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Dragon Magazine #291 (Oef)

The document summarizes new rules for underwater combat in Dungeons & Dragons and discusses the creation of Rook, a silent gnome illusionist character. It describes how Rook was created to subvert stereotypes of gnomes as bumbling tinkerers. The author chose to play Rook as mostly silent to maintain consistent in-character speech patterns. The document also previews other content in the issue, including articles on gnome inventions, illusion magic, and fictional stories.

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Todor Pichurov
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Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
484 views79 pages

Dragon Magazine #291 (Oef)

The document summarizes new rules for underwater combat in Dungeons & Dragons and discusses the creation of Rook, a silent gnome illusionist character. It describes how Rook was created to subvert stereotypes of gnomes as bumbling tinkerers. The author chose to play Rook as mostly silent to maintain consistent in-character speech patterns. The document also previews other content in the issue, including articles on gnome inventions, illusion magic, and fictional stories.

Uploaded by

Todor Pichurov
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Features: Features key thematic articles about gaming, like the secret life of gnomes and thematic illustrations.
  • Game Room: Includes various game-related articles and reader interactions, such as Wyrm’s Turn and Dork Tower.
  • Wizards Workshop: Practical guides and creative tips for Dungeon Masters, exploring various tools and rules for game mastery.

NEW UNDERWATER COMBAT RULES

23
NS
TIO
VE
N YOUR OFFICIAL DUNGEONS & DRAGONS MAGAZINE
IN
OME
GN

ISSUE 291

$5.99US $8.99CAN
JANUARY 2002

01

0 74808 01823 9
ON THE COVER
Greg Staples’s interpretation of
Nebin, the inconic gnome illu-
sionist, emphasizes that gnomes,
perhaps more than any other PC
race, have changed.
CHAPTER ONE:
GAME ROOM

06 .....Wyrm’s Turn CHAPTER TWO:


CONTENTS
What’s my line?
FEATURES Issue #291 • January 2002 Vol. XXVII • Number 8
08 . . . .Scale Mail
The readership fights back?

18 . . . .Profiles
The secret life of Robin
Laws.

20 . . . .Up On A Soapbox
Fortune favors the bold . . .
and the DM.

22 . . . .Dork Tower

24 36
CHAPTER THREE:
Study & Jest The Little-Lympics
Discover the secret life of gnomes. Are you ready for the gnome triathlon?
FAMILIARS

76 . . . .Nodwick
78 . . . .Mind Flayers
Do these puzzles and get
300 xp.

80 .....Elminster’s Guide
to the Realms
You never know what you’ll
find in the Skondarr caves.

84 . . . .Class Acts: 42 54
The Giant Killer
Nothin’ says whoop-ass like Abuse Your Illusions You Can Pick Your Friends
a gnome with an axe. Learn how to create Illusion spells. There’s nothing like family.

CHAPTER FIVE:
WIZARDS WORKSHOP

100 .....Chainmail
Mordengard—the only thing
better than a dwarf is an
angry socialist dwarf.
48 60 64
102 . . . .Command Points Good Things Come Water, Water Troupers
The best strategy is to be New Fiction by Neal Barrett Jr.
big and tough. in Small Packages Everywhere
Gnome inventions run amok! Now you can fight mind
Magic items from D&D’s flayers while you’re drowning!
104 .....Sage Advice least-understood PC race.
Your guide to the planes.

110 . . . .DM’s Toolbox


Good liars make the
best DMs. CHAPTER FOUR:
LIVING GREYHAWK JOURNAL
112 . . . .Silicon Sorcery
And you thought we’d
covered castles. 88 . . . .Campaign News
What’s new in GREYHAWK.
114 . . . .What’s New?
90 . . . .Demogorgon’s Champions
The death knights return!

5
Writing Your Lines
Group Publisher Johnny Wilson
Talking in character is a big deal. DMs dig it, other Editor-in-Chief Jesse Decker
players often admire it, and you’ll get a lot of Art Director Lisa Chido
mileage out of stories recounting it (even if your Living Greyhawk Editor Erik Mona
friends groan every time you bring it up). Associate Editor Chris Thomasson
The only problem with talking in character is that Assistant Editors Matthew Sernett
keeping consistent dialog running isn’t easy. Let’s Stacie Fiorito
Designer Theresa Cummins
face it, if we were world-class improvisational
Contributing Editors Phil Foglio
actors, we’d be on stage somewhere. Creating Ed Greenwood
truly consistent dialog takes a lot of work. Probably John Kovalic
more work than most roleplayers can muster; Robin D. Laws
Christopher Perkins
however, there’s a simple trick to faking it well. Mike Selinker
Early last year, a less-than-talkative gnome Skip Williams
Aaron Williams
reminded me of that trick—namely, that keeping a Ray Winninger
character’s speech patterns consistent requires Circulation Director Pierce Watters
nothing more complex than thinking about what Advertising Sales Director Bob Henning
your character says when you’re out of ideas. In Production Director John Dunn
this case, I decided that if I couldn’t come up with Circulation Assistant Dawnelle Miesner
consistent dialog, I just wouldn’t say anything. Contributing Artists Jeff Carlisle
Dennis Cramer
It all began when Dave Noonan, a designer and David Day
editor in Wizards’ R&D department, was planning to Phil Foglio
take a group through the Return to the Temple of Elemental Tom Gianni
Jeremy Jarvis
Evil, and I needed a character. I had been playing (and playtesting) the new edition John Kovalic
for more than a year, and I knew that gnomes had changed. Leaner, spikier, and more Jeff Laubenstein
capable than in previous editions, gnomes seemed worth a look, especially since I Matthew Mitchell
Tony Moseley
wanted to play an arcane spellcaster. Since I was already convinced that the gnome Adam Rex
stereotypes of previous editions didn’t apply anymore, I wanted to play a character Scott Ricker
Scott Roller
that played up the change, specifically, a character that clearly wasn’t reminiscent of Greg Staples
the bumbling tinker gnomes made popular in the DRAGONLANCE line. (Don’t get me Mike Vilardi
wrong—silly gnomes, like silly members of any PC race, have their place, but I wanted Anthony Waters
Aaron Williams
something different, and a non-talking gnome seemed new to me at the time.) One
well-placed default array later, I had created Rook, a gnome illusionist who rarely DRAGON (ISSN# 1062-2101) is published monthly by Wizards of
the Coast, Inc., 1801 Lind Ave. SW, Renton, WA 98055, United
spoke. States of America. Periodicals Postage Paid at Renton, WA, and
Anyone who knows me will tell you that I like the sound of my own voice, and play- at additional mailing offices. POSTMASTER: SEND ADDRESS
CHANGES TO DRAGON, P.O. BOX 469107, ESCONDIDO, CA
ing Rook presented a terribly difficult roleplaying challenge—keeping my mouth shut. 92046. ©2000 Wizards of the Coast, Inc. All rights reserved. No
Basing Rook on the reversal of a few long-held ideas about gnomes wasn’t terribly part of this magazine may be reproduced (except for review
purposes) without the prior written permission of the publisher.
original, but right away I noticed that the other players caught on. Since Rook’s most Material published herein does not necessarily reflect the
noticeable trait was identifiable as something out of the ordinary for his race, the opinions of Wizards of the Coast, Inc., its employees, or its
editorial staff, who are not liable for opinions expressed herein.
other players found it easy to predict Rook’s reactions (or lack thereof), and by coin- Most product names are trademarks owned by the companies
that publish those products. Use of the name of any product
cidence, I found it easy to keep the character’s dialog consistent (or nonexistent). without mention of trademark status should not be construed as
Although we didn’t make it all the way through the temple, we played for several a challenge to such status. WIZARDS OF THE COAST; TSR;
DUNGEONS & DRAGONS; ADVANCED DUNGEONS & DRAGONS; D&D;
months. Throughout the short-lived campaign, Rook seldom spoke other than to give AD&D; FORGOTTEN REALMS; DRAGONLANCE; PLANESCAPE;
terse, one-word answers. His longest statement, which came after finding yet RAVENLOFT; BIRTHRIGHT; MYSTARA; SPELLFIRE; GREYHAWK; DARK SUN;
SPELLJAMMER; AL-QADIM; COUNCIL OF WYRMS; MASQUE OF THE RED
another scroll full of divine spells (arcane scrolls seemed hard to come by) was some- DEATH; MONSTROUS COMPENDIUM; ALTERNITY; STAR*DRIVE;
thing like, “Stupid temple full of stupid priests.” DARK•MATTER; ALIEN COMPENDIUM; FIFTH AGE; DUNGEON MASTER;
PLAYER’S OPTION; DRAGON; DUNGEON; POLYHEDRON; LIVING CITY;
By dumb luck I had hit on an idea that kept my character’s dialog consistent almost LIVING GREYHAWK; GEN CON; RPGA are trademarks of Wizards of
the Coast, Inc.
by default. As fun as the not-speaking trick was to do once, it’s hardly a solution that SUBSCRIPTIONS: Contact Publishers Creative Systems
many players find appealing to roleplay. So, how do you keep your character’s dia- at dragon@[Link] or call 1-800-395-7760.
In the UK, contact [Link]@[Link] or call
log consistent? I’m especially interested in simple ideas that, like Rook’s lack of +44-18-58-41-4713.
speech, create an easily recognizable set of responses to most situations. Email your ADVERTISING: Contact DRAGON’s Advertising Sales
Director, Bob Henning, at 425-204-7262. All ads are subject to
ideas to scalemail@[Link], and we’ll print the best of them in upcoming letters approval by Wizards of the Coast, which reserves the right to
columns. reject any ad for any reason. Advertisers and/or agencies of
advertisers agree not to hold Wizards of the Coast liable for
any loss or expense from alleged wrongdoing that may arise
out of the publication of such advertisements.
Northeastern Advertising Representatives: Sig or Scott
Buchmayr, Buchmayr Associates, 137 Rowayton Avenue,
Rowayton, CT 06853, 203-855-8834.

Distribution Nationally and Internationally by Curtis


Circulation Company, 730 River Road, New Milford, NJ 07646.
Tel: 201-634-7400. Fax: 201-634-7499

Open Game Content: Unless otherwise noted, this


Wizards of the Coast game product contains no Open Game
Content. No portion of this work may be reproduced in any
Jesse Decker form without written permission. To learn more about the Open
Editor-in-Chief Gaming License and the d20 System License, please visit
[Link]/d20.

Printed in the U.S.A.


6 january 2002
Hey, there’s a new art director in town. affinity for the culture that I saw in
Many of you saw Pete Whitley’s good- Samurai films and Chinese chop saki
bye in DRAGON #289, but we’re up to full films. The grace and flow of martial arts
strength again. Lisa Chido has joined the always impressed me far more than the
staff as art director, and this is her first grunts and thrusts of occidental
issue. Since Lisa is still forming her own longsword battle. That being said, I have
ideas about the magazine, there’s never a few points of contention with the
been a better time to influence the look Oriental Adventures system.
of Dragon. Drop a note to As both player and DM, I’ve always
scalemail@[Link] and share your believed the great thing about high fan-
ideas about how the magazine looks. tasy was the ability to bring many cul-
tures and styles of combat together in a
Hats off to Dragon multifaceted campaign setting. Instead of
I wanted to thank you for perhaps the showing how you can bring these two
two most useful articles ever found in cultures together (European and Asian),
DRAGON Magazine: the Kaiju article and the book separates the two campaign
the martial arts techniques name genera- settings, even giving us class restrictions
tor from issue #289. These are the most as to which classes should and should
ingenious things I’ve seen in the D&D not be in an Asian campaign world. Are
market in ages, and I’d like to reiterate you telling me that the designers couldn’t
my thanks for your inclusion of them figure out how a druid or bard could fit
into the issue—thanks DRAGON! into a campaign with an Asian overtone,
Lastly, I was wondering if you’d con- or how a samurai or sohei could fit into
sider doing an article on magic hats and a campaign with a more European fla-
other headware? For some reason, I’ve vor? This is also true for the new races.
had a difficult time designing anything Who’s to say that there isn’t a tribe of
original for my characters’ skulls. those monkey people—the Vanara—living
Thanks! next to a village of halflings?
Thomas Barry Then there’s the samurai class. When I
Southfield City, MI heard that Oriental Adventures was
coming out, I thought I’d finally see a
SHARE YOUR OPINION Thanks for the kind words. Our favorite definitive class breakdown of a samurai.
MAIL “SCALE MAIL” martial arts move is “Three Kaiju stomp Instead, I get a glorified fighter that
DRAGON Magazine Waterdeep.” As for the magic hats, we’re comes with his own katana. Who cares?
1801 Lind Avenue S.W. always looking for magic item articles— I know the animal clan separation aspect
Renton, WA 98055, USA
even hats. might make for some unique choices, but
EMAIL SCALEMAIL@[Link] if I’m going to play a samurai, I want it to
Include your full name and mailing
address if you expect your letter to be Bones to Pick be a truly unique experience, and I want
printed, and let us know how much of
that address you’d like printed. (We’ll
I just visited my friendly neighborhood him to have his own powers and system
assume city and state otherwise.) game and hobby store to see if they had of fighting.
the new Oriental Adventures book; to I found a breakdown of a samurai
FOR SUBSCRIPTION INQUIRIES my delight they did. Instead of being character class on the Internet that I
EMAIL DRAGON@[Link] pleased with what I read, however, I think is much more appealing than the
CALL 1 (800) 395-7760 found myself disappointed with some of one in Oriental Adventures. Some of the
it’s conception. I’ve always had an unique features include an ability for

Random Encounters
Useful resources for every D&D player.
Having a realistic rendering of a character can help make a PC seem more “real” and there-
fore easier to roleplay. Unfortunately, most of us usually end up with a lovely drawing of a
stick figure or something that a 5-year old would create in Kindergarten. But the Hero
Machine has come to the rescue of the artistically challenged! This interactive online tool
allows you to custom design and print out your PC’s full body portrait. The website is still
waiting for a newer version that includes more options (we’ve seen a preview of it, and
it’s definitely worth the wait), but the current design tool lets you choose from a number
of facial expressions, hairstyles, different clothing pieces, and weapons, as well as pick
from a wide range of color options for each item. Check out [Link] to
begin creating stunning portraits like this one created by Hero Machine creator, Jeff
Hebert. Thanks to reader Dino for showing us this fun tool!

8 january 2002
summoning inner strength, in which a ki- Seriously Funny
op cry gives the samurai an extra +4 to I first started reading DRAGON Magazine
FORUM his Strength a number of times per day;
an ability called study foe that allows the
about ten years ago. Recently, I’ve
started to look back rather fondly on the
You Gotta Have Goals . . . samurai the chance to lose AC for a more serious, serialized comics that your
In DRAGON #288, Geoff Davey couple of rounds while he studies his predecessors used to run.
(“Hero Seeks Same”) expressed opponents’ weaknesses, which then “Twilight Empire” (AKA Robinson’s
his chagrin at the notion of a grants him subsequent bonuses to attack War) was a favorite, and I’ve heard old-
game centering around evil PCs. and damage; and a whirlwind defense timer’s say some great things about
I agree with his complaints to ability, which allows a samurai to defend “SnarfQuest” in its prime.
most degrees, but I believe my himself effectively against many oppo- “Dragonmirth,” “Phil and Dixie,” and
experiences have given me nents. The samurai also gets no penalty the others are great, but have you guys
another angle. for wearing armor, has access to a fea- considered running another one of those
Recently, the new edition release ture resembling uncanny dodge, and gets multi-year comic sagas again? They
of the FORGOTTEN REALMS Campaign the feats Quick Draw, Whirlwind Attack, were once one of my favorite parts of
Setting has given rise to a truly Alertness, and Spring Attack for free. the magazine.
unique adventure group. One of Yes, this character might be very Yamo
the PCs is Dralek—a Drow telepath. stacked, but I find it hard to believe that Posted to DRAGON Message Boards
He is a hero to none, and his no one could come up with something
deeds grow ever more villainous. flashier than just a fighter that looks like Countdown Contrariness
He remains entertaining, however, a samurai. I subscribed to DRAGON Magazine in the
because of what many evil PCs Lastly—and most upsetting—is the lack hopes of getting useful information for
lack: focus. His evil is subtle, of a ninja base class. I know that there use in my D&D game mastering efforts.
charming, and nonviolent, and he are plenty of ninja prestige classes, but However, the incessant “countdown”
has seen to it personally that his this isn’t helpful. If you’re going to have articles were a waste of space. I view
friends (the Zentarim, currently) Asian classes, you simply must have a the FORGOTTEN REALMS—and all pre-pack-
find him increasingly vital. Thus, I ninja. This seems like a no brainer. I don’t aged campaign settings—as a crutch for
propose that the secret to a good accept the argument that a ninja class weak DMs. In a pinch, I use them, but I
“anti-hero” campaign is the would be unbalanced. If so, design some- much prefer my own—they’re generally
advancement of goals, just as in thing that’s not. richer. The space used to count down
the most noble of journeys. Name and address withheld to—that is, “hype”—a product’s release
Scott Hamilton • Whitesburg, TN spends time, money, energy, and space

The Evil Twin


I’m responding to the old argument
of playing a good versus an evil
PC. In the past, DRAGON’S response
caption contest
was that it detracted from the
game and went against the whole
purpose of D&D. I have one small
comment to point out that I feel is
very relevant to the situation. If
you recall Dragonlance hero
Sturm Brightblade, you will also
recall his son, Steel Brightblade.
Steel was a member of a group of
evil Paladins, who followed their
own evil god. They were exact
mirrors of the “good” paladins,
except they followed an evil deity.
My point is simple: Evil characters
are nothing more than identical
twins to good characters and have
the same traits. It’s how you play
the character that really deter-
mines whether or not a group sur-
vives. Show me the funny! WRITE A CAPTION for this cartoon and test your funny bone. Send your writ-
Upon discussion, my DM and I ten caption to Caption/DRAGON Magazine, P.O. Box 707, Renton, WA 98057 by March 1st. If your cap-
tion passes our test and makes assistant editor Matthew Sernett laugh, you just might see it within the
came to the conclusion that the
pages of this glorious magazine. There’s no need to cut up your magazine. If you want to include the
alignment system was flawing
drawing, send in a photocopy.
everyone’s thinking and should be

12 january 2002
that would be better used for “Sage The amount of world-specific content
expanded with one more attribute. Advice,” another prestige class, or a in DRAGON is almost never going to be
Alignments should also include the treatment of some aspect of the game exactly perfect for any one reader, still
category of Selfless, Neutral, and that has significant differences from the we aim to please as many as we can.
Selfish. Let’s face it: The single earlier systems. First, let’s look at exactly how many
deciding factor in whether or not a Now I get to experience the joy of pages of FORGOTTEN REALMS-specific con-
character is genuinely evil or good opening an issue and finding oversized tent was in each of the past four issues:
is how selfish he is. We have maps for a world I will never use, and #288 had 4 (and part 2 of the map)
played a nearly all-evil party, worse, no one can use unless they DM #287 had 6 (and part 1 of the map)
whose characters were every bit the FORGOTTEN REALMS! It will take four #286 had 6
as loyal and strong to each other months for the run to complete, and I #285 had 5
as a good party. They were loyal feel robbed. If I’ve counted wrong here, please
because their goals were one and I understand DRAGON Magazine is less correct me.
the same. an outlet for creative d20 ideas and Every reader is going to have a dif-
Just a few comments I feel were more a house organ to sell more ferent idea of how easy those articles
overlooked. I thank you for an Wizards of the Coast (WotC) product— are to drop into their own campaign, but
awesome publication and look for- that’s evident in the multi-page adver- I think most need only a name change (if
ward to each and every issue! tisements for WotC novels, games, and that) to use. If you folks think they’re
R. McGuire • Killeen, TX stores. It’s unfortunate, because more harder to port than that, what can we
articles like the “creating a . . .” would go a do to help? If adding a sidebar about
lot farther to enhance the vitality of the using the FORGOTTEN REALMS articles in
TELL US WE’RE WRONG. d20 system—and therefore the vitality of another campaign will do the trick, just
MAIL “FORUM” WotC’s product line—in the long term. let us know.
DRAGON Magazine Play aids, more terrain inserts, I’d also like to point out that we’re
1801 Lind Avenue S.W. another CD, or even extra pages of happy to buy other world-specific
Renton, WA 98055, USA “DM’s Workshop,” fiction, almost any- articles if they’re well written and
EMAIL FORUM@[Link] thing would be better than an oversized contain interesting ideas. Plus, DRAGON
Include your full name and mailing address
if you expect your letter to be printed, FORGOTTEN REALMS map. is about to get more GREYHAWK content
and let us know how much of that address Ketjak than ever.
you’d like printed. (We’ll assume city and
state otherwise.) Posted to Dragon Message Boards We plan to add more “using this in
your game” sidebars to many articles,
For what it’s worth, I think DRAGON pres- even non-world-specific features, but I’d
ents creative ideas that lots of D&D love to hear some more suggestions
players find useful. from our readers.
By Aaron Williams

D&D PREVIEWS
JANUARY FEBRUARY
LORD OF THE IRON THE BEST OF TALES, MASTERS
FORTRESS VOLUME TWO OF THE WI LD
A D&D Adventure A DRAGONLANCE Anthology A D&D Accessory
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14 january 2002
PREVIEWS caption contest Winner
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Wilderness!
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Inside you’ll also find “Class Acts,”
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“You know, Mabel, if we’re going to “Uh. . . Avon Calling?”
DUNGEON Magazine #90
Pulp Heroes live together, I’m going to need my own Mardie Swartz • Marlin, TX
December’s DUNGEON features a com- key for the front door.”
plete issue of the newly revised Congratulations Andrew Reyes • Bloom, IN
POLYHEDRON Magazine. Now with a
“Definitive d20” focus, the new
POLYHEDRON brings a complete d20 7th-level PCs but adaptable for adventure for 4th-level PCs but adapt-
game in every issue in addition to levels 3–12. able for levels 1–8.
industry news, previews, reviews, and
the latest RPGA updates. December’s The Elfwhisper Wedding Bells
issue features Pulp Heroes, a 50+-page, by J.C. Alvarez by Tim Hitchcock
stand-alone game set in the Pulp Era. A hunt for a ruthless bandit warlord The characters venture down a dark and
Guide your team of aviators, private- leads the heroes into the haunted forbidding well to recover the treasure of
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The soul of a hero has been imprisoned Luzern has become a city where the
by forces of darkness. The PCs must dead never rest for long. Can the PCs
find a way to send this captive holy unravel the mystery of the strange
warrior to her eternal reward. A D&D curse that seems to have befallen this
FORGOTTEN REALMS adventure for once-peaceful village? A D&D

FORGOTTEN THE JEWEL OF THE TOMB OF


REALMS DUNGEON TURMISH HORRORS
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A FORGOTTEN REALMS by Keith Francis Strohm
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15
Profiles:
by Michael G. Ryan

Robin D. Laws
Laying Down The Law
back for the accuracy of that predic- magic are the order of the day.”
tion.” Feng Shui is now published by He also has stories in Synister
Atlas Games, and Robin has just fin- Creative’s new pulp magazine and in a
ished a new adventure for the setting— fiction anthology, The Book of All Flesh,
Burning Shaolin. for the All Flesh Must Be Eaten
Robin is equally pleased by the contin- Roleplaying Game. “The first is a light-
or all of his publication credits, ued success of his collectible card game hearted adventure, and the other is

F game-design experience, and com-


plete immersion into the gaming
industry, Robin D. Laws acknowledges
Shadowfist, now six years old, which
continues to thrive thanks to its fervent
fan base.
really, really dark,” he says. “I’m stoked
about both of them.”
D&D continues to figure large in his
that there are still empires for him to But the innovative roleplaying game daily activities, but his campaigns gener-
conquer. “The more I work on roleplay- Rune, published by Atlas Games, is the ally reflect his professional obligations of
ing games and the more panels I attend,” most recent of Robin’s outstanding the moment. “My current campaign is
he says, “the more I realize that the designs. Based on the computer game of set in a version of ancient Rome, under
work game designers do only affects the same name, Rune breaks the wall the reign of Commodus,” he says. “The
maybe 40 percent of the gaming experi- between player and GM, as Robin deter- PCs are struggling to make their patron
ence in terms of whether players enjoy mined early on in the design process proconsul, hoping to stop an evil priest
themselves and want to keep playing. that “the game would need to have a big with minotaur minions from grabbing
The other 60 percent comes down to point of difference to distinguish it from the post.”
the success players and DMs have in the many other fantasy games available.” Roleplaying games, he notes, were
communicating with one another, under- The subject matter of the computer always a hobby as he was growing up.
standing each other’s expectations, and game—“mighty Vikings wielding swords “Even when my age was in the single
puzzling out the unwritten rules that the size of Buicks slashing down all the digits, I knew I wanted to be a writer,” he
experienced DMs and players take goblins, dwarves, mechanized bugs, and recalls. “In grade school, I thought it
for granted.” giant undead unfortunate enough to get would be comics. In high school, I got
With DRAGON columns such as “The in their way”—actually posed a problem involved in theater and figured I’d end
Play’s the Thing” and articles like “Taste in adapting to roleplaying: GMs tend to up a playwright. I never thought of role-
Test: Pleasing All of the Players All of get bored refereeing hack-’n’-slash cam- playing games as a market for my work.
the Time” (from issue #284), Robin paigns. To deal with this problem, Robin Who knew I’d end up writing about bat-
hopes to address this issue head-on by explains that Rune allows the players to tlechimps and deodands?”
finding ways for beginning DMs to adopt swap GMing duties and, he says, “You
the various techniques a good DM uses can win! And when you’re not the GM,
without having to analyze them. Just as it’s not boring because the GM can win!”
important as aiding new DMs with arti- Robin concedes that it’s all a grand
cles geared toward them, he says, is experiment, although he points out that UNCOMMON LAWS
addressing articles to players because he’s certain there is a neglected seg-
Robin draws inspiration from a variety
“it’s really the whole group that can ben- ment of the audience that will really
of different sources, some familiar,
efit from thinking about this stuff.” enjoy the game. “We’re managing to get
some a bit more unusual.
a nice little bit of attention, even in this
FAVORITE FILMS: Yojimbo, Citizen Kane
By Laws year of d20 fever, and I think that’s
When it comes to weighing DM needs because it does something different, FAVORITE BOOKS: The Red and the Black,
against player needs, Robin knows his and it does so with wild-eyed, horned- The Good Soldier, Fifth Business
audience well. His resume of designs is helmet enthusiasm.” FAVORITE TV SHOWS: The Simpsons,
impressive, full of popular, successful Homicide, The Sopranos
games that continue to steadily draw Round Robin
FAVORITE ARTISTS: René Magritte,
new players. Feng Shui, originally pub- In addition to his work on Rune, Robin
Lawren Harris, Yves Tanguy
lished by Daedalus Entertainment in recently finished work on a Dying Earth
1996, has recently returned to the fore- sourcebook, White-Walled Kaiin, which FAVORITE CDS: Midnight Vultures
front of popular roleplaying products. “I details the setting’s biggest city. Robin (Beck), Pontiac (Lyle Lovett), Beat at
predicted a couple of years ago that was the senior designer for the Dying Cinecitta 3 (various artists)
Hong Kong action movies would filter Earth Roleplaying Game, set in the FAVORITE GAMES DESIGNED BY SOMEONE
into the entertainment mainstream exotic, colorful fantasy setting of the ELSE: Over the Edge, Call of Cthulhu,
among game fans,” Robin notes. “I’m classic Jack Vance stories where “verbal Prince Valiant
still not through patting myself on the duels, swindles, and wonderfully weird

18 january 2002
22 january 2002
Ask most people what a gnome is and you’ll

get a variety of answers. “They’re like


by James Jacobs  illustrated by Anthony Waters
dwarves, but not as grumpy.” Or, “They’re

like elves, but not as serious.” Or, “They’re

like halflings, but they wear funny pointy


hats.” Of course, a gnome would never

answer like this. Ask a gnome what a

gnome is and you’re more likely to get a

funny look and a roll of the eyes. If you do

get an answer, it’ll probably be something

clever: “We’re just like you, only smart and

good-looking!”

24 january 2002
 Birth & Childhood the birth require magical intercession. time with the small newborn animal his
Childbirth is a private time for gnome Gnomes don’t think of names as parents have selected as a birth pet.
families. For the majority of the unique personal identifiers, a fact that Birth pets are traditionally small
mother’s pregnancy, she enjoys the many non-gnomes find particularly burrowing animals such as badgers,
company of her friends, family, and frustrating. A gnome receives his first moles, gophers, rabbits, foxes, or
neighbors, who often visit with gifts name minutes after childbirth (usually burrowing reptiles like snakes or
and stories. A pregnant gnome is granted by one of the parents), and by lizards. The two forge a powerful bond
assured that her time is always full of the end of the day, the child usually and often develop a strong sense
fun and entertainment. This all changes racks up at least a half dozen more. By of empathy.
when the expectant mother reaches the the time a gnome reaches adulthood, Gnome babies are quick to pick up on
final month of her term. he’s collected an impressive list of language skills, and by the time they
At this time, the mother retires to her names. The gnome’s skill with language reach an age of 3 months, they are
home to be tended and cared for by her allows him to easily keep track of already forming their first words. For
immediate family. During childbirth, the numerous names, but it can wreak the first year of life, the gnome can do
mother is tended to by her husband and havoc with his non-gnome friends. little more than mimic words and
a midwife (typically an alchemist or Immediately after childbirth, the baby sentences he hears, but the particular
herbalist). Other close family members is introduced to its birth pet. Gnomes words and sentences that he chooses to
and friends are not allowed into the are quite fond of small animals, due in mimic are often strong indicators of
birthing chamber during the delivery, no small part to the fact that from birth what the gnome’s future interests and
reducing possible distractions; they wait they are linked with an equally newborn talents as an adult might be. Gnomes feel
out the birth in an antechamber. At least animal. A gnome baby is coddled and that it’s unlucky to actively encourage a
one cleric attends the birth in this smothered with affection by his parents, specific set of interests in a gnome baby,
antechamber in case difficulties during but he spends as much (if not more) and many feel that such activities tend

25
their birth pets. Young gnomes  Going to School
often pretend they are ani- Gnome schools are very traditional and
mals, possibly the brothers rigidly structured. A school term runs
or sisters of their birth pets, an entire year, with a two-week vaca-
and they spend many hours tion at the turn of each season and
digging around in the dirt various other days off throughout the
with their companions. year to observe religious or secular
Accidents are common at holidays. A school week runs for six
this time as the young gnome days, followed by one day off during
learns about things like fire, which the gnome is expected to prac-
poisonous plants, wild ani- tice his creative interests. Gnome
mals, and other dangers the schools have an unusual dress code; all
hard way. Non-gnomes students and teachers must wear tradi-
often think of this method tional scholar’s caps, commonly called
of raising children as “pointy hats.”
irresponsible, but gnomes Gnomes are organized into classes by
feel that experience age and gender, and the standard age at
teaches far more effi- which they begin schooling is 30 years
ciently than dry lectures old. A typical day at school lasts for six
or overblown warnings. hours, divided into five classes of
It is at this early age that various subjects. A class lasts for a year,
a gnome’s magical abilities after which the gnomes are evaluated by
first start to develop. The their teachers and then, if they have
young gnome has little demonstrated sufficient skills, allowed to
control over these magical progress to the next grade of education.
abilities at first, and they Gnomes divide school into nine grades
manifest as short-lived motes of education. The first three grades of
of multi-colored light, school cover the basics of various
strange faint noises, and unseen subjects like mathematics, history,
forces that move small, unattended reading, and writing. The second three
objects in strange patterns. As the grades of school become more focused,
to result in pensive, brooding children. gnome grows over the next several and the student is allowed to choose a
This gift with language extends even to years, her control over these minor particular venue of scholastic pursuit.
the gnome’s birth pet; indeed, gnome magical abilities becomes more refined The classes offered are still rigidly
children often master their birth pet’s and focused, eventually allowing the constructed and generalized. Not all of
language before any other. This language gnome to cast cantrips (dancing lights, these classes teach skills; many of them
consists of soft chattering sounds and is ghost sound, and prestidigitation). Some teach young gnomes special tricks (such
often quite intricate; the language is gnomes never fully master these as how to effectively fight against
almost magical in that it incorporates a magical skills because they simply lack goblinoids, dodge giants, or use
fair amount of telepathically transmitted the intelligence to do so. A sharp wit metamagic feats). During the last three
empathy. As the gnome grows older and and quick intellect are the most valued grades, the gnome is rewarded with the
begins to speak gnome or other spoken aspects of life in gnome society, and responsibility of directing his own
tongues, his skills with his birth pet children who lack the skills to control education. He can organize his own
language atrophy to a point where the their magical abilities become objects of classes and conduct independent
gnome can only communicate with scorn and ruthless torment by their research under the guidance of favorite
creatures in this manner for a short one-time friends. Gnomes quickly learn teachers and professors. These gnomes
period of time each day. to suppress their undeveloped magical are also often called upon to serve as
skills after being subjected to these teachers or aides in the education of
 Rites of Passage cruel attentions. first- and second-grade gnomes.
For the first few years of life, the By the time gnomes reach the age of Eventually, the scholar earns enough
young gnome is kept close to her par- ten, they often form small groups of commendations from his professors,
ents and birth pet. By the time the like-minded children who spend long teachers, and mentors to allow him to
gnome has learned to walk and talk, her hours together playing. Favored pastimes apply for graduation. To graduate, the
parents become less protective and include playing the glittering path, (see student must prepare a specific thesis,
allow the young gnome free reign “The Little-Lympics” on page 36 for experiment, or demonstration in his
throughout the house, yard, and nearby more information on the glittering path), chosen field of study. His final year at
outdoor areas. Gnome children make magic competitions (the children strive school is often dominated by this Final
early contact with other young gnomes to find the funniest or cleverest use of Showing, as it is called. A Final Showing
and form friendships at this time that their powers), and inventing and building is observed and studied by no less than
often last a lifetime, but still, most of toys, vehicles, and often entire miniature nine of the gnome’s mentors, and all nine
their play focuses on interacting with villages and buildings. of them must judge the Final Showing

26 january 2002
favorably in order for the gnome to occur they are looked upon unfavor-  Practical Jokes
progress to Certification. ably by adults; it isn’t proper for an One unique aspect of gnome society
Certification is the most grueling part uneducated gnome to engage in idle is the practical joke. For other races,
of a gnome’s education. He is allowed a trysts, after all. such jokes are looked upon as idle
week of respite between his Final Once school begins, this all changes. amusements. For gnomes, though, a
Showing and his Certification; wise Many gnomes meet their future good practical joke can be as impor-
gnomes spend this week in study and husbands and wives in school, and for tant as a wedding or funeral. Indeed, it
preparation, but many gnomes spend the some gnomes, the prospect of meeting a isn’t uncommon for practical jokes to
week celebrating their imminent spouse is the driving factor for end with weddings or funerals.
graduation. Certification always begins at enrollment. Gnomes are creatures of Practical jokes are traditionally per-
the crack of dawn and sees the nervous impulse, though, and more often than petrated by one gnome on another
scholar sitting alone at a desk facing the not these relationships end as quickly as single gnome. Other gnomes are often
nine mentors who judged his Final they began. Curiously, gnomes of both called upon for assistance or to play
Showing. These mentors spend the next genders tend to express their interest in specific roles in carrying off the joke,
six hours grilling the student with a partner not by giving gifts or but there is one mastermind and one
hundreds of complicated questions, composing poetry, but by playing victim at the center of the mess. Once
trying their best to test the limits of the practical jokes on the object of their a gnome realizes she’s the butt of a
gnome’s accumulated knowledge. desire. The more intricate and unique practical joke, the joke ends.
Certification is a stressful event, but by the joke, the better the gnome’s chances Depending on its success, the per-
this point most students have so are of being noticed. Once a couple gets petrator is either showered with
immersed themselves in their chosen over these jokes and is comfortable praise or ridiculed terribly. The victim
field that they can demonstrate their together, it’s common for them to turn of the joke is always the most vocal in
knowledge to a sufficient degree that their impish natures against their friends this praise or ridicule. Of course, the
their mentors approve their and relatives. One gnome alone can victim is expected to some day
Certification even if the gnome concoct devilish practical jokes, but the extract revenge on the joker in the
stumbles through the ordeal. heat of passion experienced by young form of a bigger and more elaborate
Of course, school is not just a time for gnome lovers seems to push their joke of her own design.
study. Classes only consume six hours a imaginations and creativity into Many intricate and effective practi-
day, leaving many more open for non- overdrive. cal jokes can be designed with magic
scholastic pursuits. Some gnomes spend Eventually, a gnome couple realizes (especially with illusions), but the most
this time studying, but most spend the that they want to spend the rest of memorable jokes involve completely
time socializing. Truthfully, this is just as their lives together. This realization non-magical components. Against non-
important to the development of the often comes suddenly, and gnomes are gnomes, this tradition is relaxed some-
growing gnome as his studies, and it wont to act on this realization what, since non-gnomes don’t
helps the gnome prepare for life as a immediately. Gnome weddings are understand the hard work and skill
full-fledged member of society. traditionally small and unassuming needed to pull off a good zinger,
There are a few gnomes who can’t affairs, but this is more a result of resulting in wasted effort.
handle their education. A gnome might lack of time to plan and prepare than A practical joke can be a simple
reject his education for any number of irreverence toward tradition. It is very affair (such as drilling a tiny hole in a
reasons. He might be bitter after a unusual for an engagement to last bottle of ink so that the victim dribbles
childhood spent being mocked by his longer than a month; more often, it it all over his clothing, or hiding a
more intelligent friends, he might just be lasts for only a week. The marriage piece of rotten food in a gnome’s
a loner or someone who eschews itself is traditionally performed by a house and watching as they tear the
society and would prefer to make his cleric, although marriages performed place apart looking for the source of
own way through life, or he might by alchemists, wizards, sages, or any the stink) or an incredibly complex
actually be bored by his studies. It’s not other respected gnome are recognized design (such as building a booby-
unheard of for such gnomes to drop out as official unions provided at least trapped house for a friend).
of school simply because they feel that three witnesses swear to the event.
education has nothing to offer them. Once a gnome couple weds, they are spouse, or perhaps with no spouse at all.
Gnome dropouts still find places in expected to set up their own home In cases where both partners feel the
society, often as laborers or soldiers. and work together to provide same way, annulment of a marriage is a
something useful for the village. quick and painless event requiring little
 Courtship, Marriage, & Family Gnomes are also expected to wait until more than a splitting of common
School is an important part of a after they graduate from school to get belongings and signing of a legal
gnome’s growth, but it often takes a married. Nevertheless, many gnomes document to be stored in the town hall.
back seat to an equally important can’t wait that long and get married in In cases where one of the gnomes still
development—puberty. Young gnomes secret while still in school. harbors strong feelings for the other,
often become involved in romantic Divorce and remarriage are fairly divorces can be ugly events that end in
relationships during school. Such rela- common in gnome society. Creatures of loud and often violent altercations. These
tionships are all but unheard of at ear- impulse, they often suddenly realize that separations result in one or both gnomes
lier ages, and when such relationships they’d be happier with a different moving out of the neighborhood or

27
 Pointy Hats village to create a new life elsewhere. only does this style allow the gnome to
The size of a gnome’s pointy hat Once a couple has a child, divorce is live at ease in nature, but it provides a
directly relates to his education. First quite rare. Gnomes adore children, valuable camouflage to protect gnome
grade gnomes who have just been viewing their love of life and chaotic villages from their enemies.
admitted wear very short hats with a activities as a breath of fresh air. Gnomes are not a warlike race, and as
slightly pronounced point at the top. As Parents are drawn even more closely a general rule prefer to let their
the gnome rises in grade level, he is together after having a child, and the camouflaged buildings be their primary
allowed to wear taller and taller caps. concept of splitting up and causing defense against their enemies. Goblins in
The material from which the pointy hat anguish to the child is unthinkable. particular have a hatred of gnomes, and
is made (including color schemes) vice versa. A gnome village won’t
varies from school to school. In this  Society, Friends, & Pets normally have an organized militia, but
manner, one gnome can instantly tell A gnome makes friends easily, even the residents are so at ease and familiar
the grade and home school of another with non-gnomes. Gnome communities with their neighbors that they can
gnome simply by glancing at the other are fairly small, and they are almost quickly form highly organized groups in
gnome’s hat. Teachers and professors always hamlets according to the classi- times of crisis. Many gnome villages
get to wear the tallest hats. Such hats fication system on page 137 of the house a fair number of gnome laborers
measure at least 15 inches in height, DUNGEON Master’s Guide (population of and soldiers who can provide ample
possibly more for important profes- 400 or less). The reason for this is protection, but they prefer to rely on
sors. These hats often bear enchant- simple; gnomes have a natural desire magic and alchemy to fight the enemy. A
ments as well; many gnomes with the to know and be friends with everyone gnome village located on a frontier or
Craft Wondrous Item feat make magic in the immediate area. In large cities, near hostile lands incorporates
pointy hats to give as gifts for favorite this is plainly impossible, so when left alchemical traps and magic wards to help
mentors. Gnomes who can’t afford to their own devices, gnomes naturally protect the citizens. Tanglefoot bags are
magic hats often opt for masterwork form smaller villages rather than a particular favorite of gnomes; their
pointy hats. A masterwork pointy hat sprawling metropolises. Nevertheless, ease of use and potent effects can often
typically grants a +2 bonus to all it isn’t unusual to see gnomes living in demoralize an invading force without
Diplomacy checks made with other cities populated by other races. Even either side ever having a chance to
gnomes and gains a +1 bonus to all then, gnomes tend to focus on their draw blood.
saving throws to avoid its destruction. immediate neighborhood, and they With the notable exception of kobolds
This bonus to saving throws does not come to view this neighborhood as a and goblins, gnomes get along famously
stack with any bonuses the hat may separate entity apart from the city as with the other humanoid races. This is
receive for being enchanted. a whole. partly due to the fact that gnomes seem
Masterwork pointy hats are often While gnomes are social creatures to be naturally friendly and easy to get
encrusted with gems and precious met- who enjoy the company of close along with. The main reason for this is
als, and while their minimum cost is friends and casual acquaintances alike, that there’s a lot for other races to see
around 50 gp, they are often much they also adore the natural world and and respect in gnome society. Dwarves
more expensive. the animals that live in it. This is have great respect for the gnome skill at
A gnome caught wearing an inap- another reason gnome villages tend to gemcutting, and many dwarven miners
propriate hat faces expulsion from his be small; hamlets are much less look to their gnome neighbors when it
school. Once a gnome has graduated, damaging and intrusive to nature. A comes time to polish and cut their yield.
he is no longer expected to wear his gnome village is built to be at one with Elves approve of the respect for and
pointy hat, but many continue to do so the natural surroundings; gnome knowledge of the natural world that
out of pride. Gnomes who have not architects make use of existing gnomes possess, and the two races
completed or attended school are topography and vegetation to share a deep love and respect for
allowed to wear pointy hats only if the maximum potential, utilizing such arcane magic. Halflings get a kick out of
hat is made of felt, red in color, and no features as foundations and even walls the gnome sense of humor and
more than 11 inches in length. Despite or roofs for buildings. Dwarves often empathize with the troubles those short
the somewhat awkward social stigma of mistake this practice as a sign of of stature have living in a world filled
wearing a commoner’s pointy hat, laziness, believing that the gnome with bigger folk. Gnomes, being kindly
unschooled gnomes wear them anyway carpenter is only building what is souls, often find themselves at odds with
since a hatless gnome can’t be trusted. necessary. In truth, gnomes do this orcs and their ilk, but so long as goblins
Of course, there are exceptions. to live as close to the natural world aren’t involved, gnomes are okay with
Gnomes tell stories of famous but as possible. leaving these savage folk alone, if they
eccentric gnome heroes who go hat- To a non-gnome, a gnome village can keep their troubles to themselves.
less, but these are merely the excep- be hard to find. Many gnome villages Gnomes are also quite fond of animals,
tions that prove the rule. More often, a are located on or just off of major particularly burrowing mammals. A
hatless gnome has been spurned from trade routes, and merchants often typical gnome household contains as
gnome society for good reason. But travel these routes their entire lives many animal pets as gnome inhabitants,
regardless of the cause, a hatless without realizing the village exists. if not more. These pets are often
gnome means big trouble. Artificial structures are often built to allowed to wander about as they please;
look like trees, rocks, or even hills. Not gnomes find the practice of keeping pets

28 january 2002
in cages barbaric. If you have to keep aqueduct to pipe in water from a river more than polished river stones or
your pet caged or leashed, well, then it’s miles distant, or even try to invent chunks of rock crystal. A skilled gnome
not really a pet, is it? It’s little more than some sort of alchemical way to seed gemcutter can coax great beauty out of
a prisoner. Gnomes also don’t clouds and create rain themselves. The a dirty rock picked from a horse’s hoof,
understand the common human practice concept of holding out and hoping that though, so to the untrained eye a
of using animals as beasts of burden. the problem solves itself or that some gnome-polished hunk of quartz might
This is little more than slavery to a other force or being fixes things never look more valuable than a diamond.
gnome, and it is even more distasteful occurs to gnomes. Despite this, gnomes truly value and
than keeping an animal in a cage. Of Nevertheless, clerics and druids are love the most expensive gemstones, for
course, the fact that gnomes can common sights in gnome settlements. it is these jewels that possess the
actually talk to their pets makes it much Gnome clerics are somewhat unusual in greatest beauty and purest facets. A
easier for them to understand and that they prefer to view their deities as gnome might spend months studying an
befriend animals. In many ways, pets are close friends or mentors rather than uncut gemstone, pondering the best
more like guests who have chosen to all-powerful beings. Gnome religious way to cut and polish it so as to
stay in a gnome’s house; often, such texts read more like historical accounts maximize its beauty. Often, a
animals provide valuable services in than myths. Their gods are heroic and particularly precious gemstone goes
return for the shelter. A badger might embody all of the ideals a gnome could uncut because no gnome feels skilled
help a gnome dig out a new room for a hope to live up to, but they are no enough to do the gem justice.
house built into the side of a hill, or a more mysterious or special than the Of course, the skill that gnomes are
bird might function as a doorbell. carpenter who built your outhouse or most famous for is alchemy. As
the neighbor who came home late from alchemists, gnomes are unparalleled; the
 Superstitions & Beliefs the tavern and threw up in your art of coaxing pseudo-magical effects
Gnomes have a fairly extensive pan- flowerbed. Gnome clerics tend to think out of common household ingredients
theon of deities, but they are not of their spells as tricks “loaned” to and naturally occurring products has
overly superstitious or religious. The them by their deity rather than an fascinated gnomes for untold ages.
naturally analytic mind of a gnome has investiture of power. Gnome druids Gnome alchemists spend long hours
a hard time dealing with matters of view their abilities as natural extensions examining and experimenting with
faith; when confronted with a problem, of their deep study of nature and are chemicals, reagents, metals, plants,
a gnome is more apt to try to figure thus the logical outgrowth of years of extracts, and anything else they can get
out what’s causing the problem and study and introspection. These views their stained fingers on. Most
how it can be fixed rather than simply are difficult for gnomes to explain to alchemical discoveries are little more
accept the problem for what it is and non-gnomes, and they get frustrated
learn to live with it. This is reflected in when religious members of other
the gnome attitude toward magic; they races ask stupid questions.
are much more at ease manipulating Visitors of this kind to gnome
the logical and rigid spells of the communities quickly become
arcane path than the sometimes nebu- quite knowledgeable about the
lous and often contradictory nature of ins and outs of gnome
divine magic. Gnomes can understand practical jokes.
magic that builds things or breaks
things, but magic that deals with the  Diamonds & Stinktar
body and soul or the intervention of Gnomes are very close to nature
mystical forces from other realms and eschew the sprawling cities
tends to bore them. If it can’t be seen, and nations so valued by humanity
then what’s the point? and the other races. Still, gnomes
Gnomes think of themselves as are no less civilized than city-folk.
realists. Confronted by a problem, a Gnomes place a high value on personal
gnome does his best to understand and skills and talents, and they have
overcome the situation. If it becomes produced some of the most talented and
apparent that the problem cannot be accomplished craftsmen and artisans in
overcome, the gnome does what he can the known world. But the fields where
to avoid the problem. For example, if a gnomes excel far and above all
gnome village is beset upon by terrible others are gemcutting and
droughts three years in a row, the alchemy.
citizens might start to study weather To a gnome, gems are more
patterns throughout history and try to than pretty little minerals pulled
figure out how the topography of the from the earth; they are friends
region could be affecting rainfall, rather and companions, and each of
than pray and hope for some mystical them has a unique story to tell.
deliverance from the lean times. They Gnomes keep small collections of
might eventually decide to build an gemstones and jewels—often little

29
than harmless chemical reactions that (with the notable exception of spiders, away into an acrid yellow cloud that
look interesting or produce a who ironically cannot detect the stuff). quickly fades. Red wrigglers are
memorable smell or sound, but Fine vermin avoid creatures that wear popular items for practical jokes; a
sometimes a gnome stumbles upon a the essence, and monstrous non- gnome often hides one in someone’s
true discovery like stinktar or red spider vermin must make a Will saving bathing suit or slips one into someone’s
wrigglers. Gnome alchemists tend to throw (DC 15) to attack the target. drink when they aren’t looking. Red
work only with vague plans and half- Once a vermin makes a Will save Wrigglers have little practical use, but
formed goals; 99 percent of the time (DC 15) against essence of spiderlilly, their value as components for practical
the truly useful alchemical discoveries it is immune to the essence for an jokes is without bounds.
are accidents. hour. Spiderlilly essence lasts for one Snortawake: Snortawake is a
hour before it wears off. pungent-smelling clear liquid that is
 Gnome Alchemy Glitterbright: This sparkling liquid kept in tiny glass vials. A single dose
Gnomes continually experiment with enhances flaws and facets in of snortawake poured into the mouth
alchemy; many famous alchemical gemstones. Any Appraise or Craft or nose of a living creature removes
items (such as the tanglefoot bag and (gemcutting) checks on a gem treated 1d8 points of subdual damage. This
the tindertwig) are said to have origi- with a dose of glitterbright receive a useful liquid got its name from the
nally been gnome inventions. +4 alchemical bonus. This effect lasts highly amusing snorting noises people
Presented here are several lesser for 1 minute. tend to make after they are revived
known alchemical recipes that have Red Wriggler: An active red wriggler from being knocked unconscious.
been perfected by enterprising is an ingenious invention that resembles Stinktar: Stinktar is a foul substance
gnomes over the years. Each of the a large writhing worm or centipede. In that is said to be the most successful
items listed below is given an Alchemy truth, a red wriggler is nothing more alchemical accident of all time. The
DC rating; this is the number required than a specially treated strip of fabric gnome who invented stinktar was trying
to prepare the item successfully. and twine about a foot long and no to perfect a non-magical love potion;
Spiderlilly Essence: A single dose of more than a half inch wide. When
spiderlilly essence is enough to coat a a red wriggler becomes wet, it
single Small creature. Each size becomes puffy and slimy and Item Cost Weight Create DC
increase requires twice the dosage of begins to twitch and undulate in Spiderlilly Essence 75 gp — 25
the previous size, and each size place like a dying worm. The Glitterbright 5 gp — 20
decrease requires only half the larger wriggler remains active for 3d6 Red Wriggler 1 gp 1 lb. 15
size’s dosage. Spiderlilly essence is rounds before the special resins Snortawake 25 gp — 20
particularly noxious to most vermin finally cause the thing to melt Stinktar 50 gp 1 lb. 25

30 january 2002
instead all he invented was a viscous  Social Classes, Justice, & Politics it in insult duels or through alchemical
black, sticky ooze that reeks worse than Apart from the occasional alchemy discoveries or by driving off enemies
a diseased ogre’s cistern on a hot experiment gone explosively wrong, using tactics and subterfuge. The post of
summer day. Stinktar is typically gnome villages are idyllic places. Strife burgomaster is an elected one, and
carried in tiny glass vials sealed with and crime are fairly rare in these every year the gnome villagers hold new
wax; these vials can be hurled as regions, mostly because everyone elections. New candidates are nominated
grenadelike missiles. Stinktar has a 10- knows everyone else in a gnome vil- by the villagers (typically there are no
ft. range increment, and deals no lage. It’s hard to be a thief in a town more than four contenders but
damage. Stinktar has no splash effect. where your neighbor quickly recog- sometimes the number can reach a
A creature struck by stinktar must nizes your new gemstone collection and dozen or more), and the contenders then
make a Reflex saving throw (DC 15) or realizes you didn’t really buy it from a embark on aggressive and intricate
the tar sticks. As long as the reeking tar merchant down by the old oak tree. campaigns to win the respect of their
is stuck to the victim, he exudes a In other cultures, the leaders of fellows. Apart from frequent debates on
powerful stench, and his eyes constantly society are traditionally the most various topics, these campaigns steer
tear up from the fumes and make it attractive, the strongest, or simply those clear of mudslinging. A gnome is rarely
difficult to concentrate on the task on with enough dumb luck to be born into impressed with a person’s ego or ability
hand. If the victim has a sense of smell, nobility. Gnomes have little interest in to prove how much better they are than
stinktar imposes a –4 penalty to following this model. In a gnome village, another person. Instead, these campaigns
Concentration, Diplomacy, Search, and the most important person is the often turn into unorganized competitions
Spot checks. Regardless of the victim’s smartest, wittiest person. You can wear where the various candidates embark on
own ability to smell, stinktar imposes a all the makeup you want or bully the less crusades to improve the village in
–4 penalty to Hide checks made against fortunate for days, but you won’t creative and intelligent ways. These
targets with a sense of smell. Creatures impress a gnome and earn her respect competitions nearly always benefit the
struck by stinktar cannot use the scent until you can outsmart her. Since village. The campaigns have no set time
ability and can be detected at four times intelligence and wisdom come with age, limit, but they rarely last more than a
the normal distance by other creatures it’s natural that gnomes would look to week. Gnomes do not actually vote for a
with the scent ability. The effects of their elders for leadership and guidance. burgomaster; they are selected by
stinktar last for one hour. It takes one A typical gnome village is lead by one attrition as lesser candidates are forced
minute to scrape stinktar off of an burgomaster who has demonstrated his to submit to a superior intellect and wit.
affected creature or object. or her quick wit time and time again, be A burgomaster doesn’t run a gnome

 Gnome Feats you can cast each day can be any –1 morale penalty to attack rolls,
Bend Spell [Metamagic] three 0 level spells selected from the weapon damage rolls, ability checks,
Cover does little to reduce the effec- druid or the sorcerer/wizard spell skill checks, and saving throws for a
tiveness of your spells. list. You may select the same spell number of rounds equal to your
Benefit: Bend Spell reduces all ben- more than once; if you do, you can Charisma bonus (minimum of 1
efits from cover for creatures cast it multiple times each day. These round). If you fail the opposed
affected by a spell. Target creatures spells are always arcane spells (even Intimidate check, the target shrugs
gain no cover bonuses to Armor Class if they are druid spells), and spell the insults off. A particular target
against a spell enhanced by the Bend failure penalties for armor apply. may only be subjected to your
Spell feat, and any saving throws Once you select your three spells, Scathing Wit once per day. This feat
made by creatures in the enhanced you cannot change them. is an exceptional ability.
spell’s area of effect gain no cover Normal: A gnome with an
bonuses. This feat does not allow the Intelligence of 10 or higher may cast Wildspeak [General]
spell to affect any target that would dancing lights, ghost sound, and pres- You are more talented than most
not normally be affected (for example, tidigitation, each once per day as a gnomes at speaking with animals.
a target with total cover still cannot 1st-level caster. Prerequisite: Gnome, Charisma 15+.
be affected). Special: This feat may only be taken Benefit: You can speak with animals
A spell enhanced by Bend Spell as a 1st-level character. as a 1st-level druid a number of times
uses up a slot one level higher than per day equal to your Charisma bonus
the spell’s actual level. Scathing Wit [General] (minimum of once per day). This spell-
You are particularly gifted in the art like ability works just as the spell, and
Magically Adept [General] of hurling insults. allows speech with all animals. This
Your innate magical abilities mani- Benefit: As a full round action, you replaces the gnome’s standard speak
fested in a slightly different manner can belittle and insult a single creature with animals ability.
than they do for most gnomes. that can understand you and is within Normal: A gnome without this feat
Prerequisites: Gnome, Intelligence 30 feet. You and the target must make can only use this ability once per day,
10+. opposed Intimidate checks; if you win, and even then can only speak with
Benefit: The three 0 level spells the target is humiliated and suffers a burrowing mammals.

31
 Good Gnomes Gone Bad village by himself, though. He has a located in secluded areas so that the
Although gnomes are, on the whole, board of advisors that consists of a occasional escapee doesn’t have a
kind, generous, and friendly, there do group of nine gnome professors or convenient nearby populace to vent his
seem to be a fairly sizeable amount of teachers from local schools. An advisor aberrant behavior upon. Often,
evil gnomes in the world. Certainly, the serves a term of three years, after Enchantment magic is employed to keep
percentage of evil gnomes is much which he selects his successor (subject the criminals docile and susceptible to
greater than the percentages of evil to the approval of the other advisors personality reconstruction. Exile and
halflings, dwarves, and elves (discount- and the burgomaster) from a different death are never used by gnomes as
ing the underground-dwelling off- local school. While the burgomaster is punishment; exile simply foists the
shoots, of course). An evil gnome is a in charge of the day to day running of criminal off on someone else, and death
terrible thing indeed, for such monsters the village and peacekeeping, each of is viewed as the lazy way out. To use
never seem to lose their sense of the advisors has a specific role. The an analogy, if a table has a crooked leg,
humor. Their practical jokes merely alchemist, magical theorist, and you don’t break it up and throw it
turn from embarrassing and humiliating craftsman guide and represent the away. You fix its leg so it can go on
to downright deadly. One gnome exile, various producers (inventors, farmers, providing a useful service for many
for example, has perfected a terrible smiths, wizards, and so on) in the years to come.
recipe for lime pies that actually uses a village. The artist is responsible for As a result, deviant or criminal
variant strain of green slime that organizing festivals and keeping the gnomes are loners or outcasts who
remains dormant (and lime flavored) village a pleasant place to live. The dwell in non-gnome societies or
until exposed to any sort of acid (such engineer is responsible for public works wilderness regions. There are even
as stomach acid), at which time it like sanitation and repairs. The historian tales of traitor gnomes who have joined
quickly awakens and begins to eat away takes census and keeps track of town with goblin or kobold tribes in order to
at whatever poor soul ingested it in the history. The mathematician acts as the aid their traditional enemies in battles
first place. town treasurer, the religious studies against their own kin.
The majority of evil gnomes, it would adviser as the town’s spiritual leader,
seem, are a result of gnome society. and finally, the master of literature is  Death & Burial
There is little room in a gnome village responsible for running the town hall Gnomes learn to deal with death the
for the stupid, and while many dumb and keeps town records organized hard way. The most difficult period of a
gnomes are content to live out lives as and updated. gnome’s childhood is invariably the
blunt-hat wearing laborers, a large por- Despite this fairly rigid structure, death of her birth pet. Sometimes this
tion of them quickly learn to hate and gnome villages are not without their tragedy occurs as a result of a terrible
envy their smarter (and better-liked) share of troublemakers and miscreants. accident, but more often the birth pet
kin. These dull-witted gnomes often These rabble-rousers are fairly mellow simply dies of old age. This is often the
become fighters, barbarians, rogues, and only rarely cause problems in child’s first experience with death, and
and rangers (who prefer to hunt smart excess of brawling, graffiti, and petty while the child’s parents do little to pre-
gnomes over all else), and tend to thievery. Murder, rape, arson, and pare her for the inevitable event, they
move out of gnome societies early to other felonious crimes are quite rare. step in to offer explanations and sup-
make their fortunes breaking laws in When terrible crimes such as these do port. This event often leaves the child
other societies. occur, the burgomaster assembles a emotionally scarred, but gnomes
Interestingly enough, there also squad of hand-picked investigators believe that dealing with death in this
seems to be a large portion of evil selected specifically for the nature of manner is the best way to prepare the
gnomes who are incredibly intelligent. the crime and provides them with funds child for the often brutal and sudden
These gnomes include those who are so they can quickly and efficiently dangers that occur in life.
brilliant enough that they often feel capture the criminal. Gnome villages The death of a gnome is a solemn
hampered, embarrassed, or even are small and since everyone knows event and marks the only real time
insulted by their merely quick-witted each other, capturing the criminal is a that religion plays a heavy hand in
neighbors. These gnomes are usually fairly easy task. Gnomes believe that gnome society. If possible, the body of
spellcasters, often illusionists, and often criminal behavior in their kin is caused the deceased is returned to her
prefer to remain in gnome societies by various forms of madness. A parents or home town for a proper
and use their superior intellect and captured criminal is thus treated as a gnome funeral. Gnomes, being closely
magical skills to hide their true person- victim in many ways. The gnome is bonded to nature and burrowing
alities and schemes as they work to confined to his quarters for several animals, prefer to bury their dead
take full advantage of their environs. A months or even years while a team of rather than cremate or otherwise
surprising number of gnome villages gnome specialists studies him and dispose of the bodies. A standard
are actually ruled by a hyper-intelligent attempts to cure him of his criminal gnome funeral consists of a short
gnome who manipulates politics from ways using various forms of alchemical eulogy given over the body of the
the shadows to fuel his own twisted and magical treatments. In areas where deceased at her home by a local
plans and desires. dozens of gnome villages are located in priest. The gnome’s body is dressed
close proximity to one another, an and made up to appear as if she is
asylum might be constructed. Gnome merely sleeping; damage to the body is
asylums are run by clerics and are repaired with strong alchemical glue

32 january 2002
and specialized resins. After the least some training as illu-
eulogy, the deceased is borne from sionists. Non-gnome adventur-
the house on the shoulders of her ers particularly value the gnome
friends while immediate family follows party member’s skill with identifying
behind; all other gnomes in the village potions and supplying the group with
trail behind the family and sing hymns cheap alchemical devices. It’s still stan-
and prayers. An honor guard of dard for a gnome to graduate from
several clerics or druids leads the school before going off to adventure,
procession, which winds through the but it’s not uncommon for a group of
village and eventually ends at the friends to set out looking for adventure
graveyard. Gnome graveyards are the day after graduation. Such gnomes
located well out of town in serene are rarely at home, but this doesn’t
natural locations, more out of respect mean that they don’t miss friends and
for the dead (allowing them to rest as family left behind. An adventuring
close to nature as possible) than any gnome often tries to come back home
real fear or superstitions regarding to visit and share the stories and
graveyards. At the graveyard, the wealth of his experiences with his
gnomes select an empty plot and the family. As with other races, gnome
grave itself is dug by the gnome’s adventurers rarely live to the age
friends and family. The body is of retirement, but those gnomes
interred without a coffin or funeral who have had their fill of the dan-
wrap and then buried by the local gerous lifestyle invariably return home
priests. All gnome cemeteries have a to take up jobs as craftsmen, advisors,
caretaker—a solitary cleric or druid or professors. For this reason,
who lives alone in a shack near the many gnome villages often
graveyard and keeps an eye on things have an unusually high
to insure that trouble (necromantic or number of high-
otherwise) doesn’t plague the level citizens.
graveyard. The caretaker does not Evil gnomes
attend funerals out of respect for the who have
family and friends of the deceased. managed to hide
The family and friends are expected their crimes and
to grieve for several weeks, after deviant behavior
which time the deceased’s will and often become
possessions are arbitrated by the adventurers. These
historian advisor to the burgomaster sinister gnomes strike
and closed. Gnomes have no real out on their own; when
taboos against bringing back the dead they do join groups it is
via spells like resurrection, but such under the guise of a friendly face. Many and the advantages of civilization tend to
high level spells are often beyond the adventuring parties function for several keep their barbaric urges to a minimum.
means and budget of most gnomes. years without knowing the true In any case, the gnome party member,
More often, a particularly powerful or motivations or sinister goals of their with his illusions and natural alchemical
rich gnome family pays to have the gnome companion. Evil gnomes are skills, is a strong and valuable addition to
deceased reincarnated by a local territorial, and don’t like sharing the any party of adventurers. However, the
gnome druid. The reincarnated gnome spotlight with like-minded gnomes; as a gnome’s friends better be prepared to
is left to make her own choices in her result, parties of evil gnome adventurers learn the joys and wonders of the classic
new life; most stay with their friends are very rare. gnome practical jokes first hand!
and families for a few weeks before Illusionist is the favored class for
quietly slipping off into the woods to gnomes, but the bulk of adventuring  Gnome Subraces
make a new life in the wild. gnomes are fighters or rogues who take Several subraces exist in addition to the
a few levels of illusionist to round out rock gnome, the most numerous subrace
 Gnome Adventurers their skills. There are also a fair number of gnomes, and each has a
With their strong magical, alchemical, of gnome druid and ranger adventurers, somewhat different outlook on life.
and invention skills, gnomes are naturally as these classes are closely tied to Forest gnomes are much more elusive
drawn to the adventuring lifestyle. Rare nature. Evil gnome adventurers focus than rock gnomes. They are nearly as
is the gnome family who can’t boast of more strongly on the illusionist class, numerous as rock gnomes, but their
at least one member who wandered off possibly because this class, more than reclusive lifestyles make them much
to join an adventuring group and has any other, allows the gnome to hide his more rare. Forest gnomes are even
since become rich, famous, and power- true nature. Gnomes are rarely more in tune with the natural world than
ful. Adventuring gnomes run the gamut barbarians; gnomes tend to be lawfully the standard rock gnome, and their
of character classes, but most have at aligned, and their love of communities villages are always at one with their

33
environment. Druids are very common are so closely bound to the natural number of rounds equal to four times
in forest gnome society, and they often world that a particularly large family of his Constitution score.
serve as village leaders or advisors. As gnomes that dwells near an area of River gnomes are graceful and quick
a result, forest gnomes are more great natural power or beauty will, to spring into action and gain a +1 racial
spiritual people than rock gnomes, and over the course of as little as one bonus to initiative checks.
they don’t place as heavy an emphasis generation, develop strange new traits River gnomes are not as magical as
on education. They also tend to avoid and skills that more closely match this standard rock gnomes, and do not gain
flashy pursuits such as Alchemy and new region. This theory does little to the ability to cast dancing lights, ghost
explosive inventions; they do nothing explain how arcane gnomes came to sound, and prestidigitation.
that might betray their cleverly hidden be, but adherents to this theory are
villages to casual passersby. quick to point out that arcane gnomes Arcane Gnome Traits
Svirfneblin, or deep gnomes, are have eschewed the natural world and Arcane gnomes benefit from slightly
much different than their surface- as a result, their traits may represent different racial traits. These traits are in
dwelling cousins. They build their homes what it really and truly means to be a addition to the basic gnome traits.
in deep natural caverns, often hollowing gnome without the “taint” of the world Arcane gnomes are smart but brash;
out large stalactites and stalagmites to imprinted on their magical souls. they are a little too eager to finish what
use as houses. Their world is a much they start and often take dangerous
more dangerous realm, and as a result, River Gnome Traits shortcuts with projects. They gain a +2
education in svirfneblin society isn’t as River gnomes benefit from a number of bonus to Intelligence and a –2 penalty to
important as martial and magical different racial traits. These traits are in Wisdom; this is in addition to the
training. Hundreds of years spent in addition to the basic gnome traits, but in standard +2 Constitution and –2 Strength
battle against terrifying underground many instances, they replace standard all gnomes enjoy.
races have honed their skills and magical gnome traits, as detailed below. Use Magical Device is always a class
knowledge to such an extent that the River gnomes use their speak with skill for arcane gnomes; they have an
average svirbneblin is a much more animals ability to speak with river inborn ability to understand and wield
dangerous foe than most other gnomes dwelling animals such as fish, ducks, and magic items.
of equal experience. otters; they cannot speak with burrowing Arcane gnomes have little skill or
A third gnome subrace, river gnomes, mammals. time for the natural world and cannot
are isolationists and prefer the company River gnomes have a swim speed of speak with animals. They still enjoy
of other river gnomes over all others. 20 ft. They gain a +8 racial bonus to any the companionship of animals, but
As a result, they rarely interact with Swim check to perform a special action these relationships are more like
other societies. Little is known about how or avoid a hazard. They can always standard master-pet relationships in
river gnomes live, save that they prefer choose to take 10 on a Swim check, human societies.
to live in shallow burrows dug into the even if rushed or threatened when An arcane gnome’s favored class
banks of rivers deep in the wild, or in swimming. River gnomes can use the is wizard.
larger caverns located behind waterfalls. run action while swimming, provided
They are natural swimmers and can leap they swim in a straight line.
into action with startling grace. Although they do not possess any
The mysterious arcane gnomes are inborn ability to breathe water, a river
perhaps the least-known gnome subrace. gnome can hold his breath for a
Unlike other gnomes, arcane gnomes
prefer to live alone in large cities where
they spend their time researching magic.
They are known to be both mischievous
and foolhardy, but these qualities are
tempered with a near boundless intellect.
These gnomes have made great
discoveries in arcane magic, mostly
because they can’t be bothered with
safety when it gets in the way of
progress. Arcane gnomes do not build
cities. They prefer to live in peace with
other races who build cities for them in
small family units of up to a dozen
members. Many boarding houses and
inns have been forced to shut their
doors to regular paying customers when
a resident arcane gnome family grows
too large.
Additional gnome subraces exist.
Some scholars theorize that gnomes

34 january 2002
 THE LITTLE-
LYMPICS
Beating Gnomes at
Their Own Games
by Robin D. Laws and Matthew Sernett
illustrated by Mike Vilardi
ooner or later, whether she likes it or not, every

S adventurer is going to find herself wanting some-


thing from a gnome. That thing might be an
alchemical item, a potion, the use of an exotic mechan-
ical device, information on a ghost-haunted barrow, or
even the assistance of local gnome bravos on a raid
against a monster’s lair. How difficult this is depends
on your attitude toward the wee fellows. People who
like gnomes find them fun-loving, inquisitive, and
amusing. Those who don’t describe them as smug,
nosy, and insufferable.
Whichever camp you belong to, you should know of
the existence of a shortcut to the respect and admira-
tion of this diminutive, blue-eyed race. Gnomes love
games. Games appeal to their sense of curiosity, their
devotion to surprise, and their love of intricacy.
Gnomes delightedly seize on any opportunity to learn
or play a new game, and they’ve adopted many of the
games played by other races. Whether it’s a gambling
game played with cards or a strategy game conducted
on a board, chances are that many of the world’s best
players are gnomes. Even gnomes who don’t excel at
these standard games often proudly claim that their
people invented them, cheerfully dismissing any and all
contrary evidence.

36 january 2002
The Spoils of Victory
Although gnomes love to
win, they are generally good
sports. They know full well that
their games are stacked against
the other races and admire out-
siders for having the gumption
to even try them.
DMs might give PCs that par-
ticipate in gnome jumping games
a +1 circumstance bonus to all
Charisma-based checks when
dealing with gnomes that wit-
nessed or heard of the PC’s par-
ticipation. This assumes the PC
lost gracefully and with good
cheer. Depending on how egre-
giously a losing PC acted, the
DM might wish to assign
a circumstance penalty of up Dizzy-Boff Start-Up Diagram
to -4.
If the PC actually manages to
win a gnome jumping game,
gnomes generally react with
distinctive gnome games are the tests  Game Descriptions
of physical prowess played at festivals, Each game description begins with a
shocked admiration. Such win-
weddings, markets, and holiday celebra- cultural note explaining how the game
ners often find it impossible to
tions. Gnomes call this class of game the fits into a gnome festival.
pay for a drink and can find
schelmbeng-karort-saalburort, a term Contest Type: This explains who
themselves surrounded by
that roughly translates as “the games of plays and when. In duels, a pair of
admiring gnome children begging
jumping and ducking and occasionally contestants square off against one
them to tell exciting stories of
getting slightly injured.” For reasons of another; the winners go on to play
adventurous exploits. DMs might
space, we’ll call these jumping games. the victors from other matches. In a
wish to assign a circumstance
Jumping games usually pit multiple race, three or more solo contestants
bonus of +4 to all Charisma-
contestants, often competing separately, compete to be the first to complete
based skill checks to influence
against an elaborate item of gnome engi- a task.
gnomes who saw the PC win or
neering. Operated by chains, belts, and Equipment: This describes the
heard of the PC’s triumph.
pulleys, these fast-moving machines machinery used and any other props
whir, click, and groan their way through or gear required to play.
a series of rapidly executed movements, Game Play: This provides a lengthier
against which the competitor must description of a typical match.
This is not to say that gnomes have demonstrate superior speed, strength, Rules: This entry tells you how to
not invented any games. Far from it: reflexes—and, occasionally, a capacity play a game-within-a-game.
the list of gnome games would fill a for physical punishment. Needless to Winning: This describes the game’s
small tome. They tend to be complex, say, these games are designed to favor victory conditions in simple terms.
their rules lengthy and fit to bursting the squat gnome physique.
with special cases and hidden excep- It should surprise no one to learn that  Dizzy-Boff
tions. Gnomes love rules, feeling that trophy winners at gnome carnivals are This popular game tames the violence
simple rules are for the less sophisti- almost always gnomes. That said, a suffi- of hand-to-hand combat by arming the
cated minds of taller races. Anyone ciently dedicated non-gnome, even a contestants with padded sticks instead
who has ever puzzled over a match of member of the tall races, can prevail and of weapons. It adds the speed and
Rasumian pitch-drop or frogleg’s spec- beat the little duffers at their own uncertainty gnome spectators crave
tral hoo-hah can attest to the difficulty games. This article is dedicated to help- by placing the competitors on a fast-
an outsider faces in mastering a gnome ing you do just that. spinning wheel.
strategy game.
Unlike the more sedentary dwarves,
gnomes rarely turn down a chance to Dizzy-Boff Stick
get up and run around. Although they Simple Weapon Size Cost Damage Critical Weight Type
play many games requiring nothing Dizzy-Boff Stick Medium-size — 1d4/1d4S x2 3 lb. Bludgeoning
more strenuous than the occasional
stretch after too long a sit, the most SThis weapon deals subdual damage rather than normal damage.

37
gnome-sized quarterstaff, each end Each round of combat, on his initia-
Standard Bonuses covered in thick padding made of tive, each contestant must make a
and Penalties rolled, quilted cotton, secured to the Balance check (DC 12). Failure indicates
pole ends with glue. Contestants may that the contestant is off-balance and
Gnome jumping games are heav- protect themselves with leather armor cannot move that round. He loses his
ily skewed toward experienced and leather helmets, but in many circles dexterity bonus to AC, and his oppo-
contestants who happen to be this is regarded as prissy. nent has a +2 bonus to attack him. A
shaped like gnomes. Game Play: Contestants clamber onto failure by 5 or more indicates the con-
Gnomes who grew up in the wheel, each standing on a mark testant has fallen off the wheel.
gnome communities gain a +2 indicated with chalk. They stand equi- Success indicates that the contestant
circumstance bonus to all distant from one another while a group can move normally and attempt to
Strength- and Dexterity-based of strong-backed young lads grabs onto strike his opponent with the dizzy-boff
skill checks listed in the game spokes jutting out from the wheel and stick. A successful hit forces the oppo-
descriptions. Gnomes raised runs around until the disc is spinning at nent to make a Balance check (DC 12).
among other cultures boast the a high rate of speed. The referee blows Failure indicates that the opponent falls
basic physique to win, but not a whistle, beginning the match. The two off the wheel. Contestants cannot take
the background, and gain only a contestants then try to knock each 10 on their Balance checks.
+1 circumstance bonus. other off the disk. Contestants may not Dizzy boff contestants can also
Halflings, being creatures of a touch one another, except with the move about on the wheel. Doing so is a
similar stature, also receive a +1 padded staves. 5-foot adjustment and provokes no
circumstance bonus, but elves, Rules: Play begins after the whistle is attacks of opportunity. When both
dwarves, half-elves, half-orcs, blown. Initiative is rolled, and combat contestants are on the same side of
and humans all suffer a -1 cir- begins normally. the wheel, they both receive a +2 cir-
cumstance penalty to all The padded quarterstaves are sized cumstance bonus to their Balance
Strength- and Dexterity-based for gnomes, thus characters of checks. The tactic of moving on the
skill checks when playing gnome Medium-size or larger cannot use both board is often used by those who are
jumping games. ends to attack. This is considered a more confident of their combat abilities
hazard of the game for creatures than their ability to balance on the
Contest Type: Duel, often played as larger than gnomes, and such contest- spinning wheel. Gnomes often move
part of an elimination tournament. ants are never armed with full-sized onto the same side of the wheel as
Equipment: A large circular wheel or quarterstaves. Dizzy-boff sticks only their non-gnome opponent to “give him
table-top made of wood, ten feet in deal subdual damage. Contestants can an even chance” and make the contest
diameter, sits on an axis and is raised strike for normal damage, but suffer a last longer.
about a foot or two off the ground. -4 penalty to attacks. Striking for nor- Winning: The first contestant who
During the contest, this wheel is spun mal damage is considered cheating and knocks his opponent off the wheel
by belts attached to a mill or by brawny extremely poor sportsmanship; a con- three times or who knocks his oppo-
gnomes pushing on spokes that are testant doing so is immediately disqual- nent unconscious, wins.
attached to the rim of the table. ified. See the Dizzy Boff Stick sidebar
Each contestant arms himself with a for more details.  Fortune’s Fool
Fortune’s fool is the jumping game most
famous among non-gnomes. No game
puts players’ skill and dignity to a more
exacting test than this one. It often
serves as the climactic gaming event of
a big festival.
The game’s name refers to gnome
folk wisdom, which holds that the
cleverest and most agile gnome can
always fall prey to the unexpected
vagaries of fate. Gnomes see the game
as a metaphor for life—the wise gnome
remains humble, because at any
moment, life can hurl a ripe, nasty
tomato in his face. He also remains
ever on alert, in the hopes that he
can spot the worst surprises in time
to duck.
Fortune’s Fool Start-Up Diagram Contest Type: Duel.
Equipment: The playing field for a
game of fortune’s fool consists of two
main elements: a large wooden platform

38 january 2002
with a moving floor and a whole lot The two contestants roll initiative
of tomatoes. and move to collect balls in initiative “Ho! Well Played, Tall
The wooden platform is usually 30 order. Moving requires a Balance One!”
feet long and 15 feet wide, bordered on check (DC 12 +1 per 5 ft. moved). Winning isn’t everything at a
all sides by 3-foot-high wooden walls to Failure results in the contestant being gnome carnival, especially in a
prevent participants and game balls unable to move. He loses his dexterity game of fortune’s fool.
from falling out. The platform’s flooring bonus to AC and tomato throwers Contestants can win the crowd’s
is divided into many separate pieces, (described later) have a +2 bonus to applause and admiration through
each about 6 inches wide. Each piece is attack him. A failure by 5 or more panache in the face of tomato
mounted on a fulcrum running under- indicates the contestant has fallen hits and by dishing out tomato
neath the center of the platform. prone in the square where the failure hits themselves. Contestants can
Spectators operate levers allowing occurred, and he must spend an throw tomatoes back at the
them to tilt a section of floor up or action standing up (picking up balls crowd or at judges. Gnome social
down like a see-saw. The levers are while prone is cheating). A contestant convention requires victims to
used to tilt a piece of flooring so that it cannot move more than half-speed take this in a spirit of jollity. A
either ramps up, down, or stays even. unless he is willing to suffer a -5 contestant might lose the contest
This makes movement difficult and penalty to all Balance checks made but win more applause by throw-
scatters the game balls. during the move. ing tomatoes back at the audi-
Game Play: Two contestants face off Contestants can also use the Jump ence and by simply clowning
against each other, trying to pick up skill to leap into their destination around.
brightly colored balls that roll about the square. Thus, they need only make a A PC wishing to do so should
fortune’s fool platform. All the while, DC 12 Balance check regardless of the make a Perform (buffoonery)
they attempt to avoid tomatoes thrown distance moved. If a contestant leaps check or Charisma check (DC
by spectators. into a square close to one of the long 20). Success indicates that,
Rules: Contestants stand in the cen- walls, it causes some boards in the despite losing, the PC can reap
ter square of one of the short walls square across the center to abruptly the social benefits of winning the
and face off across the length of the rise. This causes balls in that section game of fortune’s fool as
platform. Spectators begin moving the to move; roll for their new positions described in the Benefits of
levers, and ten greased balls are according to the rules presented Victory sidebar.
thrown into the playing area at the above. An opponent in that square
center two squares. Five balls are red; must make a Reflex saving throw (DC
five are blue. Each contestant attempts 12) or fall prone. throw tomatoes at the contestants.
to pick up all the balls of his assigned Contestants can also use the Tumble This is a good way to involve players
color. Contestants are not allowed skill to move across the platform. In who are not otherwise participating in
to intentionally touch an opponent’s this case, the contestant makes a the game. Each round at the top of the
ball, but they are allowed and encour- Tumble check (DC 15) instead of a initiative, four throwers are allowed to
aged to lever them into other parts of Balance check. Failure of this check make ranged-touch attacks against the
the game platform (see below). results in the contestant falling prone contestants. Success indicates that the
Contestants aren’t allowed to touch in the destination square. contestant has been hit by a tomato.
their opponent, but they can try If a contestant does not move, no Each time a contestant is struck by a
to make their opponent fall as Balance check is required. Contestants tomato, he must make a Concentration
described below. cannot take 10 on any of the skill check (DC 10). Failure indicates he suf-
Play begins when all the balls have checks required by the game because fers a -1 cumulative circumstance
been thrown onto the two center tomatoes are being hurled at them penalty for each failed Concentration
squares of the platform. Red balls are each round. check to all Balance and Dexterity
thrown in the center square in front Picking up a greased ball is some- checks during that round. Spectators
of the player who is trying to pick up what difficult, but it gets more difficult can throw tomatoes at whichever con-
all the blue balls. Blue balls are thrown as contestants pick up more of their testant they wish. Most of the time,
in the center square in front of the balls. The first two times a contestant the tomatoes are evenly distributed,
player who needs to pick up all the picks up a greased ball, he must make but when someone holds five of their
red balls. Determine the initial position a Dexterity check (DC 5) to grasp it. balls, all tomato attacks inevitably
of each of the balls by rolling a 1d8 for Picking up the third ball is a DC 8 focus on him.
each and consulting the Grenadelike Dexterity check. The fourth is DC 10, To make matters worse, a contestant
Weapons diagram on page 138 of the and picking up the fifth ball is DC 15. holding no balls or a single ball can
Player’s Handbook. Assume the balls Holding onto the balls isn’t easy. pick up a thrown tomato to throw it at
only move 5 feet. Each round, at the Each time a contestant falls prone, he his opponent. The ranged touch attack
top of the initiative, roll 1d8 for each must make a Dexterity check (DC 15) is made as normal, and the opponent
ball to determine its new position. If a or lose 1d6-1 balls. Dropped balls suffers the usual penalties. This des-
ball is against a wall, treat any result immediately scatter according to the perate tactic usually isn’t employed
that would move the ball into the wall rules presented above. In addition, unless the tomato-throwing contes-
as though the ball stayed in its position. each round after the first, spectators tant’s opponent holds four or five balls.

39
Needless to say, this jumping game Each of these he dipped in a pot of liq- Contest Type: Race.
is a spectacle, and gnomes often come uid gold. He released them, and they Equipment: Contest organizers
from miles around to watch and par- scampered across the gods’ realm, release from their pens a clutch of
ticipate. Side bets come fast and furi- leaving glittering dribbles wherever burrowing rodents. In some areas,
ous during games of fortune’s fool. they went. Garl gave the contestants these are sand rats; in others,
Amateurs simply wager on a chosen spoons and told them the terms of gophers; and in still others, armadillos.
player to win. Sophisticates bet on the the race. The first person to gather Before release, their feet are dipped
number of tomatoes that will splatter a up every last drop of spilled gold in bright paint. Organizers follow the
given competitor by the contest’s end. would win temporary title to paths the animals leave in their wake,
Winning: The contestant who has Hufurbian’s house. dropping berries in the path the
picked up all five of his balls wins if he Hufurbian’s rodent was especially animals’ paint-dipped feet have
can hold onto them for a full round. inquisitive, and it wriggled its way marked. The berries are inedible,
throughout the gods’ realm. It ran so they’re unlikely to be devoured
The Glittering Path around the forge of the dwarven god by forest creatures before the contest
The gnome hero-god Hufurbian Moradin, who had sworn to beat begins. Their tough outer skins are
Mirrorbones once boasted of his privi- Hufurbian when next he saw him. It painted, too, in a different hue for
lege as a son of Garl Glittergold. It was wriggled through a hole down into the each contestant.
good to be cleverer, faster, and better- realm of Wee Jas, who had threatened Game Play: At the banging of a
looking than mere mortals, he said. to lock Hufurbian in a diamond coffin. gong, each contestant follows his ani-
Unfortunately for him, he said it within It shimmied up a tree, where Obad-Hai mal’s path from the animal’s release
earshot of his father, who overheard waited for Hufurbian with scratching point, scooping up berries. It is illegal
him and decided to teach him a lesson. branches and prickling thorns. to disturb the berries of another con-
Garl Glittergold announced that Hufurbian returned to his manor testant. Judges comb the woods, fol-
Hufurbian’s fabulous, jewel-encrusted twenty hours after the race began, to lowing the contestants and watching
hall, located in the home of the gods, find his cousin Elbow-Wick ensconced out for this infraction.
would be given for a year to the winner there as winner of the race. Hufurbian Rules: Every round, each contestant
of a special race, which he would adju- won the next year, after spending a must make a Search check (or a
dicate. Hufurbian, who perhaps was not cold twelve months studying the scur- Wilderness Lore check for characters
as clever as he believed, saw this as a rying patterns of wriggling rodents. with the Track feat) to follow the path
great gift, an opportunity to show off After that, he won the contest each of the rodent. While following the path,
his superiority. He assumed the race year, and at least on race day, he was contestants must also make a Spot
would favor him, for he was the fastest reminded of humility’s benefits. check (DC 14) once each round to spy
gnome in all the land. The myth, and the game that reen- one of the berries that is near his
When the race day came, Garl acts it, recognizes the need for mod- rodent’s path.
arrived with a basket, from which he esty and a sense of humor in the face The path becomes harder to find as
removed a clutch of burrowing rodents. of life’s unpredictability. the paint on the rodent gradually
dries or is rubbed off as it runs. On
the first round, the path is obvious
to all contestants. On round two, a
Starting Point
Search or Wilderness Lore check
(DC 2) is required to stay on track
and have a chance to Spot a berry.
Berries are placed approximately
20 feet from one another along the
path; creatures faster than gnomes
gain no advantage. The Difficulty Class
for the Search or Wilderness Lore
check increases by +1 for every 20 ft.,
or round, of the race. Most glittering
path races set their finishing line
where the DC for the Search check
reaches 11; characters without the
Track feat can’t follow tracks if the DC
is greater than 10.
Contestants cannot take 10 on Spot
or Search checks. A contestant that
fails a Search check must remain
behind to try again the next round. A
Jump Out Start-Up Diagram
character who fails a Spot check to
find a berry can opt to remain behind
and make a Spot check on the following

40 january 2002
round before making a Search check they do this for the duration of the tive and valuable item the prize.
to move on, but his competitors will game. This is the contestants’ signal to That said, these games can also
be making their way to the finish line. remove their blindfolds and earplugs and serve as springboards for other story
Winning: The first contestant to begin taking turns jumping. ideas. A game of dizzy-boff can pro-
follow his path correctly and cross The DM should decide how many vide a non-lethal forum for a PC to
the finish line with at least three- noisemakers there are and place them meet a future enemy, finding out just
quarters of the berries he could in a fair distribution pattern. Their how tough he is. A fortune’s fool
have found, wins. placement should be kept secret from match could get out of hand and turn
the players. Usually, there are enough into a full-contact sport. You could
 Jump Out noisemakers to make it challenging, but designate a particular place on the
This game, a variant of fortune’s fool, not so many that the contestants glittering path to trigger an encounter
was invented less than a century ago become frustrated or lose their shirts with a monster, wild animal, or to
by the rogue Bewilderan. It caught on to the winner. Typical jump out games offer a clue to a new or ongoing mys-
quickly and is now all the rage at win- include up to eight participants on a tery. A sinister NPC might rig the
ter festivals. Bewilderan created it as 30-foot diameter patch of ice with six magical devices used in jump out to
part of an elaborate scheme to sepa- to eight noisemakers hidden under the deal damage when characters land
rate a half-orc baron from his ill-got- snow. Noisemakers detect the pres- near them. Or the noisemakers might
ten riches, but the game went on to ence of living creatures of at least get stolen right under the PCs’ noses,
gain an audience in its own right. Tiny size within 5 feet and chime so causing the gnomes to suspect the PCs
Contest Type: Race. long as such a creature remains of wrongdoing.
Equipment: The game requires a nearby. See the Jump-Out However you decide to introduce
large patch of ice, usually a frozen Noisemakers sidebar for a full descrip- gnome jumping games into your cam-
pond or lake, which is then covered in tion of these magic items. The diagram paign, remember that they offer more
snow. Hidden under the snow are a shows an example of a typical jump than fun minigames to play out during
number of magic noise-making out set up. your D&D session. They also offer
devices. These devices are often the On his turn, each contestant makes unique and exciting opportunities for
prize possessions of a gnome commu- a Concentration check (DC 10) to keep roleplaying interaction with gnomes
nity, and the loss of one is not taken his mind on the game under the and are a great way to introduce your
lightly. After being activated, these onslaught of snowballs from the spec- players to gnome culture.
devices make an easily distinguishable tators. Failure indicates that the con-
chiming noise when someone treads testant suffers a -2 circumstance
on the ice nearby. Traditional devices, penalty to his Jump and Balance
like those invented by Bewilderan, take checks during his turn. He must then
the shape of brass frogs. make a Balance check (DC 15), failure
Game Play: Before play begins, indicates he is unable to move and it is Jump-Out Noisemakers
the organizers decree an ante. In the next contestant’s turn. If he suc-
poor communities, it might be as low ceeds, he can then make a Jump check Originally invented for the jump-out
as a few coppers, while well-heeled to move into another square. All jumps game, jump-out noisemakers often
gnomes might play for hundreds of are standing jumps. If the square is find use in the very serious business
gold pieces. one of the 5-foot squares adjacent to of adventuring.
Contestants begin in the middle of the noisemaker, it chimes, and the As a standard action, a noisemaker
the patch of ice. Taking turns, they contestant must step back 5 feet. All can be activated. An activated noise-
attempt to execute standing jumps out contestants can then make a Listen maker chimes at a volume slightly
of the ice patch. If a contestant lands check (DC 15) to figure out where the louder than normal speech so long as
near a noisemaker, it makes a sound, noisemaker is located. This continues a living, corporeal creature of Tiny
which indicates he must move back- until someone escapes the ice patch. size or larger remains within 5 feet.
ward. Each time a contestant moves Winning: As soon as a contestant Adventurers find it useful to set
backward, he must add to the pot an exits the ice patch, he is declared the these innocuous looking devices near
amount at least equal to the ante. winner and the game ends. The winner their resting places as alarms. Jump-
Rules: The ice patch and noisemak- gets the contents of the pot. out noisemakers have also been
ers are set up before the participants found to be useful when fighting
arrive so that they can’t figure out  Using Gnome Games creatures that can render themselves
where the noisemakers are before the Your players might well enjoy running invisible. Noisemakers can be deacti-
contest begins. Contestants are then their PCs through these games-within- vated as a standard action by holding
lead, blindfolded and with cotton in the-game as is. The glittering path cre- it and speaking the command word.
their ears, to the center of the ice ates a sort of adventure, in its own Caster Level: 3rd;
patch. They stand there while specta- abstract way. The gambling element of Prerequisites: Craft Wondrous
tors throw more snow on the playing jump out might appeal without any Item, alarm;
field to cover everyone’s tracks. When extra effort on your part. For the Market Price: 2,700 gp;
everything is ready, spectators begin other games, you’ll find you can pique Cost to Create: 1,300 gp + 108 XP.
to throw snowballs at the competitors— plenty of interest by making an attrac-

41
Abuse Your Illusions
Using and Designing Illusion Spells
by Rich Redman illustrated by Dennis Cramer
he Player’s Handbook explains character is a liar and knows it—he Here are some guidelines for using

T illusions and their subtypes in


Chapter 10: Magic. If you haven’t
read that, go to it! That’s the first step
believes deception is the best way to
defeat foes and diffuse dangerous situ-
ations. Lying is more than a way of life
Illusion spells effectively:
Be subtle and use them sparingly.
Illusionists strive to conceal their spe-
to learning about using and designing for him; it’s an art. cialization. Once characters realize
Illusion spells. they’re facing illusions, they become
An Illusion spell is, in essence, a lie USING ILLUSION skeptical. They start searching empty
made manifest. It is an attempt to get SPELLS rooms for hidden traps and treasure.
observers to believe in something that Shadows, phantasms, and patterns are They pepper opponents with missiles
doesn’t exist or, in the case of shad- relatively easy to use and adjudicate. and observe the results before expend-
ows, something that only partially They have clear-cut effects. Figments ing more powerful resources. Monsters
exists. Illusions, particularly figments and glamers, on the other hand, require and NPCs become more aggressive in
and glamers, are tricks. the players’ belief. If players aren’t their actions against the party after the
Illusionists must, somewhere in their gulled by an illusion, they might have first illusion because they assume some
character, have a roguish streak, for their characters interact with the illu- of the threats they face aren’t real.
they prefer to mislead, trick, confuse, sion in ways meant to provoke a Will Subtle illusions are harder to notice,
and befuddle their opponents over saving throw. They might be subtle and therefore give fewer opportunities
blasting them to cinders with a fireball about it or blatant. A DM has to accept to disbelieve. Subtle illusions change the
or crushing them beneath a summoned that her characters, whether creatures bare minimum necessary to accomplish
creature. Keep this in mind when using or NPCs, would fall for a player char- their task. For instance, no one believes
Illusion spells or designing new spells of acter’s illusion, or she’ll have them start the ceiling fell just in time to cut off
the Illusion school. Your illusionist making Will saving throws immediately. pursuit of the villain, unless they hear

42 january 2002
and feel the shockwave and see and can mask characters’ approach, or Illusions and Saving Throws
smell the dust. They might believe a make observers believe that a larger Players and their characters cannot
silent image of the villain flying away party lurks in the shadows or trees. simply state a desire to disbelieve an
through an open window, however. The sound of whispers could lead char- Illusion spell. Many don’t allow saves
unless a character interacts with
Ask yourself “Would I believe this?” acters to open a door and trigger an them. For instance, silent image can
If you would, then it’s probably a subtle, unsuspected trap while the spellcaster create the illusion of an orc guard.
tricky illusion. If not, find some other waits elsewhere. The illusionist can even move the
way to accomplish the same thing. Pull a fast one. Once everyone image and have it threaten charac-
Give them what they expect. In cer- knows they face an illusionist, stop ters with its weapon. There’s no sav-
ing throw against it, however, unless
tain situations, people expect to see using illusions—then start again. When characters actually interact with it.
certain things. Characters who run characters never know whether the The interaction could be trying to
around a corner and see the subject of ogre is real or a major image, DMs Tumble past it, trying to attack it, or
their chase on the other side of a build suspense. When monsters and trying to pick its pockets. At that
point, the acting character gets a Will
chasm expect to also see a bridge NPCs occasionally face real threats, saving throw against the illusion.
(unless their subject demonstrates an they can’t be sure what will happen Sneaking around it is avoiding the
ability to fly). An illusionist hiding next and must act more cautiously, illusion, not interacting with it, and
behind a rock or a pillar could use buying time for the party. shouldn’t allow a saving throw.
minor image to create the illusion of Know which creatures are suscepti-
both the bridge and the subject of the ble and which immune. Illusionists know already does what you want. Familiarize
chase. Characters who run into a the limitations of their school. They yourself with the spells already avail-
chamber with a door sized for Medium- won’t bother using figments and able. Look through the school descrip-
sized beings do not expect to see a glamers on creatures that can see right tions in Chapter 10: Magic of the
Huge monster, and they are likely to through them. Dragons, like other crea- Player’s Handbook to see where you
assume an illusion, unless the illusionist tures with blindsight, ignore invisibility. might find such a spell. Major image,
also provides a way for a creature that Mindless creatures ignore many illu- minor image, permanent image, persist-
size to be in the room. sions. Clerics, monks, sorcerers, and ent image, programmed image, and
Minimize interaction. Every interac- wizards all have good Will saving throw silent image cover most needs for fig-
tion with an illusion is another opportu- modifiers and have a better chance to ments, for instance. Don’t bother
nity to succeed at a Will saving throw. disbelieve Illusion spells. It’s better to designing something that repeats
Hiding a spiked ceiling trap with a silent save the illusions for barbarians, fight- existing material.
image might lead a party to enter a ers, paladins, and rangers. Filling holes in an existing spell list is
room without searching for traps first. a good way to avoid repetition. Look at
An illusory bridge across a chasm DESIGNING the sidebar, Illusion Spells by Subtype
might catch one party member, if the ILLUSION SPELLS and Level. You can see, for instance,
party doesn’t already suspect an illu- Start simple and work your way up. that there are no figments over level 6.
sionist at work. Illusory melee oppo- Other schools, such as Evocation, have So there are holes for figments at lev-
nents buy a round or two of much more obvious checks and bal- els 7, 8, and 9. The spells that appear
distraction, particularly against fighters ances to make sure you design a good later in this article fill some holes, pro-
and others with relatively poor Will spell, and it’s easier to make compar- viding Illusion spells of specific sub-
saving throws. Don’t expect such illu- isons. The Illusion school has a wide groups at levels where no such spell
sions to occupy characters for long. range of subtypes with very different already existed.
Don’t neglect other senses. Thanks game effects. This, combined with the Think carefully about your spell. For
to David Copperfield and other profes- fact that there isn’t a spell for each instance, a phantasm similar to weird
sional illusionists, we tend to think of subtype at all levels, makes it difficult to might seem like a good idea if it did
illusions as involving things we see or determine a newly created spell’s damage (half damage on a successful
don’t see. The hand might be quicker power and fairness. save); rather than killed characters out-
than the eye, but that doesn’t mean Following the advice below, begin right (with damage on a successful
Illusion spells don’t affect scent, hear- with a 0- or 1st-level spell. This will save). However, that’s little different
ing, taste, or touch. give you a good idea of all the ques- than fireball. Some wizards who spe-
Smell can have a powerful effect, for tions and difficulties that might crop up cialize in illusions might desire such a
instance, and the lack of a particular when designing a higher-level Illusion spell, but in most cases fireball and
smell might give away the presence of spell. When you’re satisfied that it other damaging spells are already
an illusion. Troglodytes and otyughs really is a 0-level (or 1st-level) spell, better choices.
have their own unique stenches. that you filled in the necessary infor- Balance power with spell level. Look
Making that smell waft from under a mation, and that the text answers at existing spells of the same level to
door can make characters hesitate the most common questions, move get an idea of the power of such spells.
before opening it. Seeing an otyugh but on to something higher level and “Power” means things like range, num-
not smelling it, on the other hand, is a more complicated. ber of individuals affected or area cov-
clue that the monster is merely Avoid repetition. Before designing ered, duration, amount of damage, and
an illusion. any new spell, Illusion or otherwise, other specific qualities of the spells.
Auditory illusions, like ghost sound, check and see if an existing spell Look at spells within the same subgroup

43
above and below your chosen level, that’s the base level for your new spell, range perceives the same thing and
and try to design something that falls then determine if it should be higher or reacts appropriately.
between them. For instance, suppose a lower depending on its limitations and Patterns: Patterns, like figments and
4th-level spell does 1d6 points of dam- additional effects. glamers, produce sensory impressions,
age plus 1 point per level, up to a maxi- and everyone within range perceives
mum of +10 points, to a single target. CHOOSING AN the same thing. Patterns contain an
Then suppose a 6th-level spell does 1d6 ILLUSION SUBGROUP additional, mind-affecting element, and
points of damage per level, up to a Figments: Figments cannot produce they can cause real, physiological
maximum of 15d6 to multiple targets. A real effects, nor can they change things effects. All patterns are mind-affecting
5th-level spell of the same school might that already exist. If you want to create spells. While everyone sees a color
do 1d6 points of damage plus 1 point the illusion of a soft breeze, birdcalls, spray, only some of those within the
per level, up to a maximum of +15 the aroma of a fresh-baked pie, or the cone actually deal with its effects. Note
points, to multiple targets. sight of a loved one, you probably want that a particular sense is required for
Look at divine spells, too, for similar a figment. Remember that everyone patterns to have an effect. Sightless
effects and power at a given spell level. within range perceives the same thing. creatures ignore color spray, for
Earmark Table 3-22: Maximum Damage Everyone smells the same type of instance. If you want multiple subjects
for Arcane Spells in Chapter 3: fresh-baked pie, for instance, and to be affected by what they see, and
Running the Game of the DUNGEON reacts appropriately for them; a fresh- you don’t care if everyone perceives
MASTER’s Guide if you’re designing a baked meat pie attracts carnivores and it happening, pattern might be a
spell that will do damage. repels herbivores. good choice.
Use metamagic feats to find a spell’s Glamers: Glamers can’t produce real Phantasms: Phantasms can only be
level. You can use metamagic feats to effects, but they can change things perceived by caster and target, unlike
help you figure out a spell’s level. For that already exist. That’s the chief dif- the previous three subgroups. The
instance, if you want an Illusion spell ference between a figment and a impression created by a phantasm
that lasts longer than an existing Illusion glamer. If you want solid wood to feel exists only in the mind and is personal-
spell, apply the Extend Spell feat until rotten, birdcalls to sound like the ized for everyone perceiving it. All
the existing spell lasts as long as you shrieks of the damned, an otyugh to phantasms are, therefore, mind-affect-
desire. That tells you what level spell smell like perfume, or to disguise ing spells. Nightmare is a good example
slot the existing spell would have to yourself, you probably want a glamer. of such a phantasm. If you want to
occupy if it lasted that long. Assume As with figments, everyone within keep your actions a secret from every-
one but your subjects, phantasm is a
good choice, whether you want to
ILLUSION SPELLS BY SUBTYPE AND LEVEL frighten or to deliver a message.
SPELL TYPE AND NAME LEVEL SPELL TYPE AND NAME LEVEL
Shadows: Shadows are quasi-real,
drawing on energy from the Plane of
FIGMENTS SHADOW SPELLS Shadow. Because they are at least par-
Ghost sound Brd0, Sor/Wiz0 Greater shadow conjuration Sor/Wiz5
Illusory wall Sor/Wiz4 Greater shadow evocation Sor/Wiz6
tially real, they can have real effects. If
Permanent image Brd6, Sor/Wiz6 Project image Brd6, Sor/Wiz6 you want to cause physical damage,
Persistent image Brd5, Sor/Wiz5 Shades Sor/Wiz6 bind or entangle someone, or create an
Programmed image Brd6, Sor/Wiz6 Shadow conjuration Sor/Wiz4 obstacle, shadow is a good choice.
Major image Brd3, Sor/Wiz3 Shadow evocation Sor/Wiz5
Minor image Brd2, Sor/Wiz2 Shadow walk Sor/Wiz7
Mirror image Brd2, Sor/Wiz2 Simulacrum Sor/Wiz7 NEW ILLUSION SPELLS
Ventriloquism Brd1, Sor/Wiz1 Phantasmal Whisperer
Silent image Brd1, Sor/Wiz1 GLAMERS Illusion (Phantasm) [Language Dependent]
Blur Brd 2, Sor/Wiz2 Level: Brd0, Sor/Wiz0
FIGMENT/GLAMERS Change self Sor/Wiz1, Trickery1
Mislead Brd5, Luck6, Displacement Brd3, Sor/Wiz3
Components: V, S
Sor/Wiz6, False vision Brd5, Sor/Wiz5, Casting Time: Minimum 1 action
Trickery6 Trickery5 (see text)
Hallucinatory terrain Brd4, Sor/Wiz4 Range: Close (25 ft. + 5 ft./2 levels)
PATTERNS Improved invisibility Brd4, Sor/Wiz4
Target: One allied creature
Color spray Sor/Wiz1 Invisibility Brd 2, Sor/Wiz2,
Hypnotic pattern Brd2, Sor/Wiz2 Trickery2 Duration: Instantaneous
Rainbow pattern Brd4, Sor/Wiz4 Invisibility sphere Brd3, Sor/Wiz3 Saving Throw: Will negates (see text)
Leomund’s trap Sor/Wiz2 Spell Resistance: Yes
PHANTASMS Magic mouth Brd 2, Sor/Wiz2
Dream Brd5, Sor/Wiz5 Mass invisibility Sor/Wiz7
Illusory script Brd3, Sor/Wiz3 Mirage arcana Brd5, Sor/Wiz5
A message of a length you set races to
Nightmare Brd5, Sor/Wiz5 Misdirection Brd 2, Sor/Wiz2 your intended recipient. You can send
Phantasmal killer Sor/Wiz4 Nystul’s magic aura Magic1, Sor/Wiz1 any length message, but the longer
Weird Sor/Wiz9 Nystul’s undetectable aura Magic1, Sor/Wiz1 your message the longer your casting
Screen Sor/Wiz8, Trickery7
time. You need not mouth the words or
Seeming Sor/Wiz5
Silence Brd2, Clr2 whisper, so there is no chance for spies
Veil Brd6, Sor/Wiz6 to read lips. Provided your recipient

44 january 2002
understands your language, she hears it gets a Will saving throw to recognize You cause a multitude of ribbonlike
clearly on spell completion, regardless that the images are unreal. Success shadows to instantaneously explode out-
of the noise in the room. No one else indicates that the spell fails. If the sub- ward from the target point. Creatures in
understands or even hears the mes- ject fails the saving throw, the phan- the area that fail their save take 2 points
sage. Magical silence, 1 foot of stone, 1 tasms touch him, and he must succeed of temporary Strength damage, are
inch of common metal (or a thin sheet at a Fortitude save or take 1d6+1 points dazed for 1 round, and are entangled. An
of lead), or 3 feet of wood or dirt of Wisdom damage. A successful entangled creature suffers a –2 penalty
blocks the spell. The message, however, Fortitude save halves the damage. to attack rolls, suffers a –4 penalty to
does not have to travel in a straight Regardless of the success of the effective Dexterity, and can’t move. An
line. It can circumvent a barrier if there Fortitude save, the target is also entangled character who attempts to
is an open path between you and the shaken, suffering a -2 morale penalty cast a spell must make a successful
subject, and if the path’s entire length on all attack rolls, weapon damage rolls, Concentration check (DC 15) or lose the
lies within the spell’s range. and saving throws, for 1 round per spell. She can break free and move half
caster level. her normal speed by using a full-round
Phantasmal Assailants If the subject of a phantasmal action to make a Strength check or an
Illusion (Phantasm) assailants spell succeeds in disbelieving Escape Artist check (DC 20). Creatures
[Fear, Mind-Affecting] and he is wearing a helm of telepathy, that succeed at their Will saving throws
Level: Sor/Wiz2 the spell can be turned upon you. You do not take the Strength damage but are
Components: V, S must then disbelieve or suffer their entangled. They must make a successful
Casting Time: 1 action fearsome attack. Concentration check to cast spells (DC 5
Range: Close (25 ft. + 5 ft./2 levels) plus the level of the spell), losing the
Target: One living creature Shadow Binding spell if the caster fails the check.
Duration: Instantaneous Illusion (Shadow) Similarly, they can break free by using a
Saving Throw: Will disbelief, then Level: Sor/Wiz3 full-round action to make a Strength
Fortitude half Components: V, S, M check or an Escape Artist check (DC 5).
Spell Resistance: Yes Casting Time: 1 action Once free, such creatures can move
Range: Close (25 ft. + 5 ft./2 levels) normally.
You create phantasmal images of fear- Area: 10-ft.-radius burst Material Component: A few links of
some creatures from the subject’s Duration: 1 round/level iron chain.
nightmares. Only the spell’s subject can Saving Throw: Will partial (see text)
see the phantasmal assailants; you see Spell Resistance: Yes Shadow Radiance
only shadowy shapes. The subject first Illusion (Shadow)
Level: Sor/Wiz4 but suffers no penalties when attacked. illusory path (a figment), much as mis-
Components: V, S, M An attack on an affected creature frees lead hides you while providing an illu-
Casting Time: 1 action it from the spell immediately, but it must sory double. The illusory path starts at a
Range: Medium (100 ft. + 10 ft./caster make another Will saving throw each point chosen by the caster, provided the
level) round that it remains within the spell’s point is within the range limitations. The
Area: 25-ft. + 5 ft./level radius burst area. Sightless creatures are affected by illusory path continues to the limit of the
Duration: 1 round/level this spell due to its affect on all the spell’s area, where it ends abruptly. The
Saving Throw: Will disbelief (if inter- senses. Creatures that do not eat are illusory path avoids obstacles and pro-
acted with) unaffected by this spell. vides no bridges, stairs, ladders, ramps,
Spell Resistance: Yes Material Component: A pinch of or other methods of traversing such
trail rations. obstacles. There is no way to force the
This spell creates an intensifying illusion illusory path to lead over a cliff or
of bright light that affects all creatures Illusory Pit across a river more than 4-feet deep.
within the area. Sightless creatures are Illusion (Phantasm) Those who fail their Will saving
not affected by solar radiance. Those [Fear, Mind-Affecting] throws struggle along the illusory path. If
who fail their saving throws see a burst Level: Sor/Wiz6 vegetation or rough terrain slows their
of bright light on the first round. The Components: V, S progress, they believe the path slopes
light blinds them for 1 round. On the Casting Time: 1 round enough to justify the reduced speed.
next round and for the rest of the spell’s Range: Medium (100 ft. + 10 ft./ Those who make their Will saving throws
duration, the affected creatures see the caster level) see both paths, but the illusory path is
light increase in intensity. If they suffer Area: 10-ft. cube/level shadowy and obviously unreal.
penalties in bright light, they suffer them Duration: Concentration + 1 round/level
for the duration of their exposure to this Saving Throw: Will partial (see text) Stalking Spell
light. Additionally, they are dazzled while Spell Resistance: Yes Illusion (Glamer)
in the area of the spell. A dazzled crea- Level: Sor/Wiz9
ture suffers a –1 penalty on attack rolls. Creatures entering or within the area Components: V, S
Those who escape the area of solar must make a Will save or believe the Casting Time: 10 minutes
radiance completely recover within one floor on which they stand has become Range: Touch
round. Those who make their saves and the wall of a bottomless pit. Those who Target: You or creature touched
those outside the initial burst see only succeed in their saving throw suffer a Duration: 1 hour/level (D)
the equivalent of torchlight emanating mild case of vertigo and are stunned Saving Throw: Will negates (harmless)
from the center of the area. Solar radi- for 1 round. Those who fail their sav- Spell Resistance: No
ance cannot move once cast. ing throw fall prone and take no other
Material Component: A flame at least action but clawing desperately at the This powerful glamer conceals the sub-
the size of a torch. floor, trying to stop their “fall.” An ject from all senses except touch and
attack on an affected creature frees it taste. Items dropped or put down by an
Illusory Feast from the belief it is falling, but leaves invisible creature become visible; items
Illusion (Pattern) [Mind-Affecting] it stunned for 1 round. When the dura- picked up disappear if tucked into the
Level: Sor/Wiz 5 tion ends, creatures that believed they clothing or pouches worn by the crea-
Components: V, S, M were falling are stunned for 1 round. ture. Light, however, never becomes
Casting Time: 1 action Flying creatures who make their Will invisible, although a source of light can
Range: Long (400 ft. + 40 ft./level) saving throw are unaffected by this become so (thus, the effect is that of a
Area: 40-ft.-radius spread spell, and those that fail are stunned light with no visible source). Any part of
Duration: Concentration + 1 round/level for 1 round. an item that the subject carries but that
Saving Throw: Will negates extends more than 10 feet from it
Spell Resistance: Yes Shifting Paths becomes visible, such as a trailing rope.
Illusion (Figment, Glamer) The subject radiates silence in a 5-foot-
Tantalizing food and drink appears, caus- Level: Drd7, Sor/Wiz8 diameter emanation centered on the
ing creatures in the area to stop what Components: V, S subject. Tremorsense cannot detect sub-
they are doing and eat. A creature in the Casting Time: 10 minutes jects of this spell. Subjects emit no scent.
area that fails its save stops its current Range: Medium (100 ft. + 10 ft./ Certain other conditions can render
activities, drops held or carried items, caster level) the recipient detectable (such as step-
and begins consuming the illusory food Area: 1-mile radius plus 1 mile per caster ping in a puddle), but attacking does not
and drink. The food looks, feels, smells, level end the spell. A stalking spell renders the
tastes, and even sounds real to the Duration: 1 hour/level recipient immune to faerie fire, glitter-
affected creature, and it appears to be Saving Throw: Will negates dust does not cling, and see invisibility
whatever kind of food the creature Spell Resistance: Yes does not allow detection of the recipient,
prefers. The creature is considered but true seeing does.
dazed and takes no actions (but defends This spell simultaneously hides a path or See Table 8–8: Attack Roll Modifiers,
itself normally). Thus, a fighter affected road specified by you (as improved on page 132 of the Player’s Handbook,
by this spell cannot run away or attack invisibility, a glamer) while creating an for the effects of invisibility on combat.

46 january 2002
by Jonathan Richards
and Brian Dunnell
illustrated by Jeff Carlisle

very race creates magic items

E to suit their particular culture,


climate, terrain, and situation.
Gnomes are no different. Between
rock gnomes, forest gnomes, and
svirfneblin, gnomes have created
hundreds of unique items based on
their specialized needs.
Gnomes must constantly deal with
kobolds and goblins, their racial ene-
mies, and svirfneblin must also combat
evil subterranean creatures such as
drow and mind flayers; as a result,
they have developed magic items that
help them in their battles against such
foes. Gnomes create other magic items
based on their fascination with illusions
and their affinity for small, burrowing
animals. Still others are specialized for
use by gnome arcane spellcasters, who
typically avoid hand-to-hand combat
whenever possible. The gnome knack
for creating distinctive magic items is
becoming well known in adventuring
circles, and people of many races have
begun adapting various gnome designs
for their use.

Badger Armor
Badger armor is +1 half-plate typically
designed with a badger motif. Once
per day as a standard action, the
wearer of this armor can utter the
command word and polymorph into a
badger or dire badger as per poly-
morph self cast by a 7th-level sor-
cerer. Upon polymorphing, the wearer
of the armor regains lost hit points as
if he had rested for a day (1 hit point
per level). While in badger or dire

48 january 2002
badger form, the wearer can speak with from dire fox form.
badgers and dire badgers as per the Caster Level: 7th; Prerequisites: Craft
speak with animals spell. Magic Arms and Armor, polymorph
Caster Level: 9th; Prerequisites: Craft other, shield of faith; Market Price:
Magic Arms and Armor, polymorph self, 36,280 gp; Cost to Create: 18,140 gp +
speak with animals; Market Price: 9,562 1,451 XP; Weight: — (collar) or 8
gp; Cost to Create: 4,781 gp + 382 XP. lb. (military saddle).

Warfox Harness Mushroom Cap


Many forest gnomes have befriended This unusual-looking hel-
the foxes that share their wilderness met is a favorite of sur-
environment. Some gnome wizards and face and deep gnomes
sorcerers have taken foxes as their alike. The wearer of a mush-
familiars, and a few have even gone so room cap can utter the com-
far as to design and develop a magic mand word and activate its power
item allowing their fox partners to be as a standard action to transform
transformed into beasts of war. himself into a Small mushroom. The
A warfox harness is a simple leather closest inspection cannot reveal that the
collar that can be worn by a normal- mushroom is anything other than natu-
sized fox, dog, or wolf. While worn by a ral. While in mushroom form, the wearer
creature in a normal-sized fox, wolf, or can still see and hear everything going
dog form, it grants the creature a +1 on around him; the magical effect is sim-
deflection bonus to AC. ilar to that of the tree shape spell, with
Upon activation by a user touching the obvious difference of the wearer’s
the collar, a creature in a normal-sized mushroom appearance. While in
fox, wolf, or dog form wearing the collar mushroom form, the wearer retains Foxes, Dire Foxes,
polymorphs into a dire fox as per the his own hit points and saves and and Fox Familiars
polymorph other spell cast by a 7th- gains a +5 natural armor bonus to DIRE FOX: CR 2; Medium-size ani-
level sorcerer. In addition, the collar his AC and a +1 size bonus to his mal; HD 3d8+6; hp 19; Init +4
transforms into a complete riding har- AC for being Small, but he is immo- (Dex); Spd 40 ft.; AC 16 (+4
ness and military saddle (which still bile and has an effective Dexterity Dex, +2 natural); Atk +4 melee
grants the dire fox a +1 deflection score of 1. While in mushroom form, (1d6+3, bite); SQ scent;
bonus). Creatures unwilling to be trans- the wearer is immune to critical hits. He Face/Reach; 5 ft. by 5 ft./5 ft.;
formed must make a Fortitude saving can return to his normal form at will as SV Fort +5, Ref +7, Will +2; Str
throw (DC 16) to resist. a free action. 15, Dex 19, Con 15, Int 2, Wis 12,
The dire fox can then be ridden into The svirfneblin in particular find the Cha 10.
battle or used as a mount for travel mushroom shape to be an innocuous Skills: Hide +8, Listen +5,
(assuming the animal allows it or is one, as giant fungi are plentiful in the Move Silently +8, Spot +5,
forced to allow it). The transformation Underdark. Several deep gnomes Swim +5.
lasts until the saddle is removed or until wearing mushroom caps can form a FOX: CR 1⁄4; Small animal; HD
a creature touching the saddle speaks small grove of the subterranean fun- 1⁄2 d8; hp 2; Init +4 (Dex); Spd
the command word. Thus, a transformed gus, or a single wearer can blend in 40 ft.; AC 15 (+1 size, +4 Dex);
creature with the ability to speak could with natural fungi. Atk +1 melee (1d4, bite); SQ
transform itself to and Caster Level: 4th; Prerequisites: Craft scent; Face/Reach; 5 ft. by 5
Wondrous Item, tree shape; Market ft./5 ft.; SV Fort +2, Ref +6, Will
Price: 10,800 gp; Cost to +1; Str 11, Dex 19, Con 11, Int 2,
Create: 5,400 gp + 432 Wis 12, Cha 7.
XP; Weight: 3 lb. Skills: Hide +12, Listen +5,
Move Silently +9, Spot +5,
|Swim +3.
FOX FAMILIAR: Master gains a +2
bonus to Reflex saves.

Faux Fox
Astute readers might remember
that statistics for the fox were
presented in issue #280. The
statistics above correct some
errors in that version of the fox
and thus supercede it.

49
round that a creature moves more than changes shape to appear as a normal set
half speed through an area covered in of clothing or armor as appropriate to
blasting pellets (or spends a round fight- the disguised form. Unlike a true doppel-
ing while standing in such an area), it ganger, however, the wearer does not
must make a Reflex saving throw (DC gain access to the victim’s thoughts,
15) to avoid breaking one. Breaking one memories, or knowledge, so the disguise
pellet sets off a chain reaction among works best if the wearer doesn’t have to
the others and they all loudly explode interact with people who know the being
dealing 1d6 points of sonic damage to whose image she’s currently wearing.
the creature in the square. Spreading a Doppelganger armor only stores a
bag of pellets over a wider area or single image at a time, so the act of
throwing the bag at a target has no sub- storing a new image wipes out any pre-
stantial effect. viously stored image. The wearer can
Gnomes use blasting pellets mainly as remain in her altered form indefinitely or
alarm systems, hiding the pellets under revert to her own form at will as a stan-
leaves or among other stones and dard action. Only a true seeing spell or
gravel. Using the normal rules for creat- similar magic reveals the true form of
ing alchemical items, a character with the armor and the wearer.
the Alchemy skill can make a bag of Gnomes use this armor to infiltrate
blasting pellets with a successful areas they normally wouldn’t have
Alchemy skill check (DC 25). access to and to spy on their enemies.
Cost: 50 gp; Weight: 2 lb. Gnome bodyguards might also disguise
Neuroshield Helm themselves as their employers to con-
The svirfneblin devised neuroshield fuse would-be assassins.
helms to protect them from the mind Doppelganger Armor Caster Level: 10th;
blasts of illithids. A neuroshield helm has Doppelganger armor takes full advan- Prerequisites: Craft
three smooth, opaque gems embedded in tage of the gnome love of trickery. A Magic Arms and
it, one at the front and one at each tem- suit of +1 glamered leather, this armor Armor, alter self;
ple. The gems act as storage receptacles allows the wearer to steal the images of Market Price:
for the mind flayers’ psionic energies. If others. When the wearer of the armor 22,160 gp; Cost
the wearer of a neuroshield helm is mind desires, she can touch another person to Create: 11,080
blasted by an illithid, she is completely and store that creature’s physical image gp + 886 XP.
unaffected, as the psionic energy that in the armor. There are no indications
would have affected her is diverted and that the creature’s image has been
stored in one of the oval gems. recorded, but should the creature
Once all three of the gems hold mind not wish to be touched, the wearer
blast energy, the wearer can shoot out a must successfully make a touch
mind blast as a standard action. This attack to store the image.
mindblast is identical in all respects to Doppelganger armor relies on the
that projected by an average mind alter self spell to provide the wearer’s
flayer. Note that once all three gems disguise, so it can only store the
hold a “charge,” the neuroshield helm image of a creature that the alter self
cannot protect the wearer from further spell could mimic if the wearer were
mind blasts until the psionic energy is to cast the spell.
discharged from the gems by shooting a At any point after storing the
mind blast. image, by utterance of a command
Caster Level: 7th; Prerequisites: Craft word, the wearer can alter her
Wondrous Item, spell immunity; Market appearance to become an identical
Price: 46,200 gp; Cost to Create: 23,100 physical duplicate of that person.
gp + 1,848 XP; Weight: 3 lb. This transformation has the effects
of an alter self spell,
except the image is
Blasting Pellets so exact that the
Blasting pellets look like ball wearer gains a +20
bearings or stones and bonus to the Disguise
come in bags. Used like skill check. Due to the
caltrops, one bag of glamered special
these alchemical items quality of the
is enough to cover doppelganger
an area 5 feet armor, the
square. Each wearer’s armor

50 january 2002
leather belts bind them Reading Snuff
onto the wearer’s Reading snuff is a fine, brown powder
arm, while the back typically found in a small container made
of each bracer of silver or gold. When it is sprinkled on
holds three any form of writing, the writing becomes
thin leather intelligible to anyone capable of viewing
tubes, each just the script. This has the effect of both
big enough to read magic and comprehend languages
hold a standard as though cast by a 3rd-level sorcerer,
magic wand. but the script is readable by all creatures
Bracers of that can read any language and that
wands can be view the writing while the application of
“attuned” to differ- reading snuff remains effective. An
ent wands. Immediately application of snuff renders writing
after being placed in one of readable for 30 minutes. Each handful of
the slots of the bracers, a charge snuff is sufficient to cover about 10
is harmlessly drained from the wand. square feet of a surface (both sides of 5
The wand is then attuned to the slot and pages in a spellbook). If only part of a
Portable Breach remains so until removed. Wands in a spell on a scroll or in a spellbook is ren-
The portable breach appears to be a bracer slot can be used without the need dered legible, readers can make a
large bolt of cloth about 5 feet in diame- to draw them and without the need to Spellcraft check (DC 15 + spell level) to
ter. A breach is generally made from a hold the wand in a hand. determine the nature of the spell.
light, high quality material such as silk, Wands can be removed and replaced Caster Level: 3rd; Prerequisites: Craft
and is dark in color. When the portable from their slots in bracers of wands, but Wondrous Item, comprehend languages,
breach is placed on a wooden, plaster, each time a wand is attuned to a slot on read magic; Market Price: 315 gp; Cost
or stone wall, ceiling, or floor, it instantly a bracer, it loses another charge. Both to Create: 157 gp + 12 XP;
creates a 5-foot diameter passage up to bracers must be worn for the bracers of Weight: —.
10 feet long. If placed on a wall, ceiling, wands to function.
or floor more than 10 feet thick, the Wands in the bracers of wands can
portable breach makes a niche or dead be attacked and broken, and char-
end passage 10 feet deep. This effect is acters using the bracers can be
similar to a passwall spell cast by a 10th- disarmed of wands. In such cases,
level sorcerer except that it has no treat the wands as though they
duration; the passage vanishes when the were held by the wearer.
portable breach is taken off the surface. The bracers of wands do not
The entrance of a passage made by a grant a character the ability to use
portable breach has a fabric border that a wand if the character is not nor-
seems to join with the surface of the mally able to do so. Rogues attempt-
wall, ceiling, or floor. Simply tugging on ing to use a wand in bracers of
this border removes the breach from wands with their Use Magic Device
the surface. If dispelled or if removed skill must first make a skill check to
from a surface while creatures are in use the bracers (DC 20) and then
the passage, the creatures are harm- make a second check to use the wand.
lessly ejected out the nearest exit. Caster Level: 12th; Prerequisites: Craft
Caster Level: 10th; Prerequisites: Wand, Craft Wondrous Item; Market
Craft Wondrous Item, passwall; Market Price: 60,000 gp; Cost to Create: Alad’s Fire Extinguisher
Price: 90,000 gp; Cost to Create: 30,000 gp + 2,400 XP; Weight: 1 lb. The first fire extinguisher was created
45,000 gp + 3,600 XP; Weight: —. by the gnome sorcerer Alad. A friend of
an unusually kind efreeti, Alad made
many forays to the Elemental Plane of
Bracers of Wands Fire. Alad’s fire extinguisher made such
Gnome arcane spellcasters typically forays easier in many respects.
rely on magic items like Alad’s fire extinguisher is a large
bracers of armor to metallic cylinder with an open end. Often
increase their ability made in the shape of a dragon, gnome,
to resist attacks. The or other living creature, the fire extin-
invention of the bracer guisher is a potent weapon against fire
of wands has changed that. and creatures of the fire subtype. The
Bracers of wands are magic extinguisher can be used as a standard
leather armbands that extend from action to emit a spray of thick, white
wrist to elbow. On the undersides, foam in a 45-foot cone. This foam

51
instantly extinguishes normal fires in the a command word, the wearer can Spellfast Medallions
cone’s area. Magically created fires detect snares and pits as though cast Spellfast medallions are all similar in
(such as a wall of fire) can be extin- by a 3rd-level druid and find traps as appearance, although there are many
guished and dispelled with a successful though cast by a 3rd-level cleric, three different kinds. They are 2-inch diame-
dispel check as though made by a 9th- times a day each. In addition, trapfinder ter medallions of brass or bronze, usu-
level sorcerer. Creatures of the fire armor can also detect magic traps ally covered with runes of some sort.
subtype in the cone’s area must make (electrified floors, flame jets, and so on) Spellfast medallions magically adhere to
Reflex saving throws (DC 19). Success and spell traps (explosive runes, fire a given surface if the user makes a suc-
indicates that they take half of 9d6 trap, glyph of warding, greater glyph cessful touch attack. If attached to a
points of cold damage. of warding, snare, and so on) creature, it must make a Strength check
Failure indicates three times a day upon (DC 20) to remove the medallion. Once
command. This func- removed, the medallion loses all its mag-
tions like a detect ical properties. Attached spellfast
magic spell cast by a medallions immediately have a magic
3rd-level cleric, but effect, usually a spell that affects the
it only detects the creature or object it is attached to.
presence of magic Once the magic has finished taking
traps and spells set effect, the medallion loses magical prop-
as traps. erties and falls off whatever surface it
Surface gnomes was bonded to.
commonly employ HEAT METAL MEDALLION: When attached
trapfinder armor to find mun- to a creature or object, this medallion
they take 18d6 points of cold damage. dane traps when infiltrating kobold war- has the effect of a heat metal spell as
Creatures in the area are also coated rens and giant lairs. Svirfneblin often though cast by a 3rd-level druid. A suc-
by the foam and subject to an endure use the armor when confronting drow cessful saving throw versus this effect
elements (fire) spell. Scraping off the and illithids, as their enemies love negates it, but the medallion remains
foam has no effect, and the foam dissi- employing all manner of magic traps. harmlessly attached for the duration of
pates naturally in 1d4 rounds (the Caster Level: 6th; Prerequisites: Craft the spell. If attached to a creature or
endure elements effect remains for the Magic Arms and Armor, detect magic, object without metal, the medallion itself
full duration). detect snares and pits, find traps; heats up, and the spell takes effect as
Caster Level: 9th; Prerequisites: Craft Market Price: 12,960 gp; Cost to normal. If removed before the duration
Wondrous Item, cone of cold, endure Create: 6,480 gp + 518 XP. of the heat metal spell would end, the
elements, quench; Market Price: 68,400 spell effect immediately ends.
gp; Cost to Create: 34,200 gp + 2,736 Caster Level: 3rd; Prerequisites: Craft
XP; Weight: 6 lb. Wondrous Item, heat metal; Market
Price: 600 gp; Cost to Create: 300 gp +
24 XP; Weight: 1 lb.
Trapfinder Armor PAIN MEDALLION: When attached to a
Trapfinder armor is a favorite creature, this medallion causes the
among gnomes, especially when creature to suffer wracking pains and
a trustworthy rogue isn’t near agony. An affected creature suffers a
by and there is a need to -4 penalty on all attack rolls, saving
detect magic and mundane throws, skill checks, and ability checks.
traps. Trapfinder armor is A successful Fortitude saving throw
a suit of +2 leather with (DC 16) reduces this
numerous flaps, loops, penalty to -2. Unless
and pockets in which removed, the
to store a set of mas- medallion contin-
terwork thieves’ tools, ues to cause the
a climbers kit, and creature pain for
other tools useful to 3 rounds, after
rogues. When the which the pain
armor is found, it medallion falls to
usually contains all the ground.
the tools used by Caster Level: 7th;
the former wearer. Prerequisites: Craft
The armor has Wondrous Item, inflict
several functions critical wounds; Market
that aid in detect- Price: 2,800 gp; Cost to
ing traps. With Create: 1,400 gp + 112 XP;
the utterance of Weight: 1 lb.

52 january 2002
is a 1-inch-diameter cylinder of thin
wood or tightly wrapped paper about 10
inches in length. At one end is a fuse
that can be lit like a torch. Typically, a
flash-bang is created with a fuse that
burns down in 2 rounds, allowing some-
one to pull it out and light it one round
(provided there is a nearby source
of fire), then throw it on the
next round so that it explodes
on the round following that.
When the fuse has finished burn-
ing, the flash-bang emits a loud
thunderclap, a bright flash, and a
series of smaller, multi-colored
Gravity Medallion: When placed on a then explodes in a 20-foot burst of flares. It continues to whine loudly and
creature or unattended object, this fire that causes 13d6 points of fire emit gouts of colored, sulfurous smoke
medallion affects it as though a reverse damage. A successful Reflex saving for one full round after the initial thun-
gravity spell cast by a 13th-level sor- throw (DC 20) allows a creature to derclap. The thick opaque smoke fills a
cerer affected just the creature or take half damage. 10-foot square and dissipates normally.
object to which the medallion is If removed before the 5 rounds are Flash-bangs are thrown as grenade-
attached. The creature or object imme- up, the act of removing it has a 25% like weapons with a range increment of
diately falls up for 60 feet. If there is chance of causing the medallion to 10 feet. Creatures within 10 feet of the
something for the creature to hold onto, activate early; otherwise, removing it flash-bang when it emits its thunderous
it can make a Reflex save (DC 20) to harmlessly drains away the magic of noise and bright flash must make a
keep itself from falling up, but it hangs the boom medallion. Fortitude save (DC 10) to avoid being
toward the sky. Caster Level: 13th; Prerequisites: dazed for 1 round and a Reflex save
If some solid object (such as a ceil- Craft Wondrous Item, delayed blast (DC 10) to avoid being dazzled for 1
ing) is encountered in the creature’s or fireball; Market Price: 9,100 gp; Cost minute. A dazed creature can take no
object’s upward fall, it strikes it in the to Create: 4,550 gp + 364 XP; actions, but defends itself normally. A
same manner as a downward fall. It Weight: 1 lb. dazzled creature suffers a -1 penalty to
can then stand on the surface it SLOW MEDALLION: When attached to a attacks. Deaf creatures are
struck, but if it moves more than 5 creature, this medallion has the effect immune to the thunder-
feet from the place where it landed, of a slow spell as though cast by a ous noise effect, while
normal gravity takes over and it falls 5th-level sorcerer. A successful saving blind creatures are
to the ground. It can remain in place throw against this effect negates it, but immune to the bright
or within 5 feet of the place where it the medallion remains harmlessly flash effect.
struck for 13 rounds before the magic attached for the duration of the spell. If Using the normal
of the medallion ends and it falls back removed before the duration of the rules for creating
to the ground. If a creature or object slow spell would end, the spell effect alchemical items,
reaches 60 feet without striking any- immediately ends. characters with the
thing, it remains there, oscillating Caster Level: 5th; Prerequisites: Alchemy skill can
slightly, for 13 rounds. If a creature Craft Wondrous Item, slow; Market make a flash-bang
removes the medallion while the Price: 1,500 gp; Cost to Create: 750 with a successful
reverse gravity magic is in effect, gp + 60 XP; Weight: 1 lb. Alchemy skill check
normal gravity takes over and it falls. DMs and players can create spellfast (DC 25). Creating
Creatures that can levitate or fly are medallions other than those listed here. flash-bangs with
immune to the effects of a gravity To do so, review the Creating Magic longer fuses is possi-
medallion. The medallion remains harm- Items section of Chapter 8: Magic ble. This does not
lessly attached to such creatures until Items in the DUNGEON MASTER’s Guide appreciably change
removed or 13 rounds elapse. and use the pricing structure outlined the cost unless the
Caster Level: 13th; Prerequisites: below: length of time reaches
Craft Wondrous Item, reverse gravity; Market Price = spell level x caster a minute; each minute of
Market Price: 9,100 gp; Cost to Create: level x 100 gp. fuse length costs 1 gp.
4,550 gp + 364 XP; Weight: 1 lb. Cost: 95 gp; Weight: 1 lb.
BOOM MEDALLION: This deadly medal-
lion is often surreptitiously attached to a Flash-Bang
creature or object to take advantage of These alchemical devices were first cre-
the element of surprise. When attached, ated by gnome illusionists for use in
the medallion sits harmlessly on the adventuring but have spread throughout
creature or object for 5 rounds and the world as a result of their utility. Each

53
Sibling rivalry taken to a lethal

conclusion. Family rivalries can be

more volatile than your average

adversarial relationship and offer

lots of character-developing

opportunities for players and DMs.

YOU CAN PICK YOUR FRIENDS


FAMILY BACKGROUND FOR YOUR CHARACTER
by Rich Wulf • illustrated by Jeremy Jarvis
ot every D&D character is a A wizard who hails from a family of

N
Maxen’s hand flew to his belt, his fingers
nervously scrabbling for the pouch of scrolls tormented outcast, the last of his wizards might have mighty allies to call
tied there. The wizard had been crouched in nation, or a lone wanderer far upon in times of need, but she might
the shadows of the alley for hours, waiting from home. The majority are simply also have to deal with the occasional
for any sign that the shabby inn across the ordinary people with extraordinary cousin or aunt dropping by uninvited to
street was truly the headquarters of the Cult professions. Thus, it seems reasonable borrow spell components and books.
of Incabulos. He had just heard something that most characters have a family, and During character creation, it might
moving behind him. If it really was the that sooner or later, that family will also be interesting to establish a few of
twisted cultists of the Plague Lord, he would have an effect on the character’s life. the more important members of your
have to act quickly. A scroll slipped from his Family members shouldn’t be faceless character’s family. Immediate family,
shaking fingers. nobodies, potential henchmen, or a siblings, parents, and others would fall
Forget the scroll! He stood and held his source of free food and shelter (even if into this category, as would the current
staff forward defiantly, ready to face his the player treats his own family that leader of the family. Is the family led by
doom with honor. way). They should be individuals with an eccentric old matriarch who donates
“Maxen?” called out a shrill voice. A their own needs and desires. They her fortune to the poor? Is the patri-
plump, elderly woman waddled toward the might look upon their adventuring arch a miserly old lunatic who wears
young wizard, a long yellow scarf draped in relative as a disappointment or worship socks on his hands to save money on
her hands. him as an invincible hero. Then again, gloves? After the player determines the
Maxen shook his head, unable to believe relatives might consider the character a names and general attitudes of the
his eyes. “Mother?” faceless nobody, a potential henchman, NPCs she deems significant, the DM can
“You left home without your scarf,” she or a source of free food and shelter. flesh out the rest as it becomes impor-
said, smiling broadly and holding forth the Determining a character’s family tant to the campaign. The DUNGEON
gaudy scrap of cloth. Maxen’s name was background isn’t something that needs MASTER’s Guide has a wealth of informa-
embroidered on it in a flowing green script. to be done all at once, but the basic tion for creating interesting NPCs.
“Mother!” Maxen whispered, glancing elements can be established during Determining a character’s family
quickly over his shoulder. “Not now! I’m character creation by the DM and the background not only helps you decide
tracking the cult!” player together. You can invent the where a character has been and how
“All the more reason to bundle up!” the character’s background yourself or she has been brought up, it also gives
old woman declared, shaking an admonishing use random tables for inspiration. You meaning and depth to the character’s
finger at her son. “If you get sick fighting can also create a general idea of the personality. Perhaps a tough, independ-
those cultists, I won’t have it on my head!” character’s family by answering a few ent fighter was the youngest of a large
Maxen turned back toward the inn, hoping basic questions: family, often neglected by her parents
that nothing had happened while he was dis- • Is the character’s family wealthy? and siblings and forced to fend for
tracted. He saw three men in black glaring • Is it a large, extended family? herself. Such details help the player
directly at him. • Is the family respected or famous? explain why her character behaves
“Infidel!” one of them screamed, pointing • Are any relatives also adventurers? the way she does.
at the mage. A dozen cultists burst from the If so, do they practice the same profes- Of course, not every adventure
inn, brandishing sickles and knives. sion as the character? should revolve around relatives. Such

54 january 2002
events should be rare or they lose their
freshness and significance. The cam-
party immediately blames the PC for
her disappearance. If the PC wishes to IMMEDIATE FAMILY
paign might degenerate into a soap clear his name instead of confronting 1d10 Result
opera, and players whose characters do his misguided rivals, he must save his 1 Orphaned or otherwise
not have large and detailed families hated sibling himself. separated from family
might feel left out. Still, having a rela- at birth.
tive rear up from time to time can add MISTAKEN IDENTITY
flavor to a gaming session, bringing a The character bears a close resemblance 2-5 Nuclear family (both parents
higher level of emotional involvement to one of her relatives. The two aren’t still alive and together).
for everyone. identical, but those not closely associ-
Family is nothing new to the world of ated with the character often confuse 6-8 Extended family (nuclear
fantasy. The idea of a long-lost twin, a the two. Things become even more con- family, plus 2d6 cousins,
cruel stepmother, or a wicked villain fusing when the double gets herself into grandparents, aunts, uncles,
who turns out to be the hero’s father trouble and the character is blamed. and so on also living in
have sprung up time and again in Chaos ensues as the character struggles the home).
movies and fiction. However, a charac- to prove her identity—and perhaps tries
ter’s family can and should be more to clear her double’s name as well. 9-10 Single-parent family (parents
than a source of villainy or clichéd permanently separated or
surprises. Here are several suggestions ADVENTURE HOOKS widowed; character raised
for entangling your characters with THE WRONG TARGET The character’s by one parent).
family ties. double has made powerful enemies who

SISTERLY LOVE
have decided to even the score by kid-
napping the double and holding him for
NUMBER OF SIBLINGS
The character has a sibling who is also ransom. Mistaking the PC for his double, 1d10 Result
an adventurer, but the siblings are the kidnappers ambush him instead. If 1-2 0
hardly fond of one another. Perhaps the the kidnappers are successful, the dou- 3-5 1
character’s older sister has joined ble might not wish to pay the ransom, 6-8 2
another group of adventurers that leaving the PC to find a way to escape 9 1d4+1
often work toward the same bounty or on his own. 10 1d10+2
treasure as the PC’s party—and her GREEN-EYED MONSTER The charac-
group doesn’t wish to share. Although
their encounters with the party are
ter’s double has a jealous husband or
lover. A chance meeting with the hus-
AGE OF SIBLINGS
usually mere coincidence, the sibling band on the wrong side of town causes To discover the age of siblings, find
mistakenly thinks that the character is him to leap to conclusions. He decides out if the sibling is older or younger,
trying to steal her thunder. The charac- that the PC must be his wife in disguise, then use the character’s age as a
ter is likely to arrive at the same and he erupts in a jealous rage. The base and add or subtract the modifier
conclusion. As another option, perhaps character is left to try to find a way to presented in the Racial Modifier
the character has a jealous younger extricate herself from the situation and chart below.
brother who follows the party around perhaps help her double escape the Dwarves, elves, gnomes, half-elves,
looking to make a name for himself by dangerous relationship. and halflings are capable of producing
stealing the PCs’ glory. children over a much longer period
In either of these cases, the rivalry BABYSITTING than humans and half-orcs. If you
should be strong enough that the This is a good idea for a character wish to represent this, use the multi-
siblings look upon the prospect of coop- whose family lives far from the current plier provided in the parentheses.
eration with extreme distaste, but it campaign. One day the character’s
should not be strong enough for open cousin shows up on the doorstep, 1d6 Result
combat. After all, they’re still kin. travel-weary and penniless after her 1-3 Younger. Subtract the
long journey. The cousin is the same modifier from the PC’s age
ADVENTURE HOOKS class as the character but much less to discover the sibling’s age.
HALF AND HALF The party has uncov- experienced. She has come a long way Older. Add the modifier to
4-6
ered half of a map leading to a great to study in her hero’s footsteps and the PC’s age to discover
treasure or magic item necessary to the isn’t about to be turned away. the sibling’s age.
completion of an important quest. The Unfortunately, although she grasps the
other half has found its way into the basic concepts of her trade, important Racial Modifier
hands of the PC’s spiteful sibling. Only details go by the wayside. Maybe a Human 1d8 —
an alliance (or the theft of the sibling’s fighter forgets to don her armor prop- Dwarf 2d10 (x 1d4)
map) allows either party to complete erly, frequently becoming disabled in Elf 2d12 (x 1d4)
their goal. combat as her greaves fall around her Gnome 2d8 (x 1d4)
MISSING IN ACTION The PC’s sibling ankles. If she is a priest, perhaps she has Half-elf 1d10 (x 1d4)
suddenly goes missing. Knowing of the a tendency to mistake bottles of ordi- Half-orc 1d6 —
long-time rivalry, the missing sibling’s nary well water for holy water. If she is Halfling 1d10 (x 1d2)

55
a wizard, she might frequently miscalcu- he might wake up one morning to find ADVENTURE HOOKS
late the range of her spells, sometimes himself with a fianceé. If the character ETERNAL ENEMY The character is the
even hitting the wrong target. If she is a views himself as a playboy or Casanova, spitting image of her dead ancestor.
rogue, maybe she has the annoying this could be especially cruel, as he Unknown to the character, a dragon or
habit of whistling loudly to herself while must decide whether his social ram- other extremely long-lived enemy of
sneaking through open windows. blings are more important than his fam- her ancestor still lives and mistakes the
A responsible character will be ily’s wishes. If the character already character for the ancestor. Perhaps the
quickly worn down by the burden of has a love interest, he might have a family sword and armor she carries
protecting this cousin. At the other end terrible time trying to follow his heart. were stolen from the beast’s hoard,
of the spectrum, a character who Another twist on this idea is that the adding to the confusion and anger
chooses to abandon or ignore the character finds that his brother or sis- when the two meet. Even after the mis-
annoying relative could be blamed for ter is the target of an arranged mar- take becomes clear, the family might
her actions. An angry mob might show riage—and the intended bride or groom still feel that it is the character’s duty
up demanding the character take is a member of the character’s adven- to finish what her ancestor started and
responsibility. The city guard might turing party! bring the beast to justice. The enemy
drop by and politely ask the character might also be reluctant to cease its
to post bail. If the character doesn’t ADVENTURE HOOKS vendetta when it realizes its mistake;
want to anger his family, he eventually RUNAWAY BRIDE The character’s the death of its enemy’s granddaughter
has to take the troublesome cousin fianceé is upset about the marriage. can be just as satisfying.
under his wing and try to help. The fianceé attempts to flee or is kid- GRANDPA’S SHADOW The character
napped by a jealous suitor. Of course, stumbles over evidence that her ances-
ADVENTURE HOOKS the character, hero that he is, is the tor wasn’t as heroic as the legends
YOUR BROTHER’S SHOES The younger natural choice to settle the matter and make him out to be. She learns that the
characters are left behind while the bring back his fianceé safe and sound. ancestor was a despicable villain,
party goes on a dangerous expedition. The question is, does he want to? manipulating the bards of the time to
After some time, no one hears from the LOVE AND MONEY In arranged mar- paint him as a hero. The character must
adventurers. Assuming they fell to some riages, it was often customary for a decide whether she wishes to expose
mishap, it falls to the neophytes to fol- woman’s family to give the groom a the information or try to prove that the
low along in an attempt to rescue the dowry (although the DM could choose evidence is fraudulent.
relative and friends. The players are to have a male suitor do the same). The
then handed the character sheets of PC’s sister is getting married, and the BLACK SHEEP
inexperienced cousins of one or more PC finds the responsibility for this gift This option is perfect for characters
of the regular PCs to play out the dropped entirely in his lap. This should who are the only adventurers in their
adventure. The DM might award bonus be a great amount of money or treas- family. Upon visiting home, the charac-
experience for roleplaying the relatives’ ure beyond the character’s means, ter discovers that none of the inns
exuberant confidence and naivety. determined without the character’s want to house the party, and all of the
BUS FARE This hook works best for knowledge or consent. The character’s shops seem to be charging unfairly high
parties that have little wealth. The inex- family will not or cannot pay the dowry. rates. Only the character’s own home
perienced relative has traveled a long They have faith that the PC can find the remains open, and his family is adamant
way at great expense without the funds. After all, adventurers stumble that his “new friends” are not welcome.
knowledge of the family. The PC knows over treasure all the time, don’t they? It soon becomes obvious that the
that his cousin’s parents are powerful entire town disapproves of the charac-
and protective, and they will be furious BIG SHOES ter’s career. This can be a tricky situa-
if she comes to harm. Unfortunately, This situation is a natural for characters tion. The character could attempt to
the journey back home is expensive. from a long line of adventurers. The prove himself in some way, perhaps by
The party must keep an eye on the character’s ancestor was a famous hero slaying a local monster or working a
neophyte until they’ve made enough who accumulated a great deal of power beneficial spell. Unfortunately, a display
cash to send her home—unless they and influence and went out in a blaze of of raw power might only succeed in
want to abandon her and risk the fam- glory. Now the character has taken up frightening the townsfolk further. In the
ily’s vengeance. When the neophyte the sword (staff, dagger, chalice . . . ) end, it could be easier to just move on
finally makes her trip, the party should of her idol and started down the same and hope the town comes to its senses.
tag along, just to make sure she arrives path. Some of the family wish the char-
safely. If they don’t, she jumps ship and acter every blessing. Others feel that ADVENTURE HOOKS
shows up on their doorstep again the the character is a poor imitation. RIVAL TURF One of the party’s old ene-
next morning. Perhaps some feel that the job is too mies has found a home in the village as
dangerous or that the character will its protector. Though the villain seems
ENGAGEMENT never be good enough. Even a success- to have reformed, he has spoken out
In the fantasy medieval setting of most ful adventurer can look forward to harshly against the character and his
D&D campaigns, arranged marriages being compared to her illustrious ances- friends, and they are no longer wel-
are common. If the character comes tor for most or all of her career. come. The character must decide
from a family seeking upward mobility, whether to trust his birthplace to the

56 january 2002
Family legacies can be great devices for
introducing new skills or prestige classes to
your campaign.

protection of an enemy or try to expose character’s homeland, and it curses all


the villain’s true motives, potentially those who touch it. As soon as word gets RANDOM FAMILY
turning his own home into a battlefield.
HELPING HAND The character discov-
out, the character’s relatives suddenly
lose interest. Now the PC must determine BACKGROUND
ers that his family and old friends are how to rid herself of the burden. 1d10 Result
being shunned in the village. Other vil- GRANDMA’S GHOST The family home 1 The character comes from
lagers won’t provide food, clothing, or is inhabited by the spirit of its previous a family of adventurers, of
supplies except at highly inflated prices. owner, who appears only to the rightful which the character is the
He has two choices: remain in the vil- owner of the estate. This is, of course, latest generation. The fam-
lage to find out where this hatred the PC. The ghost makes herself known ily loves and supports the
comes from or leave his family and only when the character is alone or character’s career choice.
friends to fend for themselves. dreaming, and it always demands that
the character avenge her death. 2 The family has adventur-
INHERITANCE! The character can try to solve the ers, but the family does not
A rich family member suddenly passes mystery, pass ownership of the house support the character’s
away and leaves the character the onto some unsuspecting patsy, or choice to become one.
coveted family fortune. This could be a never sleep again.
castle, a powerful magic item, cash, or 3-6 The character is the only
all three. Sadly, the windfall soon turns SECRET SIBLINGS adventurer in the family,
out to be a mixed blessing, as greedy The character discovers that he was but the family supports
family members swarm like flies to separated at birth: Somewhere out this choice.
honey, all trying to ingratiate themselves there, he has a twin brother or sister.
and charm, cajole, or swindle away the The clues are sketchy, but if the charac- 7-8 The character is the only
character’s birthright. Simply stepping ter can piece them together, he might adventurer in the family,
away from the inheritance is an option, be able to reunite himself with this long- and they are uncertain
but such callous treatment of the family lost family member. what to think of the
name and fortune could result in anger character’s choice.
or suspicion among the family. In the ADVENTURE HOOKS
end, poverty might seem a blessing. ALL IN THE FAMILY The character dis- 9-10 The character is the only
covers that his missing relative is a adventurer in the family,
ADVENTURE HOOKS member of his own party! This should and they don’t support
CURSES! The family inheritance isn’t all create an opportunity for no end of this choice.
it’s cracked up to be. The money is chaos and genealogical bewilderment as
minted of a coinage useless in the the two siblings attempt to figure out

57
FAMILY how much of their association was hap-
penstance and how much was design.
in trouble at unexpected times as he
runs into rivals who hate him simply for
ORGANIZATION EVIL TWIN The character’s sibling is a
powerful pawn or ally of an old enemy.
his name. The character will accomplish
little by attempting to distance himself
1d10 Result The character must decide how to deal from the feud; the enemy family will
1-2 THE FAMILY IS with the situation. Should he reveal his think it is a trick, and his own relatives
VERY CLOSE. identity to his sibling or keep it a secret will think he’s being a coward.
They are patriarchal, with and continue fighting as usual.
a grandfather or another ADVENTURE HOOKS
important male elder mak- PESKY PARENTS THICKER THAN WATER A sudden war
ing most of the important This option works well for characters erupts between the families as many
family decisions. Family is who come from a long line of adven- important members are mysteriously
likely to help the charac- turers. Though the character is a full- murdered on both sides. Though
ter so long as he is in the grown adult with her own life and evidence suggests that the feud is
patriarch’s good graces. career, mom and dad still don’t see it responsible for the deaths, the PC finds
that way. The PC’s parents tend to a clue or two that suggests something
3-4 SAME AS PREVIOUS show up at the most inopportune times, else might have been responsible for
RESULT, BUT trying to offer advice or just getting in the mysterious deaths. Both families
THE FAMILY IS the way. The character’s parents are conclude that this “clue” is nothing
MATRIARCHAL. very likely far more experienced and more than another trick, and the party
A grandmother or other powerful than the PC, causing the PC is on its own to discover the true
important female elder great humiliation when they show up enemy before the families destroy
makes family policy. and solve difficult problems for her each other.
without asking. WHEREFORE ART THOU? One of the
5-6 THE FAMILY DOES NOT character’s closest relatives falls in
GET ALONG. ADVENTURE HOOKS love with a member of the other family.
They are divided into at WHAT’S IN A NAME? The character’s The character stumbles over the
least two distinct factions parents know what’s best for her, and romance, and both parties beg him to
that constantly feud with that’s certainly not life as a freelance keep it a secret. The relationship could
one another. NPCs from adventurer. Mom and dad begin using lead to peace between the families or
the faction opposite the their connections to ruin the charac- possibly an even more bitter period of
character are likely to be ter’s name, spreading rumors of fighting. The PC must make a hard
hostile. NPCs from the laziness, untrustworthiness, and general decision about how to handle this
character’s faction might stupidity. Their intent isn’t malicious; touchy situation.
be helpful, especially if they have a genuine wish to have the
she’s working against PC return home, “where she belongs.” Maxen didn’t think there would be so many
their rivals. This result The PC must decide whether to try of them, and he hadn’t expected them to be
combines well with the to prove herself greater than her so well armed. Where had they found so
Family Feud option. reputation or deal with her slandering many axes? He unrolled the scroll carefully
parents directly. and prepared to speak the ancient words
7-8 THE FAMILY IS CHINA DOLL The PC’s parents accept of power . . .
DISORGANIZED. her new life but fear for her safety. As “A dozen eggs, bucket of milk, loaf of
Its members tend not to a result, they have hired bodyguards to bread, some powdered iron . . .”
communicate with one follow the character—very clumsy The cultists screamed in triumph as they
another often, but they bodyguards. Stupid bodyguards. Big, rushed forward. He wouldn’t be able to pre-
are not particularly hos- dopey fellows who, while useful in a pare another spell in time.
tile toward one another. fight, have no sense of tact or stealth. Suddenly there was a deafening crack of
Relatives outside the They won’t listen to the character when thunder, and a brilliant plume of lightning
immediate family are she tells them to stay behind (that’s not plunged into the mob. Many were reduced
likely to be indifferent to their job) so she must decide whether to ash instantly. The rest screamed as they
the character’s existence. to ditch them or make them a higher turned and fled, unwilling to face a mage of
offer to leave her alone. such power.
9-10 THE FAMILY IS EMO- Maxen’s brows furrowed. He didn’t know
TIONALLY CLOSE BUT FAMILY FEUD any spells like that. Who could have cast
GEOGRAPHICALLY This option also works best for charac- something so powerful?
DISTANT. ters who hail from adventuring families. “Now, now, Maxen,” his mother said,
They attempt to keep At some point in the past, the family stepping out of the shadows at his side.
in touch and will help got on the wrong side of another “What did I tell you about hanging around
the character if it’s adventuring family, causing a long- with the wrong crowd?”
convenient. lasting feud between the two houses.
The character might find himself getting

58 january 2002
by Skip Williams • illustrated by Tom Gianni

Water, Water Everywhere


D&D Underwater Combat Rules
he phrase “underwater adventure” alchemist’s fire) does not burn successful, the spell creates a bubble of

T usually conjures up images of


sunken ships and fearsome mon-
sters of the sea. That need not be the
underwater.
Magical Effects: Most spells, spell-like
abilities, and supernatural abilities work
steam instead of its usual fiery effect.
Supernatural fire effects are ineffective
underwater unless their descriptions
case, however. There is water nearly normally underwater. Water does not state otherwise.
everywhere, especially in deep caves block line of effect, except where The surface of a body of water
and dungeons where so many daredevils noted below. blocks line of effect for any fire spell,
venture in search of glory and treasure. Spells or spell-like effects with the fire regardless of where the spell originates.
Water can be a potent dungeon fea- descriptor are ineffective underwater For example, a fireball cast underwater
ture, and a clever DM can use it to unless the caster makes a successful cannot be targeted at creatures above
make traps more fearsome (the water- Spellcraft check (DC 15 + spell level). If the surface, nor can an underwater
filled pit and the flooding room are old
standbys), and also to conceal treasure
or to make combat more demanding.
Combat Adjustments For Water1
This article considers the basics of condition slash or claw or move off
underwater encounters no matter where bludgeon tail balance?
attk/dmg. attk./dmg.
they occur, from subterranean pools to
the deep blue sea. Freedom of movement effect Normal Normal Normal No
Swim speed –2/Half Normal Normal No
Movement and Combat Successful Swim check –2/Half3 –2/Half Quarter or half2 No
Land-based creatures can have consid- Firm Footing4 –2/Half –2/Half Half No
erable difficulty when trying to fight in None of the above –2/Half –2/Half Quarter or half2 Yes5
the water. Water affects a creature’s 1
Water modifiers apply when wading in water at least waist deep, swimming, or walking along the bot-
attack rolls, damage, Armor Class, and tom of a body of water.
2
movement. In some cases, a creature’s The speeds listed are standard for the Swim skill. You can move one quarter your speed as a move
action or one-half your speed as a full-round action. To avoid the off-balance penalty (see note 5),
opponents might get a bonus to attack you must make a Swim check (DC 5 + the DC for the water). The effects of a successful check last
the creature. The effects are summa- until your next turn. Making the Swim check is a move-equivalent action.
3
rized in the Combat Adjustments for Creatures without freedom of movement effects or swim speeds make grapple checks underwater at
a –2 penalty, but they inflict damage normally when grappling.
Water sidebar. 4
Creatures have firm footing when walking along the bottom, braced against a wall, or the like. You
can walk along the bottom only if you carry enough weight to weigh you down. The amount of weight
required depends on your size, as follows: Fine 1 lb.; Diminutive 2 lb.; Tiny 4 lb.; Small 8 lb.; Medium-
Other Water Effects size 16 lb.; Large 32 lb.; Huge 64 lb.; Gargantuan 128 lb.; Colossal 256 lb. The items you carry to weigh
Water can affect everything from spells yourself down must be non-bulky and non-buoyant.
5
to vision, as noted below. Off-balance creatures lose Dexterity bonuses to Armor Class, and opponents gain a +2 attack bonus
against them.
Fire: Non-magical fire (including

60 january 2002
fireball spread above the surface. free of heavy silt, algae, or other
Invisible creatures displace water and visual impediments and is fairly clear. Encounter
leave a visible bubble, although the crea- Even perfectly clear water obscures Distance Underwater
ture still has half concealment (20% vision, even darkvision, beyond 200 To determine encounter distance
miss chance). feet. Creatures have one-quarter con- underwater, use the steps outlined in
Ranged Attacks Underwater: Thrown cealment at 50 feet (10% miss Chapter 3 of the DUNGEON MASTER’s
weapons are ineffective underwater, chance), one-half concealment at 100 Guide, but use the following tables to
even when launched from land or the feet (20% miss chance), three-quar- determine the spotting distance.
air. Other ranged weapons suffer a –2 ters concealment at 150 feet (30%
attack penalty for each 5 feet of water miss chance), and nine-tenths conceal- UNDERWATER
they pass through in addition to the nor- ment at 200 feet (40% miss chance). SPOTTING DISTANCE
mal penalties for range. (See the equip- Beyond 200 feet, creatures have total Terrain Distance*
ment section for specific exceptions to concealment (50% miss chance and Dense weeds 1d4 x 5 ft. (25 ft.)
these rules). opponents cannot use sight to locate Moderate
Melee Attacks Underwater: Melee the creature). weeds 2d4 x 10 ft. (50 ft.)
attacks also suffer a –2 attack penalty Most freshwater lakes and rivers Light weeds 3d4 x 10 ft. (75 ft.)
for each 5 feet of water they pass contain moderate amounts of silt,
through. Attackers using reach to make algae, swirling sands, seaweed, or Open Water 5d4 x 10 ft. (125 ft.)
melee attacks ignore this penalty if they other visual impediments. This turbid Murky Water Limit of sight**
have freedom of movement effects. water allows less sighting distance, and *Double the spotting distance for
Creatures with swim speeds also ignore creatures become completely con- aquatic creatures.
the penalty for melee attacks. cealed more quickly. The maximum **Or the spotting distance allowed by
Attacks from Land: Attacks tend to sighting distance in turbid water is 100 the terrain, whichever is lower.
be deflected when they pass through feet or less (the more turbid the
the water’s surface. Characters swim- water, the less sighting distance). At UNDERWATER
SPOTTING DISTANCE
ming, floating, or treading water on one quarter the sighting distance,
Circumstances DC
the surface, or wading in water at creatures have one-quarter conceal-
least chest deep have one-quarter ment. At half the sighting distance, Base 201
cover against melee or ranged attacks creatures have one-half concealment. Size +/–4
from landbound (or airborne) oppo- At three-quarters of the sighting dis-
Contrast +/–5 or more
nents. Landbound opponents who have tance, creatures have three-quarters
freedom of movement effects ignore concealment. At the sighting distance, Stillness (not moving) +5 per size
category
this cover when making melee attacks. creatures have nine-tenths conceal- 6 or more creatures –2
A completely submerged creature (no ment. Beyond the sighting distance, Moonlight2 +5
part of its body sticking above the creatures have total concealment. 2
Starlight +10
surface) has one-half cover against Water in swamps, lagoons, and stag-
attacks from landbound opponents nant ponds might contain excessive Total darkness Impossible3
unless those opponents have freedom amounts of algae, seaweed, mud, or
of movement effects. Magical effects other visual impediments. Such water DEPTH MODIFIER4
are unaffected, except for fire effects, is so murky that it allows vision to 5 Clear water +5 per 50 ft.
which follow the rules given above, feet or 0 feet. Turbid water +5 per 35 ft.
and effects that require attack rolls, Aquatic creatures can see twice as Murky water +5 per 10 ft.
which are treated like any other far through the water as other crea-
ranged attack. tures (but twice 0 feet is still 0 feet). 1
It should be 25 if one side is hiding, and
Attacks from Underwater: Ranged Holding Your Breath: As noted in the ignore size modifiers (see page 60 in the
attacks from submerged creatures DUNGEON MASTER’s Guide, any character DUNGEON MASTER’s Guide).
2
against opponents on land (or in the can hold his breath for a number of Give a +5 bonus to Spot checks if the
spotter has low-light vision or if she has
air) suffer the same penalties. That is, rounds equal to twice his Constitution darkvision that extends far enough.
3
an opponent on land or in the air has score. After this period of time, the Unless the spotter has darkvision that
extends far enough.
one-half cover against attacks from character must make a Constitution 4
No depth modifier applies at depths less
submerged creatures, and such attacks check (starting at DC 10) every round than the listed number. For greater
suffer a –2 penalty for every 5 feet of in order to continue holding his breath. depths, apply the modifier for each addi-
tional unit of depth or fraction of a unit.
water they pass through. Underwater Each round, the DC increases by +1. Ignore the depth modifier if the spotter
creatures ignore this penalty when When the character finally fails his has darkvision that extends far enough. If
making melee attacks. Constitution check, he begins to drown. the spotter has low-light vision, double
the unit. For example, a creature with
Underwater Visibility: Submerged or In the first round, he falls unconscious low-light vision operating in clear water at
swimming creatures can also gain con- (0 hp). In the following round, he drops a depth of 95 feet has no depth modifier
for spotting.
cealment from the water, depending to –1 hit points and is dying. In the third
on how clear it is. round, he drowns.
Ocean water and water in glacial Vigorous activity, such as fighting,
lakes and spring-fed pools is generally strains the character, reducing the

61
time a character can hold his breath to Crossbow: Crossbow bolts tend
a number of rounds equal to his to perform better underwater Underwater Equipment
Constitution score. than other projectiles, and suffer Item Cost Weight Craft DC
only a –1 penalty to attack rolls Goggles 25 gp 1 lb. 15
The Third Dimension for each 5 feet of water they Underwater crossbow, light 55 gp 6 lb. 15
Because swimming creatures can move pass through (instead of the usual Underwater crossbow, heavy 75 gp 9 lb. 15
Underwater crossbow bolts (10) 2 gp 5 lb. 12
in all three dimensions, it’s often neces- –2 penalty for 5 feet of water).
sary to measure distances between Most crossbows, however, are
creatures at different depths, or to adju- fitted with winches or levers for
dicate movement upward or downward cocking and loading, and these mecha- penalty and inflict only half damage
at an angle. nisms can be difficult to use underwater. when employed underwater without a
The Triangulated Distances table If the user does not have firm footing freedom of movement effect.
shows distances between points at dif- (see the combat section) the user must Normally, piercing melee weapons do
ferent heights; the values have been make a Swim check (DC 5 + the DC for not suffer this penalty.
rounded off to the nearest multiple of the water) to successfully reload the Underwater Crossbow: Sometimes
5 for convenience in game play. To use crossbow. Hand crossbows and special called a sahuagin crossbow, this mar-
the table, find the horizontal distances underwater crossbows don’t require a tial weapon has an ingenious system of
between the two points and then the Swim check to reload. levers and stirrups that make it easy
vertical distance between them, the Goggles: These crystal lenses set into to reload underwater (you can reload
point where the column and the row a leather mask allow for clear vision it without a Swim check).
cross is the actual distance. For exam- underwater. They allow nonaquatic crea- The sahuagin are infamous for their
ple, if two creatures are 100 feet apart tures to see one-and-half times as far as ability with these weapons, and a
horizontally and 50 feet apart verti- normal underwater (but one and half sahuagin that makes a successful Swim
cally, the actual distance between them times 0 is still 0). check (DC 5 + the DC for the water)
is 110 feet. You also can use the table to Javelins and Similar Weapons: Unlike can reload a heavy underwater cross-
determine how far a creature can swim most other thrown weapons, a javelin is bow as a move equivalent action; this
in a turn if it also travels up or down. effective when thrown at a submerged maneuver is only effective in water at
To do so, find the vertical distance the target from the land or air. The target of least 3 feet deep.
creature wishes to swim on the left side the javelin attack still gains cover from Underwater Crossbow Bolts: These
of the table, then move right until you the water, and the attack also suffers the bolts are specially shaped for underwa-
find the first number that equals the standard –2 penalty for each 5 feet of ter use. When fired underwater, these
creature’s swimming speed. intervening water. Darts, spears, and tri- bolts suffer no penalties for the inter-
dents also share this characteristic. vening water. The underwater bolts are
Equipment Underwater Short-Hafted Piercing Weapons: of limited use above water: The cross-
There are a few sundry pieces of equip- Weapons such as the morningstar and bow’s range increment is reduced by
ment that can assist characters in their the pick, while capable of inflicting half, and the bolt can be fired a maxi-
underwater adventures. piercing damage, impose a –2 attack mum of 5 range increments.

Triangulated Distances (All distances are expressed in feet.)

5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120


5 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120
10 10 15 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120
15 15 15 20 25 30 35 40 40 45 50 55 60 65 70 75 80 85 90 95 100 105 110 115 120
20 20 20 25 25 30 35 40 45 50 55 60 60 65 70 75 80 85 90 95 100 105 110 115 120
25 25 25 30 30 35 40 45 45 50 55 60 65 70 75 80 85 90 90 95 100 105 110 115 120
30 30 30 30 35 40 40 45 50 55 55 60 65 70 75 80 85 90 95 100 105 110 115 120 125
35 35 35 35 35 40 45 50 50 55 60 65 70 75 75 80 85 90 95 100 105 110 115 120 125
40 40 40 40 45 45 50 50 55 60 60 65 70 75 80 85 90 95 95 100 105 110 115 120 125
45 45 45 45 50 50 55 55 60 65 65 70 75 80 80 85 90 95 100 105 110 115 120 120 125
50 50 50 50 55 55 55 60 65 65 70 75 75 80 85 90 95 100 100 105 110 115 120 125 130
55 55 55 55 60 60 60 65 65 70 75 75 80 85 90 90 95 100 105 110 115 120 120 125 130
60 60 60 60 60 65 65 70 70 75 75 80 85 85 90 95 100 105 105 110 115 120 125 130 135
65 65 65 65 65 70 70 75 75 80 80 85 85 90 95 100 100 105 110 115 120 120 125 130 135
70 70 70 70 70 75 75 75 80 80 85 90 90 95 100 100 105 110 115 115 120 125 130 135 140
75 75 75 75 75 80 80 80 85 85 90 90 95 100 100 105 110 110 115 120 125 130 130 135 140
80 80 80 80 80 85 85 85 90 90 95 95 100 100 105 110 110 115 120 125 125 130 135 140 145
85 85 85 85 85 90 90 90 95 95 100 100 105 105 110 110 115 120 125 125 130 135 140 140 145
90 90 90 90 90 90 95 95 95 100 100 105 105 110 115 115 120 125 125 130 135 135 140 145 150
95 95 95 95 95 95 100 100 100 105 105 110 110 115 115 120 125 125 130 135 135 140 145 150 150
100 100 100 100 100 100 105 105 105 110 110 115 115 120 120 125 125 130 135 135 140 145 150 150 155
105 105 105 105 105 105 110 110 110 115 115 120 120 120 125 130 130 135 135 140 145 145 150 155 160
110 110 110 110 110 110 115 115 115 120 120 120 125 125 130 130 135 140 140 145 150 150 155 160 160
115 115 115 115 115 115 120 120 120 120 125 125 130 130 135 135 140 140 145 150 150 155 160 160 165
120 120 120 120 120 120 125 125 125 125 130 130 135 135 140 140 145 145 150 150 155 160 160 165 170

62 january 2002
77
no.
31 by Mike Selinker
G et ready for a fluency test. There are 32 D&D languages listed below,
all from the Player’s Handbook and Monster Manual. Their letters have
been magically transformed into other letters, but there’s a twist. The
languages below are actually two separate word lists of 16 languages, each
of which was encoded independently. Then the two lists were mixed
together. So if A stands for Z in one entry, it’ll stand for Z in exactly 16
entries–and probably for something else in the other 16. Hope you’ve got
that helm of comprehending languages and reading magic handy!

E G T - Q T X V
F S Y S B Q K X Y
N P Y X X
M I N D B L A S T
M K X D X Q P N
O N T J I n the Monster Manual, what nine-letter word in the
shield guardian’s special qualities is one letter different
L J M Y X R J S
from a word in the neighboring shambling mound’s special
T E X G K P attacks?
B M D K V C You can find the solution to this MIND BLAST on page 105
X Z G X V
H Y S N no.
W T N P K X V 30
Y S W S O L U T I O N
R H K S G J P
The statements were made in this order: 6 (Eric), 3 (Alan), 1 (Nate), 8
L X Q P V R Y N (Ward), 5 (Eric), 4 (Eric), 7 (Ward), 2 (Barbra), and 9 (Nate). A fair amount
F T P P T V of other chatter happened in between those statements.
E F K P - Z Q
Though not all the classes are listed, the names lead you to a cleric, a
Z J S S K P
barbarian,awizard,apaladin,and(thoughnotaclass)theDungeonMaster.
K H V X V
N Q K P Z Alan, who played Arban the wizard, rolled an 18 initiative, but readied an
T X K K R action. His initiative dropped to 8. He cast his silent image, though not with
O N G K O K F the result he wanted since Alan didn’t understand the rules for standard

F P R J S W Y C C Y P actions.

X G N X V
Nate, who played Palin the cleric, rolled a 13 initiative. He uninspiringly
K V W S N V X Y cast sanctuary on himself, and then went after the Chee-Tos.
Q N S X V Q
R S K W Y P Q W Ward, who played Ugnast the barbarian, rolled a 9 initiative. He moved
and attacked Izar (but could not take a five-foot step afterward).
G P A S N D G Y E
S Y I S V Eric, the Dungeon Master, rolled a 7 for Izar the bugbear’s initiative (which
H T A Y K V nowgoesafterArban’s8).IzarflattenedUgnast.
K L E T T K X
Barbra, who played Ceri the paladin, rolled a 4 initiative. She used her lay on hands
X A T Y S Q D
abilityonUgnast.
N P Y C J
Nate then came back with the Chee-Tos.

78 january 2002
by Ed Greenwood • Illustrated by David Day
ot far from Zhentil Keep is the fallen trees, boulders, and other debris when he triggered

N Skondarr, a cavern network popu-


lar for decades with smugglers,
brigands, lurking monsters, and adventur-
brought in or washed in by snowslides,
heavy rainfalls, and the occasional ava-
lanche. The cave was named for a bear of
an unknown trap.
Durgath’s Death is a
limestone cavern stud-
ers seeking shelter from howling winter gigantic size slain years ago by adventur- ded with stalactites and stalag-
storms. Named for Elgarth Skondarr, a ers who blundered right into its sleeping mites. Although these continue to
long-dead brigand lord of the Moonsea form, and bears have often used this out- form as time passes, they have been
North, this natural series of caverns lies ermost cavern as a lair, when not dis- energetically cut into by various visitors
inside the southwestern slopes of Mount placed by more fearsome beasts. to form many small storage niches for
Tesh, north of Teshwave and northwest Several adventuring bands that flasks, coffers, daggers, and the like.
of Zhentil Keep. explored the Skondarr recently have These storage hollows are obvious to
Skondarr ruled a large territory, reported finding runes or symbols anyone entering the cave, and from time
roaming with his band of hardened war- scratched in the sand of particular ledges to time some of them have born cryptic
riors from stronghold to stronghold, and on the walls of Dead Bear Cave. These labels, such as “Berith” and “Hooks” and
the caverns that now bear his surname are simple markings made with fingers, “The Best.” The containers in Durgath’s
composed one of his larger holds. Just sticks, or blades, and they change from Death have been found to contain kin-
who or what is inhabiting the Skondarr time to time, seeming to be an active, dling, nails, coils of fine wire from
varies over time, as do particular traps ongoing means of communication. Calimshan, rings, keys, and scrolls.
and treasures, but a tour of its salient The next cavern in from Dead Bear is Beyond Durgath’s Death lies another,
features follows. Durgath’s Death, so-called because a gar- larger limestone cavern known as The
As one descends from its mountainside rulous, wild-bearded prospector and Altar. So far as is commonly known, no
entrance, the Skondarr begins with Dead adventurer by the name of Durgath met formal consecration to any faith has
Bear Cave, a cavern usually choked with his doom therein over half a century ago ever been made in this cave, although

ELMINSTER’S NOTES DURGATH’S DEATH mark of Dathlarra of Iriaebor. Once, they were sig-
DEAD BEAR CAVE Among the treasures lying in the hollows of this ils of power that allowed those who touched them
The sand-scratched symbols are signals from one cavern are a complete set of keys to the Royal properly to teleport to the home of the wizard who
thief to another. Although the code is constantly Palace in Suzail. Last time I looked, there were also taught both mages, but now the magic has faded.
changing, I know five of them, thus: scrolls for the arcane spells spectral hand, charm
• A triangle with a single dot in its center means monster, and eyebite, but these things seem to dis- CORONAL’S DOOM
“mission accomplished; meet at the usual place.” appear swiftly when adventurers happen by. The name of this cavern was indeed born of its
use by a cabal plotting the death of someone—but
• A triangle with two dots in its midst means
THE ALTAR their intended victim was the head of a Zhent
“complication with mission; use fallback plan.”
This cavern was often used for the worship of human family known as “Coronal” (a human sur-
• A circle with a triangle in it means “we have Malar, but these blood-sacrifice rituals ceased name borrowed, with the arrogance typical of the
been found out; use full passwords.” when the wizard Tharaundarr of Calaunt, enraged human species, from the elf rulers of Cormanthor).
• A circle with a dot in it means “we have been by the loss of his favorite hunting cat, slew all the The cabal succeeded not only in slaughtering their
found out; break off mission.” cult members. There’s seldom anything of interest quarry, but his entire family, looting his cache of
• A circle with two dots in it means “great peril to be found here today, but individual Malarites wealth before burning his grand mansion in Zhentil
or opportunity; meet at the agreed-upon place occasionally slaughter beasts here in the name of Keep. The cache was all gems, which they brought
as swiftly as possible.” their god, a practice that attracts carrion crawlers to the Skondarr—and then slew each other in
If these symbols are accompanied by a second and worse monsters. squabbles over; it’s thought that many of the
symbol, it usually identifies a meeting-place or ren- stones still lie hidden elsewhere on the Tesh moun-
dezvous, often by a simple pictograph like a single THE HIDEHOLE tainside, not far from these caverns.
tree, a cave mouth, a well, a candle to denote a The symbols scratched on the ledge are the sigils
particular building, a horse to denote a stable, or a of long-ago mages: two triangles touching points HORTHAL’S NECK
wavy line topped by a straight horizontal line to within a circle belonged to Thamburkh of Athkatla, The holes in this shaft contain many traps, which are
denote a bridge. and the staring eye trailing three tears was the constantly changed over time as various individuals

80 january 2002
the reason for its name is clear enough. insects and creeping worms. A few have, many slender upswept spires of irregu-
A huge, flat-topped boulder (suitable for however, held scrolls and maps from lar lengths. This phantom crown is
use as an altar or feasting table) lies in the time to time. The floor of Coronal’s Doom intangible, and it moves about the Vault
center of the cavern. It is a dark rock, not holds its most prominent feature: the as if someone of about six feet in height
limestone, and its presence is a mystery. shaft known as Horthal’s Neck that leads is wearing it and taking an interest in
A cramped but readily climbable, rough- on to the lower caverns of the Skondarr. intruders and their deeds. The crown or
walled fissure in the ceiling of The Altar Horthal’s Neck earned its name because its unseen wearer seem to have no hos-
leads up into the Hidehole. The Hidehole the once-notorious adventurer Horthal tile or malicious intent. On rare occa-
has been used by many as a defensible died here some eighty summers ago, sions, many small, star-like motes of
sleeping and storage area, and it often breaking his neck in a fall from a rope twinkling white light emerge from the
contains both guards and treasure; it’s easy partway down the shaft. Some say he was spires of the crown and drift around the
for someone waiting up here to inflict the victim of treachery, but others say he Vault, only to fade away again. These
slaughter on climbers with stones or cross- fell victim to a trap. The walls of the Neck pinpoints of light never leave the Vault
bow bolts. This small, rough-walled cavern are studded with scores of storage holes and have no effect on magic or crea-
contains two features of interest: a water and niches—but many hold deadly traps tures they touch (they pass through
seep that drips drinkable (but horribly min- that await the unwary. solid objects, and living creatures feel
eral-tainted) water into a hollow that can From the floor of Coronal’s Doom, the no sensation from such contacts).
serve as a drinking bowl or washbasin and Neck descends over eighty feet before it The Vault opens—via a short, nameless
a ledge high up on the wall, where a man opens out into the ceiling of chute—into Darkpool Delve. This half-
of average height (or any smaller being) Wyvernbone Pit. flooded cavern was thought by many to
who lies flat can rest unseen by persons The Wyvernbone Pit might once have be a flooded dwarven mine, with riches
entering the Hidehole. This ledge has often contained the bones of a wyvern, but waiting for those who dared to venture
been used to launch deadly attacks on humans provided the bones that it’s strewn beneath the inky waters into water-filled
intruders, and it bears two curious symbols with now. (Some tales insist these remains passages below, but in truth it has never
scratched in the rock at one end. sometimes whirl up to form flying skeletons been more than a natural sump, and no
Less agile intruders typically pass on that attack intruders.) A long, low-ceilinged dwarven hammers have ever touched its
from The Altar to another cavern, reached cavern rather than a pit, Wyvernbone bottom or the surrounding stone.
through a gap in one wall. This third lime- descends to the short, aptly-named pas- The water is cold and a menacing inky
stone cavern is Coronal’s Doom—a curious sage of Dunsral’s Stair (whose floor con- black in hue—thanks to a harmless algae
name because (so far as is known) no sists of a series of step-like ledges, and that grows there—but quite drinkable.
Coronal has ever been slain by any crea- which is often home to clouds of small, Even in its shallowest spots, the water is
ture having anything to do with the harmless black bats), which in turn leads deep enough to hide an upright human.
Skondarr. Perhaps “Coronal’s Doom” was down into The Vault of the Crown. Although creatures are seldom encoun-
the name of a renegade elf band from The Vault is a tall, upright-egg-shaped tered in these lightless depths, all manner
Cormanthor that opposed the rule of the cavern bristling with stalactites and sta- of items—from treasure and useful items
Coronals and left messages or items for lagmites, with a floor of wet sand. It’s to drowned corpses and refuse—are
each other in this cavern. named for a curious apparition that often found here. It most often serves as
The walls of Coronal’s Doom are lined appears in it from time to time: a glow- a dumping-ground for items folk desire
with many narrow cracks and fissures, ing crown of white light—a radiance that to remain hidden.
most far too small to hide anything but takes the shape of a circlet topped with

and groups use the Skondarr as a hideout. Many Dunsral’s construction are gone, and rough, crum- Unless someone very persistent has spent hours
contain poison needle traps for searching hands to bling steps have been hewn here and there out of digging, I know of at least three stolen chests full
find, but traps of poison gas and even spells trig- the rock. The bats are harmless (bitter-tasting if of Sembian coins that lie there.
gered by intrusion have been encountered. fried on skewers, by the way), but on more than
Typical items stored in the Neck’s holes include one occasion, powerful magic-using creatures DARKPOOL DELVE
wands, potions, stolen purses full of coins, and rarer have hidden among them by taking bat shape—so The waters of the Delve can hold just about any-
things, such as maps, spell scrolls, and deeds to beware any bat that is larger than the rest, no mat- thing—and usually do, from small, lurking monsters
valuable properties in Suzail, Selgaunt, and Yhaunn. ter how much care they take to stay hidden. to rich treasures. Among these, unless someone’s
found it and carried it off, is a throne that can be
WYVERNBONE PIT THE VAULT OF THE CROWN commanded to fly by anyone sitting on it.
The bones won’t animate without the usual sort of The crown apparition is very old and, I believe,
spells being cast on them, but skeletons have been divinely powered. It defied my attempts to probe its
animated here in the past. There’s seldom anything origin and properties. It seldom appears on more
of interest in the Pit except whatever items a than four occasions during a month, never for more
corpse might be wearing or carrying; this tends to than two hours at a time. Casting or unleashing
be the part of the Skondarr where refuse of all powerful magic in the Vault seems to be the only
sorts ends up. There are rumors—which I believe— trigger that causes the crown to appear, and it
of a portal to the Underdark that opens here at remains less than reliable. The appearance of the
random times. stars seems to herald the appearance of a magic
item or spontaneous magical manifestation in the
DUNSRAL’S STAIR cavern (from what source, and for what reasons,
Named for a gnome adventurer who was famous remain mysterious). In the presence of the crown,
in his day, this passage once contained a stair spells seem to be boosted in damage or efficacy.
crafted by Dunsral himself. Nowadays, all traces of Treasures are often buried in the wet sand floor.

81
1

5
3 2

82 january 2002
DEAD BEAR CAVE: Often difficult to DC 15), but doing so puts the
1 see from the outside, PCs within 5 climber at risk of encountering one
feet of Dead Bear cave must make a of the many magic and mechanical
Spot or Search check (DC 10) to dis- traps set there over the years.
cover the entrance. The Difficulty
WYVERNBONE PIT: An invisible, two-
Class of the Spot check increases by 7 way portal to the Underdark opens
+1 per 10 feet of distance between
here for 1 hour every 1d6 days, its
the PC and the caves.
opening heralded by a 15-foot swirl
DURGATH’S DEATH: The trap that of light. Once used by Illithids from
2 killed Durgath still exists. An empty a now-ruined mindflayer city, now
hollow, high on the south wall, still it is simply a hazard for those
contains a flame jet trap (see the exploring the caves. For more
DUNGEON MASTER’s Guide, page 115) information on portals, see the
that activates when someone is FORGOTTEN REALMS Campaign Setting.
unfortunate enough to reach inside.
DUNSRAL’S STAIR: Rivulets of water
Once activated, the trap magically 8 run down the Stair, making footing
rearms itself one minute later.
on the slippery limestone treacher-
THE ALTAR: The fissure in the ceiling ous. A creature moving down the
3 of The Altar is difficult to spot passage must make a Balance check
(Spot check, DC 15) and nearly (DC 17) or be unable to proceed
impossible to reach (Climb check, that round. A failure by 5 or more
DC 30) without a rope hanging results in the creature falling
from above or magical aid. prone. A creature that succeeds
can move at half speed. Creatures
THE HIDEHOLE: Climbing the fissure
4 is relatively easy (Climb check, DC
can choose to move faster (up to
their normal speed), but suffer a -5
10). The symbols in the back of the
penalty to Balance checks.
cave no longer have their original
powers, but spiteful spellcasters THE VAULT OF THE CROWN: The chests
have been known to cast spells 9 of Sembian coins each contain
there, such as glyph of warding, to about 200 gp in copper, silver, and
harm the curious. gold pieces.
THE CORONAL’S DOOM: Some of the DARKPOOL DELVE: The water in the
5 gems mentioned in Elminster’s notes 10 pool is too clouded and dark for
remain here. Time has made them any creature to see through. The
difficult to find (Search check, DC throne hidden at the bottom func-
30), but three small rubies (worth tions exactly like a 3 f00t by 5 foot
40 gp each) lie hidden in a dirt- carpet of flying.
filled crevice near the floor.
HORTHAL’S NECK: The many niches in
6 the shaft make Horthal’s Neck rela-
tively easy to climb (Climb check,

10

83
by Andy Collins
illustrated by Scott Roller

I
n every gnome community, only a
select few individuals of extraordi-
nary courage take up the mantle of
giant-killer. Relying on a combination of
agility, combat prowess, and pure crafti-
ness, the gnome giant-killer is the bane of
all creatures who use their physical size to
terrorize the small or weak. Champions of
those far-too-often trampled underfoot,
the gnome giant-killer stands far taller
than his diminutive stature would suggest.
As the ultimate believers that “the bigger
they are, the harder they fall,” these
doughty warriors actively seek out ogres,
trolls, giants, and the like to slay. Some
also utilize their training to take on other
immense opponents, such as umber hulks,
monstrous vermin, and even dragons.
Most gnome giant-killers are fighters or
rangers, although some gnome paladins
and clerics also follow the path of giant
slaying. Rogues who favor looting the dens
of ogres and the like also become giant-
killers. Monks make excellent giant-killers.
Arcane spellcasters rarely take up this
class, since it largely depends on toe-to-
toe interaction with immensely powerful
creatures.
Gnome giant-killer NPCs are often
lauded as heroes or celebrities within
gnome communities. They might serve as
captains of the guard, elite warrior train-
ers, or in other positions of authority.
Some pass down their mantle from gener-
ation to generation, granting the bravest
son or daughter a treasured nickname
such as “Trollbane” or “Giant-Crasher.”

84 january 2002
Those who work for their own pur- add his gnome giant-killer class level to roll with the damage. He makes a
poses might still enjoy some measure of to any checks (whether grapple checks Reflex saving throw (DC = damage
popularity but prefer to remain aloof or Escape Artist checks) made to dealt; the gnome giant-killer can add
from political venues in favor of pursu- escape grappling. his class level to this saving throw)
ing personal gain. Of course, many look In addition, a gnome giant-killer can and, if he’s successful, he takes only
to adventure to prove their mettle; rare move through an area occupied by a half damage from the blow. He must
indeed is the gnome giant-killer who creature two size categories larger than be aware of the attack and able to
hasn’t bearded his share of trolls or he is. This doesn’t apply against crea- react to it in order to execute his
fire giants in their very lairs. tures who completely fill their area, such defensive roll—if he is denied his
as a gelatinous cube. (Normally, you can Dexterity bonus to AC, he can’t roll.
CLASS FEATURES only move through an area occupied by Evasion or improved evasion have no
All the following are class features of a creature if it is at least three size cate- affect on the damage taken.
the gnome giant-killer prestige class. gories larger than you are.)
Weapon and Armor Proficiency: Close Shot (Ex): At 5th level, the
Gnome giant killers gain proficiency with gnome giant-killer does not incur
all simple and martial weapons, with light attacks of opportunity from giants for
and medium armor, and with shields. using a ranged weapon while threat-
To qualify to become a gnome giant-
Favored Enemy (Giant) (Ex): At 1st ened by them.
killer, a character must fulfill all the
level, the gnome giant-killer gains a +1 Longstrider (Ex): At 6th level, the
following criteria:
bonus to Bluff, Listen, Sense Motive, gnome giant-killer’s base speed
Spot, and Wilderness Lore checks made increases by 10 feet. Base Attack Bonus: +5.
against giants and +1 to damage against Improved Mobility (Ex): At 8th level, Race: Gnome.
giants (ranged attacks only gain the a gnome giant-killer gains a +8 dodge Escape Artist: 3 ranks.
damage bonus against targets within 30 bonus to his AC when moving out of or Tumble: 3 ranks.
feet). This stacks with the ranger within a giant’s threatened area. This Feats: Dodge, Mobility, Spring Attack.
favored enemy class feature if giant is supersedes (does not stack with) the Special: Speak Language (Giant).
the ranger’s favored enemy. This bonus bonus granted by the Mobility feat.
increases by an additional +1 for every Annoying Strike (Ex): Beginning at
3 levels above 1st (4th, 7th, and 10th). 9th level, whenever the gnome giant-
Crafty Fighter (Ex): At 2nd level, the killer damages a giant in melee, that
gnome giant-killer can add his Wisdom giant also suffers a –2 penalty to
bonus to his AC against giants, or half attacks for one round. The effect of The gnome giant-killer’s class skills
his Wisdom bonus (rounded down) multiple annoying strikes is cumulative. (and the key abilities for each) are:
against any other (non-giant) creature Defensive Roll (Ex): At 10th level, Str: Climb, Jump.
at least two size categories larger than the gnome giant-killer can roll with a Dex: Escape Artist, Hide, Move
himself. This is considered a dodge potentially lethal blow struck by a Silently, Tumble, Use Rope.
bonus and is lost in any situation in giant to take less damage from it. Con: —
which the gnome giant-killer would lose Once per day, when a gnome giant- Int: Craft.
his Dexterity bonus to AC. killer would be reduced to 0 hit points Wis: —
Slippery (Ex): Beginning at 3rd or less by damage in melee combat Cha: Intimidate.
level, if the gnome giant-killer is grap- (from a weapon or other blow struck
pled by a creature at least two size by a giant, not a spell or special abil- Skill Points at Each Level: 2 + Int
categories larger than himself, he can ity), the gnome giant-killer can attempt modifier.

HIT DIE
Attack Fort. Ref. Will D10
Levels Bonus Save Save Save Special
1 +1 +2 +0 +0 Favored enemy (giant) +1
2 +2 +3 +0 +0 Crafty fighter
3 +3 +3 +1 +1 Slippery
4 +4 +4 +1 +1 Favored enemy (giant) +2
5 +5 +4 +1 +1 Close shot
6 +6 +5 +2 +2 Longstrider
7 +7 +5 +2 +2 Favored enemy (giant) +3
8 +8 +6 +2 +2 Improved mobility
9 +9 +6 +3 +3 Annoying strike
10 +10 +7 +3 +3 Favored enemy (giant) +4, defensive roll

Regular Class Acts author, Marte Cook, will return in issue #293.

85
no. seven, Sunsebb 591 CY
Campaign News
Woe to You, O Earth and Sea…
Forget Castle Greyhawk—the buzz
among Flanaess adventurers in 592 CY
will be the Isles of Woe. ORIGINS 2002 LIVING GREYHAWK is the largest, most popular shared-world DUNGEONS &
offers a special event in which the DRAGONS campaign in the history of gaming. Run under the auspices of the
RPGA Network teams up with Dwarven ROLE PLAYING GAMER ASSOCIATION Network (RPGA), the campaign offers
Forge, makers of MasterMaze three- gamers around the world the chance to contribute to the developing history
dimensional hand-painted dungeon of Oerth by taking part in scenarios played at conventions, game days, or in
environments, to present players with the comfort of home. For more information on how you can get involved in
a massive exploration and crawl of the campaign, visit [Link].
these legendary lost islands. Get ready
to test your LIVING GREYHAWK
character’s delving skill in the haunted Something Missing from without ill effect. If your DM ruled you
halls of these submerged death traps. The Forbidden Choice? lost an organic bit, it is returned. To
Also, test your painting skill, as we Did you lose a part of you in COR1-07 limit confusion, have your next DM
award prizes for the best-painted The Forbidden Choice, by Chris Tulach note this on your campaign tracking
LIVING GREYHAWK character miniatures and Jason Bulmahn? You put your sheet at the soonest possible opportu-
brought to the event! hand in the urn, didn’t you? Worry not! nity (and show them this section of the
Not able to make it to ORIGINS? No All is not lost, and neither is your LIVING GREYHAWK Journal, just in case
problem. A limited version of this appendage. The disintegrate function of they haven’t had a chance to see it).
event is scheduled for release for con- the urn destroys only non-organic This is an official erratum, and the
vention, game day, and home play. material—body parts, familiars, kid change appears in newer versions of
Stay tuned for details. brothers, all can be placed in the urn the adventure.

n the bustle to update you on the COR1-06 The Forbidden Choice important that Iuz’s followers would

I latest scenario offerings, we passed


up a whole passel of fairly new
scenarios you’ll want to order. You
by Jason Bulmahn and Chris Tulach
Thought lost to antiquity, the remains
of an ancient elven chest have been
take interest in it? A Core adventure
for characters level 1-6.

can snag any one (or all) of these by recovered. Why is this relic so COR1-07 Bendingund’s Blood
visiting [Link]. by Sean Flaherty and John Richardson
Click on the “game play” line in the Auldon Brendingund needs you to
sidebar to get things started. assist him again. This time his wife has
given birth to an “unexpected” child
COR1-05 Brendingund’s Bride and he seeks your help to find the
by Sean Flaherty and John Richardson father. Part III of the Brendingund
Auldon Brendingund is getting Chronicle. An Adaptable adventure for
married, and you have been chosen to characters level 1-6.
escort the groom to Hardby. All’s not
bliss, however. Even though ADP1-09 Sinkhole
Brendingund fortunes are in the black, by Christopher Jensen Rumors have
his luck is still foul. Bleak swamps, a spread across the land of buried
dwarven laird, and a strange necklace treasures found on an old widow’s
all stand in the way of the nuptials. farm. They say that there are gems
Your aid will determine whether or not just lying in a sinkhole for the taking. It
Brendingund remains a bachelor! Part can’t be that easy, can it? An
II of the Brendingund Chronicle (sequel Adaptable adventure for characters
to The Reckoning). An Adaptable Scaly death awaits you in one of these level 1-8.
adventure for characters level 1-6. adventures. Which? Order and find out!

88 january 2002
Are You Moving? Let Your Region be Your The two Italian regional adventures, set
If you are moving in the real world, Guide for Guidebooks in the Sea Barons, are titled SBN1-01
you can always hop over to the RPGA Fans of the D&D class guidebooks Fiori Neri and SBN1-02 Nel Covo Dei
website ([Link]/rpga) and rejoice! Their options now appear in the Pirati. If you live in Italy and you want
change your address in the members- LIVING GREYHAWK campaign. Your some native language Greyhawk fun,
only section. But what about your Regional Triad, through meta-campaign order them today!
LIVING GREYHAWK character? What does activity offered at special events, will
she need to do to switch regions? offer options from these books, follow- Back Issue Bonanza!
Once a campaign year, including the ing the guidelines found in campaign RPGA HQ remains flush with back issues
first (591 CY), a character may switch Rules Update 1 (RUP-1), which you can of the LIVING GREYHAWK Journal just
regions at no Time Unit (TU) cost. If find on the RPGA Network Website waiting to be added to your musty mag-
you desire your character to move (again, [Link]/rpga). azine collection. Plentiful quantities exist
more times a year, you can, but at a RUP-1 also offers an expanded list of stand-alone issues 1-4. These may be
cost of 4 TUs for each move. You can of prestige classes you can take in the ordered by RPGA members in good
pay the cost and switch regions as LG campaign, including those from the standing at a cost of $5.00 US each.
many times you are able, but you can- newly released Song and Silence: A Not a member of the RPGA? Don’t
not go into a TU deficit to pay this Guidebook to Bards and Rogues and despair! Hop over to the RPGA website
cost. If you do not use your free the soon-to-be released Masters of the and sign yourself up. It costs five bucks,
move in a given campaign year, you Wild: A Guidebook to Barbarians, and you’ll shortly be on your way to
cannot save it to use in future years; Druids, and Rangers. Check them out, Living Greyhawk goodness.
it is lost at the end of the game year. and plan your character’s progression.
Each character has 52 TUs to spend Issue 5 Still Delayed
each campaign year on adventures Viva Italia! We get cracking on the “lost” LIVING
and other activities. The 592 campaign The LIVING GREYHAWK campaign staff GREYHAWK Journal issue (#5) just as
year began on January 1, 2002, and all would like to thank and congratulate the soon as this issue goes to press.
future campaign years begin on Italian Triad for the completion of the Everyone who was a member of the
January 1 of the corresponding real- first two Italian language LIVING RPGA in August (when it should have
world year. GREYHAWK adventures, both of which are come out) will recieve their issue
now orderable from the RPGA Website. shortly. Thanks for your patience!
Demogorgon’s Champions
he Death Knigghts of Oerth • Part Two
Th
by Gaary Holiaan • illu
ustraateed by Ad
dam Rex

T
he dreaded St. Kargoth has terrorized the Most Common Attack
eastern Flanaess for centuries. The first of +5 longsword +31/+26/+22/+16, 1d8+12 (19-20/x2)
Oerth’s death knights, Kargoth serves as the
demon prince Demogorgon’s most devoted Skills: Climb +16, Concentration +14, Bluff +14, Diplomacy
Oerthbound champion and as a spiritual role-model +21, Handle Animal +16, Hide +13, Intimidate +16, Jump +11,
for honorless knights throughout the old Great Kingdom Knowledge (religion) +13, Knowledge (the planes) +8, Listen
(his fall from grace and transformation were recounted in +6, Ride +21, Spot +6.
last month’s LIVING GREYHAWK Journal). St. Kargoth and his Feats: Alertness, Iron Will, Lightning Reflexes, Mounted
remaining twelve fiendish sires are described below, along Combat, Power Attack, Ride-by Attack, Spirited Charge,
with brief sketches of their personalities and goals. All Sunder, Weapon Focus (longsword).
these beings are more than 400 years old and are very Possessions: +5 longsword, +5 full plate of shadow,
powerful, experienced adversaries, easily the match of any Demogorgon’s bilious sphere (see below), ring of protection
elder vampire or lich. Their legend is a powerful force in +3, boots of speed, brooch of shielding, cloak of
the Great Kingdom and was exploited even by Overking Charisma +4.
Ivid V and his former court wizard, Xaene, with their Blackguard Spells (3/3/3/2; base DC = 15 + spell level):
creation of Knights of Doom, a pale mockery meant to 1st—inflict light wounds x4; 2nd—bull’s strength, darkness x2,
evoke these ancient villains to frighten the populace. inflict moderate wounds; 3rd—contagion, deeper darkness
Though they have dispersed throughout the world over the x2, inflict serious wounds; 4th—freedom of movement, inflict
centuries, Kargoth’s death knights remain a potent threat to critical wounds x2.
good-loving denizens of Greyhawk’s world. All have unique Special Attacks: Special damage—melee attacks cause 1
agendas, often enjoying complex alliances with other point of Constitution damage (Will save, DC 25 negates),
powerful forces of darkness. They should make exceedingly melee touch attacks cause 1d8+5 points of damage +1 point
formidable opponents for any group of adventurers who of Constitution damage (Will save, DC 25 for half damage,
cross their paths. Most death knights are attended by all negates Constitution damage); abyssal blast 1/day—1,120-ft.
manner of undead, notably skeleton warriors and range, 20-ft.-radius spread, 18d6 fireball, damage is half-fire
swordwraiths (who often serve as lieutenants and scouts). and half-divine, (Reflex save, DC 25 for half damage); fear
Some death knights maintain hidden strongholds, while aura—creatures of less than 5 HD within 15-ft. radius
others are wanderers, but all are compelled by their nature affected by fear as though cast by 18th-level sorcerer (Will
to increase the suffering of the world. Thanks to their save, DC 25 negates); darkness, poison, and unholy aura
undeath, they have forever to reach this goal, and savor 3/day as though cast by 18th-level sorcerer; desecrate,
every minute of the journey. unholy blight, contagion, blasphemy, unhallow, horrid wilting,
and summon monster IX (fiends only) 1/day as though cast
St. Kargoth the Betrayer, CR 23 by 18th-level sorcerer; detect good at will; summon monster
Male Half-Fiend, Half-Human Death Knight, 8th-Level I 1/day as though cast by 20th-level sorcerer; smite good
Paladin/10th-Level Blackguard 2/day (+7 to hit, +10 points of damage); command undead
Strength 24 (+7) Fort. Save +20 10/day as an 8th-level cleric; sneak attack 4d6.
Dexterity 16 (+3) Ref. Save +17 Special Qualities: Undead, undead followers (6 wights
Constitution — (+0) Will Save +18 mounted on skeletal horses), DR 15/+1, Immunities (cold,
Intelligence 20 (+5) Alignment LE electricity, fire, polymorph), acid resistance 20, SR 28,
Wisdom1 8 (+4) Speed 20 ft. summon mount (St. Kargoth rides a nightmare into battle.
Charisma 26 (+7) Size M (6 ft. 4 in.) This nightmare is also his fiendish servant.), turn immunity
Hit Points 117 Armor Class 33 (cannot be turned, holy word can dispel), dark blessing
Melee Attack +25/+20/+15/+10 Flat-Footed AC 30 (Charisma bonus applies to saves), lay on hands 1/day
Ranged Attack +21/+16/+11/+6 Touch AC 14 (inflict 126 points on himself only), aura of despair (enemies
within 10 ft. suffer a -2 morale penalty to saves), fiendish
servant (see below).

90 january 2002
St. Kargoth’s Fiendish Servant and Mount
Nightmare: CR 9; Large Outsider; Hit Dice 12d8+36; hp 92; Init
+6 (+2 Dex, +4 Improved Initiative); Speed 40 ft., fly 90 ft.
(good); AC 29 (-1 size, +2 Dex, +18 natural); Atk 2 hooves +16
melee (1d8+5), bite +11 melee (1d4+2); Face 5 ft. by 10 ft.; AL
NE; SV Fort +16, Ref +10, Will +11; Str 21, Dex 15, Con 16, Int
13, Wis 11, Cha 12.
Skills: Intuit Direction +19, Listen +21, Move Silently +20,
Search +19, Sense Motive +19, Spot +21.
Feats: Alertness, Improved Initiative, Iron Will.
Special Attacks: Flaming hooves, smoke.
Special Qualities: Astral projection, etherealness, improved
evasion, share spells, empathic link, share saving throws, speak
with blackguard, SR 15.

Demogorgon’s Bilious Sphere (major artifact)


This twisted iron rod is topped by the Bilious Sphere, an
obscene parody of the Orb of Sol, the goodly artifact that
played an important role in the formation of Kargoth’s death
knights and has vexed them ever since.
Demogorgon’s bilious sphere bestows one negative level on
any good creature attempting to wield it. The negative level
remains as long as the rod is in hand and disappears when the
rod is no longer wielded. This negative level never results in
actual level loss, but it cannot be overcome in any way
(including restoration spells) while the rod is wielded. Its other
magical powers are as follows:
• Acid: Five times per day, the rod can be used as a +5
heavy mace that causes an extra 3d6 points of acid damage.
Activating this power is a free action, and it works if the
wielder strikes an opponent within 1 round.
• Bile: Five times per day, the rod can be used to cast
stinking cloud as though cast by a 20th-level sorcerer.
• Vitriol: Three times per day, the rod can be used to cast
acid fog as though cast by a 20th-level sorcerer.
• Rancor: Once a day, the rod can be used to create a
feeling of intense hatred in a nearby creature. A single
creature within 60 feet chosen by the rod’s user must make a
Will saving throw (DC 23) or view another creature within
sight (chosen by the rod’s user) as its most hated enemy. The
target creature attacks this hated foe with the deadliest means
available until the creature is dead or a full day of time
elapses. The target creature attacks its hated foe heedless of
danger, but in situations where death seems certain, the target
creature attempts to avoid such a fate in the hopes of
attacking the foe at a better time. Should the hated foe become
invisible, teleport away, or otherwise flee, the target creature
hunts the foe down to the best of its ability. For purposes of
dispelling, this effect is treated as dominate monster cast by a
20th-level sorcerer.
• Bilious Spheres: Three times per day, the rod can be
used to create three spheres of acid. This effect is as a flaming
sphere spell cast by a 20th-level sorcerer with the following
exceptions: three glowing green spheres of acid are created,
the spheres cause acid damage instead of fire damage, and all
the spheres can be moved individually with a single move-
equivalent action.
• Demogorgon’s Favor: This power can be invoked only by
an evil wielder whom Demogorgon actually favors (such as

91
Kargoth). Once a day, the favored wielder can use the rod to takes as a personal symbol a glowing green skull. He is often
gain immunity to acid for 1 hour, 4d12 temporary hit points that the favored patron of blackguards, anti-paladins, and other
last 1 hour, a +6 enhancement bonus to Strength for 1 hour, traitors. Other death knights recognize him as the anterior of
and Damage Reduction 25/+5 for 1 hour. their lineage, but many despise him for linking their fate
inexorably to his own. They obey him only when commanded,
St. Kargoth is the much reviled Lord of the Death Knights, though such occasions have grown exceedingly rare over the
the first and most powerful such being ever created by the centuries.
forces of darkness. He is widely notorious for the depth of
his infamous betrayal and the hatred he inspires in followers Lord Monduiz Dephaar, CR 21
of goodness and light. He appears slightly larger and more Male Human Death Knight, 18th-Level Fighter
fearsome than his compatriots, but has transcended their Strength 28 (+9) Fort. Save +13
undead state through wanton accumulation of power and an Dexterity 13 (+1 ) Ref. Save +11
incessant campaign of wickedness against the living. Constitution — (+0) Will Save +13
Kargoth’s features are skeletal, his face glows a hideous Intelligence 15 (+2 ) Alignment CE
green and his eyes gleam a fiery red. He wears ancient black Wisdom 16 (+3) Speed 20 ft.
armor and carries only the most powerful and fearsome Charisma 18 (+4) Size M (6 ft. 3 in.)
blades available to him (such as the legendary sword Hit Points 117 Armor Class 32
Shatterer, now thankfully thought lost forever). Melee Attack +27/+22/+17/+12 Flat-Footed AC 31
Kargoth began life as a widely admired paladin in the Great Ranged Attack +19/+14/+9/+4 Touch AC 13
Kingdom, but a dark pact with the demon prince Demogorgon,
whose cult was once profligate among the Ur-Flan of the Most Common Attacks
eastern coast of the Flanaess, turned him completely to evil. +3 keen greataxe, bane vs. humanoids (humans)
He has long since abandoned his ruined castle Fharlanst, +38/+33/+28/+22, 1d12+18+1 Con (18-20 x3)
which was situated along the Aerdi coast between Roland and +3 keen greataxe, bane vs. humanoids (humans) vs.
Winetha. Its walls were cast down by the siege engines of the humans +40/+35/+30/+25, 1d12+20+2d6+1 Con (18-20 x3)
Knight Protectors in 247 CY and the secrets of the fell place
have been buried ever since. Many coastal peasants whisper Skills: Climb +23, Bluff +9, Diplomacy +9, Handle Animal
that the dreaded knight now resides on the Isle of Cursed +14, Intimidate +16, Jump +21, Ride +24.
Souls, though in truth he has been spied only once near the Feats: Dodge, Expertise, Improved Critical (greataxe),
northern coast, many decades ago on a night the Flan refer to Improved Disarm, Iron Will, Lightning Reflexes, Mobility,
as the festival of the Bloody Moon. Mounted Combat, Power Attack, Ride-by Attack, Run,
In the centuries since his rise to power, Kargoth has Spirited Charge, Spring Attack, Sunder, Trample, Weapon
quickly ascended the ranks of the demonic hierarchy. Having Focus (greataxe), Weapon Specialization (greataxe),
long since departed the ken of mortals, his evil has spread to Whirlwind Attack.
other planes of existence and his power now rivals that of Possessions: +3 keen greataxe, bane vs. humanoids
many demon lords. While steeped in the intricate politics of (humans); +2 full-plate; +2 animated large steel shield; +2
the Abyss, he nevertheless willingly advances the interests of half-plate barding; belt of giant strength +4; ring of
Demogorgon on this and other dimensionalities (in return, protection +2; cloak of resistance +2.
Demogorgon turned him over to his demonic surgeons, who Special Attacks: Special damage—melee attacks cause 1
through skin grafts and hideous transfusions managed to point of Constitution damage (Will save, DC 22 negates),
imbue Kargoth with fiendish essence). St. Kargoth still visits melee touch attacks cause 1d8+5 points of damage +1 point
the material plane on rare occasions to wreak additional of Constitution damage (Will save, DC 22 for half damage,
havoc in the name of chaos and to further his vengeance negates Constitution damage); abyssal blast 1/day—1,120-ft.
upon the kingdom of his birth. He has many enemies, not the range, 20-ft.-radius spread, 18d6 fireball, damage is half-
least of which are the mysterious Whiteguard and the Lords fire and half-divine, (Reflex save, DC 22 for half damage);
of the Gloaming dedicated to Pholtus. He is greatly despised fear aura—creatures of less than 5 HD within 15-ft. radius
among the councils of the Balance and is still viewed as an affected by fear as though cast by 18th-level sorcerer (Will
archenemy by the surviving members of the Knight save, DC 22 negates).
Protectors of the Great Kingdom. His rivalry with the patron Special Qualities: Undead, undead followers (6 wights
of that order, St. Benedor of the Ashen Hand, is legendary. mounted on skeletal horses), DR 15/+1, Immunities (cold,
Some debased humans worship Kargoth as a god, though electricity, fire, polymorph), SR 28, summon mount (Lord
they gain no spells for doing so. The Sunsebb Sodality, a very Monduiz Dephaar rides a behir into battle. He armors it
secretive cult of undeath, spreads its devotion among him and with +2 half-plate barding, granting it an Armor Class of 25
the other death knights. Devoid for the most part of any and reducing its speed to 30 ft.), turn immunity (cannot be
hierarchy or codified dogma, the chaotic cultists respect turned, holy word can dispel).
malevolence and above that only raw power (for which they
lust). Kargoth cares little for this supplication, though he has Monduiz Dephaar, the Terror of the Fruztii, was in life a
been adopted as a saint by renegade elements of the Church Torquann nobleman and Kargoth’s chief lieutenant. His nigh-
of Hextor, who revere him as an embodiment of villainy and unparalleled infamy continues in undeath. Like all death
discord, particularly in North Kingdom and other exceedingly knights, his features are skeletal and burnt, but he sports a
decadent portions of the former Great Kingdom. St. Kargoth shock of brittle scorched hair which he binds after the fash-

92 january 2002
ion of some of the northern barbarians. He rarely dons a
helm, preferring to strike fear in his enemies by openly dis-
playing his ghastly visage. His eyes glow fiercely and wide at
the opportunity of melee. He has centuries of experience in
warfare and his instincts on the battlefield are nonpareil, but
he is given to blood-rages which cannot be sated until all his
enemies are utterly destroyed. He is infamous for taking
totems from foes defeated in single combat, most particularly
their severed heads. The grisly visages of dozens of former
Knight Protectors line the walls of his sanctuary. Lord
Dephaar prefers the great axe to all weapons, having
wrested the infamous Lyrngode from a champion from
Djekul centuries ago. The magnificent weapon is seldom out-
side his reach.
Monduiz Dephaar was born in the North Province at
Bellport in 167 CY. His family was one of many which fell
victim to the seasonal raids of the Fruztii on the Solnor
Coast following the wresting of the Bone March and Ratik by
the Aerdi as buffer states against these savage marauders a
few decades earlier. Lord Dephaar survived to earn himself
membership in the order of the Knight Protectors, which
formed the primary vanguard against these raids. He fought
beside such luminaries as Sir Forran Vir and Lord Kargoth.
Dephaar soon became a veteran of these northern
campaigns, a great and relentless warrior feared by the
hardy Thillonrian invaders. As his victories against the Fruztii
piled up, his reported atrocities were initially overlooked.
Eventually, they could not be ignored and he was censured
by the highest echelons of the Knight Protectors for violating
their time-honored codes. Lord Dephaar went into self-
imposed exile to the far north, vowing requital. He lived for
a time among the Schnai, where he not only continued his
campaign against the Fruztii but was also forced to learn the
ways of the barbarians. He returned south to Castle
Fharlanst in 203 CY, when word spread around the kingdom
that Lord Kargoth had decided to challenge the Council
Gallant of the knighthood. Only then was the true horror of
the traitorous paladin’s plan visited upon Lord Dephaar, who
had willingly joined his seditious circle. He has been a death
knight ever since.
Though he served Kargoth for a time, Dephaar
concentrates on his own affairs. Flushed with his new
powers, Lord Monduiz spent years hunting after his enemies,
both among the Knight Protectors and the Fruztii, like the
quarry he once tormented in the Timberway. The foundering
of the knighthood during the reign of Ivid I brought the
monster back to the Bone March, where he established a
stronghold somewhere in the eastern Blemu Hills. Following
the collapse of the Bone March in 563 CY, Lord Dephaar
carved out a small realm for himself surrounding his
stronghold. He now rules over a mass of humanoids and
bandits, who refer to him as the Dreadlord of the Hills. From
this northern fastness, Dephaar commands an army of
undead servants, still bent on hunting down and killing all the
remaining Knight Protectors of the Great Kingdom that he
can get his hands on. The order considers him an equally
mortal adversary, but the death knight has been given great
resources by the fiend Demogorgon, with whose cult he
maintains close ties. Both Prince Grenell of North Kingdom
and the humanoid chieftains of Spinecastle are well aware of
his presence, but grant him a wide berth.

93
Lady Lorana Kath of Naelax, CR 19
Female Human Death Knight, 16th-Level Cleric of Hextor
Strength 16 (+3) Fort. Save +15
Dexterity 14 (+2) Ref. Save +12
Constitution — (+0) Will Save +20
Intelligence 14 (+2) Alignment NE
Wisdom 20 (+5) Speed 20 ft.
Charisma 20 (+5) Size M (5 ft. 7 in.)
Hit Points 104 Armor Class 27
Melee Attack +15/+10/+5 Flat-Footed AC 25
Ranged Attack +14/+9/+4 Touch AC 12

Most Common Attacks


+3 light flail (two handed) +18/+13/+8, 1d8+7+1 Con
Inflict critical wounds (touch attack) +18, 4d8+16+1 Con

Skills: Concentration +19, Bluff +11, Diplomacy +18,


Knowledge (religion) +18, Scry +18, Spellcraft +18, Ride +8.
Feats: Extra Turning, Lightning Reflexes, Quicken Spell,
Scribe Scroll, Silent Spell, Spell Focus (Enchantment), Spell
Focus (Necromancy).
Possessions: +3 light flail, +5 breastplate, belt of giant
strength +4; cloak of resistance +5 necklace of fireballs (Type
VII).
Cleric Spells (6/7/6/6/5/5/3/3/2; base DC = 15 + spell
level): 0-level—detect magic x4, guidance, resitance; 1st—bane,
deathwatch, detect good, entropic shield, protection from
good*, random action x2, shield of faith; 2nd—bull’s strength,
darkness, desecrate*, hold person x3, inflict moderate wounds
x2; 3rd—animate dead x3, contagion, magic circle against
good*, silence x2; 4th—air walk, freedom of movement, poison
x2, restoration, unholy blight*; 5th—circle of doom, circle of
doom*, ethereal jaunt, slay living x3; 6th—antilife shell, blade
barrier, create undead, harm*; 7th—blasphemy x2, destruction,
disintigrate*; 8th—antimagic field, create greater undead,
earthquake*.
*Domain Spells. Domains: Destruction (+4 to hit, +16 to
damage 1/day), Evil (cast evil spells at +1 caster level).
Special Attacks: Special damage—melee attacks cause 1 point
of Constitution damage (Will save, DC 23 negates), melee touch
attacks cause 1d8+5 points of damage +1 point of Constitution
damage (Will save, DC 23 for half damage, negates Constitution
damage); abyssal blast 1/day—1,040-ft. range, 20-ft.-radius
spread, 16d6 fireball, damage is half-fire and half-divine,
(Reflex save, DC 23 for half damage); fear aura—creatures of
less than 5 HD within 15-ft. radius affected by fear as though
cast by 16th-level sorcerer (Will save, DC 23 negates); rebuke
undead 12/day.
Special Qualities: Undead, undead followers (8 ghasts),
DR 15/+1, Immunities (cold, electricity, fire, polymorph), SR
26, summon mount (Lady Lorana Kath rides a nightmare
into battle.), turn immunity (cannot be turned, holy word
can dispel).

The only distaff member of Kargoth’s infernal company is


possibly its cruelest and most debauched personage. Lady
Kath was a vile schemer who whispered veiled treason to
Lord Kargoth for years and encouraged his descent into dark-
ness. In life, Lady Kath was a priestess of Hextor and in
undeath remains one still, though she is now an unwilling
pawn of the demon prince Demogorgon, who holds the

94 january 2002
promise of the expiation of her suffering. Lorana remains tence over the next two centuries. Lady Kath was accepted
obsessed with her lost beauty and often wears flesh faces back into her house and granted a manor and estate, far
(death masks) culled from horrified maidens that only serve from the centers of power in the North Kingdom.
to make her look more ghastly. She wears the armor of a Lady Kath’s home is two days northeast of Stringen,
typical death knight, often augmented by what appears to be where she has ruled over a cowed peasantry for untold
a bridal veil, at other times the blood-stained leather apron of decades. She has personally conducted many lifetimes of
a butcher. Lorana is a fierce combatant, but prefers to tor- research and experimentation, digging up long-buried
ture weaker foes. She is fond of poisons and cursing magic secrets of the ancient Ur-Flan necromancers who once
and she rarely allows people to get near enough to strike at inhabited those lands before the arrival of the Aerdi. She
her directly. uses the local natives as cattle, culling the herd for her
The curse of undeath was never her desire, only temporal gruesome investigations. Her efforts resulted in the creation
power, which as a member of House Naelax she deeply of the animus (see LIVING GREYHAWK Journal #2)for the
craved. As a woman in the late 2nd century CY, however, priesthood of Hextor, presented to Ivid V as a gift before
power could come only through marriage. She earned her the onset of the Greyhawk Wars a decade ago. Some say
rare knighthood through her prodigious skill at arms, but won this creation was a mad bid by the death knight to create a
the respect of her compatriots as a steely-minded battlefield mate that could abide her nature or the byproduct of
surgeon during the Red Gnoll Clashes of the late 180s CY. In experiments into reversing her own curse. Now, with the
196 CY, Lorana was promised to Prince Movanich of House fall of Rauxes, Lady Kath’s stronghold may be the last place
Atirr, heir to the Herzogy of the North Province, in an effort in the Great Kingdom that new animuses might still be cre-
by the Overking to heal the rift between the two then war- ated, making it a place of great importance to the priest-
ring houses. But Movanich would not have her and spurned hood of Hextor. She is served there by animuses and
the marriage. Lady Kath was humiliated. She joined Kargoth’s morbid priests of Hextor who obey her every desire in
mutinous retinue, indeed was one of its instigators, but suf- order to avoid her frequent rages. Among Lady Kath’s few
fered the same fate as all the others when the paladin willing guests is the Hextorian cleric Verminek of Eastfair,
unleashed a demonic horror on the Great Kingdom in 203 who is nearly as vile as she, but fawns upon her in a mock-
CY. The newly sired lady death knight returned to North ery of courtly manners. Prince Grenell avoids her frequent
Province following the upheaval. Herzog Movanich died mys- summons as though they were sent by the Reaper himself,
teriously in 223 CY and House Naelax once again ruled in but often sends servitors who have fallen out of favor with
Eastfair, while the Atirr were nearly persecuted out of exis- the court at Eastfair in his place.

95
Prince Myrhal of Rax, CR 18
Male Human Death Knight, 15th-Level Fighter
Strength 22 (+6) Fort. Save+11
Dexterity 18 (+4) Ref. Save+11
Constitution — (+0) Will Save+9
Intelligence 10 (+0) AlignmentCE
Wisdom 14 (+2) Speed 20 ft.
Charisma 10 (+0) Size M (5 ft. 9 in.)
Hit Points 97 Armor Class 29
Melee Attack +21/+16/+11 Flat-Footed AC 26
Ranged Attack +19/+14/+9 Touch AC 13

Most Common Attacks


Oozing trident of Azharadian (melee) +25/+20/+15,
1d8+11+1d6+1 Con (19-20 x2)
Oozing trident of Azharadian (thrown) +23/+18/+13,
1d8+11+1d6+1 Con (19-20 x2)

Skills: Climb +11r, Diplomacy +9, Handle Animal +10,


Ride +9.
Feats: Cleave, Combat Reflexes, Dodge, Far Shot, Great
Fortitude, Improved Critical (trident), Improved Initiative, Iron
Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack,
Sunder, Weapon Focus (trident), Weapon Specialization
(trident).
Possessions: Oozing trident of Azharadian, +2 breastplate,
+2 large steel shield, belt of giant srength +4, Myrhal’s Crown.
Special Attacks: Special damage—melee attacks cause 1 point
of Constitution damage (Will save, DC 17 negates), melee touch
attacks cause 1d8+5 points of damage +1 point of Constitution
damage (Will save, DC 17 for half damage, negates Constitution
damage); abyssal blast 1/day—600-ft. range, 20-ft.-radius
spread, 15d6 fireball, damage is half-fire and half-divine,
(Reflex save, DC 17 for half damage); fear aura—creatures of
less than 5 HD within 15-ft. radius affected by fear as though
cast by 15th-level sorcerer (Will save, DC 17 negates).
Special Qualities: Undead, undead followers (7 ghast
courtiers), DR 15/+1, Immunities (cold, electricity, fire,
polymorph), SR 25, summon mount (Prince Myrhal rides a
wyvern into battle.), turn immunity (cannot be turned, holy
word can dispel).

Myrhal’s Crown (minor artifact)


Prince Myrhal believes his prized crown to be a third of the
famed regalia of might dedicated to the ethos of evil (the
other components being an orb and scepter). He won the
crown in a battle with the lich Hathamriz the Dissaffected on
an island in the Solnor Ocean a century ago, and views that
event as the moment at which the Lords of Evil sponsored
him as their immortal champion.
Whether or not the crown is in fact the genuine article,
few can refute that it grants its wearer extraordinary pow-
ers. Upon command, the crown can render its wearer invisi-
ble, per the invisibility spell. The wearer may detect thoughts
at all times (as the spell of the same name). Additionally, the
crown enables its wearer to act as though hasted for up to
10 rounds each day. The duration of the haste need not be
consecutive rounds.
The crown bestows one negative level on any nonevil
creature attempting to wear it. The negative level remains as
long as the crown is worn, and disappears when the crown is

96 january 2002
removed. This negative level never results in actual level around the castle were cleared. The death knight has watched
loss, but it cannot be overcome in any way (including with derision as successive Naelaxian Overkings have
restoration spells) while the crown is worn. diminished the Great Kingdom into a shadow of its former self,
Assuming Myrhal’s crown is in fact a part of the regalia of culminating with the recent conflagration of Rauxes at the
might, it will grant its user further powers when worn in hands of Ivid V. Prince Myrhal believes that his time is finally
conjunction with its counterparts. nigh and that little will stop him from claiming his birthright.
Caster Level: 18th; Weight: 3 lb. Myrhal is believed to have a stronghold in some of the
deepest parts of the Adri forest, some 45 miles southeast of
Oozing Trident of Azharadian the Coldwood. From there he awaits his opportunity in a
In the days when the great general Azharadian led Aerdy debauched mockery of the old court at Rauxes, complete with
warbands to victory, this graceful weapon served as a sym- retainers (many undead) and a throne room. His long-time
bol of his power. Now, after centuries in the hands of the seneschal is an old vampire named Lurgenz, a dissident
death knight Prince Myrhal, it has become corrupted and pit- Darmen princeling whom the death knight has dispatched to
ted with corrosive acid. the ruins of Rauxes to learn the fate of Ivid the Undying.
Upon uttering a command word, the bearer of the weapon Prince Myrhal’s attention has not only extended outside the
may cast command (as the cleric spell, Will save DC 13) up to vast wood, but to its environs as well. He has conducted
three times per day. decades of research on the lost lore and magic of the elves,
The trident bears a +3 enhancement bonus, and deals +1d6 particularly focusing on the lost city in the Coldwood. He
bonus points of acid damage on a successful hit. Additionally, constantly sends raids to test the defenses of the Sentinels
twice per day it may be commanded to spout a gout of cor- who protect that place. Only Parren Ludern, a surviving Knight
rosive acid 5 ft. wide by 150 ft. long, starting from the tip of Protector and Ranger Lord based at Elversford in the Adri
the trident’s tines. Anyone caught within the area of the gout forest, has marshaled any significant human opposition to the
suffers 5d6 points of acid damage. Those making a success- death knight. All the denizens of the wood fear what would
ful Reflex save (DC 15) suffer only half damage. happen should he gain access to the secrets buried there.
Caster Level: 10th; Prerequisites: Craft Magic Arms and
Armor, command, Melf’s acid arrow; Market Price: 48,200;
Weight: 5 lb. More Death Knights
Prince Myrhal of Rax is thought to be the only death knight
of high noble birth. In 203 CY, when the paladin Kargoth
Kargoth, Dep haar, Kath, and Myrhal are the
turned traitor, he had no greater proponent than Prince
Myrhal of Dustbridge, a cousin of the reigning Overking most powerful and influential of Oerth’s death
Jiranen and a schemer who desired the Malachite Throne for
himself. He willingly threw his lot in with the traitorous Lord knights, but a number of other one-time confidants of
Kargoth, but failed to foresee the consequences of his actions.
Though this miscalculation initially proved costly, the prince
now revels in his preternatural power, which has given him
Lord Kargoth continue to roam the Flanaess.
unending life and the time to construct plots of exceeding
intricacy and maliciousness. Prince Myrhal wears the dark- Sir Maeril of Naelax
ened armor and flowing cape typical of a death knight, but in Ftr12/Rog4 (Chaotic Evil)
the place of a helm has donned an imperious diadem, rumored Only two of the original death knights remained companions
to be an ancient crown of might. He also wields a great tri- throughout their lives—the brothers Sir Maeril and Sir Farian
dent once held by the heralded Aerdi general, Azharadian, of Lirtham. Centuries later, only Maeril survives, though the
which has the power to compel men to obey his commands. memory of his brother haunts him still. They were former
Prince Myrhal still sees himself as the rightful heir to the Naelaxian nobleman whose family lost most of their posses-
Aerdy throne and has plotted for the entire length of his sions during the ascension of House Atirr to the Herzogy of
undead existence to gain it for himself. He is not mad, but the North Province in 134 CY. They overcame their meager
certainly evinces strong megalomania. He has taken as a circumstances to earn worthy places among the ranks of the
personal symbol the Aerdi Sol ringed with teeth. The death Knight Protectors, ultimately siding with the ill-fated Lord
knight abandoned his personal demesne soon after his Kargoth. Their inherited slight was never forgotten and in 209
transformation and established a hidden enclave in the vast CY, possessed of their new infernal powers, they attempted to
Adri forest. Over the centuries, he has paid close attention to lead an undead army on the city of Delaric. The invasion was
the politics of the celestial houses of the Great Kingdom foiled by the fortuitous arrival of St. Benedor and a squadron
through the aid of spies and scrying spells. He has subtly tried of Knight Protectors, who had been chasing word of Lord
to manipulate events in his favor. Prince Myrhal had his own Kargoth in Dustbridge only days before. Benedor unleashed
relatives (descendents within the House of Rax) assassinated in the Orb of Sol and the artifact destroyed Lord Farian, immolat-
a mad bargain with Prince Ivid I of the North in the 430s CY, ing the death knight in curtains of strange white flame. Maeril
but the Naelaxian prince double-crossed him, taking the throne claimed the still burning skull of his brother and rode off with
for himself and earning his house Myrhal’s undying hatred. it, vowing infernal vengeance on his former comrades.
Dustbridge, once an ancestral holding of his family, was given It would be years before he would get an opportunity to
over to Naelax princelings and the once-prodigious forests make good on his claim. Members of House of Naelax were

97
known to have dealings with fiends, and the discovery of the Becoming a death knight has driven him progressively mad
Cauldron of Night during this time provided Lord Maeril the and he suffers from many delusions, most particularly that he
opportunity he had long sought. He and certain diabolical is being hunted down by mages of the Overking. He murdered
priests of Hextor made the arduous journey to the isle to a powerful South Province wizard, Allreynen the Gripper, who
forge a weapon that incorporated his brother’s skull with the attempted to destroy him only months after he was cursed. He
magical substrates there. The product of their efforts was lost a hand in the conflict, which has never been restored. The
Astrosus, the infamous deathblade which could communicate order of wizards known as the Eldritch Lords attempted to
with its wielder, retaining the memories of Farian of Lirtham. It hunt him down, but they were unsuccessful and the death
was instantly a weapon of great evil with an insatiable knight was driven beyond the borders of Aerdy. Sir Rezinar
bloodlust. Lord Maeril carried it proudly and wrought great continues to despise all mages. Though he escaped the Great
destruction with the weapon over the ensuing years, but lost Kingdom many years ago, he is obsessed with his homeland
the blade in battle with St. Ceril the Relentless in 392 CY and and wanders the rest of the Flanaess still believing the empire
has never recovered it, though he wanders the Flanaess still, is intact. He hopes one day to return to it in glory at the head
seeking its return. of great army that will purge the land of wizards and magi. Sir
Rezinar was last seen in the Sheldomar Valley, where rumors
Lord Andromansis of Garasteth say he was trying to raise an army in the Lost Lands.
Wiz15/Ftr5 (Neutral Evil)
Lord Adromansis was a haughty young nobleman from the Lord Thyrian of Naelax
southeastern coast who became embroiled in Kargoth’s plot at Ftr14 (Lawful Evil)
the eleventh hour. Persuaded by this last minute bid to get a A dastardly figure and an uncle of the vampire Maskaleyne
taste of the secrets of the great Schandor’s magic, he acceded (who currently serves the dark lord of Dorakaa as a member
to the raid on the Temple of Lothan. But Kargoth deceived him of the Boneheart), Lord Thyrian thirsts for additional power
like all the others and he was transformed into a hideous death and a realm of his own, but thus far has bided his time.
knight. Adromansis despises his condition and has turned to Centuries of infernal service to Demogorgon have marked his
magecraft to research a cure to the curse which binds him to undead life, but his diligence and ruthlessness have won him
his undead shell. He has stripped himself of his infernal armor great freedoms. His hatred of St. Kargoth was waned over the
and wears only a cowl. He spurned Demogorgon by striking a years and Lord Thyrian has since turned himself into a hired
bargain with the demon prince’s great rival, Orcus, quickly sword, a mercenary to many evil tyrants, including most
becoming obsessed with the intersection of magic and undeath. recently Duke Szeffrin of Almor. He is currently thought to be
He has a tower, located somewhere in the vaunted and under the employ of Iuz, working as a roving enforcer of the
bustling Old City of Rel Astra, from which he is seldom thought evil god’s will. He is paid in the only currency which matters
to venture forth. Only Lord Drax, who shares distant kinship to him now, the powerful sorcery he requires to destroy the
with the death knight, visits him with any regularity. The Lord Orb of Sol and with it, hopefully end his curse.
Mayor seeks a cure to his own undead condition, and the
death knight has agreed to treat him. Adromansis is attended
by many forms of intelligent undead in his home. They serve
as his spies and procurers of the unspeakable ingredients The Remains
required for his experiments. Four additional death knights stalk the Flanaess, though their
histories and whereabouts are little known. Many assume that
Sir Oslan Knarren their avoidance of the public eye must mean they are dead,
Pal5/Blk8 (Lawful Evil) but all have been seen within the last century, and divina-
Oslan of Oldridge was a great paladin of Pholtus and an tions engaged by the Eldritch Lords reveal that they still
acclaimed Knight Protector who was duped by Lord Kargoth scheme from locations unknown. The mysterious four tend to
into being an accomplice to his fell plan. A Cranden nobleman, work alone, and have little contact with each other. They are
distantly related to St. Benedor and an ancestor of the mage as follows:
Bigby, he has suffered greatly due to his horrific state. Pholtus
no longer hears his entreaties and the death knight continu- Sir Minar Syrric of Darmen: Brd12/Ftr3 (LE)
ously tries to redeem himself. Oslan’s nature constantly Duke Urkar Grasz of Torquann: Clr11—Hextor/Ftr4 (LE)
betrays him, however, and his efforts to perform chivalrously Sir Luren the Boar of Torquann: Ftr18 (CE)
often go horribly wrong. His greatest desire is to see St. Lord Khayven of Rax: Pal7/Blk10 (CE)
Kargoth die at his hands, but Demogorgon urges him onward,
allowing him no peace or rest. Sir Knarren wanders the Those attempting to apprehend or destroy a death knight
wildernesses of the central Flanaess, avoiding most contact are encouraged to contact a representative from the Knight
with humanity, seeking a honorable death which never comes Protectors of the Great Kingdom before setting out.
to him. The death knight’s only companion is an undead horse
named, Corrigor, which is fiercely loyal to its master. Author Gary Holian co-wrote the Living Greyhawk
Gazetteer and maintains the WORLD OF GREYHAWK fansite:
Sir Rezinar of Haxx Canonfire! ([Link]). He sends thanks to Scott
Ftr12 (Chaotic Evil) Bennie, author of “Saintly Standards” (DRAGON, 1983), who
Rezinar of Haxx was a naïve young knight from Idee who inspired this work. Thanks to Darrin Drader, who
unwittingly became wrapped up in the plots of his compatriots. contributed ideas to the death knight template last issue.

98 january 2002
by Chris Pramas

People’s State of
MORDENGARD
warves didn’t arrive in Western dwarves, it seemed, had created exactly THE TYRANT KING
D Oerik in significant numbers
until 50 years after the Demon
War. Then, clans of dwarves came
the nation they’d wanted.

THE WAR OF SPITE


After the War of Spite, the king con-
centrated on rebuilding Mordengard.
He didn’t realize that the greatest
from the south, traveling up the Mordengard stayed on the sidelines threat to Mordengard would come from
coastline on war barges. Four waves during the establishment of Ravilla. The within his very household. Hakon, the
of warriors and settlers made their elven commanders were happy to leave king’s third son, had realized that it was
way into the Sundered Empire region the dwarves alone, since they didn’t unlikely he would ever become king.
over the course of a hundred years, practice sorcery and didn’t oppose This did not please him, so he arranged
looking for a new land to call home. elven expansion. The dwarves were the murders of his two older brothers
Unlike the human tribes, who were happy to profit from Ravilla, selling and then sped along the death of his
forced west by hostile elven armies, weapons and armor to the ever- father with a debilitating poison. By the
the only thing the dwarven clans were expanding elven legions. The money time his father passed on, Hakon had
escaping was overpopulation. was so good that Mordengard closed its the reigns of power firmly in hand. He
borders to refugees so it would not was crowned king and began a long
MORDENGARD ESTABLISHED anger the Oligarchs, a slight still reign of abuse and exploitation.
The dwarves settled in a range of remembered in Thalos to this day. Hakon viewed dwarven workers as
mountains west of the elven city-states, It wasn’t until 759 that the dwarves his property, and he drove them ruth-
and in 196, the clans decided to join got a taste of elven steel. In that year, lessly. He ordered gigantic construction
together to create a true nation. The a dwarf expedition was exploring the projects, culminating with the King’s
clan leaders wanted to set up a tradi- mountains east of Ravilla. They encoun- Spire, a monstrous tower that jutted
tional dwarven kingdom, but there was tered a mighty warrior, later identified out of the mountainside. Known as the
no royal family. To solve this dilemma, as the god Stratis, who promised them Tyrant’s Peak to the workers, this
a council of important military, clerical, untold fame if they would follow him. became Hakon’s center of power and
and social leaders was created, and it Stratis led them toward one of the was guarded by his most loyal troops.
spent ten years deliberating. Finally, the ancient gray elf cities, hidden since the Hakon ruled for exactly one-hun-
council decided that it would elect a Demon War and protected as a final dred years. As the rights of the work-
king from among the clan leaders, with refuge for the elven people. Gray elf ers and then the soldiers faded away,
the losing clan leaders being allowed to guards, alarmed by the dwarves’ pres- it became clear that all the dwarves of
found noble houses, so that a proper ence, attacked the expedition and killed Mordengard were nothing but slaves
dwarven kingdom could be established. all but one of its members. to Hakon. Finally, the people rose up
In 206, the Blessed Kingdom of When the surviving dwarf returned in rebellion. The workers picked up
Mordengard was born, under the lead- to Mordengard, war was all but their hammers and defied the Tyrant
ership of King Smoni. The first king assured. The elves couldn’t explain King. Most of the army, long under-
proved a popular ruler. He sponsored a that they were protecting secret cities, paid and abusively disciplined, joined
program of building and expansion that and the dwarves couldn’t allow the them. Only the tyrant’s personal guard
linked the many dwarven holds together insult to go unpunished. Thus began remained loyal, and they defended the
and created a central metropolis. By the the War of Spite, a vicious and ulti- King’s Spire fanatically. After a num-
time King Smoni passed on, Mordengard mately pointless conflict that lasted ber of costly assaults, the rebels
was stable and prosperous. Power then twenty-one years. The war finally retreated. Hakon rejoiced, sure he had
passed to Smoni’s son, and the noble ended in a draw, with the armies bat- crushed their spirit. Unknown to him,
houses supported the kingship. The tering each other into exhaustion. however, engineers were hard at work

100 january 2002


underneath the Spire. The next the government. As precedent,
morning Hakon woke up to the they pointed back to the original
sound of explosions. Tyrant’s council that had elected the first
Peak was rocked at its very king. It was time, they decided, for
foundations and came crashing the dwarven people to control
down, killing Hakon and every their own fate. Thus was born the
one of his loyalists. People’s State of Mordengard.
To safeguard their revolution,
A NEW NATION the dwarves established the
The triumphant rebels set about People’s Legion, a standing army
rebuilding their shattered land. of rigid professionalism. Most citi-
With the King, all his relatives, zens serve in the People’s Legion
and most of the nobility dead, it at some point in their lives, so
was decided that the very idea of Mordengard has a deep reserve
kingship should remain entombed of trained warriors. Since the
under the ruins of the Tyrant’s start of the Godwar, the ranks of
Peak. The rebels decided to the People’s Legion have grown
organize a new government that greatly. They are ready to give
would recognize the real corner- their lives so that Mordengard
stone of the nation: the workers. can remain free.
The workers and soldiers organ-
ized themselves into guilds and
elected a Workers’ Council to run CHAINMAIL 100
Learn the history of the People’s
State of Mordengard.
STONE SPIKE
Medium-Size Elemental (Earth)
Hit Dice: 3d8+12 (25 hp)
COMMAND POINTS 102
Initiative: -1 (Dex) They’re big, bad, and coming to
Speed: 20 ft.
your warband soon!
AC: 18 (-1 Dex, +9 natural)
Attacks: 2 slams +6 melee
Damage: Slam 1d8+4 SAGE ADVICE 104
Face/Reach: 5 ft. by 5 ft./5 ft. The Sage takes a vacation . . . in
Special Qualities: Elemental hell.
Saves: Fort +7, Ref +0, Will +1
Abilities: Str 18, Dex 8, Con 18, Int 4,
Wis 11, Cha 11
Skills: Listen +5, Spot +3 DM’S TOOLBOX 110
Feats: Power Attack Bluffing—it isn’t just for PCs
The dwarves have made alliances with
anymore.
Climate/Terrain: Any land and underground many creatures from the Elemental Plane
Organization: Solitary or gang (2-5) of Earth. One of these allies is the stone
Challenge Rating: 2 spike, a brutish cousin of the earth ele-
Treasure: None mental. The stone spike is famed for its SILICON SORCERY 112
Alignment: Usually neutral smashing power and toughness. Build castles worth keeping.
Advancement: 4-6 HD (Medium-size), Stronghold shows you how.
7-9 HD (Large)

Combat
The dwarves use the stone spike like a battering ram, crushing centers of enemy resist-
ance. The creatures are not very smart, so unless commanded to do otherwise, they
simply rush forward and attack the nearest enemy.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical
hits or flanking.

101
by Rob Heinsoo

BIGof’U
the
NS
UNDERGROUND
It’s time for a little DUNGEONS & DRAGONS CHAINMAIL pop quiz! (Choose all that apply.)

BLOOD AND DARKNESS IS . . . Fighter, has only 2 command points, so it can’t do much with
A) the first D&D CHAINMAIL supplement. the Minotaur. Instead, try the Human Death Cleric, who is
B) a stunning new designer fragrance from Sarah one of the best commanders in the game.
Michelle-Gellar. When: The Crazed Minotaur Cultist is expected to release
C) dedicated to the tenet that if slaying enemies above in January.
ground is good, being locked with those enemies in close-
quarter combat underground is even better. DRAZEN’S HORDE
D) the CHAINMAIL design team’s opportunity to introduce a Who: Ogre Delver
bevy of new models who are all big, nasty, and very deadly. What: If you were a
kick-ass ogre and you
If you chose answer B, you can either rush out to the stores gained a level of ranger,
to purchase the scent that’s stronger than garlic or cheat would you use two battle
and retake the quiz. If you chose answers A, C, and D, read axes one-handed with
on for exciting information on the large monsters and bad- your two-weapon fight-
ass warriors releasing soon, who will change the way you ing skills and declare
build your CHAINMAIL warbands. humans as your favored
enemy? Of course you
AHMUT’S LEGION would. And if you were
Who: Crazed Minotaur the Ogre Delver, you’d
Cultist carry around a big ham-
What: All converts to mer to throw at people you didn’t like. You’d also wear enough
the dark ways of armor to give you an advantage over non-armored idiots like
Nerull and the ranks the Crazed Minotaur Cultist. The Ogre Delver’s superior
of Ahmut’s legions are weapon skills give it nearly the best melee attack score in the
welcome, but some game (9) and an Extra Melee Attack.
converts are more How: Simply put, the Ogre Delver rocks. Back this model up
equal than others. The with some Orc Troopers from the base set or some Bugbear
Crazed Minotaur Troopers (releasing in January) and use your warband’s com-
Cultist hits for 4 points of damage. When making a charge mand points to maneuver the Delver where it will do the most
attack, the Crazed Minotaur Cultist inflicts 5 points of dam- damage. You could also team up the Ogre Delver with some
age. Once locked in melee, it has an extra melee attack, which Goblin Scouts to ensure that you win the scouting roll, because
also inflicts 4 damage! the Ogre Delver also has the Scout +4 ability.
How: The Crazed Minotaur Cultist’s abilities—Reach 1 in., The Downside: Um . . . the Ogre Delver rocks! Its Difficult x2
Scary 1, and Extra Melee Attack—help it from being over- ability is not really a disadvantage for its power level. The
whelmed by smaller models. Against foes equally as tough, Delver’s biggest weakness is probably its vulnerability to cause
the Crazed Minotaur wants to be the “charger” instead of fear spells, since its save of 4 is simply okay rather than great.
the “charged.” A thin screen of smaller models can help Note that the Delver is only one level shy of immunity to cause
protect the Minotaur until it is ready to charge, without fear. Just wait until May when the first CHAINMAIL campaign
getting in its way. book comes out and you can level up your Ogre Delver during
The Downside: The Crazed Minotaur Cultist is crazy, so it campaign play!
only makes sense that it is difficult to control. It has the When: The Ogre Delver is expected to release in February.
Difficult Troop x3 ability, making it the least tractable troop
in the game. Ahmut Legion’s junior commander, the Half-Orc

102 january 2002


MORDENGARD THALOS
Who: Stonechild Who: Pulverizer
What: Compared to the What: The Pulverizer
Crazed Minotaur Cultist might be just Medium-
and the Ogre Delver, sized, but it packs a wallop.
the Stonechild Its Sonic Shriek ability
seems small. In inflicts damage on all mod-
actuality, the els inside a 6-inch cone
Stonechild towers over and stuns those that fail
the dwarves of their save.
Mordengard. The How: The Pulverizer has
Stonechild is of mixed heritage—part human, part earth ele- the incredibly high armor
mental. His armor is nearly as good as the Dwarf Fighter’s score of 21, but since it has only 3 health, you’ll want to
armor (from the base set), but the Stonechild’s melee attack deploy it behind your other models. The Pulverizer is an
is better—when he hits in melee, he inflicts 3 points of dam- especially helpful model to use if you’re playing against dark-
age. He can pick up stones from the battlefield, charge them ness-using warbands, because the Pulverizer has blindsight 8
with his own magical energy, and throw them 6 inches to inches and would rather fight in darkness than out of it.
inflict 1 point of damage (2 points of damage against undead). The Downside: Like the Hammerer, the Pulverizer only acti-
If Mordengard’s armies are fighting inside magical darkness vates half of the time. If the Pulverizer activates every time,
fields created by opposing models (such as the Tiefling your opponent is history. On the other hand, if it activates
Fighter, which releases in January), the Stonechild’s once during the game, you’re in trouble.
Blindfight ability makes him the natural leader. When: The Pulverizer is expected to release in January.
How: The Stonechild offers more flexibility than most
Mordengard troops. He can go toe-to-toe with anyone or There’s also the Gray Elf Snakestrike Duelist and the Spitting
stand back and pelt the enemy with thrown weapons. The Felldrake (for the forces of Ravilla), and many more cool mod-
Stonechild is also faster than most dwarves, with a speed of 4. els releasing soon, but we didn’t want to spoil all the surprises!
If you’re not careful to keep him under command, however, Next month, we’ll discuss new strategy tips for your game.
that speed can be a curse, as he can quickly get too far ahead
of the rest of your warband.
The Downside: The Stonechild is still just a Medium-sized model
and has only 4 health. Remember to keep some command
points and an order free to help the Stonechild pass the morale
test when he takes his first 2 points of damage.
When: The Stonechild is expected to release in March.

NARESH
Who: Howler
What: The Howler is a
psychotic evil outsider
with a melee attack score
of 9. It does 3 points of
damage and has the Extra
Melee Attack ability. To
top it all off, the Howler is
faster than any other
model in the game, moving 24 inches per turn at top speed!
This is particularly useful against unsuspecting spellcasters.
How: If you let the Howler charge at top speed, be prepared to
follow it quickly with some support. Good commanders, such as
the Demonic Gnoll Adept or the soon-to-be-released Tiefling
Fighter, might be better advised to hang back with the Howler
until there’s a perfect opening for the Howler’s lightning speed.
The Downside: Howlers are Cowardly—if it begins and ends its
turn more than 6 inches away from an allied model, it must
make a morale save or rout. This poses a problem if you let
the Howler run too far ahead and can’t send it any support.
On the other hand, the Howler’s normal save is 7, the highest
in the game! Even with its –2 morale penalty, the Howler still
has a morale save of 5.
When: The Howler is expected to arrive in stores in March.

103
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This month the Sage considers various Can I cast spells that access the Astral portable hole and bag of holding in the
planar conundrums, including planar Plane within the Astral Plane, such as process. However, the description for
matters in the FORGOTTEN REALMS teleport? Heward’s handy haversack makes no
Campaign Setting. Yes. If you’re on a plane, your spells mention of any rifts or gates. This
have access to that plane. implies that only the combination of a
I’m unclear about a few things from the bag of holding and portable hole forms
Manual of the Planes. Assuming I am Can I open my bag of holding on the a rift or gate. Thus, a bag of holding
using the Great Wheel cosmology, Ethereal Plane? Can I open it on the could be placed inside another bag of
exactly where are some spells that Astral Plane? If the answer is yes to holding with no unusual effects.
access the Ethereal Plane available or both, why does page 33 of the Manual As stated in the FAQ (check out
unavailable? Can I cast spells that access of the Planes even have a list extradi- [Link]/dnd for the latest
the Ethereal Plane in the Outer Planes? mensional spells? FAQ), it’s a general rule that you can’t
mix items containing non-dimensional
or extradimensional spaces (things that
When we’re visiting another plane, are we are bigger inside than out) with each
considered outsiders and vulnerable to other or with portable holes. Such
combinations tend to strain the fabric
spells that affect outsiders? of the cosmos. Putting one bag of hold-
ing within another is just like putting the
No, you cannot cast ethereal-related The answer is yes to both, at least bag into a portable hole. Items that
spells in the Great Wheel’s Outer within the context of the Great Wheel. function like bags of holding, such as
Planes; see the sidebar on page 55 of The Manual of the Planes lists extradi- Heward’s handy haversacks, cause the
the Manual of the Planes. You also can- mensional spells because it’s possible same mishaps when mishandled.
not use those spells in any other locale to create a cosmology that has a sin- Note that you can freely go plane
that doesn’t have access to the Ethereal gle dimension. In such a cosmology, hopping with portable holes, bags of
Plane (such as in a cosmology that spells that use extradimensional space holding, and the like. Spells that pro-
lacks an Ethereal Plane). will not function. duce their own extradimensional
Be aware that the list of ethereal- spaces, such as rope trick, pose no
related spells on page 32 is somewhat Will extradimensional items rupture a danger to occupants who might be
misleading. For example: Spells marked bag of holding? The DUNGEON MASTER’s using portable holes, bags of holding,
with an (F) work anywhere; these are Guide says that a bag of holding placed and the like.
force spells that have some effect on within a portable hole tears a rift to the
the Ethereal Plane but work fine with- Astral Plane. Bag and hole alike are Say a character is forced into the
out Ethereal Plane access. Also, the then sucked into the void and forever Astral Plane because he placed a
Divination spells see invisibility, true lost. The DUNGEON MASTER’s Guide also portable hole into a bag of holding. His
seeing, and zone of revelation work says that when a portable hole is placed bag and hole are destroyed. Could he
fine without an ethereal connection; within a bag of holding, it opens a gate pick up the stuff and just step back
they, too, can affect the Ethereal Plane to the Astral Plane. The hole, the bag, through the gate? There is no mention
but don’t depend on it. and any creatures within a 10-foot that the gate closes, so I would assume
Finally, the zone of respite spell also radius are drawn there, destroying the it works just like gate spell, which allows
works without Ethereal Plane access
(although it, too, blocks travel to the
Ethereal Plane). Likewise, the dimen-
sional anchor spell keeps creatures
P O W E R P L A Y
from leaving whatever plane they’re The Brewmaster by Stephen Schubert
currently on and does not depend on A 1st-level gnome wizard with an 18 Intelligence, 4 ranks of Alchemy, and Skill
Ethereal Plane access. Focus (Alchemy) has a +12 to Alchemy skill checks (+4 Intelligence, +4 Alchemy,
+2 Skill Focus, +2 for gnome). By 6th level, the gnome could have an alchemist’s
Can I use spells that access the Astral lab and 5 more ranks, for a total of +19 to his skill checks. As his minimum result
Plane on the Ethereal Plane? is 20, he would always succeed when creating alchemist’s fire, and he could cre-
Yes, see page 46 in Manual of
ate a flask of alchemist’s fire within 5 days (craft DC 20 multiplied by minimum
the Planes.
skill check of 20 = 400 cp per day, or 1/5 the price of alchemist’s fire). He could
also brew a vial of acid every two days with average skill checks.

104 january 2002


copy, but the original item is unharmed.
P O W E R P L A Y If you lose the astral copy and leave it
behind, it exists until you exit the plane,
I’m an Archer, Not a Wizard! by Stephen Schubert then it fades into oblivion.
A 12th-level elven transmuter with a 22 Dexterity and 18 Strength can become
the ultimate archer by casting cat’s grace on himself and greater magic weapon Monks and members of several prestige
on his mighty composite longbow and again on his arrows. With the Weapon classes (such as the divine disciple from
Focus, Point Blank Shot, and Rapid Shot feats, the archer can fire three times the FORGOTTEN REALMS Campaign
per round at a minimum of +21/+21/+16 for 1d8+13 within 30 feet (first shot is Setting) eventually become outsiders if
they gain enough class levels. How are
+6 base, +7 Dexterity, +1 Weapon Focus, +1 Point Blank Shot, +8 enhancement
these characters affected by spells like
for bow and arrow, -2 for Rapid Shot). But when he casts Tenser’s transforma-
dismissal and banishment?
tion on himself (adds +6 to base attack at 12th level), he can fire four times per Dismissal and banishment affect
round at a minimum of +27/+27/+22/+17 for the same damage. extraplanar creatures, not outsiders.
Those spells affect outsider monks and
two-way travel provided someone holds of the ring, but I am a bit confused as outsider divine disciples only if the
the gate open. In this case, how long do to what happens when I leave the monks or divine disciples aren’t on their
you have to pick up all your stuff, and Astral Plane to visit another plane. home plane when they’re subjected to
who has to concentrate on holding it You form a new body when you pass the spells. If they’re on their home
open? Also, how far are the contents through the color pool, and all your planes, you can’t even target them with
of the portable hole and bag of holding “astral equipment” goes with you. either spell (see each spell’s Target
likely to scatter? Essentially, your astral body and equip- entry); however, see the next question.
As mentioned in the FAQ, the gate ment is transformed into a new physical
created in such a circumstance stays replica of your original form and equip- Let’s say my party goes plane hopping.
open only for an instant, then closes. ment. Your new body and equipment When we’re visiting another plane, are
Anything sucked through the gate is continues to function, just as it did we considered outsiders and vulnera-
stuck on the Astral Plane and must find while you were on the Astral Plane. ble to protection from evil, banish-
another way to leave the plane. Your original body and equipment ment, and other spells that affect
Unattended objects can’t move on remains behind in the place where you outsiders? What if we visit an entirely
the Astral Plane (see page 47 of the began your astral projection. different cosmology?
Manual of the Planes), so they’re likely If the astral version of a piece of
to be heaped up right next to the gate, equipment is destroyed, you lose the
and gathering them up shouldn’t be too
big a problem, provided that there are
no denizens of the Astral Plane on hand
to interfere with the process.

Will the planeshift spell take you to any


plane, or just to the Astral, Ethereal,
and Shadow Planes?
Any plane. You will find specific
references to the planeshift spell in
the descriptions of these planes.
These were meant to clarify that the
spell would work in those transitive
planes, not that it would work only on
those planes.

Say that I’m using astral projection and


step through a color pool leading to
another plane. When I appear on the
new plane, I create a new body, cor-
rect? What happens to my equipment?
For example, say I’ve brought along my
ring of protection +1. While on the
Astral Plane, do I have an astral version
of the ring? Do I have the ring after I
step through the pool? If so, what hap-
pens if the ring is destroyed or if I
leave it behind on the plane I’m visit-
ing? I can understand the astral version
Answer to Mind Blast: CONSTRUCT (CONSTRICT).

105
Just for the record, neither of the The Manual of the Planes contains the Wheel) cosmology. No part of the
spells you mentioned has any special spell seal portal, which seems to be FORGOTTEN REALMS cosmology is part of
effect on outsiders. Protection from almost identical to the spell gate seal the Great Wheel.
evil grants AC and saving throw that was presented in FORGOTTEN
bonuses against assaults from evil REALMS Campaign Setting. Seal portal Is there no connection between the
creatures, blocks mental control, and is only listed as being available to sor- FORGOTTEN REALMS cosmology and the
prevents bodily contact by conjured or cerers and wizards as a 6th-level Great Wheel at all?
summoned creatures—except good ele- spell, while gate seal is listed as a 6th- You can assume the FORGOTTEN REALMS
mentals and outsiders. As noted in the level spell for bards, clerics, druids, cosmology is connected to other cos-
previous question, banishment affects sorcerers, and wizards. Is this a mis- mologies via the Plane of Shadow (as
extraplanar creatures (which might or print or am I missing a fundamental hinted on page 62 of Manual of the
might not be outsiders). difference between the two spells Planes). That’s strictly optional, how-
In any case, traveling the planes (besides the name)? ever; see the next question.
doesn’t change your creature type, You haven’t missed anything, and
even if you leave your home cosmol- there’s no misprint, either. Both spells How do I use the Manual of the Planes
ogy and enter a different one. Once are fundamentally the same. However, with my FORGOTTEN REALMS campaign?
you leave your home plane, however, the FORGOTTEN REALMS Campaign Setting What if I decide to link the FORGOTTEN
you are extraplanar. A spell such as is rife with portals, and spellcasters of REALMS cosmology and the Great
dismissal or banishment will send you all stripes have to be able to deal with Wheel? Can you use the Astral Plane
back to your home plane (or another them. Because portals are rarer in the to go anywhere in the two cosmolo-
plane 20% of the time). Great Wheel cosmology, portal sealing gies? What about the Ethereal and
spells are more rare. If you are using Shadow planes?
The descriptions of the spells blas- both the FORGOTTEN REALMS Campaign In general, you have two options for
phemy, holy word, word of law, and Setting and the Manual of the Planes, using the Manual of the Planes in a
word of chaos say that if you are on use the FORGOTTEN REALMS description FORGOTTEN REALMS campaign. First, you
your home plane, casting one of these and the Manual of the Planes name. can assume that the FORGOTTEN REALMS
spells banishes those not of your plane cosmology is the only cosmology that
back to their home planes, and crea- I see in the Manual of the Planes that exists, which is the default assumption
tures native to your plane (with an the Great Wheel cosmology has sixteen for FORGOTTEN REALMS campaigns. Or,
alignment opposed to the spell) suffer Outer Planes. Do these in any way mir- you can assume that the FORGOTTEN
various ill effects. Several evil outsiders ror the Faerûnian cosmology, other REALMS cosmology is part of a larger
have this spell-like ability. How do these than some obvious parallels such as multiverse that contains two or more
spell-like abilities work for an outsider Baator (The Nine Hells) and the Abyss? cosmologies. If you take this option, you
on the Prime Material Plane (which is Faerûn has a unique cosmology, should assume that the Plane of
not its home plane). Conversely, when although Faerûn’s various planes have Shadow provides the sole link between
these outsiders are on their home the traits described in Manual of the the FORGOTTEN REALMS cosmology and
planes, how are these spells useful? For Planes. For example, Faerûn’s Outer other cosmologies. You can, of course,
example, what use is word of law to a Planes are divinely morphic. choose other options, but these two
devil on Baator, where just about Furthermore, the cosmology pre- involve the least work on your part and
everything is lawful evil? sented in the FORGOTTEN REALMS allow you to make the fullest use of
As stated in the FAQ, if the subjects Campaign Setting assumes that no future FORGOTTEN REALMS game material.
of any of these spells are not extrapla- other cosmologies exist anywhere If you choose the first option, you
nar elementals or outsiders, they suffer else. That is, the book assumes that can make use of all the Manual of the
effects according to their alignments the Great Wheel does not exist at all. Planes rules that deal with planar traits
and Hit Dice. In spite of what the and interplanar travel. The transitive
beginning of the third paragraph in What is the Faerûnian equivalent to planes in the FORGOTTEN REALMS cos-
each spell’s description says, you don’t the Seven Heavens (Celestia now)? mology work a little differently than
have to be native to the caster’s home Where are the Green Fields and what’s described in the Manual of the
plane to be affected. Warriors Rest in relation to Elysium Planes, however:
If the spell’s subjects are extraplanar and Ysgard respectively? Are the The Astral Plane: In the FORGOTTEN
elementals or outsiders and the caster Barrens of Doom and Despair a REALMS cosmology, the Astral Plane is
is on his home plane, the spell blasts the pocket of Hades? I thought that Cyric a transitive plane, but it is finite, not
subjects back to their home planes. made his home on Pandemonium, but infinite, and its various branches and
These creatures also suffer effects in the FORGOTTEN REALMS Campaign tendrils give the cosmology its treelike
according to their alignments and Hit Setting, Cyric’s realm is called the shape. The diagram on page 157 of
Dice. Being returned to their home Supreme Throne. Is the Supreme the FORGOTTEN REALMS Campaign
plane is an additional effect, not an Throne a part of Pandemonium? Setting shows the Astral Plane’s
alternate effect, as the spells’ descrip- As noted in the previous answer, the branched structure.
tions imply. cosmology of the FORGOTTEN REALMS The Astral Plane is coterminous (see
Campaign Setting is completely differ- page 17 in the Manual of the Planes)
ent from the standard D&D (Great with every other plane in the cosmology,

106 january 2002


but because the plane in not infinite, The Abyss: Mildly chaos and evil Gates of the Moon: Mildly
interplanar travel in the FORGOTTEN aligned. The Abyss of the FORGOTTEN chaos aligned.
REALMS cosmology is possible only along REALMS cosmology is nearly identical to The Golden Hills: Mildly good aligned;
an astral branch. The heavy lines on the the Abyss described in the Manual of similar to the Golden Hills region of
diagram show these astral branches. the Planes, except that the only planar Dothion (part of Bytopia), but a plane in
Note that it is not possible to travel from link is the Astral branch to Toril. its own right.
one plane to another without passing Arvandor: Mildly chaos and good Green Fields: Mildly good aligned;
through Toril (the Prime Material Plane). aligned. This plane is similar to the first somewhat similar to Venya (a layer
Some of the FORGOTTEN REALMS gods layer of Arborea. of Celestia).
have forged minor Astral links, however, The Barrens of Doom and Despair: Hammergrim: Mildly law and evil
between some Outer Planes and demi- Mildly law and evil aligned. This plane is aligned; similar to Dwarfhome, but foul
planes; these are shown as light lines on similar to Gehenna, but without the and evil.
the diagram. For example, between River Styx. Heliopolis: Mixed alignment traits and
Arvandor and Brightwater. Brightwater: Mildly good aligned; mixed elemental traits. The plane’s pre-
The Astral Plane of the FORGOTTEN similar to the first layer of Arborea, but vailing traits undoubtedly vary depend-
REALMS cosmology offers no connec- less so than Arvandor. ing on which god’s realm you happen
tions with other cosmologies, not even Cynosure: A demiplane that serves to be in.
to any Astral Planes than might exist as a meeting place for the gods. As House of Knowledge: Mildly neutral
in other cosmologies. In all other neutral ground, Cynosure has no align- aligned with no energy traits; similar to
respects, the Astral plane is identical ment or energy traits. Although it is a the Outlands.
to the Astral Plane described in the demiplane and of finite size, any god House of Nature: Mildly neutral
Manual of the Planes. can travel there. When that god leaves, aligned with no energy traits; similar
The Ethereal Plane: The Ethereal however, the deity must return to the to the Beastlands, but without the
Plane is coexistent with Toril but offers plane from whence he or she came. River Oceanus.
no links or access to any other plane. It Demonweb Pits: Mildly chaos and evil House of the Triad: Mildly law
is otherwise identical to the Ethereal aligned. The Demonweb Pits are similar aligned; similar to the first layer of
Plane described in the Manual of the to the description in the Manual of the Ysgard, but a plane in its own right and
Planes. It is also a transitive plane, even Planes, except that this is a separate with a lawful bent.
though it can’t take you anywhere. plane, not a location on the Abyss.
The Shadow Plane: The Shadow
Plane is coexistent with Toril, but it How do I use the Manual of the Planes
offers no links or access to any other
plane. If you decide to run a FORGOTTEN
REALMS campaign in which other cos-
with the FORGOTTEN REALMS
mologies exist, the Shadow plane is the Campaign Setting?
link between them. Shar and Mask have
realms here, and it’s a good bet that Dragon Eyrie: Mixed alignment and Nishrek: Mildly chaos and
these areas are at least mildly evil- elemental traits. The plane’s prevailing evil aligned. Nishrek is similar to the
aligned and otherwise function as traits undoubtedly vary depending on first layer of Ysgard, but dangerous
divinely morphic locales. which god’s realm you happen to be in. and evil.
Note that a campaign that includes Dwarfhome: Mildly law and good The Nine Hells (Baator): Mildly law and
both the Great Wheel and the Faerûnian aligned. The plane is similar to evil aligned. The Hells of the FORGOTTEN
Cosmology poses a few problems. For Eracknor, which is part of Celestia, but REALMS cosmology is nearly identical to
example, there are several deities, such Dwarfhome is a plane unto itself. those described in the Manual of the
as Bahamut, Corellon Larethian, and Dweomerheart: No alignment traits, Planes, except that the only planar link is
Lolth, that are present in both cosmolo- mixed magic traits. the Astral branch to Toril.
gies. You can assume that such deities The Fugue Plane: A demiplane that The Supreme Throne: Mildly chaos
have analogs that exist in both cos- serves as a collection point for the and evil aligned; similar to a closed cavity
mologies simultaneously, or you can souls of the dead. Like Cynosure, the on Agathon (a layer of Pandemonium),
assume that the deities split their time Fugue Plane is neutral ground and has but a plane in its own right.
between the two cosmologies, traveling no alignment or energy traits. (The per- Warrior’s Rest: Mildly chaos aligned;
between them via the Plane of Shadow. sonal realms of Jergal and Kelemvor similar to the first layer of Ysgard, but
Outer Planes: The FORGOTTEN REALMS probably have alignment traits appro- a plane in its own right and with a
Outer Planes are divinely morphic, as priate for these gods.) Although it is a chaotic bent.
are the Outer Planes described in the demiplane and of finite size, the souls Inner Planes: FORGOTTEN REALMS cos-
Manual of the Planes. At present, their of the dead can travel there from any- mology’s Inner Planes are divinely mor-
other planar traits are unrevealed, but where in the cosmology. phic, just as the Outer Planes are. The
one can make some educated guesses Fury’s Heart: Mildly chaos and evil only planar links are the Astral
about them just based on which gods aligned. The plane is similar to both branches leading to Toril. They are oth-
dwell on each plane. Orthrys and Cathrys (both layers of erwise similar to the Inner Planes
Carceri), but without the River Styx. described in the Manual of the Planes.

108 january 2002


by Johnn Four
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Bluffing for the DM


luffing is a familiar term to D&D to the bluff or strain their sense of 4. Difficult choices: A good bluffing

B players. It describes a skill that


you can employ that, according
to the Player’s Handbook, utilizes act-
belief. The bluff must be real according
to the game world, the situation, and
the game rules.
scenario forces the PCs to decide
between difficult choices, usually no
more than two. For instance, the PCs
ing, conning, fast talking, and mislead- 2. Doubt: A good bluffing scenario must either call an NPC’s bluff and risk
ing body language to make an untruth casts a shadow over logic and PC con- losing everything or back down and get
seem plausible. But for the DM, Bluff fidence. Even if the PCs know their revenge another day. A good technique
isn’t merely a skill that encompasses opponent might be bluffing them, there here is to create an immediate deadline.
lying. The DM often uses bluffing in a must be enough doubt so that they This puts pressure on the characters to
larger sense, as a means of providing believe the bluff could be real. make a hasty decision and removes the
her players with an unexpected sce- possibility of further investigation for
nario. Imagine a campaign where play- 5 Ways to Fill the PCs with Doubt evidence of a bluff. For instance, a
ers know that their DM never bluffs bluffing NPC might deliver an ultima-
and every situation is exactly as it tum: “Hand over the artifact now or I’ll
1. Both you and the NPC you are por-
appears to be. It would pale in compar- traying remain relaxed and confident. disintegrate your comrade.”
ison to an unpredictable game where
seemingly tough foes could actually be 2. Present misleading information. A foe Thought Control
weaklings in disguise and any challenge points a wand, which is marked Metagame thinking—when your players
could be a trick. “finger of death” in elven runes, to his base their decisions and actions on
To run a bluffing scenario success- hostage’s head. What the players don’t their own logic rather than that of their
fully, the DM must do double duty— know is that the foe inscribed those characters—can end a planned bluffing
both the DM’s behavior and that of the fake runes himself the previous night. scenario before it begins. When you
NPCs she is portraying can make or 3. Shift the PCs’ focus from whether are running a bluffing scenario, it is
break the bluff. This article discusses the bluff is real or not to the important that you, as the DM, bluff the
how your behavior can prevent players consequences of the PCs making the players as well as their characters.
from using metagame thinking to see wrong decision. Many sources claim that the best gam-
through your bluff and offers tactics blers learn their opponent’s “tells,” which
your NPCs can employ to ensure that 4. Distract and confuse the PCs. For are subconscious behaviors that reveal
the players won’t even think of making example, the bluffer might start a when the opponent is lying or nervous.
a Sense Motive check! philosophical argument at an Also, keep in mind that you are fac-
inopportune time. ing more than one player. Your job is
Setting up a Bluffing Scenario 5. Give the players supporting clues
to keep all the players involved and
The number of creative bluffing scenar- thinking about the in-game situation,
by having the bluffer point out any
ios you come up with is limited only by rather than metagame aspects like, “Is
apparent evidence that authenticates
your imagination. However, keep in the DM bluffing?” When a player’s
his deception.
mind that the more often you run these attention starts to wander, pull her back
types of scenarios, the less impact they into the game by directing an NPC’s
will have. A good bluffing scenario con- 3. Bad consequences: A good bluffing action or question at her.
tains the following four elements. scenario includes serious consequences
1. Believability: A good bluffing sce- for the PCs. The greater the conse- Back up your Bluff
nario is believable to the players and quences, the greater the PCs’ (and the You’ve set up the bluffing scenario suc-
their characters. Keep an eye out for players’) hesitation and reluctance to call cessfully, and so far your players don’t
anything that could tip the players off the bluff. seem wary or suspicious. It is now time

110 january 2002


10 Consequences PCs Might Risk Bluffing Categories
If they Incorrectly Call a Bluff 10 Tells for the DM to Avoid
The Hopeless Bluff:
1. Harm or death to a party member, 1. Hands covering or hovering over
family member, or ally This is the most challenging type
mouth
of bluff for a DM to pull off, but
2. Harm or death to a hostage 2. Not meeting players’ eyes it’s also the most fun. In a hope-
3. Magic items or other important 3. Clenched fists or other tense less bluff situation, the PCs could
belongings destroyed behavior easily overcome their opponent,
but the DM creates a situation
4. Tainted reputations 4. Sudden frowning or raised eyebrow that causes the PCs to doubt the
5. Financial ruin 5. Glancing at or opening the Monster circumstances and themselves. In
Manual this type of situation, you must
6. The anger of a particular deity
find a plausible way to convince
7. Barred from entering a region 6. Sudden relaxation or exhalation the characters not to simply
8. Ostracized from family or guild 7. Big grin or sneaky smirk attack and overcome their foe
8. Talking louder or faster than normal through greater strength and
9. Banishment to another plane ability.
10. Long-term damage to the region, 9. Over-anticipation or eager behavior The Partial Bluff: In a partial
such as economic recession or 10. Rolling dice bluff scenario, the bluffing NPC
forest decimation stands to gain regardless of the
choice the PCs make. However,
one choice clearly has the great-
for the PCs and the bluffing NPC to obscure language and jargon to befuddle est benefits, so the NPC attempts
to make the characters opt for
have their final encounter. One Sense and confuse the PCs. For instance, a
that particular choice.
Motive check against the NPC could foil team of rogues have tricked a small vil- The Reverse Bluff: In a reverse
all your hard work, so you want to lage into believing that the rogues know bluff scenario, a strong foe tricks
avoid giving your players any reason to magic that will finally rid the area of the weaker PCs into doing some-
do so. Besides not giving “tells” to your vampires. To convince the villagers of thing the characters normally
players, your NPC must do the same. their expertise, the rogues have made wouldn’t, such as attacking when
The following tips can increase the likeli- up jargon, which in actuality is nothing they should flee. The foe often
hood that your NPC’s bluff will succeed. more than meaningless words. (For does this by acting weaker and
• Bluffing can be affected by initia- more information on using coded types more vulnerable than she truly is
tive order. Often, the person who goes of language, read “If you Know What I or by pretending to make a sig-
nificant mistake.
first has more power. For example, the Mean” from DRAGON #290.)
first person to act won’t seem to be • Try to convince the leader or
merely reacting to others’ actions as a alpha player in your group. His opinion
gambit to escape or gain advantage. A will greatly influence how the others
bluffing NPC in combat should always regard your bluff.
attempt to act first.
• Let the fooled go first. As an excep- When your Bluff is Called
tion to the previous tip, if you know one The NPC has either fled, been impris-
of the PCs believes the NPC’s bluff, let oned, or is dead, and your players are
him go first—he might convince others smug about not falling for your trick.
that the bluff is true. Hold an NPC’s Sometimes, a failed bluff can feel like a
actions until after a believer’s turn. personal failure, but it’s important that
• Support the bluff early in the you don’t get mad or feel the need to
game. When possible, try to feed play- get revenge.
ers information that will seemingly The truth is, you’re supposed to
support an NPC’s bluff when it occurs. lose. If every bluff worked, then your
• Be confident. Appear to be well campaigns would all start like this:
informed, convincing, and plausible “The villain approaches your table at
when roleplaying a bluffing NPC. the inn and says ‘You are doomed to
• Don’t be overconfident. Acting fail against my genius, quit now.’” The
confident is one thing, being overconfi- PCs believe her and call it quits: end
dent could signal that something is of campaign.
amiss and give the players time to Keep in mind that unlike Poker,
change their minds on how to proceed. D&D is not a DM (dealer) versus the
• Citing specific facts can lend a bluff players game. Instead, everyone wins
credibility. An NPC that speaks in vague if you manage to entertain, shock, and
terms can seem uncertain and sneaky, challenge your players with some
so be specific. Draw attention to details clever roleplaying.
that support the NPC’s bluff, or use

111
by Johnny L. Wilson

CASTLE BUILDING
101
tronghold is the newest entry in 1. It all begins with a keep.

S an impressive field, castle-building


simulations, which includes games
such as Castles and Castles II: Siege &
Whether a sprawling complex
or a compact wooden fort,
each castle had one central
Conquest (Interplay) and Lord of the tower, citadel, or building that
Realms and Lord of the Realms II was designed for a last-ditch
(Impressions). These games allow you to defense. DMs should plan the
experiment with castle design, offering keep as the location where
you a chance to learn interactively. If the toughest foes make their
your castles or dungeons consist of most desperate stand. The
simple arrangements of connected evil alchemist should have his
rooms with no coherent relationships laboratory in the keep. The
or functionality, learning something swashbuckling villain should
about medieval life, medieval econom- be able to hold the top of the Smells Like Victory: Stronghold’s economic cam-
ics, and the rationale behind the design keep’s staircase. paign lets players win by reaching population and
of a castle can help your game. 2. Every structure has a production goals. Here, the seneschal produced
Stronghold does not offer histori- purpose. Whether infiltrated, 10 bows and 10 swords for his liege lord.
cally accurate castle design. In fact, besieged, or explored as ruins,
some of the game mechanics in castles are more interesting and offer a Stronghold No-Nos
Stronghold work against certain his- sense of verisimilitude within the adven- In a few areas, Stronghold has chosen
torical principles. However, ture if traps, encounters, and treasures exciting gameplay over historical
Stronghold works well on two levels. It make sense within the proper context. accuracy. That’s a fine choice, but
is two games in one: one for would-be When the sacred artifact is found in the aspiring castle architects should know
generals and one for would-be chapel, the masterwork sword is found in the differences.
seneschals. Most gamers prefer the the armory, and the horse’s magic bard- 1. Hilltop keeps are rare. Although
military campaign—21 scenarios where ing found in the stable, it feels like the logic supports placing the fortress
one builds or rebuilds a castle using adventure takes place in a living world where one would expect to make a
the time-honored tactics of siege war- rather than a haphazard col-
fare while facing waves of enemies. lection of locations.
The other game option is the economic 3. Every location needs a
campaign, This is more like a medieval rationale. Castles existed to
version of SimCity. There is nothing block invasions, control local
frenetic about this game option; one populations, and protect
simply starts with a small keep and valuable holdings. DMs need
manages a medieval settlement until it to consider why a castle
can support a full-blown castle. There exists in a certain locale and
are no military threats in this cam- what its function is. In this
paign, just economic goals tied to pop- way, proper castle design
ulation and production; the victory can become a linchpin for
conditions for each mission require the campaign whether the
more complex management. castle becomes a bottleneck,
obstacle, fertile ground for Popularity Breeds Contempt: In one of the
Stronghold Lessons mysteries and intrigue, or individual combat scenarios, this lord was
Stronghold teaches many true-to-his- merely the adventuring popular, but unready to defend his castle when
tory lessons on castle building. party’s home base. the enemy besieged it.

112 january 2002


stand on higher ground, the mechanics of the horrendous casualty counts of an ill- Joseph and Francis Gies. Life in a
Stronghold work against this basic strat- advised frontal assault. Medieval Castle (Harper & Row):
egy. Stockpiles must be adjacent to the Primarily based on Cheptow Castle, this
keep, and they must be contiguous with Closing the Drawbridge book offers amazing insights.
the original platform or extensions of that Stronghold offers players a lush and col- Life in a Medieval City (Harper &
platform. Rarely does a hilltop keep allow orful version of the classic castle-build- Row): Anyone who wants to create real-
sufficient room for multiple stockpile plat- ing game. It is an intriguing experience istic intrigue in a medieval city should
forms. Placing a D&D keep on higher for both empire builders and generals. texture it with the detail found in this
ground allows for more use of rules for For DMs, it can provide interesting lay- classic work.
cover and provides easier avenues of outs for medieval villages, towns, and C. Walter Hodges. The Battlement
attack on the surrounding terrain. castles—simply take screenshots of inter- Garden (Houghton Mifflin): Beautifully
2. Mine the gap. More castle sieges esting maps and work them into your illustrated and focusing on the period
were won throughout history via mining game. Printing a screen to hard disk can around the War of the Roses, The
or subterfuge than attacking. This often create a variety of town schematics for Battlement Garden is a marvelous intro-
transpired by undermining the castle’s those nights when the adventuring party duction to medieval life.
wall structures and exploding them with seems determined to visit locales you David MacAuley. Castles (Houghton
a petard (a black powder bomb focused haven’t quite fleshed out. Mifflin): Attractive diagrams and simple
on a weak spot) or tunneling underneath prose make this a quick resource on the
a section of wall or corner of the keep subject of castle construction.
and using flaming hog corpses to burn Arnold Taylor. Studies in Castles and
down the wooden framing so Castle-Building (Hambledon Press): This
that the tunneling would col- is a serious textbook on the theory
lapse and bring down a portion and practical aspects of castle con-
of the wall with it. Of course, struction.
there is always the sneak attack But for D&D castle building, there’s
via garderobe option. DMs should no substitute for:
reward parties who avoid the Matt Forbeck and David Noonan.
frontal attack on a castle. Stronghold Builder’s Guidebook (Wizards
3. Military is secondary. In an of the Coast) coming in March, 2002: This
effort to do the opposite of typical publication walks players and DMs step-
real-time strategy games, the eco- by-step through the decision processes
nomic campaign in Stronghold offers a and rules considerations for building one’s
false security to the player. Unlike own castle in a D&D campaign.
Majesty or Castles, there is no imminent
threat facing the castle or empire builder
within the early scenarios. You concen-
trate on economic food chains and vic-
tory conditions. DMs should remember Castle-Building Resources
that the purpose of a castle is to defend Castles and Castles 2: Siege &
a road, a boundary, or a territory with Conquest (Interplay Productions): As
economic advantage. Someone will the progenitor of castle-building sims,
always attempt to remove the defense to these programs just got better. The mul-
gain an advantage (strategic or eco- timedia CD-ROM for Castles is one of
nomic). Instead of beginning a campaign the few legitimate uses of film footage
with a kidnapping or missing artifact, a in a game product.
campaign could be centered on a decay- Lords of the Realm and Lords of the
ing kingdom that is losing its castles one Realm II (Impressions/Sierra): These
by one. offer a strategy game as the main course
4. Dead ground is overly limited. The with castle-building as dessert. The ability
economic exigencies of Stronghold make to use historical castle designs is both
it difficult to architect one vital defense expedient and educational.
from medieval warfare, the so-called Majesty (Hasbro): In Majesty, players
“dead grounds.” The maps are limited must construct the right elements for
and the scarcity of land makes it difficult their medieval villages and townships
to reserve dead ground, areas of clear within certain logistical constraints, while
land, ditches, and moats that allow the trying to explore the maps and solve the
defenders to fire at would-be attackers quests and missions at the same time.
with impunity. In D&D, having such Siege of Avalon (Digital Tome):
dead ground can be an invaluable oppor- Although this is an online roleplaying
tunity to force attackers to resort to game, the castle was probably the best-
magic or subterfuge in order to avoid designed layout in any computer game.

113

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ISSUE 291
JANUARY 2002
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NEW UNDERWATER COMBA
ON THE COVER
Greg Staples’s interpretation of
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CHAPTER ONE:
GAME ROOM
06 .....Wyrm’s Turn
What’s my line?
08 ....Scale Mail
The readership fight
Talking in character is a big deal. DMs dig it, other
players often admire it, and you’ll get a l
8 january 2002
Hey, there’s a new art director in town.
Many of you saw Pete Whitley’s good-
bye
12 january 2002
summoning inner strength, in which a ki-
op cry gives the samurai an extra +4 to
14 january 2002
that would be better used for “Sage
Advice,” another prestige class, or a
treatme
15
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22
22 january 2002

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