Dragon Magazine #333
Dragon Magazine #333
—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
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ISSUE 333 JULY 2005
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
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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.
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
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
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
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
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
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
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
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
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.
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
• 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.
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
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
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-
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.
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.
by Eric Cagle
illustrated by Peter Bergting
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.
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
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.
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
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.
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
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
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
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
Robin Hobb's
World of the
Farseers
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
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.
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
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
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.
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
by Joshua Cole
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.
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.
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
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
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.
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
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 —.
by Richard Pocklington









