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D&D 4th Edition Dragon Magazine 392 October 2010 PDF

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Some of the key takeaways from the magazine include introductions of new domains like the Earth Domain for clerics and classes like beastmaster rangers. It also provides details on places like Everwatch and background on designs for places in the Gamma World setting.

New domains and classes introduced include the Earth Domain for clerics which allows them to harness the power of stone, tree, earth and root. Beastmaster rangers are given new beast companions and powers. Fey wardens are also detailed who are charged with preserving lands touched by the Feywild.

Everwatch is described as a city on the edge of habitation with secrets to keep and plenty of conflict, suggesting it could provide adventures or be a home base for characters. It is presented as a potential home location for heroes.

ISSUE 392 | October 2010

A Dungeons & D ragons ® Roleplay ing Game Supplement


®

C on t en ts
F e at u r e s

5 Clerics: Earth Domain 26 Cl ass Acts: Fey Wardens


By Mike Mearls By Robert J. Schwalb
There is great power in stone and tree, earth and root. Clerics who draw upon Fey wardens are charged with preserving lands touched or otherwise
the earth domain learn to brandish that power in service to their deities. inf luenced by the Feywild, and they are often aided by minor fey creatures.

10 Homel and: Everwatch 30 Ba za ar of the Bizarre: Illumian Echoes


By Robert J. Schwalb By Robert J. Schwalb
All heroes come from somewhere. Everwatch is a city on the edge of The illumian race is gone, but the words of power which led to their
habitation, with secrets to keep and plenty of conf lict. It could be your home. downfall still echo through the ruins of their dead world.

17 Channel Divinit y: Kord 33 Winning R aces: Enr aged Halflings


By Matt Sernett By Derek Guder
From a throne of storms, Kord looks down upon all and sees weakness. But Despite half lings’ happy-go-lucky reputations, their desire for revenge when
gladiators, soldiers, and mercenaries know that Kord favors those who fight wronged can be as powerful as any race’s.
for themselves.
36 Winning R aces: Essentials Elves
23 Cl ass Acts: Beastmaster s By Matt Sernett
By Stephen Radney-MacFarland One school of wizardry stands at the root of many legends of elven prowess
Armed with this article, beastmaster rangers will have two new beast with magic—Tanathriel, the Castle of Dreams.
companions to choose from--the horse and the simian--and new powers for
all of the beast companions.
41 Fiction: The Forge of Xen’drik
By Kay Kenyon
Genesis forges are forbidden by the Treaty of Thronehold, but Xen’drik is far
from Khorvaire and its law.
COLUMNS

4 Editorial
By Steve Winter
Lots of people seem to want to write for Dragon
Magazine. Here’s what we’re looking for.

52 A mper sand
By Bill Slavicsek
Bill discusses upcoming releases in the Essentials
line, boardgames, and more.

57 Design & Development:


Ga mm a World
By Richard Baker and Bruce R. Cordell
Prepare for your first foray into Gamma Terra
with a look behind the curtain, courtesy of the
new game’s lead designers.

61 Confessions of a Full-Time Wiz ard


By Shelly Mazzanoble
D&D’s “Player-in-Chief ” survives the apocalypse
On the Cover ... again! She’s a survivor.
Illustration by Ralph Horsley
66 D&D Alumni: Ga mm a World
By Bart Carroll
As we look forward to all-new Gamma World
adventures, it’s worthwhile looking back at
Gamma World editions of the past.

Dungeons & Dragons, D&D, Forgotten Realms, Eberron, Dungeon, Dragon, d20, d20 System, Wizards of the Coast, all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.
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 of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events
is purely coincidental. Printed in the U.S.A. ©2010 Wizards of the Coast LLC.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons articles, adventures, and information, visit www.wizards.
com/dnd
edito r ial

392

What Do You
D r ag o n O c t o b e r 2 010

Editor-in-Chief Steve Winter

Senior Art Director

Web Production

Contributing Authors
Jon Schindehette

Bart Carroll

Richard Baker, Bruce R. Cordell,


Want From Me?
One of the jobs I do is plowing through the Dragon goliath psion leader from a distant corner of Faerûn
Derek Guder, Jared Hindman,
Kay Kenyon, Stephen Radney-
and Dungeon submissions inbox (submissions@ is going to lose readers who don’t play goliaths, don’t
MacFarland, Shelly Mazzanoble, wizards.com, if you’re curious), or the slush pile as play psions, don’t play leaders, or don’t play a For-
Mike Mearls, Rob Schwalb, it’s affectionately known in publishing. Many editors gotten Realms campaign. Not all of them perhaps;
Matt Sernett I’ve known dislike reading the slush, but I enjoy it. someone who doesn’t care about goliaths, psions, or
In fact, I’d say it’s one of my favorite parts of the job. leaders but eats up FR may still read that article. But
Developers Jeremy Crawford,
Everything that comes in ‘over the transom’ these as it narrows its focus, it narrows its appeal, and fewer
Stephen Schubert
days gets read by me. I try to respond to everything, people find it interesting.
Editor Miranda Horner even if that response usually is nothing more than Finally, most proposals of these types involve a
Cover Artist Ralph Horsley “Thanks for the submission. This one isn’t quite what dozen new feats and powers. For quite a while, 4E
we’re looking for right now.” needed new feats and powers to complement the
Contributing Artists Howard Lyon, Slawomir Maniak,
That response often leads to a follow-up note from new classes and races in the Player’s Handbooks. Now,
Steve Prescott, Craig J. Spearing,
Spikytiger
the writer asking “what are you looking for right now?” the DDI Compendium contains thousands of both
The answer I send back is, “I’m looking for article feats and powers. Less-experienced players are over-
Publishing Production Angelika Lokotz, Erin Dorries, ideas that make me sit up and go ‘wow’.” whelmed by choices, and even many experienced
Specialists Christopher Tardiff
I suppose that a lot of writers find that answer players can’t keep track of all the subtle differences
Web Development Mark Jindra not very helpful. From my perspective, it’s the best between them.
Executive Producer, Christopher Perkins
answer to give. The reasons for that are more numer- That’s not to say we won’t run more feats and
D&D Insider ous than I can cover in one short editorial, so I’ll powers; we will. Gaps still exist. Some character
cover just two this time around and delve into others archetypes can still benefit from fleshing out. But
Director of RPG R&D Bill Slavicsek
in upcoming blogs. (And I’ll make this resolution: to expanding the feats and powers library is not going to
post at least two blog entries per month letting people be our #1 focus going forward.
Special Thanks know what’s going on in the magazines.) What is? I’ll delve into that in the blog. And
First and foremost, we see many proposals that are I think I’ll begin with the hot-button topic of
Josh Dillard, Chris Tulach, Chris Youngs
more of the same: an arcane controller ‘with a twist’, a crunch vs. f luff. As always, send your thoughts to
divine leader striker ‘with a twist’, an elf psion ‘with a dndinsider@wizards.com.
twist’, etc. If that’s your angle, then the twist needs to
be amazing—it needs to make me sit up and go ‘wow’.
The second and related sale-stopper is new class
and/or race combinations which are too narrow
and specific: a dwarf arcane barbarian controller, a
wilden divine bard defender/striker, etc. We look for
articles that will have wide appeal. An article on a
Heroes of the Fallen Lands:

Earth Domain By Mike Mearls


Illustration by Ralph Horsley

The lords of the earth preach patience, endurance,


and fortitude in the face of overwhelming odds. Your
duty is to be like the rock of the earth to your allies
and community, a reliable source of support and
strength. While others crumble in despair, you stand
tall, strong, and resolute. In so doing, you bring out
the best in your allies.
Your body and soul gain the core characteristics
of earth: Resolution, endurance, and persistence. By
focusing your efforts, you enable your allies and your-
self to fight through pain.

Deities
Few gods that grant these powers are linked solely
to the earth. Moradin is a patron of the dwarves
and blacksmiths, and many of his warpriests
embrace this domain. The evil deity Torog, trapped
within the Underdark, features some priests who
take this domain because of its link to their god’s
imprisonment.

Benefits
The following benefits apply to a warpriest who
selects the earth domain. An earth priest is rewarded
by having a high Constitution score. The prayers and
abilities granted by this domain excel at reducing the
damage you and your allies suffer. They also over-
whelm your enemies, knocking them prone through
brute force.

TM & © 2010 Wizards of the Coast LLC. All rights reserved.

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Earth Domain

Level 1: Earth Domain Earth’s Endurance Cleric Attack 1 Domain Utility Power
Features and Powers You channel the resolute, overwhelming power of stone. The
magic you call forth protects you and your allies, while it im-
The stone is your ally, and with the help of your
divine magic you can speak to it to learn its secrets.
The earth abides. It survives the slings and arrows of bues your weapon arm with great strength.
The stone has few words, but its whispered advice can
its enemies. It watches patiently as the days and years At-Will F Divine, Weapon
Standard Action Melee weapon reveal secrets you otherwise would miss.
follow one after another. When angered, the earth
Target: One creature
erupts in destructive earthquakes to rend and tear Attack: Wisdom vs. AC Stone Speak Cleric Utility 1
the land. When placated it is quiet, almost invisible in Hit: 1[W] + Wisdom modifier damage.
You reach down to touch the stone beneath you and at your
its ubiquity. Level 21: 2[W] + Wisdom modifier damage.
urging, it tells you the tale of this place.
Effect: You or one ally within 5 squares of you gains a +2
Like the earth, your magic endures. With the Encounter F Divine
power bonus to AC until the end of your next turn.
blessings of the earth, you and your allies can resist Minor Action Personal
attacks with ease. When you strike, you land heavy Effect: You make a Perception check with a +5 power bonus to
Domain At-Will Power detect secret doors, hidden objects, and hidden creatures
blows that leave your enemies reeling.
This prayer channels divine energy into your weapon. within 10 squares.
Benefit: You and each ally within 5 squares of
When it strikes a foe, your enemy’s limbs become
you gain a +2 power bonus to saves against ongoing Domain Encounter Power
as heavy as granite. Unable to defend itself for a key
damage.
moment, your foe is left vulnerable to your allies’ The earth is an indomitable foe and a potent ally, as
In addition, when you use healing word, the target
attacks. demonstrated by this prayer. You unleash the earth’s
takes half damage from the next attack that hits it
power to transform simple stones into deadly projec-
before the end of your next turn. Burden of Earth Cleric Attack 1 tiles. In the wake of this attack, the ground shudders
You also gain the following powers. As your mace crashes into your foe, your enemy’s back and and twists, grinding your enemies’ advance to a halt.
limbs sag as if burdened with a great weight, leaving it vulner-
Domain At-Will Power able to your allies’ attacks.
Earthen Hail Cleric Attack 1
This simple prayer is your first step to shaping the At-Will F Divine, Weapon
As your weapon slams into your enemy, shock waves of power
Standard Action Melee weapon
magic of earth and stone. At your command, an ally Target: One creature
emanate from it to bombard your foes with shards of stone.
gains the endurance of stone. In imparting this gift, That same energy imbues you and your allies with superior
Attack: Wisdom vs. AC
endurance and durability.
your arms become as hard as granite, lending extra Hit: 1[W] + Wisdom modifier damage and push the target 1
square. Encounter F Divine, Weapon
power to your attacks. Standard Action Melee weapon
Level 21: 2[W] + Wisdom modifier damage.
Effect: The next time you or an ally attacks the target before Target: One creature
the end of your next turn, that character gains a +1 power Attack: Wisdom vs. Fortitude
bonus to the attack roll. Hit: 1[W] + Wisdom modifier damage, and enemies in a blast
3 that includes the target suffer damage equal to your
Constitution modifier. The target also takes this damage.
Effect: You and each ally within 3 squares of you gain a +2
power bonus to AC and Fortitude until the end of your
next turn.

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Earth Domain

Level 1: Level 5: Earth Domain Level 10: Earth Domain


Channel Divinity (Earth) Feature Feature
You channel the strength and resolve of stone into Your healing magic flows through the earth and The strength of stone and earth flows through your
your allies, allowing them to absorb attacks with the ground. When you mend an ally’s wounds, your magic. When you attack, your weapon becomes
stoic resolve of a mountain. magic can also pull it across the earth. You draw on imbued with the weight and power of an avalanche.
the great, implacable weight of the mountains to send Your foes fall before this attack, driven to their knees
Stone’s Resolve Cleric Utility 1 your ally into battle or pull him away to safety. by your divine might.
For a brief moment, you or a nearby ally become a creature of Benefit: Whenever you use healing word, if the Benefit: Whenever you use a melee divine
living rock.
target is standing on the ground, you can slide it encounter attack power that attacks Fortitude
Encounter F Channel Divinity, Divine
a number of squares equal to your Constitution defense, any target you hit also grants combat advan-
Minor Action Close burst 2
Target: You or one ally in the burst modifier. tage until the end of your next turn.
Effect: The target gains resist 5 to all damage until the end of
your next turn.
Level 11: Resist 10.
Level 7: Earth Domain Level 11: Devout Action
Level 21: Resist 15. Encounter Power (Earth)
Special: You can use only one channel divinity power per
Earth’s power rests not only in the mountains and Devout warpriest paragon path feature
encounter.
crashing boulders but in the subtle power of soil and The earth beneath you is a living thing. You can
rock. This prayer lets you draw forth the slumber- feel the ebb and f low of the roots that run through
Level 3: Earth Domain ing power that rests in every shard of earth, even the it, the veins of metal hidden within its grasp, and
Encounter Power smallest trace of dust. At your command, they form a the countless living things that burrow through it.
This prayer demonstrates that the earth itself is yours mighty weapon that chokes and distracts your enemy This relationship runs two ways. You feel the earth’s
to command. With but a handful of dirt and the as your allies move in for the kill. pain and joy, and it ref lects your emotion. Normally
power of your magic, you create a warding shield of the earth is too vast for your feelings to move it, but
unbreakable granite. The shield slams into your foes, Blessing of Dust Cleric Attack 7 in the midst of battle it roars in fury alongside you.
driving them away before its magic flows back to pro- You cast dust in a circle around you. The dust swirls, distract- When you are pushed to deeds of great valor, the
tect your allies. ing your enemy as your allies press the attack.
earth trembles beneath your foes in ref lection of
Encounter F Divine, Weapon your wrath.
Granite Shield Cleric Attack 3 Standard Action Melee weapon
Target: One creature Benefit: When you spend an action point to gain
You invoke the power of earth to attack your enemy and call Attack: Wisdom vs. Fortitude an extra action, choose one enemy within 5 squares
forth a shield of granite to protect your allies from harm. Hit: 2[W] + Wisdom modifier damage. of you. That enemy falls prone.
Encounter F Divine, Weapon Effect: The target falls prone.
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W]+ Wisdom modifier damage and push the target 3
squares.
Effect: You gain an aura 2 that lasts until the end of your next
turn. You and your allies gain resist 5 to all damage while
in the aura.

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Earth Domain

Level 11: Transcendent Level 13: Earth Domain Level 17: Earth Domain
Blessing (Earth) Encounter Power Encounter Power
Devout warpriest paragon path feature Once you hurled stones imbued with divine energy The earth provides stout, defensive magic, but that
The power of the earth flows through your magic. at your foes. Now, with your superior command of is not the limit of its power. This prayer creates a
When you invoke your prayers, they carry the might divine magic, you call the earth to rise and fall at your shield of obsidian, a vicious, sharp rock that cuts flesh
of earth into your bones. For a brief moment, you command. with ease. The shield slices through your foes before
have the strength and tenacity of a mountain. exploding into an aura of sharp spines that protect
Benefit: When you use earth’s endurance, the effect Earthen Vanguard Cleric Attack 13 your allies and harm those foolish enough to stand
applies to both you and one ally, instead of just one Earth and stone roll toward your enemies like a wave and your nearby.
swinging weapons scatters them like rag dolls. The wave leaves
ally, and you and that ally also gain a +2 power bonus
your allies untouched, and the lingering aura of magic around
to Fortitude defense. them protects them like a shield of stone. Obsidian Shield Cleric Attack 17
A shield of gleaming black rock slams into your enemies with
Encounter F Divine, Weapon
Level 12: Earth Domain Standard Action Melee weapon
brutal force, then shatters into tiny shards that protect your
allies and seek out enemy weak points.
Utility Power Target: One creature
Attack: Wisdom vs. Fortitude Encounter F Divine, Weapon
Devout warpriest paragon path feature Hit: 2[W] + Wisdom modifier damage, and enemies in a blast Standard Action Melee weapon
3 that includes the target suffer damage equal to 2 + your Target: One creature
Stone and earth seem to leap at your command Attack: Wisdom vs. Fortitude
Constitution modifier. The target also takes this damage.
through the power of your divine magic. This prayer Effect: You and each ally within 5 squares of you gain a +2 Hit: 2[W] + Wisdom modifier damage and slide the target 3
allows you to craft a formidable barrier against your power bonus to AC and Fortitude until the end of your squares.
next turn. Effect: You create a zone in a blast 3 that lasts until the end of
enemies in an instant.
your next turn. While in the zone, you and your allies gain
resist 5 to all damage. You and your allies gain a +5 power
Bulwark of Stone Devout Warpriest Utility 12 Level 16: Earth Domain bonus to damage rolls against enemies in the zone.
A rocky barrier emerges from the ground at your command. Feature
Daily F Conjuration, Divine
Devout warpriest paragon path feature
Standard Action Area wall 8 within 10 squares
Effect: You conjure a wall of rough stone that acts as blocking Your healing magic not only mends flesh but also
terrain. The wall can be up to 4 squares high and must be grants your allies the strength and endurance of
on a solid surface. While you or an ally stand on the wall or living stone. Attacks made against them are as effec-
are adjacent to the wall, that character gains a +2 power
bonus to all defenses. Each square of the wall has 100 hit
tive as taking a dagger to a boulder.
points and crumbles into difficult terrain if it is destroyed. Benefit: Whenever you use healing word, you and
The whole wall crumbles into difficult terrain at the end of each ally in the burst other than the target gains resist
the encounter.
all equal to your Constitution modifier until the end
of your next turn. If you are the target of healing word,
you do not gain this benefit.

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Earth Domain

Level 20: Earth Domain Level 23: Earth Domain Level 27: Earth Domain
Daily Power Encounter Power Encounter Power
Devout warpriest paragon path feature The earth is many things. From the greatest moun- During the Dawn War, the gods of earth built a net-
This horrid and deadly attack serves as a final pun- tains to a swirling mote of dust on the wind, the earth work of mighty citadels to defend the remnants of
ishment for those who dare stand against your divine is the element upon which all other creation rests. the divine armies until reinforcements could arrive.
power. You bid your enemy’s flesh to become one With this prayer, you shackle your foe with chains of Their holding action helped tip the balance in the
with the stone beneath it, adding its body to the living stone, leaving it defenseless and unable to move. gods’ favor.
rock of the earth. Perhaps in its new form, it can
atone for the crimes it committed. Earthen Chains Cleric Attack 23 Earthen Fortress Cleric Attack
As you strike your foe, you intone a prayer to the gods which As you lead the assault against your enemies, the magic of
Entombing Stone Devout Warpriest Attack 20 causes chains of stone to wrap around your enemy. earth and stone swirls around your allies to shield them from
harm.
Stone from the ground seems to shift and flow around your foe Encounter F Divine, Weapon
as it rises up to claim its flesh. Standard Action Melee weapon Encounter F Divine, Weapon
Target: One creature Standard Action Melee weapon
Daily F Divine Target: One creature
Attack: Wisdom vs. Fortitude
Standard Action Ranged 5 Attack: Wisdom vs. Fortitude
Hit: 3[W] + Wisdom modifier damage.
Target: One bloodied creature Hit: 3[W] + Wisdom modifier damage, and enemies in a blast
Effect: The target is knocked prone and cannot stand until the
Effect: The target is immobilized (save ends). 3 that includes the target suffer damage equal to 5 + your
end of your next turn.
First Failed Saving Throw: The target is immobilized and Constitution modifier. The target also takes this damage.
dazed (save ends both). All enemies damaged by this attack are knocked prone.
Second Failed Saving Throw: The target is petrified (save Effect: You and each ally within 5 squares of you gain a +2
ends). power bonus to AC and Fortitude until the end of your next
Special: A creature not touching the ground gains a +4 bonus turn.
to saving throws against this power.

About the Author


Mike Mearls is the Group Manager for the Dungeons &
Dragons® roleplaying game. His recent credits include
Player’s Handbook 3, Hammerfast, and Monster Manual 3.

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Everwatch
Living Beyond
the Green Line
By Robert J. Schwalb
Illustration by Howard Lyon

Ghesh shifted in the saddle. He wasn’t sure if his gloomy mood stemmed from the
long journey or from the destination. It had been years since he was last in his
adopted home, and not all his memories of Everwatch were happy ones. Yet, he
thought as he glanced at his companions, without it I would have walked a
lonely road without these stalwart friends I have made. Life would have
been different indeed.
The Keen Blades, the name they chose for their band, all came from Ever-
watch. Ghesh was not born there, but he’d spent many years studying under the
community’s swordmaster, Ruald. During those rare moments when he wasn’t
drilling and practicing under the stern master’s gaze, Ghesh made lasting friend-
ships with the locals. When the goblin hordes spilled out from the Great Parch,
he and his friends discovered they worked well together, so once they settled the
troubles, they set out to find their fortunes.
It was a relief to be free from Everwatch and his mentor’s scrutiny, yet he
would not deny his companions the chance to visit the friends and family they left
behind so many years ago. Ghesh was worried though. The Keen Blades did not
leave with the community’s blessings. Although they had helped turn back the gob-
lins, no one believed the humanoids were well and truly beaten. Ghesh suspected
the goblins would eventually come back in greater numbers. If they had, they did
so when the Keen Blades were leagues away. Had Everwatch survived? If it had, it
wouldn’t be the same place. Of that, he had no doubt.

TM & © 2010 Wizards of the Coast LLC. All rights reserved.

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Everwatch

The community named Everwatch stands on high


Barrow Hill, where it overlooks a great, dusty plain.
E xploring
Behind its sheltering stone and timber walls live Using Everwatch E verwatch
a hardy and independent people. The community The best way to think about Everwatch is to
Barrow Hill is the furthest mound in a series of
prides itself on its determination and resilience consider it as an extended background element.
It serves both to help you develop a history for denuded hills rolling down from the Green Line,
despite the hardships they face on the frontier. The an enormous pine forest that extends for hundreds
your character and to create a unified story for
original town was built during the dark years fol- of leagues to the north and south. Gray stumps spot
your entire party, should you choose to do so.
lowing the Dragon Wars against the tiefling empire Rather than creating a convoluted story to bring the green and brown hills, marking the rocky earth
and the bright days promised by glorious Nerath. disparate heroes together, Everwatch becomes like rotten teeth left behind when the fortified com-
Everwatch has always stood as a fastness equal to the your team’s foundation. It gives you a place, munity was built atop the hill centuries ago. Barrow
countless raiders crashing against its walls. With each quests, and background elements that can glue Hill, being the furthest mound from the forest,
war, Everwatch grew stronger and more confident your characters together.
has a commanding view over this expanse of dust
than before. It is no wonder, then, that Everwatch has Everwatch can be anywhere you and your DM
agree to put it. The core locations are defined, and stone called the Great Parch. It is a tortured
produced some of the world’s great heroes. land reduced to its present state by some long-
but the further you move out from the commu-
Every adventuring group has a story, an origin, forgotten calamity. The fortress perched atop the
nity, the sketchier it becomes. A DM can simply
a starting point where its grand adventure began. drop it into his game world and you’re ready rocky mound is the lone adornment to the forlorn
While many groups come together in smoky inns to go. Some of the features or story elements and tragic landscape. When night spills across the
or find themselves thrown together through cir- described here are bound to be unsuitable or empty land, only Everwatch’s lights hold the dark-
cumstance or difficulty, there are those who share incompatible with any individual campaign, but ness at bay.
a much longer, common past, whose individual his- none of this material is fixed in stone. Change
and cut as needed to fit Everwatch into your
tories are tangled with those of their fellows since
childhood. Just as Solace was home to the Heroes game world. For example, if your campaign is set Legends and Myths
on Athas, the Green Line could instead become History grows murky more than a few generations
of the Lance in the Dragonlance Chronicles and Ice-
a mudflat, a range of rocky badlands with abun- back. Everwatchers concern themselves with the
wind Dale united Wulf­gar, Regis, and Bruenor, so
dant cacti, or even the Crescent Forest. future and their present troubles and waste little
too could a community or region be home to your Furthermore, although Everwatch’s commu- effort on reexamining the past in search of things so
heroes. “Everwatch” provides a common starting nity is described as being predominantly human,
nebulous as truth. This is not to say that Everwatcher’s
point for adventuring groups, offering everything you that might not match your party composition.
don’t have a sense of place or purpose, but its history
need to establish a shared history which reinforces Simly replace humans with dragonborn, tieflings,
or whatever else you need to make it a logical is sufficiently long and the facts sufficiently tangled
the bonds of friendship that keep your party together
homeland for your adventuring party. that no one has been moved—or had the time—to try
through thick and thin.
unraveling the knot for a century or more.
Common knowledge places Everwatch’s founding
sometime after the ancient wars between dragons
and men but before Nerath emerged as a dominant
power. This was a dark age filled with the groans
and shudders of dying civilization. The few surviving

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Everwatch

clues about the sort of place Everwatch was can be Locals, especially grubby children, may uncover the woods or an adventuring band passes through
found in scrolls carefully preserved at the Shrine of relics from time to time. The most common finds are on its way to some awful dungeon or other site. Visi-
Erathis and the coins recovered from old cellars or old arrowheads, coins, and rusted blades that might tors are welcomed into homes with spare rooms,
pulled from the soil by searching children. have been daggers, spears, or axes. The craftsman- and guests are welcomed into favored places before
The five parchment scrolls have faded consider- ship and design point to elven origins, which supports the fires in the Split Oak tavern. Everwatchers are a
ably and all but one are fragmentary. Scholars who the scholars’ deductions. generous people, and they are hungry for news from
are intrigued enough to examine them and respected As for where the sea went and Andalopoli’s loca- other lands.
enough to be permitted to do so have pieced together tion and fate—these are questions with no satisfactory Although farmsteads and ranches speckle the
an unsettling story. Barrow Hill was exactly what the answers, at least not yet. The Great Parch is a brutal hills around Barrow Mound, most Everwatchers live
name suggests: a mass grave for the soldiers who died land and crossing it is deemed foolhardy. High tem- behind the community’s steep, stone walls. A single
conquering this land from the indigenous people, a peratures and frequent dust storms are only some of trail winds up and around the hill, wide enough to
folk many believe were elves. Human refugees from the hazards travelers face. Rangers have ventured into accommodate two wagons side-by-side. There are no
a faraway place called Andalopoli crossed the wide it and returned with tales of sleek ships half-buried in direct routes to the main gate, so the townsfolk can
ocean (which some now believe became the Great the shifting dust and towering bones that must have pepper invaders from the upper roads with rocks
Parch) and settled on its shore. They built the wooden belonged to monsters of terrifying size. and arrows should the city come under attack. At the
fortress to watch for other ships sailing from their gravel road’s end stands Watch Gate, a weird bar-
ruined homeland. Minor Quest: Find Lost Andalopoli bican constructed to resemble a yawning face, with
The rest of the tale is fragmentary, but it paints a Whatever Andalopoli was has been eclipsed by the arrow slits forming the eyes and nostrils.
grim picture of betrayal, dark gods, and eventually fanciful stories and legends told around Everwatch. Through the gate, one finds straight, cobbled
war. The outcome is clear from the absence of elves Finding the fabled city and unearthing its treasures streets lined with buildings placed so close together
in the woods beyond the Green Line and the greater and secrets is the stuff of fancy and imagination. What that most share walls with their neighbors. Space is
happened to the city? Is it out there still? Would brave
than normal half-elven population living within valuable, so shops and taprooms are built upward,
explorers be rewarded with ancient treasure or only
Everwatch. The few pure-blooded elves and eladrin with rooms on the higher floors where families live
death and ruin?
currently living in Everwatch number less than a Reward: 2,800 XP in cramped quarters. Here and there, alleys worm
dozen, and all are recent arrivals by local reckoning. off from the main thoroughfares. Upper floors of
Mankind, it appears, was the victor. Everwatch Today the buildings extend over these alleys, making them
Everwatchers have moved beyond their violent past more akin to tunnels than honest streets, and in some
Minor Quest: Missing Scrolls and now concern themselves with protecting their places they are wide enough only for one person to
A thief plundered the shrine of Erathis and made off community from the new dangers coming out from slip through.
with a few treasures, including Everwatch’s scrolls. A Everwatch has few open spaces. The largest and
the wastes or stalking the shadowy forest behind
search in the town turned up no clues, and it seems most crowded is the Clinks, the village market, where
clear that the thief was an outsider. Father Dinivin them. The hills around the settlement are home to
farmers who find much success in the strangely fer- travelers and locals mingle and peddle their wares.
dispatched you to track down the thief and recover
tile soil and herders who tend their flocks with wary Foreign merchants are rare, though, so most transac-
the scrolls before they vanish forever.
eyes that rarely stray from the Green Line. tions take the form of barter rather than purchases
Reward: 200 XP
Travelers are rare, but not so uncommon as to with coinage. Common goods are always available.
arouse suspicion when a tinker’s wagon emerges from Textiles are mostly wool. Metal goods are made either

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12
Everwatch

from recovered iron dug from the ancient battlefields Law and Order Background: Everwatch Conscript
or bronze made from the copper and tin that is mined When you lived in Everwatch, you were part of the city
As with any community, there are bound to be bad
south of Everwatch. milita. You learned how to handle a spear and shield
seeds, folks who balk at law and custom. Luckily for
The greatest structure in the community is the well enough to stay alive at least long enough to fight
Everwatch, the guard is competent and loyal to the goblins. Why did you join the militia? Was it the extra
Watch Tower, a drumlike keep in the center of
crown, and the dozen or so constables do a good job pay? The honor? A sense of duty? Why did you quit?
town. It climbs another 60 feet above the three-story
keeping crime in check. They owe their success to a Associated Skills: Athletics, Perception
buildings around it. The Tower is literally the hub
grizzled veteran named Ruald, who chased the Split
of Everwatch: it sits at the center of town with roads
extending outward like spokes on a wheel toward the
Nose goblin tribe back into the Great Parch and scat- Religion
tered its warriors to the wind. Ruald expects and Everwatch’s patron deity is a being known as al-
roughly oval outer wall. Watch Tower is home to the
receives obedience from the warriors under his com- Shaphal, Shiner of Light, who is said to have led the
Baernor family, the nobles who have governed Ever-
mand and earns their loyalty by attending to their way across the vast sea to the new land where the
watch since olden times. The present ruler is King
training personally. Ruald is a gifted swordsman, refugees settled. Outsiders suggest that al-Shaphal is
Festrick, a quiet man who watches over Everwatch
though he’s skilled with most melee weapons and an older aspect of Erathis, the goddess of civilization,
from a fatherly distance and has little interest in the
fighting styles. although the rites and rituals performed in her name
courtly intrigues perpetrated by parasitic court syco-
In addition to the guard, Everwatch can muster are unique to Everwatch—being somewhat mysteri-
phants and schemers, among whom he ranks his own
some one hundred men and women to fight in the ous and spoken in a strange dialect. The clergy work
sons and daughters.
militia. These are part-time warriors equipped with from the Temple of Reason that stands adjacent to the
spears and shields. They are summoned only when Watch Tower. It is not as large as the Baernor seat,
Human Background: Baernor Scion
the community comes under attack. The Split Nose but it is no mean structure, either. Bas-relief carvings
You are a member of Everwatch’s noble family. You
tribe inflicted heavy casualties on the community depicting civilization’s forward progress festoon the
might be next in line to take the throne, or you could
be a distant relation with few prospects. How do you militia, so Ruald spends much of his time training exterior of this tall building with a peaked roof and
get on with your family? With King Festrick? Are you a their replacements. bell tower.
beloved member or a black sheep? How did the larger Al-Shaphal gains the most attention in Ever-
family respond when you chose to leave Everwatch Background: Student of Ruald watch, but shrines to lesser gods stand in alcoves
and become an adventurer? You trained under the swordmaster Ruald in Ever- on the nave’s walls. Most of the common gods are
Associated Skills: Diplomacy, History watch and honed your natural talents until you could
represented. It might shock a visitor, however, to
hold your own in battle. The swordmaster takes on
the responsibility of training the guard, but he will take find darker gods receiving the same honor as their
on other students. Were you a member of the guard? brighter counterparts; shrines to Bane, Zehir, and
Under what circumstance did you end your employ- Tiamat are also present.
ment? If you weren’t a member, how did you convince
Ruald to train you?
Associated Skills: Diplomacy, History

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Everwatch

Background: Initiate of al-Shaphal Old Faith Background: Aspirant of the Watcher


The Temple of Reason recruits initiates from the city’s Although few folks recall much about the conflicts You were intrigued by Erak Cobb for a while, during
youth by scooping up preadolescents to mold their which time you participated in the rites and ceremo-
between the settlers and their elven neighbors, the
beliefs and attitudes about religion and make them nies, communed with spirits and, in the end, had your
valued servants in the order. You were such a child. remnants of the fey community remain beyond the eyes opened to a different world. You might have
Alongside your peers, you studied the teachings of the Green Line. Rangers have found carvings in the trees, gone on to further your studies, becoming a druid or
Shining Light (Erathis or some other god). The adven- sometimes as great staring faces and others as runes maybe even a shaman. Or, you might have abandoned
turer’s life offered an escape from temple duties. You and symbols. Standing stones bear markings in a that path to pursue some other destiny. What was
might be a heretic, driven out for radical views. You gentle script and those attuned to magical power can your story?
could be a temple agent who ventured into the sur- sense it humming within these stones. The greatest Associated Skills: Arcana, Nature
rounding lands to bring reason and light to the world. and most mysterious ruin is the Eleizan Ring, a circle
Associated Skills: Insight, Religion
of stones crowning a bare hill about a league into the Secrets
forest. Some believe the site was used to study the The face that Everwatch presents to its citizens and
The clergy of Everwatch cling to ideas that may
stars, others claim warriors were buried beneath the visitors is one of a harmonious community free from
appear strange to outsiders. The priests claim that
mound, but everyone agrees it was a place of religious conf lict and trouble. Behind its pleasant façade lies
al-Shaphal is the highest god, a being above all others,
significance to the vanished fey folk. an underworld as dark and strange as anywhere
who are alternatively his/her children, lesser kin, or
Recent years have seen a resurgence of interest in else in the world. Everwatchers don’t speak of these
in some circles, mortal heroes raised up in the Light’s
the sylvan people, especially among the fourth and elements but go about their lives with their hands
name as a reward for their great deeds. Objections to
fifth generation half-elves who hope to restore the over their eyes lest they be forced to face the cancer
these beliefs are met with smiles and nods. The clergy
culture that their human ancestors wiped out. With- rotting them from within. One can catch glimpses, a
is never roused by a nonbeliever’s protestations.
out guidance, the movement might have died out as glance from a sly cutpurse maneuvering through the
a fad, but Erak Cobb, a charismatic and outspoken market or the surreptitious visitor calling on a priest
Minor Quest: Chalice of Exekiel
half-elf, has kept the interest alive. He claims to have after the midnight bell. The sounds echo up from the
Cyprilla, the High Priestess of al-Shaphal, is in charge of
peered into the “spirit world” and contacted an entity sewers, a screech or mewling cry best ignored, or in
seeking out the best and brightest pupils and instructing
them in the higher mysteries on their road to becoming known as the Watcher. From it, Erak is learning the rare corpse found at dawn’s first light by a pass-
holy warriors and mystics. Of those she invites into her about his ancestors and their practices in the cer- ing patrol.
confidence, she makes one demand: Seek the Chalice of tainty that he will one day unearth the truth about
Exekiel, for it and it alone can restore the lost lore from his peoples’ fate. The Graves
Andalopoli. It’s thought the ancient mothers and fathers Cobb’s followers conduct their ceremonies at the Everwatch stands atop a mass grave created so long
poured their devotion and lore into the Chalice as a old places. They make sacrifices and offerings to the ago that most people don’t remember who was
way to protect Andalopoli from the Adversary and his Watcher and learn to evoke lesser spirits to weave interred or how they died. About 50 years ago, King
legions. Tragically, the vessel was lost during the exodus
interesting and strange magic. Anyone, regardless of Frem ordered sewers constructed below the city.
from the ruined city. The relic might still lie in Andalo-
race, is welcome to join what most Everwatchers see The architects placed the lines under the major
poli, it might be lost in the desert, or it could have been
carted off by thieves. The High Priestess believes its as a cult. Half-elves and elves hold positions of great- thoroughfares with connections to the various build-
recovery is crucial to the faith of al-Shaphal. est authority within the group. ings and neighborhoods. During excavation, bodies
Reward: 4,150 XP were discovered all over the city, and certain rumors

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Everwatch

The Ambrosia Society


suggested that some of these bodies weren’t entirely
dead. The king and his officials silenced these There are few genuinely wealthy citizens in
M aking the Most
rumormongers, but whispers about the walking Everwatch, and almost all of those who do enjoy of E verwatch
dead persist, as does the nickname for the sewers: aff luence are almost installed in the King’s court. A hometown is a big part of every person’s identity.
“the Graves.” Successful merchants and craftsmen also enjoy com- Many derive their values, religious beliefs, and out-
The Aff licted: The sewer project cleared the city fortable lives. It is to these people that the Ambrosia looks from the people they surround themselves with.
of more than just waste; it also created new real-estate Society caters. It’s said that you can never go home again, but home
for the city’s destitute. Almost at once, the poorest of Tucked away at the end of a narrow alley is an never really leaves you, either.
the poor vanished into the tunnels, where they sur- innocuous building, small and unremarkable. Behind Choosing Everwatch as your group’s homeland is
vive on rats and whatever else they can find. Some its mahogany door is excess and decadence, a place only the beginning; there are still things you can do
claim that the sewers are crowded with a veritable where wealth and privilege are welcome without the to strengthen your story by establishing connections
army of Everwatch’s castoffs, and among them are rabble begging and scratching for scraps. Only the between your characters, with NPCs, and with events
strange people with bizarre afflictions and maladies. most important people are admitted here, and mem- from your shared past. Think about what it was like
It is true that disease is rampant among those who bership is always by invitation. for your character to grow up in this rough frontier
dwell in the tunnels, but other, weirder corruptions The few members who mention the place dismiss town under constant threat from raiders. Identify
are sometimes spotted. the rumors of dark practices and wickedness, claim- your family members, their occupations, and their
ing that the Ambrosia Society is no much more than place in the city. Come up with a few friends you left
Background: Sewer Wretch a restaurant and club, a place to sip brandy and enjoy behind. They might have been childhood friends,
Your family was poor, and you grew up in the Graves. a fine meal. What’s strange, though, is that no one lovers, spouses, even children. Or they might have
There you learned to hunt rats, scavenge, and thieve admits to working there. No deliveries are ever made been comrades-in-arms who chose to stay behind
to survive. You also encountered the strangeness that
and there are no ex-members. More than one agitator when you left. You might also have friends who left
haunts the deeper and newer passages, the undead
and mutants that prowl the dark. Proximity to such has gone missing after spreading rumors about the before you and are now somewhere out in the world.
oddness might have awakened psionic powers in you Society’s illicit activities. Once you have a few ideas jotted down, work with
or you might have become touched yourself, burdened your fellow players to weave them together. Consider
with an unnatural corruption. Then again, you might how you met your current companions. Draw from
have clawed your way free from the dark to claim a important events, shared friendships, or circum-
place in the light. stances to build strong bonds. Not all relationships
Associated Skills: Arcana, Dungeoneering
with your companions need to be positive ones. You
might have a rivalry with the fighter over a young
man or woman you both courted years ago. A ranger
in your group might have bullied you. Think about
how these connections define your present relation-
ships and then draw from them when you roleplay
your character. The more you invest in your story,
the more rewarding and memorable the roleplaying
experience becomes.

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15
Everwatch

About the Author


For the DM Robert J. Schwalb is an award-winning game designer
Everwatch is first and foremost a player tool, a story- or al-Shaphal could be a remnant of a much older who has contributed design to or developed over one hun-
telling aid that ties the player characters together. religion that is all but forgotten in other parts of dred roleplaying game titles for Dungeons & Dragons,
Players should be allowed plenty of latitude when it the world. Perhaps the chalice of Exekiel is the key Warhammer Fantasy Roleplay, A Song of Ice and Fire RPG, Star
Wars RPG, and the d20 System. Some of his most recent
comes to adjusting or altering the material presented to understanding the origin and true nature of al-
work for Wizards of the Coast can be found in Monster
in this article, because the city is here to spark ideas Shaphal. Manual 3, Player’s Handbook 3, and Martial Power 2, and also
and help frame their thoughts. The Old Faith: Like the worship of al-Shaphal, in the pages of both Dragon and Dungeon Magazines. Robert
While designed as a player aid, Everwatch can be there may be more to the Old Faith than meets the lives in Tennessee.
an asset for you, too. Old friends and nemeses may eye or than Erak Cobb suspects. Were the fey crea-
climb out from the past to create complications dur- tures killed and driven off purely for their territory, or
ing the heroes’ adventures. Characters might return did something more sinister bring about their doom?
home to visit loved ones only to find their homeland The Ambrosia Society: This is presented as a
changed and far different from how they remember rather mundane, if debauched, social club, but it
it. Or the heroes might discover that Everwatch is could serve any number of other purposes. Perhaps
exactly as they left it and a perfect base from which the highest members of the society understand the
to launch new expeditions. real secrets of Everwatch and work to keep them
If characters return to Everwatch (or you want hidden from the citizens at large. Alternatively, the
to bring them back here for your own reasons), you Ambrosia Society could be the town’s last, true line
have several strong hooks to hang a story on. of defense against evil influences from the past.
Goblin Raiders: The Split Nose tribe and its The Graves: The sewers beneath Everwatch
allies have attacked Everwatch countless times conceal a terrible secret of the town’s history—a
in the past, and they’re certain to do so again. In mass grave of the elves and their fey allies who
recent generations, these attacks have been poorly were lured to Barrow Hill with appeals for peace,
organized and repulsed with relative ease, although then surrounded and massacred with the last of
never without casualties. That situation could the arcane weapons brought out of Andalopoli by
change if the tribe is taken over by a powerful leader that city’s refugees. The corpses were dragged into
who understands how to take advantage of Ever- primeval warrens beneath the hill, along with the
watch’s vulnerabilities. burned-out shells of the magical weapons that were
Andalopoli: Remains of the legendary city lie used to murder them and which were the only
somewhere in the Parch. Aside from the ancient other tangible evidence of the atrocity. The war-
treasures and creatures which have been buried rens were sealed and, as the city rose, all record of
there for centuries, it must contain clues to the true their existence was stricken from written history
history of Everwatch, al-Shaphal, and the mystery of and from memory. Diggers working on the sewers
the Graves. inadvertently rediscovered a portion of the warrens,
The Worship of al-Shaphal: Everwatch’s and the trouble is only just beginning.
unique deity may be a reflection of Erathis or Pelor,

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Channel Divinity:
Champions of Kord
By Matt Sernett
Illustration by Slawomir Maniak

The chill wind heralds him with its howling. The darkening sky is his
cloak sweeping over the land. His face is the angry thunderhead, and
when he speaks, his rumbling voice can be heard for miles. Lightning
leaps from his briefest glance, and he lashes the world with rain and
beats it with hail. From a throne of storms, Kord looks down upon
all and sees too much weakness. His disgust fuels his wrath, and by
his harshness he hopes to sow new strength. Those who cower at
the ­thunder and hug themselves against the rain, those who flinch
away from his fist—they mean nothing to Kord. Yet those who shout
against the roar of the wind, and those who face the furor with cold
­determination—whether it comes from a storm in the sky or the frenzy
of battle—these Kord smiles upon. And if they can grin at danger and
laugh in the face of death, Kord laughs with them, long and hard.

TM & © 2010 Wizards of the Coast LLC. All rights reserved. O c t o b e r 2 010 | D r ag o n 3 9 2
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Channel Divinity: Kord

Most people pray to Kord in times of need, but


only warriors and those who frequently battle the ele-
Kord’s Faithful Dawn War suspect that Kord might be preparing for
some coming conflict—a Dusk War. If so, perhaps
ments count themselves among his faithful. A farmer Different cultures worship the gods in various ways, Kord is using the world to test whether good or evil is
might ask Kord for many strong sons. A smith might but the faith of Kord is less organized than most. A the strongest weapon against the foe Kord foresees.
beseech Kord to make her armor serve well in battle. kingdom of dwarves honors Kord as Moradin’s general Or maybe Kord seeks to have the strongest mortals
And many plead with Kord to set his storms and wars and prays to him for strong arms at the forge as they on his side, regardless of their outlook, knowing that
upon foreign shores. But sailors, gladiators, soldiers, make weapons and for keen thinking on the fields they will set aside their squabbles when he calls upon
raiders, mercenaries, bullies, thugs—they know that of war. A settlement of elves fears Kord as the god of them to prove their worth. None can say for sure
Kord shows most favor to those with the courage to tempests and placates him with offerings tied to birds because Kord dismisses such idle conjecture.
fight for themselves. released into stormy skies. Eladrin warriors from a
military school dedicate their bodies to Kord, engag- I nitiation
Beliefs and D uties ing in intense physical training for hours every day.
Human barbarians praise Kord as the Thunder God Kord exists in the lives of most people starting at a
Those who follow Kord live by four simple maxims and roar his name as they charge into battle. Other young age. He is one of many gods that children learn
that can mean a great deal depending on who is put- elves delight in the fierceness of Kord, mimicking his to pay homage to as their parents and community do.
ting faith behind them. lightning strikes with their hit-and-run tactics. Other They know Kord as the one whose anger or pleasure
Have Courage: Be brave at all times. No chal- humans construct massive coliseums in honor of Kord rumbles through the heavens and he who brings
lenge that can be overcome should be avoided out of and hold games and gladiatorial battles in his name. the slashing rain and biting wind. Kord demands
fear. If you must retreat, regroup and return. Other dwarves build iron towers atop their mountains, strength in their labors and rewards it with bounti-
Be Strong: Maintain your health and grow your hoping to attract Kord’s blessed touch and use the ful results. The thunder is Kord, and the dark clouds
strength. Reject that which would weaken you. lightning strikes to augur the strength of their foes. are Kord too. The thrill of a contest is Kord, as is the
Endure what must be endured. Surpass what can be Kord favors no one approach to his worship. His heady rush one feels when in danger.
surpassed. Show your strength through action. worshipers know that when they come into conflict, As a character devoted to Kord, you formed a
Fight: Never submit to something that can be sur- Kord has no favorite but blesses the bravest and the deeper connection to the Lord of Battle. Your faith is
mounted. Allow no enemy to win by your inaction. strongest among them from both sides. When a victor more than rote prayers and simple supplications. You
Face problems and foes directly. If you want your proves his or her mettle, the truly faithful among feel Kord’s eyes upon you and seek to please him with
enemies to be strong, attack their weaknesses. Pit Kord’s followers understand that Kord did not show your strength and courage. When thinking about
your strength against an enemy’s so that you can grow pleasure with that combatant’s ethos. Might did not your character’s special connection to Kord, consider
stronger. make right. Kord believes in strength and courage for any of the following options. Think about them and
Honor Those Who Show Strength and its own sake. the backgrounds that follow. How might they be com-
­Courage: Favor them as Kord does, with a comrade’s Warrior-scholars wrestle over the reason for bined to create your character’s history and develop a
hand or a challenge that can make them stronger. Kord’s amoral and impartial stance. Some say that deep and interesting personality?
Honor brave enemies more than cowardly friends. righteousness will be made stronger through adver-
sity. Others believe that strength and courage should
not be bound by rules and moral strictures. Those
most knowledgeable about the ancient legends of the

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Channel Divinity: Kord

Acolyte sworn to Kord to have courage in everything you do.


Serving the L ord
You will endure the memory of your weakness and
Different communities have different ways of wor-
shiping Kord, but all such temples seek to continue
surpass it. Through action, you will prove to yourself of Battle and the
that worship. Your character has been schooled in
and the world that fear cannot master you.
What was the event that provoked your penitent
Father of Storms
Kord’s simple teachings and trained for strength
path? Did anyone help you to see the hero that lies Kord welcomes all the brave and strong among
and courage.
within you? What will prove to you that you have his faithful. Worshipers need not be called to him.
Was your initiation to the faith under the aus-
nothing more to prove? Has your oath to Kord and They can serve themselves and honor Kord by being
pices of a large and organized temple to all gods, of
yourself become an obsession? mighty and courageous, or they can squander their
which Kord was one among the host? Did you instead
learn of Kord at a temple devoted to him alone? Or, lives in weakness and ignominy; it matters not to
was your teacher a sole devotee in an otherwise less
Revelation Kord. Those who choose to devote themselves to
devout community? Was faith in Kord forced upon Kord was never a big part of your life. Like the other Kord’s worship dedicate themselves to his ideals in a
you? Was there a reason that youth in your homeland gods, he seemed just an idol to worship—a distant very personal way because he promotes self-improve-
needed to be strong? overlord to be begged for boons and who never ment of an individual’s physical and psychological
seemed to fulfill those wishes. All the priests’ mantras strength. If a worshiper wants Kord’s aid and inter-
Legacy about self-reliance and Kord giving strength to those est, he or she should act as though that reward is
who show strength seemed like self-fulfilling prophe- not needed. When you choose to make a character
Just as your mother conquered on the fields of war,
cies—hogwash believed by the gullible desperate to devoted to Kord, your character should have a reason
and as your grandfather was hailed as a champion,
believe in something other than themselves. he or she chose to follow a god that fosters such
and their ancestors before them, so too must you take
Then you felt it. The thunder of Kord thrummed in self-reliance.
up Kord’s cause of encouraging strength and cour-
your chest. His lightning flashed through your blood.
age. Your actions must be an example lest you betray
the vaunted memory of those who came before you.
With one heroic action, Kord was with you, and Backgrounds
despite your past rancor, you felt his delight at your The following backgrounds offer inspiration for char-
You honor Kord in thought and deed because doing
courage. Your faith, or lack of it, didn’t matter. Your acter development and how that character came to
so honors your family and continues their legacy of
weaknesses or cowardice in the past meant nothing. be an adherent of Kord. Each presents a basic concept
heroism.
In that moment, he seemed to celebrate your bravery and then asks some questions to inspire your own
Are such heroics considered common among your
and strength, and then he passed on. You’ve sought to ideas about who your character might be.
people? Do you have doubts about your ability to
prove yourself worthy of his interest ever since. After deciding upon your background story, you
fulfill your destiny? If you fail, do you dishonor your
What were you doing that attracted the favor of can (with your DM’s consent) select one of the follow-
name or are there other consequences?
Kord? Do you try to spread his worship, or is your ing background benefits.
faith more about a personal connection? What do you
Penitence do now to bring Kord’s favor back to you? F Gain a +2 bonus to checks with a skill associated
You weren’t always so brave. You’re not as brave as with your background.
you act now. You were a coward once when someone F Add a skill associated with your background
else needed you. You failed, and nothing can repair to your class’s skills list before you choose your
the damage that was done. Since then, you have trained skills.

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Channel Divinity: Kord

F Choose one language connected to your back- heightened. Worship of Kord seemed as natural as a the lightning slashes the sky and the waves toss the
ground. You can speak, read, and write that sailor praying to Melora. ship like a leaf on the wind, you like nothing better
language fluently. How did you first learn you are a berserker? Do than to be at the prow, leaning out into the tempest
F If you are using a campaign setting that offers you see it as a blessing or a curse? What are your like a living figurehead. Other sailors think you’re
regional benefits (such as the Forgotten people like? Does your family have a berserker tradi- crazed. On a ship your bravery cannot be doubted,
Realms® setting), gain a regional benefit. tion, or are you an anomaly? Is your faith in Kord in but when the storms come, your sanity has been
gratitude for this gift, or do you hope to endure and questioned. You’ve been lashed to the mast, and some
Gladiator overcome it? have accused you of attracting Kord’s wrath. You
You found your faith in Kord in the blood-flecked Associated Skills: Intimidate, Perception know the truth, though. On the sea you hear Kord the
dust and the echoing cheers of the mob. It came to clearest, and in his storms you laugh along with him.
you as you struck down one challenger after another. Natural Were you captain of a ship or just a crew member?
The wanton violence of your profession as a gladia- It’s not your fault you were born the biggest and the On what kinds of vessels did you sail: merchant, mili-
tor had to have some meaning or you wouldn’t have strongest. You don’t exercise. Strength has come tary, or any boat that left port? Why don’t you sail as
the will to draw your sword. Your faith in Kord gave naturally to you, but courage is another matter. Your often as you once did? Is there some danger in the
you the strength to survive, and Kord rewarded your size made you the target of ridicule when you were sea you aren’t facing? Do you seek something on land
actions by the thunder in the stands and the sight of young, and it was years before you fully understood such as a treasure or special magic item?
another blood-red dawn each day. what a boon it was. When you learned about Kord, Associated Skills: Endurance, Nature
How did you become a gladiator? Was it a choice, something clicked. You had all the power needed—all
were you a criminal, did you owe debts, or were you required was the will to use it. Controlling your Struck By Lightning
you a slave? How did you escape the games? Did strength, knowing when to use it and when words are You were a weakling and a coward, bullied and
you win your freedom, break free, or decide to walk enough, is something you had to learn in back alleys. intimidated by too many people to count. When you
away from the glory you could have gained through Once you started standing up for yourself, it felt like could, you avoided conflict with a glib tongue or by
meaningless slaughter? Did you see any unusual an endless stream of bullies and toughs wanted to test hiding. Then one day a thunderbolt struck you out
creatures in the arena? Did you make any unusual your mettle. of the blue sky. You awoke in the arms of friends
friends or enemies? Do you still feel like you have something to prove? who were awed that you survived. From that bril-
Associated Skills: Athletics, Endurance Do your adventures represent you taking on the other liant instant when your world turned to fire and
bullies in the world, or are they your attempts to face pain, you have had your shock of white hair and your
Berserker down internal demons from your past? Is being brave cloudy “storm eye.” They serve as daily reminders of
You can’t help it. When anger overtakes you, a crim- still something with which you struggle? Do you have your survival despite a lightning bolt that seemingly
son haze fills your vision, and the rage you hold any fears from a past you never conquered? singled you out. That you escaped death, perhaps
tightly within you breaks free of your control. Your Associated Skills: Insight, Streetwise death hurled by Kord, gave you courage. At first you
people call you a berserker, and among them you are lacked the strength to back up your bravery, but you
both honored and feared. When you go berserk and Sea Dog persisted and endured the beatings, learning and
spittle flecks your mouth, you know nothing of fear— Every sailor worth his salt prays to Kord from time becoming stronger until at last none would call you
you feel at least twice as strong and every sense seems to time. To do otherwise is to invite his storms upon weakling or coward. You know now that if the light-
your ship. But you’ve never feared his storms. When

O c t o b e r 2 010 | D r ag o n 3 9 2
20
Channel Divinity: Kord

ning strike came from Kord, it was not his anger, but
his blessing: a test that you passed with flying colors.
Devotions to Kord
Did you make any friends among those who once
Worshipers of Kord often show their devotion through is judged to have the greatest strength and courage,
bullied you? Do any of the friends you had before the
acts of strength, athleticism, and courage. The cus- often earning a prize such as an amphora or wine. In
lightning strike resent the new you? Do you think the toms surrounding these contests differ by culture some areas, particularly those with a strong temple of
lightning strike was from Kord, or do you suspect a and locality. Many pit one person against another in Erathis, the height of the climbing surface is limited to
more mortal source? Does your storm eye have any a series of fights while others are mass battles that prevent “overbold” participants from breaking limbs
special powers? mimic war with less deadly results. Below are a few or dying in their displays of devotion.
Associated Skills: Bluff, Stealth “more refined” contests that have developed. Frost Fight: This contest takes place in winter or
Kord’s Roar: Participants line up at a start line, high mountains when ice forms thick over water. It is
and when a horn is blown they run toward the face a reference to Kord’s legendary betrayal of his own
Tempest’s Child
of a cliff or a specially prepared wall. On the way they mother Khala, once the terrible goddess of winter
They say you were born to serve Kord. Your birth leap over or struggle through pits, typically filled with before she was slain. Each participant stands on the
occurred on a battlefield and during the worst storm water or mud. Racers then climb the cliff, and when ice and takes a turn punching the frozen space under
in memory. Thunder heralded your arrival in the they reach the top, they blow a huge horn as loudly an opponent. The opponent then returns the favor.
world, and when you took your first breath, the as possible. The participant who finished fastest and The one who breaks the ice under the opponent wins.
tempest and battle fell eerily silent as the eye of the who blew the loudest note wins. If the result of the Both end up in the freezing water, and by custom the
storm—Kord’s eye—passed over you. Since then you two factors is judged to be a tie, a race back to the participants help one another out. In many places
start line settles the matter. ropes are tied to participants and bonfires burn on
were tutored and trained by warrior-scholars of Kord.
Sky Climb: Devotees each climb a tree or a pole, the shore to warm them, but in more savage societies,
For years, every moment of your waking hours was
or in more festive displays, a greased post. The one enduring the cold is the true test of Kord’s favor.
dedicated to preparing you for something: exercises, who climbs highest and leaps down from that height
combat training, tactics and strategy, lessons about all
the great conquerors, and the fighting techniques of
a dozen nations. Then one day your teachers said you
were ready; they had no more to teach you and you Skill Powers As with the skill powers described in Player’s
Handbook 3, you can gain and use only the skill
must seek to learn more in the wider world.
Many game elements exist that suit Kord’s themes powers associated with your trained skills. Whenever
Do you know for what your teachers were prepar-
of war, strength, storms, and valor. Plenty of class you reach a level that grants you a utility power from
ing you? Did they? Did your parents agree to give you
powers and items cause lightning or thunder damage. your class, you can choose a skill power in place of a
over to the priests of Kord, or were you taken? What
Others have themes of strength and endurance or class power. The skill power you choose must be of
was the battle about when you were born? Do you
emphasize courage and leadership. All can be great the same level as or lower than the class power you
believe yourself to be as important to Kord as those
choices that help to reinforce your character’s faith would have gained.
who taught you?
in the Lord of Battle, but if you’re looking for a utility You can use retraining to replace a class power
Associated Skills: History, Religion
power that fits the bill, consider choosing one of those with a skill power and vice versa, as long as the
presented below. new power is of the same level as or lower than the
replaced power.
You cannot replace a utility power from a paragon
path or an epic destiny with a skill power.

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21
Channel Divinity: Kord

Talented Athletics Athletics Utility 2 Internal Reserves Endurance Utility 6


You don’t always succeed in feats of physicality, but your Summoning up reserves of strength, you make a desperate
failures rarely cost you. effort to prevail.
At-Will Daily
Free Action Personal No Action Personal
Trigger: You fail an Athletics check by 5 or more when Trigger: You are required to roll a saving throw.
swimming or climbing. Effect: You make the saving throw with a +4 power bonus.
Effect: Treat the skill check result as if you failed by 4.
Steeled Against It Endurance Utility 10
Kord’s Force Athletics Utility 6 Once stung by your enemy’s attack, you harden your body and
Summoning all your training as well as your might, your mind against such future pain.
effort exceeds what strength alone could gain. Daily
At-Will Immediate Reaction Personal
No Action Personal Trigger: You take damage of a specific type or combination
Trigger: You would make a Strength check. of types.
Effect: You make an Athletics check in place of the Effect: You gain resist 5 to damage of that type or types until
Strength check. the end of the encounter. If you already have resistance to
that damage type or types, the resistance increases by 5
Strength Against Strength Athletics Utility 10 until the end of the encounter.
Level 21: Resist 10.
You dramatically flourish your weapon after a failure to hit
your foe, hoping the sweep of your legs and whirling of your
arms will confound your foe. About the Author
Matthew Sernett is a writer and game designer for Wizards
Encounter of the Coast who splits his time between Dungeons & Drag-
Free Action Melee weapon ons and Magic: The Gathering. Recent credits include
Trigger: Your melee attack misses its target. Player’s Handbook Races: Tief lings, The Plane Above: Secrets of
Effect: You make an Athletics check. If your result equals or the Astral Sea, and Magic the Gathering: Zendikar. When he’s
exceeds the target’s highest defense, you can knock the not making monsters or building worlds, he’s watching bad
target prone or slide the target 1 square. fantasy movies you don’t realize exist and shouldn’t bother to
learn about.
Exemplar of Valor Endurance Utility 2
You brace yourself against the terror inspired by a foe, and
your bravery serves as an example to your friends.
Daily
Immediate Interrupt Close burst 10
Trigger: You are the target of an enemy’s fear effect.
Effect: Until the end of the encounter, you and allies in the
burst that can see you gain a +2 power bonus to all
­defenses against fear effects. In addition, you and allies in
the burst that can see you gain a +2 power bonus to attack
rolls against the triggering enemy until the start of its next
turn.

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22
Masters
of the Wild
New Options for
Beastmaster Rangers
By Stephen Radney-MacFarland
Illustration by Craig J. Spearing

“Rangers have more tricks and forms than a drunken There is the villainous ranger, Dail the Hardfoot, who
changeling. brought back a catoblepas from the Shadowfell, and
 —Saying on the Ghostlit Coast the eladrin archer Galival who lassoed and tamed the
ki-rin of Tza, even if these stories are often dismissed
A ranger knows that in the wilderness, only the as myths. Most rangers share their near primal link
clever survive. To be clever, one must to come to with ordinary animals that are abundant in the
terms with the rules of their stretch of wilderness world, both wild and domesticated.
and the rhythms of its inhabitants both savage and Regardless of the animal, the shared link is often
benign. Beastmaster rangers have not only come to extraordinary. A ranger might scale trees as nimbly
terms with the wilderness, they’ve found companions as his ape or have a slithering stance that mimics
within it—hunting companions both wondrous and the movement of a serpent companion with amazing
steadfast. Stories abound of exotic beast companions. effect. The horse lords of the windswept plains are
exquisite horsemen because of the bond they have
with their companion.
Maybe the stories of Dail and Galival have more
truth than is commonly believed.

TM & © 2010 Wizards of the Coast LLC. All rights reserved. O c t o b e r 2 010 | D r ag o n 3 9 2
23
Masters of the Wild

New Beast Horse Statistics Simian


Simian beast companions include both monkeys and
Companions Ability Scores: Strength 14, Constitution 14, Dexter-
ity 16, Intelligence 6, Wisdom 12, Charisma 6 apes. Your simian companion could be as small as a
This article introduces two new beast companions— Size: Medium or Large (you choose at creation, but spider monkey or as large as an ape.
the horse and the simian. The basic rules for beast must be one size larger than you if you want to use
companions are found in Martial Power. For the horse the Mount ability). Simian Statistics
companion, this article assumes that the mounted Speed: 10 squares
Defenses: AC 14 + level, Fortitude 13 + level, Reflex Ability Scores: Strength 14, Constitution 14, Dexter-
rules presented in the Rules Compendium (page 252) ity 16, Intelligence 6, Wisdom 12, Charisma 6
12 + level, Will 12 + level
are in use. Size: Small or Medium (you choose at creation)
Hit Points: 14 + 8 per level
Attack Bonus: Level +4 Speed: 6 squares, climb 6
Horse Damage: 1d8 Defenses: AC 14 + level, Fortitude 12 + level, Reflex
Melee Basic Attack: Hooves; level + 4 vs. AC; 1d8 + 13 + level, Will 12 + level
Ranging from ponies to warhorses, the horse beast
Strength modifier Hit Points: 14 + 8 per level
companion is most effective when ridden.
Mount Companion: A horse beast companion is Attack Bonus: Level + 4
both a mount and a beast companion. It uses the Damage: 1d6
rules for mounted combat (D&D Rules Compendium Melee Basic Attack: Bite; level + 4 vs. AC; 1d6 +
pages 252–255) except for when it comes to actions. Strength modifier.
DMs, Get Creative! Manipulate Items: A simian companion, more than
It uses the beast companion rules for actions (see
Players enjoy flexing their creativity. Don’t get any other beast companion, is adept at manipulating
“Commanding a Companion,” Martial Power pages
hung up on the printed names of beast com- objects. Once per round on your turn, as a free ac-
41–42). Furthermore, the horse beast companion
panions when your players have a hankering for tion you can command a simian companion to drink
has the following additional rules.
something different and unique. a potion, open or close, pick up an item, or retrieve
F While you are mounted atop your beast com-
During days of the Living Greyhawk cam- or stow an item.
panion and you use a ranger beast power that
paign, a player once asked me what she needed Trained Skills: Athletics, Acrobatics
grants either you or your companion a shift, your
to do to obtain a stag for her paladin’s mount. I
companion shifts and you move with it.
squinted, grinned a little, and replied, “Just say
your paladin mount is a stag.”
F While you are mounted atop your beast compan- New Powers
ion and you use a ranger beast power that allows
As long as players use the rules and stats All of the following powers are level 2 ranger utility
both you and your beast companion to move or
provided, there's nothing wrong with playing powers. Each benefits a ranger with a specific type
charge, only the companion gains the move or
a little pretend. That’s a big part of D&D, after of beast companion. They represent the near primal
charge, but you move with it.
all. Declaring that a horse companion is actually connection that a ranger has with a companion of
F If both you and your beast companion are
a stag, zebra, buffalo, or any other similar, four-
adjacent to the same target, you are considered that type or some other trick the ranger has learned
footed beast is fine. So is allowing an elf, gnome,
flanking for purposes of beast power effects. The while with this companion.
or eladrin to have some strange little fey creature
target does not grant combat advantage unless
like a twig blight or a dexterous or fantastical
you are actually flanking it, or it grants combat
badger as their companion rather than a monkey.
advantage for some other reason.
Trained Skills: Endurance

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24
Masters of the Wild

Avian Grace Ranger Utility 2 Reptilian Perseverance Ranger Utility 2 Ursine Brutality Ranger Utility 2
You don’t know the secret of flight, but you have learned some With the tenacity of the plodding giant lizard, you ignore With a roar you lunge forward, bullying your enemies
lessons toward it. those who would push you back. backward.
Daily F Beast, Martial Encounter F Beast, Martial Daily F Beast, Martial, Stance
Minor Action Personal Free Action Close burst 5 Minor Action Personal
Prerequisite: You must have a raptor beast companion Trigger: You or your beast companion are pushed, pulled, or Prerequisite: You must have a bear beast companion.
Effect: Until the end of the encounter, you can make long slid. Effect: Until the stance ends, when you hit a creature with a
jumps as if you had a running start, and you gain a +2 Prerequisite: You must have a lizard beast companion melee attack, you can push that creature 1 square.
power bonus on your fly speed (if any). Target: You and your beast companion.
Effect: Reduce the triggering forced movement on you and Web Trick Ranger Utility 2
Equestrian Maneuver Ranger Utility 2 your beast companion by a number of squares equal to
Sticky webbing is a lifesaver in sticky situations.
your Wisdom modifier (minimum 1).
You guide your horse through tight spaces to reach that enemy At-Will F Beast, Martial
who thought he was safe. Free Action Personal
Slither’s Stride Ranger Utility 2
Encounter F Beast, Martial Prerequisite: You must have a spider beast companion
Minor Action Close burst 1 You twist, contort, and scramble with surprising grace and Requirement: Your beast companion must be within 5 squares
Prerequisite: You must have a horse beast companion speed. of you and able to make opportunity attacks.
Target: You and your beast companion. Daily F Beast, Martial Trigger: You make an Athletics check while climbing or
Effect: Until the end of your next turn, while you are mounted Minor Action Personal because you took damage while climbing, or you make a
on your beast companion, squeezing does not cause you or Prerequisite: You must have a serpent beast companion. saving throw to avoid being forced into hindering terrain or
your beast companion to take a –5 penalty on attack rolls, Effect: Until the end of the encounter or until your beast com- over a precipice.
grant combat advantage, or move at half speed panion is killed or becomes unconscious, you can shift 2 Effect: You gain a +4 power bonus to the triggering climb
squares as a move action and ignore difficult terrain when check or saving throw.
Feline Escape Ranger Utility 2 you shift. If you already ignore difficult terrain when shifting,

You sidestep an attack as nimbly as your companion might.


you can shift 3 squares instead of 2. Wolf Trip Ranger Utility 2
Once an enemy is on the ground, your wolf companion excels
Encounter F Beast, Martial Tenacity of the Tusked Ranger Utility 2 at keeping it there.
Immediate Interrupt Personal
Trigger: You are hit by an attack that targets AC or Reflex You shake off a wound by channeling the savagery of the boar Encounter F Beast, Martial
Prerequisite: You must have a cat beast companion in combat. Immediate Reaction Personal
Effect: You gain a +4 bonus to AC and Reflex until the end of Encounter F Beast, Martial Trigger: You take damage from a melee attack.
your next turn. If the triggering attack misses you because Immediate Reaction Personal Prerequisite: You must have a wolf beast companion
of this bonus, you can shift a number of squares equal to Trigger: You take damage from a melee attack. Requirement: Your beast companion must be adjacent to the
your Wisdom modifier (minimum 1). Prerequisite: You must have a boar beast companion. triggering enemy and able to make opportunity attacks.
Effect: Reduce the damage you take from the triggering attack Effect: The triggering enemy is knocked prone and cannot
by a number equal to half your level + Wisdom modifier stand up until it begins a move action not adjacent to your
Path of the Monkey Ranger Utility 2
(minimum 1). If you take no damage from the attack be- beast companion.
You and your companion take to the trees as if born there. cause of this reduction, then you are not affected by any
Daily F Beast, Martial conditions or effects this attack would have caused on a hit. About the Author
Minor Action Personal Stephen Radney-MacFarland is a freelance game designer
Prerequisite: You must have a simian beast companion. doing work for Wizards of the Coast and Paizo Publishing,
Effect: Until the end of the encounter or until your beast com- and he is part of a fledgling group of game commentators and
panion is killed or becomes unconscious, you gain a climb game designers called NeoGrognard. He also teaches game
speed equal to your speed, and a +4 power bonus on Acro- production classes at the International Academy of Design
batics checks. and Technology of Seattle.

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25
Class Acts:
Fey Wardens
By Robert J. Schwalb
Illustration by Craig J. Spearing

Of all the planes beyond the natural world, the Feywild stands ­closest
to the mortal realm. Cosmologists call it the bright reflection, or an
­idealized and exaggerated world discarded at Creation’s dawn by those
crude hands who forged the earth from raw chaos. Although these
planes share many similarities, one place where they differ is in primal
magic. This energy owes its origin to the spirits inhabiting the middle
realm. These strange and elusive entities are unknown beyond the
­mortal world, though the power they offer can be carried forth by those
invested in their ancient lore.

A kinship exists between the fey people and the primal spirits
which allows the fey folk to wield such magic with incredible skill and
finesse as evidenced by elf seekers and wilden shamans. Some sages
­suggest primal magic is the link between the two worlds. Perhaps the
spirits were born from the union of both planes. Whether or not that
is true, primal heroes who embrace the Feywild’s influence gain much
from their association.

TM & © 2010 Wizards of the Coast LLC. All rights reserved. O c t o b e r 2 010 | D r ag o n 3 9 2
26
Class Acts: Fey Wardens

Wardens are powerful champions chosen by the


primal spirits to defend the world against the
For this reason, fey wardens often keep company
with minor fey creatures, sometimes called faerie or
Warden E vocations
despoilers, to safeguard unspoiled reaches against civ- the wee folk. So small are these companions that they A fey warden uses evocations to call upon faerie allies
ilization’s corruption, and to preserve Creation against rarely have the means to affect a warden’s enemies. for aid in their quests. The following evocations reflect
exploitation by divine and elemental powers. The war- Still, they can be helpful and lend support on the war- this tendency and involve putting to use the faer-
dens are the last line of defense against these threats den’s missions, provided he or she makes the proper ies who accompany these characters. Any warden,
and thus command power unique to their traditions. alliance (reflected in the powers and feats described though, can take these powers.
From their doughty presence on any battlefield to the below). The fey can act as extra eyes and ears, help the You can also adapt other warden powers to match
astonishing transformations they undergo when in the warden anticipate enemies, or protect them and their the story elements described here. Primal Power’s
fullness of primal energy, the warden is undoubtedly allies from harm. guardian shock wave suggests that raw primal energy
among the toughest warriors known to the world. These fey companions are drawn from the full churns the ground under an enemy’s feet. It could just
To an outsider, primal magic seems to be uniform, pantheon of minor faeries, encompassing pixies and as easily result from tiny fey creatures working to trip
much in the same way that arcane energy is pure until sprites, grigs, petals, brownies, bookas, and many and knock down your opponents who dare draw near.
molded through formula or instinct into useful forms. others besides. Such creatures are never in the war-
This impression is not true. Primal magic is more akin den’s control. They come and go as they please, lending
to a river. It might begin pure, its waters clean and aid or not, as they (and the DM) wish. The fey associ-
unsullied, but as it flows across the land, its character ate with these wardens because they share a common
Faeries? Really?
changes. It might become murky as it oozes through objective, which is to protect the land and its creatures OK, faeries are hardly “metal,” and surround-
ing yourself with faerie godmothers isn’t likely
the wetlands, rough and powerful as it falls from great from harm, rather than from any compulsion.
to win any Strong Man contests. But these are
heights, and poisoned when it passes through civilized Most fey wardens have fey origins themselves.
D&D faeries. They aren’t charming leprechauns
lands. As the breach wardens know (see Dragon #383), Elves, wilden, and the rare gnome might be adopted by or silly brownies; they’re wild, untamed, nasty
primal magic assumes the character of other, nearby faerie companions. Other races might become fey war- little folk with sharp claws and teeth and a
energy, transforming its nature to mirror those other dens through contact with the Feywild or its people. penchant for meddling, mischief, and making
influences. Near an elemental breach, primal magic Fey wardens might follow different paths, though most trouble for its own sake, uncaring of who gets
becomes wild and hard to control. Near a portal to the are life wardens and wild wardens. These characters hurt or how badly.
Feywild, primal power might become pure and, pos- are more xenophobic than are other wardens and less If that still isn’t “metal” enough for you, just
re-skin the powers. Rather than a faerie rip-
sibly, even more magical. likely to venture into civilized lands for extended time.
ping apart the goblins, it could be the spirit of
The fey wardens are individuals charged with pre-
someone your character slew, horrid primal
serving lands touched or otherwise influenced by the spirits made from teeth and claws, or just about
Feywild. Like other wardens, they can call upon vast anything else you like. On the other hand, the
reservoirs of natural energy, but when they do so, they fey warden presents options different from the
find it charged with arcane magic. This doesn’t always normal lightning, thunder, and bloodshed evoca-
mean the warden hurls fireballs and lightning bolts, tions normally used by wardens, and might just
though that’s a possiblity if the warden dabbles in an shed some interesting light on how the Feywild
arcane class. What it does mean is that the warden interacts with the world in your campaign.
finds it easier to bridge the two worlds and access aid
and strength from both.

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27
Class Acts: Fey Wardens

Level 1: At-Will Attack Evocation Level 2: Utility Evocation Level 10: Utility Evocation
Playful Torment Call Faerie Guardian Sylvan Trickery
When you use playful torment, your fey companions Call faerie guardian proves your companions’ friend- You can beseech the fey folk to use their magic to aid
help you lock down an opponent, making it easier for ship and support, because with it you can lock down you. The sylvan trickery evocation grants the fairies
you to exact retribution with warden’s fury. The evoca- even distant foes. primal magic as an offering, to which they respond by
tion is also ideal when paired with an action point to casting a spell of their own.
help make sure your next attack strikes true. Call Faerie Guardian Warden Utility 2
A bright light answers your call and heralds the faerie Sylvan Trickery Warden Utility 10
Playful Torment Warden Attack 1 ­guardian’s arrival. The diminutive warrior flutters near your Your faerie allies cloak you in fey magic to hide you and
Your strike points the way for a tiny fey. It appears at your foe while worrying it with feints and strikes. speed you away.
enemy’s side and begins pulling and plucking to distract the Daily F Conjuration, Primal Daily F Illusion, Primal, Teleportation
foe momentarily. Minor Action Ranged 5 Minor Action Melee 1
At-Will F Primal, Weapon Effect: You conjure a faerie guardian in an unoccupied square Target: You or one ally
Standard Action Melee 1 within range. The faerie lasts until the end of the encounter Effect: The target becomes invisible until the end of his or her
Target: One creature or until you dismiss it as a minor action. As a minor action, next turn or until he or she makes an attack. When the
Attack: Strength vs. AC you can move the faerie up to 5 squares. invisibility ends, the target can teleport up to 3 squares.
Hit: 1[W] + Strength modifier damage, and the target grants Whenever you use your Nature’s Wrath class feature, one
combat advantage to you until the start of your next turn. enemy adjacent to your faerie guardian also becomes
Level 21: 2[W] + Strength modifier damage. marked by you until the end of your next turn. Level 13: Encounter Attack Evocation
Effect: Until the start of your next turn, you gain a +2 power
bonus to warden’s fury damage rolls. Level 6: Utility Evocation Swarming Fey
If your companions become angered, their joyful play
Level 1: Encounter Attack Evocation Fey Congress turns sinister. They distract and harass nearby ene-
The fey congress evocation draws your diminutive com- mies. Swarming fey demonstrates just how dangerous
Stinging Nettles panions near to you. While it persists, the fey dance these tiny faeries can be.
Your fey companions are easily distracted from the and flit, their mocking laughter and flickering forms
threats you face, so it takes something significant to wreaking havoc on your foes’ attacks. Swarming Fey Warden Attack 13
hold their attention. Fey barrage focuses your compan- As you bring your weapon about, your fey companions latch
ions long enough to nail down your foes. onto your enemies, distracting them long enough to give your
Fey Congress Warden Utility 6
allies the opening they need to strike.
Tiny glowing fey folk flit and caper through the air around
Stinging Nettles Warden Attack 1 you. Their movements make it difficult for distant enemies to Encounter F Primal, Weapon, Zone
An aggressive strike signals your fey allies to launch tiny see you. Standard Action Close burst 1
missiles into the enemies’ midst. Target: Each enemy in the burst
Daily F Primal, Zone Attack: Strength vs. AC
Encounter F Primal, Weapon Minor Action Close burst 1 Hit: 2[W] + Strength modifier damage.
Standard Action Close blast 2 Effect: The burst becomes a zone that lasts until the end Effect: The burst becomes a zone that lasts until the end of
Target: One enemy adjacent to you in the blast of your next turn. Enemies treat the zone as lightly your next turn. Enemies grant combat advantage while in
Attack: Strength vs. AC obscured terrain. the zone.
Hit: 1[W] damage, and each other enemy in the blast takes Sustain Minor: The zone persists.
damage equal to your Strength modifier.
Effect: Each enemy in the blast is marked by you until the end
of your next turn.

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28
Class Acts: Fey Wardens

Warden Feats Feats Sylvan Fury


The following feats are suitable for any character who A flood of fey sweep through the area, poking, prod-
The new feats presented here describe the different meets the prerequisites. ding, and nipping at your enemy until it moves into
ways fey wardens interact with their faerie compan- your position even as they send you into the one
ions. Many feats are available to any warden, while Dancing Leaves recently vacated by your foe.
some are exclusive to specific fey races. As with all With a swirl of wings, a group of tiny autumnal-hued Prerequisite: Elf, warden, Nature’s Wrath class
feats, any character who meets the prerequisites can fey alight upon you, resembling nothing so much as a feature
take these feats. flurry of leaves. Before you know it, they’ve moved you Benefit: Whenever you use your Nature’s Wrath
closer to your foe. class feature, you can shift 1 square, swapping posi-
Prerequisite: Warden, warden’s grasp power tions with one enemy adjacent to you that is marked
Where Are the Stats? Benefit: When you use warden’s grasp, you can tele- by you.
Someone is bound to ask, “Where’s the stat port up to 2 squares to a square closer to the target
block for the faeries?” There isn’t one. The fey instead of sliding it.
Swaying Branches
creatures these wardens attract are insignifi- A small brown-hued, twig-haired fey leaps onto your
cant by themselves. Only when organized by an Fey Companions weapon and morphs into a writhing vine.
evocation do they constitute a threat. Once the Prerequisite: Warden, warden’s fury power
power takes effect, the fey do as commanded A glimmering fey creature with sharp eyes whispers in
your ear, giving you pointers on various topics of inter- Benefit: Whenever you hit an enemy with your
and then break apart. Thus, you don’t need
est and helping you stay focused when another would warden’s fury, you can choose to knock the target prone
statistics.
These fey are minor allies, drawn more to the seek to distract you or control you. or slide it 1 square instead of causing damage.
fey-touched primal energy than the warden’s Prerequisite: Any primal class
personality. Without feats or powers, they might Benefit: You gain a +1 feat bonus to Nature, Per-
Unseelie Blight
as well not even be there. If you want to talk A small stream of dark fey leap onto your foe and
ception, and Streetwise.
with a particular sprite, you’re more than wel- start glowing with a sickly green light, providing you
In addition, you gain a +2 feat bonus to saving
come to, but you’re not likely to get much that’s
throws against charm effects. with an outline of your intended target or otherwise
useful. If you take the Fey Companions feat, the
making it easier for you to hit your foe.
fey “speak” to you through the bonus to Nature,
Perception, and Streetwise checks. Starshine Mantle Prerequisite: Drow, warden
You want the fey to help you? Any of the With a quick movement, your fey companions sweep Benefit: When you hit an enemy with a warden
accompanying feats demonstrate the sort of aid in and blur your form with a hazy, starry glow that encounter attack power, the target cannot benefit from
the fey offer. In short, the relationship you have
expands and makes it hard for your foes to figure out any concealment until the end of your next turn.
with these tiny allies depends on how mechani-
exactly where you are at any given moment.
cally invested you become in the options About the Author
presented here. Prerequisite: Fey Origin racial trait, Warden Robert J. Schwalb is an award-winning game designer
Benefit: When you use your second wind, you gain whose more recent work can be found in Martial Power 2,
partial concealment until you make an attack or until Draconomicon 2, and Primal Power. Robert lives in Tennessee.

the start of your next turn.

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B azaa r of the B iza r r e

Illumian Echoes
by Robert J . Sch wa l b
illustration by Slawomir Maniak

“Upon breaching the cyan curtain, we found was cautious enough to send out only a patrol. noise echoed from its spires, signaling that we
ourselves above a vast sea of rippling dunes whose Paulus chose four able men and they set out. They were unwelcome. Though I am loath to admit it,
peaks stirred into scintillating clouds when the never returned. I sent another four to find them, we fled. We who remained scrambled onto the
winds swept across the landscape. Here and there, and they vanished like the first. We made ready ship and lifted off faster than if we were fleeing a
structures broke through the white sands. We to hit the city in strength to recover our own, but dreadnaught. We got away, of course, but no one
could see a crumbling city in the distance, its foot- then we saw it—a massive shadow spread across speaks of that accursed place; no one mentions
print a series of concentric circles. Modest struc- the streets before us, cast by a floating citadel as Paulus because none of us can bear to think about
tures stood around its fringes, but further into the tall and as broad as a mountain. A deep, ­ringing what Shom did to him and his patrol.”
city stood tall and majestic buildings, their age
and damage evident even from our great distance.
The city drew our eye, but Paulus noticed obelisks,
statues, and habitation’s other signs all around us.
Since our stores were low and my men were eager
to stretch their legs, we settled Starchaser down
just outside the city.
Right away, we knew something was wrong.
Aside from the occasional gust, all was still, all
was quiet. The buildings closest to us were little
more than crumbling walls and only the air
moved down the broad avenues. We should have
left. We should have quit that city, but my crew
was tired, hungry for distraction from the dead we
left behind when we fought the githyanki. I at least

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B azaa r of the B iza r r e

Many lights in the Astral Sea have dimmed. The The illumian’s fate is uncertain. Records from their So powerful are these utterances that Ioun
worlds and dominions they represent no longer days were destroyed with the civilization. Some point would not give the illumians actual words. She only
sparkle against the swirling essence permeating the to Vecna’s meddling, while others suggest the illu- entrusted them with syllables, and as their vanished
plane’s endless vistas. Such places include Pluton, mians’ own arrogance as the cause of their undoing. race suggests, even these gifts may have been too
whose god was slain by the Raven Queen long ago, It is even rumored that the illumians beseeched the powerful for these enlightened people. The illumians
and the maddening tunnels riddling Pandemonium, maruts for assistance, only to have the mercenaries were not content with their gifts but foolishly bound
once excavated by an insane god in a forgotten time. turn against them and destroy them, root and branch. the potent words with others to grow their magic and
Countless dominions await exploration and rediscov- As mysterious as the cause may be, the illumians’ power, thus hastening their downfall. That these utter-
ery across the Astral Sea, but one dominion invites annihilation is indisputable. If any survived the cata- ances remain in Shom demonstrates the great power
travelers and explorers, raiders and plunderers time clysm, they were flung to the Astral Sea’s furthest they must have contained.
and again—Shom. The White Desert has long lured corners and never seen again.
travelers onto its scintillating sands, where magnifi- Though the people are now gone, their works Fleeting Words of Creation
cent ruins reflect the wisdom and power of the people remain. Great treasures linger in secure vaults all
Travelers frequently stumble across syllabic echoes,
vanished. Many wonders have escaped the dominion across the White Desert. Ancient, crumbling cities,
fragments and whispers that have survived the long
in greedy hands, and many believe that rich treasures harbor riches beyond description—still guarded by
centuries since they were first spoken. The echoes
remain to be found. the sentinels charged with protecting them ages ago.
might be glowing sigils inscribed on tomb walls, flit-
Many wonders, from astral diamond caches to potent
ting through an empty street, or hovering in the air.
T he Illumians magic relics, wait to be plucked up by greedy hands,
Anyone who can speak and read Supernal or Abyssal
but perhaps the greatest and most prized treasures are
can claim them and their power.
As recounted in Plane Above, Shom’s cities and struc- the Words of Creation themselves.
A fleeting word of creation is a consumable. When
tures exist thanks to the illumians who once served
uttered, the syllable flashes into existence to hover
the forgotten god of the Word and who carried on his Words of Creation and orbit a few inches above the user’s head for as long
work when he passed beyond death’s curtain. Ioun
as the power holds, usually for an encounter. When
bestowed onto these people two syllables from the What many know as the Words of Creation are those
the power is exhausted, the sigil winks out as if it had
Words of Creation, giving one syllable to half the pop- syllables and utterances hidden within the Supernal
never been.
ulation and the other syllable to the other half. These language that were once used to give form to sub-
syllables were too powerful even for these constant stance, to awaken new races in the world between,
stewards; to apprehend both would have destroyed and to create anything the gods desired. The gods
them. Pictograms found on city walls and tombs depict themselves do not guard these words closely, for
these inheritors as possessing floating sigils, as if the nothing short of a god can use them to full effect. An
syllables were somehow part of them yet separate, exceptional mortal might stumble through the enun-
bound to their bodies through the magic they con- ciation, but the result will be unexpected and often
tained. They looked human, but they were more. destructive.

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B azaa r of the B iza r r e

Syllable of Grace Level 2 Uncommon Syllable of Strength Level 10 Uncommon


The sigil Uur flares with pale light, lending grace and speed to Aesh burns brightly, filling you with uncommon power and
your movements. strength.
Other Consumable 20 gp Other Consumable 200 gp
Power (Daily): Free Action. Trigger: You roll for initiative. Ef- Power (Consumable): Standard Action. Requirement: You must
fect: You gain a +2 item bonus to your initiative check. This be able to speak Abyssal or Supernal. Effect: You speak the
power is lost when you use the word of creation’s consum- syllable and it orbits your head. You gain a +6 power bonus
able power. to damage rolls until the end of the encounter.
Power (Consumable): Minor Action. Requirement: You must
be able to speak Abyssal or Supernal. Effect: You speak the Syllable of Thought Level 4 Uncommon
syllable and it orbits your head. You gain a +3 bonus to AC
against opportunity attacks and a +3 item bonus to speed Naen’s shining beacon clarifies your thoughts, helping you to
until the end of the encounter. anticipate danger.
Other Consumable 40 gp
Syllable of Life Level 13 Uncommon Power (Consumable): Standard Action. Requirement: You must
be able to speak Abyssal or Supernal. Effect: You speak the
When Hoon shines, you feel vigorous and youthful, as if no hurt syllable and it orbits your head. Until the end of the encoun-
could ever stop you. ter, you never grant combat advantage (unless you use a
Other Consumable 650 gp power or ability that causes you to do so) and you gain a +2
Power (Consumable): Standard Action. Requirement: You must bonus to opportunity attacks.
be able to speak Abyssal or Supernal. Effect: You speak the
syllable and it orbits your head. Until the end of the encoun- About the Author
ter, you gain regeneration 10 while your are bloodied. Robert J. Schwalb is an award-winning game designer whose
more recent work can be found in Martial Power 2, Draconomi-
Syllable of Spirit Level 19 Uncommon con 2, and Primal Power. Robert lives in Tennessee.
When you manifest Vaul’s brilliant light, your spirit shines
with uncommon brightness, making it hard for other enemies
to strike you.
Other Consumable 4,200 gp
Power (Consumable): Standard Action. Requirement: You must
be able to speak Abyssal or Supernal. Effect: You speak the
syllable and it orbits your head. Until the end of the encoun-
ter, you are phasing and gain insubstantial while bloodied.

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32
Winning R aces: Halflings
Overwhelming Passion
By Derek Guder  F  Illustration by Spikytiger

The world can be a difficult and cruel place for the


little people of the world. Overlooked and pushed
aside by the larger and more aggressive races,
halflings are expected to put up with what they
receive with a friendly smile and a hearty laugh. Not
every halfling can live up to the gregarious and chatty
stereotype, however. Their passions overwhelm them
and they cannot laugh away the injustices of the
world. Many a dwarf or dragonborn is taken aback
when he or she sees the fire rise in the eyes of his or
her diminutive foe.
Some halflings are consumed by darker emo-
tions: They are jealous at more prosperous races or
are motivated by anger and resentment at what they
see as oppression at the hands of those larger than
they. They have suffered discrimination or seen their
villages wiped aside in the name of “progress,” and
the sting festered and grew into an overpowering pas-
sion. Dwelling on the situation can keep them from
anything resembling a normal life and drive them to
fight for recognition and extract their revenge on the
world they believe abandoned them. Or perhaps it
helps them justify seeking a rich life they believe was
Powerful emotions forge the greatest of heroes, unfairly denied them.
and unusual motivations can transform a character Other halflings are more self-serving (or “prag-
matic,” they would claim). They see a world stacked
from a typical stereotype into something unique. against them—the game is rigged so that they will
lose. They might see no point in trying to fight against

TM & © 2010 Wizards of the Coast LLC. All rights reserved. O c t o b e r 2 010 | D r ag o n 3 9 2
33
Winning Races: Halflings

those odds. Surviving an orc horde or duergar raid of control breaks, or the character could be out of No matter the character motivation, remember it
can leave scars that last a lifetime, and fear is a pow- control all the time, completely playing against type. both in and outside combat. Even simple actions in
erful motivator. Is anywhere safe? Can anyone be The racial stereotype could be taken to the extreme, combat (for example, movement and deciding which
trusted? The only people who can understand are with chattiness and curiosity becoming a compulsion enemies to attack) can help provide characterization
others who have gambled with their lives and who rather than being a quirk. with brief descriptions or commentary. Similarly,
lived only through the strength of their arms and the When looking for a unique background motiva- characters with powerful motivations can help move
speed of their wits. tion for a half ling that doesn’t depart too far from the story along outside a fight or add some twists
Even benign motivations can drive halflings to the norm, you can co-opt some of that typical stereo- and complications.
extremes. Desperate for acceptance or terrified of type. Curiosity is a common half ling trait and might Always respect your fellow players as you roleplay.
losing more people to the whims of fate, halflings can already drive many an adventuring party to distrac- A tragic backstory isn’t interesting when it requires
become possessive and overprotective. Nosing their tion, but it can be transformed into an obsession or the game to stop for you to hog the spotlight and
way into every aspect of their allies’ lives, they live compulsion as well. Consider giving your half ling a explain everything. Nor should “I’m just role­playing
up to the stereotype until they believe their compan- driving curiosity about specific subjects: a thirst for what my character would do!” be necessary as a
ions are threatened in any way, at which point they the arcane can lend an otherworldly or Lovecraf- justification when your “entertaining complication”
undergo a startling transformation into uncharacter- tian taint to a half ling—even one that doesn’t wield is an “incredibly aggravating screw-up” to everyone
istic viciousness. magic. Similarly, wanderlust might drive a half ling else. If roleplaying your character’s greed or curiosity
Similarly, curiosity and wanderlust are almost to scout around a bit when he or she should be keep- is going to ruin everyone else’s fun, then perhaps it’s
universal among halflings, but some are completely ing watch. time to exercise some restraint instead or do it in a
consumed by these traits and cannot leave anything And half lings are no less susceptible to dark urges subdued way where you intentionally allow someone
be in their quest to discover what’s around the next than any human, dwarf, or elf—the rotten ones just to spot your character’s plan and stop it before he or
bend. No stone is left unturned—no chest unopened sport a wider smile while they lie. A half ling rogue she can go too far.
or book unread—no matter the consequences. Experi- could be driven by greed or envy as easily as any
encing the new is a need for these halflings, and they vague motivation to “do good,” and this motivation Backgrounds
constantly and voraciously consume everything they provides a simple counterpoint to the classic arche-
Here are background elements for halflings.
come across in their wish to continually explore and type. Tragic half ling heroes motivated to head out
Desperate Loner: Your wide, easy smile hides
push the boundaries around them. on a great adventure due to bottled-up anger or a
a deep-seated insecurity and fear of abandonment.
desire for vengeance can carry as much gravitas as
Whatever the limits of your heroism, you find it
A Darker T wist any other race. Perhaps the drow strike at the surface
nearly impossible to trust those closest to you. You
world through half ling warrens that dug to deep
on the Common or the campaign’s evil overlord has taken to forcing
are torn between a desperate need to belong and a
certainty that, ultimately, everyone will abandon you
H alfling half ­lings into bondage as servants. Your character
when you need them. Torn between these extremes,
has survived—and been scarred by—these horrors.
Powerful emotions forge the greatest of heroes, and you are gregarious and friendly—annoyingly so—but
Your character might still smile broadly, but he or
unusual motivations can transform a character from a you also have a dark, pessimistic undercurrent that
she has never forgotten and won’t rest until he or she
typical stereotype into something unique. A powerful many fail to perceive.
claims vengeance.
temper fueled by simmering resentment can surprise Associated Skills: Bluff, Insight
the other characters when your halfling’s veneer

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Winning Races: Halflings

Refugee: Maybe an orc horde rampaged through The following feats are suitable for any character who
your valley or a militant dragonborn army marched meets the prerequisites.
on the nearby kingdom of tieflings—the ambitions
and conflicts of the larger nations around you dis- Bloodied Triumph
placed you (and possibly your entire family) from As you twist and turn to avoid an attack, you ensure
your homeland, driving you out from everything you that if your dodge fails to deceive your enemy, it at least
knew. Were you forced to take up a seminomadic forces it into a poor defensive position. If you survive
existence, moving from town to town and looking for the strike, you are ready to counterattack. This sort
a new place to finally call home? Did you end up in a of bold tactic is rare among halflings, as it requires a
ghetto or refugee camp in another nation? How did focus and resolve few expect among your kind.
you survive those willing to prey upon the weak and Prerequisite: Halfling, second chance racial power
helpless who have nowhere else to go? Benefit: When you use second chance while
Associated Skills: Endurance, Stealth bloodied, you and your allies gain combat advantage
Slave: You were kept as a slave or indentured against the triggering attacker until the end of your
servant and forced to do menial labor for those more next turn.
privileged. You escaped or, through some whimsical
turn of fate, were freed, but your experience has left
Bloodied Vengeance
a telling mark on you. You find it difficult to trust While halflings have a reputation for evasion and
and you still harbor a simmering resentment to your guile, you harbor a rage that could put a frothing half-
oppressors. Does your hatred extend to their entire orc berserker to shame. When you are cornered, your
race—or to all humanoids larger than you? desperate attempts to dodge and weave give way to a
Associated Skills: Athletics, Endurance fiery anger.
Prerequisite: Halfling, second chance racial power

Feats Benefit: When you use second chance while blood-


ied, you gain a +2 bonus to damage rolls until the end
These feats can help provide mechanical backing of your next turn. If the triggering attack still hits you,
to an emotional character concept. Most are tied this bonus increases to +4.
to either being bloodied or to the use of the second
chance half ling racial power. As a fight wears on and About the Author
the character becomes bloodied or narrowly escapes Derek Guder lives in the Seattle area and works his days
for Gen Con. He’s a hater and a fighter and speaks a unique
death, his or her inner convictions rise more strongly
dialect of English that sounds remarkably like a string of
to the surface—the character might tap an inner expletives to the untrained ear.
strength that could surprise everyone. Or perhaps
the character sees red as his or her anger spirals out
of control.

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35
Winning Races:
Elves
Tanathriel,
School of
By Matt Sernett
Illustration by Spikytiger
Elven Wizardry

When folk speak in awed tones of the wizardry of elves, they refer to the
spellcasting prowess of eladrin. The mighty arcane arts wielded by the
eladrin overshadow the nuanced spellcasting of their sylvan cousins. Yet
for all its subtlety, elven practice of the art proves no less powerful. Elves
­t ypically use their arcane magic to cloak their homes in illusion and
turn enemies away with enchantment, but when called for, they can rain­
­destruction down upon foes with equal skill, if less abandon, than their
eladrin cousins.

Many elves—and some eladrin—learn their subtle art from the ­masters
at one school, or from traditions learned from that school. This place of
­learning lies at the root of many legends and hides at the edges of the
­histories of many great elf heroes. It is famous among elf wizards, infamous
to their enemies, and thought mythical by most.

TM & © 2010 Wizards of the Coast LLC. All rights reserved. O c t o b e r 2 010 | D r ag o n 3 9 2
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Winning Races: Elves

T he Castle of water until they finally sink into the moist earth.
The Arcanium looms behind this sculpture of living
or boat out over the water, but cold current appears
to keep them near shore, and when they emerge, they
of Dreams wood and white marble, like a pale mountain, itself are dry and warm soon after, unwilling to brave the
the trunk of a massive white-barked tree heaped and chilly and fishless waters of the lake again. The elves
One note of its music carried to the ear by a trick of rounded over centuries of growth into terraces and that study in Tanathriel make certain none observe
the air, one memory-laden scent from its gardens caverns. Its branches grow like trees from the trunk, their comings and goings, but were one to see it, it
drifting to the nose, one glimpse of a single glimmer- forming copses and scenes of serene beauty along the would appear as though the elves emerged as though
ing tower through the trees—that’s all it takes. Those paths that wend their way up its exterior to the vari- swimming up from below, dripping with water, and
who experience it become rapt in a reverie of bliss. ous halls and levels of the Veiled Academy and other when they return to Tanathriel, they appear to wade
They are rooted to the spot and bound by wonder as teaching chambers. out into the depths.
surely as if an enchantress held their hearts in her Yet the naturalistic charms of Tanathriel extend
hands. far beyond its walls. The Gardens of Memory Study at the
Tanathriel, the Castle of Dreams, strikes awe
in all who see it. Even its masters, aged wizards
swaddle the mighty structure in a vale decorously Castle of Dreams
crowded with flowering plants of all hue and season.
who’ve taught generations of elves the secrets of their Elves who seek to learn wizardry can do little better
The scents and sights of the flowers and fruits in
spellcraft, avert their eyes from its beauty as they than to apprentice at Tanathriel. The Castle of
the garden mix and play upon the mind, drawing
approach, focusing their attention upon cataloging Dreams is justly famous among eladrin communities
thoughts unbidden to each who pass through it. On
the reagents in their pockets or upon remember- as a place of mighty magic and great knowledge.
walking the garden’s winding paths, one cannot help
ing the order of spellbooks on distant shelves. Such The masters of Tanathriel teach all aspects of
but reminisce about moments from the past, whether
tedious tasks prove a ward against the pleasant intru- wizardry, but most of what’s taught focuses upon the
the happy remembrance of a cider-soaked autumn
sion of the castle’s beauty into their senses. sister schools of illusion and enchantment. These two
evening or of a nightmare of moldering flesh and
Like all the most efficacious enchantments and disciplines share much in common with one another
fresh blood. Here the elves of Tanathriel go to medi-
illusions, the glamour that encompasses Tanathriel on a philosophical level, each beguiling creatures
tate and study, selecting a spot for the memories it
has at its foundation a truth: Tanathriel is a place rather than blasting them to slivers or wrenching
evokes and using it to aid their recall of spells or to
of magnificent loveliness. The slender towers of the their souls from their bodies. Also, both schools pro-
push their thoughts to particular events as they rest.
castle twist gracefully into the air, each seemingly vide magic unlikely to destroy the forests the elves so
The wonders of Tanathriel remain a dream for
made of ivory wrapped around pearl, brightly glis- dearly love.
most due to the great illusion that cloaks it. Situated
tening in the dimmest starlight. They rise like the The four masters of illusion and their aides teach
in a deep valley in the forest, the mirage of a great
tines of a crown around the central structures of the in the Veiled Academy. Hidden in the shelter of the
lake covers it. Even the tallest towers of the castle still
edifice, each its own dream cut from stone and grown Arcanium, the Veiled Academy sets itself apart from
lie deep beneath the murky surface of the lake’s cold
from seed. The Great Apadana at Tanathriel’s heart the other classrooms, libraries, ritual chambers, and
waters. The powerful wizardry that cloaks the Castle
stands as a forest of smooth pillars growing upon potions labs in the vast tree by means of a confusing
of Dreams fools the creatures of the forest. Deer graze
rolling hills of marble. The branches of the pale trees array of secret chambers and disguised halls. Every
the grasses at its edge, drink its water, and roam away
that form the columns entwine high above into an apprentice’s first challenge each day is to manage a
sated—at least for a time. Ducks splash down through
exquisite lattice crowned by leaves the hue of the sky way through the constantly changing maze, which is
its surface, sinking and struggling away, perhaps con-
just before dawn. While below, the roots crawl and both real and illusory, in time for classes.
fused by a glimpse of the towers in the murk below.
interconnect across the stone, running like rivulets Those who don’t know its enchantment might swim

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Winning Races: Elves

The three masters of enchantment prefer to orate allowed to know its location and see more than a Varis Winterleaf,
in the Great Apadana or to take their students out glimpse of the fabled place. To the masters who run Thrice Master of Illusion
into the Garden of Memory for instruction. The the school for wizards that means elves and eladrin—
Tetchy and egotistical, Varis Winterleaf has served as
true proof of enchantment magic lies in its effective- and only those whose families are known and who
a master of illusion for over a century. Having gained
ness against foes, and so these open spaces provide can be trusted to abide by custom, law, and the
the title as a precocious youth, he has kept it for more
for dynamic tests of the potential wizards’ abilities ­masters’ edicts.
than thrice the traditional tenure, fending off chal-
against summoned creatures and animate objects set Below are a few of the folk one might meet who
lenges to his mastery with such vicious cleverness
upon them by the masters. Rarely, the students leave count among those welcome to walk in the vale of
that none have dared attempt to take his place despite
Tanathriel in the company of a master and seek out a Tanathriel.
two decades of having the option to do so. Varis has
ravening beast of the woods upon which to try their
a more fearsome reputation as a teacher, demand-
spells. Such field trips can be dangerous, and bring- Quelenna Mistshadow,
ing such perfection and dedication from his students
ing any creature, charmed or not, back to Tanathriel Master of Illusion that many have given up on spellcasting altogether.
is strictly prohibited. Quelenna Mistshadow, or Mistress Mistshadow as her Despite this, students compete for the honor of being
Students at the Castle of Dreams are in a place of students know her, serves as one of the four masters chosen as one of his apprentices. Those with the will
pleasant entrapment. The beauty of each moment, of illusion. She specializes in phantasms and other and the skill to survive his tutelage with their egos
the exquisiteness of each awed intake of breath, the illusions visible only in the minds of certain individu- intact become famous illusionists.
sense of safety provided by the illusory lake, the als on whom they are cast. Each person sees Mistress No one knows what time might have wrought
exhilarating exchange of knowledge for knowledge’s Mistshadow as a different person—a magic unique to upon Varis’s body, but he still appears as he did sixty
sake—all this and more contribute to an individual’s Quelenna and which has puzzled her fellow masters years ago. His stern gaze is framed by dark hair worn
desire to forget the world outside Tanathriel. Some of illusion endlessly. Whether anyone has ever seen long down the sides and tied back in a severe topknot.
students forget their studies, losing themselves for her true face, or even if she is an eladrin as she claims
hours or days in the Garden of Memory. Others stay and not a gnome or a darker creature, none can say Aelar Silversun,
in apprenticeship for decades, never venturing out of without resorting to powerful prying divinations—
the glamour of Tanathriel, growing old as the aides of
Master of Enchantment
something that not even the most foolish student has
masters who have gone out into the world to practice Aelar Silversun presents a suave demeanor and cuts
resorted to due to the deep respect all feel for the
their arts. a fine figure in his immaculate clothing. He plainly
wise and amiable Mistress Mistshadow.
seeks to charm others without, as he is happy to tell
Mistress Mistshadow asks those she meets how
Personalities of Tanathriel she appears to them, because she says that how they
anyone, resorting to the use of magic. Somehow his
bald attempt to befriend everyone avoids being unctu-
Elves and eladrin come from distant lands and the see her reveals more about them than it does of her-
ous and largely succeeds with everyone despite their
Feywild to study at the Castle of Dreams. In its self. Of course, many believe Quelenna knows how
potential reservations. Aelar never forgets a name or
long history—the seed of the Arcanium’s foundation she appears to each person but learns much from
face, and he is ever ready with a compliment or com-
having been planted when eladrin first began to learn how individuals react to her probing and how they
ment of friendly concern.
magic—Tanathriel has admitted a few half-elves and describe what they see.
One of three masters of enchantment, Aelar sits
some gnomes, but these exceptions where made for
in judgment, along with his fellow masters, of the
special individuals. Only those who can appreciate
one who wishes to be the fourth. The past fourth
the importance of Tanathriel and its secrecy can be

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Winning Races: Elves

master, Tellus Tiemantle, was charmed and slain supernatural charms. Suitors must be wary however. A Background at Tanathriel: If you’re playing
by a succubus someone summoned into Tanathriel. Thorncrown jealously protects Thistle and pitilessly a mage who specializes in enchantment or illusions,
Although the masters and some students slew the brutalizes anyone who troubles Thistle too much, you might have gained your skills in Tanathriel. Even
devil and swiftly quieted the matter, the mystery of regardless of friendship or standing in the school. if you’re not an elf or eladrin, you might be one of the
who brought the devil into the Castle of Dreams and The masters and their most trusted aides and rare exceptions the elves sometimes make for those
if it was directed at Master Tiemantle intentionally students know a secret about the pair of fey beings. trustworthy folk with true talent. You might also be a
remains a topic much whispered about by students. A gateway to the Feywild lies within Thorncrown’s member of another class that uses arcane magic who
prickly boughs, and Thistle’s blood is its key. How this began studies at Tanathriel but chose a different path
Thorncrown and Thistle came to pass is a mystery to all but the two of them, than wizardry.
One tree in the Garden of Memory does not flower or and those who wish to use the passage should avoid As an elf or eladrin of virtually any class, you
produce fruit or nuts. The tree is out of place due to its asking about it lest they rouse Thorncrown to anger. might have served as a guardian of Tanathriel. You
ugliness. A twisted and gnarled behemoth of cracked could have been stationed outside the border of the
black bark liberally studded with thick thorns, it Tanathriel and vale in which it resides, always on the lookout for
bears small leaves so deeply red as to approach creatures that somehow pass through the illusion
purple. A beautiful elf maiden frequently sits in the
Your Character of the lake and enter the magical valley uninvited.
shadow of this blight on the beauty of the garden, Alternatively, perhaps you’re not an elf or eladrin but
You can have your character become involved with
happily whiling away the hours making daisy chains hail from an indebted caste of guardians of another
Tanathriel in a number of ways.
or tending to nearby plants. race assigned to guard Tanathriel’s borders from out-
Seeking Tanathriel: Your character might
As one might expect in a place known for illu- side. You might never have seen more of the Castle of
have heard of Tanathriel and be seeking it for some
sion and enchantment, all is not as it seems. The elf, Dreams than the lake that disguises it despite years
reason. Perhaps you have one heart-touch bracelet (see
who calls herself Thistle, and her favored tree move of service.
the sidebar) and you’ve learned that whoever wears
throughout the Garden of Memory and walk through If you have been inside Tanathriel before, whom
its twin is in Tanathriel. Alternatively, a villain from
the garden together. The tree, when it chooses to do you know best among its cast of characters? What
your past might be hiding out in Tanathriel, a scholar
speak, calls itself Thorncrown, and it is a treant, friends or rivals might you have among its students
there might have knowledge you need, or you might
while Thistle is in truth a dryad. The two have lived and faculty? Were you trained by one of the charac-
seek the place to learn from the great masters of
at Tanathriel for decades and are counted as favorite ters mentioned above, or did you study under another
magic there.
friends by many students. Both know a surprising master (whom you can make up)?
Visiting Tanathriel: When you visit Tanathriel
amount about what goes on in Castle of Dreams If you have a background at Tanathriel, the associ-
you can engage in a number of different pursuits. You
and its surrounding gardens. Thistle, in particular, ated skills are Arcana and Nature.
might use its libraries for research, seek training, con-
can share many insights about illusion and enchant- sult its masters for their knowledge of magic, look into
ment, which allows her to act as an aide to masters the mystery of the darker twin of Tanathriel that is
of both schools and substitute for them in lessons called Salarquiel (see the heart-touch bracelet sidebar
when duties call the masters elsewhere. Many new for more on this location), try to influence the choice
students unwittingly fall for Thistle when they do of the fourth master of enchantment, have a curse or
not know her true nature, and others fall under her charm removed, seek the aid of an apprentice in your
spell despite knowing it due to Thistle’s natural and adventures, or use its passage to the Feywild.

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Winning Races: Elves

Heart-Touch Bracelets Level 2 Uncommon About the Author


Matt Sernett is a writer and game designer for Wizards of
These elegant gold bracelets feel warm to the touch. As soon
Tanathriel Staff the Coast who splits his time between Dungeons & Drag-
as you don one, you feel the vacancy of the other until it too is
ons® and Magic: The Gathering. Recent credits include
The masters of Tanathriel focus their magi- worn and your bracelet beats with the pulse of another heart.
Player’s Handbook Races: Tieflings, The Plane Above: Secrets
cal training upon the use of the staff as an Item Slot: Arms 520 gp of the Astral Sea, and Magic the Gathering: Zendikar. When he’s
implement. Beyond the staff’s practical uses Property: When you wear one of these bracelets, you are not making monsters or building worlds, he’s watching bad
aware if the other bracelet of the pair is worn. If that fantasy movies you don’t realize exist and shouldn’t bother to
as a weapon and walking stick, the masters of
person’s heart beats, you feel it in your bracelet, allowing learn about.
Tanathriel use staffs as symbols of their offices. you to know how fast or slow the person’s heart is beating.
Students at the school practice with staffs as In addition, you gain a +2 bonus to Insight checks made
implements and carry staffs similar to those against the wearer of the other bracelet, and you are aware
masters under which they apprentice. Those stu- if that person is bloodied, stunned, dazed, or unconscious.
dents strong enough in the arts to warrant the The wearer of the other bracelet in the pair is aware
position of aide to a master are rewarded with of the same things in regard to you as long as you wear the
heart-touch bracelet.
a magic staff particular to the Castle of Dreams.
These Tanathriel staffs are useful to aides in
defending against the magic the masters teach.
Heart-Touch Bracelets
Although Aelar Silversun claims to have invented
these magic bracelets, a persistent rumor among
Tanathriel Staff Level 2+ Common the students of Tanathriel places their creation in
This wood and bronze staff feels right in your hands but at the the so-called “Castle of Nightmares,” the sister
same time dreamlike and unnaturally light, as if only partially school to Tanathriel dedicated to the study of
real. Its power protects you from illusions and enchantments. necromancy and conjuration. Named Salarquiel,
Lvl 2 +1 520 gp Lvl 17 +4 65,000 gp this other college of wizardry vanished roughly
Lvl 7 +2 2,600 gp Lvl 22 +5 325,000 gp a century ago. The masters of Tanathriel remain
Lvl 12 +3 13,000 gp Lvl 27 +6 1,625,000 gp
tight-lipped about where it went and how it
Implement (Staff )
Enhancement: Attack rolls and damage rolls
disappeared, and they emphatically deny that
Critical: +1d6 damage per plus, and you and allies within 5 necromancy plays any part in the creation of
squares of you can make a saving throw. heart-touch bracelets.
Property: While wielding the staff, you gain an item bonus to These magic bracelets come in pairs. The
saving throws against charm and illusion effects equal to wearer of one feels the heartbeat of the person
the enhancement bonus of the item. who wears the other through a slight squeezing
pulse. Those who wear such bracelets for an
extended period find their hearts beat in syn-
chronization. Lovers wear such bracelets as a
sign of loyalty, but the bracelets also allow each
wearer to tell when the other’s heart runs fast
due to some excitement or slow such as when
sleeping or unconscious.

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The Forge
  of Xen’drik
By Kay Kenyon
Illustration by Steve Prescott

Ravon Kell slammed his shovel into the stony He looked up at the massive factory: an arms
ground, cursing the hard jungle soil. They had already mill the size of a fortress; soon to produce an
buried fifty slaves, and there was no end in sight. endless supply of lances, shields, cudgels, maces,
The sun threw lashing rays on his back, cooking swords, crossbows, spears—not to mention magic-
him in his rags, but the worst heat came from the infused spike wire, lightning spheres, and thunder
ground itself, where the grinding magics of the genesis shock implements.
forge blistered the land, killing the jungle for a swath A genesis forge, by the Devourer, though one had
of a thousand feet around their prison. not been seen in the world since the fall of Cyre, as
Nearby an orc guard wrinkled his snout at the they were forbidden by the Treaty of Thronehold.
stench of bodies. “Bury ’em three in a hole,” he But those laws didn’t apply in Xen’drik, a wild
ordered the halfling Finner. continent far from Khorvaire. Besides, a cloak of
“That’s against—,” Finner started to protest, but fell invisibility hid the forge. From the jungle, the mis-
silent as the orc loomed over him. shapen fortress looked like nothing more than a
Ravon dug his hole deeper. Yesterday’s slave vine-covered crag, not a hulking factory ten stories
uprising had been doomed from the start. An army high, with massive iron walls studded with bulging
officer in the Last War, he’d weighed the odds and armories and eff luent towers disgorging steam and
had stayed out of the fray. It wasn’t even a contest, rank smoke.
here in this lost jungle of Xen’drik where no one At the top of the forge bulged the dome of the
knew there was a forge or slaves—both illegal under artificers’ keep. There, mages with their diagrams,
the Treaty of Thronehold. spells, and sigils directed the magical workings of the
Maybe the poor bastards knew the odds and just forge. They drew enormous power from stockpiles of
wanted to die. As the old marching song went, there dragonshards and from the latent magic of the very
were nine hundred and ninety ways to die. An orc’s ground on which the forge rested—an ancient giant
blade thrust being merely one. burial site, it was said.

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The Forge of Xen’drik

Ravon spat. His task—the task of every other slave, Ravon wiped the sweat streaming into his eyes. great forge rings that wove the spell to cloak the
guard, and artificer—was to bring the forge to “I’m not your captain anymore.” He glared at Finner. forge from prying eyes. Every kingdom in Khorvaire
working order, and by so doing, bring the world “And I don’t need a steward. Get to digging or that orc would rise up to destroy the forge, if discovered.
to war. As a captain in Karrnath’s army, war had will put you in a hole.” That wasn’t going to happen, though Ravon in his
been his job, but he would never fight again. In the The halfling still held out the gourd. “You’ll always off-guard moments hoped for it. Hope made ser-
Last War Count Vedrim ir’Omik had throw him be a captain of Karrnath. Don’t make no difference, vitude less bearable, a lesson he’d learned well in
in the dungeons, stripping him of his commission prisons or digging graves.” Vedrim’s dungeon.
and very nearly his life. It was one thing to take his Ravon took the gourd, else there would be no A female dwarf grown thin from the endless
punishment like a man, and quite another to take shutting Finner up. Tossing off a gulp of water, he walk spat through her cage and landed a gobbet at
it when innocent of the charges—charges trumped nodded at the half ling, getting a worshipful look in Ravon’s feet. “Think you’re high and mighty, don’t
up by the count’s favorite vixen, at that. Earlier in return. To his surprise, it shamed him. There was you? Foul slime!”
the war a few of Ravon’s victories had come to the nothing left to look at that way. He’d left that man in Ravon made a half salute. “Good day to you as
count’s attention, but by the Nine Hells, he wished the count’s dungeons. They had beaten and tortured well, Bisreth.”
that Vedrim had never visited the battlefield with that man out of him, and then had made him do the Others doing cage duty took up the catcalls.
his entourage. The attractive lady had taken a fancy same to others. “Lackey.” “Traitor.” They thought he was in close
to the celebrated captain, he’d declined to bed her, So, Finner, he thought, how do you like the real with Stonefist; even liked the forge master. The very
the count had been led to believe otherwise, and Ravon Kell? thought gagged him. It was true that Stonefist gave
now Ravon wished that for all he’d suffered in the * * * him the run of the place, within reason. Ravon pro-
dungeon, he’d at least had the pleasure of what he’d Ravon entered the forge through the iron jaws vided entertainment for Stonefist—and banter the
been accused of. of the front door. The inner maze of ramps and forge master had come to relish.
High up the outer wall, a f lat ring protruded like halls growled with a low throbbing, less heard than The thought festered that he was also a model
a horizontal embedded plate. Two rings, actually, one felt through the soles of the feet. The goblin who’d slave, dependably doing what he was told. Once, he
within the other. They turned very slowly, in oppo- fetched Ravon prodded him with a spear. Ravon would have called such a man a craven coward. Well.
site directions, grinding the dragon shards—the raw batted it away from the small of his back, heedless of Perhaps one day Stonefist would push him too far,
material of the forge’s magic. the goblin’s snarl. No one was going to cut him down and he’d show himself a man, after all.
On the outer ring, pacing slowly to keep the slaves before Stonefist said. Ravon’s time had not yet come, Snapping whips in the air, the goblin guards
in view, the forge master Stonefist glared down at and the goblin knew it. silenced the rat pen outburst, ignoring Ravon as he
them. Even among gnolls, he was especially ugly. He tramped up the stairs leaving the guard to passed through.
Strutting up there on the outer ring, his presence return to grave duty. Ravon had more freedom than Arriving at the third level, Ravon found Stonefist
filled the slaves with further dread, a fact that even most of the other workers. Stonefist had conceived the waiting for him. The gnoll was seated next to a wall
the slow-witted gnoll well understood. plan to save him for a showy death. Why waste the of the forge proper. The ten-story heart of the edifice
Finner pulled out a gourd from inside his shirt, great captain of Karrnath on starvation or overwork? sweated out a putrescent goo in spots. This was the
offering Ravon a drink of hoarded water. Maybe Stonefist’s sadistic plan was ready to go, if the bowel room, slave talk for the place where the forge
Ravon waved it away. “Drink it yourself.” gnoll wanted to see him. shat out its weapons. Or would, come the word from
“You first, Captain.” Finner bent over with another Second level, the rat pen. Gnomes and dwarves on-high. Some high lord or other, but such things
of his coughing spells, but managed not to spill. and half lings ran in their caged circles, turning the mattered little in the end. What mattered to Ravon

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was a decent death. He’d put more than his share of “Maybe I won’t do your combat,” Ravon said barely tell it was moving. A tendril of smoke slipped
thought into choosing a good one. lightly. He’d been wondering what he would do when out as well, as though the forge was passing intestinal
Seeing Ravon approach, Stonefist kicked at the Stonefist ordered him to fight. It might not be a bad gas at the effort. But it was still in testing mode. Ravon
cringing slave filing his toenails. “Enough!” he roared. way to die: Ravon against a few orcs and goblins. But tried and failed to imagine the hellish environs of a
She fled the room. At Stonefist’s side stood an elf, the then again, it would mean contributing to Stonefist’s fully enlivened genesis forge.
ever-watchful, the ever-grim Nastra, a bulging ring of sadistic pleasures. Stonefist eyed Ravon. “You fight my goblins with
colorful keys at her belt. The forge master frowned. “Then captain die. I cut sword, yah? Kill and kill, to see if sharp?”
Noting Stonefist’s daggerlike toe nails, Ravon said your heart out.” Stonefist had long promised Ravon a good fight
appreciatively, “Nice job. Except for the stink. Need to No heart in there, Ravon thought, but have at it, with the forge’s first product. A little celebration, as
wash those feet sometime, boss.” Over the weeks he you sack of pus. it were. With this weapon, by the look of the sword’s
and Stonefist had fallen into an exchange of insults. The pleasantries concluded, Stonefist heaved him- ensorcelled iron, Ravon might last a few minutes even
The gnoll was doubtless stirred by verbal abuse from self from his chair. Ravon was a big man, but the forge if out-numbered. But he said: “I’d rather fight you,
a man he could torture to death at a whim. master stood a foot taller. Stonefist. Someone easy.” He shrugged. “If it were up
Stonefist grinned. “Maybe you lick feet?” He “Stonefist show you a thing, yah?” Waving Ravon to me.”
turned his foot to one side, then the other. “Lick to follow, he lumbered toward one of the forge Stonefist’s expression darkened. He bent over
clean?” portals. Ravon, pointing a meaty finger at his chest, his breath
Ravon gave an elaborate sigh. “A slave’s work is “Foul bitch,” Ravon muttered to Nastra as she fit to knock Ravon flat. “You kill goblins. You kill
never done.” walked by his side. Skinnier even than most elves, she what I say you kill.” His voice boomed. “You kill lady
“No slaves!” Stonefist blared. “Slaves against the still possessed a fluidity that might be called grace, if elf. You kill halfling Finner. Whoever Stonefist say!”
law.” she hadn’t been a sadistic freak of a gnoll’s minion. Lightly bringing the gnoll’s attention back to the
“Well, if not slaves, how about happy workers?” “I pissed on your bed this morning,” Nastra sword, Ravon asked, “When will it be ready?”
Stonefist roared a laugh. “Happy workers!” He crooned. “Think of me tonight as you dream.” As she “Soon,” the gnoll muttered. Then, regaining his
socked his fist against the forge wall, leaving a dent. walked, her hundred keys clinked like bells. mood, he said, “How you like sword?”
“Happy workers!” Even Nastra smirked. “Big boss “I do think of you. You perform all my delights, “Good so far,” Ravon said.
will like happy workers,” the gnoll said, his good lady elf. Think of that.” Stonefist nodded over and over, muttering half
mood growing. She hissed in response. Oh, how the vile creature to himself, “Took much dragonshards. Two years of
“You never said who the big boss is, Stonefist.” would love to carve him up a little with the handy dragonshards to make. Big pile. Now out come good-
“Hah! Big boss is . . .” His grin fell away. “But knife on her belt. It was one of Ravon’s few remaining so-far sword! Ha!” Stonefist threw wide his massive
Stonefist don’t tell.” pleasures to provoke her. Even Stonefist liked to see arms. “Soon come big important visitor. He watch
A flicker of interest flamed high in Ravon. It would her taken down a notch. forge get born!”
be good to know one’s real enemy. But it was a sol- They came to the egress gate in the forge wall, That was news. The high lord coming. Ravon
dier’s instinct, and he was no longer a soldier. the place where the weaponry would soon exit. To flicked a glance at Nastra, whose long and almost
“I save you from shovels, Captain,” the gnoll said. Ravon’s surprise, the process had begun. handsome face showed no sign of surprise, only a
“Not die of too much work. Stonefist save captain for A great, burnished sword blade, edges honed and patient, cold longing to watch a captain of Karrnath
commmmbaaat,” he said, as his eyes grew rapturous. glittering, protruded from a portal. The blade was fight to the death. Well, she hadn’t overseen the kill-
Nastra made a distorted smile. emerging from the door so slowly that Ravon could ing of any slaves for a couple of days.

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The Forge of Xen’drik

Ravon wondered who the big visitor would His fit passed. Finner stared at the palm of his early morning detail was hammering away on some-
be. Wondered if he would live to see it. Hoped he hand and a few bloody teeth he’d coughed up. By the thing. A reviewing stand. Getting on time for the
wouldn’t. “You’ll need a bath, then, Stonefist.” Ravon Devourer, here was a fine mess. Ravon had prom- end of the world. But if the genesis forge was ready
said. “With company coming.” ised Finner’s lieutenant that he’d keep an eye on the to deliver itself of millions of arms, and if it took
Stonefist grinned, showing an impressive rack young halfling. Finner had served tirelessly as the two years of accumulated magical dragonshards to
of teeth. “By Dolurrh, Stonefist miss you when you officer’s steward despite a set of bad lungs that would create half a sword, where were the stockpiles, the
dead!” That brought on a fit of barking laughter. Even have kept lesser men from service. Ravon owed it to hoards of powerful shards and objects of enchant-
Nastra joined in, as ugly a mewling sound as Ravon the lieutenant, he supposed. The man had died in his ment? He’d dared to ask a forge artificer once,
had ever heard. arms on the battlefield. in a rare hallway encounter. The elite mage had
He heard Stonefist’s guffaws all the way up to the Still holding the goblin by the belt, Ravon growled, wrinkled his nose at Ravon’s odor and murmured,
fourth level, the slave barracks. Just before he turned “Anybody want this sack of shit?” “Endless stocks, below. Endless.”
into his quarters—by the grace of the Sovereign Host, The goblins fell silent, their grins fading to resent- He meant the giant graveyard. But somehow
a private cell—he heard keys jangling and turned to ful scowls. Ravon doubted there was enough enchantment
see Nastra slinking around the corner and down the “No?” Ravon flung the creature aside and walked below for all that would soon be rolling out of the
crabbed and steep north stairs. Had she followed over to Finner. The formerly cheering slaves now genesis forge.
him, spying? He wondered where the creature was looked properly ashamed. To watch a fellow slave A noise startled him. Nastra stood at the door.
going. Nowhere to go, surely. This lovely forge was the savagely beaten . . . Ravon shook his head, glaring He turned back to gaze out over jungle. “So did
end of the line. at them. The urge rose to slay two or three goblins your goblins report me?”
* * * before the others fell upon him. But then, that would “Yes.”
Deep in the night, ear-splitting yowls erupted be too much like the old Ravon and it was so much He shrugged. “Well, they started it.”
down the fortress corridor. Instantly awake, Ravon easier not to be him. There was nothing much to say to that, nor did she
sprang from his pallet. From cell block eleven, he He helped Finner back to his private quarters—a respond, but rather watched at Ravon’s side as the
heard the rasping shouts of goblins and slaves chant- rat hole with a slit for a window—and dumped him in jungle brightened from black to sewage green.
ing “Finner, Finner!” a pile of straw. Below them, Stonefist had come out onto the
Cursing, Ravon stalked down to the slave bar- Finner gazed up at him, but this time without the turning rims and with his henchmen f lung a help-
racks in time to see a dozen goblins surrounding a puppy look. The beating bashed the puppy out of him, less gnome off the ring to his death four stories
bloodied Finner. One of them yanked a fistful of hair no doubt. Still, there was that gratitude in his eyes. below. Then another. The guards’ laughter came
from Finner’s head and, grinning, raised it aloft like “By the Dark Six, get some sleep,” Ravon mut- trickling up.
a captured f lag. The slaves stomped and hollered as tered. Then, to escape Finner’s groveling, he stalked “Stonefist’s at it early,” Ravon muttered.
Finner fell to his knees in a coughing fit. into the cell warrens, the walls secreting the usual Nastra remained silent for a moment, before
In the tumult, no one saw Ravon stride in until he bubbling pustules like a body with the plague. Even- saying, “How bad was Vedrim’s dungeon?”
grabbed a goblin by his leather belt, holding him a tually he found some solitude on a balcony used for “Not pleasant. No hot and cold running water.
foot off the floor, kicking and growling. He swung the dumping refuse. He sat until a glimmer of dawn Lousy food.”
creature around, slamming him into another goblin seeped into the jungle and the blasted ground near “I’ll bet the count has especially creative tortures.”
and clearing a wide swath. the forge. Fumaroles in the cracked land coughed up That was true, but he wasn’t going to give Nastra
sulfurous wisps. On the far side of the clearing, an any pointers. “It’s an art with him.”

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The Forge of Xen’drik

Another gnome went sailing off the ring to his One night a storm lashed down on the forge. Light- He was not surprised when he couldn’t open it.
death. Nastra murmured, “It can make a monster of ning erupted as though Eberron itself were on fire. What surprised him was that when he touched the
you.” It ought to have cooled the forge down, but it only door it burned his fingers.
He turned to her. “What can?” succeeded in turning the warrens into insufferable * * *
She stared at him with cold, flat eyes. “Torture.” chambers of steam. Unable to sleep, Ravon left Finner It was the way of the hellish forge that the most
Was she accusing him of monstrosity? He stifled a to his exhausted slumbers and walked out to lean interesting things happened at night. Executions,
guffaw. “What’s your excuse, lady elf?” against a corridor wall. The thunder was loud enough rapes, orc berserker outbreaks—but this night’s enter-
“Each to his own, Captain.” She nodded at Stone- to wake the dead giants underground. Between bel- tainment was of a different sort.
fist and his entourage, below. “You could save a few lowing cracks he heard a familiar jangling sound and A guard came for him, and Ravon tramped down
gnomes, though, if you had a mind to.” looked down the corridor to see Nastra heading down to the bowel room at Stonefist’s order.
Ravon stood up, his peace shattered. “I’m not kick- the north stairwell—again. He followed. When he saw the purpose of the summons, his
ing them off the rings. That would be Stonefist, or are Ravon was not a small man, but he had long heart quickened. Stonefist and Nastra were leaning
you blind as well as dumb?” experience with silent tracking, all the easier when over the forge maw, as though crooning over a new-
“Stonefist knows you’re up here. He’s throwing the walking on stone stairs and iron halls. He fol- born baby.
workers off to goad you. Everybody has a breaking lowed Nastra down the stairs, open at the top, but The sword was complete. Its hilt was heavy with
point. Our forge master wonders what yours is. Even increasingly narrow as they continued down. It was cladding, but nicely wrought. The blade, perfect; the
the slaves are laying wagers.” Walking off, she said, a reckless thing, to follow her. She carried a small length, a good four feet.
“I’ve got a few coins in the game myself.” dagger at her belt, and he’d seen her use it. A blade Stonefist lifted it from the receiving tray, holding it
When Ravon got back to his cell, Finner had at the throat . . . the hundred and twelfth way to up and turning the blade to and fro. “Commmbaaat,”
washed out his second set of rags, and hung them up die, and not as bad as some. Still, Ravon had a han- the gnoll rumbled. “Yah.” He turned his gaze on
to dry by the window slit. Ravon noted that the cell kering to die with a weapon in his hand. Call him Ravon. “You hold.” He held the sword out, then with-
was newly swept as well. It almost looked decent. sentimental. So Stonefist’s promise of a fight with a drew it with a sly smile. “But not yet.”
Noting Ravon’s scowl, Finner said, “It’s what a bunch of his henchmen was always in the back of “My time has come, then,” Ravon said, feeling a
steward does.” Then he turned to pound the dust out his mind. rush of relief like a window thrown open and fresh
of Ravon’s mattress. Nevertheless Ravon followed Nastra to see what air wafting in.
“Nine Hells.” Ravon was now thoroughly stuck villainy she was up to. If she broke the rules, he could The gnoll smiled. “When Stonefist say. Maybe
with Finner, all four feet of him, including his racking use it against her when she tormented Finner. tonight. Maybe tomorrow. Stonefist choose.”
cough and broken ribs. The elf slipped around another turn of the stairs, the “But soon.”
Finner turned to leave. “I’ll fetch your breakfast.” descent growing hotter. By now they had surely passed Stonefist squinted at Ravon, handing the mas-
“No!” At the half ling’s wide-eyed look, Ravon ground level. Ravon hadn’t thought there was anything sive sword to Nastra. “But Captain’s death must be
muttered, “Tell them it’s my gruel, but bring it up past ground level, but down they climbed. Then, from . . . special. Very sat-is-fying. Nothing . . .” Words
here and eat it yourself.” Finner started to protest. around a landing, he heard a scraping noise. failed him.
“That’s an order. A steward does what he’s bloody Peering around the corner, he saw that Nastra had “Vulgar?” Ravon supplied.
well told.” opened a door and, releasing the key back to her col- “No vulgar!” the gnoll boomed gleefully, though
Finner grinned with what teeth he had left. lection, she disappeared through it. The door clanged Ravon doubted he knew what the word meant.
* * * shut behind her. “Nothing . . . quick,” Stonefist finished.

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Nastra locked the blade away in an armory drawer. That had occurred to Ravon, but he wanted to But now he was curious. Where did the sovereign
Ravon realized that she was thinner than ever, wast- keep her talking. “Leave Finner alone, Nastra. Show a bitch go on all these back stair excursions? A lover?
ing away in fact. Maybe she was sick. The night was little mercy. Some day you’ll need a favor.” His stomach turned at that thought.
just filled with happy thoughts. She smiled, showing surprisingly clean teeth, not He watched from a recess in the wall as Nastra
Now that the main event of the evening, the first that it was a pleasant sight. “I thought you didn’t care stood before the hot door fumbling for her keys. She
weapon from the genesis forge, was done, Stonefist about Finner.” selected a blood red one and, using it, went through.
looked for other diversions. “I don’t. But I made a promise in battle to Finner’s Ravon plunged forward, catching the door an
“Lady elf,” he said slyly, “forge need more cage- dying lieutenant. I said I’d watch over his steward. inch from closing. He worked the latch so that the elf
walk. You get halfling Finner.” He grinned at Ravon, Damned if I know why.” would hear the mechanism click into place. Then he
actually drooling. “Night shift.” Her dark eyes held his. “It was a promise.” followed her down.
Ravon frowned. “He’s already done his shift, “Yes.” For down it was, a shaft of a stairwell now steeper
boss.” For a moment he thought she might be softening, than before—and hotter with every step. Here the
“Missed work today.” Stonefist put a finger to his actually affected by Finner’s story. But no, the old walls streamed with foul excreta, slick and stinking.
forehead. “Stonefist remember. Missing shift.” sarcasm was at the ready. “Cry me a bucketful,” It brought to mind the question of why the whole
“Two shifts in the same day will kill him.” Ravon she snapped. forge, not just here, sweated a vile slime. It had
shrugged. “A waste of a worker when the very impor- She turned on her heel and stalked away. But, to always seemed natural to the misery of the place, but
tant visitor is coming.” Ravon’s surprise, she let Finner sleep in peace that now Ravon thought it was something more, perhaps
Stonefist paused, processing this idea. Then: “Lady night. something far worse. The hammering heat itself was
elf: you wake halfling.” * * * a mystery. But the forge was built on top of a grave-
Ravon kept his expression neutral. “Means nothing The next night Ravon lay in wait for Nastra. yard of giants and places of such ancient magic had a
to me. You’re the boss.” He hid in a recess by the north stairs and, true natural affinity for the dark places of Khyber, bring-
“Stonefist boss. Vuulgaaar boss, yah?” to habit, the elf skulked by and disappeared down. ing its hellish heat close.
“Yeah,” Ravon said, giving an insolent salute. Nastra was hiding something, he was sure of it. And down, still—with Nastra rounding the cor-
Stonefist liked a few military flourishes. But he What he couldn’t figure out was why he gave a ners of the landings, and Ravon one turn behind,
still sent Nastra up to the barracks. damn. just catching a glimpse of her cloak as it disap-
Soon dismissed, Ravon rushed up the stairs to In the last six months he’d learned not to care, peared. No lover down here. Nothing down here. His
catch the elf. He found her at the door to his cell. even relishing the prospect of his own death. But then curiosity mounted.
“Nastra,” he murmured. Finner had become his steward, and in Finner’s eyes Abruptly, the descent ended. Nastra was off
She turned, her face a mask of indifference. Ravon had seen the reflection of the man he used to be. across a murky cavern, roiling in noxious fumes.
“What’s he doing to you? You look worse every day.” Nine Hells. One foot in the grave and now he had hope Ghostly rock formations jutted up from the f loor
Her eyes caught a glint from the everbright lantern again . . . not a hope to live—no, never that—but hope to while stalactites hung down from above, dripping
high on the wall. “What’s it to you?” have absolution for all that he’d done. goo . . . the very pus that infected the forge itself.
Ravon shrugged. “Just wondering why you want to By the Devourer’s Teeth, he wished he’d never Ravon followed the elf, the ground thrumming
be a lackey for our lovely forge master.” met Finner. beneath his feet as though the heart of a giant lay
“Maybe I like the work.” just below.

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A scream tore through the cavern, stopping Ravon Ravon heard the word Fernia, and his mind The witch cocked her skull-like head, as though
in midstride. The howl trailed off. He couldn’t see opened to a new and most unwelcome surmise. considering whether to eat the elf on the spot or save
Nastra, lost in the murk. The hag was still screaming, “Aye, Fernia longs to her for another time.
Voices. One horrid and low, the other a murmur. flow!” By the Sovereign Gods, Ravon had space in his
Nastra was with someone. That low, guttural voice Nastra quailed but answered, “Yes, Fernia shall mind to think, Nastra just talked back to a death hag.
sent a shudder over him. All senses on keen alert, he flow, great one. The glorious day!” “Leave me,” the hag spat, “return tomorrow and
moved with practiced stealth toward the source of the Ravon’s heart cooled at the growing realization. tell us Cannith has arrived. Then the gates of fire
voices, using rock formations as cover. That voice. Not By all that was unholy, the forge needn’t worry about open!” With a ferocious leap she launched herself
human, not in any way normal. The list of possible running out of dragonshards. It was going to have away, disappearing into the boiling smoke.
creatures was short and exceedingly nasty; maybe Fernia. It would be fueled by one of the planes of the The creature was gone. Even so, Ravon waited
best to slink away now before he risked discovery. Elemental Chaos: Fernia, the Sea of Fire. a few beats before standing up to face Nastra. He
Lying flat on the ground behind a massive rock, he Because, he now realized, the genesis forge was swayed for a moment, temporarily weakened by
crept forward to look. sitting atop a manifest zone, where the worlds inter- having been in the death hag’s proximity.
A creature stood on a rock outcropping. A skeletal, mixed. But not even a death hag could create a pipe to Spying him, Nastra’s look revealed her dismay.
flesh-wasted monster, some seven feet tall. extrude the Elemental Chaos . . . The forge’s secrets, or most of them, were now
By all the Six, a death hag. Why had he pulled for- Nastra looked up at the hag. “A glorious day it will exposed. Her eyes f licked toward the vanished
ward? The hag could probably hear his very breath if be, but not yet, exalted one. Tomorrow. Stonefist begs death hag. Then she waved him toward the end of
she wasn’t so focused on Nastra. He was frozen now, the demon lord’s indulgence for one more day—” the cavern where the stairs gave on to the audience
lying flat, but exposed. Her agitation growing, the death hag rolled her chamber.
The death hag jumped down to where Nastra eyes fully around in their sockets. There they stood face to face, eyeing each other.
knelt, screaming, “My master does not wait! The Nastra went on, “—so that his master, the great “So,” Nastra muttered. “You know.”
baron of Cannith signifies nothing to such as us. My Cannith personage, may arrive, may witness the Ravon looked at Nastra’s stringy face and stooped
master does not wait for human lords!” event.” shoulders. Her visits with the death hag had eaten
Then the hag slowly craned her neck, looking The death hag emitted a horrid ululation. She away her life force, until all that was left was this piti-
around. Ravon stopped breathing. bashed her right hand down on her own lower leg, ful, wasted creature. He spoke in a stunned whisper.
“Yes, exalted,” Nastra piped up, bringing the hag’s shattering it. Somehow, the witch remained upright. “You’re going to unleash the Demon Lords.”
attention back. “Just a day, however. What is a day to Then she plucked aside her rags and touched her “Not exactly.”
your great master? It is nothing!” femur, healing it over with gristle. Calmer now after His temper surged, and he pushed her against
The death hag screamed in frustration, raising her outburst, the death hag grinned and yanked the stairwell wall. “No? Isn’t the hag’s master a
her hands and wringing them. “A day, a day? You Nastra to her feet. demon lord?”
shall understand how long is a day, when my sisters “One day only, sweetling. The demon lord shall wait With surprising strength, Nastra pushed him
cut a slit in you and slowly draw out your entrails!” one day. Then the fire comes up. The forge is born!” away. “Nothing can unleash the Demon Lords. They
The creature swiped her claws through Nastra’s hair, “Yes, exalted lady. Tomorrow. You have my word.” are banished forever.”
snapping the elf ’s head back and forth. “We shall The hag rasped, “What is your word to me?” Ravon grabbed her arm, this time holding on
bring up the fires to feed the engine. Open the pipe! “Nothing,” Nastra said. Then she met the hag’s with a fierce grip. “But they aren’t. They’ve already
Let the sweet lakes of Fernia flow!” maddened gaze. “But it’s all you’ve got.” found a way to unleash themselves. They’ve got you,

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Nastra, damn you to the Hells.” He twisted her arm how all of Fernia would be harnessed for a new and the blue key he’d seen Nastra use, he opened the
behind her back, and she winced in pain. “I ought to bloody war. He felt something small and burning drawer where she’d locked in the sword.
kill you. The world would thank me for it.” flicker in him, but wearily, he pushed it away. Its weight was solid and lush in his hand. But he
“Go ahead,” the elf whispered. “See if that stops Leaving Nastra crouched on the stairs, he climbed had no time to admire the forge’s handiwork. He
the forge!” back to the upper realm. He hardly remembered bellowed out Stonefist’s name. Over the groaning of
Brutally, he threw her back against the wall and going up the stairs, passing the hot door and, regain- the forge’s ugly heart, he heard his voice echo. The
stepped away, unable to execute her as she deserved. ing the fourth level, entering his private cell. goblins crouched out of his way as he rushed into
Through his contempt, he asked, “Why, Nastra? Why There, on his bed, lay Finner. He was dead. Laid the corridor.
help the bastards?” out, his rags smoothed, but not enough to hide the “Stonefist,” he bellowed, “you ugly son of a sover-
She slid down the wall into a crouch. In the gloam- gouts of blood where he’d been struck through with eign bitch!”
ing light from the few brightglobes, she looked a bit a blade. He roared the gnoll’s name again and again as
like a hag herself. “For love.” Pinned to the halfling’s shirt was a note, almost he stalked down the halls with a warrior’s tread, his
He stared at her. illegible: We tested sord blade witout yu. Work good! It footfalls deliberate, balanced, deadly. He knew how
“The high lord of Cannith has my family. He’ll was signed with a bloody fist. to enter battle. He remembered from the old days,
kill them, mother, father, brothers, cousins. Merrix He knelt by Finner’s side and closed the steward’s which were not so very old, being only six months
d’Cannith has already slain my sister.” Her voice went bulging eyes. After a moment, his body trembling, ago, back when he was Captain Ravon Kell, of his
very quiet. “Back when I first refused.” Ravon rose to his feet. Rage filled him, flooded his majesty’s army. That Ravon Kell was back.
“Nice story. But you’re not that important. Cannith mind, released his shackles. Where had he been As he passed the twentieth cell block, a dwarf
could use any servant base enough, greedy enough, to these many months? Where had the fight gone, and stood at the entrance. She nodded to him, pointing
do his bidding.” the old Ravon Kell? He shook his head, as though to the door far down the passage. Ravon understood.
“Dragonmarked,” she whispered. clearing away a dream. The surge of power in his The forge master was on the rim. The forge master
“What?” body, in his heart, told him he was ready now, to fight. was out there throwing off slaves.
“I’m useful. My aberrant dragonmark. It shields All he needed was a sword. He flung open the door, letting the first light of day
me—just enough—from the powers of Khyber.” She A movement at the door. Nastra stood there. Her into the gloaming prison.
looked blackly up at him. “Even Stonefist can’t survive gaze went to Finner’s body. “He didn’t deserve that,” Stonefist was on the outside rim thirty yards away.
down here for long. If you’d come much closer, you she said. To his astonishment, she was holding out her Several large orcs kept him company. At the sound of
would understand.” ring of keys. the door opening, Stonefist let go of a human slave,
He watched her carefully for signs of cunning. But Ravon strode out the door, snagging the keys as letting him sink into a terrified puddle.
oddly, he believed her. She had a gift. A twisted, awful he went by. His steps were long but deliberate as he The gnoll turned to face Ravon. “Hah, Captain!”
one. And Cannith had tortured her family to be sure stalked past the cell blocks, his mind afire. He might He noted that Ravon was armed. “You like sword,
she used it. not be able to fight Cannith or the demons or the hag, yes?”
“I’m sorry,” he heard himself say. And he was, woe- but there was one enemy he meant to settle with, and “Yes.”
fully sorry, about the hellish forge, the pact with the by Dolurrh, nothing was going to stop him. Ravon had not moved from his place near the door.
demons, and even Nastra’s family. But pity was use- When he got to the bowel room no one was there Stonefist backed up slightly to keep his distance
less. It was anger that he needed. A righteous anger. except a couple of goblins, who backed away from as the rim bore him slowly forward. “You like fight
He gazed into the smoke-laden cavern, imagining him when they saw the expression on his face. Using my orcs?”

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“When I’m finished with you,” Ravon said, “then Ravon didn’t meet his opponent’s eyes. In the sto- to tip it back into place. The forge master staggered
I’ll fight the orcs.” ries, you boldly held the enemy’s gaze, but in a fight around to stare at Ravon.
A slow grin crawled across the gnoll’s face. Waving you watched his chest for the first sign of movement, The gnoll stood as still as a rock outcropping, his
the orcs to stand back, he pulled a great curved blade to gain a split second advantage. gaze lit with understanding.
from his belt, rumbling, “Stonefist finish you.” A twinge from Stonefist betrayed a back-handed Ravon kicked a boot forward. “For Finner,” he said,
Ravon stepped from the doorway onto the inner swipe, and Ravon’s sword was there to greet it. He felt connecting hard enough to send Stonefist staggering
rim as it moved in Stonefist’s direction. He paced the shudder of the blow ring in the bones of his arm. backward. The gnoll teetered on the edge of the forge
slowly backward, keeping distance from the gnoll He spun away and then around again, pricking the for a moment, then plummeted.
as the two rings conspired to bring the combatants gnoll’s upper arm. A roaring noise. The artificers sending a bolt of
together. Between the rings was a furrow that would Stonefist didn’t feel it, not yet. But it riled him. searing wind, no doubt. But then the roaring con-
grind off a misplaced foot. “How Finner like new sword?” He lunged, missed, tinued, and as Ravon became more aware of his
At the top of the forge a few artificers had emerged lunged again, as Ravon backed up. surroundings he saw that every window, door, niche,
from the keep to look on. Ravon feinted toward the gnoll’s left side, then outcropping, ramp, and hole held a slave or five, and
Ravon hoped they would allow the fight to pro- sliced his sword right. Stonefist sprang back. The they were all cheering. The orc guards, who had
ceed. To fall from an artificer’s bolt of power was gnoll was solid on his feet, and strong, but his blade started to approach Ravon, looked up in alarm.
the eighteenth way to die, and not unmanly, but was not as long as Ravon’s. The forge master would The real battle of the genesis forge began at that
not the noble end of hand-to-hand combat with die. But he was stronger than Ravon, so as much fun moment as dwarves, gnomes, humans, half lings,
an enemy like Stonefist. He stepped over the gap as the foreplay might be, it was time to finish it. and all the rest surged onto the rings, tearing the
between the rims. Behind Stonefist the orcs watched uneasily. They’d guards apart and throwing the pieces after their
The outer rim was as broad as two gnolls be the next fight, Ravon knew. He wasn’t going to master. From above, the artificers sprayed bolts
lying end to end, but still there was little room to walk away from this battle, but he’d take a few of into the throng, burning many, but seeing the sheer
maneuver. them with him. number of slaves scrambling up the sides toward
Ravon found his balance, feeling the sword in Stonefist was swaying, warming up for his next them, they retreated.
his hand like a magical extension of his arm. “The lunge. “I give your eyes to the goblins for a meal!” he The traveling rim Ravon was on had come around
demon lords will teach you to lick their boots, Stone- brayed. to the backside of the forge, and Ravon looked for a
fist. Maybe you’re too dumb to know that.” Ravon shook his head. “But Stonefist, that would new way to enter the forge. He had another duty to
Stonefist grinned wolfishly. “Death hag and be vulgar.” discharge. Now that he was alive after all.
demon lord work for Stonefist! They open pipe to the “Vulgaaar!” Stonefist yelled in joy and rushed for- Inside, chaos, as the cell blocks emptied, their
fire. After pipe open”—he spread his arms wide—“it ward. Ravon jumped onto the inner rim. Then, the occupants armed with pieces of wood, old iron imple-
stay open. Nothing can close it, so artificers say. We movement of the rim taking him past Stonefist’s posi- ments, and broken bottles. Ravon heard the roar of
no need hag or demon, then.” tion, he hopped back on the outer one. dwarves taking command, directing the melee, even
A double cross. Impressive, Ravon had to admit. Now behind Stonefist, and before the gnoll could as their meaty arms swung improvised weapons
The forge master went on. “Stonefist invite hag up turn, he swung the great sword in an arcing slice at against orcs and goblins. Carnage filled the halls, but
to rims and shove her in.” Grinning, he pointed to the the creature’s neck, knocking his head half off. It lay Ravon stalked through, heading for the north stairs.
lethal gap. Then, raising his curved blade, he beck- on his shoulder, the stump erupting with thick blood. The shrieks and cries of battle receded as he
oned with a long arm. “Come to Stonefist.” Absurdly, Stonefist tried to put it back on, managing rushed down, fumbling with Nastra’s keys, looking

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for the red one, finding it. He inserted it into the hot treat. He must remember to enrage her to that point. As Ravon raced up the stairs, he felt the treads
door. Then down again, this time in silence, or in as He’d always had a knack for annoying people. shaking beneath his feet. Splinters of stone fell from
much quiet as could exist in a manifest zone poised Ravon hastened to say, “Here is the message from the ceiling.
over the lake of fire that was Fernia. Stonefist. The baron of Cannith doesn’t need you or The pipe. They were opening up a portal to
When he arrived in the cavern, he was sweat- your demon lord. Once you open the pipe, it will stay Fernia after all. They didn’t believe him. The hag
ing heavily but still stoked from the combat and the open. Cannith will ignore you. You’ve been duped.” didn’t . . . but the shuddering continued, worsen-
churning madness of Khyber stirred his thoughts. The hag grabbed his shoulder, her nails strong as ing. He barely got through the hot door as the stair
That was good. When facing death, it was best not to meat hooks. “Stonefist would not say so to such as you.” collapsed behind him.
be in one’s right mind. “You’d be right except I was in the process of kill- Summoning his last strength, he raced up the
He shouted, “Death hag! By the Devourer, by the ing him when he let it slip.” remaining flights. Somewhere above him the fight
Dark Six! Death hag!” The hag screamed, smashing him down to his raged on, but even a battle could not penetrate the
Mists swirled around him. He bellowed again. “I knees. “Where is Nastra?” booming roar of what was coming.
bear a message for the lovely hag!” “I don’t keep track of her. Sorry.” Charging through the halls, he bellowed, “Out,
The room stilled, as though his ears were stuffed The death hag looked over his shoulder, peering out! It’s coming apart. Get outside!”
with straw. He pivoted, looking in all directions, into the cauldron of smoke, watchful, perhaps desper- The forge itself heaved from side to side. And grew
hating, like any warrior, not to hear his enemy, not to ate. Turning back to him, she yanked his hair, pulling hotter with every minute.
have every sense alert. his head back to expose his neck. “Bitch, bitch, bitch!” Fernia was coming up. Not in a controlled pipe,
From behind, came a singsong voice. “Sweet meat.” she howled. he decided. It was coming in a flood, an eruption.
He spun. The death hag leaned over him, tall and “Know what you mean.” His head was bent so far, It would blow the forge sky high. “Out, get out!” he
spectral. he thought his spine would snap. He managed to spit roared, as the slaves started to heed him. He grabbed
“I bear a message.” He let his sword drop to the out, “But the elf has her good points.” a dead orc’s pike and struck down a pair of goblins
ground. If she would only listen. The witch hunched over him, her face very near, coming at him from a side hall. “Out!”
“Speak your last words,” she breathed, with a her breath vile. “You do not fear me, manling?” Then in a general stampede, those who yet lived
breath like a month-old carcass. With all that was left of his voice, Ravon whis- raced from the corridors, cells, and crannies of the
“Listen until the end, hag, for your master will pered, “Not so much.” forge, heading for the door out. Bodies lay every-
want to know.” And he didn’t. He was wholly occupied with trying where, orcs draped over dwarves and goblins over
“Oh, bold, bold.” Her eyes rolled back and came to figure out what number his death was going to be halflings, as though in a last embrace. The slaves
around again. Ravon had to admire the trick. at the hands of the hag. Was it the three hundred and rushed outward and Ravon followed.
The witch crooned, “I shall take your blood with eighth way to die, or the eight hundred and third? By Once in the clearing, he looked back to see gouts
especial pleasure. Sip, sip.” Dol Dorn’s mighty fist, it was important to know. of fire erupting from the forge’s window slits, and a
By Dolurrh, she was ugly. But he held her terrify- By the time he decided both were wrong and was pillar of purple smoke spiking up into the sky from
ing gaze and said, “I’m a bitter man. You may not find wildly recalculating, he found himself lying flat on the artificer’s keep.
my flesh to your liking.” the trembling ground, no one else in sight. Even orcs gave up on the fight and stared. Then
“I shall eat your tongue first, then decide.” The death hag had gone. in a mass surge, they and everyone else turned and
He devoutly hoped she would kill him all at once Well. Perhaps his innate charm had won out. raced for the jungle.
and not save him for the occasional cannibalistic * * *

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Ravon noted a different group standing on one genesis forge, not in a controlled pipe. An eruption,
side of the dense forest. A large group of soldiers with sent by the minions of a demon lord to wreak death
their pack beasts also stared at the thundering, shud- on his betrayers.
dering forge. Baron d’Cannith beat a hasty retreat into the
In their midst stood a lord, by his dress—a regal jungle as pieces of flaming iron, molten rivets, and
figure with dark hair and a chain of office around doors red as ingots fell from the sky.
his neck. The expression on his face was one Ravon After the blast, nothing remained but a crater
would never forget. where the genesis forge had been. The jungle burned
“Merrix d’Cannith,” a voice spoke, at his side. He in places, but the eruption was done.
couldn’t see anyone. But it was Nastra’s voice. “He Ravon and Nastra turned and ran from the burn-
came to see the forge open. Not fall to ruin.” ing clearing. He let her lead the way, admiring her
“Hate to see him disappointed,” Ravon murmured. speed.
The ground shook violently, as one side of the forge Catching up to her at last, he said, “We’ll find your
collapsed in a deafening crash. family. When we get to Khorvaire, we’ll find them.”
Nastra went on, “I can extend my cloak A quick glance at him. “Not that you care.”
around you. Perhaps invisible is best under the He shrugged. “Not in the least. But I figure I owe
circumstances?” you.”
Ravon saw that a large orc was making his way She smiled. “A promise then.”
toward him. “If you wouldn’t mind, lady elf.” “Call it that.”
“Not that I care about you,” she said. “Never think They plunged deep into the jungle of Xen’drik,
that.” watchful for orcs, drow, stray goblins, Cannith’s men,
The orc began to lope in his direction. and a score of other enemies. It was a world Ravon
“Of course not. But we might fight our way to Kell remembered well. It was good to be back.
the coast. In case of drow. Orcs. Other riffraff. Two
swords are better than one.” About the Author
Kay Kenyon, nominated for the Philip K. Dick and the John
“Indeed,” Nastra allowed. W. Campbell awards, began her writing career (in Duluth,
In a swirl, the orc grew fuzzy to Ravon’s eyes. The Minnesota) as a copywriter for radio and TV. She kept up her
orc spun around, searching for his vanished prey. interest in writing through careers in marketing and urban
planning, and published her first novel, The Seeds of Time, in
After a moment it stalked off.
1997. She is the author of numerous short stories, including
Ravon felt Nastra bend an arm behind and slowly those in I, Alien; Live Without a Net; and Stars: Stories Based on
draw a sword from its sheath. She pressed its hilt into the Songs of Janis Ian. Her latest work from Pyr is a science
his hand. fiction quartet with a fantasy feel: The Entire and The Rose.
The lead title, "Bright of the Sky," was in Publishers Weekly's
The air split with a gargled roar. As they watched top 150 books of 2007. She lives in Wenatchee, Washington,
in frozen wonder, the top of the forge blew off in a with her husband. You can read a first chapter of her books at
gout of fire and iron. The sound engulfed the world. It www.kaykenyon.com.
was an angry blast from Fernia—but not to enliven the

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by Bill Slavicsek Ampersand


Crisp Fall Days and Scary Autumn Nights
We’re starting to get those crisp Fall days here in the tains directed information on how to best run a D&D Finally, watch for the new R.A. Salvatore D&D
Seattle area, and that means the rainy season will game, two ready-to-play adventures, two double-sided novel this month. Gauntlgrym, Book I in the Never­
soon begin. But before that happens, we have clear poster maps, three sheets of hero and monster tokens, winter Trilogy, features the signature drow ranger
skies. And clear skies make me think about what’s and a DM screen. Drizzt Do’Urden and ties into the upcoming
over the horizon and around the next bend. For This month also sees the release of the next Dun- Dungeons & Dragons Neverwinter cooperative
example, the R&D team is busy putting the finishing geon Tiles Master Set. The City boxed set features 10 computer roleplaying game. Bob is going on tour
touches on Dungeons & Dragons products for the Dungeon Tiles sheets that let you create encounter to promote the novel release and meet with fans.
first half of 2011, and we’re playtesting a number areas with either an urban street theme or a sewer You can check our website to see whether the tour
of new board games for 2012. I saw a couple of new theme for when your adventures inevitably move includes a stop near you.
designs today, for example, that made me very happy below ground. The box itself features a grid so that
and which open up new play experiences for the you can create multilevel encounters—the street and Keep on the Borderlands
D&D brand. It’s way too early to talk about these the rooftops above, for example. The new season of D&D Encounters is in full swing,
products, but there are other things coming up in the For those of you looking for something com- but it’s not too late to get in on the action! Every
near term that I can fill you in on. pletely different, check out the D&D Gamma World Wednesday night at your local game store, you can
First, let’s cover some other topics before I let you Role­playing Game. This box contains everything you help defend the Nentir Vale and protect the Keep
in on a number of secret D&D goings-on known only need to create wasteland warriors searching for from monstrous threats and ravaging hordes. Use our
to the Director of R&D and a small, select group of Omega Tech in the ruins of a radiated world. It’s Locator tool to find a participating D&D Encounters
other people here at Wizards. a wacky game of post-apocalyptic peril using the location near you.
basics of the D&D game rules, so you already know
Releasing This Month how to play. It includes a deck of Alpha Mutations D&D Youtube
Look for the Dungeon Master’s Kit this month, a D&D and Omega Tech that constantly change the game
Want to catch the latest D&D-related videos? Then be
Essentials boxed set created especially for new Dun- experience. If you like this dynamic element of play,
sure to subscribe to the D&D Channel at Youtube.
geon Masters or experienced DMs looking to add look for booster packs of new cards that you can add
new components and adventures into their game. The to your game.
boxed set features a Dungeon Master Book that con-

TM & © 2010 Wizards of the Coast LLC. All rights reserved. O c t o b e r 2 010 | D r ag o n 3 9 2
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D&D Gamma World Heroes of the Forgotten well do they perform this task that many of those on
the frontier never realize the debt they owe to those
Game Day Kingdoms Preview who protect them.
The next D&D Game Day is approaching fast. This Next month, the second player-focused D&D Essen- Many common folk are suspicious of rangers,
time it’s dedicated to all things postapocalyptic and tials product hits the shelves. Heroes of the Forgotten knowing their kind only as loners who have no ties
mutanty. Bring your friends and get ready for a fast Kingdoms features new builds for the Druid, Paladin, to kin or community. Indeed, some rangers eventu-
and furious romp through a radiated Earth. Become Ranger, and Warlock. It also includes the dragon- ally become little more than hermits watching over
a mutant hero and square off against killer robots, born, drow, half-elf, half-orc, human, and tiefling specific areas of the wild. However, as the darkness
weird aliens, outrageous tech, and irradiated animals. races. Here’s a preview of one of the two Ranger encroaches upon civilization, many rangers take
Check the store locator to find a participating retailer builds in the book, a Martial controller called the on a protective role that prompts them to wander
near you. It’s the best way to see what all the excite- Hunter. This is only a preview. Check out the actual throughout all settled lands. A ranger’s abilities
ment related to D&D Gamma World is all about. product for the complete class entry. ref lect the divide between civilization and wilder-
ness. Although rangers learn to master weapons,
Adding Fortune R anger most commonly bows and those used in two-weapon
to Your D&D Game Martial and Primal Controller: Rangers such as fighting, they augment this martial training with
Heroes always have an edge. Sometimes that edge the hunter use their training and skill with ranged their knowledge of primal magic. A ranger in the
comes from deep within, and sometimes it shows weapons as well as a reverence for the natural wild counts on his or her woodcraft and mastery of
up in the form of luck, divine intervention, or the world to make them champions of the wilderness. magic to survive.
whim of some other supernatural and unfathomable Martial and Primal Striker: Rangers such as the The types of ranger you can create with this book
force. Early next year, Dungeons & Dragons Fortune scout mix a singular two-weapon combat style are the hunter and the scout.
Cards: Aspects of Fate debuts to add this optional ele- with a mastery of primal magic to overwhelm
ment to any D&D campaign. Sold in booster packs, their foes. Hunter
D&D Fortune Cards provide minor boosts that help Why This Is the Class for You: You want to play Key Abilities: Dexterity, Wisdom
propel the story of every encounter in different and an adventurer who combines wilderness prowess
exciting ways. This new element makes a perfect with primal magic. Hunters are the masters of ranged weapons, and
addition to any home campaign, and will also feature they draw on cunning battle tactics to deter their
prominently in D&D Encounters and other D&D Some heroes are more at home among the trees or enemies. Reverent allies of the natural world, hunt-
Organized Play programs. I’ll talk more about D&D in open fields than they are when walking the streets ers train in the deep forests and wilderness, tracking
Fortune Cards next month and show off a few of the of a city. In ages past, rangers kept the peace along down and slaying monsters intent on attacking vil-
cards as well. the farthest frontiers of civilization, wandering the lages and towns. At the same time, they seek to find
land to root out monsters and keep the roads clear of harmony with the beneficial creatures of nature, and
threats. Today, the empires of old are long gone, their they learn to dabble in primal power—the magic of
roads fallen into ruin. Yet even as the encroaching nature itself.
darkness grows ever bolder, rangers continue the val-
iant fight to keep the borderlands safe and secure. So

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A hunter is a controller first and foremost, manip- Hunter Heroic Tier


ulating the battlefield using high-precision ranged Total Feats
attacks. Against single targets, however, a hunter’s XP Level Known Class Features and Powers
0 1 1 Archery Style
attacks pack a punch that make it lean toward striker
Expert Archer
as a secondary role. Disruptive shot
Weapon Talent
Aspects of the wild
Class Traits Wilderness knacks
Hit Points: You start with hit points equal to 12 + 1,000 2 +1 Utility power
your Constitution score. You gain 5 hit points each 2,250 3 — Improved Disruptive Shot
time you gain a level. 3,750 4 +1 Ability score increase
Wilderness knack
Bonus to Defenses: +1 Fortitude, +1 Reflex 5,500 5 — Reactive shift
Healing Surges per Day: 6 + your Constitution Weapon Mastery
modifier 7,500 6 +1 Utility power
10,000 7 — Aspect of the wild
Armor Proficiencies: Cloth, leather Improved Disruptive Shot
Weapon Proficiencies: Simple melee, military melee, 13,000 8 +1 Ability score increase
Wilderness knack
simple ranged, military ranged
16,500 9 — Close Combat Archery
Class Skills: Acrobatics (Dex), Athletics (Str), Dun- 20,500 10 +1 Utility power
geoneering (Wis), Endurance (Con), Heal (Wis),
Nature (Wis), Perception (Wis), Stealth (Dex) career. Many hunters—from the elves and eladrin Bow Hunter
Trained Skills: Dungeoneering or Nature, plus four of the wild forests to the humans and half-orcs of You have spent so many hours training with the
more from the list of class skills the plains and tundra—choose the longbow as their bow that you have learned, on your own, to use the
signature weapon. Most half lings prefer the short- weapon as capably as someone who received special
bow due to its ease of use by smaller combatants,
H eroic Hunter but either weapon excels at mowing down groups of
training.
Benefit: You gain the Bow Expertise feat.
In the heroic tier, you master both the mysteries of marauding goblins, orcs, and other foul creatures.
primal magic and the intricacies of the bow. With The crossbow is often a more useful weapon in Crossbow Hunter
your aspects, you learn to combine the two into a the cramped quarters of the Underdark. The dwarf As an expert with the crossbow, you can reload bolts
deadly fighting style. hunters who took up their profession in the ancient in the blink of an eye. You have also mastered the
caverns of their race’s fallen strongholds favor the intricacies of this weapon, attaining a high level of
Level 1: Archery Style crossbow, as do hunters who spend their time in skill through focused training and practice.
All hunters are archers, and your choice of ranged the gloom-tainted forest ruins spread across the Benefit: You gain the Crossbow Expertise feat.
weapon defines an archery style that you will hone borderlands. You gain one of the following features Also, if a crossbow you wield has the load minor
and perfect over the course of your adventuring depending on your choice of ranged weapon. property, you can instead reload it as a free action.

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Level 1: Expert Archer Clever Shot Level 1: Aspects of the Wild


In the hands of a hunter, a ranged weapon becomes Your skill with ranged attacks comes across in a You have spent uncounted days in the wild, seeking
the most fearsome tool on the battlefield. Each arrow variety of ways. Aimed shot reflects your focus and forgotten paths, hunting bandits and monsters that
or bolt you fire is part of a deadly assault that no foe accuracy, while rapid shot is the byproduct of your threaten the scattered points of civilization along the
can stand against for long. You learn a number of speed and skill in handling your weapon. Clever shot frontier, and ferreting out nascent threats before they
tricks and techniques with ranged weapons. draws on your guile and insight. You aim your shot grow to menace the land. Your hours of isolated wan-
Benefit: You gain the following three powers. to strike your foe at just the right angle, hindering its dering build on the lore of the master hunters who
movement or knocking it backward as you see fit. taught you what you know, granting you insight into
Aimed Shot the mysterious workings of primal magic. By channel-
Clever Shot Ranger Attack
ing this power, you take on the grace and strength of
Your focus and training allow you to draw a bead on
By carefully judging your target’s stance, you unleash a shot
your target despite cover, fog, and other impediments. great beasts of the wild as you hunt your foes.
that sends the enemy tumbling.
Your mind clears, your foe comes into focus, and you Each aspect grants a particular benefit to your
At-Will F Martial
unleash a shot. Standard Action Personal attacks, whether by helping you better control the
Effect: You make a ranged basic attack with a weapon. If the battlefield through forcing your enemies to move,
Aimed Shot Ranger Attack attack hits, the target is also subject to one of the following limiting a creature’s combat options, or dealing
effects of your choice:
Your mastery of the bow allows you to disregard cover, con- damage to additional foes.
F You slide the target up to 2 squares.
cealment, or some other hindrance. Benefit: You gain two of the following powers of
F The target falls prone.
At-Will F Martial F The target is slowed (save ends). your choice.
Standard Action Personal
Effect: You make a ranged basic attack with a weapon, ignor-
ing the penalty to attack rolls imposed by partial cover and
Rapid Shot Aspect of the Cunning Fox
partial concealment. In addition, the penalty to attack rolls By sacrificing some amount of accuracy, you unleash A ranger trains to fight, but sometimes the best tactic
imposed by superior cover and total concealment is no a series of attacks against your enemies that encour- is one that allows you to escape from a battle. Like a
worse than –2 for this attack.
age them to spread out. When your enemies linger fox, you use speed and cunning to outwit your foes.
close to each other, your speed and confidence with They might attempt to hinder your movement, but
your weapon allow you to lay waste their formations. you easily dodge their attacks. When you strike, you
remain one step ahead of your foes, dancing in and
Rapid Shot Ranger Attack out of the battle.
You take careful aim at a group of enemies before unleashing
a succession of arrows.
At-Will F Martial
Standard Action Personal
Effect: You make a ranged basic attack with a weapon against
each creature in or adjacent to a square within the attack’s
range. You take a –2 penalty to the attack rolls.

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Aspect of the Cunning Fox Ranger Utility Level 1: Wilderness Knacks


Like a fox, you move with stealth, speed, and cunning. Your
All rangers learn to survive in the wilderness,
foes cannot hope to harm you while you are in motion, and
you always keep an open escape route at hand. whether that realm is a frozen tundra, a verdant
At-Will F Primal, Stance forest, or a mushroom-choked cavern deep beneath
Minor Action Personal the earth. You have acquired a couple of tricks and
Effect: You assume a stance, the aspect of the cunning fox. abilities that give you and your allies a key edge.
Until the stance ends, you gain the following benefits.
F You take only half damage from attacks made against you
Benefit: You gain two of the following abilities of
during your turn. your choice.
F Whenever you hit or miss with a melee attack or a ranged
attack on your turn, you can take a free action to shift up to
Ambush Expertise
2 squares.
You have wandered through dangerous realms, such
Aspect of the Dancing Serpent as kingdoms ruled by hobgoblin tyrants and moun-
A serpent strikes like lightning and retreats like a tain ranges jealously guarded by brooding giants. You
ghost. It lands deadly attacks but never lingers near know not only how to hide yourself, but also how to
its enemy. You mimic these tactics with this aspect, hide others.
pouncing upon an isolated enemy and not letting it Benefit: Whenever you make a Stealth check,
bog you down in close quarters. each ally within 10 squares of you gains a +2 bonus
to his or her next Stealth check before the end of your
Aspect of the Dancing Serpent Ranger Utility next turn.
You move like a snake, darting here and there, never remain-
ing within reach of your foe. Next time, more news, more R&D secrets, and more
At-Will F Primal, Stance previews from the Director’s desk. Until then, play a
Minor Action Personal game or two of Dungeons & Dragons Castle Raven-
Effect: You assume a stance, the aspect of the dancing serpent.
loft board game as the month draws to a close and
Until the stance ends, you gain the following benefits.
F You can take a free action at the end of each of your turns to the things that go bump in the night make themselves
shift 1 square. heard. You’ll have a great time.
F When you make a basic attack against an enemy that has
none of its allies adjacent to it, you gain a +1 power bonus
to the attack roll and damage roll. Keep playing,
Level 11: The bonus to the damage roll increases to +2. Bill
Level 21: The bonus to the damage roll increases to +3.

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Gamma World, Part 1


By R ich a r d Ba k er a n d Bruce Cor del l

It’s a hundred years from now, and the world’s gone holy relics, you find modern firearms or examples of bits with M-16s and dreams of conquest. Bring a sense
mad. Our civilization lies in radioactive ruins. Mon- sci-fi weaponry like powered armor or fusion rif les. of humor to the game. And a fusion rifle.
strous mutated animals and things dislocated out of It’s a dangerous world, and you’re the heroes who
time, dimension, and space roam the land. Neo-savage are dedicated to protecting what’s left from hordes of Bruce: This game rocks some serious pro-mutant
mutant adventurers delve into the ruins in search of savage marauders and rampaging mutant monsters. attitude, plus a hefty helping of super-science for
priceless technology—weapons and machines left over Gamma World is light, fast, deadly, and not too all you nerds who’d feel right at home in the 24th
from our own 21st century, as well as fantastically serious. You can roll up your characters and get to century. And Gamma World offers just the right
advanced technology introduced into the world in the blasting mutants in 30 minutes or less; if a character environment for the gratuitous mix of both. When
instant of the Big Mistake. Welcome to Gamma World! is disintegrated by a trek bomb or torn to pieces by multiple parallel dimensions come crashing down on
Rich Baker and Bruce Cordell, designers for the mobile flesh-eating mutant cactuses, you get to roll up each other to form a single unstable consensus real-
new Dungeons & Dragons Gamma World Role­ a new one. You might battle an ancient war machine, ity, the survivors must learn a whole new set of rules
playing Game, take a few minutes to show you what or you might battle 6-foot-tall intelligent mutant rab- to live by in the aftermath.
goes on when we resurrect a classic game world from
the radioactive ashes.

What’s the Game About?


Rich: Gamma World is a game where you play
mutant heroes armed with a mix of primitive and
futuristic tech, taking on the dangers of a radioac-
tive, ruined Earth. Basically, it takes the tropes of
classic fantasy roleplaying and recasts them for a
postapocalyptic future. Instead of fighters, clerics,
or wizards, you’re playing mutants whose random
mutations might give them abilities from pyrokinesis
to duplication to enormous size. You don’t explore
monster-filled dungeons, you explore ancient ruins
and installations roamed by vicious mutated beasts
and robots run amok. Instead of magical items or

TM & © 2010 Wizards of the Coast LLC. All rights reserved. O c t o b e r 2 010 | D r ag o n 3 9 2
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when you show them the latest piece of super-science Rich: One of the grand traditions of Gamma
you plucked from the ruins of all tomorrow’s hopes: A World design is that you get to re-imagine the Cata-
Where Are the Mutants chainsaw on steroids called a vibro sword! clysm each time you do a new edition of the game. It’s
of Yesteryear? a game designer rite of passage, really. For a couple
Gamma World is one of the oldest RPG settings The Big Mistake? of years now we’ve seen the occasional article point-
around. The game’s first edition, by James M. Bruce: Most people believe the world was once ing out that some folks have concern about what will
Ward and Gary Jaquet, was published by TSR, Inc. happen when this big particle accelerator or that
perfect, but then the Big Mistake wiped it out, leav-
in 1978—and it grew out of an even earlier game, gravity wave detector is turned on, including the very
ing behind the blasted landscape and visibly cracked
Metamorphosis Alpha, which was published in
moon of Gamma Terra. Residents of that utopian remote chance that a black hole will consume Earth.
1976. Updated editions appeared in 1983, 1985,
former world (you and me) are called Ancients, and (I suppose I can understand that people would want
and 1992. In fact, the mechanic of Armor Class
scaling up—one of the notable improvements their ruins and still-functioning super-science arti- to be very certain that wouldn’t happen.) Bruce and I
incorporated in D&D 3rd Edition—originated in facts can still be found. kicked it around, and we decided that a gang of well-
Gamma World Fourth Edition, designed by Bruce Insofar as it can be determined by people of meaning scientists who make a Big Mistake was a
Nesmith. No more AC –3, thank you very much! Gamma Terra, the Big Mistake was a combination of fine new spin on the world-ending apocalypse.
Gamma World also appeared as a supplement for However, there’s actually a good reason to play
events kicked off by an accident at an Ancient instal-
the Alternity Science Fiction Roleplaying Game around with Gamma World’s origin story beyond
lation called the Large Hadron Collider that was
in 2000. Noted game designer Jonathan Tweet
attempting to locate the “God Particle.” Depending pure designers’ vanity. The best examples of the
updated the setting once again with Omega
on the story, it was one of those tiny things that didn’t postapocalyptic genre—say, Road Warrior, Fallout, or
World, a d20 system mini-game for Dungeon
magazine published in 2002. This year’s model seem important at the time: a bird dropped a piece The Postman ( just kidding)—don’t involve the destruc-
marks Gamma World’s first appearance in almost of bread, which precipitated a series of cascading tion of a world advanced several centuries from the
ten years. We hope you like it! malfunctions culminating in the event that partially current day. They blow up the world that we live in
collapsed billions of parallel timelines into a single right now. The genre is more visceral, more riveting,
worldtrack! Uncomprehending nations in a large per- when the ruins are places you know and the gear
A lucky (or sometimes, unlucky) few have just the centage of these parallel Earths mistook the collapse consists of things you can get your hands on now. We
right genetic or algorithmic predisposition to spon- for an attack by enemies and immediately launched wanted a setting that could accommodate a Road
taneously manifest entirely new mutant abilities by their arsenals of nuclear, chemical, biological, and Warrior-style game but still sprinkle in fantastic SF
drawing upon the fluxing world lines. Sure, at heart superscience weapons at each other. tech like fusion rifles and vibroblades. That’s why
you may be a cybernetic yeti escaped from some That was some years ago. Since then, remnant poi- we went with a world origin that drops elements of
research facility. On some days, however, you can sons, fluxing timelines, and transposed creatures and super-tech into the skeleton of the Earth you know.
command machines at your whim, while on others, technology of myriad alternate dimensions combined
your fluctuating mutant acumen provides you with a to create a unique tableau that any Ancient would Mutant Heroes
cranked-up sniffer. deride as the gibberings of a down-on-her-luck pulp Rich: Rolling up Gamma World characters is
Either way, whether your mutation is flashy or novelist. From where you’re sitting, it’s obviously no insanely fun. Bruce and I started our design work
slightly dorky, no one’s going to look down on you fantasy, but sometimes it sure seems crazy. on character generation by looking over the long
tables of random mutations from previous editions of

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Gamma World. Rather than trying to provide a single less emphasis on starkly defined character roles and Parking Meters, AK-47s,
grand table with a hundred entries, we decided to party composition.
group mutation packages into character components   Bruce: The mutant fun doesn’t stop with your
and Powered Armor
we called themes or origins. So, if you got the seismic origin. Sure, you may be a gargoyle, an Ancient store Rich: The classic illustrations of Gamma World
package, you got rocky skin and a foot stomp/earth- mannequin that’s acquired the power of speech, or a characters feature a mishmash of barbarism and
quake power. The real fun is that you begin play with swarm of radioactive cockroaches with a hive mind, super high-tech. You might be walking around with a
two origins, randomly determined, and they might and that’s a fantastic start. But what about acquiring stop sign for a shield or carrying a parking meter for
not go together at all—for example, seismic hawkoid. completely new mutations during the course of play, a club (do you have any idea how heavy those things
(Business manager Kieran Chase rolled up that one in the spirit of the original game? are, by the way?), you might have a .44-magnum
in a playtest.) So, what are you? Some kind of hawk Short answer: yes you can. What to most folks of revolver stuck in your waistband, or you might wear
made from rocks? Somebody like the Fantastic Four’s Gamma Terra is a poisonous mix of mutagens, radia- powered assault armor and carry a medieval mace for
Thing, except with feathery wings? How does that tion, and time-space fractures is for you (as a player when your plasma gun runs out of juice. In the iconic
manage to fly? We were all stumped for a minute or character) a catalyst that grants access to exciting Gamma World campaign, heroes should begin at 1st
two, but then we figured it out: Kieran’s character was new mutant abilities every day. These changeable level with stone age or medieval tech and slowly prog-
a gargoyle. Hey, that’s kinda cool! mutations are mediated by the Alpha mutation cards. ress up through modern firearms to early-SF tech to
(Of course, you aren’t forced to roll your charac- Alpha cards represent randomly shuffled possibili- super-SF tech as they continue their adventures.
ter’s two origins randomly. You can pick off the chart ties that flux into and out of play. You may go into When we started working on Gamma World
if you really want to. But we think that’s for wimps. one encounter with, let’s admit it, socially awkward gear, we hit a tricky spot with modern firearms. I just
Real survivors roll for their mutations!) mandibles protruding from your face. But if the couldn’t bring myself to say that your M-16 is really
At one point, we had another step in charac- worldliness about as good as a crossbow or thrown spear, because
ter creation where you picked your character role and back- it seems to me there’s a good reason modern soldiers
and laid it as a template over your two origins. For ground carry rifles instead of bows. So how could we make
example, if you wanted to be a leader, you got X and radiation levels firearms clearly better without making them the
Y for hit points and surges, and you got the healing flux just right, only choice a player would consider? The answer we
word power. The idea worked OK, but it turned out those could struck on was the idea of an Ammo weapon quality.
to be an unnecessary step in character creation. We melt away and Basically, if a weapon has the Ammo quality, you nor-
decided that your origins could carry the weight of leave you with mally use it only once per encounter. You’re assumed
suiting your character for one role or another. If you the ability to to be husbanding your shots, saving those precious
have skin made of rock, you’re naturally going to be control gravity cartridges for really important attacks. However, if you
a good choice to be the party’s tank. If you can shoot itself! Then it’s decide you just don’t care, you can go ahead and use
laser beams from your eyes, you’re a pretty good payback time that weapon for as many attacks as you want during
ranged striker. Given the fact that powerful high- for everyone the encounter … but at the end of the fight you’re Out
tech firearms give just about every character the who made of Ammo, and you can’t use that weapon again until
potential to stand back and blast away for respect- fun of your you get your hands on more. Maybe you’ll find some
able damage, we decided that we could live with mandibles. while poking around in the ruins, maybe you’ll take
some off your dead enemies, or maybe you’ll be able

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to barter for a few more cartridges when you reach the On the other hand, this ‘use until discharged’ rule One of the big changes in this time Gamma
next town. It’s not entirely in your hands as a player, so on its own doesn’t provide players with a chance to World is that it’s fully compatible with the Dungeons
running out of ammo might be a real hardship. build up their character identity. For instance, if you & Dragons game. You can take monsters straight
One of the nice side effects of the ammo rule is that see yourself as the cybernetic yeti who’s a master at the out of the D&D Monster Manual and throw them
we’re never going to make you track exactly how many vibro sword, you’re going to feel a little foolish when at your Gamma World heroes with no conversion
shots you have left. It’s a little more cinematic than you use up the final charge and your vibro sword needed. Everybody has the same ability scores, same
that. You either have ammo, or you don’t. And it’s no becomes an inert piece of jagged metal with a hilt. defenses, and same action economy. This means that
fair buying six different pistols and shooting each of Enter the Salvage rules! When your character a Gamma World GM has thousands of D&D mon-
them once per battle: all of your ammo is a common finds a piece of Omega tech he or she develops a sters in print to expand the game’s monster selection.
pool. Since firearms have this special drawback of one particular attachment to, there’s a good chance that And, let’s face it, there are some D&D monsters that
shot per encounter, we bumped up their accuracy and item can be rigged to work permanently. It may not work just fine as inexplicably bizarre mutants you
damage over medieval-era ranged weapons. If you’re work as well as the original version, but it still works might run into if you poke around on Gamma Terra
someplace where ammo is plentiful, you’ll happily damned well, and you get to cling to that character long enough.
shoot every round. Otherwise, a bow might be a safer image where you’re a vibro sword master. Bruce: Some of my favorite new monsters are
choice. It’s easier to make arrows than it is to find car- actually revised versions of monsters I used in my
tridges, after all. Monsters of Terra Gamma own high school Gamma World games, such as the
Rich: Gamma World just wouldn’t be Gamma World gamma moth. What the high-school version of myself
Bruce: Sometimes you find a battered but usable without badders, hoops, obbs, and sleeths. We picked failed to appreciate was just how terribly lethal those
M-16 in the salvage-or-die ruinlands of Gamma thirty of our favorites for the Gamma World Roleplay- old gamma moths were. After a 2-hour character roll-
Terra. Other times, you find Omega tech in the ing Game box and created brand-new 4e-style versions up session, I sent my players into an encounter with
form of a fusion rifle, or maybe powered armor with of them, including color art for each critter. Previous gamma moths infesting the very first chamber of a
onboard weapons! Oh happy day, right? editions of Gamma World had the unfortunate habit of pre-catastrophe ruin. I thought I was providing every-
Of course. But just as Rich described how modern- hiding extremely important information about monsters in one an opportunity to gain new mutations, but thanks
day firearms should be better than bows, we needed very innocuous “Mutation” entries following the basic to a high roll on the attack dice, what I ended up pro-
superscience weapons to be better than modern-day stats. For example, you might remember that the arks viding was a highly radioactive mass grave. Oops!
fire arms. Our solution was somewhat similar to the are the dog-people who wear leather armor and carry But despite (because of?) that, I have a soft spot in
‘husbanding your ammo’ rule, in that you can only spiked clubs… but I’ll bet you don’t remember that they my heart for gamma moths. Yes, they’re still radio-
fire or use your Omega tech item once per encounter, had powers of life leech, telekinesis, and weather con- active bastards that you should watch out for. But
and each use of that item runs the risk of running trol! If you got into a tussle with a pack of arks, the GM now when you send your group of level-appropriate
down the item’s charge permanently. This was a great had to remember to go look up those mutations and use adventurers into an encounter that includes them,
solution for play on a couple of different fronts, not them, which makes for a very different encounter than you shouldn’t discover you’ve unintentionally created
only because it helped cap overuse of really powerful you might expect from the basic description of the mon- a perfect place to end your campaign.
technology but because it also increases the variety of ster. This time around, we can describe crazy mutations
Omega tech items that come into play over the course like those as monster powers and make sure they’re NEXT MONTH: Rich and Steve Schubert (lead devel-
of a game, and in Gamma World, variety equals fun. right where the GM can find them. oper) talk about the Gamma World Booster Cards!

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Last of the Mojitas


By S h el ly M a z z a nobl e
illustrations by William O’Conner, Jared von Hindman, and Mike Faille

“Congratulations,” Greg said about thirty minutes That Friday, the rest of the group, which included
into our game. “You’ve managed to cover just about Trevor Kidd, Josh Dillard, and Chuck Arnett, ate
every perceived female psychosis.” their Jersey Mike’s subs while Greg indulged me.
To be clear, I wasn’t experiencing those psychoses. Even watching someone else roll up a character can
My newest Gamma World character was. Yes, Gamma be entertaining.
World. (I told you. I’m addicted.) But don’t worry: Welcome to the world, Mojita Especiala, a lime
Neither this game, nor the several I played before green gelatinous cockroach. She’s not so much cock-
it, is taking a turn for the serious. It’s Gamma World, roach as she is gelatinous. Her blobby being was forced
remember? I expect it to fly off the rails here pretty into a roach-shaped bundt cake pan which doubles as
soon, just like any good Gamma World game should. armor. It’s like squeezing into a pair of skinny jeans
After that first session with the Wyld Stallyns that after a long workout.
had me obsessively creating new Gamma World char- “Very painful,” I explained. Not to mention
acters, I was invited to join Greg Bilsland’s game. OK, humiliating should someone be in the locker room
invited maybe too strong a word. with you.
“You want to crash our game?” Greg asked when I “Bundt pan armor.” Greg wrote it down. “Got it.”
cornered him in a stairwell. I hope they like Mojita. She can’t wait to meet
“Just for a couple of weeks,” I promised. “Until I them.
find my own game.” Her soon-to-be adventuring party consisted of an
“I guess it’s okay,” he said, staring at the suitably engineered human named Victor XVIII (who takes
mutant-looking miniatures I cradled in my arms. “I his surname from the engraving on his grandfather’s
mean you already have a character. Or… twelve?” tank), a barbarian chieftain ghost named Lorthog,
“Sixteen, but I’d like to create another one for this Son of Thangdar who can only animate the body of a
game,” I said. child-size mannequin in order to interact with living
creatures, and Ragnarok, a Mythic Entropic.

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They spent much of their previous time looting “Want some Twizzlers, Trevor?” I asked. “Sun
the ruins in search of weapons used by the “Ancients.” Chips? What about a King Size Kit Kat? I have two in
A bonus find was a broken-down Apache helicopter. my gym bag.”
“Viktor can get this working again,” Trevor said. “I’m good!” he chirped, brightening right away.
“Viktor can do anything.” Maybe just the thought of a Kit Kat was enough to
Except figure out how to work a proper pronoun lighten his mood.
into a sentence, I thought to myself. What does he Josh and Chuck brought back potential motor
think this is? Facebook? parts to Viktor like they were offering rosemary and
Viktor’s two lackeys took off in search of anything wine to a hearth and home god. Or Twizzlers and Sun
that could help with the helicopter. Chips to a disgruntled player.
“I’m on it, boss!” Lorthog said, taking off. Not impressed, Trevor waved them away. “Keep
“Me too!” Ragnarok yelled in pursuit. looking, peons.” He pulled out his iPhone. Weird. My
Josh and Chuck are really nice guys. They’re iPhone barely survived a week in the Australian out-
always willing to help me judge contests or haul back let alone the apocalypse. But still, Trevor wasn’t
1,500 shrink-wrapped posters to my car. Once Chuck acting Trevor-ish. First the sighs, then answering to
even helped me weigh the pros and cons of cognac “boss,” then rejecting my king-sized Kit Kat. He’s the
leather verses mahogany suede when I found myself epitome of gamer, so I doubted he was bored. Maybe
in a winter boot conundrum. (His arguments for it was a side effect of all this radiation?
both were so well articulated, I ended up buying both Then it hit me. The talking. And not just the “What
pairs.) But I can’t imagine either of them as the kinds are you having for dinner tonight” or “Would you
of guys to call their co-workers “boss.” Especially rather have eyes in the back of your head or a giant
“A what?” I asked. when they’re not. lizard tail” table talking I’m used to. This was rel-
“From Famine in Far-Go,” Chuck said with pride. Trevor slapped his palm on the table, knocking evant talking. Like important to the game talking. This
“He’s from the future.” over my d20 tower. “Hurry! We don’t have all day!” was—gasp!—roleplaying!
“I’m looking as fast as I can, boss,” Chuck I know what you’re thinking: “This is D&D, you
Fear of Roleplaying answered. big dummy!” But maybe you don’t remember my
At this point, the rest of the group hadn’t yet met Wow, I thought. For someone who wants his bud- irrational fear of roleplaying and playing D&D with
Mojita. They first stumbled into what they presumed dies to speed it up, Trevor wasn’t exactly stepping on it people who are:
to be a NORAD ancillary facility in the Color Radio himself. We didn’t have all day, but Greg did have the 1. Too serious.
Mountains. room booked for four hours. What’s his deal? 2. Jerks.
“Color Radio?” I asked. Oh no, I thought. I knew exactly what his deal 3. Really good at roleplaying.
“Yep,” Greg said, pinning a map of Colorado to the was. He’s too nice a guy to say it to my face. I’m what’s This is why I usually create characters that are
white board. going on. Me barging in on their regular game was sullen or naïve or too apathetic to talk to strangers. It’s
cramping his style. I was messing up their juju. Time also why I ended up taking Driver and Traffic Safety
to ingratiate myself. in college instead of Intro to Improv! Exactly why I

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could only move my mouth like a trout out of water “Give me an Athletics check.” “Waaaaaaaaaaaaaaaaaaaaaah!”
when I stood in line to get my tattered copy of The Fail it! “Are you crying?” Greg asked.
World According to Garp signed by John Irving. “Twenty-three.” And … scene!
What if I make a fool of myself? Oh no! OK, back up. I wasn’t crying. But Mojita was. Way
Now, these guys were not serious or jerks, but they “You smash through the door,” Greg said, “rather to go, Instinct.
did appear to be good at roleplaying. And I’m the dramatically I might add, and notice something “Why are you sad, little green blob thing?”
new girl here. I’ve got to join them or beat it. I looked scampering in the shadows.” Ragnarok asked. His sweetness almost made me cry
down at my freshly rolled up character sheet and “Guys!” Ragnarok yelled. “There’s something in for real.
thought of poor Mojita. here!” “Don’t come near me!” I shouted. Again, I have
Oh please, can I stay? She begged. I won’t make a fool I hoped it was something a lot more interesting awesome instincts.
of myself! than a green, cake-pan-wearing cockroach. The other “Hush, little cockroach,” Lorthag cooed. “You’re
She’s right. I can do this. I was a theater major! two guys gathered around Ragnarok among the okay now.”
I love public speaking! My cat and dog have voices shards and splinters from the door he knocked down. “How do you know she’s okay,” Viktor asked. “She’s
and at least six conversations a day! (OK, on that “You might want to try the doorknob next time,” a semi-preserved blob of bug oozing out of a cake pan.
note, what is wrong with me?) What’s so hard about Viktor said. Restrain her!”
a little roleplaying? After a successful Perception check, Lorthog “Hands off!” I shouted.
But it was too late. Panic moved in and tossed noticed what Greg described as “a glob of green Jell-O “Sorry!” said Ragnarok.
reason’s possessions to the curb. The guys were seeping from behind a large, busted up, walk-in “I need a hug,” Mojita sobbed.
chattering back and forth, in character, with Greg refrigerator.” They sent Ragnarok to investigate. Honestly, I wasn’t sure what was up with Mojita
interjecting important plot developments or story ele- The guys looked at me. other than she obviously didn’t want to be a cock-
ments or Alpha Mutation cards now and again. It was “Well?” they asked. roach. Or gelatinous. Or committed to one emotion.
only a matter of time before they discovered the new “Well?” I asked Greg. “Am I that green blob?” I just watched a documentary about the toils and
girl! Was it too late to remember an appointment with “Do you see any other green blobs here?” Greg troubles of teenage girls and am still emotionally
my therapist? Was it too late to make one? responded. scarred from it. (I also have an irrational fear of teen-
“Hello?” Ragnarok asked. agers. Especially emotionally damaged ones. No one
Meeting Mojita Remember that episode of The Brady Bunch where mutates like a teenaged girl.)
“Ragnarok is going to look down this hallway,” Chuck Cindy was on that televised quiz show and totally “She’s clearly traumatized!” I said, then remem-
said, smiling at me. froze up when she saw the red “On-Air” light go on? bered I’m supposed to be in character. “I mean, I’m
No! They’re going to discover Mojita soon! Wait. Isn’t “Baton Rouge!” urged Marcia from the Brady clearly traumatized. Don’t look at me! I’m a monster!”
that the point? What am I going to say? family room. “She knows this one!” Ragnarok moved backward and covered his eyes.
Greg spoke up. “You find what appears to be a I knew Baton Rouge, too, but at this moment “I’m sorry! I didn’t mean to stare.”
laboratory at the end of the hall.” around the conference room table, the fluorescent “Wait!” I yelled. “Don’t go!”
A laboratory! I bet Mojita is there! lights might as well have been bright, red bulbs and Viktor moved closer to investigate. “Who sent you?
“Ragnarok bum rushes the door to open it.” the answer to hello might as well have been Baton What’s your story, Jelly Belly?”
Rouge. I caved to my basic instinct.

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Hmm. Good question. I guess I should have “Oooh, Mojita is impressed!” I said. “Can you put
assumed I’d need one. on this fireman’s hat and do that again?”
“No one sent me!” Mojita sobbed. “Can’t you see Viktor declined, but I had a feeling Trevor would
I’m a victim here? The Ancients’ half-assed experi- be all over that.
ment backfired and left me as a semi-solidified
green globule wedged into a cake pan! Who knows What’s a Poong,
what they were planning to do with me?” There. and How Do I Kill One?
That worked.
Once airborne, Viktor headed toward the “real”
“I hope they used Pam,” Chuck said.
NORAD facility using the coordinates found in a
“No kidding,” I agreed, thinking of that beautiful,
previous game. All was going swimmingly until Greg
praline crumble that got scalped from a pumpkin
dropped some Poong on us.
cheesecake because I forgot to grease the spring-
“I’m sorry,” I interrupted. “Some what?”
form pan.
“Poongs,” Greg repeated. “Glow dragons?”
Chuck shook his head. “Rookie mistake. You
Right. Of course.
should know better.”
Whatever they are, they dropped from outer space
“Ahem,” Viktor interrupted, bringing us back
and landed on the helicopter’s skids. Their bright
to the post-apocalypse. “What do you know about
green orbs morphed into flying worms.
helicopters?” “Umm …” Viktor said. “You are the color of spring,
Greg spun around in the conference room chair.
Here’s the strange thing (and yeah, I know, that’s Mojita,”
“They stare at you with their big, shiny teeth.” Clearly
a pretty high bar when you’re playing Gamma World.) The glow dragons bit the chopper and did consid-
he was waiting for this part.
I know nothing about helicopters. But Mojita has erable damage. We were all tossed around inside. The
Viktor, our hero, critted with the rocket
the Mechanics skill. So I made up some stuff about other glow dragon hit and bloodied Lorthag.
launcher and scored 37 points of damage to a
helicopters. Conversations were had. Decisions were “Well, that sucks,” I said. I’m not used to how
poong. Greg responded with wonderful sound
made. The game moved forward. No one laughed quickly characters go from full hit points to bloodied
effects, first of a rocket, then of a severely injured
inappropriately. Soon Mojita was inching along in this game. Fortunately, you can use second wind as
glow dragon.
behind the group, making moony eyes at Viktor a minor action.
Mojita focused on the poong Viktor critted and
because not only does she have severe body and self- Viktor managed another 29 points of damage.
rolled a big, fat one.
esteem issues but also suffers from an off-shoot of Ragnarok scored 9 points of damage by punching one
“Sorry guys,” I sighed.
Stockholm Syndrome. of the dragons in the teeth. Mojita finally landed a
“But you get a mutation card.” Greg handed me a
Viktor may have been a bit full of himself shot of her own, and bloodied it with eau de roach.
deck to choose from. I drew mind trick, which would
but apparently some of that was deserving. He “I spit in his face!”
grant me a bonus to an Interaction check. Helpful,
managed to get the helicopter working and even The guys applauded, and Mojita used their posi-
if only the glow dragons understood us. Not one to
claimed to know how to operate its humongous tive feedback to make a very negative decision. She
let things go to waste, I decided to use it on Viktor to
rocket launcher. jumped out of the helicopter in an attempt to land on
make him believe he’s in love with Mojita.
the back of a glow dragon. I rolled a one.

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Greg laughed. “I’ll let you make a saving throw to About the Author
see if you managed to hang on.” Shelly Mazzanoble has not stopped eating green Jell-O since
her last Gamma World game. Is that wrong?
Thankfully, I rolled a nineteen that time.
“Mojita drips off the helicopter skids like sap from
a maple tree,” Greg said.
The good news is I got another Alpha Mutation.
This time it was LMAO, a power that acts similar to
the laughing gas your dentist might give you.
“Seriously?” I asked. “I’ve heard of killing with
kindness, but dazing with glee? Who comes up with
this stuff?”
Greg cocked his head and raiseed an eyebrow.
Oh. Right.
I used my new mutation on my next turn and was
delighted by how deadly hilarity can be. I dealt 21
points of damage. And because I hit, I could use my
overcharge ability if I chose.
“Only wusses won’t overcharge,” Trevor said.
“Don’t peer pressure me,” I told him. But I was so
going to overcharge anyway.
How many 1’s can a girl roll, you ask? I’ll tell you.
Three. I know this because that was my third. I hit the
glow dragon, but I also hit myself.
“I laughed myself prone,” I told the guys. But I
wasn’t out of the game. Mojita is packing hard to
kill, which allowed her to regain 10 hit points when
knocked down to 0.
“It’s true what they say about cockroaches,” Josh
said. “They can survive anything.”
That proves to be true of the whole game. We
defeated the glow dragons, Mojita defeated her
agoraphobia, and I defeated my irrational fear of role-
playing. As for teenagers …

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Alumni: Gamma World


by Bart Carroll

D
illustration by Jared von Hindman

There’s no easy way to cover the entirety of Gamma game sessions of the creators of the Dungeons &
World—and for good reason. It has seen its fair share Dragons® game. As Gary Gygax wrote in the 1st
of versions since its initial 1978 release. But this is Edition Dungeon Master’s Guide: “Readers of The
D&D Alumni, and our pledge has been to look back Dragon might already be familiar with the concept
at the game’s rich history—and this month, that of mixing science fantasy and heroic fantasy from
includes the latest boxed set. reading my previous article about the adventures of
If this is your first foray into Gamma World, we’re a group of AD&D characters transported via a curse
here to reveal something of that setting’s strange scroll to another continuum and ending up amidst
origins. It’s a wild place certainly, where anything is the androids and mutants aboard the Starship
possible. Animals have evolved; mutants, androids Warden of Metamorphosis Alpha.”
and manic one-eyed chickens run wild; and the We have to go back to Dragon #17 to find that previ-
French have annihilated Peshtigo, Wisconsin (we’ll ous article by Gary Gygax, a piece (titled as good as any
explain that one a bit later). pulp fiction: “Faceless Men and Clockwork Monster”):
Seemingly the stranger things get, the better.
“When last winter’s tedium was broken by the fun and
Early Influences games at Winter Fantasy, I was scheduled for DMing
How does this sound for a premise? A tribal civiliza- continual adventures in Greyhawk Castle, and that is
tion exists in what they consider their world, only one exactly what they turned out to be: continual. Not having
brave explorer among them quests farther out and the heart to cut them short, I ended up eating meals while
realizes their world is actually a traveling spaceship. play went on, and the games lasted from morning into the
That’s the plot to Brian Aldiss’s debut novel, Non-Stop. late hours of Saturday night, from early Sunday morning
Elements of the novel and the concept of gen- straight through until evening, and fatigue made me a bit
eration ships would inf luence James M. Ward and silly. When the last party, which included several regulars
his 1976 game, Metamorphosis Alpha (appropri- in the campaign (Mark Ratner and Jim Ward each playing
ately subtitled a “Fantastic Roleplaying Game of one of their player character henchmen, and Ernie Gygax
Science-Fiction Adventures on a Lost Starship”). playing the character another participant had abandoned
Metamorphosis Alpha, in turn, would later impact when he or she had to leave for home), beat up a body of

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D & D A lumni

gnolls and slew their master, there was a scroll amidst the the most highly fortified areas (military headquarters, Gamma World Armor to AD&D Armor
heap of booty. It was, of course, a curse scroll, and it was a spaceports, and the like) remained even partially intact. No Protection 10
curse which whisked all creatures off to another world.” Neutron bombs, unhindered by most forms of shielding, Shield only 9
Furs or skins 8
decimated those who remained within even these
Furs or skins & shield/cured hide armor/ 7
As the article continues, there was a 1 in 10 chance strongholds, leaving concrete and metal tombs housing
plant fiber armor/partial carapace
that the other world would turn out to be the Starship incredibly complex equipment, now stilled for lack of Cured hide or plant fiber armor & shield 6
Warden—and what should be rolled, but a 1. human guidance. Many of the weapons . . . were of a Sheath armor/piece metal armor/total carapace 5
biogenetic nature and nearly all life forms suffered some Sheath armor/piece metal armor & shield/ 4
“Imagine the surprise which struck my weary kind of mutation.” total carapace & shield
countenance with a look of wonder . . . imagine the groans Powered plate/plastic armor 0
from the regulars! They didn’t want to be stuck aboard The Gamma World setting has changed slightly in Powered alloy/energized/inertia/powered scout/ –4
Warden, not with precious henchmen, aboard that battle armor
its most recent incarnation—instead of nuclear war,
Powered attack/assault armor –8
deathtrap. But all six characters, along with three gnoll there’s been a “Big Mistake” over at Switzerland’s
prisoners, were, in fact, exactly that. The whole party Large Hadron Collider and a multitude of universes AD&D Armor to Gamma World Armor
was gone from the ken of D&D-kind and off amongst the have collapsed onto our own. As mentioned, just None 10
horrors of Metamorphosis Alpha.” about anything is possible in this setting: Your char- Shield only 9
acter might be a 10-foot tall baby, a hawkman, or a Leather or padded 8
(Remembrances of the original Metamorphosis gelatinous mess trapped inside a cockroach-shaped Leather or padded & shield/studded leather/ 7
Alpha can also be found at Tor.com and Grognardia. ring mail
bundt pan (all examples from here around the office).
Studded leather or ring & shield/ 6
com. The game itself continues to this day, at Rich Baker and Bruce Cordell recently chronicled
scale mail & shield/chain mail
metamorphosisalpha.net.) the design of the latest version in Design & Develop- Chain mail & shield/banded or splint mail 5
ment’s “How We Brought Down Civilization.” Banded or splint mail & shield/plate mail & shield 4
From Alpha to Gamma My own exposure to Gamma World came with Magic armors from AC 1 to -2 3
Metamorphosis Alpha would naturally inf luence those odd mentions in the 1st Edition Dungeon Magic armors from AC -3 to -6 2
the creation of James Ward’s (and Gary Jaquet’s) Master’s Guide. In the section “Travel in the Known Magic armors from AC -7 to -10 1

Gamma World. Anyone with passing familiarity Planes of Existence,” Gary Gygax wrote:
year or more of play) then you will be hard pressed unless
knows, Gamma World was originally set on post- you rely upon other game systems to fill the gaps. Herein I
apocalyptic Earth (or rather, post-post-apocalyptic “For those of you who haven’t really thought about it,
have recommended that Boot Hill and Gamma World be
Earth, following a second devastating nuclear war) the so-called planes are your ticket to creativity, and I
used in campaigns.”
in the year 2471. mean that with a capital C! Everything can be absolutely
Boot Hill, of course, was the Old West-themed setting also
different, save for those common denominators necessary to
being promoted by TSR at the time. The section on Gamma
“The weapons which had wrought the destruction were the existence of the player characters coming to the plane.
World also provided instructions for D&D/Gamma World
many and varied. Targets were seared by lasers, blasted Movement and scale can be different; so can combat and
character conversion, with a chart for the compelling armor
by fusion devices, and razed by new and unfathomable morale. . . . If your players wish to spend most of their time
types such characters might possess.
energies developed in the final months of the conf lict. Only visiting other planes (and this could come to pass after a

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As we’ll see later in Expedition to the Barrier Peaks, for example, Gary Gygax provided a new list a factory unit programmed to manufacture their everyday
finding a nifty suit of armor or weapon in Gamma World of “treasures” to be found that still works for a needs; and a group of robots designed to cannibalize the old
didn’t always mean being able to deploy it; a labyrinthine scavenged ancient junk table (a sampling of which cities for materials the smaller groups need.”
Artifact Use and Operation chart had to be negotiated first, appears below). In issue #25, James Ward revealed
where it was “. . . quite possible that one will fiddle with an background material for numerous Cryptic From Gary’s campaign teleported aboard the Warden
artifact for weeks and never determine what it is, or, in the Alliances—the secret organizations throughout the to the suggestion of Gamma World’s setting as a
other extreme, detonate a bomb, eliminating everything world, several of which are still mentioned within plane of existence, science-fiction has crossed several
within 100 meters.” the current setting: the Archivists, Brotherhood of times into the world of Dungeons & Dragons. Per-
Thought, Knights of Genetic Purity, Radioactivists, haps the most notable example came with Expedition
The risks, however severe, were worth it. The set- and Restorationists, who: to the Barrier Peaks, the adventure module that liter-
ting offered black ray guns (the ultimate hand-held ally crashed a spaceship into the D&D world. As far
weapon); police riot armor; matter, negation, and “. . . survived in shelters in Boston and Providence. They as Gamma World’s own adventures, it’s certainly no
mutation bombs; and, of course, energy weapons crawled out of their areas and tried to pull the pieces coincidence that Famine in Far-Go and Legion of Gold
such as the vibro blade (a force field in the shape of together from the rubbled cities around them . . . All of are coming out for this latest version. These were also
a sword, which cut anything except another force their towns and farms are guarded by robotic units that the setting’s original adventure modules. Next month
field), which might have been influenced by Larry are programmed to kill humanoids and mutants without we’ll take a closer look at November’s Famine in
Niven’s monofilament blades, but more probably by warning and conduct humans to the main city. There are 5 Far-Go . . . in particular, its nods to the Barrier Peaks (if
lightsabers. town groups that each have an armory manned with men it hasn’t been mentioned before, the froghemoth and
And who among us didn’t want one of those? capable of using the powered armor and weapons at hand; vegepypmies are both coming back!).

Further Material Die Roll Discovered Item Die Roll Discovered Item
and Influences 01.  law hammer—good condition, but handle
C
broken
11. News magazine or comic book—(very) poor
condition
As mentioned, Gamma World has undergone several 02. Plastic coat hanger—poor condition (melted) 12. Plastic bag of grass seed—fair condition
versions in the past—including the second, featur- 03. Nylon rope—good condition (20. m. coil) 13. Screwdriver—fair condition
ing Larry Elmore illustrations; the third, with the 04. Entrenching tool—fair condition, sleeve 14. Ceramic salt shaker—good condition, full
iconic cover art of a rider in shiny armor (almost rusted 15. Bicycle—fair condition, seat missing and
Cylon-esque) atop a podog; and the fifth, published as 05. Bicycle reflector—good condition (red, yellow, tires flat
white, or blue color) 16. Stapler—poor condition, no staples
part of Alternity. (We mention this last for a specific
06. Pencil—excellent condition, point broken 17. Plastic container—excellent condition, full of
reason. Alternity would later fold into the d20 Modern
07. Small bottle of insect repellent—fair condition plant food
game, including its Dark Matter setting and Hoffman 08. Uctrodynamical potzreibie counter—poor 18. 2-12 aluminum arrows, feathers gone, field
Institute—a detail that might become apparent during condition, all 6 dials broken heads
this year’s Gamma World Game Day.) 09. .22 cal. pistol—fair condition, 9 shot 19. Book—good condition, reading primer
Dragon Magazine would also supply Gamma 10. Home donut maker—poor condition 20. Pair of scissors—fair condition, screw rusted
World’s initial support material. In issue #19,

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D & D A lumni

Froghemoth Level 8 Elite Soldier But before we leave, why Peshtigo, Wisconsin?
M Bite (physical) F At-Will
Large terrestrial beast (aquatic) XP 700
Attack: Melee 1 (one creature); +13 vs. AC
What did they ever do to deserve nuclear annihila-
HP 178; Bloodied 89 Initiative +8 tion? As Rich Baker explains: “It’s mostly because
Hit: 4d8 + 5 physical damage, and the target is immobilized
AC 24, Fortitude 22, Reflex 18, Will 20 Perception +13 Peshtigo is just a funny name. I mean, just say it.
(save ends). The froghemoth cannot use bite or grasping
Speed 5, swim 7 Resist 5 fire
tongue while the target is immobilized in this way. Pesh-TEE-go. There’s also a bit of historical weirdness
Saving Throws +2
Minor Actions associated with Peshtigo going back to a mysterious
Traits M Grasping Tongue F Recharge 4 5 6
All-Around Vision
fire that erupted in the area in 1871, which some
Attack: Melee 5 (one creature); +11 vs. Reflex
Enemies cannot gain combat advantage by flanking the people think might have been caused by a comet
Hit: The froghemoth pulls the target 5 squares.
froghemoth. impact. So, there’s the little element of mystery.
M Swallow (acid) F At-Will
Aquatic
Attack: Melee 1 (one Medium or smaller immobilized crea-
“But, mostly the funny name.”
The froghemoth can breathe under water. While underwater,
ture); +11 vs. Fortitude And, folks, that right there sums up Gamma World!
it gains a +2 bonus to attack rolls against creatures without
Hit: The froghemoth swallows the target, and the target is
the aquatic trait.
stunned and takes ongoing 10 acid damage (save ends About the Author
Electrical Torpor Bart Carroll joined Wizards of the Coast in the spring of
both). Until the target saves against this effect, it has nei-
Whenever the froghemoth takes electricity damage, it 2004. Originally producing their licensed property websites
ther line of sight nor line of effect to any creature, and no
becomes slowed (save ends). (including Star Wars and G.I. Joe), he transitioned to the
creature has line of sight or line of effect to it. When the D&D website, where he’s remained part of the D&D Insider
Swamp Walk
effect ends, the target appears in an unoccupied square of Team. In this role, he primarily generates website content
The froghemoth ignores difficult terrain that is mud or shal-
its choice adjacent to the froghemoth. in support of the 4th Edition line of products, online maga-
low water. zines, and the gamer lifestyle—of which he is an extremely
Free Actions
Standard Actions Elite Action F Encounter proud adherent.
m Tentacle (physical) F At-Will
Requirement: It is the froghemoth’s turn.
Attack: Melee 2 (one creature); +13 vs. AC
Effect: The froghemoth takes an extra standard action during
Hit: 1d8 + 3 physical damage, and the target takes 5 physical
that turn.
damage whenever it attacks any creature other than the
Triggered Actions
froghemoth until the end of the froghemoth’s next turn. M Flailing Tentacles F At-Will
M Tentacle Flurry F At-Will
Trigger: An enemy hits the froghemoth.
Effect: The froghemoth uses tentacle four times. No more than
Effect (Immediate Reaction): The froghemoth uses tentacle
two of the attacks can target the same creature.
against one creature in range.
Skills Stealth +11 (+21 while underwater)
Str 21 (+9) Dex 13 (+5) Wis 16 (+7)
Con 17 (+7) Int 3 (+0) Cha 6 (+2)

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