, the sort heard of in domain. However, there is a darker
memories of a lost homeland, your songs and stories. A noble character possibility—that he has been per-

44 DRAGON 333 July 2005


New Feat with minimal loss of life? He clearly
The blood of royalty might serve as more than just a unique background and has the power to beat the bandits—but
reason to adventure. Players who wish to further root their characters in a noble how many of his subjects would die in
lineage might do so with the following feat. a direct confrontation?
As a landowner, it also falls to your
Noble Born [General] character to administer justice on his
You are a scion of a noble house. You were raised to rule and learned the art of lands and to pay fealty to those above
diplomacy as soon as you could talk. him in the line of power. The king
Benefit: Diplomacy and Knowledge (nobility and royalty) are always consid- demands tribute, but what does your
ered class skills for you. In addition, if you gain the Leadership feat you receive a character do if a dragon wipes out his
+2 to your Leadership score. harvest? Does he seek to increase the
Special: This feat can only be taken at 1st level. It indicates a tie to a noble size of his holdings, or is he content
family, which might or might not still exist. with his meager lot?
This concept makes a strong back-
sonally driven from his lands by As in other instances, a party could bone for starting a campaign, with one
treachery or force, and that a despot easily result from this idea. An entire character taking the role of the land-
now sits on the throne of his fathers. group could consist of refugees from owner and the other players creating
This situation brings new possibilities the court—trusted retainers who her trusted allies and advisors. However,
to a campaign. First, your character’s ene- helped your character escape. These this plotline might also unfold over
mies search for him. The usurper seeks characters might come from different the course of an ongoing campaign. A
to eliminate all threats to his reign and, if backgrounds only to be bound together grateful ruler could grant a fiefdom as
discovered, soldiers and assassins quickly by hatred of the usurper: the cleric of an a reward—but is it really a reward, or is
converge to do in your character. Second, outlawed religion, the rogue who almost your character being thrown into a hor-
your character possesses a clear and had her hands cut off, the paladin who net’s nest? A king might place a capable
important goal: defeating the usurper senses the evil in the tyrant’s heart. It PC in charge of a particularly dangerous
and regaining his rightful position. might take the course of the entire cam- or rebellious region, trusting him to
As you create your character, you and paign to actually reclaim the character’s find a way to quell the orc uprising or
the DM must answer a key question: title, but the theme can expand and li� the curse that blights the crops.
how did the usurpation come to pass? hang over his adventures as new atroci-
Was it an invasion by a neighboring ties and abuses of power come to light. Class and Systems of
nation, a treacherous coup by a power- Government
hungry relative or regent, or maybe a When working nobility into your cam-
stunt to get out of the castle gone awry? King of the Hill paign, take a moment to consider the
A critical issue of whether the people …there was no other in earth’s domain; cultures of the world and the source of
are on your character’s side also arises, under vault of heaven, more valiant found; your character’s claim. The feudal mon-
and even if they are, what dangers do of warriors none more worthy to rule! archy is a staple of the fantasy genre, but
they face in harboring him (or benefits —Beowulf many other intriguing options exist.
would they gain by turning him in)? Did your character inherit his throne or
Is your character a hero in the style of was he chosen to rule? Perhaps a proph-
Robin Hood, a champion of the com- Perhaps your character is not an heir to ecy foretold his birth and rise to power,
mon man against the machinations of the throne, but rather a simple knight with one in every generation bearing
a vile and vicious tyrant? Does merely or baronet, lord of a mere thorp or a the mark of the king that shapes your
one enemy hold your character’s throne patch of swamp. In this case, his duties character’s destiny.
or is an entire family, corrupt caste, or as lord of the manor don’t prevent him You should also consider character’s
monstrous conspiracy responsible? from living the life of an adventurer, class and how it might reflect the gov-
Overthrowing a tyrant proves no yet they still play a factor. Suddenly he ernment of his homeland and his cur-
small task, and an entire campaign has something to defend. Servants and rent situation. Some examples might
could focus on doing just that. When serfs might rely on him for protection include the following:
your character starts at 1st level and the and prosperity. What does he do when • Among barbarians, blood o�en
usurper is already at 20th level his noble a terrible plague ravages his hamlet? proves the key factor in leadership,
blood does him little good. Thus, he When the ghost of an ancient mur- but this might mean either sharing
must adventure to build his skills, find derer rises up and begins to terrorize the blood of the last king or spilling
the magic items and artifacts to help the populace? If bandits seize the vil- it in battle. A barbarian makes a good
him in his fight, and win the trust of lage in your character’s absence, how match for the Right to Rule scenario,
powerful allies and the common folk. does he find a way to drive them out as he must prove his strength and

July 2005 DRAGON 333 45


KEITH BAKER NOBLE BORN

skill. In an Against the Usurper cam- the values of your charac-


paign your character must fight a ter’s culture and how his
traitor to regain control of his tribe, abilities reflect his history.
while as King of the Hill he is the Another concern is the
lone defender standing between his level of recognition and
people and destruction. duty your char-
• A paladin or cleric could find a acter bears
home as the servant of a power- on his shoul-
ful theocracy. In the case of Right ders. Do his
to Rule, your character might be loyal subjects
charged to prove his devotion to recognize his
the gods or find a sign of their face? What do
favor. On the other hand, his they expect from
divine calling could draw him away him? Will others call
from the throne. As a paladin, the upon him to administer
Prince, then the Pauper scenario justice or to defend the
might not require frivolous desires. innocent? Needless to
Instead, perhaps your character le� say, this should depend
the palace to follow the call of the on where an adventure takes
gods, which those around him do place. If your character is
not understand. As Last of the Line, a benevolent lord, he a powerful heirloom
it’s not your character’s bloodline might automatically item that he can-
at stake—rather, he is the first in receive a positive not use. To use a
centuries to bear the blessings of reaction from locals well-known example,
the gods and truly have the divine but with the expecta- your character’s magic sword lies in
right to rule. tion that he carry out the duties of his pieces—nothing more than worthless
In creating your character, you position—failure to do so could result metal until it is reforged. Your character
need to decide whether his special in humiliation and loss of rank. In promises to reclaim this symbol of his
abilities reflect his noble heritage or foreign lands, others might view your house when he seizes his true destiny,
whether your character’s develops character with suspicion and hostility, but for now it’s just a plot point.
these talents on his own. If your wondering what motives bring him to With that said, a powerful heirloom
character is a sorcerer, do the other their lands. might stir up a campaign. King
members of his family also possess Finally, consider the presence of fam- Arthur wasn’t even a knight when
this gi�? Is his mystical power proof ily heirlooms. In most of the scenarios he drew Excalibur from the stone.
of his nobility and right to rule or presented in this article, your character Possessing a valuable item might prove
does he alone possess these super- has no access to whatever wealth your far more dangerous than helpful, since
natural abilities? The answer might family might possess. If your character more powerful people might try to
serve as the reason he found himself starts the game at 1st level, it might seize it. However, if the DM does take
driven from the throne. make sense to begin with superior this path, she should consider minor
equipment—a masterwork chain shirt bonuses for other characters as well,
T he Impact of Nobility and a fine sword. This will require the or balance out these starting gi�s with
So the blood of kings runs through DM to adjust the game so as to not give treasures in future adventures.
your character’s veins. So what? Does your character undue benefits over These suggestions should serve as
this have any actual effect on him? other characters. As such, perhaps the mere starting points. Should your
Consider your character’s skills and DM chooses to emphasize your char- character ever claim a throne or seek
feats. How do they reflect the nature acter’s duties, giving him a fine suit of to rule a kingdom, your game might
of his nation? The Noble Born feat armor, but causing commoners to con- shi� to an entirely new style of cam-
(see the New Feat sidebar on the previ- stantly call on him for assistance. Per- paign where cunning ambassadors
ous page) provides one way to repre- haps your character’s employers refuse prove far more dangerous than drag-
sent a genteel birth. While this might to pay him for services, because as a lord ons and demons. The adventuring
prove appropriate for many feudal of the land it is his duty to protect the prince and the exile without a country
nations, the chie�ain of a brutal bar- people. He might also face thieves or are classic literary heroes, and adding
barian tribe should be familiar with kidnappers who see his royal trappings these archetypes to your campaign can
more violent arts, taking Power Attack as a promise of wealth. Another pos- add many roleplaying opportunities
or Skill Focus (Intimidate). Consider sibility is that your character possesses to your character’s adventures. E

46 DRAGON 333 July 2005


48 DRAGON 333 July 2005
by George Swan • illustrated by Eric Deschamps and Jonathan Wayshak

THE RELICS
OF FAERÛN Gifts From The Gods
D uring the Time of Troubles, faiths were tested and
convictions renewed. In the wake of those dark
times, the deities rewarded the true believers who
unerringly served them. Many of the gi�s bestowed upon the
faithful were relics, items empowered by a connection to a
The rod of clenched fists strikes as a +2 light mace and uti-
lizes the following spell-like abilities as a 9th-level caster.
Only one of these abilities can be used in a round.
• Bane at will as per the spell. A DC 11 Will save resists
this effect.
deity’s divine energy. The following collection presents merely • Vampiric touch 3/day as per the spell. This ability can be
a handful of the relics that have appeared since the Time of activated on a successful attack as a free action, dealing an
Troubles, which supplement those found in Chapter 3 of the additional 4d6 points of damage and healing the wielder by
Book of Exalted Deeds and Chapter 4 of Complete Divine. the same amount.
• Once per day, the rod can be used to cast dominate per-
BANE: ROD OF CLENCHED FISTS son on a creature touched. A DC 17 Will save resists this
This he�y rod is crowned by four clenched fists stacked effect. Each day that the dominated creature is touched
on top of one another. It looks to be made of coal, but it by the rod extends the duration of the domination by
bears the unmistakable coldness of metal when wielded. one day without a new saving throw. Touching a domi-
Fzoul Chembryl gave many of these rods—as well as the nated creature in this manner uses the dominate person
secret of their creation—to followers of Bane who kept ability of the rod for that day.
the faith during the god’s “absence.” Forging such a rod To use this relic, you must worship Bane and either sacri-
requires finding three good-aligned humanoids willing to fice a 5th-level divine spell slot or have the True Believer feat
sacrifice their fists to the rod with full knowledge of its use. and at least 9 Hit Dice.
Duress is o�en necessary to force such capitulation. For Moderate enchantment; CL 9th; Cra� Rod, Sanctify Relic,
the capstone to the rod, a greater sacrifice is required—the bane, dominate person, vampiric touch, creator must worship
creator’s own fist. The original bearers of the rods of clenchec Bane and sever a hand to power the rod (which cannot
fists have since moved into positions of power in the gov- be regenerated unless the rod is destroyed); Price 42,500;
ernments of Faerûn, either directly or covertly. Weight 5 lb.

July 2005 DRAGON 333 49


GEORGE SWAN THE RELICS OF FAERÛN

TRUE BELIEVER [GENERAL]


Your deity rewards your unquestioning faith and dedication.
Prerequisites: Must choose a single deity to worship. Must be within one step
of that god’s alignment.
Benefit: Once per day when you are about to make a saving throw you may
declare that you are using this feat to gain a +2 insight bonus on that saving throw.
This feat also allows you to use a relic.
This feat originally appeared in Complete Divine.

To use this relic, you must worship One of the soldiers saw the miracle.
Gond and either sacrifice a 3rd-level Daltrond’s bloody ribbon accoutre-
GOND: POUCH OF BLACK divine spell slot or have the True ments that bound his wrists and ankles
ESSENCE Believer feat and at least 5 Hit Dice. expanded and wrapped around him like
When Gond came to Lantan during Moderate conjuration; CL 7th; Cra� snakes, mummifying him instantly. Just
the Time of Troubles, he unveiled Wondrous Item, Sanctify Relic, Leo- as quickly, the ribbons faded and fell
the secrets of that most powerful mund’s secret chest, resist energy, ability to apart. Daltrond awoke, alive and free of
and dangerous of materials known create smokepowder, creator must wor- the disease and its debilitating effects.
as smokepowder. The Wonderbringer ship Gond; Price 6,500; Weight 2 lb. Still wanting to help others, the
knew that the gnomes there would Ilmatari pressed farther into the
not misuse the technology—but infected lands and eventually once
accidents would sometimes hap- again fell ill with the plague that so
pen. In order to protect his trea- many people had survived because of
sured innovators in their studies him. A shrine to the Broken God was
of the technology, Gond crafted built on the site where he at last suc-
special pouches that contained cumbed to the disease.
an unlimited supply of the explo- These relics appear as ordinary
sive black powder. Eventually, the ribbons that Ilmatari o�en adorn
gnomes of Lantan made copies themselves with, until the Broken God
of the pouches and spread them has deemed the wearer worthy of his
through their trusted channels blessing (as determined by the DM).
to other bastions of invention Many of these relics have revealed
across Faerûn. themselves to dying Ilmatari in recent
The pouch of black essence is ILMATER: RIBBONS OF years, through need or accident. The
stained with Gond’s holy sym- THE TWICE-MARTYRED ribbons are wrapped loosely around
bol, as if the material was once a Daltrond Rica was considered one of the wrists and ankles (although brac-
piece of cloth that bore the symbol the greatest healers in Sembia. When ers and boots can be worn under them
before being wrapped up around the Shaking Plague stretched like a without penalty). If the wearer dies suf-
its contents to form a container. No deathveil over nearby Scardale, he fering for the sake of others, the rib-
drawstring seals the pouch, but it is journeyed there without thought of bons wrap around the body in 1 round,
watertight and opens easily when a his safety. Daltrond followed the trail completely encasing it. The following
hand or finger probes inside. The of rotting bodies, giving the blessing round, the ribbons unwrap and the
bearer can bring forth 5 pounds of the Broken God to both the dead Ilmatari is completely healed, as per
(80 ounces) worth of smokepowder and to survivors who had lost their the spell resurrection. The normal loss
per tenday (1 ounce is needed for loved ones to the disease. of level penalty for dying still applies.
muskets, and at least 5 ounces are By the time he reached the Sem- Once the relic is used, it will not func-
needed for a smokepowder bomb). bian garrison in Scardale, the Ilmatari tion for that same person again.
Smokepowder created in this way trembled with fevered chills. He had To use this relic, you must worship
must be used within 1 hour of being caught the Shaking Plague. Half of the Ilmater and either sacrifice a 3th-level
removed from the pouch, after garrison was dead, and the other half divine spell slot or have the True
which time the powder vanishes. bedridden. Daltrond worked until he Believer feat and at least 5 Hit Dice.
Additionally, the bearer of the pouch could stand no more, knowing that to Strong conjuration; CL 13th; Cra�
of black essence gains resistance to cure himself might mean that one of Wondrous Item, Sanctify Relic, resur-
fire 20, but only when a smokepowder his charges would die. His final breath rection, creator must worship Ilmater;
explosion causes the damage. was a prayer to Ilmater. Price 11,000; Weight 1 lb.

50 DRAGON 333 July 2005


GEORGE SWAN THE RELICS OF FAERÛN

Moderate enchantment; CL 8th; to give much more information than


Cra� Magic Arms and Armor, Sanc- is desired). As Oghma is the god of
tify Relic, augury, cause fear; creator bards as well as knowledge, legendmaker
must worship Kelemvor; Price 16,600; can utilize bardic music as a 4th-level
Weight 10 lb; Cost 8,600 gp + 640 XP. bard, however it must be held to use
this ability and it ceases singing should
it be used to attack. It can speak (but
not read) Common, Dwarven, Elven,
Gnome, and Halfling.
To use this relic, you must worship
Oghma and either sacrifice a 4th-level
divine spell slot or have the True
Believer feat and at least 7 Hit Dice.
KELEMVOR: ASHEN STAFF Strong enchantment; CL 20th; Cra�
OF INEVITABILITY Magic Arms and Armor, Sanctify Relic,
Kelemvor gave the knowledge of creating legend lore, miracle; creator must wor-
these smoke-colored staves of petrified ship Oghma; Price 124,115 gp; Weight 4
wood shortly a�er the god understood lb; Cost 62,215 gp + 4,952 XP.
his position as the Lord of the Dead.
The sole purpose of these relics is to OGHMA: LEGENDMAKER
identify those without a patron deity In recent years, fledgling Ohgmanyte
(known as the Faithless) and “cleanse” bards, clerics, and others with wanderlust
them of their misunderstanding. have carried a truly remarkable weapon—
When the staff is within 20 feet of a at least in the weapon’s opinion. This
Faithless, it begins to drone so�ly. If the weapon, called legendmaker, has a voice all
relic ever strikes a Faithless, the power its own and is not afraid to use it to form
of the staff shows the target that his an opinion, a song, or an overly intricate
death is inevitable—and when it does plan. Legendmaker was forged by Ohgma
occur he will writhe in agony, trapped himself (a fact that the weapon reinforces
in the Wall of the Faithless forever. The on occasion) and exists to experience and
vision can be resisted with a success- retell the epics surrounding the bearer
ful DC 13 Will save. Failure means that and her companions. It is most likely SHAR: AMULET OF
the creature is stunned for 1d4 rounds found in the hands of an introvert, or PERFECT NIGHT
while forced to confront his lack of a someone unwilling or unable to tell of the A�er Shar killed Ibrandul and
patron deity. Whether or not the crea- tales of her life. assumed his identity, she basked in
ture undergoes an epiphany as a result Legendmaker is a longsword and gives the Underdark—a place where the
of this forced introspection is up to the the bearer the Martial Weapon Profi- cursed rays of daylight never touch. It
player of the stricken creature (or the ciency (longsword) feat if she does not reminded her of the primeval dark-
DM). The power only works on intel- have it already. Its abilities depend on ness that existed before the world
ligent, sentient creatures native to the the character level of the bearer—as began. In commemoration of the eter-
Material Plane and capable of having a the legend of the bearer grows, so nal blackness that exists in the deep
patron deity. Whether or not the save is does the weapon’s power. The relic’s places of Faerûn, she created the first
successful, a creature cannot be affected enhancement bonus depends on the of the amulets of perfect night over the
again by this power for 24 hours. DMs character level of the wielder (+1 at 1st body of the fallen god of the Under-
should not automatically assume that level, with an additional +1 for every dark. The amulets are flat black metal
creatures have no patron deity: they four levels up to +5 at 16th level). disks surrounded by a shadowy ame-
should consult the charts on pages AL neutral; Int 19, Wis 10, Cha 19; thyst ring and are o�en confused with
221–223 in Faiths and Pantheons. In all Speech, telepathy, 120 �. darkvision, a simple holy symbol of Shar (and can
other ways, the ashen staff of inevitability blindsense, and hearing; Ego 24. be used as such).
strikes foes as a +1 ghost touch/+1 ghost Legendmaker has the following skills: As a standard action, the relic may
touch quarterstaff. Appraise +14, Perform (song) +14, and emit a shadowy illumination (as the
To use this relic, you must worship Spellcra� +14, as well as the bardic darkness spell) in a 20-foot radius
Kelemvor and either sacrifice a 3rd- knowledge ability at +9. Legendmaker around the bearer of the amulet. This
level divine spell slot or have the True loves erudition and so gladly gives effect cannot be countered by daylight
Believer feat and at least 5 Hit Dice. advice on any topic (although it tends or similar spells, as it is tied directly

52 DRAGON 333 July 2005


and continuously to the perpetual
HAND OF TORM night of the Underdark (although it
Abjuration [see text] would be extinguished in an antimagic
Level: Clr 4, Pal 4 field or similar effect). The bearer of
Components: V, S, DF the relic gains darkvision out to 60
Casting Time: 1 minute feet (if she does not already have it)
Range: 10 �. and can see through magical darkness
Area: 10-�. radius emanation centered on you perfectly. Also, those within the area
Duration: 1 hour/level of darkness created by this relic take
Saving Throw: Fortitude negates a –2 penalty on saves against Shadow
Spell Resistance: Yes Weave magic. Finally, the wielder can
cause blindness, as per the spell, in any
You create an immobile zone of warding that is permeable to those of your reli- one target within 210 feet once per
gion but repels all others. The warded area has a shimmering visible border, above day as a standard action. A DC 13 For-
which is a ghostly image of a giant hand (the appearance of the hand depends titude save resists this effect.
upon your patron, so Torm’s clerics have a shining metal gauntlet, while those of To use this relic, you must worship
Bane have a black clawed gauntlet and those of Malar have a great beast’s claw). Shar and either sacrifice a 3rd-level
Creatures that have the same patron as you, or are wearing a holy symbol of spell slot or have the True Believer
your patron, can enter and move within the warded area unhindered. Other feat and at least 5 Hit Dice.
creatures that try to enter or move within the area must make Fortitude saves or Strong evocation; CL 11th; Cra�
be stunned for 1 round. If a creature’s only action is to try to move completely Wondrous Item, Sanctify Relic, blind-
out of the area, the ward does not hinder it. ness/deafness, darkvision, deeper darkness,
Clerics and paladins of deities other than Torm name this spell a�er their own creator must worship Shar, the item
deity—hand of Ilmater, for example. This spell has the alignment components of must be made in an unlit portion
your patron, so if your patron is Torm, this is a lawful and good spell. of the Underdark; Price 40,000 gp;
This spell originally appeared in Magic of Faerûn. Weight 2 lb.
GEORGE SWAN THE RELICS OF FAERÛN

SUNE: RING OF FIREHAIR TEMPUS: THE WAR WIDOW TORM: TRUEWORD


During the Time of Troubles, Sune This curious relic is a battered warham- BUCKLER
rescued Sharess, goddess of sensual mer with a ha� partially covered by tat- One of the greatest sacrifices in the Time
fulfillment, from her darkly hedonistic tered black sackcloth. Recent legend has of Troubles took place in the harbor of
passions and near subsumption by Shar. it that during the invasion of the Tuigan Tantras. Torm the True, bolstered to
In their escape from the Dark Goddess’ Horde, the battle-hardened clerics of the towering size, killed Bane—only to die
grasp, threads of Sune’s hair fell to the Order of the Steel Fang were being slowly himself from the struggle. His sacrifice
Material Plane and formed into per- eradicated by poison and other under- was coupled with those of thousands of
fectly braided bands. While only five of handed methods. They prayed to the faithful, who willingly gave their lives so
these rings are currently known to exist, Lord of Battles for a blessing that would that Torm could prevail. Since the True
one or two more come into the posses- protect them from unethical tactics, yet One was restored to life by the overgod
sion of Sune’s faithful every decade. would still preserve the brutal fairness of Ao, these shields have appeared on the
Wearing the goddess’ ring gives the war. Copies of this weapon appeared in forearms of the Martyr’s Progeny, a
bearer a pronounced confidence in his their armories the next morning. Since group of devout adolescents orphaned
interactions with others, granting a +2 then, the veteran warriors of Tempus by the crisis in Tantras. To a follower of
sacred bonus to Charisma. Furthermore, have wielded the relic to make sure that Torm, the True God, the item’s material
others see this confidence, making they die gloriously in battle, and not from is immediately apparent: it is Torm’s own
initial NPC attitudes one level higher diseased rations or tripwires. skin. While the unenlightened sees only
than they normally would be (making While carrying (but not necessarily a leather clad buckler, a follower of Torm
indifferent NPCs become friendly and wielding) war widow, it grants a +3 luck sees, burned into the flesh, the word
so on). Note that this ability only affects bonus on all saving throws made against “truth” written in ten different languages.
the wearer of the ring of fairhair, and a disease, poison, and the effects of traps. The relic acts as a +4 darkwood buckler,
creature or individual who might be only The weapon otherwise functions as a +2 and grants the wearer two additional
unfriendly to the ring’s wearer might still anarchic warhammer. The bearer must powers. Once per tenday, the wearer can
be hostile toward other members of her participate in a combat once a tenday or discern lies, like the spell heightened to 5th
group. Also, any hostile action taken by the relic ceases to function until the next level. A DC 17 Will save resists this effect.
the Sunite breaks the power of the ring combat (even the enhancement bonus Additionally, the buckler can activate the
over the creatures or individual affected. fades). While it does not necessarily have spell hand of Torm (presented in Magic of
Many would see an attack as the deepest to be a war in order for the combat to Faerûn) once per day. A DC 16 Fortitude
of betrayals, and might pursue the Sunite count, there must always be a chance of save resists this effect. Both effects are
above all others. This power cannot be death. For example, gladiatorial battles cast at 9th-level.
turned off but does take 24 hours to take count (even if they are voluntary), but To use this relic, you must worship
effect and remains with the wearer for 24 butchering sheep does not. Torm and either sacrifice a 5th-level divine
hours a�er taking off the ring. To use this relic, you must worship spell slot or have the True Believer feat and
To use this relic, you must worship Tempus and either sacrifice a 5th- at least 9 Hit Dice. At the DM’s discretion,
Sune and either sacrifice a 4th-level level divine spell slot or have the True the Hit Die restriction can be lowered if
divine spell slot or have the True Believer feat and at least 9 Hit Dice. you are one of the Martyr’s Progeny.
Believer feat and at least 7 Hit Dice. Moderate conjuration; CL 9th; Cra� Strong abjuration; CL 13th; Cra�
Moderate Enchantment; CL 7th; Arms and Armor, Sanctify Relic, align Magic Arms and Armor, Sanctify Relic,
Forge Ring, Sanctify Relic, calm emo- weapon, resistance, creator must wor- discern lies, hand of Torm, creator must
tions, eagle’s splendor, creator must wor- ship Tempus; Price 36,812; Weight 1 lb; worship Torm; Price 27,415 gp; Weight 3
ship Sune; Price 22,800; Weight 1 lb. Cost 18,562 gp + 1,460 XP. lb; Cost 13,815 gp + 1,088 XP. E

54 DRAGON 333 July 2005


ECOLOGY

by Eric Cagle
illustrated by Peter Bergting

the ecology of the

W
hen most adventurers think of enormous, reptilian a powerful blue dragon in a time long past. The offspring
beasts, dragons immediately come to mind. However, of this bizarre union lacked the intellect of their draconic
dragons are not the only scaled giants to instigate parent but exhibited the lightning breath weapon, thick
fear, respect, and sheer awe with their mere presence. One hide, and spiny crests. Over time, these aberrant dragon
such magical beast combines the voracity of an entire pack spawn managed to propagate their own species and broke
of starving predators with unchecked draconic deadliness: from draconic society to take up lairs in the wilderness.
the behir. Most dragons, especially blue dragons, completely deny such
Bestial yet canny predators, behirs prowl broken hills, theories, seeing behirs as nothing more than abominations
wastelands, and barrens looking for food enough to fill that should be destroyed whenever possible. However, a few
their considerable gullets. With surprising cunning dis- dragons (typically metallics) confirm hints of truth in this
guised by their monstrous appearance, behirs offer those possible genesis, although none admit the full story—if
expecting to face nothing more than a dumb beast only a indeed any truly know.
slow and painful digestion. An alternative theory suggests that it was in fact a blue
dragon that created the first behirs. Seeking guardians akin
HISTORY OF BEHIRS to half-dragons, yet more powerful and easier to control,
Behirs exhibit numerous traits that suggest an unnatural a draconic sorcerer began meddling with the blood of her
genesis. The most common theory posits that some enor- own kind. Either by breeding with a magically summoned
mous, magically altered snake or lizard—possibly even a being or tampering with her own unhatched eggs, the blue
manifestation of the gods Merrshaulk or Apep—bred with dragon created a clutch of deadly yet dimwitted offspring.

56 DRAGON 333 July 2005


Whether these feral sub-dragons KNOWLEDGE OF BEHIRS
turned on and cannibalized their The following table shows the results of a Knowledge (arcana) check as it
mother or she grew disgusted with her relates to behirs. Those who study magical beasts, as well as inhabitants of
unnatural brood and drove them from the dry, dusty barrens that these monstrosities call home, are most likely to
her lair remains unknown. Frequent possess this information.
observations, however, demonstrate
that blue dragons revile and actively Knowledge (arcana)
hunt behirs, while behirs fly into a rage DC Result
at the merest mention of dragons of 10 Behirs are wingless, twelve-legged, vaguely draconic beasts capable of
any color. blasting foes with their electrified breath.
Regardless of tales of their dra- 15 Behirs territorially claim wide swaths of land and “rule” them from rocky
conic heritages, behirs prove physi- spires and plateaus. Using their powerful jaws to snatch up prey, behirs
cally (both internally and externally) either fatally constrict such prisoners or swallow them whole.
very different from true dragons. As 20 Behirs are intelligent yet brutish creatures capable of speaking Common
such, varying theories of their actual and possessing egos as large as their monstrous bulks. A behir’s multiple
genesis prove far-flung and o�en legs make it a masterful climber capable of scaling most any surface.
radically conflicting. 25 Behirs hate all dragons and blindly attack them on sight.
The breath weapon of a behir takes a relatively long time to recharge
PHYSIOLOGY OF THE BEHIR once used, yet this innate affinity for electricity makes behirs immune to
While superficially resembling drag- all electrical attacks.
ons, behirs are more akin to gigantic
snakes than true wyrms. A full- a pale blue, while female underbellies are frequently used in preening hard-
grown behir reaches at least 40 feet near shades of white highlighted with to-reach scales.
in length and weighs approximately streaks of azure. All behirs sprout Behirs possess a dozen short but
4,000 pounds. Their extremely tough numerous large horns that curve powerful legs capable of tucking up
and scaly hides bristle with armored backwards from their heads and con- neatly along the sides of their bodies,
ridges and vary in color from electric tinue down their serpentine necks. allowing them to either slither along
blue to nearly purple with bands of Largely ornamental, these horns like a snake or gallop in an undulating
brown . The underbellies of male act as an indicator of the beast’s age stride. They prefer using their snake-
behirs exhibit a lighter hue, typically (growing for a behir’s entire life) and like locomotion when traveling any

July 2005 DRAGON 333 57


ECOLOGY

considerable distance, as it makes especially when the creature becomes PSYCHOLOGY AND SOCIETY
moving across the broken landscapes agitated or otherwise excited. These OF THE BEHIR
they usually inhabit far easier. Behirs formations require almost exactly 1 Behirs prefer inhabiting dry, rocky hills
commonly only use their legs when minute to generate enough friction (although rumors of jungle and desert
climbing or feeding. Both because of to create a blast of electricity deadly behirs persist), basking in the scalding
their numerous legs and their comfort enough for a behir to use as a weapon. sun between hunting forays and patrols
while slithering, it’s impossible to trip Not far from these charged structures of their territories. Frequently lairing in
or knock over behirs. rests a behir’s brain. Large and complex cliffside caves, plateaus, rocky spires, or
Overly large, a behir’s mouth sports enough to facilitate a behir’s sentience other high natural hiding spots, behirs
dozens of thin, needlelike teeth that and capacity for speech, this organ is seek out homes that afford them a view
curve inward for the purposes of grab- in no way as complex or advanced as of the surrounding lands and prove
bing meat and tearing it in large gob- a dragon’s brain. Also, perhaps due to difficult for creatures unable to climb
bets. A behir cannot sheer surfaces to access.
chew food with any Most behirs live solitary
particular ease and spits existences, claiming all the
out anything it cannot land visible from their lairs
swallow entirety. The as their territory. As behirs
throat and stomach of a favor lo�y homes, a behir’s
behir are equally over- alleged domain might span
sized, capable of swal- dozens of miles, with its
lowing entire creatures lair always at the center.
whole. When filled, an However, these contended
incredibly powerful acid dominions are regularly
floods the behir’s stom- exaggerated, possibly
ach that reduces flesh to encompassing the prior
a nutrient-rich chyme claims of other creatures,
in a matter of minutes. or even whole cities a lone
The rare items a behir behir could never hope to
cannot digest (such as overtake. Regardless, behirs
exceptionally resistant are violently territorial
substances like adaman- creatures and attempt to
tine) it regurgitates in a drive out any beings they
slow, awkward process perceive as threats, while
within its lair. subjugating weaker crea-
A portion of the tures. This o�en leads to
energy behirs generate lengthy conflicts between
from their food goes behirs and humanoids or
to fueling a number of other powerful monsters,
strange, almost glassy all with equal belief in their
organs that run below ownership of the land.
the thickly armored In the cases where
plates of their necks. Far different from the electrified organs nearby, behirs behirs win such disputes, whole
the draconis fundamentum organ are prone to violent mood swings, regions of weaker creatures might pay
that produces the breath weapons of far-flung leaps of reasoning, and spas- homage to a single behir as landlord—
true dragons, these coarse formations modic muscle actions. or even deity. Although physically
are arrayed in a state of constant fric- Perhaps another effect of the electric- powerful and intelligent enough to
tion, shi�ing and colliding against ity that at times seems uncontrolled communicate, behirs make poor lead-
one another as a behir moves. This within their bodies, behirs live fast and ers and worse rulers. Little more than
constant friction gathers within several burn out quickly, rarely living beyond oversized, self-interested bullies, behirs
chambers inside the behir, waiting forty years. However, possibly as a result care nothing for the “weaklings” that
to escape in a bolt when the creature of some aberrant origin, a behir’s maxi- dwell within their territories. Rather,
opens a specialized chamber within its mum age varies extremely from one to they treat such vassals little better than
mouth. Sometimes this energy escapes the next, with some dying of old age in slaves and livestock, o�en demanding
in ribbons that ripple over a behir’s their thirties while others live well into ridiculous tributes of food or wealth.
tongue or crackle over its spines, their hundreds. Also, due to their o�en sporadic mood

58 DRAGON 333 July 2005


by Jason Bulmahn • illustraed by Wayne Reynolds • cartography by Kyle Hunter

Wormfood
surviving the Age of Worms
Adventure Path
W
hile the pages of Dun- who moved on years ago for
geon magazine pres- unexplained reasons. In this
ent everything the DM case, the local land office would
needs to run the Age of Worms be more than happy to turn over
Adventure Path, every month the building to anyone willing to
Dragon gives the players of repair it (perhaps for a small fee).
that—or any other campaign—
tools to enhance their gaming THE YARD
experience. A modest dwelling squats upon
Having a home is important the crown of a small hill. While the
for any band of adventurers. rough stone walls of the first floor
Critical to planning future look mostly intact, the second floor
quests, stashing valuables, and has completely collapsed. A half
recuperating from injury, a height wall rings the house, but it too
home is more than just another is in a state of severe disrepair. Rub-
way to spend hard-earned ble and dense weeds choke the yard.
gold. It is o�en mandatory.
Frequently, characters stay at an The entire yard is considered dif-
inn or rough it in the wild. Pre- ficult terrain except for the small
sented here is an inexpensive path leading up to the building.
opportunity for a more perma- Clearing the yard requires 20 total
nent dwelling. hours of work and makes the
Located on the outskirts of yard normal terrain. Behind the
the Diamond Lake community, a ruined mine office and building, a stone well rises up out of the weeds. Although the
dwelling sits unoccupied, without an owner. This crumbling bucket is gone, the water is clean, if a bit brackish. In the back,
office is the site of the PCs’ first meeting in “The Whispering the remains of a wooden outhouse lie in an unrecognizable
Cairn” (appearing in Dungeon #124). The previous owner of heap. Rebuilding the small structure requires DC 10 Cra� (car-
the building, the mining manager Ulgo Fant, abandoned the pentry) skill checks until the value of the completed structure
place more than fi�y years ago when his mine ran dry. When he reaches 20 gp. There is no cost for this construction as all the
died over a decade ago, the property was le� without an owner. raw materials are present.
Few have bothered to visit this wreck since its abandonment.
Young children from the town o�en come up to the building THE BUILDING
on a dare and a few years back an inexperienced thief took up Made of smooth stone blocks, this building stands in shambles. Thick
residence here before moving on to more lucrative trade routes. vines creep up the side and most of the windows are broken. The front
This building can easily be imported into any campaign. door hangs open, barely on its hinges, under a sagging and partially
If set within a city, it was owned by a merchant and his family collapsed porch.

62 DRAGON 333 July 2005


ECOLOGY

Behirs and dragons are dire they purposefully maneuver them- such a battle proves unavoidable, spells
enemies and never willingly tolerate selves to line up foes for maximum like bull’s strength, freedom of movement,
each other’s presence within their effect. A behir frequently identifies and grease should see generous use.
respective territory. When a behir the most dangerous-looking enemy Getting Out of the Gullet: Those
and dragon catch sight (or scent) of and unleashes its breath weapon on who do fail at grappling with a behir
each other, bloodshed inevitably fol- him first in hopes of killing him off are likely to be swallowed, where they
lows. Those who witness a battle before closing in to melee combat. face precious few choices for escape.
between a behir and dragon A behir is also smart enough Those expecting to battle a behir toe-
recall it with awe, as both crea- to avoid attacking those to-toe should prepare with spells like
tures assail each other with unaffected by its light- resist energy to prevent acid damage
breath attacks and gouge scale, ning breath a second within the creature’s stomach and
muscle, and sinew with razor-
sharp claws and teeth.
Besides dragons, any large
animals (including humanoids)
that wander into a behir’s terri-
tory are considered food first and
potential bargaining partners
second. Behirs possess the
capability to negotiate but
only do so if they believe that
for some reason they can’t carry at
take what they desire. Those least one
who must frequently travel (preferably
through a behir’s terri- magic) dag-
tory find that offering ger or other
large amounts of food light slashing
(such as a cow or a or piercing
horse)—along with a weapon to cut
healthy amount of out of the crea-
self-depreciating ture’s gizzard.
flattery—is a good A spiked gaunt-
way to keep a behir let is an ideal
from attacking. Additionally, weapon—allowing
perhaps owing to some draconic a behir’s swallowed
ancestry, behirs have a fondness time, and if it discerns this resistance opponents to attack
for treasure, coveting silver to the early it attempts to destroy such oppo- without having to
exclusion of all other offerings. If nents with physical attacks first. draw a weapon first.
properly wooed with such riches, Avoid Grappling: When initiating Adroit Ambushers: Once alerted to
food, and compliments, some behirs a grapple—almost always using its the presence of enemies, behirs favor
might be convinced to reveal infor- bite and improved grab ability—a attacking by surprise. A behir’s decent
mation or perform favors for lesser behir’s formidable grapple bonus (at Hide bonus allows it to remain out of
creatures. least +25) practically ensures a good sight from all but the most observant
grasp on a victim. The round after creatures, while its skill at climbing
VS. BEHIRS achieving a hold, a behir constricts lets it plan ambushes from the most
Although nowhere near as intelligent before unleashing its fearsome rake unexpected directions (see the Behir
as an average human, behirs possess attack. This rake attack is the only Ambushes sidebar).
numerous deadly abilities and enough means in which a behir can bring its Behirs With Character Levels:
intellect to make clever decisions and numerous but relatively short claws Possessing a better-than-average
plan attacks with cunning and reason. to bear, and thus it makes use of Charisma, it’s quite possible that an
Beware the Breath: Like a dragon, this attack whenever possible. advanced behir might take levels in
a behir possesses a breath weapon—a As this series of attacks proves so sorcerer. Alternatively, some behirs
line of lightning that deals terrible common when facing behirs, adven- advance as barbarians, augmenting
damage. Behirs can only use this abil- tures should seek to avoid melee com- their already formidable fighting prow-
ity once every 10 rounds, meaning that bat with such creatures at all costs. If ess with rage and enhanced speed. E

60 DRAGON 333 July 2005


by Jason Bulmahn • illustraed by Wayne Reynolds • cartography by Kyle Hunter

Wormfood
surviving the Age of Worms
Adventure Path
W
hile the pages of Dun- who moved on years ago for
geon magazine pres- unexplained reasons. In this
ent everything the DM case, the local land office would
needs to run the Age of Worms be more than happy to turn over
Adventure Path, every month the building to anyone willing to
Dragon gives the players of repair it (perhaps for a small fee).
that—or any other campaign—
tools to enhance their gaming THE YARD
experience. A modest dwelling squats upon
Having a home is important the crown of a small hill. While the
for any band of adventurers. rough stone walls of the first floor
Critical to planning future look mostly intact, the second floor
quests, stashing valuables, and has completely collapsed. A half
recuperating from injury, a height wall rings the house, but it too
home is more than just another is in a state of severe disrepair. Rub-
way to spend hard-earned ble and dense weeds choke the yard.
gold. It is o�en mandatory.
Frequently, characters stay at an The entire yard is considered dif-
inn or rough it in the wild. Pre- ficult terrain except for the small
sented here is an inexpensive path leading up to the building.
opportunity for a more perma- Clearing the yard requires 20 total
nent dwelling. hours of work and makes the
Located on the outskirts of yard normal terrain. Behind the
the Diamond Lake community, a ruined mine office and building, a stone well rises up out of the weeds. Although the
dwelling sits unoccupied, without an owner. This crumbling bucket is gone, the water is clean, if a bit brackish. In the back,
office is the site of the PCs’ first meeting in “The Whispering the remains of a wooden outhouse lie in an unrecognizable
Cairn” (appearing in Dungeon #124). The previous owner of heap. Rebuilding the small structure requires DC 10 Cra� (car-
the building, the mining manager Ulgo Fant, abandoned the pentry) skill checks until the value of the completed structure
place more than fi�y years ago when his mine ran dry. When he reaches 20 gp. There is no cost for this construction as all the
died over a decade ago, the property was le� without an owner. raw materials are present.
Few have bothered to visit this wreck since its abandonment.
Young children from the town o�en come up to the building THE BUILDING
on a dare and a few years back an inexperienced thief took up Made of smooth stone blocks, this building stands in shambles. Thick
residence here before moving on to more lucrative trade routes. vines creep up the side and most of the windows are broken. The front
This building can easily be imported into any campaign. door hangs open, barely on its hinges, under a sagging and partially
If set within a city, it was owned by a merchant and his family collapsed porch.

62 DRAGON 333 July 2005


Part of the front porch has collapsed,
but it still allows entry to the building. CRAFT 101
The two exterior doors are damaged Although the mechanics are fully detailed in the Player’s Handbook, few make
but are still sound and easily repaired use of the Cra� skill. However, for the purposes of this article, familiarity with
with an hour’s worth of work and this o�-overlooked skill is vital.
a successful DC 15 Cra� (carpentry) Cra� skill checks can be made in one of two ways, depending upon the time avail-
skill check. The locks on the doors able. If the check is made at the end of one week’s work, the result times the DC
are rusted beyond repair and must be equals the amount of work completed in terms of sp. If instead the check is made at
replaced (see page 128 of the Player’s the end of one day, the amount of work completed equals the check result times the
Handbook for prices). The walls and DC in cp. The work is completed when its total value is reached. Multiple characters
doors have the following statistics. can contribute to this work. If the skill check is less than the DC then no progress is
Wooden Doors: 1-1/2 in. thick; hard- made in that time. If the skill check fails by 5 or more, half of the raw materials are
ness 5; hp 15; Break DC 18. ruined and you have to pay that cost again. In this case, such a loss equals half the cost
Stone Walls: 1 �. thick; hardness 8; of the construction to be completed (even if no raw material costs were required).
hp 90; Break DC 35; Climb DC 20 (15
with vines). and the porch. The second floor requires
Clearing the debris from around the much more work and is completed THE INTERIOR
building and the second floor requires when the value of the structure reaches Small mounds of debris litter the floor
a total of 40 hours of work. Most of this 500 gp. This construction requires only of the building’s interior. Loose stones,
debris is still suitable for repairing the 1 gp of raw material for every 10 gp of dead weeds, and grime cover virtually
building and offsets much of the cost. construction completed if the present every surface. Paintings must have once
Repairing the outer structure of the materials are used (as opposed to half adorned the place as indicated by the
building requires DC 15 Cra� (stone- the cost). particular stain patterns marring the
working) skill checks until the value of The windows cannot be repaired walls. The only light comes from thin
the completed structure reaches 200 and must be either boarded over or sha�s sneaking in from outside illumi-
gp. This repairs all the walls on the first replaced. Replacing a window costs 2 gp nating clouds of dust dancing through
floor, including those in the living room and 1 hour of work for each window. the stale air.

July 2005 DRAGON 333 63


CAN’T SOMEONE ELSE DO IT?
To avoid spending valuable adventuring time on construction, you might want to hire others to clean up and repair the
building. Listed below is each individual task, the cost to hire an expert to do it, and the amount of work an expert can do
in one day (in hours for tasks that do not require Cra� checks and in terms of sp completed for those that do). Where skill
checks are needed, the expert is assumed to have a +8 bonus on the check.

Task Expert Cost per Day Amount per day


Cleaning the yard Laborer 1 sp 8 hours per day
Rebuilding the outhouse Carpenter (cra�person) 3 sp 18 sp per day
Clear the debris Laborer 1 sp 8 hours per day
Fixing the first floor Stone carver (cra�person) 3 sp 27 sp per day
Fixing the second floor Stone carver (cra�person) 3 sp 27 sp per day
Cleaning the interior Laborer 1 sp 8 hours per day
Renovating the first floor Limner 6 sp 8 hours per day
Renovating the second floor Carpenter (cra�person) 3 sp 27 sp per day

Adding an architect to this process costs an additional 5 sp per day, but increases the amount of work performed each day by
stone carvers (to 30 sp per day) and carpenters (to 20 sp for the first floor and 30 sp for the second floor per day).
Generally, no more than six carpenters and eight stone carvers are available at any one time to work on a project of this
size. Assuming that the maximum number of cra�smen are hired along with an architect, a limner, and a laborer, the recon-
struction requires 21 days worth of work at a cost of 87.5 gp for the experts alone. This is in addition to any costs for raw
material (roughly 400 gp depending upon the construction options chosen).

The first floor of the manor consists of The interior can be cleared of debris adventure. While giving the charac-
five chambers. The largest of these is with 20 hours of work. The first floor ters a use for Cra� skills, a home also
the living room, part of which has com- can then be renovated with an additional ties them to a location, giving them
pletely collapsed. Directly to the right of 40 hours of work and 50 gp in supplies a stake in the town and a focus for
the living room space is what was once (paint, replacement floor boards, and their efforts.
an office. The bookshelves and desk have plaster). Renovating the interior of the The manor presented here also
thoroughly rotted and what few tomes second floor requires successful DC 15 opens up a number of options for
and mine maps remain are ruined and Cra� (carpentry) skill checks until the side plots and can act as a spring-
illegible. Adjoining the living room is a value of the construction reaches 200 board for entire adventures. The deed
sizable dining room. Any furniture that gp. Since the damage here is so extreme, to the property could be located else-
remains in the room is completely soiled the PCs must pay half the construction where, requiring the PCs to go pick it
and worthless. The kitchen contains an value for raw materials. up. A group of monsters moves into
actual fire pit, but the chimney is blocked Stocking the manor with the appro- the area, forcing the PCs to deal with
and must be cleared before it can be priate furniture and necessary supplies the problem. Maybe one of the maps
used. The pantry, attached to the kitchen, requires 200 gp. This cost includes in the office is not as crumbled as the
has a number of empty and broken beds, chairs, rugs, tables, and kitchen others and contains an odd set
shelves along with two empty barrels. A supplies. This makes the place basically of runes. What is buried under the
staircase in the living room is choked functional and comfortable enough for collapsed part of the cellar? Might
with debris and leads to the remains of complete bed rest (see natural healing it be one of the former occupants
the second floor. Another in the kitchen on page 146 of the Player’s Handbook). or was it sealed on purpose, hiding
leads to a crude cellar. Increasing this expenditure to 1,000 other deeper chambers? The options
The second floor of the manor is in gp along with repairing the rest of are endless.
complete ruins. Although there is no the structure as noted earlier, gives Whatever you decide, giving the PCs
roof in its current state, the floor above the owners a +2 circumstance bonus a home is a boon to everyone involved,
prevents most of the rainwater from on Diplomacy and Intimidate checks but be careful not to make it a hassle.
leaking into the first floor. made inside against those impressed Too many monster attacks or thieves
The cellar is partially collapsed, but by wealth (typically the poor and mer- in the night will ruin the usefulness of
stable at the current time. Along one chant classes). a home, turning a focal point for the
wall, a crumbling wine rack still stands, group into a burden not easily dis-
although others have already plun- USES FOR THE DM posed of.
dered it, leaving a pile of empty and PCs with an established base offer a Next month: “Worm Food Part 2:
broken bottles at its base. number of opportunities for future Shopping at Taggin’s General Store.” E

64 DRAGON 333 July 2005


BAZAAR OF THE BIZARRE

by Richard Farrese • illustrated by Jeff Laubenstein

TREASURES OF
THE GNOME HILLS
A
lthough most people don’t realize it, gnome culture is per day. Both armbands must be worn in order for their
filled with a multitude of intricate art forms, mysteri- magic to be effective.
ous histories, and ancient legends. Masters of illusion, Moderate transmutation; CL 7th; Cra� Wondrous
gnomes are also cunning, imaginative, and gi�ed cra�s- Item, cat’s grace, mage hand, prestidigitation; Price 11,700 gp;
men who never cease to amaze those who—more o�en Weight 1 lb.
than not—refuse to acknowledge their worth. Like their
distant dwarven cousins, gnomes reveal their true inge- BATTLEPLATE
nuity in not just their mundane works, but also through Commissioned by Ramvinot of the Single Eye, a forgotten
their magical creations. smith cra�ed these intricate suits of armor. History recalls
that Ramvinot, a pious follower of Gaerdal Ironhand (the
ARMBANDS OF PRESTIDIGITATION gnome god of vigilance and martial defense), used appar-
In gnome society, Ranvarath the Magician held renown ently unarmed secret police who used magic to defend
for his dazzling stage performances. Dubbed the Father of gnome lands from overconfident invaders. Although time
Illusions by most sages and historians of his kind, wizards has claimed the names of these brave bardic warriors,
and sorcerers of all races recognize the gnome Ranvarath many suits of battleplate remain.
as having developed and created several well known spells Otherwise unremarkable in appearance, an etching of a
and wondrous items. Among these are the armbands he wide maple tree with golden leaves decorates this armor’s
wears in every fresco and statue created in his image. glistening silver breastplate.
Made of simple brown leather carved with several A suit of battleplate is a +2 mithral breastplate of improved
interconnected decorative circles, gnomes some- silent moves. The armor bears a glamour that allows its wearer
times refer to these magic armbands as Ran- to change the battleplate’s appearance to that of a
varath’s gi�. This easy to spot design, done simple tunic, making it possible
in shades of beige, stands out upon the to wear the armor in a popu-
otherwise unremarkable leather surface lated area without rousing
of the bracers. suspicions. Finally,
Armbands of prestidigitation confer in addition to the
a +2 enhancement bonus to Dex- Move Silently
terity as well as a +5 competence bonus granted by
bonus on all Sleight of Hand the armor’s
checks. The wearer also gains improved
the ability to use mage hand and silent moves,
prestidigitation each three times battleplate grants its

66 DRAGON 333 July 2005


wearer a +5 competence bonus (but no other creatures). Finally,
on Jump and Tumble checks. any creature the wielder does
Because its mithral con- not consider
struction makes battle- an opponent
plate light armor, bards within the
can cast spells while blade’s glow
wearing it without receives a +2
the risk of arcane bonus on
spell failure. all saving
Moderate throws made
transmutation; CL to avoid con-
9th; Cra� Magic Arms and tracting a disease.
Armor, Still Spell, disguise self, jump, Moderate abjuration; CL 11th; Cra�
silence; Price 31,050 gp; Weight 30 lb. Magic Arms and Armor, remove disease;
MOONRAT'S BANE Price 15,530 gp; Weight 8 lb.
DEVIL'S PASTE Many believe the gnome god Baer-
This sticky substance is primarily van Wildwanderer gi�ed the first MISLEADING NECKLACE
composed of finely crushed rocks, vol- moonrat’s bane to an obscure wizard Nefarimas the Ancient created the
canic ashes, fungi, and the blood and and master smith said to have delved first of these mundane-looking neck-
oils from various creatures. Wizards into the secrets of lycanthropy a mil- laces shortly before his death nearly a
from the Order of the Deep, an orga- lennium ago. At that time, Baervan century ago. Nefarimas’s apprentices
nization devoted to ridding the world and his followers fought a secretive learned the secrets of making these
(beginning with the Underdark) of war against an influx of wererats and items and produced a number of
evil, created this practical substance. their mundane rodent kin. As misleading necklaces in the years
Especially designed to help gnome the war turned sour, Baervan that followed. Although each
warriors combat creatures made of or presented the first of these maker fashioned these magic
living in fire, wizards of the Order of blades and commanded his necklaces according to his
the Deep continue to make devil’s paste loyal servitor to create many own tastes, every necklace has
to this day. more. The tides turned as one thing in common: a large
Devil’s paste is a thick dark brown the nature god’s gi� spread chunk of amber that makes up
goo similar in both color and texture among gnome enclaves. the centerpiece of the necklace.
to chocolate pudding or mud. It sticks These ancient relics, artfully Most misleading necklaces
easily to the skin and clothing of cra�ed greatswords fashioned are made from simple silver
those who use it, but devil’s paste gives from a rare alloy of a bright threads upon which hang rough
its users a dirty and savage appear- silvery hue, emit a clear radi- pieces of dark golden amber.
ance—a fact that makes some gnomes ance strong enough to illu- Some more elaborate cra�ers
of nobler heritage obstinately refuse minate a 20-foot radius when frame the amber in gold, silver, or
its use. Typically, the substance is held. The grip of a moonrat’s bane, platinum designs. The semitrans-
kept in wineskins treated with oil that covered with a thick layer of parent stone can take almost any
allow quick extraction of the paste. A interwoven purple leather laces, shape, from neat triangles, round
wineskin’s worth of devil’s paste con- proves remarkably comfortable spheres, and perfect squares to
tains enough to cover four Small or to wield. more organically shaped forms.
two Medium creatures. At first glace, a moonrat’s bane A misleading necklace helps its
When applied, devil’s paste pro- appears as a typical Small +2 owner fake his own death once
vides resistance to fire 20 and a +4 silver greatsword. Barely percep- per day as an immediate action
resistance bonus on all saving throws tible runes upon the blade (writ- (see the following page), but only
made against fire and fire-based spells ten in Gnome) reveal its potency. in response to the wearer taking
and effects. It takes 1 minute to apply When wielded in battle against damage from a magic item, spell,
devil’s paste to the body. Its effects last rats and ratlike creatures, causes spell-like ability, or supernatural
for 24 hours a�er application or until these creatures to be shaken for 1 ability. When activated, the mis-
washed off with soap and water (which minute upon a successful criti- leading necklace instantaneously
takes 5 minutes). cal hit. This includes normal casts both a cure serious wounds
Moderate abjuration; CL 7th; Cra� rats, dire rats, moon rats, rat and an extended mislead spell on
Wondrous Item, resist energy; Price swarms, wererats, and any other its wearer. The figment created by
8,000 gp; Weight 2 lb. (full wineskin). creature with ratlike qualities the mislead effect appears in the

July 2005 DRAGON 333 67


BAZAAR OF THE BIZARRE

IMMEDIATE ACTION
Much like a swi� action, an immedi-
ate action consumes a very small
amount of time, but represents a
larger expenditure of effort and
energy than a free action. However,
unlike a swi� action, an immedi-
ate action can be performed at any
time—even if it’s not your turn.
Casting feather fall is an immediate
action (instead of a free action, as most sages (including some gnomes) Strong transmutation; CL 13th; Cra�
stated in the spell description of the subscribe to this theory, the majority of Wondrous Item, disguise self, reduce
Player’s Handbook), since the spell can gnomes still cling to the idea that these person, creator must be gnome; Price
be cast at any time. valuable treasures hold godly origins. 20,000 gp; Weight —.
Using an immediate action on Its outer edge crudely shaped from
your turn is the same as using a swi� a simple gray stone of unremarkable TIARA OF SHADOW BLENDING
action, and counts as your swi� action value (such as granite), a quick glance The creation of a renowned gnome
for that turn. You cannot use another paints a ring of gnomekind as a worth- necromancer, these wondrous items
immediate action or a swi� action less piece of rock. The ring’s smooth are extremely rare. Tiaras of shadow
until a�er your next turn if you have interior surface, however, holds myriad blending contain the essence of
used an immediate action when it is tiny and elaborate runes. Few under- shadow—an element necroman-
not currently your turn (effectively, stand the meaning of these strange cers frequently study. Although few
using an immediate action before markings, but anyone who puts on the know about tiaras of shadow blending,
your turn is equivalent to using your ring instantly knows its powers. assassins and rogues who hear of
swi� action for the coming turn). You A ring of gnomekind bestows a +2 them actively seek these treasures,
also cannot use an immediate action bonus on Listen and Cra� (alchemy) and willingly pay a small fortune to
if you are currently flat-footed. checks and increases the DC for all obtain one.
saving throws made against illu- A tiara of shadow blending is made
owner’s place. In the next instant, the sion spells cast by its wearer by +1. from basalt ornamented by a handful
figment of the owner appears to die in In addition, any Medium human- of black pearls. A closer look at the
a way appropriate to damage-dealing oid who dons a ring of gnomekind is item reveals the pearls embedded in
effect (charred by flames, encased in ice, instantly affected by both a reduce per- it lack the sheen of the tiara’s shiny
and so on). The effect is gruesome and son spell and a disguise self spell that black luster. Although the surface of
spectacular, and the illusion is complete makes the wearer look like a gnome. the item is glassy, it emits an eerie
with smells, sounds, and thermal effects. These spells remain in place for as aura of shade when worn.
The apparently dead figment remains long as the creature wears the ring. The tiara of shadow blending absorbs
in place for 3 minutes (30 rounds). Many gnomes consider wearing such a portion of an area’s ambient light,
Strong illusion; CL 11th; Cra� a ring a true honor, as such a wearer creating a menacing shadow around
Wondrous Item, Extend Spell, cure seri- becomes the embodiment of gnome the owner’s form. Three times per day,
ous wounds, mislead; Price 42,400 gp; strengths and virtues. while in an area of shadowy illumina-
Weight 1 lb. tion, its owner can blend into shad-
ows, making him invisible as per the
RING OF GNOMEKIND greater invisibility spell for 10 minutes.
Legends hold that Garl The tiara’s wearer remains concealed
Glittergold himself as long as he remains within an area
handed down these of shadowy illumination. In addition
simple rings to his to the normal ways of negating invis-
children. Although ibility or seeing an invisible creature,
gnome literature this invisibility is cancelled while in
and folklore con- the area of any spell with the light
cerning these godly descriptor or similar effect.
gi�s abound, many Moderate transmutation; CL 10th;
sages argue that rings of Cra� Wondrous Item, deeper darkness,
gnomekind lack the antiquity greater invisibility; Price 30,000 gp;
to be the gi� of a god. While Weight 1 lb. E

68 DRAGON 333 July 2005


SPELLCRAFT

70 DRAGON 333 July 2005


by Peter M. Ball
illustrated by Jonathan Wayshak

VisIons
OF FEAr
F ew who knew Phade Evanshad in his youth could have
predicted the terror he would later unleash. A slight and
sickly youth, bullied by other children and plagued by
nightmares for much of his adolescence, none suspected the
cruel revenges and morbid delights he imagined even then.
of the frightful sorcerer lives on, haunting their nightmares
and possibly his only surviving work.

GLIMPSE OF FEAR
Illusion (Phantasm) [Fear, Mind-Affecting]
When Phade’s natural mastery of magic first manifested— Level: Brd 1, Clr 1, Sor/Wiz 1
some say he willed it into existence through his frustrated Components: V, S
rage—it was shaped by the incessant anger and fear that so Casting Time: 1 standard action
inspired him. Delighting in his ability to spread abject panic Range: Close (25 �. + 5 �./level)
with but a few severe gestures, Phade’s transformation from a Target: One living creature
tortured child to a dark menace proved swi� and startling. Duration: 1 round/level; see text
While many common folk remember Phade as a cruel tyrant Saving Throw: Will negates
and self-proclaimed Master of All Fears, in arcane circles he Spell Resistance: Yes
remains better known for his development of new methods of
using fear as a weapon. With his intimate knowledge of what it You plunge the subject directly into a waking nightmare,
is to be afraid coupled with a burning passion to incite terror immersing it in a world of fear for a brief instant. The
in others, Phade’s documentation and rediscovery of numerous change happens so fast that many creatures do not con-
unique spells was far more prolific than many other sorcerers. sciously sense it at all, but a failed Will save means the sud-
Phade’s legacy of horrors came to an end in a conflagra- den shi� in perception registers long enough to leave the
tion of otherworldly fire that destroyed his tower. Along with subject shaken for 1 round per caster level. A shaken crea-
their creator, many of Phade’s signature spells disappeared, ture suffers a –2 penalty on attack rolls, saving throws, skill
presumably destroyed in the fire. Yet something survived. checks, and ability checks. Sightless creatures and creatures
Presented here are the contents of the only text found immune to fear effects are not affected by this spell.
within the charred ruins, a folio inexplicably untouched by In addition, a target that fails the Will save to resist this
flame and seemingly newly penned entitled Visions of Fear. spell also takes a –4 penalty on all Will saves made to resist
This fearful text, coveted by magic-using tyrants and sinister spells with the fear descriptor for the duration.
spellcasters the world over, is widely believed to constitute
all that remains of the Master of All Fear’s reign of terror. INESCAPABLE SWARM
However, those who lived in dread of the foul magics of Illusion (Figment)
Phade Evanshad still can’t help but suspect something more Level: Brd 5, Sor/Wiz 4

July 2005 DRAGON 333 71


SPELLCRAFT

Casting Time: 1 standard action


NEW SPELLS FROM VISIONS OF FEAR Range: Touch
Visions of Fear contains many spells from the Player’s Handbook with the fear descrip- Target: Creature touched
tor, along with a host of unique spells. Paradigms of dread-inspiring magic, the spells Duration: 1 minute/level
in this folio are some of the most sought a�er by all manner of corrupt and malicious Saving Throw: Will Negates (harmless)
spellcasters. The following spells represent the legacy of Phade Evanshad: a handful of Spell Resistance: Yes (harmless)
ingeniously sinister spells that instill horror with their every casting.
The target’s facial features take on
BARD SPELL the aspect of a threatening creature
1st-Level Bard Spells 3rd-Level Cleric Spells seemingly birthed from the Abyss.
Glimpse of Fear: A flash of horror Vision of Fear: You gain knowledge The subject’s eyes seem to change to
causes the target to become shaken. of the target’s greatest or most glowing slits, its skin darkens and
recent fear. grows scales, and horns and sharp
2nd-Level Bard Spells teeth appear to jut from its face. The
Phade’s Fearsome Aspect: The target SORCERER/ change has no affect on the target’s
gains a +5 bonus on Intimidate checks WIZARD SPELLS physical abilities, but it does bestow
and can demoralize as a swi� action. 1st-Level Sorcerer/Wizard Spells a +5 bonus on Intimidate checks and
Glimpse of Fear: A flash of horror allows the target to make an attempt
3rd-Level Bard Spells causes the target to become shaken. to demoralize opponents as a swi�
Vision of Fear: You gain knowledge action. (See the Swi� Action sidebar.)
of the target’s greatest or most 2nd-Level Sorcerer/Wizard Spells Neither the caster nor the target of
recent fear. Phade’s Fearsome Aspect: The target this spell has control over the specific
gains a +5 bonus on Intimidate checks features of the illusion and it cannot
5th-Level Bard Spells and can demoralize as a swi� action. be used to create a specific disguise.
Inescapable Swarm: Targets feel as Vision of Fear: You gain knowledge Regardless of being unable to choose
though they are covered by an invis- of the target’s greatest or most specific features and the horrific
ible swarm of insects. recent fear. nature of your form, the illusion
masks your appearance and grants
CLERIC SPELLS 4th-Level Sorcerer/Wizard Spells you a +10 bonus on Disguise checks.
1st-Level Cleric Spells Inescapable Swarm: Targets feel as A creature that physically interacts
Glimpse of Fear: A flash of horror though they are covered by an invis- with the features of a Phade’s fearsome
causes the target to become shaken. ible swarm of insects. aspect gets a Will save to recognize it
Sphere of Terror: Creates 30-�. as an illusion. For example, a creature
2nd-Level Cleric Spells radius of supernatural shadow filled that touches the subject may attempt
Phade’s Fearsome Aspect: The target with deadly shadowy illusions. a Will save to realize the tactile sensa-
gains a +5 bonus on Intimidate checks tions do not match the visual ones.
and can demoralize as a swi� action.
SPHERE OF TERROR
Illusion (Shadow) [Darkness, Fear,
Components: V, S, M The targets first get a Will save to recog- Mind-Affecting]
Casting Time: 1 standard action nize the sensations as unreal. Targets that Level: Sor/Wiz 4
Range: Close (25 �. + 5 �./level) fail this save become shaken. In addition, Components: V, S, M
Target: One creature/level, no two of those that become shaken due to this Casting Time: 1 standard action
which can be more than 30 feet apart. spell’s effects must make an additional Range: Medium (100 �. + 10 �./level)
Duration: Concentration, up to 1 Fortitude save. Targets that fail this For- Area: 30-�. radius hemisphere
round/level titude save are overwhelmed by the ines- Duration: 1 round/level
Saving throw: Will disbelief, then For- capable barrage of grotesque sensations, Saving Throw: Will disbelief, then
titude partial; see text causing them to become nauseated. Fortitude half
Spell Resistance: Yes Material Component: A handful of Spell Resistance: Yes
cobwebs wrapped between the fingers.
This spell causes the targets to feel This spell creates a globe filled with
as though thousands of spiders, ants, PHADE'S FEARSOME ASPECT flickering shadows, similar to the spell
locusts, and other insects were crawl- Illusion (Glamer) darkness, causing a 30-foot radius to
ing over their flesh, exactly as if they Level: Brd 2, Clr 2, Sor/Wiz 2 fill with shadowy illumination. All
were caught in the heart of a swarm. Components: V, S creatures in the area gain concealment

72 DRAGON 333 July 2005


(20% miss chance). Even creatures that SWIFT ACTION
can normally see in such conditions (Reprinted from the Miniatures Handbook, page 29)
(such as those with darkvision or low- A swi� action consumes a very small amount of time but represents a larger
light vision) have a miss chance in an expenditure of effort and energy than is the case with a free action. You can
area shrouded in magical darkness. perform one swi� action per turn without affecting your ability to perform other
Normal lights (torches, candles, actions. In that regard, a swi� action is like a free action. However, you may
lanterns, and so forth) are incapable of perform only a single swi� action per turn, regardless of what other actions you
brightening the area, as are spells with take. You may take a swi� action any time you would normally be allowed to
the light descriptor of lower level, such take a free action. Swi� actions usually involve magic or the activation of magic
as daylight. Higher level light spells items; many characters (especially those who don’t use magic) will never have an
are not affected by sphere of terror. This opportunity to use swi� actions.
spell counters or dispels any light spell Casting a quickened spell is a swi� action. In addition, casting any spell with a
of equal or lower spell level. casting time of 1 swi� action is a swi� action.
Those creatures surrounded by Casting a spell with a casting time of 1 swi� action does not provoke an attack
the shadows created by this spell of opportunity.
that fail their Will save are shaken,
unnerved by the shrieking and con-
stant movement. In addition, they are treated as having first-hand knowl- understanding and again impose
attacked by the phantasmal creatures edge of it for the purposes of scry- this penalty upon a target.
they fleetingly perceive, wracked by ing and having studied it carefully The spell has no effect on targets
ghostly stabs and bites from behind. for the purposes of teleporting. This with an Intelligence lower than 3 or
The sphere makes one attack every memory is magically aided and on creatures immune to fear. If the
round against every creature within remains vivid for 24 hours, after creature’s most recent fear was due to
it that has failed its Will save, dealing which all but the vaguest images a fear effect from a spell or spell-like
1d6 points of damage. These attacks fade from your memory. If you ability, you immediately identify the
persist for as long as the creature attempt to scry upon or teleport using fear as a magical compulsion (and
remains within the sphere. this memory after vision of fear has not a true personal fear), although the
Material Component: A claw or talon expired, you are treated as spell does not also relate an earlier
and a blindfold. having second-hand knowl- more private fear. E
edge in the case of scry and
VISION OF FEAR as having viewed the area
Divination once when using teleport.
Level: Brd 3, Clr 3, Sor/Wiz 2 If you choose to use this
Components: V, S spell to gain knowledge of
Casting Time: 1 round the subject’s greatest fear,
Range: 60 �. your intimate
Target: 1 creature understanding
Duration: Instantaneous/24 hours; of the target’s
(see text) fears causes it to suffer a
Saving Throw: Will negates –2 penalty on Will saves
Spell Resistance: Yes to resist any of your spells
with the fear descriptor for
You get a sudden vision of either the next 24 hours.
the target’s greatest fear or its most A�er that time,
recent source of fear, be it a situa- your intimate
tion, location, item, type of creature, understanding of
or individual. You choose which fear the target’s mind wanes
to gain knowledge of, either greatest and the target no lon-
or most recent. The image is drawn ger suffers a
directly from the subject’s subcon- penalty against
scious and is accompanied by a your fear spells.
burst of vivid details. The intensity However, you
of the sensations connected to the may cast this
vision and the clarity of the image spell again to
is strong enough that the caster is renew your

July 2005 DRAGON 333 73


A NOVEL APPROACH

by Shelly Baur • illustrated by Stephen Youll and Mat Dixon

Robin Hobb's
World of the

Farseers

74 DRAGON 333 July 2005


R
obin Hobb’s bestselling trilogies— faint dreams of dragons—to protect a challenge to cut off the head of Ice-
Farseer, Liveship Traders, and him from enchantments. Over the fyre, a dragon encased in a glacier. Fitz
Tawny Man—feature royal assas- course of the story, mysterious proph- must choose between his loyalties to
sins, beast-magic wielders, would-be ets convince him that he will become the Farseers, who want the dragon’s
pirate kings, conflicting prophets, ships King of the Pirate Isles, but that he head, and his role as the White Proph-
that live, and awe-inspiring dragons. needs a magical Liveship to do it. The et’s Catalyst, who believes that only the
These characters drive her adventures Liveships are living merchant ships dragon’s resurrection will move the
through an epic framework and offer a made from wizardwood that gain world toward its greater fate.
treasure hoard of unique gaming ideas. sentience a�er three generations of Throughout all three series, Hobb
In the Farseer trilogy, the royal sailors have served and died on their weaves tales of adventure and magic,
bastard FitzChivalry Farseer begins decks. However, a Liveship has never fashioning a world that should at once
secret training as a Royal Assassin and been captured. Thus, Kennit begins an be familiar and captivatingly new to
pledges to protect the Farseer family’s adventure to change that. Dungeons & Dragons players.
rule over the feudalistic Six Duch- Years later, back north, The Tawny
ies. Fitz comes to master two distinct Man trilogy begins with the royal fam- TAKING INSPIRATION
forms of magic. One, the Skill, enables ily calling Fitz out of an early retire- Hobb illuminates three universal
him to contact others who possess ment to protect the new Farseer heir, themes that might easily be worked
similar magic and affect them in a Prince Dutiful, who isn’t living up into any campaign: fate, the outsider,
variety of ways. The other, the Wit, to his name. Several plots converge. and loyalty.
enables him to bond with animals. He First, the persecution of Fitz’s magic
must keep this beast magic hidden, increases, threatening blackmail and FATE
though, as other people fear it. lynchings. Second, the Bingtown Having a fate that relies upon a char-
Fitz uses these skills to preserve the Traders seek an alliance with the acter’s choices raises the stakes of any
throne both from internal strife and Farseer realm against the slaving campaign. In one possible scenario, a
the Red Ship raiders of the northern neighbor located between their two prophet NPC might choose a player
isles. These pirates prove particularly lands. Finally, negotiations result in character as his “Catalyst.” The prophet’s
menacing, as they wield a deadly new
weapon called Forging, a magic that WHAT'S IN IT FOR YOU?
strips memories and humanity from Robin Hobb’s books abound with examples of every major character class.
their captives, leaving them little Rogues recieve major coverage as pirates, assassins, and spies. Fitz, the royal
more than cunning beasts. Aiding assassin, demonstrates the benefits of working within the king’s law rather than
Fitz are both his assassin mentor and outside of it, gaining access to castle spy networks, royal garden plants for poi-
the manipulative White Prophet. The sons, social legitmacy, and powerful protectors. Missions from the king make
White Prophet attempts to make Fitz perfect quests for solo adventurers or small parties.
his instrument, his “Catalyst,” to effect Players of wizards and sorcerers should also find ideas for spells and their
changes in the world, but Fitz doesn’t usage on multiple levels, such as psioniclike skills, lower-level magic charms,
always cooperate. and new magic items to create. The stories also show how players might use
A�er Fitz’s adventures, the Live- familiars or similarly bonded animals. Although bards are not arcane spellcast-
ship Traders series explores the ers in Hobb’s world, bard players can pick up ideas for shaping adventures as
world to the south, primarily a bus- well as a bard’s role in a largely illiterate society. Additionally, druids might ben-
tling port known as Bingtown. In efit from the beast magic, known as the Wit.
the Liveship Traders, the Bingtown Ranger players can harvest some ideas for wilderness lore from both the
Traders have their own problems. Queen’s huntswoman and Fitz’s detailed journeys. Clerics and monks should
A neighboring country of slavers check out the many examples of healing, the use and misuse of prophecy, and
seeks war, the city’s decadent mother a first-rate example of an acolyte coming to terms with his teachings once he
country raises Bingtown’s tribute, and enters the real world. The reaver pirates also make great barbarians, showing
attacks by deadly sea serpents increase their cunning as well as their martial prowess. Although many of the characters
dramatically. Then there are the throughout these series are more like anti-heroes, the concept of sacrifice in
pirates, especially Captain Kennit. several forms should appeal to paladins.
Although he calls himself lucky, For DMs, Hobb provides a gold mine of NPCs, focusing on their motives, con-
Captain Kennit stacks odds like an flicts, and interactions instead of just their looks and roles. Many setting descrip-
expert bookie. He commissions a spe- tions—from mountains to woodlands, upriver or along the coast, over glaciers
cial charm made from wizardwood—a or icy seas—could be pieced into a campaign. Ideas for adventures also abound,
mysterious material somehow con- including how to arrange a kidnapping or run a piratical adventure.
nected to both sea serpents and the

July 2005 DRAGON 333 75


A NOVEL APPROACH

utterances could be cryptic, false, unbe- ABOUT THE AUTHOR: ROBIN HOBB
lievable, or downright annoying, but Robin Hobb grew up in Alaska, married a commercial fisherman, and spent
they should all motivate the character to many summers aboard ships. Currently she lives in the Pacific Northwest’s
action. The DM might also seed future Puget Sound area where she combines her personal experience with ships and
adventure ideas into his ramblings. the sea with a deep range of knowledge including natural history, psychology,
Strangers seeking the prophet or his and mythology. Imagine Patrick O’Brian of Master and Commander fame writing
chosen one might randomly show up, fantasy books. Also like him, she writes longer, series-based stories that allow for
causing even more problems for the more development of both characters and plots.
character but legitimizing the prophet’s While Hobb’s next book remains under wraps, her previous books have released
words. With a headstrong personality, at a rate of one per year, so readers should expect a new adventure later in 2005.
the prophet might challenge the party’s Meanwhile, those who can’t wait can content themselves with a short story on the
intended direction and lead them Bingtown Traders found in the Legends II anthology, edited by Robert Silverberg.
toward goals they never expected. Hobb also has several other books in print written under the alias Megan Lind-
Alternatively, seemingly mundane holm—including the acclaimed modern fantasy, Wizard of the Pigeons (1986)—each
natural items could yield a prophecy that of which have their own unique voice separate from Hobb’s. By the way, Robin
kicks off an adventure. Nearly any ran- Hobb is a pen name, too.
dom arrangement or natural occurrence Upcoming appearances and more about Robin Hobb can be found at
could be used as a medium for prophesy, robinhobb.com.
such as dri�wood washed up on a beach
in specific patterns. Getting to the place make characters who act against the and temporarily gain what they
where such natural prophets exist should established norm feel like they’re hav- desire but that also snag characters
be difficult, perhaps forcing characters ing a positive effect on the game world, in moral dilemmas later.
to face enchanted forests, tricky tides, even if only in a small way.
angered guardians, or innumerable other Hobb also varies the idea of out- GUARDIAN SHIPS
threats. Of course, once the PCs find the wardly marking an outsider. The Throughout Robin Hobb’s novels
prophetical site, it might require a Knowl- wearing of jewelry (like a freedom ring) some of the most compelling char-
edge (arcana) skill check or even a special- earned by former slaves to show they’re acters are also some of her most
ized interpreter to reveal their fates. free or facial tattoos denoting a spe- innovative fantasy creations: living
cific social class serve as examples of ships. Presented here are living
THE OUTSIDER separating elements in a fantasy society sentient ships inspired directly by
Hobb’s books present a range of arche- that might carry a whole load of social Hobb’s works.
types: the orphan, the mentally disabled, stigmas or benefits.
the physically deformed, the insane, the GUARDIAN SHIP
defrocked priest, the slave, and more, LOYALTIES Gargantuan Construct
all ready to be mined as NPCs. Defying In the Liveship Trader trilogy a South- Hit Dice: 24d10 + 60 size (192 hp)
such characters’ typecasting can turn ern Gothic-style Bingtown Trader Initiative: –1
predictable plots into wholely new and family, the Vestrits, threatens to be Speed: Swim 40 �.*
exciting adventures. For example, play- pulled apart over the contract to pay Armor Class: 18 (–4 size, –1 Dex, +13
ers won’t expect “innocent” children or for their Liveship, their choices of natural), touch 5, flat-footed 18
the mentally or physically disabled to be professions and mates, the lure of easy Base Attack/Grapple: +18/+41
working as spies. money, the pressures of their social Attack: Slam +25 (2d8+16)
Outsiders also o�en face a wide status, and the risks of aiding dragons. Full Attack: Slam +25/+20/+15/+10
range of prejudice and mistrust. Such The breaking and forming of pacts, melee (2d8+16)
persecution varies from mere thought- treaties, oaths, family ties, and other Space/Reach: 20 �./15 �.
lessness to pettiness, inquisition to bonds all provide hooks not just for Special Attacks: —
full-blown warfare. These conflicts DMs but for players to learn more Special Qualities: Construct traits, tele-
might become major adventures in about their characters. pathic link, blindsense, remove pain
themselves, such as the struggle to While dramatic breaks offer Saves: Fort +10, Will +7, Reflex +10
end slavery or persecution. Instead more excitement, gradual erosions Abilities: Str 32, Dex 8, Con —, Int 12,
of showing extreme contrasts, a DM of loyalties offer more complexity Wis 10, Cha 14
might present gradations that make and opportunities to develop both Skills: Diplomacy +9, Intimidate +7,
the characters uncomfortable but not characters and the world. Set up Knowledge (arcana) +4, Knowledge
inclined to act—at least not initially. scenarios that allow characters to (geography) +9, Knowledge (history) +7,
Building this kind of revulsion until bend social rules or tell white lies to Knowledge (nature) +20, Sense Motive
it comes to a revolutionary head can smooth over short-term problems +5, Survival +22, Swim +29

76 DRAGON 333 July 2005


Feats: Awesome Blow, Cleave, crew, cargo, and armaments of a normal absorb pain from those with whom it
Great Cleave, Great Forti- keelboat (see page 52 of the Arms and has a telepathic link. A guardian ship
tude, Improved Bull Rush, Equipment Guide). Creatures aboard a may, as a free action, prevent dying
Improved Overrun, guardian ship are not treated as creatures it shares a telepathic link
Improved Sunder, Iron riding a mount. with and who are on board from
Will, Power Attack losing additional hit points as if it
Environment: Any aquatic had administered a successful Heal
Organization: Solitary or check to stabilize them.
fleet (3–10) Telepathic Link (Su): A guard-
CR: 14 ian ship can communicate tele-
Treasure: Double standard pathically with blood members
Alignment: Usually lawful good of the family that owns it as per
Advancement: 25–28 (Gargantuan), the spell Rary’s telepathic bond.
29–42 (Colossal) This connection remains in
Level Adjustment: — effect for as long as a member
of the owning family is within
The hull of this impressive ship shines as 100 feet of the guardian ship.
if freshly polished and is devoid of even Skills: A guardian ship has a
the slightest wear or barnacle. From its +8 racial bonus on any Swim
bow juts an intricately carved, wooden check to perform some spe-
figurehead of a scantily clad woman, her cial action or avoid a haz-
head resting in one hand as if bored. As ard. It can always choose
you watch, the figure turns her head to to take 10 on a Swim
look around. check, even if distracted or
endangered. It can use the
Guardian ships look like well- run action while swim-
cra�ed 65-foot-long caravels. ming, provided it swims
Setting them apart from normal in a straight line.
ships are animated figureheads Swim Speed*:
with the hull serving as their Although guardian ships
bodies. These figureheads have possess swim speeds,
a name, sex, and full personal- they cannot move under-
ity, as if they were living creatures. water. This speed denotes
While guardian ships have an innate their movement speed on
understanding of naval maneuvers the surface of the water.
and a keen awareness of the water, Carrying Capacity: A guardian ship
they sail best with a full complement can haul 50 tons of cargo, just as a
of fi�een crewmembers. Only with a COMBAT normal keelboat.
full crew can a guardian ship achieve Guardian ships initiate combat by
full speed, as it has no control over charging into battle. A�er this initial CONSTRUCTION
its sails, rigging, or other parts not attack, they are capable of warping A guardian ship is crafted from
intrinsic to the hull itself. their hulls to slam nearby opponents 50,000 pounds of magically treated
Although loyalty to its family is one without upsetting those on board. wood and bound together by
of a guardian ship’s most noteworthy Blindsense (Ex): A guardian ship mithral nails and specially created
traits, a guardian ship needs a crew- feels differences in wind direction, alchemical agents, all of which cost
member related by blood to the family salt content, and tides as well as life 200,000 gp, including the wood.
serving aboard in order to feel truly forms and objects. Guardian ships Assembling the body requires suc-
secure. Otherwise, a guardian ship can sense such vibrations and minute cessful DC 25 Craft (carpentry) and
o�en displays its agitation by rocking changes in the air and water around Craft (shipmaking) checks. The cre-
or rippling its planks. If pushed too them within 60 feet. Opponents the ator must be 20th level and be able
far, a guardian ship might turn homi- guardian ship can’t actually see still to cast divine spells. Completing
cidal and deliberately take on water to have total concealment against the the ritual drains 8,000 XP from the
drown its crew. guardian ship. creator and requires the Craft Con-
Besides their magical properties, Remove Pain (Su): While a guardian struct feat, animate objects, geas/quest,
guardian ships can support the same ship cannot actually heal others, it can and miracle. E

July 2005 DRAGON 333 77


SAGE ADVICE

by Andy Collins
illustrated by Niklas Janssen

OFFICIAL ANSWERS TO
YOUR QUESTIONS
This month, the Sage tackles questions on topics Large and Small (and Huge, and Tiny, and…), including size, reach, and
space. If you have questions for the Sage, send them to [email protected].

M
y stonechild (from Races of Stone) a distance of his natural reach (typi- a human with the Monkey Grip feat
fighter wields a fullblade (from cally 5 feet), but no more than that. wielding a Large ranseur? What is the
Arms and Equipment Guide). If he reach for each situation?
increases the weapon’s size by one cat- Does the powerful build racial trait A reach weapon doubles its wield-
egory, can he still wield it, and would change the damage the character er’s natural reach, but only if the
it give him reach? deals with unarmed strikes and weapon is at least of an appropriate
First of all, your stonechild natural weapons? size for the wielder. Wielding a “too-
couldn’t wield such a weapon. While No. The powerful build racial trait small” reach weapon grants no reach.
a stonechild (as a Medium creature) allows the character to “use weapons An ogre (Large) wielding a
can wield a normal fullblade as a designed for a creature one size larger Medium or smaller reach weapon
two-handed weapon thanks to the without penalty” but doesn’t say any- would gain no reach from the
Exotic Weapon Proficiency (full- thing about changing the damage weapon, and would thus be able to
blade) feat, he couldn’t wield a full- dealt by his unarmed strikes or natu- attack foes either 5 feet or 10 feet
blade of a larger size category at all, ral weapons. distant (as normal for a Large crea-
even with the feat. ture wielding a non-reach weapon).
(Although the fullblade is described The Player’s Handbook says that to A human (Medium) wielding a
in Arms and Equipment Guide as a determine cover I must draw a line Large or larger reach weapon would
“Huge” weapon, this is a reference to between my square and my target’s be able to attack a creature 10 feet
the 3.0 rules for weapon size. Using the square. What if my target or I take up away (but no further), and would not
3.5 rules for weapon sizes, the fullblade more than one square? be able to use the weapon to attack
used by Medium creatures is actually a Whenever a rule requires you to a creature 5 feet away (as normal for
Large two-handed weapon with a spe- choose “a corner of your square,” a Medium creature wielding a reach
cial rule that allows a Medium creature you may choose any corner of any weapon). A human wielding a Small
to wield it with two hands.) square you occupy (even one that isn’t reach weapon would gain no reach
Normally, the smallest creature that on the border of your space). The from the weapon.
could wield a Huge fullblade (that is, same is true when picking a corner The Player’s Handbook isn’t as clear
a fullblade sized for two-handed use of an opponent’s square, although a on this as it could be, although an
by a Huge creature) would be a Large creature can’t provide cover to itself. example of reach in action on page 113
creature. A Medium creature with the (That is, just because you can draw in the Player’s Handbook provides pretty
powerful build racial trait, such as a a line from a corner of your square strong support: “A typical Large char-
goliath or half-giant, with the Exotic to a corner of a target’s square that’s acter wielding a reach weapon of the
Weapon Proficiency (fullblade) feat in the middle of its space doesn’t appropriate size can attack a creature 15
could also wield a Huge fullblade. give that creature cover against your or 20 feet away…” [italics added]. While
As to the second issue, regardless ranged attack.) this reference doesn’t mention the abil-
of the wielder’s or the weapon’s size, a ity to wield a reach weapon larger than
fullblade is not a reach weapon. Even a How do reach weapons work if they the appropriate size, allowing such a
Medium creature with powerful build are of a different size than the crea- weapon to grant reach to its wielder is
who wields a Huge fullblade would be ture wielding them? Say, an ogre a reasonable extension of the spirit and
able to use it only against creatures at wielding a Small or Medium glaive, or intent of the rule.

80 DRAGON 333 July 2005


The description of the spiked chain states that it is a reach weapon
that can be used against adjacent foes. What if a Large creature
wields a Large spiked chain? Can it attack the squares that are 10 feet
away? What are the adjacent foes of a Large or larger creature?
As with the vast majority of examples in the Player’s Handbook, the spiked
chain description assumes that the wielder is a Small or Medium crea-
ture wielding a spiked chain appropriate to his size. What the descrip-
tion really means is that a character wielding a spiked chain can attack
creatures that are within his natural reach (in addition to those at the
normal range of a reach weapon). For a Medium or Small creature, that
means creatures that are 5 feet away (i.e., “adjacent”).
A Large creature wielding a spiked chain (or similar reach weapon
that also allowed attacks against adjacent creatures) could attack crea-
tures within his natural reach (that is, who are either 5 or 10 feet away),
in addition to those at the normal range of a Large reach weapon (15 or
20 feet away).
A Huge creature wielding a spiked chain could attack creatures 5
to 30 feet away. A Gargantuan creature wielding a spiked chain
could attack creatures 5 to 40 feet away, and a Colossal creature
wielding a spiked chain could attack creatures anywhere
from 5 to 60 feet away.

Is a character wielding a two-handed reach weapon


(such as a longspear) and wearing spiked armor
threatening all squares within 10 feet? Assuming he
has Combat Reflexes, can he make an attack of oppor-
tunity with his longspear and then with his armor spikes
in the same round?
A character wearing spiked armor threatens all squares within his
normal reach (5 feet away). If he also wields a longspear, he would
also threaten all squares 10 feet away.
Any time a character wielding more than one weapon is allowed
an attack of opportunity, he may use any weapon that threatens
the opponent who has provoked the attack. In this case, imagine
an enemy who charged the character and then tried to dis-
arm him. The charge attack would provoke an attack
of opportunity from the longspear as the enemy
moved out of a threatened square (in order to move
adjacent to the character and deliver the charge
attack). Then, the disarm attempt would provoke
another attack of opportunity (assuming the enemy didn’t
have Improved Disarm). This attack of opportunity could
only be made with the armor spikes, since the longspear
doesn’t threaten an adjacent enemy.

If an enemy makes an attack against me that would


provoke an attack of opportunity (such as a disarm
or grapple attempt), do I get the attack of opportu-
nity if I can’t reach him? Would the Close-Quarters
Fighting feat help at all?
Strictly speaking, if you don’t threaten an enemy,
you can’t make attacks of opportunity against that
enemy. Thus, if an ogre tried to sunder your elf ’s
longsword from 10 feet away, you wouldn’t get an
attack of opportunity against the ogre (since an

April 2005 DRAGON 330 81


SAGE ADVICE

elf wielding a longsword doesn’t battle rages around it. This is just as
threaten an enemy 10 feet away). true for a mount, which means that
This is true even if the ogre is its rider is also being shi�ed around
reaching out with his hand, such as within the mount’s space.
when trying to grapple you.
Even the Close-Quarters Fighting Can a wizard carry her familiar, or
feat doesn’t help, since that feat must they be at least three size cat-
only applies when the attack of egories apart in order to share the
opportunity against a grappling same space? How do I determine if
foe would normally be denied by the familiar is affected by an attack
“a feat or special ability that would against the master?
normally bypass the attack” and lists The rule against two creatures
Improved Grapple and improved sharing the same space doesn’t apply
grab as examples. in any situation where one creature
If, as DM, this bothers your sen- is carrying the other, whether that’s
sibilities and you and your players a horse carrying a knight, a riding
are willing to bend the letter of the dog carrying a halfling, or an elf
rules a bit, consider the following wizard carrying her raven familiar.
house rule that the Sage has used As clarified by the previous answer, a
in his games in the past: If a foe familiar carried by its master would
would provoke an attack of oppor- be treated as sharing the master’s
tunity with any action that brings space. However, the familiar would
him (or something he holds) into be in no danger of being acciden-
contact with you or your space, you tally struck by a melee or ranged
may make an attack of opportunity attack made against the master.
against the foe (or the object he If the familiar were visible to an
holds, if that’s what’s contacting attacker, the attacker could choose to
you). This means that an ogre trying target it with an attack as if it were a
to initiate a grapple would provoke carried object (see the sunder rules
an attack of opportunity which you on page 158 in the Player’s Handbook);
could make against the ogre (since the familiar should be allowed to use
his hand and arm are clearly coming either its own Dexterity modifier or
within your reach in order to grab its master’s, whichever is better.
you), while the same ogre trying Of course, as long as the familiar
to sunder your weapon with his is Tiny or smaller, a wizard doesn’t
greatclub would provoke an attack have to carry her familiar at all. Tiny
of opportunity that you could only and smaller creatures can enter or
make against the greatclub (that is, share the space occupied by a Small
with a disarm or sunder attempt). or larger creature (they must do so
in order to attack, a�er all). This is
Which square is a rider in when a specific exception to the normal
on horseback? What if two people restriction against two creatures
are on the horse? What about a sharing the same space.
larger mount? (Technically, a Tiny or smaller
A mounted character is consid- creature can also occupy a square
ered to be sharing his mount’s entire occupied by another Tiny or smaller
space. Effectively, he is in all squares creature, but in such a case they
simultaneously. This is true regard- aren’t really occupying the same
less of how many creatures are riding space—they’re occupying fractions
the mount or the relative difference of the overall square. If you have a
between the rider’s space and the lot of Tiny vs. Tiny combats in your
mount’s space. Remember that a game, consider subdividing any
creature in combat is considered to square occupied by such creatures
be in continuous motion within its into four quarter-squares to help
space, shi�ing back and forth as the visualize this.) E

82 DRAGON 333 July 2005


CLASS ACTS

by Greg Marks

CHANGE OF ENVIRONS
T
he medieval Arabic cultures of the Middle gives your barbarian access to the Darkness
East considered the crusaders barbarians. Adaptation feat.
The Romans said the same of the Visigoths Plains: Horse-loving tribes, such as the
who settled Spain and ruled with a monarchy Sioux of the Great Plains and the Mongols of
for four centuries. Being a barbarian o�en Asia, traveled the wide-open plains hunting
Barbarian
proves a matter of perception, and many differ- both small game and roaming herd animals.
ent possibilities exist. The background you give Barbarians from these regions value personal
your barbarian, along with an associated feat, freedom almost as much as they value their
can help you offer up a few surprises the next families and their mounts. Such barbarians
time someone scoffs at you playing yet another become talented hunters to feed those who
“dumb” barbarian. Treat these feats as regional depend on their skills. Being raised on the
feats. You may take one at 1st level, and you may plains gives your barbarian access to the Effi-
only have one throughout your career. cient Hunter feat.
Arctic: Many barbarians are modeled a�er Underground: Not only dwarves live
the Vikings of Scandinavia, but what of bar- underground. Underground barbarians
barian tribes of the far north? For centuries, might mine valuable ores, forage for wild
Inuit tribes subsisted on fish they caught fungus, or hunt cave lizards for food. Grim-
from the sea and what caribou and seals locks provide a good example of this kind
they could hunt. Barbarians of the far north of society (see the “Ecology of the Grimlock”
must deal not only with extreme tempera- in Dragon #327). Such tribes must contest
tures and lack of food, but also with unusual with a host of vicious creatures found in the
seasons, where a day can last seemingly for- Underdark. An underground-dwelling bar-
ever. Growing up in an arctic environment barian can take the Fury of Stone feat. E

DARKNESS ADAPTATION [GENERAL]


Living in a land that experiences prolonged periods of darkness, you possess superior sight.
Prerequisite: Raised in an arctic environment.
Benefit: You see twice as far as normal in areas of poor illumination. If you possess low-light
vision, you see three times the normal distance. This feat does not affect darkvision.

EFFICIENT HUNTER [GENERAL]


You are skilled at finding food where others fail.
Prerequisites: Survival 1 rank, raised in a plains environment.
Benefit: You receive a +2 bonus on Survival checks. When making checks to get along in the
wild, successful checks provide enough food for yourself and a number of additional people
equal to your Wisdom modifier (minimum of +1) without raising the DC of the check.
Normal: When making checks to get along in the wild, you can support one other person for
every 2 points by which your check result exceeds 10.

FURY OF STONE [GENERAL]


While underground, you are able to draw on the strength of the surrounding stone and extend
the length of your rage.
Prerequisites: Ability to rage or frenzy, raised in an underground environment.
Benefit: While underground, your rage lasts for twice as long as it normally would. However,
when above ground the duration of your rage is halved.
Normal: A barbarian’s rage normally lasts for a number of rounds equal to 3 + the character’s
(newly improved) Constitution modifier.

84 DRAGON 333 July 2005


by Troy E. Taylor

TEMPLE−SERVING
BARDS
A
n adventuring bard unsatisfied with his lot temple of Kord hires actors to add to the
as a wanderer sometimes finds his calling spectacle of athletic exhibitions.
while serving his chosen deity in one of
several specialized roles. Religion o�en pro- INTERPRETIVE DANCERS
vides access to resources and places of sanctu- Yondalla’s dancers convey the mystery of
ary as well as the opportunity for dri�ing souls fertility rites with their passionate freestyle
to rise in social status. Such opportunities forms, Pelor’s represent the sun’s daily jour-
make serving the temple an attractive alterna- ney in a graceful ballet, while Ehlonna’s danc-
tive to usual choices, such as serving a wealthy ers evoke nature spirits with untamed gyra-
patron or attending a bardic college. tions around a bonfire.

BUGLE, FIFE, AND DRUM CORPS LIBRARIAN


Faiths with martial aspects, such as for Corel- The bardic knack for recalling ancient lore,
lon Larethian, Erythnul, Heironeous, Hextor, obscure stories, and esoteric trivia makes
and St. Cuthbert, require musicians to keep them well suited to cataloging the vast collec-
Bard

troops in good marching order. In addition, tions common to temples of Boccob, Vecna,
such music can sound battlefield orders. and Wee Jas. Because high-level clerics and
wizards can rarely escape from their research,
CANTOR librarians go out into the world to acquire
Temples of Corellon Larethian, Moradin, rare volumes and artifacts.
and Pelor rely on vocalists to lead choirs
in hymns or monks in chants that make ORGANIST
up parts of daily rituals. Cantors use their It takes a lot of dedication to play the organ,
inspire competence bardic music ability to not to mention agility. Now that many of
help the faithful with important tasks or to Garl Glittergold’s temples boast organs
aid themselves in composing new works. other faiths have begun hiring gnome
cra�smen to construct and maintain organs
DIPLOMAT within their sanctuaries. E
Nearly every faith employs smooth talkers,
especially bards capable of fascinating others.
Yondalla’s and Moradin’s temples dispatch DIVINE INSPIRATION
envoys to parley with human leaders while Your piety grants you the ability to aid your
St. Cuthbert’s emissaries help avert unneces- friends to a level beyond your natural skills.
sary conflicts. For evil-aligned temples, dip- Prerequisites: Bardic music ability, ability
lomat is just another word for spy, with each to turn undead.
skilled in Disguise, Escape Artist, Forgery, Benefit: Your bard and cleric levels stack
and Sleight of Hand. for the purpose of determining your bardic
music ability. For example, a human 5th-
DRAMATIST level bard/1st-level cleric with 9 ranks in
Dramatists travel from village to village, a Perform skill could use the suggestion
performing morality plays and spreading the bardic music ability.
word of their deities. Heironeous’s high In addition, Perform is always a class skill
clerics, for example, arrange for perfor- for you.
mances on festival and high-feast days. The

July 2005 DRAGON 333 85


CLASS ACTS

by Joshua Cole

THE RAGE CLERIC


T
he deities of the core D&D pantheon GAME RULE INFORMATION
span the spectrum of both alignment The rage cleric is a variant cleric. Unless
and temperament. Their clerics display otherwise noted, a rage cleric advances in
equal variety when it comes to domain the same manner as a cleric (same Hit Die,
spells, customs, and codes of conduct. base attack bonus, saving throw bonuses,
Why should a cleric of a wild warrior skill points, and so on). When a charac-
deity like Gruumsh or Kord equip himself ter elects to take a level of cleric or rage
in heavy armor, or even learn its use, when cleric, he may not later take levels in the
his barbaric flock enters battle with only other class. This prevents the character
fury and courage for protection? from gaining the benefits of a 1st-level
cleric twice.
FAITHFUL FRENZY Alignment: A rage cleric cannot be law-
The archetypical D&D cleric, with his mace ful but must still be within one step of his
and full plate displayed as prominently as deity’s alignment.
his holy symbol, is as much a warrior as a Weapon and Armor Proficiency: A rage
spellcaster. In a similar vein, the rage cleric cleric is proficient with all simple
presents his divinely-inspired fighting arts weapons, light armor, and shields (except
just as proudly, although they take a very tower shields).
Cleric

different form. Rage: A rage cleric rages as a barbarian


A rage cleric has the barbarian’s rage of equal level and gains the greater rage,
ability. Although this greatly increases indomitable will, tireless rage, and mighty
his melee prowess, it also limits his spell- rage class features as he progresses. Rage
casting ability in the heat of combat. The cleric and barbarian levels stack for the
rage cleric’s lower base attack bonus and purposes of determining the number of
d8 Hit Dice make him a far less effective times per day a character can enter a rage
front-line fighter than a barbarian, but if and the type of rage variant available.
he prepares himself with spells beforehand In exchange, a rage cleric loses his
he becomes a formidable berserker. ability to turn or rebuke undead as well
Most rage clerics follow deities who as his ability to gain domains (which
grant access to the Chaos, Strength, and includes domain granted powers and
War domains. On rare occasions, neutral domain spells).
clerics of lawful war deities adopt this class,
but such wild warrior-priests walk a fine EX−RAGE CLERICS
line between losing their deities’ favor and A rage cleric who becomes lawful loses
capitalizing on their signature ability. his rage abilities. However, provided that
Rage clerics o�en begin their careers as his deity accepts lawful-aligned clerics, he
barbarians, but at some point they experi- can continue to advance in this class and
ence a spiritual awakening that leads them gain spells.
down the path of the faithful. A rage cleric who grossly violates the
Humans, dwarves, and half-orcs make up code of conduct required by his deity (gen-
the majority of rage clerics. Elves, although erally by acting in a manner contrary to
chaotically inclined, usually lack the inner the deity’s alignment or purposes) loses
ferocity necessary to turn that chaos into all spells and class features, except for
a barbaric rage. Orc clerics, on the other rage and proficiency with light armor and
hand, almost always adopt this variant simple weapons. He cannot continue to
class, which personifies the will of their advance in this class until he atones (see
barbaric deities. Many savage humanoids the atonement spell on page 201 of the Play-
and lesser giants also favor it. er’s Handbook). E

86 DRAGON 333 July 2005


by William L. Christensen

THE MOUNTED DRUID


R
arely do druids act as mounted combat- Spells: Certain spells (and the magic
ants, despite being well suited for such items that emulate them) can prove
a role. Druids have proficiency with invaluable to the druid and her animal
several remarkably effective mounted combat companion mount. Of course, any abil-
weapons, and a druid’s animal companion ity or Armor Class boosting spell is worth
can make a powerful steed. casting on a mount, as are animal growth,
Weapons and Equipment: Of the weap- foresight, pass without trace, spider climb, and
ons on the druid’s proficiency list, the true seeing. E
spear and shortspear prove the most
effective in mounted combat. Both work ELK
equally well as melee or ranged weapons, If you seek something a little more
allowing greater versatility in combat. exotic, talk to your DM about acquiring
The club, while limited to a mere 10-foot an elk animal companion.
range increment (half that of the afore-
mentioned weapons), can also serve as Elk CR 2
both a melee and a ranged weapon. The N Large animal
spear deals more damage than any other Init +1
Druid

weapon druids are proficient with, but it Senses low-light vision, scent; Listen +4,
requires the use of two hands to wield. Spot +4
If the druid finds herself dismounted, AC 14, touch 10, flat-footed 13
remember that the spear deals double hp 22 (3 HD)
damage if set against charging opponents. Fort +6, Ref +4, Will +1
For equipment, barding (especially magic Spd 40 �. (8 squares)
barding) should be the druid’s top priority Atk gore +5 (1d8+2) and 2 hooves +0 (1d6+2)
to protect and augment her favored ani- Space 10 �.; Reach 5 �.
mal allies. Also, she should not eschew the Base Atk +2; Grp +8
slightly more expensive military saddle. Abilities Str 16, Dex 12, Con 16, Int 2, Wis
Animal Companions: A druid’s ani- 10, Cha 6
mal companion helps to define her as a Feats Endurance, Run
character. Although it need not be her Skills Hide +0, Jump +4, Listen +4, Move
mount, a rideable companion can prove Silently +4, Spot +4
invaluable to the druid specializing in Carrying Capacity: A light load for an elk
mounted combat. Many of the animals on is up to 228 pounds; a medium load, 229–
the standard druid’s animal companion 459 pounds; and a heavy load, 500–690
list—from the horse to the riding dog— pounds. An elk can drag 3,450 pounds.
can serve as mounts. An elk (as presented Skills: Elk have a +4 racial bonus on Lis-
in the Elk sidebar), a young moose (from ten and Spot checks.
Dragon #327), or a caribou (from Frost-
burn) can make an excellent mount. This creature appears to be an enormous
If using her animal companion for a brown-red deer with a massive rack of antlers
mount, a druid must make sure to train and wide, rounded hooves.
it for combat riding (see the Handle Ani-
mal skill on page 74 of the Player’s Hand- In this case, “elk” refers to Cervus ela-
book). A rider on a mount that lacks said phus, the animal North Americans call elk
training must dismount before entering and Europeans refer to as red deer. For
combat or succeed at a DC 20 Ride check an example of a different kind of animal
each round as a move action to keep her that might use these stats see the red elk
mount under control. Yakul in the movie Princess Mononoke.

July 2005 DRAGON 333 87


CLASS ACTS

by Hal Maclean

CULTURED
COMBATANTS I
I
t lives in all of us. The urge to perform. Special: A fighter may select Deadly Con-
The hunger for applause. To blaze like a cussion as one of his fighter bonus feats.
star on stage. Mastering a Perform skill
demands years of patience and dedica- ELUSIVE DANCE [GENERAL]
Fighter
tion. Those who make this commitment Your training in dance allows you to mirror
sometimes discover ways to apply their and anticipate an opponent’s moves.
hard-earned talents to the battlefield, as Prerequisites: Perform (dance) 5 ranks.
demonstrated by the following feats. The Benefit: During your action, you desig-
challenge for fighters, of course, is acquir- nate an opponent. That opponent cannot
ing enough ranks in Perform to qualify for make attacks of opportunity against you.
these combat options (in the form of feats). You can select a new opponent on any
This is the first of a two-part series of action. If you have the Dodge feat you must
feats based on specific Perform skill uses. designate the same opponent as the target
Look for the second part in Dragon #335. for both feats.
Special: A fighter may select Elusive
BREATH CONTROL [GENERAL] Dance as one of his fighter bonus feats.
You enjoy an almost legendary ability to
master the air in your lungs.
Prerequisite: Perform (wind instrument) MASTER OF MOCKERY [GENERAL]
5 ranks. A genius of repartee and quick-witted
Benefit: You get a +2 bonus on all Per- insults, you can provoke your opponents to
form (wind instruments) checks and saves leave them too furious to worry about their
made against inhaled poisons and naus- own safety.
eating vapors. In addition, you may hold Prerequisite: Perform (comedy) 8 ranks.
your breath for a number of rounds equal Benefit: You may, as a standard action
to the result of a Perform (wind instru- that does not provoke an attack of oppor-
ments) check or twice your Constitution tunity, attempt to enrage a single melee
score (whichever is higher). opponent by making a Perform (comedy)
Special: A fighter may select Breath Con- check. The result of this check represents
trol as one of his fighter bonus feats (see the DC of the Will save your opponent
page 38 of the Player’s Handbook). must make to avoid becoming enraged.
Enraged opponents attack you whenever
DEADLY CONCUSSION [GENERAL] able, ignoring all other targets. They gain
Your shattering rhythms pass through a +2 morale bonus on attack rolls against
armor to rattle your opponent’s bones. you but take a –2 penalty to Armor Class.
Prerequisites: Str 13, Perform (percussion) This is a mind-affecting, language-depen-
6 ranks, Improved Sunder, Power Attack. dent effect.
Benefit: Whenever you use a bludgeoning Special: A fighter may select Master of
weapon to make a sunder special attack Mockery as one of his fighter bonus feats. E
against an opponent’s armor or shield and
you destroy the item with a single hit, you
deal an amount of damage to your oppo-
nent equal to the amount of damage you
dealt to destroy his armor or shield.

88 DRAGON 333 July 2005


by Tracy Taylor; feat by Richard Farrese

MONKS IN THE CITY


A
�er receiving an invitation to a ball, team maneuvers where others flounder,
most players spend minutes, hours, blends in where other party members stand
and sometimes entire sessions arguing out, and soundly defeats enemies without
with the DM in a vain attempting to justify relying overmuch on martial trappings.
armament (usually magic ones), spell com-
ponents, wands, and staves as appropriate WISDOM AND CHARISMA
attire. In the end, however, the result tends While the monk certainly takes center
to be the same: Disheartened, the party stage when the bard’s mouth leads the
reluctantly trudges up to the castle garbed team into dangerous situations, she can
in the latest finery of the ruling class only also contribute to more social encounters.
to have their carefully concealed weapons The monk, by her lawful nature, exudes
detected and subsequently removed by the Wisdom and restraint, earning instant
Royal Guard. (if often begrudging) respect from nobil-
The bard, however, instead of dreading ity and common folk alike. Several of the
the ball actually finds himself in his ele- monk’s class skills lend themselves to
ment: hobnobbing with the social elite, nonviolent urban situations. Chief among
uncovering information, and infiltrating these interpersonal skills are Diplomacy
Monk

even the most secretive of cliques. His weak- and Sense Motive, although the monk
ness—martial prowess—does not cause him might on occasion find reasons to use
great concern in this setting. Confidently, Concentration, Listen, and Spot as well.
he seeks out another like himself, an adven- The monk’s innate Wisdom, when com-
turer who does not rely on the trappings of bined with the bard’s bardic knowledge
war or the aromatic spell components of ability, might allow the team to infer con-
the arcane or divine spellcasters. In short, nections and put important clues in place
he finds a monk, and forges one of the most to solve mysteries.
powerful duos for urban adventure. Next time your DM sets the stage
for an adventure of urban intrigue and
SOCIAL CIRCLES deception, you need not groan and argue
A bard generally lacks the martial ability over NPCs stripping your entire party of its
to defend himself, much less bring down precious arms. Instead, consider foregoing
the enemy should the need arise. The the typical fighter, rogue, or spellcaster
monk, therefore, makes a valuable com- combinations and turn to the highly
panion. Mingling with the crowd like her effective pairing of bard and monk. While
alluring compatriot, the monk appears not necessarily the most effective classes
as just another partygoer. She does not in a typical dungeon crawl, they more than
need armor, weapons, spell components hold their own in the city. E
or staves, and is equally effective with
her hands full or empty. She draws on HIGH SOCIETY [GENERAL]
her wide array of class abilities to defend You know good manners and were
herself and her bardic companion as well trained to handle social interactions in
as attack with lethal accuracy from within noble circles.
the enemy’s midst. A monk’s combat abili- Prerequisites: Diplomacy 4 ranks.
ties add to her Armor Class and allow her Benefit: You get a +3 bonus on Bluff,
to deal damage comparable to most weap- Diplomacy, or Disguise checks made
ons with only her fists. when interacting with members of the
From the crystal chandeliers and gold- highest levels of society, such as mon-
inlaid ballrooms of the rich and famous to archs, nobles, courtiers, lords and ladies,
the ale-drenched, blood-stained floors of and high-ranking clerics.
the seedy dock taverns, a bard and monk

July 2005 DRAGON 333 89


CLASS ACTS

by Brian Cortijo

PREFERRED PRAYERS
P
aladins receive a variety of spells as another party member prepares these
they advance. Most of those spells spells already as part of his daily selection.
help to protect a paladin or her party Paralysis regularly threatens paladins and
and negate the dangers they face. Some their companions (from undead and other
spells work best for the paladin when she foes) and her immunity to disease does not
prepares them every day, while others extend to poisons she might encounter.
Paladin
serve better when reserved only for
necessary moments. 3RD LEVEL
The paladin has a lot of freedom in
1ST LEVEL choosing spells of this level, but cure
Low-level paladins likely lack access to moderate wounds should be considered
good-aligned weapons, making bless weapon mandatory, as it increases the paladin’s
an extremely useful spell to prepare. Pala- healing potential.
dins who later select the Improved Critical A paladin who regularly finds her mount
feat find this spell very handy. on the brink of death might find heal mount
Players often underestimate cure light useful, as long as she remembers that her
wounds as a paladin spell, mainly because mount returns fully healed each time she
of the paladin’s lay on hands ability. calls it.
Paladins without very high Charisma Magic circle against evil and magic circle
scores find the extra healing potential a against chaos are very similar spells, and the
suitable replacement. paladin might consider preparing one or
Every paladin should consider preparing the other, especially if she already knows
lesser restoration and protection from evil. the opponents she will likely face on a
Lesser restoration helps the paladin or her given adventure.
comrades quickly recover from rather nasty
attacks like poison, while protection from evil 4TH LEVEL
guards against charms, compulsions, and Death ward provides immunity to all death
summoned creatures in addition to its use- effects and negative energy attacks, making
ful bonuses to AC and saving throws. the paladin a dangerous foe to undead and
evil spellcasters. The automatic dispelling
2ND LEVEL properties of dispel evil and dispel chaos,
Until the paladin gains access to Charisma- coupled with bonuses to AC and the ability
enhancing magic items, eagle’s splendor to drive an extraplanar creature back to its
leaps out as perhaps the most useful of her home plane, makes preparing one of these
2nd-level spells. The bonus to Charisma spells an excellent choice for the paladin.
improves not only her Charisma-based A paladin frequently needs the increased
skill checks, but also her lay on hands abil- enhancement bonus and damage against
ity and her divine grace bonus on saving some targets that holy sword provides, but
throws. Once the paladin does gain a Cha- rarely enough that daily preparation of
risma-enhancing item, she should consider the spell should be carefully considered.
bull’s strength as a potential replacement for In similar fashion, the restoration spell can
daily preparation. be passed over on days the paladin spends
Undetectable alignment and zone of truth recovering from past adventures.
serve as powerful utility spells for the pala- A paladin who prepares delay poison on
din attempting stealth or serving as a judge a regular basis should prepare neutralize
in a legal case, but neither is necessary to poison only infrequently. Delay poison allows
prepare when setting out for adventure. the paladin to attempt to neutralize the
No paladin should start the day without a poison through a Heal check or to seek a
delay poison or remove paralysis spell unless cleric to cast the spell for her. E

90 DRAGON 333 July 2005


by Joshua Cole

RANGER LORE
M
any players see the ranger as the mar- NATURAL RESOURCEFULNESS
tial counterpart to the spellcasting While in the wilderness, a ranger’s Knowl-
druid. However, the ranger finds him- edge (nature) skill can provide more aid than
self in national or private employ as o�en traditionally vital skills like Diplomacy, Sur-
as in natural or mystical service. In the vival, and Tumbling.
former cases he uses his skills as a scout In its most obvious application, identifying
and tracker, uncovering and identifying the creatures of the animal or plant type can
many natural resources of the wilderness. mean the difference between casting lightning
Ranger
Adventuring parties beyond the first few bolt on a shambling mound (which enhances
levels might scorn such mundane missions, it) or using cone of cold to destroy it. Animals
but the survival know-how of a seasoned and animated plants pose a serious threat to
ranger sometimes means the difference an unprepared adventuring party, but a party
between life and death for even the mighti- ready to meet their challenges rarely fails.
est adventurers. A ranger also knows his way around terrain
Whether his companions are desper- other characters consider alien or impass-
ate for some quick cash, seeking a rare able. Knowledge (nature) won’t identify the
resource to complete a quest, or simply in exact paths or passes in a tangled wilderness
need of a way to avoid freezing to death, of craggy peaks and brooding forests, but it
they praise the ranger’s ability to analyze can tell a ranger what signs betray the pres-
the bounty of the natural world. ence of those paths and what dangers might
await the party along them. E

FINDING RESOURCES
A ranger can find useful objects, raw materials, and even potential allies by studying the
lay of the land and making a Knowledge (nature) check. Unlike the Survival skill, this
doesn’t allow the ranger to gather goods such as medicinal herbs, antitoxins, or simple
food (although it might tip him off to their existence). Rather, it provides him with a gen-
eral overview of what resources might be available in the area. A character with 5 or more
ranks in Survival gains a +2 synergy bonus on this check.
DC 10: You have a passing familiarity with the local flora and fauna and can iden-
tify obviously useful goods to harvest from them, such as valuable furs or a particu-
larly prized wood.
DC 15: You know many pertinent details about the local environment, and can judge whether
a valuable or useful resource is likely to be present within a few miles, even if it’s not immedi-
ately apparent, such as medicinal herbs or exotic meat.
DC 20: You know the valuable resources inherent in an area, know the difference
between the rumors and facts about those resources, and can identify them on sight.
You can also surmise what mineral resources are likely present near the surface within
the area.
DC 25: You immediately recognize the value inherent in any animal or plant you encounter,
including esoteric or magical details such as the spell components a wizard could derive from
them. In addition, you can conclusively identify surface mineral resources and guess at those
deeper underground.
DC 30: Animal, vegetable, and mineral—you see it all and know it all. You know what mineral
deposits likely lie beneath the surface of whatever geologic feature you study. You know the
valuable properties of any native natural creature or plant and can guess if such species might
live within an area just by surveying the surrounding area.

July 2005 DRAGON 333 91


CLASS ACTS

by Richard Farrese

UNSEEN SISTERS
U
nfailingly, sovereigns, nobles, courtiers, sisterhood mostly chooses lawful and good
and other important dignitaries depend members, using magical tests to weed out
on strong sword arms for protection. evil and chaotic candidates.
While most hired bodyguards are heavily
armored fighters who rely on intimidation HIERARCHY AND PROMINENT MEMBERS
and skill in battle to protect their charges, Several branches of the Unseen Sisterhood
some use more subtle tactics. Among the exist. While every branch officially reports
latter are members of the Unseen Sister- to Zahrna Silkshield, the Head Mistress
hood, whose skills of deception and surprise of the sisterhood, a strongly independent
know no peer. mistress leads each faction, often culti-
vating her own agenda. Because of con-
HISTORY flicting interests, beliefs, or morals, some
Although history has forgotten the names mistresses refuse to provide protection to
of the first women who dedicated their certain patrons. The different agendas of
Rogue

lives to protecting their social superi- branch leaders rarely cause problems, but
ors, the techniques and subtleties they on occasion their ambitions blur the true
created still see use today. The Unseen purpose of the sisterhood. When this hap-
Sisters, founded several centuries ago, pens the head mistress summons her infe-
refined these methods even as their orga- riors to an internal court where disputes
nization evolved from a handful of dedi- and betrayals are swi�ly quelled. Thus has
cated but secretive bodyguards serving a the Unseen Sisterhood existed for hun-
queen and her daughters to an indepen- dreds of years.
dent and ever-growing guild operating on Each non-mistress member bears the
a worldwide stage. title of Unseen Sister. Although no official
ranking exists, sisters with more experi-
GOALS AND ACTIVITIES ence or competence generally protect
The Unseen Sisters dedicate themselves to more important noblewomen than those
protecting noble ladies and other women less skilled. E
holding power or prestige. The sisterhood
trains its members in a variety of fields, DECEITFUL APPEARANCES
from personal combat tactics to good man- [GENERAL]
ners. The most important skills taught You can fool others into thinking you
by the Unseen Sisters, however, relate to are defenseless.
deceitfulness. Members of the sisterhood Prerequisites: Sleight of Hand 5 ranks,
act as servants, chambermaids, teachers, base attack bonus +3.
chaperones, babysitters, nannies, and simple Benefit: When bearing only light
companions to the noblewomen they pro- weapons that you have made Sleight
tect. As such, most people fail to realize they of Hand checks to hide on your body,
are lethal combatants able to defend those you automatically adopt mannerisms
in their care. and postures that make you appear
defenseless. This deception grants you
MEMBERSHIP a +2 circumstance bonus on initiative
The Unseen Sisterhood hand picks its mem- checks and attack rolls made with a hid-
bers from among the most skillful female den weapon during the first round of
rogues of the world who also exhibit some combat. These bonuses do not apply if
degree of expertise in Diplomacy and Dis- your enemies spot your weapons prior
guise. On occasion, the sisterhood accepts to combat.
a warrior or spellcaster, but such members
are rare. Because of the cause it serves the

92 DRAGON 333 July 2005


by Joshua Cole

KNOWSTONES
I
n the most distant prehistory, ancient sor- any conscious decision to use the knowstone
cerers cra�ed the first mortal magic items, apart from deciding to cast the inscribed spell.
some of which rivaled divinely forged arti- (This is considered part of the spellcasting
facts in raw, untamed power. While most of action.) Any spontaneous caster can use a
those ancient items tore themselves apart by knowstone, provided that the spell it includes
the sheer force of their barely bound eldritch is on his spell list and he can cast spells of its
Sorcerer
might, a few lesser items survived. Recently, level. For example, a bard may cast crushing
some modern sorcerers have allegedly uncov- despair from a knowstone of crushing despair if
ered the techniques for fashioning knowstones. he can cast 3rd-level spells, whereas a sorcerer
Note: DMs should note that knowstones must be able to cast 4th-level spells to employ a
are an optional rule and should be fully knowstone of that spell.
versed and comfortable with this concept A knowstone always appears in a piece of
before allowing knowstones. jewelry but does not occupy a magic item slot.
It takes 24 hours for a knowstone to attune to
KNOWSTONES a new bearer, a�er which time the knowstone
A knowstone is a semi-precious stone con- grants its inscribed spell.
taining the formula for casting a spell within. Creation: You can create a knowstone for
Physical Description: A typical knowstone is any spell you know. Cra�ing a knowstone takes
a small, smooth semi-precious stone inscribed one day for each 1,000 gp in its base price (500
with an ancient arcane symbol. The stone gp total price for a 0-level spell). The base price
itself typically has a value no greater than 25 gp of a knowstone is its the spell level squared ×
before the etching of the arcane symbol. 1,000 gp + expensive material components or
Activation: A knowstone provides its bearer focus (if any). To cra� a knowstone, you must
with knowledge of the inscribed spell, which spend 1/25 of this base price in XP and use
he can then use his spell slots to cast normally up raw materials costing one-half of this base
(as if the inscribed spell were among his known price. Creating a knowstone requires the Cra�
spells). The knowstone’s bearer need not make Wondrous Item feat. E

SAMPLE KNOWSTONES
0—Knowstone of disrupt undead Wondrous Item, feeblemind; Price 25,000
Faint necromancy; CL 3rd; Cra� Wondrous gp; Weight —.
Item, disrupt undead; Price 500 gp; Weight —. 6th—Knowstone of programmed image
1st—Knowstone of identify Strong illusion; CL 12th; Cra� Wondrous
Faint divination; CL 3rd; Cra� Wondrous Item, programmed image; Price 36,025 gp;
Item, identify; Price 1,100 gp; Weight —. Weight —.
2nd—Knowstone of Melf’s acid arrow 7th—Knowstone of reverse gravity
Faint conjuration; CL 4th; Cra� Won- Strong transmutation; CL 14th; Cra�
drous Item, Melf’s acid arrow; Price 4,000 Wondrous Item, reverse gravity; Price
gp; Weight —. 49,000 gp; Weight —.
3rd—Knowstone of lightning bolt 8th—Knowstone of clone
Moderate evocation; CL 6th; Cra� Wondrous Strong necromancy; CL 16th; Cra�
Item, lightning bolt; Price 9,000 gp; Weight —. Wondrous Item, clone; Price 65,500 gp;
4th—Knowstone of stoneskin Weight —.
Moderate abjuration; CL 8th; Cra� 9th—Knowstone of Mordenkainen’s
Wondrous Item, stoneskin; Price 16,250 gp; disjunction
Weight —. Strong abjuration; CL 18th; Cra� Won-
5th—Knowstone of feeblemind drous Item, Mordenkainen’s disjunction;
Moderate enchantment; CL 10th; Cra� Price 81,000 gp; Weight —.

July 2005 DRAGON 333 93


CLASS ACTS

by Richard Pocklington

FLAWS FOR WIZARDS


W
izards, in general, are a curious lot. Effect: Every arcane spell you cast has the
Many of them choose to withdraw DC to resist it lowered by 1. These parasites
from the world of the flesh, living cannot be removed by any mortal means,
in a more cerebral realm seldom visited even by a miracle or wish.
by normal men. For many it is unclear
why they would ever choose to go so far FORLORN [FLAW]
down such a path. Some wizards become You lack the ability to summon a creature to
entranced by their musty tomes and sub- do your bidding.
Wizard
merge themselves so deeply in ancient Prerequisite: Ability to call a familiar.
and mysterious arcana that they become Effect: You lose the ability to call a familiar.
engrossed in the world of magic. They
wander the land dazed, sickened, and weary METHODICAL MAGICAL METHODS [FLAW]
from their long hours of study. Some say Your spellcasting methods require a rigid
that such is the price of the awesome magi- posture that makes you vulnerable to your
cal might wielded by those few who call foes while casting.
themselves wizards. Prerequisite: Ability to cast spells.
Flaws penalize a character in a specific Effect: You are considered flat-footed with
way. Most of these flaws have obvious role- an effective Dexterity of 0 (–5 to AC) on any
playing consequences, but they also have round in which you cast a spell. You may not
game mechanics penalties. The concept of cast spells defensively.
flaws first appeared in Unearthed Arcana, but
you don’t need that book to use the flaws SHORT OF BREATH [FLAW]
presented here. A character may only take You have limited stamina and you easily
up to two flaws, and they must be selected at become exhausted by physical tasks.
1st level. For each flaw you take, your charac- Prerequisite: Constitution 13 or lower.
ter may select an additional feat. Thus, a 1st- Effect: Whenever you make a Strength
level human character with two flaws may check, a Constitution check to continue
take four feats. running, or use the skills Climb, Jump, or
Although designed specifically with wiz- Swim, you must make a Fortitude save at the
ards in mind, other characters may select same DC as the skill or ability check. If you
from these flaws if they meet the appropri- fail this save, you become fatigued.
ate prerequisites. Normal: Doing something else that
would normally cause fatigue exhausts an
ARCANE FATIGUE [FLAW] already fatigued character. An exhausted
Conjuring magical energies is especially character suffers no further penalty by
draining for you. doing something else that would normally
Prerequisite: Ability to cast arcane spells. cause fatigue.
Effect: Whenever you successfully cast an
arcane spell you must immediately make a TEST SUBJECT
Fortitude save (DC 10 + spell level). If you You had an unscrupulous master who used
fail you become fatigued. If you are fatigued you to hone his magical talents.
as a result of this flaw, it has no further Effect: Choose three of the following
effect until that condition is removed. schools: conjuration, enchantment, evoca-
tion, illusion, necromancy, and transmuta-
ARCANE PARASITES [FLAW] tion. Your saving throws made against spells
Thousands of unseen parasites within your and spell-like abilities from these schools
flesh draw upon the arcane power held suffer a –2 penalty. E
within every spell you cast.
Prerequisite: Ability to cast arcane spells.

94 DRAGON 333 July 2005


COMICS

July 2005 DRAGON 333 103


COMICS

106 DRAGON 333 July 2005

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ISSUE 333 · JULY 2005
IT’S GOOD TO
40
48
VOL. XXX NUMBER 2
24 DEMONOMICON: 
FRAZ-URB’LUU  
by James Jacobs 
The Prince of Deception and 
Lord of Zoragmelok seek
56
 62 WORMFOOD
As the Age of Worms begins, Craft your  
characters’ first home.  
 66 BAZAAR OF THE BIZARRE
Discover the mag
DRAGON 333 July 2005
8
FROM THE EDITOR
Y
eah, yeah, yeah, Mona. We know you like Greyhawk, 
and I guess that new Eberron sett
DRAGON 333 July  2005
10
SCALE MAIL
LETTERS
Tell us what you think of this issue. Send an email to scalemail@paizo.com.  
Ple
DRAGON 333 July  2005
12
SCALE MAIL
unlikely to pop up on eBay, but you 
never know! Good luck. 
In any case, it’s one of my
24
DRAGON 333 July 2005
He comes in the winter, compassion and trust;
He dances in spring with yo
25
July 2005 DRAGON 333
F
or countless eons, Fraz-Urb’luu, Prince of Deception, 
reigned supreme
DRAGON 333 July 2005
26
JAMES JACOBS DEMONOMICON OF IGGWILV: FRAZ-URB’LUU
Special Qualities: Dama
27
July 2005 DRAGON 333
return from whence they came in such 
an event. In any case, a deceived d

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