Dragon Magazine #361
Dragon Magazine #361
Dragon Magazine #361
Steve Winter This material is protected under the copyright laws of the United States
of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission
Web Development of Wizards of the Coast, Inc.
Mark A. Jindra -
tions, places, or events is purely coincidental.
Based on the original Dungeons Printed in the U.S.A. ©2007 Wizards of the Coast, Inc.
& Dragons© game by E. Gary This Wizards of the Coast game product contains no Open Game Content.
Gygax and Dave Arneson and on No portion of this work may be reproduced in any form without written
permission. To learn more about the Open Gaming License and the d20
the new edition of the Dungeons System License, please visit www.wizards.com/d20.
& Dragons game designed by For more D UNGEONS & D RAGONS articles, adventures, and information,
Jonathan Tweet, Monte Cook, visit www.wizards.com/dnd
What does this mean? Well, for now, not much. You won’t see
much of a change in the free content (yes, I felt compelled to
point out that we’re dropping a hefty dime to get this content
contracted, commission art, and pay freelance editors and type-
Why I’m Thankful anecdotes about what it takes to create a new edition.
Check out Races and Classes (and its companion volume, Worlds
and Monsters) for amazing artwork, intriguing spoilers, and a ton
of information on what’s coming in the new edition -- from the
As the Thanksgiving holiday approaches, I’ve been thinking first set of core books to future products later in the line. I know
about what makes me thankful in regards to my work here at all this stuff, and I couldn’t stop reading. Not only is it fascinating
Wizards of the Coast. Not only do I have the coolest, most fun job material, but it got my mind racing about characters I want to
in the world (at least as far as I’m concerned), but I get to interact play and campaigns I want to run using the new edition. I think
with an amazing collection of talented individuals on an hour- you’ll have the same reaction.
to-hour basis. From the R&D teams to the Brand Teams, Sales Desert of Desolation
to Finance, Creative and Production Services, and our various
support teams, Wizards is all about creativity and imagination, The newest set of D&D miniatures, Desert of Desolation,
and I’m thankful that I get to work in this environment every provides a different kind of look at 4th Edition. First off, every
day. creature in the set exists in 4th Edition D&D and almost all of
them will appear in the first Monster Manual. (One monster
I’m also thankful, as far as work is concerned, that we’re getting receives special treatment and will get its first updated statistics
closer and closer to putting the finishing touches on the first 4th on D&D Insider.)
Edition Dungeons & Dragons products, and I’m thrilled at how
those products are coming together. Our playtests have been Second, this set showcases the first of our updates to the look
running very well, with a good mix of reactions ranging from and feel of D&D monsters. Now, when a monster looks just
“that’s cool,” to “that works fine,” and even some “that needs great, we’ve left it alone. But in cases where we felt we could
work.” Just the kind of reactions we hope to see, reactions that improve the look of a monster, we’ve taken this opportunity to
help us refine and improve the game one rules mechanic at a do so. Our new look for angels, for example, debuts in this set
time. To everyone who’s participated and provided feedback, with the Angel of Vengeance. It’s otherworldly, looks powerful,
you have my heartfelt thanks. You’re helping us make the best and has just the right mix of awe-inspiring and creepy to better
product possible, and I appreciate the effort. define these servants of the gods. Another update can be seen in
the Feral Troll, which continues the artistic evolution of one of
And speaking of getting close, this is the time when we begin to the terrors of D&D that has been updated with each new edition
share more detailed information with D&D players everywhere. of the game.
I’m thankful that we can finally start to open up a little more
and let you see what we’re working on, so to speak. Some of this Third, this set reveals some monsters making their debut in 4th
takes the form of a couple of preview products that are about to Edition. The Cyclops appears for the first time since 2nd Edition
release, as well as the newest set of D&D miniatures, Desert of and looks fantastic, and the Fire Archon unleashes the first of a
Desolation, which debuted two weeks ago. new elemental force on unsuspecting adventurers everywhere.
Preview Products Finally, after thirteen sets, I’ve got my Gelatinous Cube at long
last. I’ve been asking for this figure since the very beginning, and
Wizards Presents: Races and Classes hits the store shelves in a couple those early conversations got us to experiment with clear plastic
of weeks. This is the first of two 4th Edition preview products and eventually led to the inclusion of the actual monster in this
designed to provide you with a behind-the-curtain glimpse set. It’s a great miniature, and it alone makes this set something
of the making of the 4th Edition of the Dungeons & Dragons special. Add those other elements I’ve talked about, and you
Roleplaying Game. (The second is Wizards Presents: Worlds and begin to see why we’re so excited about Desert of Desolation.
Monsters, on sale in January.) Full of concept art, designer essays,
and insights into R&D’s thinking, Races and Classes previews Of course, most of that focused on roleplaying. For skirmish
the new version of the game from a player’s perspective. players, this set marks the first time you’ll be able to play the
new edition of the D&D Miniatures Game. In January, we’re
Races and Classes provides a bunch of great information and putting the new rules online for everyone to use, and we’re also
reveals a number of secrets, including: providing updated stat cards for all of the figures in this set.
Consider it our after-the-holidays gift to everyone who wants to
That’s all I’ve got time to talk about right now. Have a happy Elf
Thanksgiving and remember … Quick, wary archers who freely roam
the forests and wilds.
Keep playing!
Racial Traits
Average Height: 5’ 7”-6’ 0”
Bill’s Holliday Present Average Weight: 100-130 lb.
Physical Qualities
Elves are slender, athletic folk about as tall as humans. They
have the same range of complexions as humans, tending more
toward tan or brown hues. A typical elf ’s hair color is dark brown,
autumn orange, mossy green, or deep gold. Elves’ ears are long
Once they were a single race: The elves say they were elves, the As the race of elves spread and built their first cities, Lolth
eladrin say they were eladrin. The drow say they were debased, marked her favorites -- those elves who delighted in murder and
unfinished, and fatally flawed, and would have stayed that way destruction -- by matching their coloration to hers. Even before
but for the help of Lolth. Lolth’s rebellion, these dark-skinned elves began to claim the
name of drow, an ugly Elven word that refers to the things that
In the younger days of creation, a fey race walked the borders haunt the night.
between the world and the Feywild. Corellon and the two sisters,
Sehanine and Lolth, delighted in this race, for all three gods saw Up to this point, the legends and histories of the three races
in them the qualities they most valued. Corellon prized them for mostly agree. Some details may differ -- most notably the name
their artistry, their innate sense for the ebb and flow of magic, by which the unified race was known -- but the broad outline
their song, and their fierce anger in battle. Sehanine loved their is the same. With the rebellion of Lolth, however, the histories
stealth, their gentle footsteps in the shadows of the forest, and diverge. They agree on the fact of Lolth’s revolt: She turned
their curiosity and wonder at the newborn world. And Lolth against her sister and Corellon and led her chosen ones in battle
particularly enjoyed those who sought power and seized it, who against the other elves. The reason for her revolt is less clear.
spied and schemed to achieve their goals, The most common legends include the
who showed no mercy to their enemies or following:
their rivals.
• Lolth grew tired of sharing her
For this young race, like most of the fey, had power and authority with Sehanine and
a very different sense of morality from that tried to kill her sister, to claim the shadows
of other races. Moradin, Pelor, and Bahamut and the moon as her exclusive domain.
taught their followers the noble path of law • Lolth was jealous of the affection
and good, encouraged them to shun evil, between Corellon and her sister and tried
value life, and build societies that protected to kill one or the other of them.
their weaker citizens. The elves, though, • Lolth descended into the Elemental
were as changing as the seasons and the Chaos and even plumbed the Abyss in a
moon, mercurial in their passions. Corellon search for knowledge or power, and she
taught them to love beauty and savor life made alliances with demons -- and then
but to kill in an ecstatic fury of blasting Corellon and Sehanine sought to punish
magic and whirling blade when they faced her blasphemy.
their enemies in battle. Sehanine taught • Or Lolth believed that her chosen
them to find their own paths without any people should rule the elf race and led them
particular ethical code. And Lolth extended to seize power, which only then resulted in
Sehanine’s doctrine to its extreme, teaching conflict among the gods.
the elves to place their own goals above all other cares and to
stop at nothing to achieve them. Whatever the reason for the revolt of Lolth and the drow, the
consequences were devastating. War tore through the shining
The elves as a race were neither good nor evil -- they didn’t think fey cities and consumed the woodlands of the world with fire.
in those terms. They enjoyed beauty and pleasure, and many of Some say that the world and the Feywild grew more distant
them found pleasure in kindness and beauty in every facet of from each other, making passage between them more difficult
life, and so acted in good ways. Still, they might inflict pain or and driving a wedge between the elves who favored one over
even death, not out of cruelty, but purely out of curiosity. Others the other. Ultimately, the drow were cut off and banished from
found pleasure in causing pain, and turned their path to evil. elf and eladrin communities, driven into the dark places of the
world, the Feywild, and the Shadowfell. Lolth made her home
Sehanine, god of the full moon, was fair-skinned and dark- in the Abyss, taking the title of the Demon Queen of Spiders.
haired, while Lolth, god of the new moon, was the opposite.
Since the revolt of the drow, the elves have walked quietly over
the earth, leaving little trace. As kingdoms and empires grew
and collapsed -- the human realm of Nerath, the dragonborn
Arkhosia, the tiefling Bael Turath, and countless nations before
them -- the elves remained in their woodland homes, mostly
unaffected by the rise and fall of nations. On a few occasions,
the eladrin built kingdoms in the world. Sometimes these
kingdoms sought cordial relations with their elf neighbors, and
elves and eladrin lived as close as they ever had since Lolth’s
rebellion. At other times, the eladrin tried to force the elves into
a reunion of the races and met bitter resistance. There can be no
doubt, now, that the two races will never again be one.
Eladrin: A Race Apart Eladrin share the grace and agility of their elf cousins but place
more value on the developed intellect than on intuition and
emotion. All eladrin are scholars to some degree, versed in the
The eladrin claim to be the original race from which both elves history of their race and the theories of magic and more inclined
and drow split, with the (usually) unspoken implication that to calculate possible solutions than to run with a gut feeling.
both other races fell away from the state of near-perfection that
the eladrin embody. Certainly, the eladrin are still the most fey The eladrin can seem cold and emotionless to outsiders, if
of the three elf races, still steeped in the magic of the Feywild sometimes capricious, and they are certainly less passionate than
and still the favored children of Corellon. Arcane magic suffuses the elves. Their grief manifests as a wistful melancholy, their
their bodies and souls, sometimes emanating from them in a pleasure as a soft smile, and their anger as a simmering glare.
soft nimbus of fey light. Much like the elves, they have long memories
for both gifts and grudges.
Many races of the world can look back in
history to a shining example of their ancestors’ Most eladrin worship Corellon and Sehanine.
accomplishments: the dragonborn empire Some temples in the Feywild are still arranged
of Arkhosia or the human realm of Nerath, as they were before Lolth’s rebellion -- built as
for example. When the eladrin reflect back three interlocking circles, each with its altar
on their days of glory, they think first and to one of the three elf gods. In most of these
foremost of the time before Lolth’s rebellion, temples, Lolth’s altar has been destroyed or
when the whole Feywild shined with the light defaced. Sometimes it is draped with black
of the eladrin cities. Those cities now lie in cloth to hide it from view, and sometimes it is
ruins, still hauntingly beautiful among the visible but simply unadorned. There are eladrin
fey forests with moonlight shining on their who believe that the three gods will one day be
shattered spires and ivory walls, but haunting reconciled, just as the three races will again be
in their testimony to the violence of the one.
rebellion.
Some say that Corellon’s dominion of Arborea
Eladrin still build towers of graceful beauty lies in the Feywild, while others claim it floats
in the grandest places of the Feywild -- in the Astral Sea. It’s possible that it drifts
breathtaking gorges and verdant glens -- and between the worlds or somehow exists in both
sometimes even among the ruins of their places at once. To the eladrin mind, Arborea is
ancient cities. But no eladrin city of the perhaps not so different from the court of any
present day, or of the past hundred centuries, noble eladrin -- larger and more magnificent,
can compare to the heights of the eladrin race perhaps, but a place where any eladrin would
in that mythic time before. Eladrin cities of feel at home, even in the presence of so great
the present day are usually little more than a a lord as the noble Corellon. Sehanine, it’s
single ivory spire rising above a scattering of said, wanders freely in and out of Corelllon’s
smaller homes, all built in perfect harmony home but spends much of her time in the
with their surroundings as if carved from the earth by wind and Feywild, where travelers might stumble across her path. Some
rain. who attend one of Sehanine’s moonlit feasts are said to become
lost for centuries, while others awaken after a single night to
There have been times in the history of the world when eladrin find themselves blessed with gifts and powers beyond their
tried to rebuild the ancient glory of a united race, extending imagining.
their city-states into the natural world and making overtures to
nearby elf communities. These dreams of kingdoms that would More so than the elves, eladrin sometimes become champions
bridge the worlds have always crumbled to dust with the passing of a god in much the same way that one might become a fey
of years, usually within the span of a single generation. knight in service to a noble eladrin. Divine magic is not alien
to the eladrin, but arcane magic is their love and part of their
Eladrin society has more in common with the human structures nature. Eladrin wizards are far more common than warlocks,
of nobility and rulership than it does with the family-based sorcerers, or bards, but any form of arcane magic is a source of
society of the elves. Noble houses ruled by eladrin with titles endless fascination for the race.
such as Bralani of Autumn Winds or Ghaele of Winter govern
tiny princedoms scattered across the Feywild. The eladrin swear
loyalty to their noble protectors, who promise to help defend
Description
“She is my rock, my foundation, and I cling to her The transformation left Mask’s physical beauty largely intact,
as I travel the bleak roads of my destiny.” but destroyed her soul. She possesses a sleek body, alluring and
-- Giorge Forsworn athletic, and black hair tumbles down from her head. Beneath
a queer mask, one can see brilliant blue eyes that flash with in-
Mask is a corrupted nymph, a fey warped by the filthy embrace of credible power. A long, black cloak hangs from her shoulders
Shothragot and given to Giorge as a helper, lover, and slave. She providing some covering for her scantily clad body. The only
aids the Forsworn by locating his victims, but more importantly, unsettling thing about her physical form is that she has bundles
she goads him to more and more acts of appalling violence. Her of animated twigs, twisting and clawing, where her hands ought
intoxicating beauty and her hold over his heart threaten to kill to be. Although monstrous in appearance, these claws retain the
the last vestiges of his humanity. flexibility and use of normal hands.
Background Mask CR 11
Upon remaking Giorge Forsworn, Shothragot spread its malign hp 52 (9 HD); fast healing 4; DR 10/cold iron and magic
influence through the land, sliding down the rocky slopes of the
Crater Ridge and infesting the forests, corrupting the waters, Female corrupted nymph binder 3[ToM]
and warping the sylvan denizens in the surrounding environs. CE Medium fey
One of the first creatures bent to its will was a young nymph. Init +4; Senses low-light vision; Listen +12, Spot +12
When it found her, Shothragot filled her with unspeakable es- Aura blinding beauty (30 ft., DC 25)
sence of its filth until she too became a creature of wickedness, Languages Abyssal, Aquan, Auran, Common, Draconic,
joining the others who were in the thing’s thrall. Infernal, Sylvan
The elder evil then gave the nymph to Giorge Forsworn as a tool AC 29, touch 21, flat-footed 25; Dodge (+4 Dex, +7
and gift to reward his mortal hunter for his constant service. deflection, +1 insight, +4 natural)
Secretly, though, Shothragot suspected a part of his champion Fort +18, Ref +21, Will +22
clung to his mortality and so it used Mask to ensure Giorge
would not abandon Shothragot’s purpose. Speed 30 ft. (6 squares), swim 20 ft.
Melee 2 claws +9 (1d6+2 plus 4 vile)
Base Atk +5; Grp +7
Goals Atk Options disruptive attack (4 vile), sudden strike +1d6
Outrage fills Mask. Her contamination leaves her a wretched
Special Actions bird’s eye viewing, invisibility, soul binding
thing and she expresses her wickedness with incomparable
(Malphas), stunning glance
cruelty. Her principal objective is to ensure Giorge remains true
Combat Gear brooch of avoidance[MIC], pearl of brain
to Shothragot and continues his work to murder anyone who
lock[MIC], rod of grievous wounds[MIC]
would rise against Shothragot as the evil struggles to reunite
Druid Spells Prepared (CL 7th):
with his divine form. However, while attending to Giorge, she
4th -- scrying (DC 17)
takes every opportunity to kill and maim, adding to the horror
3rd -- cure moderate wounds, hypothermia (DC 16)[SC],
Giorge creates as he goes about his bloody business. Though
infestation of maggots (melee touch +7, DC 16)[SC]
she cannot conceive of turning her hatred against the Forsworn
2nd -- bear’s endurance, heat metal (DC 15), owl’s wisdom,
or some other minion of the elder evil, the rage still holds her
tree shape
heart. Thus, she unleashes her anger on innocents, delighting as
1st -- babau slime[SC], claws of the bear[SC], entangle (DC
her woody claws rend their flesh, savoring the delicate morsels
14), snake’s swiftness[SC], thunderhead (DC 14)[SC]
as she dissects them alive, while they writhe in the exquisite ec-
0 -- detect magic, flare (DC 13), guidance, know direction,
stasy of her uncanny beauty.
light, resistance
Spell-Like Abilities (CL 7th):
Using Mask 1/day -- dimension door
Mask is a horrific minion -- a monstrous villain every bit as
twisted and evil as Giorge Forsworn. She is obedient to the tief- Abilities Str 14, Dex 19, Con 14, Int 20, Wis 16, Cha 24
ling, but bends his instructions to give her the greatest freedom SQ pact augmentation (+1 insight to AC), poison use,
to harm and torment those she encounters. She accompanies suppress sign, wild empathy +20 (+16 magical beasts)
Giorge on his missions, supporting him with her blinding beau- Feats Combat Casting, Dodge, Extend Supernatural
ty and stunning glance, as well as with spells and the supernatu- Ability[TM], Weapon Finesse
ral abilities she acquires from her filthy pacts with vile vestiges. Skills Bluff +18, Concentration +14 (+18 cast on the
defensive), Decipher Script +8, Diplomacy +11, Disguise
Although Mask has a wide range of combat capabilities, her true +7 (+9 acting), Escape Artist +13, Handle Animal +16,
strengths rest on her ability as a spy. Many of her capabilities are Heal +12, Hide +13, Intimidate +12, Knowledge (arcana)
Erythnul: The Temple of Carnage otic evil and engage in slaughter for the sake of slaughter. They
believe the blood of their victims fuels the strength of Eryth-
nul and drives their god to greater heights of slaughter and vio-
Seasoned veterans often speak of the chaos inherent with battle. lence.
To followers of Erythnul, this chaos is their sacred charge. The
battlefield is their temple; the screams of the dying are their However, in civilized lands, the presence of these battle-mad
hymns and the blood of their victims is the sacrament. Minor murderers and sadists are often less overt. They have scraped
sects and cults form from time to time, but few are long-lived. At out corners in the back alleys and slums of many major cities.
the heart of the fear and chaos spread by the followers of Eryth- At the heart, this nebulous organization is referred to as “The
nul, you may sense a dark and gory unity. Erythnul is called “the Temple of Carnage.” The followers of this organization are pre-
many” for good reason. dominantly chaotic evil, but not exclusively so. Chaotic neutral
individuals, while rare, are not without precedent.
True to the nature of Erythnul, multiple sects and factions exist.
They form alliances almost as often as they oppose each other. What drives these followers is a clarity derived from a sense
In uncivilized lands, the followers of Erythnul are typically cha- of purpose. The ideology of testing and proving their strength
Their own lives are brief and violent, and the only glory gained In their own lands, the Fury of the Eye holds sway over the tribal
is by how many precede them into death. The followers of this leaders of the orc clans. They actively push the warlords toward
bloody god usually prefer to overrun their enemy, using the greater conquest, while at the same time encouraging promis-
sheer brutality of their assault to scatter their victims. Leaders ing champions to carve out their own bloody paths in the name
and commanders on the battlefield are their favored targets of the One-Eye. This not-so-subtle manipulation culls the weak
since their deaths often create dissension. Many seize the head from their ranks, which ultimately serves both the intent and
of a freshly slain enemy and hold it aloft while fighting in order purpose of their god.
to further rattle their opponents.
Outside orc tribal lands, half-orcs and other humanoids are of-
Favored Adventure Types: Wherever there is conflict, you ten used to carry out the will of Gruumsh. They have the distinct
will find followers of this faith. Members of the Temple of Car- advantage of being able to move more freely within civilized
nage are drawn to places of battle. They actively seek out violent lands and act as the eyes and ears of the Fury of the Eye beyond
battles and conflicts where they can. They continually seek out orc borders. Given time, they may view their fellow adventurers
those who prove themselves to be worthy adversaries (skilled in as a sort of surrogate tribe and show the same fierce loyalty to
combat) and try to destroy them. Powerful champions may be their comrades as they would their own blood.
humiliated and harassed long before they are killed, while lesser
ones are often slaughtered in a particularly gruesome fashion in Initiation into the Fury of the Eye varies by tribe. Common initi-
order to create fear and dissension in the ranks. ations include acts of sacrifice to the One-Eye or the capture and
Multiple Use
Roleplaying Applications
Favored Feats: To the blood-crazed warriors of Gruumsh, brute
Kills more than one opponent in melee +1/4 creature’s CR force rules the battlefield. As a result, the ability to move swiftly
combat in a single round (after the first) and strike decisively in combat is extremely prized. Mobility
Subdues/captures more than one oppo- +1 per opponent and Combat Reflexes are common choices, allowing them to
nent in a battle (after the first) pick and choose their targets and strike at a moments notice.
Single-handedly kills a superior oppo- Most warriors favor heavy weapons and prefer Weapon Focus
+1/2 opponent’s and Power Attack to crush their opponents.
nent (1 or more levels higher than the
CR
follower)
Favored Combat Tactics: Orcs are canny fighters, and while
Kills the most enemies in a battle with the brutish warriors may seek glory in battle, the warlords make
+1
an EL equal to your current level +2 their plans. They fight with the relentless fury of a mob. Each
1 + 1/2 opponent’s one knows that even if they fall, a dozen others will swarm to
Defeating a higher-level elf or dwarf
CR take their place. However, this is tempered by the fierce desire
to bring as much glory and honor to themselves as well as to
The Fist of Tyranny is an elitist cabal among the ranks of the fol-
lowers of Hextor. They maintain a rigid military hierarchy that
tolerates no form of dissent or insubordination. Lesser members
are subservient to their superiors. While treachery is discour-
aged, incompetence or failure of leadership is rarely tolerated.
Punishment is always meted with swift and decisive finality. It is
quite common for individuals to move up in the ranks through
the demise of a superior.
Nerull: The Fane of the Skull are not viewed positively. More often than not, uncontrolled
undead are corralled, studied, and, in many cases, destroyed.
All things have a purpose, even if it is not immediately obvious. The non-evil members of the Fane, who believe that where liv-
Through knowledge and understanding, we master the world ing things are concerned, life ends naturally, rarely feel the need
around us. Without this understanding, efforts are unfocused to hasten this process. They feel that mindless undead, however,
and time is wasted. Your life serves as an example of such wasted are far too random and disruptive. They may seek out infesta-
effort. Perhaps in death we can find the purpose that eluded tions of undead from which to learn and then they eventually
you. eliminate them. They keep their true motives secret, though,
and allow others to see their actions in whatever light they so
The Fane of the Skull exists to study death. To this end, they have choose. It makes no difference to the Fane of the Skull as long as
perfected their art in all of its forms: everything from natural they are allowed to operate unmolested.
death and carefully planned assassinations, to wholesale slaugh-
1 4-12 Seeker: Once per day, gain a +5 bonus on any one Knowledge check.
2 13-18 Deceiver: Shift your alignment by 1 axis from your actual alignment (lawful/chaotic, evil/neutral)
once per day. This can be done as an immediate action, and the shift is not detectable unless you are
already under the effect of an ability that detects alignment. This is a constant effect lasting as long
as you are conscious.
3 19-29 Scryer: Once per day, re-roll any single attack, save, or check.
4 30 or higher Watcher: Designate an item to be attuned. This item does not need to be magical. If the item is not
a magic item, it radiates a faint, nonspecific magic aura. Once per day, you can focus on the attuned
object, and observe and hear the area in the object’s immediate vicinity. This ability functions as the
spell clairaudience/clairvoyance centered on the focus with a caster level equal to your character
level. Performing this action requires your full and undivided attention. Any action breaks the link.
This link can be maintained for your Wisdom modifier in hours (minimum 1).
Adramalech CR 27 Abilities Str 25, Dex 26, Con 27, Int 36, Wis 29, Cha 24
hp 400 (32 HD); regeneration 10; DR 15/epic and good Feats Brand of the Nine Hells (Asmodeus) (FC2), Improved
Two-Weapon Fighting, Mark of Nessus (FC2), Obscure
LE Medium Outsider (baatezu, evil, extraplanar, lawful) Personal Truename (ToM), Personal Truename Backlash
Init +8; Senses see in darkness; Listen +44, Spot +44 (ToM), Quicken Utterance (ToM), Recitation of the
Aura despair (30 ft.) Meditative State (ToM) (B), Skill Focus (Truespeak),
Aura fear (180 ft., DC 33) Truename Rebuttal (ToM), Two-Weapon Defense, Two-
Languagestongues; telepathy 100 ft. Weapon Fighting
Skills Appraise +48, Bluff +42, Concentration +43, Decipher
AC 40, touch 18, flat-footed 32; Two-Weapon Defense (+8 Script +48, Diplomacy +48, Disguise +7 (+9 acting),
Dex, +7 armor, +15 natural) Forgery +48, Gather Information +42, Intimidate +44,
Immune fire and poison Knowledge (arcana) +48, Knowledge (dungeoneering)
Resist acid 10 and cold 10; SR 37 +48, Knowledge (geography) +48, Knowledge (nobility)
Fort +38, Ref +38, Will +39 +48, Knowledge (religion) +48, Knowledge (the
planes) +48, Listen +44, Search +48, Sense Motive
Speed 40 ft. (8 squares) +44, Spellcraft +50 (+52 deciphering scrolls), Spot
MeleeAdramalech’s staff +42/+387+32/+27 (1d6+13 plus +44, Survival +9 (+11 on other planes, +11 following
see text) or tracks, +11 underground, +11 avoiding getting lost and
MeleeAdramalech’s staff +40/+35/+30/+25 (1d6+10 plus see hazards), Truespeak +61 (ToM), Use Magic Device +42
text) and Adramalech’s staff +40/+35 (1d6+6 plus see (+44 scrolls)
text) Possessions combat gear plus Adramalech’s staff, book of
Base Atk +32; Grp +39 true binds, bracers of armor +7, cloak of resistance +5,
Atk Options aligned strike (evil, lawful), epic strike, speak greater amulet of the silver tongue (ToM)
unto the masses
Special Actions Mark of Nessus, Recitation of the Meditative Aura of Fear (Su) At the end of each of Adramalech’s turns,
History mordials’ favor. Given life, the archons could reproduce them-
selves, building armies faster than giants could be born or angels
ordained. Their uncontrolled creation pleased the primordials
and worried the gods.
In an ancient time, when the world had hardly been formed,
primordial beings battled the gods for control of creation. In Thus it was that one deity devised the plan that would starve
this cataclysmic conflict, the deific host marshaled armies of the archon armies of troops. Rather than combat the archons
angels and cadres of exarchs, and though the primordials could directly, the gods’ forces attacked the creatures and energies that
call forth titanic beasts and their giant children, they could not served as the archons’ source. To create an archon, one needs an-
muster a true military to face their enemies. To match their foes, other elemental being. Virtually any kind will do. That creature
the consummate creators gave being to a means by which el- is then remade into an archon in a magic foundry built upon a
emental creatures could be recreated -- reshaped and hammered well of elemental power. The angels, exarchs, and gods set about
into soldiers. The warriors formed through this process were the destroying any elementals they encountered and diverting or
Physiology ently empty of organs, a fire archon has a solid form. Those brave
enough to have touched a fire archon’s body describe it as be-
ing like holding a boiling bag of writhing snakes. A fire archon
held in this way is certainly very hot, but it does not truly burn.
Fire archons exist as creatures of living flame, but their bodies The archon can set things ablaze with its body, but this seems
aren’t so mutable as a flickering fire. Every fire archon has two to require some concentration -- something that a fire archon is
arms, a torso, and a head. Their lower bodies take the form of incapable of while wrestling or in combat. This solidity gives the
single conflagrations rather than separate legs. archon a weight roughly equivalent to an elf of similar stature,
but since they tend to stand close to 7 feet tall, they often weigh
Despite lacking a skeletal structure, their upper bodies conform close to 200 pounds.
in motion to human norms. Their arms are equivalent to a hu-
man’s, with clearly positioned shoulders, elbows, and hands. Fire Fire archons must “breathe” in the sense that a fire needs air.
archon fingers seem to blend together into a mittenlike form Without it, they dwindle and die, suffocated by the lack of fuel.
or separate into true digits depending on their need. Whether Similarly, fire archons must “eat.” Periodically, they must con-
Knowledge of the Fire Archon . The following table shows the results of a Knowledge (the planes) check as it relates to
fire archons. A result provides the information at the given DC and the information from all lower DCs.
DC Result
12 Fire archons are a warlike race of fiery elemental beings. Roughly humanoid in shape, they wield weapons and wear armor.
There are other archons consisting of other elemental forces. They seem similar in many respects besides the elemental mate-
15
rial encased in their armor.
Unlike aimless elementals, fire archons have a militaristic culture based on continual conquest. This seems to be true of all
20 fire archons from the moment of their creation. Other archons are militaristic, but none are as rampantly destructive as the
fire archons.
Fire archons can be created through a difficult ritual involving the use of a special forge built upon a concentration of el-
25 emental fire. Once created, a fire archon owes no fealty to its creator, but a person with the power to subdue the fire archon
can control it through intimidation.
Fire archons were created by the primordials in their war against the gods. The secret of creating fire archons was stolen by
the efreeti and it disseminated from them to others. Most fire archons are now either created by other fire archons or the
30
efreeti. When archons created by the efreeti build upon and alter the lands they conquer, they try to recreate the greatest of
the efreeti cities, the City of Brass.
Psychology happily slaughter one another, but within a force, fire archons
prefer to focus their aggression outward.
All fire archon societies inevitably strike outward, and the leader
determines the direction and target. When they do, the archons
Left to their own devices, fire archons adopt a society based on a seek to lay waste to nearly everything they encounter. Archons
rough military structure. Physical and strategic contests, usually tend to avoid building or creating anything, but they will make
not lethal, are used to determine rank. Fire archons are quick to fortifications when fighting a long-term conflict or to protect a
Creating a Fire Archon armor during its life, the encasement of its energies in armor
from the foundry’s forge is a crucial element of the ritual. With-
out that final step, the fire archon might expire or lack the intel-
ligence and soldier’s mindset at best, and at worst, it might grow
Fire archons cannot reproduce by any typical means. Instead, into something powerful and uncontrollable that seeks revenge
they are created from another elemental’s body and spirit. To ac- for its torturous transformation.
complish this, a ritual must be performed in a magic foundry
infused with elemental fire. The nature of the elemental sum- The forge itself rarely appears like a common forge. Using the
moned by the ritual is not important. It might be a dumb earth fire font as a source of heat and flame and elemental energies as
beast or a highly intelligent elemental with ties to water. The hammers and forms, the forge can be an unrecognizable con-
ritual taps into the creative and recreative power of the primor- traption of magic and arcane elements.
dials, wholly transforming that creature’s form and soul. Need-
less to say, most consider the creation of a fire archon a wholly A working foundry can produce fire archons as often as the rit-
evil act. ual can be performed and for as long as the foundry’s resources
are maintained. The power of the fire font the foundry is built
A foundry must be constructed upon a powerful font of elemen- upon determines the type of fire archon created. As the fire en-
Fire Archon Weapons and Armor location. Flame throwers in the walls and floor, flying
bonfires, jets of fire that leap from place to place, buildings
of flickering crystal, inferno tornadoes that carry creatures
The fury of a fire archon’s form is contained by its armor, and its about, stairs of smoke, blazes that act as teleport pads --
first suit of armor is integral to its being inasmuch as a human or whatever you want.
elf must have skin and bones. After time however, a fire archon
can change its original armor for new should it choose to do so. The location might be a landmark in your campaign known
Many never see the need, but fire archons that evolve or gain half the world around for its miraculous powers. Or maybe
levels often perceive the value of a different armor strategy. it’s a hidden resource jealously guarded beneath the zig-
gurat of some mortal ruler. It could be an ancient and lost
Fire archons choose a new armor for the armor’s capabilities or mystery like the Fountain of Youth or it might have thrust
they may pick a piece to replace a sundered piece. Armor gener- itself up from the earth with cataclysmic suddenness.
ally takes the form of a breastplate and pauldrons, but other ele-
ments such as bracers, girdles, vambraces, and helms are not un- Of course, it doesn’t have to be all about fire damage. Some
common. Breastplate, full plate, chain mail, and chain shirts are of the fires might not harm anything and instead act more
most common. Nonmagic organic materials such as leather are like continual flame spells. Other fires might deal another
destroyed over time because a fire archon unconsciously burns type of damage, such as cold or acid. Use color to indicate
the material when it eats. what the fires do, but allow the players to experiment and
learn. A blue flame might be cold and a black one negative
Fire archons craft weapons and armor of amazing quality and energy. An upside-down fire might indicate a teleporter,
stunning appearance. Using instinctual knowledge of metal- while a fire that doesn’t flicker might be solid as a rock.
lurgy, fire archons craft only items of masterwork quality. Their
work is on par with that of dwarves, but of course, the two are A fire font gives you a dramatic backdrop and an excuse to
easy to tell apart. A flame motif decorates nearly everything a plan some very dynamic encounters. Use the environment
fire archon crafts, and its work looks seamless because it is. like monster in the fight. Allow it to become a character in
the story of the adventure. You won’t regret it.
Fire archons can use many different weapons, but they prefer
those that remind them of the flickering tongues of fire. Thus
they avoid heavy or bludgeoning weapons, and enjoy scimitars, interlopers? What do they care about? In 3rd Edition, we have
falchions, and even lighter weapons such as rapiers. Metal weap- only vague ideas that they fight each other. If they were dumb
ons are a must, since most fire archons can transfer the heat of beasts, they would make more sense. If they had a culture and
their bodies through weapons to burn foes -- an impractical at- did interesting things like invade the Material Plane, they would
tack if the medium for that transference turns to ash. be better. But the elementals of 3rd Edition don’t do either. Most
creatures of the elemental type follow suit, and you have to look
Behind the Scenes: Monster Evolution at outsiders such as salamanders and genies for interesting crea-
The fire archon derives its origin from two places: the desire for tures with elemental themes.
more interesting elemental monsters and Dreamblade. When
we sat down to discuss which creatures would carry forward to Add to this the fact that the elementals’ mechanics are either
the new edition, what would be in the first Monster Manual, boring or complex. Most of them simply walk up to a PC and
and what would inhabit the various planes in the new cosmol- hit the character with a fist. Fire elementals at least do fire dam-
ogy, the need for more interesting elemental foes came up again age, but it hardly screams cool to face an elemental and have it
and again. This problem first reared its head in the bland nature act like an ogre without Power Attack. It doesn’t even whisper
and conflicting natures of elementals of 3rd Edition. it. The flip side of this includes mechanics such as the air ele-
Out with the Old mental’s whirlwind. Any mechanic that makes a person look up
weather conditions in the Dungeon Master’s Guide is just beg-
ging to be “forgotten” by the DM.
The elementals of 3rd Edition have no needs, no clear desires or We tried to rectify this in the late stages of 3rd Edition. You can
motivations, and no culture, yet they attain human Intelligence, see various attempts in Monster Manuals III, IV, and V, the most
speak, and can manipulate objects. They exist in limitless num- successful probably being the avatars of elemental evil of Mon-
bers on the elemental planes, but they build nothing and make ster Manual IV. Yet such inventions were a band-aid on a scar
no lasting impression upon the game. Mechanically, they exist over thirty years old. The new edition offered a chance to shuffle
as neat creatures to summon or put in a dungeon and nothing thing up a bit, give elementals a new hand, and deal in some
more. What do they do on the elemental planes besides attack new players.
So we had a hole to fill and a visual cool concept to fill it. All that
remained were the name, flavor, and mechanics. The mechanics
evolved over time. In fact, as I write this, we are playtesting, and
I can’t be sure that the current 4th Edition mechanics will re-
main. The flavor evolved somewhat, but we knew that we want-
ed them to see a lot of use, so we always planned on them being
Abilities Str 21, Dex 23, Con 19, Int 15, Wis 16, Cha 17
SQ darkvision 60 ft., flame step, immunities, vulnerability to
cold
Feats Improved Initiative, Iron Will, Point Blank Shot, Precise
Shot, Weapon Focus (slam)
Skills Balance +8, Intimidate +18, Jump +26, Knowledge (the
planes) +7, Listen +12, Spot +12, Survival +3 (+5 on other
planes), Tumble +23
Possessions +1 mithral shirt
The gray tuskers were not the only peoples to go missing in the
Last Days of Grong-Haap region. For generations, elves, ogres, giants, and even dragons
would go missing under mysterious circumstances. Whispers
began to surface that the Ironfang Keep was now inhabited by
vile “beast experimenters”. Rumors that were seemingly con-
firmed when strange hybrid monstrosities would occasionally
Ironfang Keep was again occupied in -981 DR when Haask, a be spotted in the vicinity of the keep.
monstrous greathorn minotaur (Monster Manual IV), declared
himself priest-king and claimed the basalt fortress as the capitol
of his burgeoning new kingdom, Grong-Haap. Over the next
six-hundred years Grong-Haap slowly expanded to cover the
modern-day wastes of Thar, the eastern Moonsea, and northern
Sanctum of the Eviscerated
highlands of the Vast. With only an occasional clash with the Suspected by some for decades, the present inhabitants of Iron-
elves of Cormanthyr or the orcs of Vastar, the minotaur king- fang Keep are priests of a beast cult whose members venerate
dom enjoyed a level of civilization not common among their obscure elder powers and experiment on creatures whom they
kind. Then in the late winter months of the Year of Craven abduct from the nearby mountains. The disturbed cultists be-
Words (-350 DR), a goblinoid horde one-hundred-thousand lieve in a dogma in which one can achieve physical perfection
strong marched against Grong-Haap from the Tortured Lands only through the use of grafts (Fiend Folio), a grisy ritual in
in the icy north. which the cult member willingly allows a monstrous limb or
Issuing an utterance in a tongue not spoken on Toril since the Haask, Voice of Hargut
Days of Thunder, Haask summoned forth an elder manifesta-
tion of absolute evil and sick malevolence. Hargut of the Gray Hargut was an antediluvian horror from the Far Realm that
Pestilence surveyed the battlefield before turning his undying manifested on the Toril as a colossal worm-like creature with
gaze upon the priest-king. Speaking a powerful recitation of a giant-sized mouth filled with layer upon layer of razor
command, Haask then ordered the Gray Pestilence to scatter the sharp teeth. Hargut’s skin is sickly green and semi-transpar-
invaders and defend the keep. Tens of thousands died that day ent with red sores visible beneath the surface. Haask, once an
before the walls of Ironfang Keep, their flesh fed into Hargut’s elder doppelganger, is now a symbiont (Fiend Folio) fused to
voracious maw and their souls consigned to an eternity in the the outer flesh of the undying Hargut. Through their sym-
Barrens of Doom and Despair. biotic relationship the former priest-king grants a degree of
lucidity and intelligence to the otherwise mindless Hargut.
By dusk the battle was all but won and Haask returned trium- It is unclear if the two would survive if they were separated
phantly to the keep to feast and rest. Inside, the priest-king was for a period of time, if possible at all.
Prisoner of the Keep and its followers. Already struggling under the tyrannical rule
of Zhentil Keep, the cities of the Moonsea are ill prepared for
the blody conflict which would surely follow.
The true power within Ironfang Keep comes not from the beast
cult but from the entity trapped within that they worship with-
About the Author
out question, Haask, Voice of Hargut. Imprisoned in the keep
for nearly seven centuries, Haask did not perish that day long
A software engineer by day and Forgotten Realms aficionado by
ago on the field outside Ironfang Keep. The dark three—a
night, Brian R. James is the author of the recently released Grand
shadowy assassin, the brooding necromancer, and the dour
History of the Realms. Brian lives in Montana with his high school
warlord—presented an offer to the dying priest-king, vowing to
sweetheart Toni and their four children, Jesse, Cameron, Elea-
spare his life in exchange for his undying fealty and command
nor, and Bridget. In his spare time he enjoys playing a shadowk-
of the Gray Pestilence. His life blood trickling away and not
night in Everquest 2 and cheering for the Denver Broncos.
fully appreciating the ramifications of his decision, Haask read-
ily agreed. The three then dragged Haask outside the keep to
lay prone before Hargut the Grey Pestilence. Producing a gem-
encrusted scepter from lost Imaskar, the necromancer pointed
I need to get more minis. “Maybe she thought this was a general admission Bon Jovi con-
cert,” Marty says, which sets half the group off in laughter and
“Do you want to go to lunch?” the rest of us -- okay me -- into a wobbly rendition of Living on a
Prayer. How apropos.
Sure. I need to get more minis.
“Roll for initiative,” New DM says.
“Did you have a good weekend?”
“My other DM likes to say, ‘roll for initiative, please,’” I say.
Nope. I need to get more minis.
“That’s nice,” New DM says. “What’d you roll?”
It wasn’t until I saw the telltale blue and green dry-erase smudges
on his fingers that I realized where he was taking those minis. Really now -- could these people be that thick? Maybe I actually
should be cheating on them. Finally Scott takes the bait.
“Right here in the building, Marty?”
“Are you talking about Teddy?” he asks. “Man, get over it. He’s
“Yep. Same room even.” not coming back.”
Ouch! The nerve, bringing them into our room. I wonder who’s …prone to lashing out? …Playing the victim…?
sitting in my chair? Who’s throwing a magic missile at those
minis of his? Is she higher level than me? Does she know how “Not Teddy,” I shout. “Murray.”
to use a crossbow and a longsword? Oh Marty, what you do to a
girl’s elf esteem! “You don’t have another DM,” Adam says. “I rolled a 12.”
It occurred to me that maybe I’m the one the missing out here. “Uh huh,” I say, taking a nice big bite of pita. “I rolled a 15.”
Aren’t we all after experience points anyway? Playing in several
games would allow you to try out many different characters. “Liar,” Scott says. “16.”
And you’d probably be a savvier player if you were facing three
times as many encounters. You might even say polygamous play …easily provoked…making false accusations…?
is an asset to every party. As long as you didn’t take rations from
one group to feed the other, maybe having multiple partners “Name them,” Marty commands in the same tone Vera, his cler-
isn’t such a no-no. ic, demands we heal ourselves.
I didn’t have time to form a new side group before my next game, Do you ever kill time between your turns by stacking all your
so I just eliminated that step. I invented the ultimate D&D su- dice on top of one another? Just when you’re about to top it off
per group. My side dish is so bad ass, they’re … unbelievable. By with a d4 cherry, the whole thing caves in on itself? Well, that’s
the time Tuesday rolled around, my imaginary super group and me under pressure. I wasn’t expecting the interrogation and I
I had been storming castles for years. kind of crumbled.
At our next session, New DM was writing notes on the white- “Umm … there’s Jemaine. He’s the ranger. And … Eugene …
board. He brought homemade hummus and pita today, which our rogue.”
my first loves were happily digging into.
“Don’t forget Dave and Mel, your familiars,” New DM says with
“Bret, my other cleric, makes the best hummus,” I said, testing a laugh, but his no-show dimples can’t belie the hurt of my be-
the waters. No response. trayal. Well too bad! I’m a woman scorned so I hit him where it
hurts.
…partners acting distant…
“Murray smells like papaya and chocolate,” I blurt out. “Best.
“He makes his own pitas too,” I added. Still nothing. Smell. Ever.” He tries to hide it, but I see him flinch.
…indifference…disengaged… “Are you sure he doesn’t smell like kiwi and chocolate?” he fires
back apparently knowing how to hit me where it hurts.
I let it slide as New DM picked up where we left off. The whole
party was bottlenecked in some hallway leading into what looks All right. D&D is about fantasy but maybe playing with your
like the hobgoblin prom and we were about to crash it. Some- imaginary celebrity friends isn’t the right idea. Besides, my heart
how Tara, my wizard, was at the helm. can’t take obsessing over the safety of more than one character.
I agreed. Have I mentioned how much fun 4th Edition is? Sorry, “Nothing to see,” Adam said.
Madeline.
Relieved, and somewhat disappointed, I raced them down the
“Why don’t you ask our New DM to run a game for you guys?” I stairs to continue our workout.
suggested. If you can’t fix them, might as well fix them up.
The exact same scenario used to happen almost every time I
“We did,” she sighed, “but he declined. Said he was already com- played D&D. The rogue, the fighter and, well, just about every-
mitted and didn’t want to take the focus off your group.” one and their familiars, went racing into foreign territory while
Astrid, my sorceress, hung back. Yeah, I know it was her job—
Oh wow. New DM has had offers to spread his hummus around? but there have been times she was so far removed that she had
From the soon-to-be Emmy-nominated Wednesday Group, no to use her turn just to get within throwing distance of a magic
less. And he declined? missile.
Experience may be the best teacher, but it doesn’t make you the If there’s a column, she’s behind it. A door? She’ll shut it. A mas-
best player. Polygamy might work for some, but apparently New terwork panic room, she’s in it. Fantasy seeps into my reality all
DM and I had something in common. We were both saving our- the time. (Perhaps a little more than it should.) But I hadn’t real-
selves for “the one.” ized how much of my reality plays D&D. Kind of defeats the
purpose. I mean it is a game of fantasy, right?
About the Author
Astrid was my portal into D&D and I wrote Confessions about
When not playing D&D with her new super-group, Shelly her adventures. I couldn’t help but feel protective of her. My
Mazzanoble picks up litter, rescues kittens from trees, recycles, group often went out of their way to defend her, sometimes re-
candy-stripes, flosses, conserves energy, saves baby seals, and sulting in their demise. Astrid—ok, I—took it hard, carrying the
donates to every charity that sends her pre-addressed address dust of their remains in her backpack in case we encountered a
labels. She hasn’t cheated on anything since an 8th grade chem- druid willing to reincarnate them. It never mattered though, be-
istry test and this bio. cause at our next session, their newly created character showed
up at some tavern, joined our pack, and we resumed our travels.
It’s that easy, I thought? Losing Astrid would have crushed me.
Maybe I was missing out on one of D&D’s biggest draws. Next
Next time was a 4th Edition playtest where I found myself car-
ing for an eladrin wizard named Eztara. I had nothing to do with
I had a very D&D moment the other day. A few of us around the Eztara’s conception—she was merely a robot wizard generated
office like to run the stairs for exercise. I’m talking four flights. to test some new rules. Yet there I was, telling the group to call
We’re not exactly firefighters in training able to run the Empire her Tara and retelling stories of her glory days at Wizard School.
State building with 135 pounds of dead weight on our backs. I Stop! I reminded myself. Tara isn’t real. She’s a summer fling, sin-
can’t even handle my iPod strapped to my arm. gle-use gadget. Good for a few adventures before you both move
on. It worked too. Tara ended up in all sorts of situations Astrid
So Bart, Adam and I get to the fourth floor landing and instead wouldn’t have dreamed of. She entered into strange rooms first.
of his usual “Save yourselves. Let me lay here and die”, Adam Strayed from the group. Got hit by some well-directed arrows
huffed out a “Cool!” courtesy of three hobgoblins she angered with a fireblast.
The doorway leading to the roof was propped open and without “Tara takes 5 points of damage,” New DM practically cheered.
missing a beat, Adam and Bart trotted right through. Not even a
Listen check! I, on the other-hand, paused at the threshold, con- Big deal.
vinced this was a trap. Surely there was a wasp queen who lived
on the roof wanting to turn my friends into bisque. Maybe the “Another 7 points.”
rooftop is being repaired because it’s unstable. Or worse: Maybe
we’ll get in trouble! Whoopie.
But then again, if one of the aforementioned things did happen “That hits Tara for 6 points.”
“It’s better to have lost at D&D, then never to have played at all,” Previously, the dice controlled your character’s fate when it
I tell New DM. came to ability scores, and you often you wound up with a rogue
who looked like he dove into a shallow gene pool and chipped
“You sound like an 8th grader who just found out her crush his two front teeth. 4th Edition is like creating a “designer baby,”
asked her best friend to the dance.” minus the controversy. Move over bad dice rolls, now there’s
something meatier: point buy! You start with six base numbers
(Weird. That actually happened in 8th grade. 9th grade too.) and get to improve them with points you can distribute where
you like. I dumped a bunch into Intelligence and Wisdom, and
“I’d like to stick with sorcerer for the block,” I tell New DM in then bumped up Charisma because someone has to sweet talk
my best game show contestant voice. the minions. If you’re the gambling type and don’t want to mess
with science, you can still leave it to the dice -- just start saving
“Oooh, sorry,” he counters, sounding alarmingly close to Wink your gold now for braces and SAT prep classes.
Martindale. “Sorcerers aren’t part of 4th Edition yet.”
Time to hit J.C. Wizards to do some spell shopping. Here’s the
Say what? Who’s behind this madness, eliminating my class of part I always associate with the old-school way winners used to
people! I immediately brought my concerns to R&D. pick their prizes on Wheel of Fortune. “I’ll take magic missile
and fireblast for my at-will powers. Oh! Burning hands for an
“What about all those little girls who read about Astrid and want encounter power, and, let’s see, sleep for my daily.” (Sorry—no
to grow up and be just like her?” I argued. Service Merchandise gift certificates here. I asked.)
They did their best not to laugh, but Chris Perkins cracked, “All Moving on to skills I encouraged Tabitha to study up on Ar-
those little girls?” cana, Insight, History and Diplomacy. Dungeoneering was en-
ticing but sounded too much like something people who burst
“Ok. Me.” through open rooftop doors would learn, so I balked. Baby steps,
people!
“You,” Chris answered, soothing and sage-like, as he waved his
hand Obi-Wan Kenobi style in front of me, “will be a wizard.” No You don’t want to cut a tiefling off in traffic because it doesn’t
wonder people love playing in his games. He might as well have take much to get the internal furnace lit. I can relate after taking
boinked me on the forehead and handed me my robes. an accidental foot to the head in kickboxing class by Mr. Bart
Carroll. Had I been a tiefling, I would have gotten an attack bo-
“I’m a wizard,” I repeated all the way back to New DM. “I’m a nus when I retaliated by sucker punching him in the kidney
wizard.” while he was waiting in line for coffee. Hellfire blood is also a
racial freebie (anger management anyone?) and if that weren’t
I was determined to create the “anti-Astrid” -- someone whose badass enough, I got to choose one more feat at 1st level. Per-
shoes probably involve Velcro and shock pads, and who carries haps Ferocious Rebuke, which pushes your enemy back one
bug spray and emergency ponchos in her rucksack. Someone I square after taking a hit? Couple that bad boy with my infernal
could never get attached to. wrath and Bart would still be picking biscotti crumbs out of his
pores. Tempting, but after fretting over Astrid all those times, I
“A tiefling,” I answer when New DM asks what race I’m think- choose Toughness.
ing of.
Maybe it’s because I’ve gone through this process before, but
“I see,” he smirks, flipping to the proper section of the Player’s Tabitha was born remarkably quick. In a 2-hour private coach-
Handbook. “You know about tieflings, right?” ing session with New DM, my disdainful, elitist character was
playmat ready. I know what you’re thinking—2 hours is an im-
“Duh.” provement? Sure, you could have written an entire campaign
and ran through it twice in that time, but for me, this is super
Of course I do, and I love them. The whole overcoming a dark warp speed. I remember spending what seemed like days (Okay,
side, avenging their past, demons in the closet -- very As the Pla- it was. Three to be exact.) with Teddy hunched over the Player’s
nescape Turns. I immediately filled out the personality section Handbook asking every 23 seconds “What are you doing now?”
New DM won’t let Tabitha have a familiar yet (just like my mom
wouldn’t let me have a dog) so I gave her a failed “show bear”
named Oso de la Fez (just like I gave myself an imaginary Ger-
man Shepard named Woofie). She and Teemu, the honest rogue,
sprung Oso from a burlesque troop. New DM said it’s fine be-
cause none of the other players can actually see Oso. Again real-
ity merges with fantasy. Or would that be fantasy merging with
reality? Or fantasy merging with fantasy? Whatever.
The other day I was running stairs alone, and lo and behold, the
roof door was open. Thinking about Tabitha, I walked through
it, figuring that’s what she’d do. So I may fall off or through or
get clubbed and hogtied by a witch—big whoop! And then I
Crits in Play
Critical Damage
In playtest, it does seem like critical hits come up more often.
Here’s the part that’s going to take some getting used to: Critical The subtitle of this article is stolen from Chris Tulach, who sings
hits don’t deal double damage. This changed because doubling a bit of, “It’s Beginning to Look a Lot Like Crit-mas” whenever
everything 5% of the time led to some pretty crazy spikes that the natural 20s come out to play. Fortunately, hit points are high-
were very unpredictable. er, especially at low levels, so there’s a bigger buffer to keep those
crits from killing people too quickly. It still feels great to roll
Let’s say you roll a crit with a power that deals 1d10+4 normally. one, but the fight goes on.
So the crit deals 2d10+8. The next turn, the monster attacks you
using a power that deals 3d6+4 damage. He crits, dealing 6d6+8. We’ve tried to corral the numbers but keep the feel that a critical
Between the extra dice and the doubled ability modifier, that’s a hit is a special event. So grab your d20 and your big, nasty magic
pretty huge difference! (And a pretty painful one.) axe, and get ready to crit for the fences!
Instead, when you roll a critical hit, all the dice are maximized. About the Author
So your 1d10+4 power deals 14 damage and the monster’s 3d6+4
deals 22. Generally speaking, randomness is more of an advan- Logan Bonner joined Wizards of the Coast as in 2006 as an edi-
tage to monsters than PCs. More predictable critical damage tor on Dungeons & Dragons. He had no experience in the in-
keeps monsters from insta-killing your character. dustry prior to joining WotC, and marvels that his clever ruse
has lasted this long. After doing some class design work for 4th
Having maximized dice also helps out when you have multitar- Edition on the side, he joined the mechanical design team. His
get attacks. You’ll roll an attack roll against each target, so maxi- previous editing products include Magic Item Compendium and
mized dice keep you from needing to roll a bunch of dice over Monster Manual V, and he wrote about half of Eberron Survival
and over -- you can just write your crit damage on your character Guide, which releases in March ‘08.
sheet for quick reference.
So what design space did that leave for feats? After some dis- About the Author
cussion, we came to see feats as the “fine-tuning” that your
character performed after defining his role (via your choice of Andy Collins works as the system design and development man-
class) and his build (via your power selections). Feats would let ager for D&D at Wizards of the Coast. His development credits
characters further specialize in their roles and builds, as well as include the Player’s Handbook v.3.5, Races of Eberron, and Dungeon
to differentiate themselves from other characters with similar Master’s Guide II. He is also one of the lead designers for 4th Edi-
power selections. tion D&D, along with Rob Heinsoo and James Wyatt.
This basic, entry-level smite has all the things a growing pala-
din needs to fulfill its role and lay down some hurt. A Charisma
attack against the target’s Armor Class, safeguard smite deals
double her base weapon’s damage plus her Charisma modifier in
damage (paladins are a force of personality, after all), and grants
a quick boost to an ally in trouble (including, in a pinch, the pal-
adin herself ). And there you have it. Your first smite -- simple,
serviceable, and fun.
You’ll no doubt see the pattern between these two smites. They Born on a stormy Christmas day, in our nation’s capital, during
mix a fair portion of damage (scaled up by level, but not neces- the Nixon administration, the stars were definitely wrong
sarily the amount of dice) while giving an ally a much needed when Stephen Radney-MacFarland came screaming into the
boost of hit points at the most opportune moments. Selfish pala- world. Spending most of his impressionable years as a vaga-
dins (typically those who serve more self-centered gods or just bond and ne’re-do-well, Stephen eventually settled in the
the occasional egoist who venerates Pelor) can even heal them- Northwest to waste his life on roleplaying games.
selves with the strike, as you’re considered your own ally unless
the effect of a power states otherwise. Once that RPGA guy, Stephen is now a developer in RPG R&D
where he doesn’t create the traps … he just makes them dead-
Let’s move on to smites that inhabit the levels over 20. Binding lier. He also teaches a class on roleplaying design for the Art
smite is another flavor of defender smite -- and as its high level Institute of Seattle, molding the minds of young and upcoming
demands, does the defender job more effectively, and thus more designers. Be afraid. Be very afraid.
powerfully than the simple safeguard smite does.
Binding Smite
Paladin 27
Encounter • Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2x[W] + Wis damage and target cannot gain line of effect
to anyone but you until the end of your next turn.
There you have it; just a small taste of what your paladin smites
will look like in 4th Edition. While I have lost touch with Erol
Quests can be major or minor, they can involve the whole group There’s a story that’s a lot richer and more interesting than sim-
or just a single character’s personal goals, and they have levels ply going into the dungeon to see what treasure is there.
just like encounters do. Completing a quest always brings a re-
ward in experience points (equal to an encounter of its level for About the Author
a major quest, or a monster of its level for a minor quest), and it
often brings monetary rewards as well (on par with its XP re- James Wyatt is the Lead Story Designer for D&D and one of the
ward, balanced with the rest of the treasure in the adventure). lead designers of D&D 4th Edition. In over seven years at Wiz-
They can also bring other rewards, of course -- grants of land or ards of the Coast, he has authored or co-authored award-winning
title, the promise of a future favor, and so on. adventures and settings including the Eberron Campaign Setting,
City of the Spider Queen, and Oriental Adventures. His more recent
The idea of quest rewards is nothing new to D&D. Second Edi- works include Expedition to Castle Ravenloft, Cormyr: The Tearing of
tion, in particular, promoted the idea of giving story rewards the Weave, and The Forge of War. His second Eberron novel, Storm
of experience points when players completed adventures. The Dragon, is in stores now.
quest rules in 4th Edition are directly descended from that idea,
integrated into the economy of rewards in the game. They’re a
rules wrapper around the story of the game, a way to keep play-
ers mindful of the purposes behind all their adventuring.
By the time 3rd Edition rolled around, traps had become a much
smaller part of the game, something you might run across once
or twice in an adventure -- and rarely very satisfying when you
did. Who wants to roll an endless series of mostly pointless
Search checks? If the players decided to simply explore the dun-
geon and search for the “fun” and got whacked by a trap instead,
they felt like they’d been sandbagged by the DM.
The first thing we did was spend more time and attention on
traps as components of existing combat encounters, or as multi-
component encounters in and of themselves. The Encounter
Trap system described in the Eberron sourcebook Secrets of
Xen’drik offered a great starting point. By treating a trap like a
group of monsters with different components operating on dif-
ferent initiative scores, a trap became a real encounter rather
than random damage. Most traps work best when they “replace”
a monster in a combat encounter, or serve as a hazard equally
threatening to both sides. We think that our ideal encounter
Lastly, we wanted to expand the ways in which you could coun- Born on a stormy Christmas day, in our nation’s capital, during
ter a trap. Much like figuring out that sometimes you wanted the Nixon administration, the stars were definitely wrong when
other skills to allow a character to recognize a trap’s threat, we Stephen Radney-MacFarland came screaming into the world.
made an effort to design traps that could be countered with an Spending most of his impressionable years as a vagabond and
interesting skill uses. Sometimes we’re pointing out what should ne’re-do-well, Stephen eventually settled in the Northwest to
be obvious, such as that an Acrobatics check can be used to jump waste his life on roleplaying games.
over a pit; other times we’re going to expand the uses of some
skills with opportunistic exceptions, like granting a skill check Once that RPGA guy, Stephen is now a developer in RPG R&D
that gives the characters insight on how a trap acts and ascertain where he doesn’t create the traps … he just makes them dead-
something about its attack pattern. lier. He also teaches a class on roleplaying design for the Art In-
stitute of Seattle, molding the minds of young and upcoming
Don’t fret, rogue fans. That class and other characters trained designers. Be afraid. Be very afraid.
in Thievery are still the party’s best hope to shut down traps
by Rob Heinsoo
First Punch
Inn-Fighting
hand/gambit, and how those approaches will set you up for suc-
cess in future hands.
I wanted to design a tavern brawl game ever since I was a wee
lad. I usually pictured the results as something like a miniatures Inn-Fighting isn’t like that. Long term strategizing usually isn’t
game—maybe something like an early minigame I read about in the cards, and it’s definitely not in the dice. If you keep track
but never played from White Dwarf magazine, or something like of all the possibilities offered by your action cards, you’ll have a
Yaquinto’s Swashbuckler, in which pirates and musketeers circle better chance of avoiding silly mistakes… but I wouldn’t exactly
each other while throwing mugs and flipping tables. call that ‘stragety,’ as we like to say in the Wizards office. Inn-
Fighting delivers beer’n’pretzels whacki-
But when Mat Smith mentioned that he ness, with one face on the die actually
wanted to design a tavern brawl game a showing a mug of ale!
couple years ago, I started thinking about
something on a different track. After all, Inn-Fighting Strategy
D&D already handles round-by-round
character-vs.-character action. Any game True, I just said that long-term strategiz-
that was too close to D&D’s level of play ing isn’t what Inn-Fighting is about, but
would have to account for a lot of the that was in comparison to Three-Dragon
same character and world elements that Ante. There are a couple of related strate-
D&D handles. gies that I do try to keep track of.
So I decided on a more abstract game. All It’s About the Lead: When you take
the good parts of a tavern brawl show up the lead in the game, you become target
in character abilities (hiding under tables, #1. Special powers target you, and Ale
backstabbing, surprise attacks from hand actions drink away your victory points.
crossbows) or attack actions (hit ‘em with
a chair, punch ‘em in the kisser, zap ‘em Occasionally, if I have two options for
with an eldritch blast) or special actions scoring victory points, I choose the op-
(prove you’re tough by taking a drink in tion that looks good but doesn’t look
the middle of the brawl). You win by do- likely to put me in the lead. The vari-
ing a lot of damage to the other characters, ability of scoring from low or high dam-
not by surviving longest—if your Adventurer gets knocked out, age attacks means that I often as not get it wrong, but there are
you’ll lose a few victory points but still get to throw another Ad- some games when I’ve been able to float just under the danger
venturer into the mix, so no one ever gets completely knocked ceiling until I have the chance to win.
out of the game.
Staying Alive May Not be the Answer: If you’re about to be
Inn-Fighting Ain’t Three-Dragon Ante knocked out by a player who won’t win the game by knocking
you out, and everyone else will win the game by knocking you
Despite appearances, Inn-Fighting is not a sequel to Three-Dragon out, you might end up better off not spending a precious defen-
Ante. The two games are packaged the same, cost the same, and sive action card to stay alive. Take the embarrassment of getting
have the same designer’s name on the cover. But thematically, knocked out by someone else who isn’t winning yet, lose the vic-
they’re not much alike. tory points for having your Adventurer knocked out, and hope
that your next Adventurer has better luck.
Three-Dragon Ante rewards long-term strategy. Yeah, there’s a lot
of luck in the game, but if you’re inclined, you can increase your Similarly, even early in the game, you may look at the situation
prospects by weighing the multiple possible approaches to each on the table and realize that your Adventurer is singularly un-
My other regret is that the action card Second Swing has a typo.
It shouldn’t be talking about rerolling the Brawl Dice you used
for the attack; it should say “Reroll the d20 you used to make
the attack.” In other words, you play Second Swing when you’ve
rolled a 1 on your attack roll, or rolled low damage when what
you need is to roll high.