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ISSUE 331 MAY 2005

22 THE POINT OF POL E


ARM S
by Ari Mannell, Jason Bulmahn ,
and the DRAGON Staf f
Reach into the past with thi s
overview of D&D's longes t
melee weapons .

30 ALCHEMICAL CHARM S
by Yur i Pavlotsky
They're always after me alchemica l
charms! Find out why with thi s
look at nonmagical charms ,
droughts . and powders .

36 WONDROUS VEHICLE S
by Frank Brunne r
It ain't your dads 409, but its stil l
got plenty of power under the . . .
uh . . . tongue?

40 BEDROLLS, BOTTLES ,
AND BELL S
by Mike Mearls
You've been hauling around all tha t
crap since 1st level. Isn't it about
time you got some use out of it ?

46 THE PLUNDERER' S
HANDBOO K
by Hal Maclea n
q h no . dear reader, you really ca n
take it with you . All of it!
8 FROM THE EDITO R
We'd tell you what Erik talks about . but
then the ninjas would kill us .

10 SCALE MAI L
Questions, compliments, an dhaikus!

16 FIRST WATC H
Previews . notes, and news for garners .

56 ECOLOG Y
Green hags . Love you will die for .

64 BAZAAR OF THE BIZARR E


The good, the bad, and the cursed .

70 SPELLCRAF T
Beware the spells of the black pyramid .

74 A NOVEL APPROAC H
A Look at Tony DiTerlizzi's Spiderwick Chronicles .

78 GAMER GUID E

80 SAGE ADVICE
The sage answers your rules questions .

84 CLASS ACTS
Tips and tricks for your favorite class .

104 COMICS
Growing up as a nerdy kid in the early 1980s, you coul d Fast forward to a few weeks ago . I'm at work, smiling
be sure of a few things. One, there was a good chance yo u smugly to myself after having just sent out the email invita -
wasted a lot of t.irne playing with Go-Rots and'Transform- tions for my new UD campaign, which will serve as a test -
ers . Two, you Were probably into DuNGF.o s xI DRAGONS . ing ground for the 1a-installment Age of Worms Adventure
Three, you were obsessed with ninjas . Sure, ninjas had been Path well be starting next month in the pages of - DUNGEON
around for centuries, but . it wasn't until the early 8os that magazine . I invited the entire DraAcoN/DuresoN edito-
they made a big splash in the United States . rial and art staff to play, and was looking forward to gettin g
I recently went back to the movies that kicked off ' behind the DM 's screen for the first time in years .
America's ninja craze : Enter the Ninja and Revenge gf'the E ger eager Mike McArtor, one of DRAGON 'S fine assis-
Ninja, which but :h starred the inimitable Sho Kosugi, a n tant editors, spoke up over the cubicles almost immedi-
undisputed master of the ninja arts . Undisputed in earl y ately. " I 'm really looking forward to your new campaign ,
t.980S terms, that is . These days the movies are notabl e boss, " Mike said . Is it ok i l l play a ninja? "
mostly for their schlncky violence and gratuitous toples s Mike couldn' t see Inc at the time, but I 'm pretty sure I
female scenes, another staple of the rg8os . Yet again, I real- scowled. Didn't he know about Michael Dudikoff and th e
ized that you can ' t really go back to the movies you loved a s Ninja Force and Ninjaerobics? Did n ' t he know that the ninj a
a kid . lacy seem horrible and cheap by today 's standards . I was over? Besides, how in heavens was I going to fit . a ninj a
like to call it the. TCrul E Effect . into may beloved WORLD OF GREY- HAWK, which utterly lacke d
But they more than hit the spot with a young Frik Mona , anything resembling the Japanese culture that spawned th e
and with a lot of other young Americans, too . Who my age real world ninja? " No, Mike," I said, trying to be as polite a s
didn't know a kid who ordered a ninja suit from the back o f possible. " You can't play a ninja in my campaign . "
a ninja magazine? Thanks to Sho Kosugi 's movies, we wer e A few days passed, and I began to feel guilty abou t
inundated with fbam ninja throwing stars, rubber ninj a turning him down . I began to view GaEYlr .wx's inabilit y
nimehucks, n irija headbands, ninja video games, ninja col- to accommodate ninjas as a flaw, rather than a feature .
oring books, and much, much more . The period from 1981. Therefore, I began to see my refusal to allow ninjas int o
to about 1985 was like a four-year ninja festival, and T fo r my campaign a flaw of my UM style . I tried to remem-
one couldn't get enough of it . her all of the things I loved about ninjas in the 8os, an d
DUNGEONS 8Z DRAGONS got into t:he act in 1985 with Gri - made some changes to my campaign to allow for a cadr e
entalAdventures, a hardcover hank that finally brought m y of silent masked killers . I 'm not calling them ninjas ,
favorite silent killer to my tvorite roleplaying game . TS R but the effect is the same . Mike gets to play a characte r
scrapped the original cover for Oriental Adventures in favo r with throwing stars and crazy martial arts, and he seem s
of a new composition by Jeff 'Easley depicting a samura i genuinely happy about it . T '~n happy to have expanded m y
squaring off against, you guessed it, a ninja . The world, an d limits to accommodate a great player .
countless DAD campaigns, would never be the same . But I'm drawing the line at Ninjaerobics .
But time marched cm, and America began to tire of ninjas .
Ninjas of the teenage mutant turtle variety choked the Toys
R Us action figure lanes . Once " unique" G .I. . Joe characters
like Snake F.yes and Storrnshadow were joined by two-bi t
Ien
poseurs like the fema lc° ninja Jinx and finally -by an entire
" Ninja Force ." Michael Dudikoff'abandoned the already ter- Erik Mona
rible American Ninja movie franchise for such stellar films a s Editor-in-Chief
Soldier Royz and Musketeers Forever . Somewhere in Asi a : Sh o
Kosugi, the master ninja himself, starred in an exercise sho w
called Ninjrterobir..uThe ninja, officially . was over.
Tell us what you think of this issue . Send an email to scalemail@paizo .com .
Please include your name . city, and state .

Tfl~ LOOM BS 11 HHBfflRflBl[ for other articles supporting the ne w


I ' ve about had enough . Please stop put- "core " classes soon . Speaking personally, GRcYI-rAWK, D ' D's beloved origi-
ting so much good reading content in I 've got a scout and a ninja in my Ag e nal setting, took its name from th e
your magazine! T don 't have the time t o of Worms Adventure Path playtest cam- world's most important urban area,
read it all before the next one arrives ! paign, so I 'd certainly find such article s the Free City of GREYH.AWK . In 1989 ,
Thanks in advance (and keep up th e useful. I know a lot ofyou tiuil2, too . If TSR created the first RPG supple-
good work). you haven ' t yet checked out any of th e ment featuring the metropolis in Th e
Lewis Utle y classes in the Complete books, I highly City of GRrYFIAWK boxed set . The box
Wokingha nn, Berkshire U K recommend that you do . They give expe- contained four full-sized (meanin g
rienced players some new toys to play eight-panel maps, two 96-page book s
We'll see what we can do. with, and they add breadth to the fantasy (GraEYHAWK : Folk, Feuds, and Faction s
provided by the core rules . They won't ever and GREY HAWK : Gem of the Flanress) ,
WflRLO[H (1E5 H[TS, ' iEflsf take over the magazine, but they will prob - and twenty-four cardstock adventur e
This is the first time I 've ever writ - ably appearfrom time to time. idea generators .
ten t :o your magazine after reading it The cardstock adventure idea s
since the onset of third edition . I have DRflGOH flKHRflt HO . E ? are neat and the hooks brim wit h
only missed one issue and ended u p Reading through issue #329's Scal e GRe_eE-{AWK lore that leaves thi s
finding a hack copy of it . I 'm writin g Mail this morning, I found a refer- magazine's editor-in-chief and asso-
to tell you that I 've really enjoyed th e ence to DRACON Annual #6 . After man y date editor slavering, but the map s
magazine and the new articles you'v e moments of wonder 1 looked throug h upgrade this product from merel y
added like Class Acts. My only sug- the back issues of DRncou on my shel f functional to infinitely useful .
gestion for the magazine in its ne w to find that I do not have that annu- One map shows a fairly standard
format is to maybe expand the Clas s al and was also unable to find it in th e cartographic representation of th e
Acts section to encompass the other back issues section of your web site. City of Greyhawk, complete wit h
base classes Wizards of the Coast ha s Have 1 just missed out or is this some - lettered key that corresponds t o
published in the other books . thing to look forward to in the future ? descriptions found in the GREYHAWK :
Warlocks, marshals, ninjas, an d Darren McDowell Gem of the Flanaess book. It serves
scouts are all classes with twenty Portland, T N its purpose as a functional city map .
levels and a whole world of oppor- A second map puts the city in per-
tunity. Maybe we could see som e toot ' s DRaGoN Annual ##6 was titled spective with the setting that bears
ideas on how to make these classe s "dzo Special " on the cover, and feature d its name, showing such adventure-
unique? Tt would give your writer s a painting by Wheel of Time cover art- laden locales as the Cairn Hills, th e
a chance to do something different , ist Darrell K. Sweet. It contained article s Mistmarsh, Nyr Dyv, and Woolly Bay .
other than the initial classes in th e explaining the then-new dad System, tip s The third map ramps up the coolnes s
Player's Handbook . on adapting your favorite TV shows to by showing the major undergroun d
All in all, I like the new style, espe- dad, and glimpses at third-party diso mate- waterways, sewer lines, tunnels ,
cially now that it. isn't confined to any rial like Freeport and Dragonstar. You ca n and crypts, and provides outline s
specific world . Keep up the good work! find it on the Paizo website in the "specia l of above-ground buildings for ref-
David Wray issues " section of the T)RAGON Store . erence . Best of all, the final ma p
Newport News, VA provides an isometric map-pictur e
API[ DR9GOH of the city, showing the height an d
While we want to keep the Class Acts You guys put out a great magazine , appearance of every building in th e
section focused on the core classes intro - but T was wondering if you were eve r city. That's right . . . every building!
duced in the Player ' s Handbook . look going to put out more information
on epic level characters and cam-
paigns? T like to play at high level ,
but haven't seen anything new sinc e Like all wars, the war over wh o
issue #297. Is there a future plan fo r
Dragon has the coolest desktop actio n
another epic issue, or is Wizards o f I figures is won or lost by whoeve r
the Coast going to come out with a
Complete Epic book? If nothing else ,
Ta maintains the most cutting-edg e
arsenal . If you've been forced to esca-
I'd like to see an iSSILe dedicated t o late in response to Bob in Accounting 's acquisition of Alie n
higher-level characters, with prestig e Hominid figures, then point your browser to neokaiju .co m
classes taking characters from leve l and bear witness to a set of figurines like you ' ve never see n
15 and up. before . Seriously : unlike most figures, the bizarre critters of th e
Dave Pepper Neokaiju Project are not derived from any movie, game, or car-
Mountain Home, T D toon . Each of the project's five talented artists created one figur e
based on mythical Japanese monsters (kaiju) and one origina l
We don't currently have any plan s creation . For example, Nuthugger, a sinisterly cute green squir-
to revisit epic material in the page s rel, or Steam Punk, a three-headed, winged, cast-iron-potbelly-
of this magazine, but you ' ll want t o staved, red-eyed . . . King Gbidorah . Although so indie that few hav e
check our sister magazine, DUNGEON , ever heard of them, the Neo Kaiju collection exhibits obvious artisti c
which next month features " Th e skill . Obscurity plus quality equals the atom bomb of desktop actio n
Quicksilver Hourglass, " an adventur e figure collections . -Mike Fehlaue r
for 3oth-leuel characters . If Wizard s
of the Coast plans to release anothe r I think I wish they made up more than 6% Now, six years later, I run four afte r
epic book, I ' rn afraid we don 't kno w of our readership. school DU groups-one still features
about it . some members of that original sixth -
No CHILD LEFT BfHIfl D grade group that are now juniors in
T am a middle school teacher i n high school . (Imagine going back t o
I attended a local to= wn CREYHAW K Oregon . Six years ago, we had a grou p your muddle school to play games with
convention in Champaign, IL a coupl e o f - boys who were very noisy in a stud y your teacher!) From four it has grown to
of weekends back . After a rough after- hall . Like all sixth-grade boys, they include nearly 3 ; kids who have come to
noon slot, I composed the following had boundless energy and nowher e share with me the love of DtkD . it ha s
haiku during the dinner break to su m to put it . I was not the teacher of th e not been easy. T have had to fight par-
up my experiences ; class, but after noticing one boy read- ents who say t am promoting violence ,
ing the third edition D&D Players ' evil, and even Satanism, but the smile s
Dice want to kill me. Handbook (which T had just recently on those kid s ' faces when they solve th e
Attack roll? Saving th row? Ha ! bought even though T had not playe d puzzle, conquer the monster, or save th e
It 's another one . in nearly 15 years), T sat down with th e city arc all worth it . I have seen som e
Chris Riff boy. Our conversation soon became a students who struggle with social skill s
Chicago, IL circle of boys, and I talked with 'he m learn to compromise, communicate
about th.c game that I have loved sinc e well, and figure out the nature of what i s
You send a short note, fourth grade. Soon we started an alte r supposedly "good" and "evil .'" The gam e
To the poets of DRAGON . school club with the condition that is about choices, and T am glad tha t
We respond to it . they keep up on their class work an d so many Coijtinnc : to learn to play th e
homework so that we could play . I t game from me every year. Thank you ,
~flOfl was an amazing motivator! DUNGEONS at DRAGONS, 10r all the flll i
Ts it just me, or do chick gainers scare and all the life-long lessons disguise d
you, too? When chicks get into game s as a game.
they get way too good at it . But don' t Christina '['rac y
get roe wrong, it ' s hot! I love chick Salem, O R
garners. When 1 went to Gen Gon, I
was worried I wouldn ' t see any goo d At the risk of repeating myself for th e
looking girls or women, but I saw s o millionth time, T learned how to play
many I was loving it . What do yo u D&D in an after school class exactly
guys think? like the q neyou 're teaching . A part of
Ethan 1 .afon d me has always worried that classes tik e
Los Angeles, CA that would have died out when the 'fad "
long, long time. And a lot of those captions
were pretty awful.
8attlestar Galactica (the origi -
Dragon nal TV series) is one of thos e
Like every DRAGON editor before me,
I'm tinkering with a any to bring back
I k Gen X cultural icons that defi- Dragonmirth . a page of short strips and
Ta nitely benefits from nostalgia .
The core concept was great :
single-panel gags. When I first started read-
ing DRAGON, Drugonmirth was byfin'
The last remnants of human civilization lim p my favorite part of the magazine, the firs t
through space in a ragtag fleet, searching for a thing r dflip to as soon as my .suhser-iptio n
**mythical homeworld (Earth) that might or might arrived . But it's difficult to wrangle a hunch
not exist, all the while pursued by genoc i da l of cartoonists, and it 's difficult to make the
robots-former slave-druids that revolted an d section consistentlyfienny. I recently took a.
wiped out humankind terminator-style . Memor y trip through the archive, and I d guess 85 %
highlights this cool nomads-in-space plot whil e of those strips weren 't the least hit humor-
ignoring the show's cheesy dialogue and looped ous. On the other hand, I copied a handfil l
action scenes. Thankfully, 8attlestar Galactic( ) of them and posted them on my office wall .
(the new TV series) brings these rosy recollec- so there 's a lot of potential,
tions to life with better actors, expensive set s Asfor complainers, well, we ' ll always
and locations, special effects and camera wor k have them . But ('my time over o n
from the guys who did Firefly, and even a ne w DUNGEON magazine has taught m e
plot twist of paranoia . In this updated versio n anything, it's that even the fours who bit-
of Battlestarthe Cylons have evolved from thei r terly complain about the magazine buy i t
mechanistic origins into something like Blad e because they love DUNGEONS 8z DRAGON S
Runner's Replicants : they look and sound lik e and believe in the rnagazines ' potential. And
humans, have human emotions, and might not often, their criticisms are valid . The bes t
even be aware that the y ' re Cylon . Smart sci-fi i s derision I ever made on that magazine was
still alive on TV thanks to this tautly written rec- to listen to i .vhat the readers wanted, and
ollection . Er, recreation . -Mike Fehlaue r make changes that would make the maga-
zine better for everyone. Only time will tel l
if I succeeded (thanks in no small part to
aspect of D D faded away in the late what you are doing, because for ever y the help of an incredible stem, but the early
a98os, but it's reassuring to know tha t x,ooo people who complauu there are indicators are good .
folks like Christina are still carrying th e another io,ooo who are fully contente d
torch . Who knows, Christina? Mayb e by everything you do.
one of your young players will be editin g Michael Pidacks
DRAGON one day ! Boston, M A

If IT ' S NOT ONE TH1NC . . . The Caption Contest vanished before my


Well I was looking over some ol d time, but I think I prefer Tony Moseley
issues and some new issues and what I spending his time on a fiadl page of Zogoni a
found was quite interesting. In the ol d every month . It's my favorite cartoon in a
issues people complained about ho w
the issues were too centralized an d
after a while they tired of reading abou t
the same things. But in the new issue s
people were corriplaining alma! . ho w DRHGON Mflaf Mi FflfOIiS
the issues were not cenlrahzed enough . I want to say thank you to the folks at
Can't people make up their minds ? Paizo . Not only did you give me my
Well, I think either way you .ire doing a dream of ho rig published In DRAGON
good job . livery issue T manage to fin d magazine, you also helped me achieve
something interesting to use, either fir e my other goal of being a human inter-
use with one of env characters or as a est story in a local newspaper .
DM . Also, where is the Caption Con - David Schwart z
test? That was always funny, no rrratte r Palmerston North, New Zealand
how lame it was . In any case, keep up
"Take my love, take m y
Dragon
land, take me where I can -
not stand . I don 't care; I 'm
a still free . You can't take the sky from me ."These opening lyric s
instantly set the mood for the television show Firefly : sorrowful
and defiant . Created by Joss Whedon (also responsible for Rqb5t the Vampire Slaye r
and Angel),this masterpiece combined a perfect blend of hard sci-fi (no sound i n
space, no aliens, no hand-held laser guns) and classic western (gunfights, double -
crosses, bar brawls) elements. Fven though horribly butchered and then cancelle d
by Fox(they aired episodes out of order-the pilot was aired last), Firefly gaine d
tremendous popularity through UVU sales and evangelical fans, ultimately compel -
ling Universal to produce a feature-length Firefly movie, currently entitled Serenity
and due out this Fall . if you wished Star Wars had focused more on Han and less o n
Luke and his issues, be sure to cheek out Firefly. -Mike Fehlaue r

BLRnD-B1 D continue to publish articles that tie the real


Okay, for starters let me just say that I world to D8D, but i t 's not something we'l l
recently renewed my subscription. Afte r do every month . In fact, I encourage readers
waiting patiently for my cheek to clea r to scour nonfiction books and websites fa r
and receiving my second issue, I must inspiration for their game . The history of th e
say that I find the issue rather bland . I real world is ofte n , far more fascinating tha n
know some people have an interest i n anything cooked up in a fantasy novel . That
things of Earth's past and might actually said, the chief f ocus of DrAGoN is fantasy,
nrr, adventures based on the history of and it will remain so forevermore.
our planet . Personally though, if T wante d Winning races will return, infr equently,
that. kind of info I'd look it up the ne t when we receive appropriate submissions.
and stal out my own monsters (which I No useforcing more animal-people o n
have done in the past) . Anyway, I found readers until we have something really
most of the issue unusable. My bigger compelling to offer.
gripe is with the loss of - the Winnin g
Races article. I enthusiast :ica]]y enjo y MY PURSE BE Too IIG E
reading it and finding a way to incorpo- With apologies, my unemploymen t
rate them into my campaigns. Where di d and lack of funds forces me to declin e
it go and is it going to col tie back ? subscription renewal . Though I'll
Charles Wcnzlcr, Jr. long for yon informative columns an d
Scottsdale, A Z amusing anecdotes, I 've not the coi n
to continue . Bc assured I 'll seek-ye ou t
Sony that the issue didn't provide rvbatyor c and return to thine bountiful articles a t
were looking for ; Charles. The great thing the earliest opportunity.
about a general magazine dike DRAGon is Keith Nagai
tlaatyou can be sure each month 's conten t Torrance, CA
will difjh' rom. the last. Even if the features
miss their mark, we hope that regular sec- And well be here in the darkness waiting
tions like Class Acts and .Ecologies give yo u for you. You 'd better hope you makeyou r
something you can use in your game . We'll Spot check. -Erik Mona
Do-gooders of th e Turn your `
Realms beware ! favorite epitt%' a
Champions ofRui n fantasy nove l
reveals the evi l or war movi e
machinations an d into a D&D
mindsets of doz - adventure
ens ofFORGOTTF.N with Heroe s
REALMS organiza - of Battle. No more endlessly

tions, monstrosi - tracking innumerable individual


ties, and villains , NPCs, a point-based system deter - DRAGON gives you the best in gaming ,
such as Dendar the Night Serpen t mines how characters' specifi c presenting new official rules, origina l
and Kezef the Chaos Hound . actions affect entire armies, keep- game content, great advice, and th e
Designed by Jeff Crook, Wil ing the focus on players throug h perfect inspiration for your D8( D
Upchurch, and Eric L. Boyd, Cham- all kinds of warfare . As PCs com- game . In each issue, you ' ll also se e
pions of Ruin compliments the Boo k plete military missions, they earn what cool products are on the hori-
of Vile Darkness, using that fou l more than just XP and gold, but zon, find out what other players are
work to make the Realms deadlie r m i €itary ranks, medals, and control up to, and get an insider 's look at th e
than ever before . Follow the dark aver the tide of battle. Designed b y industry. Get more from your game:
path with three new races, variou s David Noonan, Will McDermott, Get DRAGON !
cults, and chilling prestige classe s and Stephen Schubert, Heroes of
like the Blood Cultist or Nigh t Battle works with any campaign Chromatic Player Characters
Mask Deathbringer. Even if you setting, taking inspiration fro m by Mike McArtor
don't run a FORGOTTEN REALM S real medieval warfare and tactics , You asked of it] Last year, DRAGO N
game, much of the new materia l but with the excitement of all you r brought you the rules for playin g
in Champions of Ruin translate s favorite fantasy elements . Becom e metallic dragons as PCs. i his year, we
easily into other gaming worlds , a master of warfare and reshap e delve deep into the black heart of evi l
but unleash such dangers at your your campaign world with Heroes dragons, presenting all five chromati c
own risk . --S.B. of Battle. -S .B. dragons broken down into levels yo u
can use for your characters.

Cult of the Dragon Belo w


Once upon a time there was a toy designer in by Keith Baker
serious need of therapy. Fortunately for us, h e EBERRON ' S creator gives us insigh t

hasn' t gotten it yet . into the diabolical plans of those wh o


Todd McFarlane is back this month wit h worship the horrors of Khyber, th e
Twisted Fairy Tales, the fourth installment in Dragon Below.
his McFarlane's Monsters series (spawn.com) .
As with much of his work, these six famous Cutting up the Drago n
figures are an exquisitely detailed mix o f by Matt Forbec k
disturbing and erotic. Drool over the gothic The dragon is dead, but what d o
Gretel as she contemplates her caged you do with the carcass? Lear n
brother or lose your lunch over Humpt y about the juiciest bits and what yo u
Dumpty's splattered innards-all the can make out of them .
king's horses and all the king's men aren' t
going to touch him this time . Plus :
Whether you introduce the barbaric Pete r A super-sized Ecology of the Kohold ,
Pumpkin Eater into a campaign or just scare your Dragon Spells, Class Acts, Bazaar o f
friends with Miss Muffet's spider, these models the Bizarre, First Watch, Scale Mail ,
are sure to help you live happily ever after. 71.S. Spellcraft, Sage Advice, and comics .
a
and take up aYib~5 a~rv ` +e Empire e
myth 4
a
..a realm af basedoi' : ese folklore,
°: are (al early well loved orlegendary D&D
e§ Tike the Ealdur's Gate series and
envsinter Plaghts,biowa re.com} is trying
mething a bit different wit11 fade Empire,
awing on cinematic martial arts and
• .'c to craft a fast-paced, action-oriented
a,. moat system . You can literally dual-
+'eld b.amhocks, which is surely a firs t
i ,,eir the genre- Jade Empire is published b y
s l and is available now, -~.H. Backdrop: The Ring of Storm s
by Keith Bake r
The land of Xen'drik holds man y
secrets and wonders long forgotte n
by the children of the modern age.
Among these lie the ruins of a myste-
thir ,; a -tent' J' rious sect of long-lost elves called th e
But hi a , : dd F' Qabalrin, whose shattered cities lie
Ylothin v, f the, within the mysterious Ring of Storms .
hcoz i3 i b, TO. , e`from An EBERRON backdrop straight fro m
r diicate.e6ut),
1 tors of the the selling's creator!

For near ' ght 5yns has concocted gothic soundscape s Final Resting Plac e
that tantalize rh mid Hour sees the hand getting hack to by Michael Kortes
gothic riots ,. e the d ran1ehmd and enter the creepy Most like to think that when thei r
verghast family it ~-~" •? e hed their CD release Gates of number is finally up, their colleague s
This tinac s^ and' s acv twist to their sound with vocals will bring them home fora prope r
i4 iiane. In all, an excellently dark way to spice u p burial . But will the PCs drawthe line
your 'x r -au players watching the shadows . -ML. E at hauling an adventurer's corpse out
of the Underdark?A D8(D adventur e
for 3rd-level characters.

Fiendish Footprint s
Have a pesky dragon to get rid of? Learn how wit h by Tito Leati
Quirk Productions 's (quirkpackaging.com) Field Guides A tiny map puts the PCs on the trail o f
to Magic and the Paranormal. the fiendish foot, an item of vast nec-
Aimed at younger audiences (or just trying to mak e romantic potential. Will your heroes
the feats it details look easier than they are), each boo k beat a band of hobgoblins to the foot ?
in the line comes jam-packed wi [ .h art : and stills fro m And what of the object's va m piri c
some of the best (and worst) nunister narn•-€es out there . protectors? A D&D adventure for 5th -
Learn bow to catch a ghost, negotiate with dragons, o r level characters .
boric your psychic abilities, all in the 20 minutes it [sake s
you to breeze through these pocket-sized manuals. Root of Evi l
Grown-up readers may be hard pressed to locate a n by Mike Mead s
original idea but should enjoy the Worst-( 'case Scenari o The demon tree Malgarius spread s
Survival Handbook 's feel, and each of these handbook s its diseased roots through the heart
has the potential to be the new favorite for a littl e of a great city . Only the most power-
gamer-to-be . While. currently out of print, most o[ th e ful adventurers have what it takes t o
series remains available through websites like ama- enter and return alive. A D81.D adven -
zon.com. -] .5 . ture for 18th-level characters.
at s ri• t, we i soon see a nin incarnation o f
be famed Hitchhiker's Guide to the Galaxy-this time
on the big screen. on
The book's author, Douglas Adams, wrote ofthe ;
lie screenplay before his death, and the movi e a clr=i ,
stars Martin Freeman (Declan in Shaun of the hk e
Dead) as Arthur Dent, Mos Def (The Italia n DM Inevitably
rob) as Ford Prefect, Stephen Fry (Wilde an d faces. Fortu- .
umerous Blackadder roles) as the Voice of nately, there's
I :e Book, Warwick Davis (Willow) as Marvin now an easy
. ; :though Alan Rickman provides the Paranoid Android 's voice , and solution.
I ohn Mallcovich as a religious leader (a role that Adams created espe- Introducing
ally for the actor). So grab your towel and head to the cinema, Hitchhik- Magnificent Egos '
r 's Guide to the Galaxy is in theaters now. -D.D. (rgnificentegos.
corn), an artist-cen-
tered miniatures
company dedi-
I'rr,l1 Slayers and Rat Catchers return in the revamped cated to producing
llWarhalamer Fantasy Rolejrluy Ind edition game . Designe r unique models fro m
Chris Praznras made sure the nen edition kept fi n the personality
f :tc'oritea like the quirky career system :Ind supe r sketch up.
speedy character generation, while minis remai n While
strictly optional . having
The 2. .6-page lull-color core rulebook contains notable
everything you need to get started . as well as thre e fantasy art-
adventures so you can start playing right away . Acces- ist Jason Engle as its Creative/
sories and expansions to the game are also already i n Art Director certainly doesn't
the works, including a GM Pact; and the Characte r hurt, one of the innovation s
Record Pack . Games Workshop/Black Industrie s that truly makes Magnificent
Egos stand out is its Arti-
L' expects to publish eight Warhamnner hooks per year, plu s
en more accessories . For more on Wriehammer Fantasy Roleplay . and edition ,
t blackindustries .cor . -SR-
facts and Dweomers line,
featuring a variety of spell
effects miniatures. Although
generally targeted at specific
D8CD spells-it doesn't take an
No, it's not a tropical fruit. Mangy 18 Intelligence to notice that
means Japanese-style graphic nov - their levitating disk mini bears
els, the fastest-growing segment o f a striking resemblance
the publishing industry represent s to Tenser's famous cre-
nothing less than the future of com - ation-a little imagi-
ics-the leader in the field, TOKYO - nation can stretch
POP, is on the cusp of taking the number each model a long way.
three position (behind only Marvel and DC Comics) . - Is that affaming sphere ,
TOKYOPOP has something for everyone among their millions of vol- or a living fireball from
umes in print D80 fans will find inspiration in their dozens of fantasy titles , EBERRON? Mordenkainen's
such as Alichino, Arcana, Culdcept, Dragon Hunter, King of Hell, Priest, the Queen s' s.'rdyor:adancimgblade ?
Knight, Slayers, Sorcerer Hunters, and V ision ofEscafloume, to say nothing of their 'r q' way, these minis
licensed works such as Warcr of t: The Sunwell Trilogy and dozens of others, wire~t yottil
Even if you think there's nothing to manga but big eyes and spiky hair, the never againhave to
range of artistic styles varies dramatically from artist to artist, assuring that say "Just ma neit's
anyone can find something to get excited about . Check out tokyopop.com and where this die is "
discover an entire library of fantasy worlds you never knew existed . -M.L .F ti
Have you ever said, "Where can 1 find a real life-sine dungeon to adventur e
in? " If not, go ahead and ask yourself right now . We'll wait .
Done? Good, because we've got the answer-True Dungeon, making a Iri -
uinphant return l:o Gen Con lady this year, -bigger and better than ever . Thi s
exciting dzo variant, created by Jeff Martin (of Dwarven Forge fame) is some -
thing between RPG and L .ARY, giving garners a chance to make [heir way i n
teams of seven through a fizll-size dungeon . featuring exciting sets and interac-
tive props . This year, each event of this huge event starts in a 6,ooo- square-foo t
medieval fantasy village, complete with inn . tavern, and shops to purchase sup -
plies at . From there . make your way into the dungeon itself, where you ' ll wor k
with your teammates to solve puzzles, check for traps, and keep an eye out for
monsters in the shadows . All this and more. in a two-and-a-halt-hour-long adven-
ture you 'll never forget .
In response to feedback from players, this year's Tine Dungeon is greatly expande d
and improved . The event will be moving across from the Jb hibit Hall to the Mar-
riott Grand Ballroom, doubling in size :and adding the Trace Dungeon Tavern (wit h
free admission!) . with more NPCs, more props, a secret ~' IP area, and a back alley fir .
"shadier sorts," -Inside the dungeon itself garners will discover improved lighting ,
more monstrous surprises, and a DUNGEON MASTER assigned I:0 each room. T .uok-
ing for a greater challenge? Wry the Hardcore .Adventure, guar :an[.eed to test you r
wits, skill, and daring even fbrther .
Last time around, over 1,5oo garners participated (including Wil Wheaton o f
Star Trek and Du_sc:? :oN magazine frare), and the event sold out during pre-reg-
istration . Pre-register online :at gcncon.com (starting May rah), or visit the Tru e
Dungeon website (truedungeon .com) tar more info . -M .d .F:

In 2005 the RPGA 's very ow n ested in future DYI) products, min- set up for both D&D and STA R
show, WINTER FANTASY, rolle d iature releases, and similar questions . WARS MINIATURES . Wizards of the

into the nation's capitol withi n Afterwards, the RPGA held one of it s Coast set up a retail booth for thos e
sight of the Washington Monu- twice-yearly members meetings . Pre- that simply didn't have enough or
ment and Pentagon. senters Stephen Radney-Macfarland needed the newest miniatures .
Situated on two floors and spread and I gave updates on the RPGA fol- In total, WINTER FANTASY ran
across three rooms, WINTER FANTAS Y lowed by fielding questions from th e nine slots of games with ove r
offered a larger amount of tables than floor. The news included the launc h 55 tables filled per slot . Game s
in recent times . The show kicked off of the new EBERRON campaign, included events for LIVING GREY -
Thursday with a presentation from increased rewards through the DSt D HAWK, Mark of Heroes (EBERRON) ,
Wizards of the Coast's D&D brand Rewards program, and the win d Legacy of the Green Regent (FoRGoT -
team. Wizards of the Coast, keeping down of both the Legcacy of the Green TEN REALMS), LIVING DEATH (Mask
true to its word, is serious about Regent campaign (end 2005) and Liv- of the Red Death), LIVINGARCANIS ,
presenting the plans for D&D to its ING FORCE campaign (end aoo5). LIVING SPYCRAFT,and more . With
most loyal consumers by talking fo r Meetings aside, it was time t o new events like STAR WARS MINIA -
the first time about plans for the game . Showpiece games lined a TURES leagues, sanctioned tourna-
upcoming year. Charles Ryan (Brand large percentage of the main roo m ments every day, and the avid hel p
Manager for Roleplaying Games) an d with buildings and full-color map s of local GMs this year ' s WINTER
Mary Elizabeth Allen (Brand Manager featured on several tables . Else- FANTASY proved to be one of th e
for DatD MINIATURES) led a packed where, players clashed swords and most successful and player-activ e
meeting of enthusiastic garners inter- fired blasters at a number of tables shows to date .
he sword and battleaxe are the staple weapons of - it, but you can't use it against foes closer than that . lf you use a

T fantasy. They ' re effective, but more importantly ,


they 're cool. Almost every great hero carries one .
Historically, however, the pole arm was t he dominan t
ready action to set an curd pike against a charge, you deal . dou -
ble damage on a successful hit against a charging character .
Axe, Orc Double :'i he orc double axe consists of a pai r
weapon type on many a battlefield, and it proved far mor e of large double-sided axe heads mounted ou both ends o f
common than the sword or axe throughout many culture s a pole . An orc double axe is a double weapon . You can fight
and over many centuries . It was easier to make and to learn with it as if fighting with two weapons, but if you do, yo u
than the sword, but that's hardly the only reason. Whe n incur all the normal attack penalties associated with fightin g
wielded by a skilled combatant, the pole arm is a devastatin g with two weapons, just as if you were using a one-handed
weapon, one that has advantages over swords and axes unde r weapon and a light weapon . A creature wielding an orc dou-
many circumstances . Unfortunately, the DNl] rules as writte n ble axe in one hand can't use it as a double weapon-only
make pole arms a suboptimal choic e one end of the weapon can be used in
for anyone with ,Martial Weapon Pro- any given round .
ficiency. Presented herein is a range By its. simplest defiriftivt, a ;pol e Rardiche : This weapon combines a
of options designed to make the pol e arm is any tf ahded weapon that ;•. pale with long curving cleaver blade ,
consists mostly of4long straight '
arm specialist a warrior to be feared , mounted near the tip. A bardiehe i s
sl afdflen with a blade, spike, or
someone who stands on equal footin g cumbersome and unwieldy but devas-
oth rtattackin
, 1'rni5lerrment at either I
with the most skilled axe-bearing bar- tating when it strikes .
end. . ically, #§ , : 'werem o
barians or sword-wielding knights . fre9ue ,jlyused .3-t . :: Bec de Corbin : Also called a " raven 's

POLE 11R~ andolppon nts o igher groun d


Many pole arms ha=reach ; but tha t
beak," the bee de corbin has both th e
head of- an exceptionally -heavy pic k
a SCRIP' IDN S is not intrinsic to thedetn ninon,' ; and a spear blade . A het- de corbin ha s
The weapons found on the Com - reach . You can strike opponents 1 0
plete Pole Ann Chart are describe d feet away with it, but you can't use i t
below along with any special option the wielder (" you") has against an adjacent foe . Tfyou use a ready action to set a be e
for their use . de corbin against a charge, you deal double damage on a
Asikus : 'I he ankus is made up of a long dull hook alon g successful hit against a charging character.
with a blunt point attached to a pole . An ankus has reach . Duos : The duom is a longspcar with a standard spear -
You can strike opponents 10 feet away with it, but you can' t head, as well as two blades curved so that they poin t
use it against an adjacent foe, You can use an ankus t o backward along the shaft.. The weapon has reach, allowin g
-Make trip attacks . if you are tripped during your own tri p you to strike opponenets 7 .(] feet away with it. Those profi -
attemp' ., you can drop the ankus to avoid being tripped . cient with the doom can also attack adjacent ides with th e
Awl Pip e : Built similarly to a longspear, the awl pike i s reversed heads using a practiced " reversed strike ." Apply a
almost 15 feet long. You can strike opponents 15 feet away with -2 penalty on the attack roll if you use the duos to attack a
C DPlPLETE PDLE HHN C IHRf
The following pole arms are useful in almost any campaign . Al! require two hands to wield .
Range
Simple Weapon Cost Dmg (S) Dmg (M) Critical Increment Weight Type
Two-Handed Melee Weapon s
Fauchard l 7 gp ld6 1d8 x3 10 lb. Slashin g
Langspear l,2 5 gp 1d6 1d8 x3 9 lb . Piercin g
Quarterstaff 5 - ld4/ld4 1d6f1d6 x2 4 lb . Bludgeonin g
Spear 2 2 gp ld6 ld8 x3 20 ft . 6 !b . Piercin g

Range
Martial Weapon Cost Dmg (5) Dmg (M) Critical Increment Weight Typ e
Two-Handed Melee Weapon s
Bardiche 9 gp ld8 1d10 x3 - 12 lb. Slashin g
Duom 1,6 20 gp ld6 ld8 x3 - 8Ib . Piercing
Glaive l 8 gp 1d8 1d10 X3 - 10 lb. Slashin g
Guisarme l,3 9 gp ld6 2d4 X3 - 12 lb. Slashin g
Halberd 23 10 gp ld8 1d10 x3 12 lb. Piercing or slashin g
Lucerne hammer s 12 gp ld6 2d4 x4 - 10 lb. Bludgeoning or piercin g
Naginata' 10 gp 1d8 1d10 x3 15 lb. Slashin g
Partisan 1 12 gp ld6 2d4 X3 - 12 lb. Piercing or slashin g
Pilum' 5 gp ld6 1d8 x3 2011 . 6 lb. Piercing
Ranseur 1,4 10 gp 1d6 2d4 x3 - 12 lb. Piercing
Spetum 4 10 gp 1d6 2d4 x3 - 8 lb. Piercin g
Voulge l 10 gp ld8 1d10 x3 - 141b. Slashin g

Rang e
Exotic Weapon Cost Dmg (5) Dmg (M) Critical Increment Weight Typ e
Two-Handed Melee Weapon s
Ankus 1,s 15 gp ld6 2d4 x2 15 lb. - Bludgeonin g
Awl pike 2i 6 10 gp ld6 ] .d8 x3 10 lb. Piercin g
Axe, arc double' 60 gp ld6/ld6 1d8/1d8 x3 15 lb. Slashin g
Bec de corbin 1,2 28 gp ld6 2d4 x4 14 lb. Piercin g
Goad 6 8 gp ldb 2d4 x2 - 10 Ib. Bludgeoning or piercin g
Greatspear l 25 gp 1d10 2d6 x3 10 ft . 9 !b . Piercin g
Lochaber axe 1,3 18 gp ld8 1d10 x3 - 15 lb . Slashin g
Longstaff 5,6 15 gp ld4/ld4 1d6/1 .d6 x2 - 6 lb . Bludgeonin g
Poleaxe, heavy' 20 gp 1d10 2d6 x3 - 15 lb. Piercing or slashin g
Ritiik 6 5 gp ld6 1d8 x3 6 lb . Piercin g
Sasumata 1,6 8 gp ld3 2 1d4 7 x2 8Ib . Bludgeonin g
Sharrash, Talenta',3 18 gp 1d8 ldlo 19-20/x4 - 10 lb . Slashin g
Sodegarami 1,6 4 gp 1d3 1d4 x2 5 lb . Piercin g
Urgrosh, dwarven 2,5 50 gp ld6 f 1d4 1d8/ld6 x3 12 lb . Piercing or slashin g
Warpike, dwarven 1,2,3 45 gp ld8 2d6 x3 - 15 lb . Piercing or Slashing

I This weapon has reach; you con use it to strike foes lb feet away, but not adjacent foes.
2 This weapon deals double damage when readied against a charge.
3 You con use this weapon to make trip attacks. ifyou are tripped during the attempt,you may drop the weapon to avoid being
tripped in return .
4 This weapon grants a +2 bonus on disarm attacks .
5 Double weapon .
6 See the description of this weapon for special rules .
7 This weapon deals nonlethal damage .
second adjacent opponent in the sam e You can use the hook on the back of an axe blade. A lucerne hammer ha s
round you attacked the first opponent . of a halberd to make trip attacks . i f reach . You can strike OppOnePfS 1 0
Fauehard : A simple pole arm with you are tripped during your own tri p feet: away with but you can't use it:
a curved, slashing blade, not unlike a attempt, you can drop the halberd to against an adjacent . foe .
gently curved sickle . A fauchard has avoid being tripped . Naginata : Similar to a Luc-hard i n
reach . YOU can strike opponents 10 Loclraber Axe : An axe-heade d design, the naginata is a heavy curve d
feet away with it, but you can't use i t weapon with a hook for tripping, th e blade on the cud oft] long pole . .A
against an adjacent foe . lochaber axe is essentially a larger hal- naginata has reach . You can strik e
Glaivc:The glaive is little more than berd lacking the top-spike. A lochaber opponents 10 feet away with it, bu t
a single-edged blade at the end of a lon g axe has reach . You can strike oppo- you can ' t use it against an adjacent foe .
pole. A glawc has reach . You can slri k e rients 10 feet away With it, but you can 't Partisan : The partisan consists of a
opponents 10 feet away vdth it, but yo u use it against an adjacent fire . central spike with two slashing axclik c
can't use it against an adjacent foe . You can also use a lochaber axe t o spikes protruding from the sides o f
Goad : A goad is a long, thin wooden make trip attacks . If you are trippe d the main blade . A partisan has reach .
pole mounted with a heavy stone o r during your own trip attempt, you You can strike opponents 10 feet away
metal weight and a large spike at on e can drop the lochaber axe to avoi d with it, but you can ' t. use it. against an
end. Primarily intended as a tool to being tripped . adjacent foe . A partisan is Sornetirrie s
direct the movement of large animals, Ioongspear : At its simplest, a long- called a "bohemian car-spoon ."
a goad makes a solid weapon in a spear is little more than a sharp pointe d Pilum: A thin spear, over a that of
pinch . When you attack with a goad , blade mounted on the end ofa 10 - its length is metal . A pilum can be
you must decide ifyou are attackin g foot-long pole . A longspear has reach. used to attack an enemy 's shield (an d
with the spike to deal piercing dam - You can strike opponents 10 feet awa y only a shield) as a sunder attempt .
age or the weight to deal bludgeonin g with it, but you can 't use it against an This attempt can be made at range . I f
damage . The flexibility of the goad ' s adjacent foe . If you use a ready act ion attempted in melee combat, this draw s
shaft absorbs much of the force behin d to set a longspear against a charge, yo u an attack of opportunity unless yo u
blows made with the bludgeonin g deal double damage on a successful . hit have the Improved Sunder feat . If the
head, and all bludgeoning damage against a charging character. pilum. deals more damage than th e
dealt by a goad is nonlethal as a result. Longstaff Longer than a quarterstaf 1,, shield's hardness, the spear is stuc k
Piercing damage remains lethal. a longstaffis much more difficult to in the shicld .'This deals only 1 point
if you are proficient with its use, th e use, but skilled wielders are better abl e of damage to the shield regardless o f
goad grants a +2 circumstance bonus to protect themselves from multipl e how much damage was actually don e
on all. Handle Animal chocks mad e attackers when fighting cautiously. over the hardness. Removing a pilum-
against animals of size Huge or large r If you are proficient with the longstaf f takes 2d4 rounds. While the pilum i s
(such as elephants) . and you fight defensively or employ the attached to a shield, the target must
Greatspear : This heavy spear ha s total defense combat rnaneuser, yo u drop the shield or suffer a-2 circum-
a broad flat blade . A greatspear ha s cannot be flanked for the rest of th e stance penalty to Armor Class and o n
reach . You can strike opponents 1 0 round. This benefit also applies ifyo u attack rolls and Reflex saves due to th e
feet away with it, but you can't use i t are proficient in the weapon, have th e added weight and awkwardness . Obvi-
against an adjacent foe . Combat Expertise feat, and shift at leas t ously, you lose use of-the pilum while i t
Guisarme : 'Hie. guisarme is a curvin g 2 points of your attack bonus to Armor is attached in this way,
blade that bends back far enough t o Class fin- the round . Poleaxe, Heavy : This weapon has a
form a hook . A guisarme has reach . Yo u The iongstaff' is a double weapo n massive axe blade set onto a long pole .
can strike opponents 10 feet away with and a special monk weapon just . lik e A heavy poleaxe has reach . You can
it, but you can't use it against an adja- the quarterstaf(see that description strike opponents 10 feel away with it ,
cent foe . You can also use it to make for details) . but you can' t use it against an adjacen t
trip attacks . If you arc tripped durin g Characters proficient with the long - foe . If- you use a ready action to set a
your own trip attempt, you can dro p staff can treat it as a quartcrstafffor the heavy poleaxe against a charge, yo u
the guisarme to avoid being tripped . purposes of the following feats : Greater deal double damage on a successfu l
Halberd: The halberd consists of a Weapon Focus, Greater Weapon Spe- hit against a charging character .
curving axe head combined with a long cialization, Improved Critical, Weapon Quartcrstaf The favored weapo n
spear tip mounted onto an 8-toot-long Focus, and Weapon Specialization . of many common fink, the quarter-
pole . If you use a ready action to set a Lucerne Hammer : The lucern e st .alT'is a simple C:-foot-long pole. A
halberd against a charge, you deal dou- hammer is similar to the halberd , quarterstaff is a double weapon, Yo u
ble damage on a successful hit against but with a longer spike and a smalle r can fight with it as if fighting vv>ith tw o
a charging character. three-pronged harnrnerhearl instead weapons, but if you do, you incur al l
the normal attack penalties associate d nents 10 feet away with it, but you can' t action to do so, but it deals damage i n
with fighling with two weapons . just use it against an adjacent foe . With a itself equal to the initial damage th e
as if yon were using a one-hande d ranseur, you get a +Z bonus on oppose d ritiik dealt . A character who succeed s
weapon and a light. weapon . A creature attack rolls made to disarm an oppo- on a DC IS Heal check can remove a
wielding a quartcrstafl in one han d nent (including the roll to avoid bein g ritiik without further damage .
can't use it as a double weapon-only disarmed if such an attempt . fails) . sasumata : A dull crescent-moo n
one end of the weapon can be used i n Ritiik: A ritiik is a spearlike weapo n blade placed atop a long pole, th e
any given round . with an additional hooked blade pro- sasumata is a pole arm designed t o
The quarterstaff is a special ntort k truding from the base of-the. spear capture opponents with a minimu m
weapon . This designation gives a mon k head . When you successfully hit a of harm . A wielder who hits a Small
wielding a quarterstal£spccial options . target with a ritiik, you can twist th e or Medium opponent with a sasumat a
Ranseur: A ranseur consists of a weapon and hook this blade into th e can immediately initiate a grapple a s
central spike flanked by two smalle r target 's flesh if the target fails a Refle x a free action without provoking a n
prongs and backward-facing hooks . A saving throw (DC 1C + the damag e attack of opportunity. (See Grapple i n
rat-neut. has reach . You can strike oppo- dealt) . Ifyou hook the target, yo u Chapter 8 of the Player 's Handbook for
can immediately make a trip attac k more information .) In addition to th e
against : the target . If you fail, you ca n normal options available to a grap-
let go of 1he ritiik to avoid the retalia- pler, the wielder of the sasumata ca n
tory trip attack . at tempt to pull his target to the ground
The damaged creature can pull th e (tire equivalent of a trip attack, t houg h
ritiik from its wound if it has two free Tlo attack roll is necessary).
hands and takes a full-round A sasumata has reach. You can
strike opponents 10 feet awa y
with it, but you can't use it against
an adjacent the. A sasumata is also
known as a grasping pole in the
Book of Exalted Deeds.
Sharrash,Talenta: Developed by the
halflings ofF[arukon's Talenta Plains ,
this weapon consists of a long cane d
blade mounted at the end of a long pole .
ATalenta sharrash has reach . You can
strike opponents 10 feet away will] it, bu t
you can't use it against an adjacent foe .
Due to its curved blade, you can us e
a'l alenta sharrash to make trip attacks.
If you are tripped during your ow n
trip attempt, you can drop the Talenta
sharrash to avoid being tripped.
Sodegarami : The sodegarami, n r
sleeve-tangier, is a highly specialized
weapon used to catch and entangle art
opponent without causing great harm .
It is normally used to hook and catch
the clothing alma opponent . When yo u
use a sodegarami in this way, you mak e
a grapple attack without provoldng an
attack of opportunity. You make a melee
touch attack with the weapon to "grab "
the targe t 's cloth i ng. This attack does no t
work against a character in heavy armor ,
or against most rnonslers that do no t
wear clothing. If the touch attack is suc-
cess-Rd, you make an opposed grappl e
check w'i th a +4 bonus on the check (you
gain no bonus Hr your size bul : still snf-
fer any penalties you might have) . If you
.f res :~o.ri i : pole. arms made specifically by non-humanoi d
a 3''rr'svit
win the. opposed check, you have a hol d i at'r h clr aatt to-: llawni1 ; . urces ' for more information
on the target but do not deal any dam - ;0tiektitsst'Ra:a. rkinna to ,41-6 :~
age . If you lose, you fail to start a grapple . a . = 1±vfBgakd arn#'dtsr i-rer piper:
;o0,
.
lb maintain the grapple, you do no t .
. ;,.. . salamander ldngspear .
need to move into your opponent 's 1Il,de df~ Prmenstaff
space . 'I he sodegarami holds you r
opponent 10 feet away from you . While
you maintain the grapple, you do not action to set a spear against a charge , weapon and a light weapon . Th e
have the option to damage or pin you r you deal double damage on a success- urgros h' s axe head is a slashing weapo n
opponent. Your opponent can try to ful hit against a charging character . that deals 1d8 points of damage . It s
escape or wriggle flee, attack with a Spetum : A spetum is similar to a spear head is a piercing weapon that
light weapon, or cast a spell with n o ranseur but on a shorter pole . With a deals 1dG points of damage. You can
somatic components and a casting tim e spetum, you get a +2 bonus on oppose d use either head as the primary weapon .
of 1 standard action . attack rolls made. to disarm an opponent The other is the off=hand weapon . A
A sodegarami ran also he used a s (including the roll to avoid being dis- creature wielding a dwarven urgros h
a normal weapon, dealing damage a s armed if such In attempt fails) . in one hand can 't use it. as a doubl e
shown on the Complete Pole Arm Chart . Urgosh, Dwarven: Also known as th e weapon-only one end of the weapo n
A sodegarcuni has reach. You can strike spear-axe, this weapon is made up o f can be used in any given round .
opponents 10 feet away with it, but you a spear tip and an axe head mounte d I f you use a ready action to set a n
can 't use it against an adjacent. He . Th e on opposite ends of a sturdy pole . You urgrosh against a charge . you dea l
sodegarami is identical to the entanglin g can fight with it as if fighting wit h double damage ifyou score a hit against
pole found in the Book (f Exalted Deeds. two weapons, but if you do, you incu r a charging character. 1f you use a n
Spear : Shorter than a longs pear, the all the normal attack penalties associ- urgrosh against a charging character, the
spear's design is essentially the same . A ated with fighting with two weapons, spear head is the part of the weapon that
spear can he thrown . If you use a ready just as if you were using a one-handed
ARl MARMEEL, JASON .BULMAHN, A1'40 THE PFRAGONSTAFF .

deals damage . Dwarves treat dwarve n size as the pole arm. Although the haf t Benefit: Chose a pole arm from th e
urgroshcs as martial weapons . does not possess any of the bonuse s Complete Pole Arm Chart . You ca n
Voulge: The voulge is simply a long associated with the weapon (such a s treat that weapon as a special mon k
cleaver blade mounted on the end ofa flamir ,gg), it does count as magic fo r weapon, allowing you to perform a
long pole . A voulge has reach . You can the purposes of overcoming damage flurry of blows with it .
strike opponents 10 feet away with it, bu t reduction lithe weapon is enchanted.
you can' t use it against an adjacent fire . When using this feat, each attack you Shorten Grip [General ]
Warpikc,Dwarven: The dwarve n make in that round (the extra one an d You know how to alter your grip
warpike resembles a halberd with a the normal ones) suffers a-2 penalty . on a reach weapon to use it agains t
greatly elongated shaft, and a coun- You only receive half your Strengt h nearby opponents .
terweight at the other end. A dwarve n bonus on damage rolls with thi s Benefit: When wielding a pole arm
warpikc has reach . You can strike oppo - attack . This feat cannot be used with a with reach that you are proficien t
nents ].0 fret away with it, but you ca n 't double weapon. with . you may treat the weapon as i f
use it against an adjacent foe. Normal: 'Flit haft ofa non-doubl e it did not have reach . The weapon i s
If you use a ready action to set a weapon is considered an improvise d unwieldy when used in this fashio n
dwarven warpike against : a charge, yo u weapon and cannot be used as part o f and you suffer a -2 penalty on attac k
deal double damage on a successful hit a full-attack action. rolls when attacking an opponent yo u
against a charging character . normally could not . You cannot us e
You can use the hook on the hack o f Long Strike [General ] this feat with the awd pike.
a dwarven w repike to make trip attacks . You have practiced grasping a pole Normal: Reach weapons cannot b e
If - you are tripped during your own arm farther down the haft than nor- used against adjacent foes .
trip attempt, you can drop the dwarven mal, granting you extended reach .
warpike to avoid being tripped . Prerequisite : Base attack bonus +2 . Spinning Defense [General ]
Benefit : As a f mill-attack action, yo u You can spin a pole arm around you ,
can make one attack with a pole arm deflecting attacks .
For the purpose of- these feats, a pol e as ifit had reach, allowing you t o Prerequisite: Combat Expertise,
arm is any weapon listed on 1 he Com- strike an opponent 10 feet away . If - th e Deflect Arrows.
plete Pole Arm Chart . Fighters ma y pole arm already grants reach, treat it s Benefit : While wielding a pole ar m
take any of- these feats as bonus feats. reach as if it extended 5 feet further . during a total defense action, yo u
Normal : Only reach weapons allo w receive a +1 dodge bonus to your AC
Braced for Charge [General ] you to attack f :es more than 5 feet away. (that stacks with the bonuses fro m
When receiving a charge, you know total defense) and you can use th e
how to strike where it truly hurts . Pole Balance [General] Deflect Arrows feat any number o f
Prerequisites: Base attack bonus +1 . You can . misc. your pole arm to brac e times until your next turn (you do no t
Benefit : You can ready an actio n yourself against impact and prevent need an open hand to deflect range d
to set any pole arm against a charge . you from. falling. weapons while using this feat) . Whil e
This attack deals double damage o n Benefit: When wielding a pol e using this feat, you cannot catch an y
a successful hit against a chargin g arm two-handed you gain a +4 cir- of-the weapons through the Snatch
character . This feat grants no bonu s cumstance bonus to resist being bul l Arrows feat .
to weapons that already grant doubl e rushed or tripped, and on any Balanc e Normal : You can only use the
damage when set against a charge . checks to avoid losing your tooting. Deflect Arrows feat once per round .
Normal: Only specific weapons d o You may not use this feat if you ar e
double damage when readied agalnsl. flat-I toted or if you are in a precari- Vault [General ]
a charge. ous position (such as on a tightrope o r While wielding a pole arm you can
while climbing) that does not provide jump great distances .
Haft Strike [General ] you a solid surface against which t o Prerequisite: Str 13+, Jump 4 ranks .
You have learned to fight . with bot h prop the weapon . Benefit: When wielding a pole ar m
ends ofa pole arm . two-handed, the DC fin a long jum p
Prerequisite : Two-Weapon Fighting . Pole Fighter [General] is reduced by-5 . Tn addition, the D C
Benefit : When wielding a pole arm Your monastic training include d for a high jump is equal to three time s
two-handed you may choose to attac k extensive work with pole arms an d the distance to be cleared . If you jum p
with the haft ofthe weapon . You may other similar weapons . up to grab something, you must dro p
only perform this attack as part of a Prerequisite: Proficiency with th e the pole arm to grab the target .
full-attack action . This additional attack selected weapon, Weapon Focus with Normal : The DC flay a high jum p
is at your highest attack bonus and the selected weapon, flurry of blows is equal to four times the distance t o
deals damage like a club of the same class feature . be cleared . Z
and mythology brim with tales of - vulnerable to the substance .

f charms, philters, amulets, and ritu-


o1orc
als to help ward off the influ-
ence ofthe supernatural .
Creatures are vulnerable to
any substance that repulse s
them or bypasses their dam -
Garlic, holy symbols, an d age reduction. If multiple
mirrors help against vam- substances can overcom e
pires and wolfsbanc pro- a creature's damag e
tects against werewolve s reduction, that crea-
and their ilk. Thes e ture is vulnerable t o
items warded peopl e charms of any material
against the fear of th e that overcomes its dam-
unknown and protude d age reduction-unless both
a measure of security in a dangerous are required to overcome it s
and mysterious world . As these talc s damage reduction (instead o f
spread, more :and more items were one or the other) . For example, a
added to the list ofclhtrrns agains t bearded devil has damage reductio n
the supernatural . 5/silver or good, making it vulnerable to either silver o r
In .D D these horrors pose an all-too-real threat Lc) bot h good . A more powerful creature like a horned devil, whic h
hearty adventurers and lowly peasants alike . With such mon- has damage reduction rofgood and silver, is only vulner-
sters lurking about the power to combat evil becomes eve n able to a charm that is both good and silver .
more necessary, especially for those who cannot afford magic.
Thus, people turn to alchemical and natural charms for aid . TYPES OF ITEM S
From major cities to tiny, isolated villages, the common folk us e These items are divided into two groups : charms and
these items to ward against everything from diseases to devils . draughts . Small amulets used by common talk to driv e
off certain creatures, charms are used to perfiarrri a touch
RULES FOR VULNERABILITIES attack against vulnerable creatures, causing theme Lo bur n
Alchemical charms are nomnagical items that protect thei r and blister in response to the contact . They are not consid-
wearer from certain creatures and creature types . Charm s ered magical itc .nas, however, and thus do not take up a n
protect the bearer by using a substance that harms or sup - item. slot . Charms must be drawn like any other weapo n
presses a creature 's power . 'these creatures are considered and boil away into nothingness when successfully used .
Alchemical potions, known a s
This article presents a straightforward vulnerability system which requires littl e droughts, fortify the imbiber against
integration to use with existing monsters . If a monster has the appropriat e a creature vulnerable to the draught's
damage reduction, then it is vulnerable . DMs wishing to add more flavor to specific ingredients. Alchemists use a
their world can assign these vulnerabilities to creatures without damage reduc- secret process to combine rare metal s
tion . For example, cold iron traditionally harms fey, but the weaker varieties lac k or liquids with herbs, oils, and other
damage reduction . Feel free to assign the cold iron vulnerability to all fey, o r ingredients to create a potent concoc-
assign one of the existing vulnerabilities to some other creatures. This articl e tion . Once imbibed, the draught lasts
only uses substances and properties that already exist in the D8rD rules; how- for i hour and provides the user a +2
ever, DMs are encouraged to add other vulnerabilities. Simple things like fire , alchemical bonus on saves versus the
salt, or other exotic components-like the hair of a chimera-can all serve t o spells and abilities of creatures vulner-
add a unique flair to the campaign world when used as the basis for charms . able to it . A person can only be unde r
the effect of one draught at a time .
'These items are listed below, sorte d
by material .
Ite m Cost Weigh Anarchic Charm: The anarchic charm
Anti-disease tonic 100 • . - coriunonlylooks like a swirling mass o f
Charm, axiomatic anarchic 30 g p 1 lb . ribbons tied to a colorful leather cord.
Charm, cold iro n 30 • . 1 lb . An anarchic charm can be used to per-
Charm, combination 40 g p 1 lb . form a touch attack against a creatur e
Charm, • arlic 5• . 1. lb . vulnerable to chaos . This touch deal s
Charm, holy/unhol y 30 gp 1 lb . r d6 points of damage to the creatur e
Charm, silver 30 : I lb . and destroys the amulet . In addition ,
Draught, axiomatic/anarchi c 50 g p - the large! must succeed at a DC 14 Wil ]
Drau :ht, cold iron 75 • . save or he shaken for id4 rounds .
Draught, combinatio n 150 gp Anti-disease Tonic: Legends plac e
Drau :ht, :arlic 50 the tongue of an otyugh on the ingre-
Draught, holy/ unholy 50 g p - dients list of this alchemmical elixir ,
Drau :ht, silve r 75 • . - which fortifies the body to withstan d
olfsbane 5 •. -- disease . Tt provides a +5 alchemical
bonus on the imbiber 's saves agains t
disease for one day .
Axiomatic Charm : he opposite of
anarchic charms, axiomatic charms ar e
usually geometric shapes secured to a
fine steel chain. An axiomatic charm can
be used to perform a touch al tack against
a creature vulnerable lo law . This touch
deals id6 points of damage to the crea-
ture and destroys the amulet . In addi-
tion, the target must succeed at a DC 1 4
Will save oche shaken for id4 rounds .
Cold Iron Charm : Cold iron lend s
itself well to charms and draughts use d
against fey or demons . Often shape d
like a horseshoe, a cold iron char m
can be used to perform a touch attack
against a creature vulnerable to cold
iron . This touch deals id6 point s
of damage to the creature and
destroys the amulet . In addition ,
the target must succeed at a DC 14 Wil l
save or be shaken for u l4 rounds .
Cold Iron Draught: This elixir com-
bines small amounts of cold iron with
rare herbs and oils . It has a bluish ting e creatures vulnerable to bot h
to it and an. impl.easant metallic after- an alchemical metal (sil -
taste. A cold iron draught provides th e ver or cold iron) and the
imbiber a+2 alchemical bonus on save s power of as alignmen t
made against : the spells and . abilities o f (anarchic, axiomatic ; holy,
ereaLures vulnerable to cold iron . This or unholy) . A combina-
effect lasts for i hour. tion draught provide s
Combination Charm: Charms like the imbiber a+z alrhem -
silver holy symbols combine the prop- iCa[ bonus on saves Mad e
erties of an alchemical metal (silver o r against t .h.e spells an d
cold iron) with the power of an aligne d abilities of creatures vul -
charm (anarchic, axiomatic, holy, or nerable to either or both o f
unholy). A combination charm can b e its components . This effect
used to perform a touch attack against . lasts for i hour.
a creature vulnerable to either one o r Garlic Charm : Me simplest o f
both o(t.he charm's properties . Thi s charms, this item. is usually nothin g
touch c.icals id6 points of damage t o more than abraided strand of garlic
the creature and destroys the amulet . bulbs brushed with holy water. It serve s cccd at a DC 14 Will save or be shaken
In addition, the target must succeed a t as a potent defense against vampires for id4 rounds .
a DC 14 Will save or be shaken for Id 4 and other creatures repulsed. by the Garlic Draught: A flavorful bre w
rounds . The wealthy turn these sym- herb, making it quite common in areas of garlic and holy water, the garli c
bols into elaborate affairs encrusted beset by these undead . A garlic charm draught provides the repelling power
with jewels and inlaid with gilt runes. can he used to perform a touch attack of garlic in liquid form . Although
Combination Draught : A poten t against a creature repulsed by garlic . hardly a boon in social situations, i t
blend of two draughts . the combina- This touch deals rdO points of damag e proves iiseliinvaluable when com-
tion draught provides the best ofboth to the creature and destroys the amu- bating vampires . A garlic draught
worlds, protecting the imbiber against let . In addition, the target must sue- provides the imbiber a +a alchemical
. ..
':'..Itetirr l``:.` Craft Skill .: . . . Craft DC
and abilities of creatures repulsed b y Garlic charm Alchem 15
garlic. This effect lasts for hour. Anarchic charm*, axiomatic charm*, col d Alchemy 2Q
Holy Charm: The standard wooden iron charm, garlic draught, holy charm*,
holy symbol of-the sort worn my cleric s silver charm, or urholycharm* : : ::': :
and paladins is also cflect :ive agains t Anarchic draught, anti-disease tonic , Alchemy 25
evil creatures such as demons an d axiomatic draught*, cold iron draught ,
undead when properly consecrated b y combination charm", holy draught*, silve r
one of faith . In addition to serving as a draught, or unholy draught*
divine focus, a holy charm can be use d Combination draught* . :. Alchemy 28
to perform a touch attack against a *In addition, ingredients fat these items must be blessed by a divine spellcaste r
creature vulnerable to good. 'Ibis touc h of the appropriate alignment to function . This involves a simple prayer, not a n
deals id6 points of damage to the crea- actual sell .
ture and destroys the symbol. In addi-
tion, the target must succeed at a DC 1.4 Otis fashioned as unholy symbols ,
Will save or be shaken fin' 1d4 rounds . or sometimes merely as a disturbin g ECOLOGY AN D
Holy Draught : A mixture of rare herbs image, such as a demonic skull . SOCIET Y
and specially prepared holy water, th e Unholy Drought: Unholy draughts in a society where alchemical charm s
holy draught serves as a staple far thos e function exactly like holy droughts exist, people rely on charm sellers t o
who battle the undead . It tastes sweet, but in reverse, granting a i z alchemi- protect . them against both . real and
almost cloyingly so. .A holy draught pro - cal. bonus on saves made against th e supposed dangers . Almosl every vil-
vides the imbiber a +2 alchemical bonu s spells and abilities of creatures vul- lage and hamlet possesses a simpl e
oil saves made against the spells and nerable to evil fir a hour . wise-woman or knowledgeable her-
abilities of creatures vulnerable to good . Wolfs-bane : Also cal led belladonna , mnil, an elder versed in the use o f
This effect lasts fora hour. this toxic plant allegedly repels lycan- charms and amulets. A DC an Knowl-
Silver Charm: Alchemists use silve r thropes . In addition to its standar d edge (arcana), Knowledge (religion) ,
in charms and draughts as protectio n effect in curing an afflicted lycan- or bardic knowledge check reveal s
against devils and the like . A silve r thrope (see lycanthropc in the Monste r the properties of-the common, non -
charm can he used to perform a touc h Manual), wolfs bane can also repe l magical charms . The typical villag e
attack against a creature vulnerable t o a lycanthrope if used as a weapon . alchemist has ranks in one or more o f
silver . This touch deals id() points o f Striking a lycanthrope with the plan t these skills, and perhaps some Craf t
damage to the creature and destroy s requires a reasonably fresh spri g (alchemy) ranks to create the items ,
the amulet. In addition, the targe t (picked within the last week), and a although that role might rest with a
must succeed at a DC 14 Will save o r successful touch attack . Mc creature separate, regional alchemist .
be shaken for rd4 rounds. must then snake a DC 12 Will save o r Nearly every charm peddler in any
Silver Draught: This swirling mix of flee for rd4 rounds, as if affected b y fantasy city sells conunon charms . I n
silver and rare minerals offers the pro- the spell cause fear . A successful use o f addition, temples commonly sell hol y
tection of a silver eharm in a draught . the plant destroys it . symbols as a means to protect peopl e
Frequently imbibed by lycanthrop c from evil. More obscure charms an d
hunters, it also protects against weaker CRAFTING magic versions ofcorm-non . charm s
devils . A silver draught provides th e ALCHEMICAL ITEM S usually remain out of reach for all bu t
user a +z alchemical bonus on save s Creating charms uses the standar d the rich and powerthl-While sages an d
made against the spells and abilitie s Craft rules presented on page 70 of th e nobles publicly scoff at the public use o f
of creatures vulnerable to silver. It als o Player's Handbook. 'flhe DC for creating charms, quite a few privately acknowl-
applies to saves against contractin g the items presented in this article are edge some value to this practice .
lyc :mthropy .'I'his effect lasts for i hour. provided on the included table. Like let the style of your campaign
Unholy Charm : Unholy charm s any alchemical creation, charms requir e determine how practitioners of divin e
hhmction exactly like holy charms bu t :alchemical equipment and a spellcaster magic see these items . In sonic worlds ,
in reverse, allowing a touch attac k lo craft.. Wol.hbane does not require an y clerics view these items as beneficial ,
against creatures vulnerable to evil . alchemical treat.rneril.s, but the plant driving away evil and other danger-
This touch deals ad6 points of damag e must be reasonably fresh to functio n ous creatures . However, these item s
to the creature and destroys the amu- (picked within the last week). A DC 1 .5 in fringe on religions' traditional rol e
let. In addition, the target must suc- Knowledge (nature) or Survival check is of protecting the people, and as such
ceed at a DC nq Will save or be shake n required to find and harvest wolfshan e sonic religions might view charms a s
fora d4 rournds . Unholy charms are in the wilderness correctly. a form of competition . 0
hether your campaign features th e

W lightning rails ofEtsz:xxoN ' s Hous e


Orien . the war sloops Of GREY 13A INK ' S
Scarlet Brotherhood, or simply-the ubiquitous carriag e
and wagon common to nearly every fantasy setting, th e
potential for high-velocity excitement is always presen t
in DUNGEONS DRxGONS. Detailed here are eleven won-
drous conveyances, each of them tricked out, suped up, an d
ready to drive into your campaign . The Arms and Equipmen t
Guide lists detailed rules for fighting on a moving vehicle ,
driving through hazards, and repairing vehicles, but if yo u
do not have access to that text, fear not : the standard corn -
bat rules arc more than sufficient for staging action-packe d
chase sequences .

WONDROUS CONVEYANCE S an eye ray


Adamantine Carriage : Built to transport dignitaries throug h as a standar d
potentially hostile urban streets, these carriages :ire reinforce d action and fly the globe at a
with adamantine, giving the carriage 40 hp and hardness 2o . speed of', feet (good) as a move action . The eye rays have
The carriage is drawn by two heavy horses and travels at a a range of 60 feet and a save DC of 15 . The rays are identi-
speed of30 feet when fully loaded, 40 feet when empty. cal to a live beholder 's rays, although only the fbllowin .g
Price 15, too gp . rays still function in a beholder globe : inflict moderate wounds,
Some adamantine carriages are made to protect thei r sleep, slow, and telekinesis . Alclienrically treated and innatel y
passengers from divination spells as per the nondetectio n sturdy, a beholde r ,globe retains much of its natural armor. lt:
spell (DC 16 to break through.) . possesses AC ao, 65 lip, and a hardness of io ..The globe i s
Faint abjuration ; CI .5th ; Craft Wondrous Item, nondetee- not. watertight or airtight, although those inside do benefi t
lion ; Price 45,5c0 . from improved cover (page 152 of the Playe r 's .Handb,pok).
Beholder Globe : A deranged gnome necromancer cre- Moderate rtecrnrnaucV anal enchantrn.ent ; CL aitli ; Craft
aked the first beholder rllohr from a hollowed out and pre - Wondrous item, inflict moderate wounds, sleep, slow, telekinesis ,
served eye tyrant corpse. One Medium creature or tw o gentle repose ; Price r2o,noo gar.
Small creatures can fit inside one of these preserved husks . Chariot of Susrarre: Nunn :ally this item is nothing mor e
The central eye is replaced by hardened glass so that th e than a weathered sandstone trinket carved to resemble a
pilot can see . Outside viewers looking at the bizarre glob e chariot, but when activated, it explodes with a clap of thunder,
can likewise see through the central eye window to th e summoning a flying chariot made of pure flame and a pai r
:pilot operating the orb inside . By squeezing and. twistin g of fiery horses. ilic. sunrrnone .r and up to five. other Mediu m
the bulbs of the various eyestalk roots, the pilot can fire creatures ofbis choice may board the chariot and arc immune
to fire damage fi)r as long as the y servitude, it always attempts to twis t
remain aboard . hi addition, all weapon s and corrupt the intent of the wish.
gain the flaming burst special ability s o Strong transmutation and conjura-
long as their wielders are on board . tion; CL 17th ; Craft Wondrous Item ,
All other creatures within 1o feet of limited wish, move earth, planar binding. ,
the chariot suffer 1d6 points of fir e resist elements; Price 150,000 gp .
damage per round. 'Mc chariot ha s Juggernaut Chariot: This chario t
a fly speed of roe feet (perfect) grants a trample attack (see page 31 6
and an overland speed of 42 of the Monster Manual) to the crea -
miles per hour. After 12 hours , tures pulling it . The damage don e
the chariot o, f Sustalre reverts t o by the trample equals the crea -
its trinket form and cannot ture's slam attack (usuall y
be activated again for a hoof for horses) +
one week, if the I-1/2 tines thei r
summoner Strength modi -
wishes, h e fier. The chario t
may end the is otherwise
chariot's duratio n identical to th e
early and detonate th e double chariot
vehicle as a delayed blastfireball (dealing damage on each of the following 3 listed in the Arms and Equipment Guide .
13d6 fire damage with a DC 2c Reflex rounds unless it uses a standard action Moderate transmutation; CL 9th;
save to halve this damage) . This cause s to rinse off the acid . Craft Wondrous Item, bul l 's Strength ;
the chariot to revert back to trinke t Strong transmutation and evoca- Price ro,ooo gp .
form as if its full 12-hour duration ha d tion ; CL 17th; Craft Wondrous Item , Longship of Dread Shade: This float -
expired . The chariot is otherwise identi- fly, limited wish, Me f's acid arrow; Pric e ing derelict shows signs of extensive
cal to a standard double chariot, excep t 175,000 gp. decay, with rotting floorboards and gap -
that it can carry six people comfortabl y Dune Yacht: A caliph who possesses ing holes in its hull. Despite its appear-
and both chariot and horses, bein g a dune yacht has no need for a deser t ance it is seaworthy, and during the day
made of pure flame, are immune to stronghold, as his vessel serves as a it performs just as any other longship.
weapon damage. formidable mobile base of operations . At night, the iongship of dread shade gain s
Strong conjuration and evocation; CL Rigged with sails emblazoned with a fly speed of4o feet and generates 2 0
13th; Craft Wondrous Item, delayed blast flames and bright sun motifs, this gal - zombies or skeletons for a crew, 2 wight
, fireball, protectionfrom energy, wind walk; ley sails over sand instead of water . lieutenants, and a spectre first male .
Price 8c.ooo gp. If removed from sand it is unabl e All undead are initially under the corn-
Dragonfly Longship: Four gos- to move under its own power, just rnand ofthe captain, and they have turn
samer wings spread from the sides o f as if- a sea-going vessel ran aground . resistance +6 as long as they remai n
this elegant longship. The aft trails a Dune yachts are stronger than averag e aboard . If the undead crew do not slay a t
6o-foot-long iridescent blue tail that waterborne galleys, possessing 12o least one living creature each night., the
terminates in a black bulb . Kings covet hp and hardness 8 per 1o-foot sec- captain must succeed at a Diplomac y
these Fist, and agile ships for their abil- tion of hull . The yacht itself has tire check (DC 1 5 plus the number ofnights
ity to scout and patrol borders . A drag- resistance 5 and it grants this protec- since the. last kill) or face a mutiny. Any
onfly kingship has a fly speed of 6o fee t tion to all those aboard . Furthermore, remaining undead disappear at sunrise.
(average) and an overland speed of3 o every passenger need consume onl y A fill] complement ofundead rises eac h
miles per hour. The tail bulb constantly halithe normal amount of water while sunset, even if some were destroye d
secretes acidic goo, and once every 1d 4 on board. Finally, an efreeti is boun d the preceding night. Assuming th e
rounds the tail can convulse and fling a to the helm of every dune yacht . Once captaincy of a longship of'dread shade can
ball of acid. Only the Vessel's captain or per week, the efrecti can be calle d have serious alignment repercussions.
his designated gunner may direct the forth to serve the captain of the yacht. Each night the crew is allowed to kill ,
tail to attack, and doing so is a standard The efreeti understands and follow s the captain 's alignment shifts one step
action . The goo sphere has a range o f the captain's orders for 1 hour before closer to evil.
200 feet and explodes into a1o-Ibot- departing lithe cfreeti is ever forced Strong necromancy; CI . 1.5t11 ; Craft
radius burst, dealing 8d6 points of aci d to grant a wish, the dune yacht burns t o Wondrous Item, animate dead, create
damage. A successful DC 15 Reflex save the keel and the efreeti is freed from its greater undead, fly; Price 175,000 gp .
halves this damage . A creature that bondage after it grants the wish . Not e Palanquin of Beguilement: A nobl e
fails its save suffers id6 points of acid that because of the efreet 's hatred of can recline on this curtained litter
and be carried through the city b y None ; CL 13 th ; Craft. Wondrou s travels at a speed of 3o feet per T011nd ,
four servants . Anyone. relaxing on a Item, major image, Nystul'.s magic aura, floating roughly 3 feet above the groun d
palanquin of beguilement with a full veil ; Yrice 32,0oo gp. at all times and remains level . raft
complement of four bearers gains a + 4 Sniper's Carriage : This enclose d is directed by spoken command . Like
enhancement bonus on Bluff, Diplo- brougham carriage has two arrow slits on a carpet offlying, as long as the speaker
macy, and Intimidate checks. each side and a hollow passenger corn- is within voice range the raft obeys ,
Faint enchantment : CT 5tli : Craf t partinleIlL tl]at : acconlniodates two stand - whether the speaker is standing on th e
Wondrous Ttem, e fil e's splendor ; ['rice ing archers . The archers gain improved rafl or not . In addition to directional
4, 8 0 0 gp cover against anyone outside the wagon. movement, the raft can be commande d
Smuggler's Wagon: This rustic furthermore, the carriage is enchanted . to disperse into swaru.il form once per
transport cart is the bane of taxme n so that its archers ignore the first tw o day. In swarm fvnn, it cannot carry any-
and border guards everywhere . Perma- range increment : penalties fdr their thing and ceases to act as a vehicle, but
nent illusions cause the cart ' s carryin g weapons. After the second range inere- it gains all the properties of a centiped e
bed to appear empty even when it con - ment, range penalties apply normally. swarm (see page 2238 Of the Monste r
Laiiis contr :.ihand, refugees, or any othe r Moderate divination ; CL sth ; Craf t Manual). The raft can remain in thi s
kind of cargo . Someone who actuall y Wondrous Item, daira.utirnce/clairuoy- form for up to r hour before ret~'arnirng
climbs into the wagon and interact s ance; Price ih,oco gp . to raft form . In raft iorni, the vemin i
with the.. dwcomercd area gets to make Worm Raft :'1'his floating raft is noth- vehicle has 31 . hp, but gains hardness
a DC 1 .8 Wi1l save to pierce the illu- ing more. than a roiling bed of grubs , 10 . If kilted -in either form, the raft is
sion.'Ihc wagon is further enchanted caterpillars, and worms each the Size destroyed . The raft heals .4 hp per day
with NystFal1 's• magic aura so that it doe s of a grown . man 's arm that magicall y until it reaches its maximums of 3 i hp.
not detect as magical . It is otherwis e maintain . the shape of a ao-.fi ot.-by-m- Strong conjuration, CL 9th ; Craft
identical to the wagon. presented in th e foot flatbed. raft that can support up Wondrous Item, insect plague; Price
Arms and Equipment Guide. to we) pounds . This disgusting vehicle 2o,aoo gp . 6~.
. .,,
i

g'
any players overlook the hidden potential in tool s the scent special quality receive a +4 circumstance bonu s
such as a la-foot pole, a pair of pitons, or similar on Spot checks to sniff ' oul this trick.
'terns from the adventuring gear portion of the Smother Flames : A moistened bedroll can be used to
equipment lists. in a game where +3 .flamirul greatswords and smother a small campfire as a fiill-round action . It might
robes cif the archmagi are treasured goods, it 's sometimes har d also be used to help put out a creature that is on fire . With
to find a place for the simple, mundane equipment that an a bedroll in hand, you can take a standard action to assis t
adventurer carries into a dungeon . This article presents ne w an adjacent creature in extinguishing the flames . Assisting
rules and uses for Some of the most overlooked items liste d in this way gives the creature a +4 circumstance bonus o n
in the Player's Ftandhook . While a signal whistle might neve r Reflex saves to extinguish the flames . Any bedroll used i n
match a cloak ofthe hat fi n. power and utility, in the right situa - Ehis way has a 5o% chance of being destroyed (taking on e
tion it might just save your life . round to soak the bedroll with water from a stream or water -
skin reduces this chance to 25%).
BEDROLL
A basic piece of equipment for most travelers, a bedroll migh t BELL
also serve as a useful distraction against your opponents . If you are attacked at night, a bell can serve to wake you r
False Bedroll: When camping, filling a bedroll with allies or fiinction as a simple alarm .
leaves, pillows, or blankets might make it appear occu- Awaken Friends: Using a standard action to ring a bell,
pied . IFa monster attacks your camp, it might mistakenl y all of your allies can make DC o Listen checks to wake up .
pounce upon the bedroll .' This ruse requires you to make Remember to modify the DC for doors, walls, distance ,
a Disguise check opposed by the Spot checks of the oppo- being asleep (a-so penalty), and other factors .
nents . Success means that enemies believe the bedroll t o Ringing Trap: You can set a hell to ring when a doo r
be occupied . As soon as a creature attacks or disturbs th e opens, a tripwire breaks, or when an opponent otherwis e
bedroll it realizes that it has been tricked . Creatures with sets off some sort of trap or lever . You must make a DC15
Craft (trap-making) check to set thi s loose end of the rope, effectivel y has reach (page 1 1 3 of the Playe r's fland -
trap . The trap takes 3 minute to set u p making it so that you only need to lift book ) . Treat it as a two-handed impro-
per 5-foot square that contains a trig- half the object 's weight . vised weapon . Unless the chain was
ger. The Listen DC to wake up fro m Setting up a block and tackle takes i o specifically made far small folk, it deal s
this trap being sprung is the same a s minutes and a DC ro Use Rope check. If rd6 points of bludgeoning damage .
listed above under awaken friends. you succeed, count only half the object's You suffer a-4 penalty on attack roll s
Alarm Bell Trap : CR o ; mechanical ; weight for the purpose of lifting it . For when wielding a chain in this fashion .
touch !rigger ; no reset ; DC 20 Reflex an object without a listed weight, yo u
save avoids ; hell rings for one round ; gain a +5 competence bonus on you r CHALK
Search DC i5 ; Disable Device DC 20. Strength check to move it. A block and Useful for scribing messages, chalk also
Market Price: i. gp + r sp per 5-tbo t tackle is most often used to open a helps you navigate mazes and mark
square containing a trigger. rusted portci ill is, lift a large stone lid, or your way through subterranean pas-
move a laden treasure check. sages . You can leave symbols behind on
BLANK I i WINTER doors to note the location of traps o r
A thick blanket can keep you warm , BOTTLE, WINE, GLASS mark areas that you have already va sited .
but it might also serve as a useful too l A bottle might not be the best way Mark the Path: If you leave a mark
in other situations. to carry water or wine during a n in chalk within a dungeon or othe r
Conceal Trap: Place a blanket over adventure, as a waterskin is far more location where you can scribe legibl e
a small hole, anchor it in place, cover durable, Tlowever, a bottle makes for a symbols, you gain a +2 competence
it with dirt and debris, and you hav e useful (if unconventional) weapon . bonus on all Survival checks to avoi d
a quick and simple trap. Opponent s Improvised Weapon: You can use a becoming lost . This bonus does not
must make a Spot check versus you r wine bottle as an improvised weapon extend to new areas that you hav e
Disguise check to notice the hidde n by grasping its long neck and hittin g not marked . This trick ails to work
pit . Creatures that do not notice th e your opponent with the thicker end . in places that lack a surface suitabl e
trap and enter that square must mak e You suffer a -4 penalty on your attac k for chalking . You must use a stan-
a DC 15 Reflex save to avoid fallin g roll and the bottle deals Ld4 points dard action every 5o feet you travel
into the pit. Note that a blanket canno t of bludgeoning damage . This causes to maintain your marks . You los e
cover a pit wider than a single 5-foot the bottle to shatter, ruining it as a this benefit if you stop leaving your
square . For each square beyond the weapon and spilling any liquid th e marks behind, unless you are in an
first you try to cover, such as with a bottle contains over the target . area you have already marked .
larger blanket or tarp, your Disguis e Quick Calerops : A broken bottle in a
check suffers a - penalty. A creatur e single 5-foot square can act as a substitute MIRROR,* SMALL STEE L
whose size is larger than the pit doe s for caltrops in a pinch . Setting up such Many times, it helps to peek aroun d
not risk falling into it. a hazard is a standard action. A broken a corner without exposing yourself t o
Smother Flames : A blanket can b e bottle works in the same way as normal the horrors that lurk around it ,
used in the same way as a bedroll to caltrops with the following exceptions . Peek Around Corners : You can use
extinguish flames. The attack roll made against creature s a mirror to look around a corner. You
in the square is at a - base attack bonus. gain full cover, but suffer a -2 penalt y
BLOCK AND TACKLE The Heal check to treat the wounds fro m on all Spot checks to see through
A block and tackle consists of a a broken bottle is only DC 10. the mirror. Tn addition, double th e
length of rope and two or more pul- distance to an object when you look
leys . They make it easier to lift a CHAIN through a mirror for purposes o f
heavy weight, providing that you have A chain might seem too heavy an d Spot checks . You cannot target spell s
the time to set up the rig . Tn essence , unwieldy to justify carrying one, but i t using a mirror in this way.
you mount a pulley on the object yo u can prove useliil when dealing with cap- Signal: A mirror can be used to sig-
want to move and run a rope throug h tives who are too large for manacles . nal others at a distance without makin g
the pulley. You anchor one end of th e Binding Chains: You can loop chain s noise, 'lb use a mirror in this way you
rope and run the second one throug h around a captive's arms and legs t o must succeed at a ranged touch attack .
another pulley. You can then pull on tie him up . You suffer a-2 penalty on If your target is still and waiting far th e
the loose end of the rope to mov e your Use Rope check to bind him, bu t signal, he can drop his AC to 5 far thi s
the object . Each length of rope-th e chains are obviously much more dif- purpose . You must have a bright light
anchored end and the one that run s ficult to burst than rope. Include a lock source available fin this trick to work
through the pulley-bears half the and the chain cannot be simply untied . (most commonly sunlight) . The ligh t
object ' s weight . Thus, the object is Improvised Weapon : You can use a reflected in this manner has a range o f
much easier to lift if you tug on the chain as an improvised weapon that Soo feet with no maximum number of
range increments (although you mus t properly, a flask 43.161 costs significantly effect might not work on some surfaces,
be able to see your target and the ligh t less than its more reliable alternative. such as veryuneven ones or those tha t
must be strong enough to reach it) . Slippery Floor. You can, as a stan- might absorb the oil .
dard action, pour a flask of oil on th e
qIL ground, creating a slippery surface. Thi s PAPER
Commonly used in lanterns and occas- increases the DC for all Tumble skill Scraps of paper or parchment might
lionally as a weapon, oil has other use s checks through the area by +a. (or up to seem useless, but there are plenty o f
as well . as much as +5 if the surface is extremely times when a simple message coul d
Molotov Cocktail: As noted in th e smooth). As an added bonus, the oil ca n make things easier for you . You r
Players t-Tundhook, oil can be used i n later be lit on fire, burning for a rounds , DM might allow you to take notes o r
a manner similar to alchemis t 's fire . and dealing id3 points of sketch diagrams for other PCs onl y
Although it takes longer to se t fire damage to each if your character carries paper and a
up and there is only a 50% creature in th e writing implement .
chance of it working area. This Coded Notes : You can create a
simple cipher for the party and you r
allies, allowing you to leave notes for
your friends without revealing sensi-
five information . This code could us e
innocent words to mark important
items, or you might use simple pic-
tures to indicate key phrases or plans.
Make a Bluff check to create a code .
The result is the Sense Motive o r
Decipher Script DC needed to crac k
your code . Your allies can read th e
note with a simple DC 5 Intelligence
checkifyou explain the code to them .
Otherwise, they too must make Sens e
Motive or Decipher Script checks .
Rubbings : You can press a piece o f
paper against a set offaint markings ,
such as runes or an ancient inscrip-
tion, and rub a piece of chalk or a
similar writing implement to create a
simple copy of them . With a success-
ful DC r5 Forgery check you can creat e
an exact duplicate of the marks fo r
later translation .

Pr.tON
In addition to
making climbing
easier you can
also use pitons t o
spike doors shut ,
disable a trap, or
as an imprompt u
weapon .
Disable a Trap :
When dealing with
a mechanical trap tha t
relies on a pressure plate or
trap door, using a piton reduce s
your penalty for not having prope r
thieves ' tools to-i . Using a piton with
proper thieves ' tools provides no addi- can prove useful beyond providin g rope, you yank it so that it rises off'th e
tional bonus. Your DM might rule that basic sustenance. ground and tangles the fo e 's feet. In thi s
a piton provides this bonus to othe r Bait Trap: A tasty treat might con- case, you must ready an action to pull
mechanical traps as well. vince an animal to ignore the trap the rope as a foe passes . Your foe gets a
improvised Weapon : A piton can you've set . Any creature with an Intelli - DC 15 Spot check to notice the rope and
he used as an improvised weapon . gence of-3 or lower suffers a-2 penalty avoid the trap . If your foe rims into the
Treat it as a dagger without a range on all Search checks, to AC versus the trap make a Strength check opposed by
increment . As an improvised weapon , trap's attack, and on saves made agains t your opponent's Strength or Dexterit y
you suffer a -4 penalty on attack roll s a trap i f' you bait it with food the crea- check (his choice) . Your foe gains a +4
when using a piton in this fashion . ture finds appetizing. bonus per size category above Medium.
Spike Door: You can hammer a Bribe Animal : Many wild animals and As noted above, creatures size Small
piton into a door's frame to keep i t magical beasts that you encounter ar e or smaller arc usually immune to thi s
open or shut. A piton hammered int o merely looking for a meal . By offering attack unless you specifically choose
the floor in front of a closed door a wolf or a bear your rat.inn s, ycru might a thin line that could entangle them .
makes it difficult to open, as the doo r be able to sate its hunger and convinc e Multiple allies can help you with thi s
hits the piton when you try to swin g it to leave you alone . A druid or ranger check if they, too, ready actions to tri p
it open. To keep a door open, you can gains a +2 competence bonus on wild your foe. Each ally assisting in this way
hammer a piton between the ope n empathy checks if she offers an aniTria l must make a DC i in Strength check.
door and its frame . When the door enough food for a single meal. Your D M For each ally that succeeds, you get a +2
swings shut, it hits the piton an d might rule that a sufficiently hungr y bonus on your Strength check.
remains propped open . You mus t animal must make a DC ro Will sav e
make a DC ro Strength check to brac e to avoid spending an action eating an y SIGNAL WHISTLE
a door in this manner as a full-roun d food you throw to it in battle . A trained A whistle is an easy way to draw you r
action . A closed door's break D C animal or one that you have alread y friends ' attention. You can use whis-
increases by z when you spike it shut , injured automatically ignores the food . tles in a manner similar to a bell t o
while forcing an open door to close alert sleeping friends .
requires a DC ro Strength check . ROPE Whistling in the Dark : You can buy
Almost every adventurer carries a coil several whistles, each with a differen t
PoLE, 10-FOOT of rope and for a good reason. Not only tone, so that each member of the part y
Long, unwieldy, and heavy, a ro-too t is a rope invaluable for many dungeo n has a distinct signal . l[ you are lost ha
pole might seem little more than a hazards it can also be used as a trap. the dark or a thick f irg, you can use th e
burden. However, this deceptively use- Trip Line: If you leave a rop e whistles to keep track of each other.
ful item can help you deal with any- across a passage, most of the time an While this tactic also reveals yourposi-
thing that you w•ani to keep at arm 's opponent can step over it. However, tion to your enemies, it might be a bet -
reach . Sometimes, probing ahead wit h anyone in a rush to move down th e ter option than splitting up the party .
the pole can uncover traps, reveal illu- hall might miss it and trip . When yo u A successful DC o Listen check allow s
sions, or alert you to a danger that yo u set up a rope in this manner, make a you to determine a whistler's relativ e
might otherwise bungle into. Use Rope check . Any opponent wh o direction and distance . Remember t o
Probing Search : You can use th e runs or charges past a trip line mus t modify the DC for doors, walls, dis-
pole to examine a dangerous spot make a DC ro Spot check. If this check tance, being asleep, and other [actors .
or an area that you could not other- fails, the target must make a Strengt h
wise reach. You suffer a -4 penalt y or Dexterity check (target 's choice ) SPVGLAS S
on your Search check, as the pole i s against your Use Rope check. Target s While expensive, a spyglass can prove
an awkward, imprecise tool, but you receive a +4 bonus per size category useful in wilderness or nautica l
can stand up to mo feet away from th e above Medium . if this check also fails , adventures . While using a spyglass ,
place you want to Search . This migh t the creature falls prone in the rope 's reduce the distance to an object
allow you to avoid a trap' s effects or space and its rnovement ends. Crea- or location by half for purposes o f
reach into holes or pits that are other - tures smaller than size Small are usu- making Spot checks . Obviously, thi s
wise inaccessible . Your DM might rul e ally immune to this attack, unless yo u provides a tremendous benefit whe n
that a pole cannot be used in this wa y have a thin rope and specifically set i t looking at objects in the distance .
on some objects . up to catch them. In that case, larger Start a Fire : Whi le in bright sun -
creatures ignore the rope . light a spyglass can he used to start a
RATIONS, TRkIL You can also set up a rope to tri p small fire or light a torch when flin t
Obviously, an adventurer needs fres h someone as you pull the rope taut. and steel is nut available . This proces s
food and water to survive, but a meal As your foe charges or runs past the takes one full minute. :
lhe lust for treasure, whether beautiful baubles, items conspicuous treasure for traps, after which the search for a
of eldritch power, or precious gold, ignites the heart s dungeon's hidden wealth may begin.
of all adventurers . This fire, whether the ragin g
inferno within a grasping rogue or the tiny spark [bon d I. (il oq1 i 4•` UJ i 1e. 5s's-
within even f he most : altruistic paladin, drives them to tak e Most creatures make some effort to keep the items they cher -
staggering risks, endure unimaginable trials, and brave th e ish out of the hands of others, but the strategies they emplo y
unknown three and time again . Yet chalking up this desir e depend on their cunning and resources . Some might simpl y
to simple, callous greed does a disservice to that money - bury their treasure, while others might disguise it with illusion s
minded breed of adventurer known as the treasure hunter . deep within elaborate puzzle mazes . All of these approache s
Monsters and villains hoard treasure ; usually Stealing suffer from one significant weakness . Somewhere along th e
these valuables (turn 'he. bodies of their victims . More rarely line they invariably leave a witness to the loot 's location .
they come by their wealth honestly, but even their they ofte n Such a witness might prove even more valuable than a
plan to use it to inflict misery and suffering upon the world . dozen succ:essfiii Search checks . Even if they only provide
Treasure hunters battle their way into the lairs of such mon- a single piece of-the puzzle, witnesses push you one ste p
strosities, hopefully destroying them, but at the very leas t closer to uncovering treasure someone believed valuabl e
liberating their valuables fin . less dangerous distribution. enough to hide . While interrogating a witness might onl y
This article explores the art o[treasure hunting, offerin g reveal a clue to a treasure 's location, even the most innocu-
advice and ideas to overcome the three most common dilem- ous detail should not be overlooked .
mas adventurous pilferers face : How to maximize incom e Start by interrogating captured minions and othe r
gained from a successful adventure, how to get newly finin d defeated foes . Treasure hunters should always lake prison-
wealth home, and how to keep treasure safe . ers, whether for ransom, bounty, or the information the y
possess. While the Intimidate and Bluff skills often prove
Lea No Slate 11 nd quite useful in such. situations, never forget your magical
Every treasure hunter should keep one primary objectiv e resources . Even at low levels, spells such as charm person,
in mind while exploring : to squeeze every last copper ou t detect thoughts, and zone of truth usually provide all th e
of an adventuring site . While treasure hunting you should infirrrnation you need . Alternatively . more powerful spells
keep in mind several tips to assure that your mark is like dominate person or lesser ,geas might gain a subject's
picked as cleanly as possible . complete cooperation . Sometimes giving a subject a curse d
item like a ring of clumsiness, stone of rami.glrt, or even a peri -
apt ()flout rotting and offering to remove the curse if h e
The Vical dungeon brims with untold threats and count - cooperates might prove particularly effective at loosenin g
less dangers: defeating guards and their masters, disarmin g a henchman's tongue . With greater resources available, us e
traps, navigating treacherous obstacles, and all the othe r fact checking magic like commune or legend lore to demon-
hazards adventurers might face . Such distractions ofte n strate that lying serves no purpose . Planar ally and its vari-
hinder a treasure hunter attempting to thoroughly search ants might also allow you to conjure monsters to do you r
for or keenly appraise potential treasures . Thus, the first ste p interrogation for you. For instance, a leonal guardinal pos-
to a successful treasure hunt is to make the surroundin g sesses the ability to read the minds of those around it .
area safe for exploration before gathering up even the mos t From there, spend some time questioning any innocent s
obvious treasure. Magic items, artwork, coins, gems, and and non-combatants fbund within the dungeon. Liberated
anything else striking your fancy could all prove to be trig- prisoners often tuna out to be fonts of useful infarrnation ,
gers for untold threats. Thus, a treasure hunter should check passing on snatches of overheard conversation or relaying
'-rf'IIM '1 determining more about an item tha n Magic Gear: Perhaps the most use-
merely its value . For example, arcan e ful magic item to any dungeon pilferer ,
The right gear often spells th e or historical books might help wit h a rod of metal and mineral detection i s
difference between dizzying succes s Knowledge checks made to identify perfectly specialized to all forms of trea-
and potentially fatal failure . Whil e strange glyphs. Fortunately, this equip- sure hunting. Costing a very reasonabl e
by no means inclusive, four type s ment can often be left behind if you 're io,5oo gp, it could easily pay for itsel f
of equipment should be considere d willing to drag mysterious treasure s after the first use . Any serious treasur e
whenever you go treasure hunting . back home with you . hunter should consider such an item a
Despite their usefulness, these item s Extraction Gear Sometimes the mos t crucial part of his magical arsenal . Also
might prove burdensome if carrie d valuable items in a dungeon might b e consider single-use items like scrolls of
throughout an entire adventure . i f found on, or even within, one of you r detect secret doors for the benefit the y
possible, stash them somewher e slain foes . A selection of tools like pliers , provide in uncovering hidden treasures .
nearby and retrieve them once yo u butcher's knives, and saws, all to remov e Transportation Gear: The danger o f
secure the area you ' re searching . monster bits you might resell, allows something slipping through the crack s
Evaluation Gear Accuratel y you to make sure nothing of value gets or getting lost in the shuffle shoul d
cataloging the treasure you discove r left behind . Don't forget to includ e haunt any true treasure hunter . just a
sometimes turns into a real headache . some jars of formaldehyde or a simila r handful of useful items like a wheel -
Including equipment like merchant ' s preservative to ensure that perish- barrow, tongs, scroll case, manacles
scales, a magnifying glass, and simila r able parts make it to market . For more for prisoners, and your own chest wit h
gear helps a great deal with Apprais e information on such grim yet profitabl e a sturdy lock should afford your new-
checks . Also consider more esoteri c opportunities, see the article "Usin g est finds significant security and yo u
equipment that might prove useful in Power Components" in DRAGON #317. greater peace of mind .

details gloatingly revealed during tortur e to consider the potential value o f trophies and souvenirs . Someon e
sessions . Similarly, a villain 's servants " dungeon dressing" like furniture, might want i he shaving kit of a for-
and slaves are frequently ignored as they household fixtures, books, and eve n mer warlord or the personal journal
go about their daily routines and coul d the gear of their defeated foes . While of a mad wizard . When all else fails ,
possess extremely valuable informa- it might seem penny ante.., thes e simply toss the stuff into a seale d
tion. Keep in mind that lycanthropcs , things can add up very quickly . For box and ask for bids on " lot 24, a
doppelgangers, and all manner of other instance, ten suits of chainmail armo r chest of mystery! "
shapechangers might hide among such seized from an orc war band might be
perceived innocents . Thus, treasure resold firr y5o gp. In the Middle Ages, laded lead or 1 rel
hunters should always veri f y a newly dis - anad perhaps also in your campaign While no hero would participate in
covered ally's legitimacy by using spell s world, spices such as pepper an d actual slavery, foes taken alive migh t
like detect evil and zone of truth. cinnamon were literally worth thei r offer up other ways to make you rich .
Finally, never neglect otherwis e weight in gold, so be sure not to over - Start by researching if any of you r
silent witnesses your magic might look items that might seem mundan e prisoners possess outstanding boun-
make available to you, such as animals , to modern sensibilites. ties . Even a lowly guard might hav e
plants, objects, and even the bodie s Approach dungeons with th e offended someone enough to warran t
of slain foes . Druids, with access t o attitude that you will find a buye r a 20 or 30 gp reward for his capture .
spells like speak with animals, speak wit h for everything within them . Start b y If you were lucky enough to captur e
plants, and .ctonetell, prove especiall y taking a detailed inventory of the a spellcaster, put him to work onc e
valuable in such situations . A hors e dungeon' s contents . Cross off item s you eliminate him as a threat, possi-
used to drag open a cunningly hidde n with an obvious market, such a s bly snaking him use his magic for yo u
stone door might remember its loca- weapons or books, and then carefully in return for his freedom . Requiring
tion, while a tree could recount an y consider what remains . a captured spellcaster to cast spells
hollow spaces through which its root s Ifyou truly can't think of any buy- with either permanent durations lik e
stretch, perhaps even detailing a ches t ers for some of the captured items , continual, flame or those that last unti l
of buried treasure snarled at its base . keep them and after a few adven- triggered like magic mouth gives you a
tures you 'll probably have enoug h source of free magic. If he possesse s
O er1ooked Valuables such items to hold an auction . Th e item creation feats, put him to wor k
Often in the rush to complete a n world teems with eccentrics, bar - producing magic items for you to sell .
adventure, treasure hunters neglect gain hunters, and those eager for The experience point costs prevent
him from'becoming powerful enoug h of executing him themselves . Expec t of sources is not unethical-it 's jus t
to challenges'}ob again later. this to backfire at some point, perhap s good business.
Monsters taken alive could turn by the villain escaping and vowing Monsters, on the other hand, ofte n
a profit as zoo exhibits, gladiato- revenge, so charge a hefty risk pre- end up worth more dead than alive .
rial beasts, or as curiosities for a mium. Also, be aware that spells like The Monster Manual teems with crea-
wealthy noble or merchant prince . raise dead only work if the creature's tures that could provide interestin g
Creatures like cockatrices, if properl y soul is willing to return . Not man y trinkets and trophies . A coat mad e
contained, make excellent guardia n beings want to return to life only t o from winter wolf hide, a minotau r
beasts, attacking anyone who enter s face imprisonment or execution . On a horn mead cup, or a writing pen made
their new lair . Sec chapter 4 of th e more callous note, the threat of a par- from a stirge's proboscis are just . a few
Arms and Equipment Guide for mor e ticularly hated or feared villain return- of the possibilities. If you make a stud y
ideas on purling monsters to use , ing from the grave might inspire som e of taxidermy, make a point of stuffin g
as well as the most common marke t kind of "death ransom" where someon e and mounting creatures like owlhear s
prices for their purchase . actually pays you to make sure he stay s or giant vermin to sell as curiosities .
Also, never forget to check if anyon e dead . Depending upon the amoun t Also, keep your eyes open for organ s
you rescued during the course of a n paid, this could range from a simpl e or body parts useful as potential com-
adventure has the ability to rewar d cremation and scattering ot'the ashe s ponents or items of interest to wizard s
you in some way. Villains often tak e to casting disintegrate, or even soul bind , and other scholarly types . If you hav e
prisoners for ransom or as leverag e on the corpse. The villain' s legal heirs , contacts with the idle rich, don 't forge t
against a more powerful person wh o particularly if he enjoyed a noble title , the appeal of selling a monster as a n
cares about them . The gratitude of a n sometimes make good first contacts in exotic bit of food . Imagine the socia l
affluent merchant or high-level cleri c these sorts of negotiations. Remem- coup for someone who actually serve d
could prove quite useful . ber, accepting multiple commission s dragon steak at a banquet or offere d
Dead foes, especially the humanoi d for the same deed from a number up wine made from the berries of an
ones, tend to be more problematic. assassin vine .
An enemy of s ufficient stature might
inspire you to use spells like T ucf 1k In tt bM. ring ?
raise dead and turn him over DMs love to include interesting magi-
to those willing to offer a cal effects, spectacular scenery,
bounty or who simpl y and unusual settings i n
want the pleasure adventures they design.
Healing springs ,
wishing wells,
you expect to deal with-a person abl e approach is to use the illusory scrip t
The typical campaign world teem s to intervene on your behalf, a nam e spell to implant a suggestion such as ,
with petty lordlings, customs agents , you might use to intimidate lesse r " let us through and then forget ." If th e
and other bureaucrats little bette r bureaucrats into letting you pass o r official makes his saving throw all h e
than the bandits they claim to fen d at least overlook some of the costlie r sees is gibberish, making this a fairl y
off. As a rule of thumb, attacking gov - items . Do these people favors, emplo y safe approach .
ernment officials, regardless of you r healing magic for them and thei r Remember, auditors expect yo u
level, is seldom a good idea . Govern- loved ones, and shower them wit h to try to get something past them ,
ments have long memories, immens e gifts-especially minor magic items. they distrust complete honesty, s o
resources, and the ability to haras s While this might seem excessive, kee p give them some minor victories t o
you almost constantly. Escaping thes e in mind that most customs agents make the inspection go smoother .
officials with your treasure intac t demand a percentage of the tota l Deliberately hide some minor item s
depends upon advance preparatio n value of the goods you hope to brin g in obvious places, and let them hav e
and planning. through their territory . their moment of triumph when the y
Start by cultivating a relationshi p if you have no relationshi p find them . Pay the fine with a grin ,
with someone higher up the govern - with someone in authority, resort and make sure the really valuable stuf f
mental food chain than the inspector s to other methods . One possibl e remains adequately concealed .

animated statues, and similar fur- Is This Alt Gang to fit? than to leave it sitting in a dungeo n
nishthgs decorate numerous dun- Begin by finding the most effective room waiting for someone else t o
geons . Similarly, villains often see m way to store your treasure . Make sur e come along and claim if .
to choose places like mines, vineyards , to keep a decent supply of - sacks an d This does not mean you should
and ships as their lairs. chests nearby befbre you enter th e wantonly destroy artwork or beautifu l
Keep your eyes open to the wide r dungeon and prepare to use cages , things. They tend to be quite valuable ,
picture when on adventures, espe- bottles, and other more unusual so whenever possible find ways to brin g
cially in places that-should you suc- containers when necessary . Moving a them out intact . Sometimes a simpl e
ceed at your goals-will soon need large amount of treasure might prov e levitate spell does the trick, turning a
a new owner . Sometimes the most difficult, so whenever possible fin d half-ton obstacle into something merel y
valuable treasure in a dungeon turn s magical ways to reduce the load . needing a good, hard push to get it ou t
out to be the dungeon itself Whethe r Make full use of perennial favor- of the dungeon.
a destination for pilgrimages or a ites like bogs gf holding, portable holes,
defensible outpost, the profit poten- and the spell Leornund '.s secret chest a s 1avfars and Pack Th1e, s
tial of these places demands tha t containers for your treasure . Tensor s Even the brawniest of - fighters ca n
you stake your clairri early . Also, if a floating disk makes transporting eve n only carry so much, and since heav y
dungeon possesses a lucrative feature , mundane containers effortless . Neve r encumbrance makes all adventurers
like is healing spring or an actual vei n hesitate to use creativity when con- less effective in combat, finding alter -
o f - gold, it could provide a near endles s sidering the potential of other magic native ways to get your treasure hom e
source of income for entrepreneurs . items and spells . For example, castin g makes good sense . Mules and othe r

NoBhth9 Cefs teff Behind.


()thm, finding treasure turns out to
levitate on a net full of loot allows yo u
to pull it along behind you withou t
effort . Alternatively, consider usin g
pack beasts make popular choices, a s
do non-combatants like peasants o r
local villagers . All too often adventur-
be the easy part . Getting your newl y the permanency spell in conjunctio n ers find themselves protecting peopl e
acquired wealth home intact, withou t with animate object to create mobil e who have no way to repay them for the
interference from those hoping t o treasure chests. service. Enlisting a few dozen as bear-
skim some of it for themselves, ca n ers to carry your treasure home onc e
be an adventure in itself . For bulky Less 1s Bier Than None you've actually slain the dragon is th e
treasure, such as the tens of thousand s Never forget the old maxim, "a bir d least they could do.
of - copper pieces DMs seem to relis h the hand is worth two in the bush ." However, keep in mind that. the
dumping in dragon hoards and lichs ' Treasure hunters must be level heade d inability of pack beasts and porters to
vaults, even finding a way to transpor t and practical . Never let sentiment o r defend themselves sometimes require s
it could prove a daunting task . esthetics get between you and profit . you to spend an excessive amount o f
For instance, it's better to melt down a time guarding them, cutting down o n
gold statue into more manageable bars your opportunities for further
adventures and chances to gain more
treasure. Using magic to enhance the m
in some way, increasing the distance
4 the '5 Mte9 S±nos ~e
Having already changed hands at least
before it gets spirited away.'i`he bes t
guards tend to be those without th e
need to eat, sleep, or socialize at all .
they can cover, the loads they can bear , once, maintaining custody of newl y Mindless undead, constructs, immobil e
and similar factors, goes a long wa y acquired treasure until deciding t o plants, and similar creatures shoul d
toward improving the chances of all part with it should be one of a treasur e make up most ofyour guardian roster.
your loot. (and those carrying it) safely hunte r 's foremost concerns . The easies t Intelligent creatures, while often
making it back to your base of opera- solution is to keep your treasure clos e more adaptable, present the risk o f
tions . Spells such as shadow walk allo w at hand, but this raises two problems . betrayal or desertion . If concerne d
you to efficiently lead a chain of:- mule s First, staying at home to guard you r about their trustworthiness, be sure t o
across half the continent, while anima l valuables means you cannot go out an d employ magic like ,peas/guest or mark of
shapes permits you to turn your porter s get more, an unthinkable possibility justice to ensure they stay at their posts .
into birds rapidly winging over moun- for all true treasure hunters . Second , Alternatively, simply seal away fero-
tains and bodies of water. once word gets out that your strong- cious creatures like girallons or owl -
Finding more unusual creatures t o hold contains plenty of treasure, expec t bears and expect them to attack anyone
carry your treasure tends to be a bette r visitors intent on claiming their awn who enters (including yourself) . Make
solution . Start by using animate dead t o share with sword and spell . sure you provide such guardians with
Convert your former foes into tireles s a steady source of food or magic, like a
treasure carriers . Similarly, the awaken X harks fie Spot clear spindle ioun stone (which sustains
spell used on a tree could provide a The one advantage of burying or con- a creature without foo d
very strong and able porter, one few cealing your treasure is that it leaves and water), if you want
bandits would care to mess with . Never you free to pursue other interests them to last more then
forget the effectiveness of enchant- while your wealth theoretically sit s a few days . Another pos -
ment spells-to sway a useful monste r undisturbed . Of course, the great dis- sibility is to strike a deal
to your side just long enough to carry advantage is that it also leaves the trea- with an ethical monste r
your gear home . sure free for the taking should anyon e like a gold dragon, offer-
find it. Make liberal use of traps an d ing it some of you r
Nothinq to See Fore? spells to deter would-be robbers . treasure in exchang e
Successfully hiding your treasur e Spells such as alarm, explosive runes, for temporarily
from bandits, government inspec- , glyph of wardinp, and sepia snake sigi l adding the rest
tors, monsters, those disputing you r give you a measure of reassurance tha t ofyour valu -
ownership, or simply the curiou s your treasure will stay put . Puttin g ables to its
involves a great deal of ingenuity treasure in hard to reach places---like horde . 4
and cunning . Always look for a cleve r using plane shift to deposit it on th e
angle or new trick. For instance, if Elemental Plane of Earth or dump-
you actually used an animate dea d ing it into an ocean trench -
spell to create zombie porters, orde r has many advantages,
them to swallow things like gem - but don 't forget tha t
stones and jewelry and retrieve th e these places have thei r
items at the end of the trip. Zombie s own inhabitants . In
have no need to eat and feel no pain , these circumstances it ' s
so why let all that valuable interna l usually best to eithe r
space go to waste ? befriend the natives o r
Use the spell permanency to mak e hide your wealth some -
a chest invisible and hide your bes t place inaccessible eve n
stuff inside . Make extensive use of th e to them .
shrink item spell in order to turn highl y
valuable items into ordinary swatche s Relg on Guardians
of cloth easily hidden and overlooked . Setting up someone o r
Similarly, a baklzl polymorph spel l something to guard you ;
could be used to turn a pack mule int o treasure ()Hen proves
a songbird, cheerfully trilling in it s quite effective, either t o
cage while thieves and auditors tear eliminate robbers or a t
your baggage apart vainly searching fo r least buy you some tim e
your most valuable items . to reach your treasure
oul beyond reasoning and old beyond reckoning, half- tionary talcs of cursed, hate-filled women, hags haunt th e

F crazed shadows cackle madly in the mist-shroude d


night . larking in the rank, wild places even the braves t
fear to tread, nightmare crones haunt the legends of ever y
mythology and fiilk-stories of nearly every race.
One legend stands out among the countless others ,
told among dozens of races with little variation . Know n
culture and hint at the corruption that festers deep withi n as Kiersana the Un t.[dill to elves and to ores as C rigg a
each mortal soul . Cunning predators, vengeful adversar- Tocgnawcr, the fable of the creature most commonly calle d
ies, and warped reflections of the civilized races, these ar e Green Mary terrorizes the dreams of countless children ,
the monstrosities known as hags . regardless of race.
This treatise marks the first : of- a three-part series detail- In a time long ago Green Mary lived as a protector of th e
ing the foul powers, cruel plots, and preternatural lifccycl e woodlands and its creatures, abeau tfied
i druid with a fores t
of the mostly frequently encountered and arguably mos t domain encompassing hundreds of miles . Making her hors e
deadly breeds of hags . at her forest's heart, protected and served by the creature s
that she in turn watched over, Green Mary worshiped an d
HISTORY OF GRE HE obeyed the spirits of nature and their timeless laws . On th e
For as long as there have been tales to tell, there hav e day the winds whispered of danger and the crows squawke d
been whispered warnings of - hags . From legends of CTUe 1 of death, she investigated their reports . Her search led her t o
yet wise seers prowling the fringes of civilization to cau - a powerful and skilled hunter who stalked her animal wards
out of sport and felled the trees to and festering pools of her forest's barely support- their own obese bulk .
make his weapons . Although the voice s most putrid swamp .'thus rose the Regardless of appearance, one mus t
of the Finest cried out for revenge first green hag, a creature of natur e never assume that a green hag is frai l
against the careless hunter, Green Mary enslaved to passion but . fated t o or sickly, as all of their race posses s
found him as comely as he was dan- destroy all after which she lusts . physical powers outstripping nearly any
gerous. Moved to speak with him, sh e humanoid of similar size.
became entranced by his silken word s PHYSIOLOGY OF GRffH HflcT Aside from seemingly unnatura l
and he compelled by her beauty. That Green hags possess fearsome powers , strength, a green hag's twisted for m
night, Green Mary defied the timeles s horrible diseased features, and crue l affords it a host of extraordinary and
whispers of the forest and lay with the natural weaponry, but despite all o f deadly powers . A green ha g 's physica l
source of their wrath. this, perhaps their most disturbin g similarity to human women is only
the next morning, the hunter awoke trait is how closely they resembl e superficial, as any who nears swiftl y
to find his lover horrifically trans - normal humans. Ranging the same sees . Their mold-colored ha i. r forms a
formed . The forest had reclaimed it s heights and weights as human females , wild viny tangle that rings their exag-
servant's wiltiirl body, changing he r only their withered, swampy a ppcar- gerated, wart-covered features like a
milky skin in to gnarled bark, her rave n ances mark green hags as anything swampy mane. Their bent bodies pos-
hair into vines, and her soft hands int o more then particularly misshape n sess a similar algae-green coloring a s
twisted claws . Realizing the extent of crones, and even these tell-tale defor- their hair but appear scarred and thic k
her sin, Green Mary obeyed her spiri t mities might be hidden behind myriad like bark, often marked with cancerous ,
masters ' orders with a Earth] an d magical disguises . Monstrous yet knobby protrusions. This callouse d
repentant fervor . When it was done, strangely familiar, green hags prove the hide makes green hags particularl y
not even a drop of the hunter's bloo d least physically terrifying of all hags , resistant to physical attacks and ofte n
remained to stain the veTdant ground . marking them as the hest examples o f aids them in hiding amid the decayin g
Yet nature knows no mercy, and , all hags ' aberrant crossbred ancestry. overgrown areas in. which they lair .
despite Green Mary 's atonement, her Although their proportions mimi c This warped, hard physiology become s
form did not return to its one-tim e those ofwithered human women, thei r most deadly as it extends to green hag s '
alluring shape . Disgusted by her bent backs and hunched postures mak e hands, which twist. into yellow-nailed ,
actions and new form, she fled th e some appear far shorter.' their weight . filth-encrusted lalous as deadly as an y
beautiful groves and glens throug h also nuns to far greater extremes, wit h wild beast's .
which she once danced and took u p some green hags appearing as emaci- Perhaps it 's their physical heartiness.
residence among the rotting vines ated, skeletal things while others can or their similarity to gnarled trees, but
ECOLOG Y

. ..:.GREEN ::HAG KNOWLEDG E green hags never seem to age or su1Ii r


The following table shows the results of a Knowledge ;nature) check as it relates the ravages ot - time. As such, a gree n
to green hags . Inhabitants of rural and frontier communities roost often kno w hag might terrorize a region for untol d
this information, as it passes on through folktales and local legends . Due t o centuries, commonly hhecorning a
widespread fictitious stories involving green hags, some of the information pro- famous monstrosity that haunts local
vided at low DCs (15 and lower) is mere superstition and has no basis in truth . legends for generations.
Higher DC results (so or greater) contradict such fables with legitimate facts . Already so like the uncaring natu-
ral predators of the swamps, it' s little
Knowledge (nature) surprise that green hags can naturall y
DC Result mimic the sounds of the creatures tha t
10 Green hags are sadistic crorielike monstrosities who lurk only in swamp s live within their domains. 'Ibis abil-
and marshes. No plant, stone, or water way hinders them within thei r ity does not extend to speech or the
fetid domain and they hold mastery over all natural creatures . noises of manufactured items . but th e
r5 Green hags know much of magic and the natural world, and ca n sounds of wounded animals often prove
mimic the sounds of any animal that lives near their lair . Hags ca n sufficient enough to cause potentia l
magically swap their foul spawn with the unborn babes of othe r prey-whether other beasts or passing
races . Children suspected of having been swapped by a hag are calle d travelers-to investigate . Green hag s
calibans or changelings*. are known for slaying and dragging
20 Green hags can drain an enemy's strength with the slightest touch an d away the bodies of pets and animal s
possess significant resistance to magic . Although absolutely evil, gree n owned by-those who live on the edge ci f
ha•s are very intelli•ent and might barter or be reasoned with . swamps and fiiresls, then coaxing thei r
25 Green hags are the [east xenophobic of all hags and might appear i n owners into the wilderness with th e
nearly any environment . They frequently infiltrate urban settings usin g creature's mianielced cries . As such, loca l
their innate abilities to change shape, speak any language, tur n wisdom commonly holds that anything
invisible, or create any number of other distractions . lost to the swamp remains there.
30 Green hags operate just as well above water as below. They often foste r With all their deadly natural powers ,
their children to humanoid families, but cannot switch children before the fact that. green hags also posses s
; birth . There is no such thing as acaiib• .an or changeling*. an arsenal of supernaiural and magi c
*This is merely a colloquial term and has no relation to the changelings of th e abilities merely compounds their hor-
EaemRON campaign setting. rific nature . Aside from their abilit y
to see in total darkness, resist magic ,
and perform a wide range of deceitful
and misleading magic, a green hag's
most deadly weapon is her slightes t
touch . With. a mere brush of her mis-
shapen claw a green hag might sap th e
strength fi•ore even the strongest war-
rior. Although some might resist, fe w
can hope to overpower a green hag' s
already formiidahle strengt h
with their own leeched away .
Frequently using this ability to
their advantage, green hags flavo r
draining an enemy's strength unti l
he ' s totally unable to move, then either
drowning him in their boggy home s
or d ragging him back to their lairs,
usually for some unspeakable magical
or-even worse-amorous purpose .

NNYLHoLOGY ITO SOCIETY

F-hatred and dreams of ruin dominat e


the minds of green hags . The y
seek the destruction of al l
things civilized and beautiful,
POWERS OF THE COVEY: HAG EYE S themselves under layers of their inher-
One of the most potent and versatile abilities of a hag covey is the unique powe r ent magic, green hags sometimes lai r
to create magic gems known as hag eyes. While these gems superficially appear a s in the slums or sewers of cities, stalkin g
nothing more than semiprecious stones, spells such as true seeing revea l their prey within their own
them as monstrous disembodied eyes . As long as a hog eye remain s homes . In such cases, green
on the same plane as its makers, any of the hags who created i t hags frequently disguis e
can see through it whenever they please . themselves as beautifu l
The creation of a hag eye requires a gem of any size wort h women . and tempt :
no less than 5o gp, the cooperative efforts of an entire men to secluded
covey of hags, and three days . During these three days a locales with libidi -
covey spends much of its time in deep concentration an d nous promises an d
meditation, preventing its members from performing an y appealing disguises .
action besides eating, drinking, and sleeping. Arty disrup- Although . green hag s
tion of this meditative state foils the creation of the hag eye , do not seek out mal e
and while it does not destroy the gern, it forces the covey t o victims exclusively, the y
begin the ritual anew . At the end of this period, the life essence s find that men quite easily ,
of all the covey 's members are bound to the hug eye, allowing an y almost . willingly, fall to thei r
of them to use its powers at any time, but also causing all of them to suffe r temptations . Once alone, they tak e
should the gem ever be destroyed (see page 344 of the Monster Monuaf) . There i s sadistic pleasure in revealing their tru e
no limit to the number of hag eyes a covey might create, although only one ca n firrrns to their would-lee lovers befor e
be created in any three-day period . savagely slaughtering them . However,
Hag coveys make use of their hog eyes in an insidious variety of ways . even worse is when a green ha g 's victim s
Aberrant Accessories: Often setting hog eyes into jewelry, a hag with the abil- are more than mere would-be lovers .
ity to change her shape might distribute these gems to potential victims o r Insanity often follows those that surviv e
powerful opponents as innocuous gifts, keepsakes, or forget-me-nots . Once i n such atraurnatizing rendezvous .
place, a hag knows the wearer's every step. With thoughts of feeding and repro-
Watchful Masters : Hags frequently equip their servants with hug eyes, allowin g duction aside, green hags ultimatel y
them to keep aware of all of their minions' dealings and encounters . Combine d seek the corruption and downfall of all
with spells such as clairaudience/clairvoyance, sending, or whispering wind, hag s things civil and pure . Intelligent and
might effectively communicate through even their weakest servitors . cunning in the extreme, green hag s
Natural Spies : Hags with animal companions or familiars often send suc h seduce and beguile their way into posi-
nondescript creatures (especially those with wings) on reconnaissance an d tions of power, installing themselve s
patrol duties bearing hag eyes. Setting the gems in tree branches, hallows, an d as consorts ofcommuniiy leaders o r
rocky crevices scattered throughout their territories also allow is hags to kee p even false goddesses to tribes of savag e
constant vigil over their claimed territories . humanoids. Daring those under thei r
Treasure Trap : Hag eyes are frequently worked into magic items or otherwis e influence to more and more profan e
attached to a hag covey's most powerful or valuable treasures . Should it thie f and degenerate acts, the greatest plot s
steal such an item, its hag owners murderously seek out and punish the culprit , of green hags seek to recreate civiliza-
swiftly retrieving their possession . tion into the brutal, decaying morasse s
1 hey naturally favor.
but whether out of some forgotte n face some hor rible end, but green hags Green hags prove far more willin g
offense or hereditary spite i s commonly favor far more grandiose to cooperate with . other creatures har-
unknown . Yet while these cruel plots . Frequent ]y, green hags disguis e boring similar goals-both of - their
aspirations and the seemingly innat e themselves and walk among the very own race a o d others-than othe r
nerd to torment and kill inspir e races they terrorize . Spreading rumor s breeds of hags. While all hags gai n
the foul deeds of all hags, gree n of wise women or beautiful fey who live great benefits from forming coveys ,
hags act with a malevolence an d in the nearby wilderness, they eagerly green hags most frequently form suc h
deceitfiilness in excess of even thei r make themselves into local legends . alliances and triunes of green hag s
most savage brethren . Such rumors often lead the foolish and form far more frequently than one s
Far more glib and persuasive the n desperate to seek the source of the tales, consisting exclusively of annis or sea
any of their sister hags, green hag s only to fall into the green hag's clutches . hags . Besides their own sisters, gree n
excel at manipulation and temptation . Besides luring victims to their homes, hags frequently ally with other evi l
Their simplest plots involve using thei r more so than any oilier types of hags , swamp dwelling creatures, findin g
natural and magical abilities to lur e green hags actively seek out and invad e particular affinity with the alien cruelt y
trespassers into their swampy home to humanoid settlements . Disguising of will-a-wisps, and sometimes putting

May 2005 DRAGON 331


Being a race exclusively consisting of females, hags must look outside of
their own species to propagate. Once every century a hag feels the com-
pulsion to reproduce . Using kidnapping and magical disguises, hags see k
out nearly any humanoid male (seemingly preferring humans and hal f
elves). The resulting tryst is swift and brutal, often---as an unintentiona l
mercy-culminating in the death of the male ,
I-fags innately know the moment they are with child an d
enter a nine-month period of decreased activity . Durin g
this time, hags largely rely on their covey sisters o r
guardians to protect them . However, this letharg y
makes them no less deadly if they are roused t o
action . At the end of this period the hag give s
birth to a female child that looks like a perfectl y
normal member of the father's race .
Despite their compulsion to bear children, hag s
possess no maternal instincts and rarely raise thei r
own spawn . Instead, hags frequently seek out female newborn s
in nearby humanoid settlements, kidnapping and murdering a suitable child , should seek out magic items like dus t
and replacing it with their own . in this way, hags perpetuate their foul spe- r f 'appearance or gems ofseeing, whic h

cies, leaving their daughters to grow as parasites within the same culture s provide more versatile, longer-lasting ,
they despise . Often the young hags know nothing of their nature, at least unti l and more reliable effects .
they reach maturity and undergo the Change, when they take on the form an d Unexpectedly Underwater: Adven-
mannerisms of a true hag . turers cannot afford to forget that
green hags can move just as nimbl y
aside their hatred of humanoids to ally to disbelieve the illusion). In addition, underwater as on land . Possessin g
with evil druids. However, like all hags , adventurers should be wary of dis- both a swim speed and the spell-like
green bags feel a natural-although tracting and misleading spell-like an d ability to breathe water, every stag-
sometimes unwarranted-sense of extraordinary abilities, such as dancing nant pool . and placid pond becomes a
superiority over all creatures and kno w lights, ghost sound, or the ha g's mimicry potential ambush site . Taking advan-
nothing of true trust or partnership . ability, and should only investigat e tage of their weakness supernatura l
Although a green hag might ally wit h unexplained sights and sounds wit h ability and their target 's vulnerabl e
or even pose as a servant to anothe r extreme caution , state, green hags take special pleasur e
creature, such an alliance lasts only as Steel Your Strength: A green hag in grappling those who pass by their
long as it is convenient or until sh e can sap the vigor from even the strong - hunting waters and dragging them
sees an opportunity to supplant he r est. warrior with the merest touch . 'l b underwater, where the victim's sur-
supposed master. defend against her weakening touch , prise and terror swiftly brings a par-
adventurers should consider castin g ticularly horrific death by drowning.
1'1. Wu; fi n spells like hull's strength, heroism, protec- Classed Crones and Local Legends:
Cunning and duplicitous in ways that tionfrore evil, lesser restoration, or eve n Perhaps more than any other hag, gree n
far outstrip even their hag sisters, onl y make use of a bard's inspire courag e hags arc likely to take levels in a variet y
adventurers armed with the best equip- ability to boost their Fortitude sevin g of character classes (see " Root of Evil "
ment and information can hope t o throws or regain lost Strength . in DUNGEON for an example) .
stand against a green hag and survive . Dispel Disguises : Green hags ma y Well suited to the various spellcastin g
Second Your Senses : Green hags use any of their spell-like abilities a t classes, as well as those that thrive in
possess a host of spell-like abilities tha t will, and thus use them frequently . natural settings, green hags frequentl y
allow them to trick the senses . When While adventurers might seek to cas t add the abilities of -barbarians, druids,
pursuing one of these monstrosities, spells like dispel magic orglitterdust t o or sorcerers to their already potent
adverilurerS should rely on multipl e reveal a magically masked green hag , arsenal of abilities . 'Thus, adventurer s
senses before taking anything at face these crones can replace their dispelled should always research their prey an d
value. For example, a green hag unde r disguises in moments . Instead, hag listen well to the stories of locals . Th e
the effect : of her disguise self abilit y hunters should cast spells that con- tale of Gnarled Jan controlling th e
might. be revealed simply by inter- tinually reveal or bypass illusions . such beasts of the swamps might suggest a
acting with her physically (as creature s as detect thoughts, ire isihility purge, o r green hag druid more powerful tha n
that touch such a glamer receive a save true seeing. Better funded adventurers her ordinary kin.
agic items. Heroes of so man y the ghost template (see page 7 1 7 o i l h e

M worlds rely upon them . Rings ,


potions, weapons, armor, an d
countless other trinkets provide
Monster Manual) . The ghost mantle's
wearer also gains the same immu-
nity to eftcets that require Fort save s
these adventurers with the means as a crealure w•i t :h the undead type .
to survive against incredible odds . In exchange fine this power, though ,
Heroes rely upon magic item s the mantle slowly feeds off of the
because such Ireasures are so reli- wearer's life force .
able . Spellcasters have so finely Immediately upon donning
tuned the art and craft behind their the ,ghost mantle the wearer suf-
creation that few think twice before fers i point of Constitution
using an enchanted sword take n drain, and he takes an additiona l
from the battlefield . Certainly, craft- 1 point of Constitution drai n
ers sometimes make mistakes, bu t every round thereafter until slai n
more often a faulty item turned or he removes the mantle . Th e
out exactly as its crafter intended : man-He hides this damage fro m
warped and cursed . the wearer, although he can mak e
a DC 20 Wisdom check to realiz e
$RRO OF BURSTING this weakening. If the wearer 's
This arrow 's shaft has Constitution score reache s
numerous shallow o while wearing th e
carvings of flames running ghost mantle (whethe r
from its black, wrought- from the mantle's
iron tip to its red, orange , drain effect o r
and yellow retching . from anothe r
Disguised by a :Nystul 's source), he ghos t
magic aura to appear as a mantle imme -
+s arrow (DC au Will save to diately teleport s
disbelieve, if you cast identi.bt on idiot miles in a
it), this arrow explodes in a fiery random directio n
burst when nocked and drawn , (it . never appear s
burning the archer and cuttin g within a solid object) .
the bowstring. It deals ad6 point s An hour later, the slai n
of fire damage (DC IS Refle x wearer becomes a cha-
save fin- half). Failing the sav e otic evil ghost who can-
snaps the bowstring, which mus t not he laid to rest unti l
be replaced . A severed bowstring the cloak is destroyed . The wearer can still remove th e
requires z round to replace . Strong necromanc y mask simply by pulling it away unti l
Faint evocation ; CT . 5th; Craft and transmutation ; C L the sun's rays alight upon it . Onc e
Magic Arms and Armor, burnin g 77t.h ; Craft Wondrou s the sun touches it, the mask bonds
hands, Nysta l 's magic aura ; Price moo Item ; create greater with the wearer's face, becoming a
g p ; Weight - . undead ; Price roo,oo o part of it, and can only be remove d
gp ; Weight lli . will] a success fin break enchantment,
GHOST MflHTI f miracle, remove curse, or with . An y
An old gray cloak, tattered an d MH OF TH E attempt to remove the bonded mas k
musty, the ghost mantle bears a other than casting the aforemen-
clasp in the form of an elongated , A beautiful mask sewn tioned spells deals 1d6 points o f
screaming ghostly face . The mantl e together from the petal s damage to the wearer.
grants its wearer many of the quali- of brightly colored flow- Once the mask has bonded to hi s
tics and abilities of a ghost . ers, this item surround s face, whenever the wearer is in natural
Once the clasp is done, the weare r its wearer's face with a sunlight the mask seems to draw i n
(and all of his equipment) become s feathery sunburst . the sun's power . This fills the wearer
incorporeal . He also gains the mani- When first donned the mas k with a sensation of warmth, fulfill-
festation ability, horrific appearance , simply surrounds the wearer's face , ment, and personal strength, grantin g
and corrupting touch attack, as per molding slightly to fit comfortably. a +4 enhancement bonus I o Charisma .
Once bonded and away from th e immediately attack any living creatur e At that time she becomes fatigue d
natural sunlight:, however, the l.a'u e nearby-with the wielder of th e and breaks free of - Lhe delusions, real-
horror of the mask becomes appar- rod attacked in preference over al l izing with horror what she has done .
ent . If deprived of the sun's light, th e other targets. Rod-animated undea d In combat, the rod of- delusion s
wearer feels lethargic, tired, and old. otherwise act as normal undead . functions as a +a light mace. If unde r
In this condition, the mask 's weare r Moderate Necromancy; CL 5th ; the effects of the rod 's delusions . th e
loses the +4 enhancement bonus t o Craft. Rod, animate dead ; Price 24,00 0 wielder uses it in combat to attac k
Charisma, and instead suffers a -G gp ; Weight 2lb . nearby targets even if she has a bet -
penalty to her Charisma . ter weapon or has no proficiency
Moderate irarasraautation; CL 8th ; ROD Of DROWN S with a mace .
Craft Wondrous Item, hestow curse , This rod looks exactly like a rod o f Strong enchantment CL : loth ; Craft
eagle 's splendor; Price zo,ooo gp ; enemy detection, and any attempt t o Rod, confusion, true seeing ; Price zo,on n
Weight i lb . determine its nature reveals it a s gp; Weight 4 lb .
such . The rod even tangentially act s
RIH Of BRfflIHIKG WRTf R as a rod of - enemy detection, pulsing an d SINK 1011H STO!lf

This ring is made of polished pin k Specifically designed to slowly ren-


coral with images of leaping fis h der spellcasters powerless, this ston e
encircling the band . is disguised to look like any other
The rieu rf'hreutlairay water grant s known inn stone . When set i n
the wearer unlimited use of wate r orbit about the head, the use r
breathing while he remains under - hears twenty drunken voice s
water. Upon returning to th e loudly singing a bawdy
surface, however, the weare r drinking song over and ove r
quickly discovers that h e again, a cacophony only h e
can no longer breath e can hear. The mental cho -
air . I Ie can remain above rus is enough to disrupt th e
water fin' as long as h e concentration of even th e
would have previousl y most resolute spellcaster. When
been able to hold hi s attempting to cast a spell the victi m
breath underwater befor e must first succeed at a Concentra-
the ring 's curse (sec the rule s pointing in th e tion check (DC ac + spell level) . I f
for drowning on page 304 of th e direction of creature s the victim fails this Concentration
DUNGEON MASTER 'S Guide). Once wor n hostile to its bearer. check, he automatically loses the
underwater, a remove curse spell i s However, when the wielder con- spell, he was casting. Attempts t o
required to remove the ring. centrates for a full round in a n use a skill not based on Strength o r
Moderate transmutation ; Cl . ath ; attempt to pinpoint an enemy o r Constitution increases the DC of th e
Forge Ring, freedom of movement, wate r learn how many enemies are nearby, skill check by +1o, due to the con-
breathincl ; Price 6,ooo gp ; Weight : the rod of delusions reveals its tru e stant distraction . The victim canno t
nature. At the end of the full-roun d take to or take ao on any skill while
ROD Of 11NIMHTfD Dffl D action the wielder must succeed a t under the effect . of this item .
Made of a humanoid femur, this ro d a DC 19 Will save or become delu- Dispel rna,gic and protection from evil
bears a skeletal hand at one end, th e sional . A delusional character per- suppress the song for r minute pe r
fingers grasping the end with the ro d ceives numerous enemies aroun d caster level . The song otherwise rolls
pressed into the hand's palm . A ro d her . Ghosts linger just beyond th e on endlessly in the victim's mind, eve n
of animated dead allows the wielder t o walls, illusionists whisper spells o f during sleep. Because of this constan t
cast animate dead, affecting all corpse s deceit just around the corner, an d noise, anyone afflicted with a sinning
within a io-foot burst, centered on th e worst of all, doppelgangers imper- tom stone must succeed at a DC 1 6
rod's bearer, up to five times per day . sonate her fellow adventurers! Thes e Fortitude save in order to get any rest .
With each activation the rod animate s delusions cause a wielder who fail s If he fails that save he gets no rest an d
up to ro Hit Dice of skeletons or zom- her Will save to attack the creature s can neither prepare new spells no r
bies, beginning with those corpse s nearest to her, typically her allies . She regain spell slots .
closest to the rod 's wielder . continues to attack nearby creature s At tempts to remove tine stone b y
I.n ibrI:un at.e ly for the wielder, until either they are all killed, sh e physical force cause the stone to freeze
undead animated using the ro d falls unconscious (or is killed), or al l in place and emit a piercing wail tha t
are not under his control and visible targets leave her line of sight. deals rid points of sonic damage to
every creature within 30 feet an d Wondrous Item, secret page ; Price 6,25 o another one strike her is cut in hal f
deals rd6 points of intelligence dam - gp ; Weight 3 lb. (but it accumulates as normal). A
age to the stone' s victim . A break specific druid's cumulative
enchantment, miracle, remove curse, o r flLK9KK STflff chance. of being struck whe n
wish spell allows for the safe remova l Made of ash or oak, this 6-foot-lon g using a walking staffremain s
of the stone . staff bears carvings of several kinds of ' with her, even if she shoul d
Moderate evocation ; CL rzth ; Craft animal tracks running its length, a s use a different walking staff:
Wondrous Item, shout; Price 12,ooo gp ; well as other small decorations . On e For example, a druid use s
Weight - . end has a hole drilled through it with the staff's langstrider spel l
a loop of leather passing through th e and has a 3% chance of
SFfll.BOOI( OF DISSOLUTION hole. A walking staff allows use of th e being immediately struck by
When one ofthese onerous tomes i s fallowing spells: lightning. Assuming light-
first found, it appears to be a perfectl y • Freedom q f movement (i charge ) ning doesn 't strike, whe n
normal empty spel f hook . A Nystul's ▪T,unjstri.dcr (r charge ) she later uses the staffs
magic aura spell masks the book's ter- • Pass without trace (r charge) tree stride ability sh e
rible magical secret. • Find the path (z charges) then has a 9% chance of
Whenever a wizard scribes a spell int o • Tree stride (z charges) being struck (3% carrie d
a spellbook of dissolution, the spell scribe d Recently, walking staffs began mani- over + 3% per charge of
within becomes unreadable gibber- festing a dangerous and sometimes tree stride) . If the druid
ish that even the wizard who scribed i t fatal flaw. Ig or reasons even the wises t accumulates a 5r% chance
cannot understand . The garbled spell s and most experienced druids don't of being struck befor e
resist any attempt at deciphering them , understand, the forces of nature. hav e lightning strikes, he r
as if of tno high a level fnr the reade r taken a disagreeable view to the use o f cumulative chance of being
to understand . Decipher Script check s these items. Rumors hint that light- struck drops to 25% . It. l.hen
automatically fail, as do any attempts ning sometimes strikes those druid s begins to rise again whenever
to read magic. Even a wish cannot revea l who use these staffs too often . Fvery she uses a walking staff, even
what the text means (as it is ultimatel y time the staffs wielder uses one of th e if it is a different one.
magically shrouded complex gibberish) . staffs spells, there is a 3% per charg e Strong varied; CL r2th ;
The garbling process takes 2 hour s cumulative chance that she is struc k Craft Staff, f nd the path,
per level of the spell inscribed (a o - by a 5d6 lightning bolt originating jus t freedom of movement, long -
level spell requires only i hour), an d above her head that strikes only her strider, pass without trace,
begins as soon as the spellbook i s (DC 14 Reflex save for half) . The chanc e tree stride; Price 39,500 gp ;
closed after the wizard first inscribe s cannot exceed 95% . Weight 4 lb . 0
the spell . In addition, if the book i s Once a lightning
left in contact with another spellbook , bolt strikes, the
the spells within the other tome begi n druid's cumu -
to garble at the same rate, beginning lative chance
with the lowest-level spells first. Thi s of haying
process is halted whenever the othe r
spellbook is moved away from the
spellbook of dissolution .
Moderate transmuta-
lion ; CL 7th ; Create
H
idden amid the sun-scorched dunes of the mos t actual parchment . Readers should be warned, however,
forbidding desert lies a tainted barren of blac k for these spells have brought woe upon all who come to
sand . From the withered heart of this lifeless wast e possess them. Little is known of the mage who first foun d
rises a single structure, a black pyramid that radiates a n these spells . According to rumors, he died shortly a- R(7
eternal curse . Although no lore survives to tell what traged y returning to civili7ation . His apprentice, eager 1o carry o n
befell this accursed place, all things touched by its sand s his master's work, copied the spells from the cloth strips
are irreversibly tainted and the unliving things that call i t that originally bore them into actual tones and sold the m
home are lit .! ]e more than half-seen nightmares . Thus, it 's to a number of Triages . Within a year, the apprentice disap -
no surprise that the ancient. arcana pilfered from its depth s peared. Similar mysterious fates befell numerous magc s
bear not only powerfi]] secrets, but the laint of this land' s who purchased 'he scribed strips.
forgotten curse . Presented here are the unique spells found within th e
The Spell Strips of the Black Pyramid harbor many formu - rare tomes now known as Spell Strips of the Black Pyramid.
la e. that draw upon thc power of the desert, but those wh o Spellcasters who come across one of these tomes gai n
use them risk the wrath of- ancient gods . Found scribe d great control over the powers of the. sand and sun, but not
upon the wrappings of a mummy discovered deep withi n without risking a tcrrible price (see the Curse of the Blac k
thc pyramid, these spells have since been copied onto Pyramid sidebar).
C, . .L' s TE J#CITY
Transmutatio n Long ago, a mortal wizard named Arzarran stole knowledge of these spell s
Level: Clr 4, Drd 3 from the deities of the sun and desert . For this transgression, he was curse d
Components : V, S, M for eternity, as have been all other speilcasters who learn his secrets . Every
Casting Time: r standard action time an arcane caster uses one of these spells, there is a cumulative 1 %
Range : Touc h chance that Arzarran's curse activates . This chance resets to 0% during th e
Target : Creature or creatures touche d spring equinox ,
(up to one/Level ) lithe curse comes into play, the caster faces a dire threat. The mumm y
Duration: i day/3 level s of Arzarran, the same mummy from which the spell strips were first sto-
Saving Throw : Will negates (harmless ) len, rises from the black pyramid and pursues the caster. This mummy i s
Spell Resistance: Ye s wrapped in ancient, black silks and wears a mantle of frayed cloth strip s
upon which every spell within Spell Strips of the Block Pyramid is scribed . Thi s
You grant the targets of this spell th e creature's CR should exceed the caster's level by at least 3, and it therefor e
ability to survive without food or water . probably has numerous class levels, probably in wizard or sorcerer . Whil e
The targets gain sufficient interna l the mummy or mummy lord presented on page 190 of the Monster Manua l
reserves of nourishment to sustai n might suffice as Arzarran, the skirt or mummified creature template on pag e
them for as long as t his spell is in effect . 111 of Libels Mortis make considerably more monstrous threats-ones obvi-
This spell does not protect targets from ously cursed by the gods . Additionally, higher-level parties might be bette r
the effects of magical dehydration (se e challenged by the swarm-shifter template-and the CR 16 mummy kin g
Sandstorm for a complete description o f presented with it as an example-on page 124 of Libris Mortis, or the dry lic h
the effects ofdchydration). template from chapter 6 of Sandstorm .
Material Component : A fistful o f Once awakened by use of these accursed spells, this undead monste r
camel hair. pursues its quarry until either it or its target is destroyed . The body of any -
one slain by Arzarran disappears a day later, leaving behind only a pile o f
PESERY !3vtRIA1 black sand, the corpse carried away by the gods and mummified within th e
Evocation black pyramid .
Level : Urd 4, Sor/Wia 4
Components : V, 5, M round action. Spellcasters caught by Casting Time : i standard actio n
Casting Time: r standard action this spell cannot cast any spell with Range: Medium (too ft . +io ft. level)
Range : Medium @rco if . + io ft ./level) a somatic component or a spell with Effect: Sand storm cylinder 6o-feet
Target : ao-ff .-radius sprea d a material component unless the across and 3o ft . high
Duration: Instantaneou s spellcaster has the component : i n
Saving Throw : Reflex negate s hand when affected by this spell . A
Spell Resistance: No creature not caught by the spell ca n
aid a trapped creature in its escap e
This sadistic spell draws those within attempt .
the area of effect down into th e This spell only affect s
sand, leaving only the victims' head s loose earth, such as dirt ,
exposed for the sun and scavenger s mud, and sand . It is inef-
to wreak their harsh will upon . Crea- fectual when cast upon stone ,
tures within the area ()reflect -mus t Wood, or other solid surfaces .
make a Reflex saving throw. Thos e Particularly cruel spellcasters
that fail are slacked into the ground . often cast this spell upon thos e
For most living creatures this mean s wading through shallow waters ,
being buried up to their necks , areas replete with tiny carnivo-
though for some it might be a branc h rous vermin, or as a precursor t o
or pseudopod. Creatures are never the spell transmute mud to rock .
buried in a manner that prevent s Material Component: A pape r
them from breathing . funnel and a handful of dirt, mud ,
Once a creature is buried by thi s or sand .
spell it is rendered helpless unless i t
can succeed at a Strength or Escap e I'vsT STORM
Artist check with a DC equal to a Conjuration (Creation )
-r i for every two caster levels yo u Level : Drd 3, Sor/Wiz 3
possess . This check requires a full - Components: V, S
Copies of Spell Strips of the Slack Pyramid most commonl y black pyramid . A copy of Spell Strips of the Black Pyramid,
appear as weathered folios, their pages scribed in fade d holding only the new spells presented here, is worth 80 0
brown inks and with stylized images of the sun adornin g gold pieces, although this might be significantly lower if th e
their covers . Although these tomes are rare, at least eleve n buyer knows about the associated curse.
copies were originally created and more might have bee n Those interested in further expanding their repertoire o f
copied since then . However. every time the bearer of on e desert magic ar who wish to unlock spells similar to thos e
of these tomes vanishes the spellhook goes missing a s found in S pell Strips of the Black Pyramid should conside r
well, supposedly spirited away by the gods back to the the dozens of spells presented in chapter 5 of Sandstorm .

Clerk Spell s food or water . 4th-Level Sorcerer/Wizard Spell s


Dust Storm : Create a blindin g Desert Burial: Buries targets u p
3rd-Level Cleric Spell s
storm that deals 1o6 damage pe r to their necks in sand .
Screen of Heat : Shimmerin g
round .
illusion causes 25% miss chanc e
Screen of Heat : Shimmerin g 6th-Level Sorcerer/Wizard Spel l
to all attacks through it .
illusion causes 25% miss chance Sand Spiral : Cone deals I d 6
to all attacks through it . damage per level, -2 penalty o n
4th-Level Cleric Spell s
attacks, checks, and saves .
Camel's Tenacity : Travel withou t
4th-Level Druid Spel l
food or water.
Desert Burial : Buries targets u p 7th-Level Sorcerer/Wizard Spel l
to their necks in sand . Crown of Despair: All creature s
5th-Level Cleric Spell s
that see you must save or b e
Touch of the Pharaoh : Afflicts a
Sorcerer/Wizard Spell s paralyzed .
creature with mummy rot .
3rd-Level Sorcerer/Wizard Spel l
Druid Spell s Oust Storm : Create a blindin g
3rd-Level Druid Spell s storm that deals ld6 damage pe r
Camel's Tenacity : Travel without round .

Duration: r round/leve l Components : V, S, M Area: Cone-shaped burs t


Saving Throw : Non e Casting Time: I standard actio n Duration : Instantaneous
Spell Resistance: No Range: Personal Saving Throw: Reflex half and Forti-
Target : Yo u tude negates ; see text
A howling windstorm appears Duration : a round/leve l Spell Resistance : N o
within the spell ' s area of effect, fill - Saving Throw : Will negate s
ing it with a dark bank of whirlin g Spell Resistance: Ye s A swirling blast of the desert ' s ele-
sand that obscures vision while ments assaults your opponents . Crea-
injuring those caught within it . The Upon casting this spell your hea d tures within the spell ' s area cough
sand obscures all sight, includin g is crowned in ghostly black buria l and gag as the sand pours into their
darkvision, beyond 5 feet. All target s wrappings . All creatures that see yo u mouths and noses, scratches thei r
within 5 feel : are treated as havin g must succeed at a Will save or b e eyes, and scours their flesh, dealing
concealment. (attacks have a zo % paralyzed for ado rounds . Whether a JAG points of damage per caster leve l
miss chance) . Creatures farther awa y creature succeeds at its save or not , (maximum. 15d6), Targets are allowe d
have 1 :oI:al concealment (5o% mis s that creature Cannot be affected b y a Reflex save for half .
chance, and the attacker can 't us e lhis casting of the spell again for it s In addition, any creature withi n
sight to locate the target) . remaining duration . the spell ' s area of effect must mak e
If a creature ends its actio n Material Component : A scrap of a a Fortitude save or suffer a -z pen-
within the sand storm, it suffers ad d mummy's burial linen. alty on all attacks, checks, and sav-
points of slashing damage from th e ing throws for 1 minute due to th e
stinging sand . 54149 5nnR4L painful, scaring sand . Creature s
Evocation immune to critical hits ignore thi s
()Row or 9fsrArR Level : Sor/Wiz 6 penalty and take only half damage
Enchantment (Compulsion) [Mind - Components: V S, M from this spell (none if they mak e
Affecting] Casting Time : i standard actio n their Reflex save) .
I .eve_l: Sor ;'Wic 7 Range : 6c f} .
Material Component: A fistful of san d it. is one-sided, the illusion only affect s TOttc-} of- THE }' - 4RAnI4
that the caster throws forward whil e those looking through the screen Necromancy TA]
casting the spell . from one direction, while those look- Level: Cl r •;
ing through it from the other sid e Components : V, S
SCREEN OF I-4EA+ are unaffected by the illusion . If it is Casting Time : i standard action
Illusion (Glamer) two-sided, creatures that look through Range : Touc h
Level: Clr i, Drd 3 the screen from either direction ar e Target : Living creature touche d
Components: S, D 1 affected by the warping illusion. Duration : Instantaneou s
Casting Time ; i standard action Creatures who look through th e Saving Throw : Fortitude negates
Range : Medium (too ft . + io ft ./level ) screen of heat's illusion see images on Spell Resistance: Ye s
Area : A screen of heat, up to io-fh the other side as wavering, distorte d
square/level. shapes . This grants concealment to The subject contracts mummy rot.
Duration: : min,/level any creature perceived through th e (dealing id6 Constitution and Id 6
Saving Throw: Non e illusion (7..o% miss chance) . A see invis- Charisma damage), which strike s
Spell Resistance : N o ibility spell. does not counter the effect s immediately (no incubation period).
of this spell., although true seeing does. Targets affected by mummy rot can -
You create a veil of shimmering hea t Creatures that do not rely all sight to not be healed normally . Any characte r
that blurs and masks a creature's loca- perceive opponents sutler no penaltie s afflicted by mummy rot cannot b e
tion, similar to the effect that distort s when attacking through the screen . affected by a conjuration (healing)
objects in the distance on a hot day. lithe screen of heat 's illusion is only spell unless the caster of that spel l
The screen is less than an inch thic k one-sided, creatures on one side of th e succeeds at . a DC ao caster level check .
and is totally intangible . screen suffer a chance to miss, whil e See page 191 of the Monster Mamuzl fi r
You can make the screen's hazy illu- those on the other side may make mummy rot's fhlf effects . 0
sion either one-sided or two-sided . If attacks without being afiec :l ed .

Valuate • by A.vrnn Wil3i


f you'ra gamer who has always wanted to play with th e after his troublemaking gets him kicked out of his previou s

I monsters instead of against them, The Spiderwick Chroni-


cles are for you . Written by fan-favorite D80..) artist 'ibn y
DiTerlizzi and long-Lime gainer Holly Black, this New Yor k
one . Simon, his twin, thinks of all . the space he has to put. ne w
pets . Their older sister Mallory, 13, just sees how run down th e
place looks. She doesn't care too much though, because th e
Times bestselling serial explores the world of fairies an d lawn provides plenty of room to practice her fencing moves .
the challenges inherent in facing stronger and sometime s The house itself looks like "a dozen shacks had bee n
smarter monsters . Although targeted for younger readers, piled on top of one another." It even seems like small ani-
these books arc sure to please any playful adventurer. mals live inside, which Jared-often aware of what the oth-
ers would miss--notices when he sees what he thinks t o
TEE WORLD OF TP1DfRW1( K be a squirrel running around in the walls . Simon instantly
The Grace children of The Spideruuirk Chronicles live in a wants to make it his new pet, while Mallory charges ahead
fairy-in fested world . following their parent's divorce, Jared , with a broom handle, knocking a hole in the wall and scar-
Simon, and Mallory Grace move into a ramshackle Victorian . ing the creature up the shaft of the dumbwaiter . Scouting
house owned by their crazy-Aunt Lucinda . They have neve r where it could have gone, Jared finds himself in a boarded -
met : Lucinda, but judging by her house, it is no wonder she' s up library, closed for many, many years . As he explores, th e
been kept in a sanatorium for years, For Jared, age 9, th e cryptic words, " Click clack, watch your back , " propheticall y
new home provides a chance to start over at a new school appear in the room's dust. Returning to his siblings, he
tries to convince them that i t ORDINARY HEROES
wasn 't .just his imagination . " Unlike Harry Potter, these
That attempt works as well a s are ordinary kids in extraordi-
trying to convince their mom nary situations. The only way
they weren't causing trouble-- they get out of them is wit h
which is to say, not at. all. their vets ." -Tony I7iTerlizzi
Mrs. Grace, their mother,
becomes even less convince d Fantasy characters commonly
the kids weren't causing troubl e come in two flavors, those
when Mallory wakes up scream- marked for greatness by
ing in the morning, her hai r birth and those who achiev e
tied tightly to t :he headboard . greatness through thei r
Mrs . Grace suspects that Jare d deeds . While both have their
must have done it, as lie ' s caused merits, playing a PC who's
problems ever since their father born lacking great wealth
left. Mallory and Simon realiz e or a predetermined destin y
there might be another explana- most alien leads to greate r
tion---that something lives i n roleplayb.ng challenges. It' s
this house that' s neither cute nor the difference between hav-
imaginary. ing a magic sword given to
With nothing better to do, you by a fairy godmothe r
Jared explores . Climbing di e versus earning one after
rotten stairs into the dusty atti c months of roleplaying. Bot h
he finds Arthur Spiderwick 's versions are nice, but you' re
Field Guide to the Fantastical Worl d sure to remember the one
Around You, a handbook on fair- your PC earned. Becaus e
ies that details many creature s PCs without predetermine d
including one likely to be sharing them all-the ogre Mulgarath-wh o destinies must watch out fo r
the Grace home, a house brownie. After seeks to destroy the handbook and al l themselves they force their players t o
this, the kids discover that once the y who've seen it . took at more options and play mor e
enter the world of fairy, they can neve r carefully, leading to more chances fo r
truly back out . First, the goblins come , Tunic Imsp iRflTIo N surprising, more memorable games .
then the troll, the elves, the dwarves , The Spiderwick Chronicles present several For instance, in Spiderwick the Grac e
and finally the worst monstrosity of themes useful in nearly any campaign. kids hold very few magic items, instead

DerD fans remember Tony DiTer- Dragon caught up with Tony and Holly after they'd returne d
hizzi as the man responsible fo r home from a whirlwind month-long national book tour fo r
the innovative, surreal look of their latest collaboration, The Spiderwick Chronicles .
the second edition PLANESCAS E
campagin setting . Since then , You've been interested in fairies since forever, so ho w
he's shifted to the plane of did you finally start your own fairy chronicle ?
children's literature, illustratin g Tony : We had been given a note at a bookstore that Hol y
both his own writing and othe r and I were signing at . The note told of real life adventure s
authors ' works, including th e with faeries that these three siblings, the Grace children ,
2003 Caldecott Honor winnin g had experienced . We found it so compelling that Holly and I
book, The Spider and the Fly . decided to hell their story in a series of books called The Spi-
He Hues in Amherst, Massachusetts with his wife, Angela , derwick Chronicles .
and pug, Goblin . Holly had written for ayaung adult audience, and m y
Co-author Holly Black ported from the gaming com- books were mostly picture books foryaunger readers . We
munity 's d8 Magazine into young adult fiction . Tithe : A focused on creating a story for7-Jo year olds who were to o
Modern Facrie Tale, marked her entry into the world of young for Harry Potter but were older than kids reading pic-
fairy. She also recently moved to Amherst, Massachusetts ture hooks.
with her husband, Theo. (Continued on page 77)
relying on their skills and resources at just symptoms of the one underlyin g otherworldly influences such as angel ,
hand. When they do defeat : a superior cause . In Spiderwick, the kids need to devils, or even the Far Realm (presente d
monster, the reader can see they were stop the environmental incursion of in DaeAcoh #33o), all make for excellent
actually challenged rather than just fol- the human lands to reverse the decay widely hidden knowledge .
lowing some rote plot point . of the fairy lands .
fRoM TIIf fMUUMUU . WORLD
DMs setting up adventures for In a more traditional DY(D vein,
similar ordinary heroes should limi t consider the felling of Europe 's great BROOD YOU

magic and other powerful items, fig- forests during the Middle Ages . This According to Arthur Spiderwic k 's Fiel d
ure out multiple avenues to resolv e time of logging and clearing land fo r Guide to the Fantastical World Around
conflicts, and let players create thei r farming fits into the medieval feel o f You, any number of unbelievable crea-
own unanticipated twists, even if tha t many fantasy campaigns, and coul d tures lurk and live just out of huma n
means carrying the action into futur e set up a similar situation to Spider - sight . Presented here is one of thos e
adventures . just like in reality, catch wick's using any number of woodland whimsical creatures, inspired by The
the PCs unaware of encounters t o monsters . This creates more cons- Spiderwick Chnmicles .
cone . Think of Bilbo Baggins -bein g plications than PCs usually lace . For
rushed out the door without hi s instance, convincing people to sto p HOUSE BROWNIE

pocket-handkerchief: felling trees would he difficult fir the Tiny Fey


PCs, if not impossible . Perhaps onl y Hit Dice: id6 (3 hp )
Decay of the Natural Balanc e compromises would work in the end. Initiative: + 4
in a real ecosystem, when one spe- Speed : 3o ft . (6 squares), fly an ft .
cies for some reason becomes mor e Forbidden Knowledg e (average )
successful, it : affects all the others, The Field Guide to the Fantastical Worl d Armor Class : 17 (+2 size, +4 Dex, + i
upsetting the natural balance . In a Around You contains knowledge few natural), touch 6, flat-fbot .ed 13
fantasy ecosystem, this tipping point mortals know, and fairies kill to pre - Base Attack/Grapple : +o f-i o
might stir changes in a hierarch y vent mortals from possessing it . Bein g Attack: Tiny short sword +e mele e
of monsters and could easily start a the work ofa human researcher, (1 d3-2/i g- .-zo) or tiny short bow +6
campaign . Traditional powers hold- Arthur Spiderwick, the guide i s ranged (id2.fx3)
ing the monsters in check, like elve s incomplete, sometimes obviously s o Space/Reach: a-i,la ft,/o ft.
or more powerful monsters, migh t to the detriment of its readers . 1)M s Special Attacks : Spell-like abilitie s
begin to wane . PCs could start by solv- using forbidden books might make Special Qualities: Damage reductio n
ing small adventures that are really them filled with errors or even delib- 5 /cold iron, low-light vision, spell
erately misleading. Such tomes o f resistance ii
forbidden knowledge might extend Saves : Fort +c, Ref +6, Will + 4
to gods, dragons, or any other major Abilities : Str 6, Dex 18, Con 71, Int: 14 ,
power that' s not part of the PCs ' ` nor- Wis Cha i4
mal " world . Forbidden knowledg e Skills: Appraise +4, Bluff' +4, Fseap e
extends to more than just informa- Artist +8, Handle Animal +4, T Tid e
tion, but also to actions or the senses . +16, Knowledge (local) +6, Knowledg e
For example, in Spiderwick mortal s (nature) +4, I..isl :en +4*, Move Silently
should never taste fairy food lest they 8 x, Open Tock+6, Spot +4*,'Iiarnble+ 6
never want to eat real food again . Th e Feats: Dodge
tale of Persephone eating pomegran- Environment: Marro house, manor,
ate seeds in the Underworld als o temperate lorest .s
serves as a classical example . Organization: Solitar y
Came worlds might also contain Challenge Rating : I
restricting elements that hide the truth . Treasure: No coins ; o% goods ; yo %
PC=s and others (like Aunt . Lucinda in item s
Spiderwick) who do not believe in th e Alignment: Always chaotic goo d
widely held lies are ostracized, impris- Advancement : 1-5 IID (Tiny )
oned, or committed. Well-meanin g Level Adjustment : + 4
clerics might try to cure such delusions ,
hiding contradictory evidence for th e This slender. you t yf rct humanoid stands
good of all . A conspiracy of kingdom - barely two hands tall, sporting batlike ears
manipulating spell casters, corrupt and whiskers . His exaggerated proportion s
religions or gods, or even the taint of give him a cheerfrel hut ,go fy took .
Long ago, these fey- left their ancestra l clothes cut from castoffs . Liv-
lands to dwell among humans an d ing long lives, they might . lear n
elves . Each house brownie chooses a many languages, dependent
particular home, usually a rural build- on what languages are spoke n
ing with large grounds, to serve as he r nearby. 1- louse brownies ofte n
home range . It shares this home with speak Common, Etven, Sylvan ,
common vermin like rats-some- and occasionally Dwarf Giant ,
times keeping them as pets-and Gnome, or Goblin .
the house' s larger residents . Ahous c
brownie rarely has any trouble with (OH M
her taller neighbors as long as these House brownies ar e
humanoids treat her well and recog- extremely weak combatant s
nize her as the boss . Ilouse brownie s and avoid direct confronta-
never tolerate others of their ow n tions although they ofte n
kind intruding within their homes . deliberately taunt large r
While brownies keep their hous e creatures . Brownies creat e
in order, "order" is a matter of th e complex flight plans for us e
brownie ' s opinion . Maintaining wal l in their home territory a s
passages, decorating hiding holes , well as hiding holes alread y
and squirreling away food arc viewe d worked out in case their mis-
as highly important activities . Whil e chief goes awry.
they do not steal, they view all item s Spell-Like Abilities: At will-
in the house as theirs and move the m alter self, calm animals, detect magic, Skins: House brownies have a +6
around to their taste, becoming rathe r open/close, pass without trace, prestidigita- bonus on Listen, Move Silently, an d
surly if items are removed from thei r tion, speak with animal; 3/day-alarm, ani - Spot checks within the house they'v e
"proper place ." mate rope, charm animal (DC r3), dancin g adopted as their own . These bonuse s
Averaging r foot tall and weighin g lights, detect secret doors, entangle (DC 13), only fitnetion within one home that a
less than 3 pounds, brownies dres s knock, locate object, mage hand. Caster level brownie has resided in for more than
their slight bodies in handmade 5th. The save DCs are Charisma-based . 30 days .

Did any real life incident s What other Spiderwick books and projects should we expect ?
make it into the books ? Tony : Currently, I'm restoring the Field Guild with a scien-
Holly: My husband was a n tific approach and an Audubon look . i hope that my fans fro m
inspiration for both Jared an d the gaming world will really like it. It's like a Monster Manua l
Simon . He was always gettin g for the mainstream public !
in trouble in school plus [h e There is talk of a possible sketchbook, in the meantime . This
has] an insane love of ani- spring we ' re releasing a small book that's more like an interac-
mals-he's brought home par- tive journal . (The Notebook for Fantastical Observations du e
rots, cats, lizards, snakes, an d out june 2005 .)
tots of tarantulas . And ! was
an older sister, so a lot of th e A Spidenuick movie is in the works. As co-executive pro-
mean-older sister stu f is based on me . ducers, when can we expect to see it ?
Tony : There 's talk of a may release date . I am trying not to
Has DSO influenced your writing ? get too excited and I take it all with a grain of salt . We me t
Holly: DrD has had this weird role in my life, I met my with the director, Mark Waters [Freaky Friday, Mean Girls ;
husband through D O and l met Tony because l was work- who wants to try and keep the script very close to the books .
ing for d8 Magazine, so that was through gaming too. But Brent Forrester (the screenwriter is a W.B. Yeats fan, so [he]
regarding writing-when I was a kid I was really into dolls really gets the folklore. My fingers are crossed !
because I got to make up stories and share them with my
friends . When l discovered DetD, it was a way to continu e DRArnrv would like to thank both Tony and Holy for takin g
making up stories in a way that wasn't considered juvenile. the time to talk with us and wishes them all the best with thei r
That was a huge thing for me . upcoming projects .
Can an antimagicfeld be detected by the same line as " Magic item (caste r The entangle spell allows for DMs to
detect magic? level)"-a supernatural effect 's caste r alter the effect of the spell based on the
No . By definition, magical effects level is equal to the creature 's -fli t nature of the entangling plants. Exactly
ca n't function within an antimagicfield . Dice unless noled otherwise (Monste r what sorts of effects can the DM create?
Since detect magic 's effect would have Manual, page 31 5) . What are the limits of these changes?
to extend into the antimarlir:field i n What sorts of plants or terrain would
order to detect it, the antimurjic field What kind of damage does a slashing cause these kinds of effects ?
can't. be detected by detect magic. wooden weapon (such as a longswor d Page 8 of the DL'ercEou MASYFT2 ' .S

crafted with the ironwood spell) deal Guide talks about adjudicating situa-
Is it possible for detect magic to locat e if I cast brambles (Complete Divine, tions that aren't . explicitly covered b y
an invisible creature ? page 156) on it? What about a piercin g the rules : "When in doubt, remember
Yes, although not very efficiently . wooden weapon ? this handy little rule : Favorable con-
Remember that detect magic reveal s The brambles spell descriptio n ditions add +2 on any deo roll, an d
the location of magical auras over th e assumes that the spell is being cast o n unfavorable conditions penalize th e
course of three rounds . A creature a bludgeoning weapon (all exampl e roll by-2 . "
rendered invisible by a spell or magi - weapons are bludgeoning), so when i t The " DM ' s best friend" can easily be
cal effect could be located via detec t says the weapon deals both piercin g applied to this situation . Are the plants
magic, but only after three round s and bludgeoning damage " it mean s in the area particularly scarce or frail ?
of concentration . Furthermore, th e that the weapon' s damage is no w Grant a bonus on saves to resis t
+2

invisible creature must remain withi n treated as piercing damage in additio n the spell and a +2 bonus on check s
the spell' s area for the entire thre e to its normal type of damage . to escape it . Ts the area filled with so
rounds of conccntratin ; if the crea- However, the spell earl be cas t many dangling vines and branches tha t
ture moves out of the area, the process on any wooden weapon, not just a the characters have to hack throug h
must start again from the beginning . bludgeoning weapon. A slashing it just to move? Apply a -e penalty o n
However, even ifevery thing work s weapon that gained this effect woul d such saves and checks . It 's probably no t
according to plan, you still don 't nec- deal slashing and piercing damage. A worth the DM 's time to worry about
essarily know that you 've Ibund a n piercing weapon that gained this effect more complex alterations-anythin g
invisible creature-at best, the caste r would only deal piercing damage . much more detailed may well merit.
of detect magic would know that he ha d an entirely different spell be created to
located a faint aura of illusion magi c Do the bonuses granted by brambles manifest such effects .
in a particular space . and spikes (Complete Divine, page 156
and page 181) stack? is a Balance check required to stan d
Can you use detect magic to detect No and yes . The two spells each up while prone in the area of a grease
supernatural effects? For example, ca n grant an enhancement bonus o n spell? What about to perform othe r
it detect a wildshaped druid ? attack rolls, and thus only the highe r move actions?
Supernatural abilities are magical , enhancement bonus (that grante d No and no .
and thus their effects would produc e by spikes) would apply . l lowever, th e
magical auras . Although the detec t damage bonus granted by each spel l Would casting detect magic be con-
magic spell doesn't have a line entry is untyped and would therefore stac k sidered an attack for the purpose o f
for supernatural effect, you can use with each other. ending an invisibility spell?
The invisibility spell states that . "firs purposes of the spell, an
attack includes any spell targeting a foe or whose area or effec t
includes afire." [Emphasis added .] Detect magic and similar spell s
have an area, so if this area included a foe, it would count as a n
"attack" fbr this purpose .

Would an invisible character counterspelling an enemy' s spell


count as making an attack and thus end the invisibility? Wha t
about a targeted dispel magic?
According to page 150 of the Playe r 's Handbook, " to use a coun-
terspell, you must select an opponent as the target of a counter -
spell ." Thus, by definition, this falls into the category of spell s
" targeting a foe," so a counterspell would end the invisibility .
Likewise, a dispel magic targeted on a foe is a spell "targetin g
a fine," so it would end the invisibility .

Does casting flaming sphere in a non-offensive manner-such


as to start a campfires count as an attack for purposes of end-
ing an invisibility spell ?
No . As stated in the description oft he invisibility spell ,
actions directed al unal.I ended objects do not break th e
spell . You could use flaming sphere to hum down a whole
village and it would n ' t end an invisibility spell, even if the
ensuing blaze included ides in its area (since that woul d
fall into Ilse category of causing haTm indirectly) . (O f
course, the Sage does not condone such reckless activity . )

Does casting sanctuary end an invisibility spell because i t


requires a foe to resist its effect with a saving throw? What
about wall rffire ?
No . Any spell that only causes harm indirectly {includin g
causing harm due to another creature ' s actions, such as sanctu-
ary) is not an attack, even if - its effects can be resisted with a

saving throw.
Other spells that, can fall into this category include fire tra p
(since its harrnfirl ell'ect is triggered by a character openin g
the trapped item), spike stones (since its harmful effec t
is triggered by a character walking over it), and wall of
fire (since its harmful effect is triggered by a characte r
approaching within ao feet) .
Of course, even some of these spells may he able to be cas t
in such a way as to end an invisibility spell . If wall offire is cast
within ao feet of mother creature, it immediately and directl y=
causes harm to that creature, which would end invisibility .

Do the cleaning and dirtying effects ofprestidigita-


tion remain in effect after the spell ' s duration ends? In
other words, if T use prestidigitation to clean dirt off
my clothes, do my clothes remain clean when the spell
ends, or do they magically become dirty again ?
As stated in the spell 's description, "Any actual
change. to an object {beyond just moving . cleaning, o r
soiling it) persists only a hour, " Thus, the effects liste d
within the parentheses remain beyond the spell ' s nor-
mal duration .
Can you ride your own Tenser's level caster (base 4, +4 from Practice d
. flouting disk? Spellcaster, +4 from head ofkarma).
No . While you could comman d
your Tenser 's floating disk to move clos e How does Practiced Spellcaster inter -
enough for you to sit . upon it, it has n o act with the wild magic class feature o f
ability to move under its own power . the wild mage (from Complete Arcane) ?
Itcan only follow you at a rna_ximu m The -q penalty and +rd6 bonus t o
rate equal to your normal speed . the wild mage 's caster level are applie d
as a single step in the process of deter -
If a spell that targets a creature (suc h mining the wild mage 's caster level .
as causefear) is tied to the area of a n Since Practiced Spellcaster' s bonus i s
onhallow spell, does it target creature s always applied when it is most ben-
inside the area every round, or onl y eficial to the character (see previou s
when they enter the area? answer), a wild mage with Practice d
A spell tied to ienhallow picks it s Spellcaster would typically apply th e
targets only when they enter the area , wild magic class feature first (sub-
not : every round they remain within . tracting3 and adding id6 to her caste r
in the case of cause fear, each creatur e level) and then add the Practiced Spell-
entering the area with fewer than 6 caster benefit, up to a maximum value
Hit Dice would be required to attempt equal to her character level .
a Will save against the effect, but onc e For example, if a 5th-level wizard/4th-
within the area would not be require d level wild mage with Practiced Spell-
to save against the effect again . If a caster rolled a i on the -1E16 bonus to he r
creature left the area and returne d caster level, her caster level for that spell
later, the spell would be effectivel y would be gtli (base 9th,-3 from wil d
" cast" again, targeting that creatur e magic penalty, . i from wild magic bonus ,
once again . +4 from Practiced Spellcaster up to a
Spells that don 't have targets (suc h maximum equal to her character level) .
as invisibility purge) simply apply thei r Tf she rolled a 6, her caster level would
effects continuously within the are a he izih (base 9th, 3 from wild magi c
of the unhalloiv spell . A character wh o penalty, +6 from wild magic bonus ; th e
turned invisible after entering a n Practiced Spellcaster bonus would no t
unhallowed area with invisibility purg e apply since it would increase her caste r
tied to the area would instantly b e level above her character level) .
rendered visible by the purging effect. On the other hand, imagine a
wild mage whose caster level (before
Does the bonus to caster level fro m applying the ellects of the wild magi c
the Practiced Spellcaster feat (fro m class feature) is less than her character
Complete Arcane and Complete Divine) level, such as a wild mage with level s
apply before or after other caster level of rogue or other non-spcllcasting
bonuses (such as those from the Goo d class . She might well choose to appl y
or Healing domains) ? the Practiced Spellcaster bonus first ,
The bonus Eton Practiced Spell - before applying the wild magic modi-
caster applies whenever it would b e fiers . A rogue 4/wizard 5/wild mag e
most beneficial to the caster . A 4th - 4 would have a base caster level o f
level cleric/4th-level fighter with th e 9th before any other modifiers are
Healing domain and Practiced Spell - applied . Adding Practiced Spellcaster 's
caster would cast conjuration (healing ) bonus would increase this to 1311, at
spells as a 9th-level caster (base caste r which point the penalty and bonu s
level 4th, +4 from Practiced Spell - from wild magic would be applied .
caster, +1 from the Healing domain) . The Sage recommends that players
A 4th-level cieric14ih-level. rogue with averse to frequently recalculatin g
Practiced Spellcaster who activates a caster level avoid playing a character
head q[ 'karrria (from a strand o [praye r with this combination, as it is likely t o
heads) would cast his spells as a tath- cause headaches .
barbarian's choice of tools and weapon s without proficiency suffers a -2 penalty o n
says a lot about his background, tradi- attack rolls in addition to the normal-4 non-
ft tions, and beliefs. His handmade an d proficiency penalty.
often crude equipment can evoke a provoca- Hunting Boomerang : Similar in shape t o
tive image, such as the stoic savage of nobl e the boomerang from page 155 o f - the Complet e
bearing, the inventive Stone Age hunter, o r Warrior, this weapon does not return to th e
the stubborn traditionalist who eschews th e thrower, has slightly greater range, and deals
use of modern tools to honor the old ways . lethal damage.
Using primitive weapons helps you peel Microlith Barbed Longspear: Microlith s
away the layers oFcivilization and reveal you r are small triangular-shaped stones with shar p
barbarian 's more primal nature . A barbaria n edges wedged into the shaft ofa spear jus t
can give up proficiency with all metal martial beneath the tip. This effectively creates a ser-
weapons in order to gain proficiency wit h rated edge, causing more damage than th e
these weapons . normal longspear. A rnicro]ith barbed long -
Atlatl : This tool, a flexible wooden stick spear has reach . You can strike opponenls i s
about 2 feet long, enables a stone-tippe d feet away with it, but you can't use it against a n
dart to fly a greater distance and to strik e adjacent foe .
for greater damage . It is the barbarian's firs t Stone Celt : This L-shaped wood club has a
choice against creatures cif- size Large or stone head attached, making it the forerunne r
greater, and some attribute its nearly universa l of the heavy mare .
use among prehistoric peoples as a factor i n Stone Handaxe: This stone has a chippe d
the hunting of the great mammals to extinc- edge for cutting that fits into the palm . War-
tion. The atlatl shaft is sometimes decorated riors carry stone handaxes for sentimental
with elaborate carvings . or superstitious reasons even after flint-edg e
The atlatl usually has a small stone attache d knives and steel daggers have made the m
to the shaft that acts as a counterweight . Th e obsolete . Upon passing an initiation int o
projectile is either a stone-tipped dart or a adulthood, a young man receives a stone hand -
stone-tipped javelin . The dart's butt is placed axe from a village elder. The ceremonial first
in a hooked groove at the end of the atlatl . The cut after a kill is usually done with a ston e
thrower snaps his forearm forward, launching hand axe to emphasize the hunter 's bonds to
the dart. A character trying to use the atlatl community and nature . 0

Range
Exotic Weapons Cost* Dmg (5) Dmg (M) Critical Increment Weight Typ e
Light Melee Weapo n
Stone handaxe 5 sp ld4 1d6 x2 2 lb. Slashin g
One-Handed Melee Weapo n
Stone celt S sp ld6 1d8 19-20/x2 - 10 lb . Bludgeonin g
Two-Handed Mefee Weapo n
Microlith barbed longspear 5 gp 1d8 1d10 x3 - 9 lb. Piercin g
Ranged Weapon s
Atlatl 4 gp - - - - 2 lb . -
Atlatl dart 5 sp ld4 ld6 19-20/x2 80 ft . 1/2 lb. Piercin g
Atlatl javelin 1 gp ld6 1 .d8 x3 120 ft . 1/2 lb. Piercin g
Hunting boomerang 15 gp 1d4 ld6 x2 25 ft . 2 lb . Bludgeonin g
*The cost is provided for the purpose of creating the items using the Craft (weaponsmithing)
skill . They are rarely available far purchase in any settlement larger than a village .
he bard has a talent for a lot of differen t over a weapon, helping to make up for your

T abilities . While a bard is good in man y


areas, he masters few. By taking levels i n
a second class, you can improve your bard 's
merely average base. attack progression . If you .
focus on archery, feats such as Rapid Shot and
Precise Shot can spell the difference betwee n
abilities in one area with only minor draw - a mediocre ranged attacker and an effectiv e
backs in others . one . Since bards have poor hit points and gen-
Generally speaking, the hard mull iclasse s erally low Armor Class, ranged weapons giv e
best with other classes that thrive using ligh t you a great. way to contribute in battle . If you
armor. Unless you want to give up your spell - wish to engage in melee, you should consider
casting ability, you should avoid classes that. Spring Al lack to mask your poor Armor Clas s
rely on heavy armor. The bard makes a poo r and low hit. points. Weapon Focus and Weapo n
match with other spellcasting classes, as you Specialization can also turn puny attacks int o
end up with two sets of spells than might h e devastating ones.
too weak to have an effect on an encounter. Monk and Paladin : Since bards cannot b e
As a bard, you gain your highest-leve l lawful, they cannot take these classes .
spells at 16th level . If you plan on using you r Ranger: This class is a good choice if yo u
character up to zoth level, that gives yo u want to improve your fighting talents whil e
four levels to devote to other classes withou t preserving your spread of skills . The ranger
losing access to your mightiest spells . earns just as many skill ranks as the bard,
Barbarian: As is the case for most charac- allowing you to keep skills such as Bluff ;
ters who rely on light armor, the barbarian Diplomacy, and Perform rnaxed out . Th e
class turns your bard into an effective com- combat styles and favored enemies abilitie s
batant . The extra speed you gain allows you improve your fighting ability, particularly th e
to cast your spells, especially cures, where archery option . However, the two levels o f
they 're needed most . The barbarian 's rage ranger needed to gain a combat style woul d
temporarily !urns you into a potent fighter , net you two feats ifyou went into fighter .
although while raging you cannot use magi c Ranger becomes the better choice if you wis h
or your bardic music: abilities . Save it for after to avoid the fighter's poor skill ranks or if th e
you have fortified the party with your spells party needs access to Track and Survival .
and bardic music . Rogue: Perhaps the most effective combina -
Cleric: This class offers little that the bard tion with the bard class, multiclassing int o
doesn't already have . Cure light wounds i s rogue makes you a vastly superior supportin g
already on the bard spell list, and you nee d fighter while preserving your spread of skills .
plenty of cleric levels to turn undead that ar e This class offers dcthnsivc abilities such a s
an appropriate challenge for your ICI: el . evasion and uncanny dodge that help mak e
Druid: In many ways, the druid's strength s up for your light armor and low hit points .
run counter to the bard's ahili€ies .You canno t The ability to sneak attack can turn your blows
use bardic music while in animal firm an d into crippling strikes, particularly ifthe party
taking levels in two spellcasting classes leave s already has a fighter, barbarian, or paladin wh o
you with two sets of weak spells rather than shoulders most of the melee combat duty .
one strong selection . Sorcerer and Wizard : Unless you aim t o
Fighter : The fighter class is an excellent wa y enter a specific prestige class that require s
to turn a bard into a martial character. Th e levels in bard and sorcerer or wizard, avoi d
bonus feats it offers can improve your mastery this combination .
oly symbols don't have to be stereotypi- Law : Dozens of tiny rings made from differ-

H cal amulets on a chain. Temples can craft


them in unusual shapes out of exoti c
materials, and some might even grant mino r
ent types of precious metal form this symbol .
'The rings link together intricately to form a
downward-pointing triangle . A leather col-
bonuses to worshipers . The following holy lar the cleric wears around his neck attache s
symbols are particularly appropriate for cler- to the top edge of the triangle . The wearer o f
ics devoted to a philosophical concept rathe r this symbol gains a +i circumstance bonus o n
than a particular deity, but any cleric who pos- saving throws made to resist spells with th e
sesses the correct domain can use them. compulsion subtype .
While each of these symbols grants a mino r Luck: This thin belt is made of man y
bonus to a character, they are not magic item s small squares of colorful fabric sewn onto a
and do not take up a slot. To gain the benefit leather backing. The patchwork belt usuall y
of the item, the user must be a cleric with th e has symbols for fortune or for a particula r
domain the symbol is tied to as one of his deity known for luck worked into its pattern ,
chosen domains . All the holy symbols pre- and the cleric fastens it with a bright golde n
sented here cost ioo gp . buckle . Once per day, the belt 's wearer may
For more specialized holy symbols se e reroll a percentile die roll made to stabilize.
" Tokens of Faith " in DRAGON *327 and Protection : A cleric can wear this two-
" Tokens of Faith I I " in DRAGON #329 . You can inch-long badge in one of three places : on
order them at paizo.com/backissues . a collar around his neck with the badg e
Animal: Four finger holes in this thin against his throat, on a band around hi s
piece of wood allow the cleric to wear i t wrist with the badge against the vein, o r
over his knuckles . The smooth and polishe d pinned over his heart . The shield-shape d
wood supports four small claws jutting out badge is made of polished cherry-red wood.
over the cleric 's fingers when he wears th e The cleric who wears this badge gains a +1
item. The symbol is sometimes decorate d circumstance bonus on his attack roll whe n
with feathers, beads, or etchings of animals . using the aid another action to grant an all y
Wearing this symbol allows the cleric to us e an Armor Class bonus .
his domain 's speak with animals spell-like Trickery: One side of this large, squar e
ability at +1 caster level. piece of cloth is ordinary gray cotton ,
Earth: This stone cuisse is cunningly while the other side is brilliantly-colore d
carved to be thin and light yet durable . It is silk (usually crimson or emerald green) . A
an oval-shaped plate 3 to to inches long wit h cleric can wear the cloth around his nec k
a rough exterior surface . Threads of gold an d as a scarf, on his head as a kerchief, in hi s
silver wink from the folds of rock, and tin y pocket as a handkerchief, around a limb a s
gems no bigger than a pinhead stud the sur- a bandage, or any of a dozen other ways . A
face irregularly. The cleric straps the cuisse to cleric who uses the cloth as part of a dis-
his thigh and while wearing it gains a +1 cir- guise gains a +1 circumstance bonus on hi s
cumstance bonus on Strength checks mad e Disguise check.
to resist a trip attempt.
Evil : This symbol takes the form of a hoo d
of any color or material . The lining, however,
is always of fine black silk. When folded back, Issue Domains Covere d
the edge of the hood reveals a band of silve r 327 Chaos, Destruction, Fire, Healing ,
runes and one large, bone-white symbol posi- Knowledge, Magic, Trave l
tioned over the cleric 's brow. The cleric wh o 329 Air, Death, Good, Plant, Strength ,
wears this hood gains a +i profane bonus o n Sun, War, Wate r
Knowledge (the planes) checks when dealing 331 Animal, Earth, Evil, Law, Luck ,
with good outsiders . Protection, Trickery
raditionally, dnrids are thought of as for- druid lacks proficiency in many of the mainstay s

T est-dwelling folk, an assumption reflecte d


by their weapon proficiencies . However,
what if your druid comes from a vast des-
of druid weaponry (such as the club and quarter -
staff). Because people living in the desert mus t
adapt to severe conditions, desert druids learn t .o
ert or from near a metropolitan area?'1'h e use several relatively exotic weapons . Desert dru-
following lists provide alternative weapo n ids are proficient in the falchi.on, javelin, kukri ,
proficiencies designed with such campaign s scimitar, shortspear, sling, spear, and whip .
in mind . A character using an alternativ e
weapon list is proficient with all weapons o n GRf1SSLHH DISfYRHHo H
the list instead of those in which druids com- Grasslands and savannahs are vast, ope n
monly have proficiency. Check out Fro.sthurn, spaces, harboring few places to hide when
Sandstorm, and Stormivrack for more environ - danger rears its head . Thus, druids who live
ment-based weaponry. in such areas learn to use more ranged Weap-
ons than traditional druids, allowing the m
flouflTlcloflSTfl1 to strike out at great distance . Druids of the
Druids from coastland or aquatic areas are grassland and savannah know how to us e
more adept at using piercing weapons such bolas, the javelin, lungspear, scythe (long use d
as spears and tridents, as locals often us e as an implement for cutting grass and hay),
those tools fin spearing fish and find the m shorthnw, shortspear, sickle, sling, and spear .
easier to wield underwater. Druids fro m
coast land or aquatic areas are proficient with M4uHTf l K
the club (often fashioned from driftwood), Druids from mountainous regions have a
dagger, dart, longspear, net, quarterstaff, reputation for being more warlike and bar-
sling, spear, shortspear, and trident . baric than their other brethren and thus ar e
proficient with a more deadly array ofweap-
fRGI(ITuHDR B onry. Some of their weapons double as .tool s
The frozen ]ands are brutal and unforgiving , used for mining. Many, if not most, dwarve n
and all but druids and most hearty of soul s druids can make use of this weapon pro-
find themselves at odds with this environ- ficiency list. Mountain druids have pro-
ment's harsh nature . Druids hailing fro m ficiency with the battleaxe, club, dagger,
this region learn to use weapons that mimic handaxe, heavy pick, light pick, quarterstaCf,
the land's deadly and unforgiving nature o r sling, and warhammer.
those easily found or crafted in an environ-
ment miserlike with its raw materials . Arctic Sf1BTfRRR11fliNIh D[RDRR1(
druids are proficient with the club, dag- Few subterranean inhabitants choose th e
ger, handaxe, light pick (those living in th e druidic path, but those who do recogniz e
arctic rely on ice picks when climbing hill s nature 's splendor even in the deepest depth s
or mountains), morningstar, quarterstaff ; below the surface . Their weapon profie :icn-
scythe, sickle, sling, spear, and throwing axe . cies reflect the often tight and confinin g
quarters of subterranean regions . Subter-
D fRTIwf1STElnHD ranean druids have proficiency in the club ,
Wood, a scarce commodity in deserts and waste - dagger, heavy pick, light pick (also useful fo r
lands, rarely finds use in weapons used by druid s digging through earth and stone), shortspear ,
hailing from such regions . As such, the desert shortsword, sling, and whip. w
fighters can make important contributions easier. It takes three DC 23 Strength check s

f to a naval voyage. . . -most notably as marine s


capable ofde fending the vessel from pirate s
and sca monsters . Over time, these marines
made with crowbars to disengage .
Drogue: The drogue is a float, usually a
scaled wood drum or an inflated seal ski n
have developed a number of items specifically attached half way along a harpoon ' s 3c-f6ot .
for use when battling on the open seas . line (see slats for tlie harpoon in the Arms ari d
Battle Rattle : These items consist of a hol- Equipment Guide). IL work s .just like a bobber
low piece of wood containing a reed attache d on a fishing line, preventing a creature fro m
to a handle with a gear that raps against th e diving deep. Instead of the creature makin g
reed when spun. Playing the battle rattl e an opposed Strength check against the per -
helps inspire the crew . conferring upon all son holding the harpoon lint, it must make a
allies within 3o feet a +r morale bonus on an y DC ao Strength check against the float . Eac h
one skill check or attack roll made withi n additional. drogue adds +5 to the Strength DC .
the next round . It is effective only once per Every Strength check (whether it fails or suc-
encounter, and it has no effect oustide o f ceeds) requires a Constitution check (DC to +
combat . A character usingbardic music an d I per previous check) . After a failed Constitu-
a battle rattle in conjunction with the Inspir e tion check the creature becomes fatigued .
Courage ability increases the morale bonus Fire Bucket: When held by its rough rop e
granted by +i . handle, this plain-looking wood bucke t
Faint enchantment ; CL 5th ; Craft Wondrou s scaled with pitch magically fills with 3 gal-
Item, heroism ; Price 3,000 gp ; Weight i lb . lons of fresh water. It takes one round to
Captain Rogers's Battle Rattle: This magi- completely fill. 'Phis item not only helps fight .
cally enhanced wood instrument summons fires, but it saves space otherwise devoted t o
the crew to battle stations by making a repeti- storing fresh water on long voyages .
tive clacking sound when the head is swivele d Faint conjuration; CL 3rd ; Chill Wondrou s
around the handle . Captain Rogers 's battle rattle Tt :erns, create water; Price 3,000 gp ; Weight -i lb.
grants all bonuses of a normal battle rattle . Stink Pot: This noxious grenade is mad e
Once per day, Captain Roger s 's battle rattle ca n by stuffing salt peter, sulfur, a type of gu m
be used to also protect all allies within 3o fee t resin called asafetida, and decayed fish into
with a protection f iiom. arrows spell . Once acti- earthenware jugs . Using the stink pot require s
vated, this effect lasts for 7 hours or until 70 lighting the oxtail wick and hurling it dow n
points of damage have been prevented . onto the opposing ship from the main-tre e
Fault abjuration ; CT . 3rd ; Craft Wondrou s (a stand on the main mast) . Inhaling the foul
Items, protectio n, from arrows ; Price a ,i oo gp; mixture forces everyone within ro feet o f
Weight r lb . where it lands to make a DC 15 Fortitude save
Corvus: This 15- to xo-foot-long plank ha s or become sickened for i d,1 minutes .
iron spikes affixed to one end and is held in an
upright position on the main deck. When an
opposing ship is close enough the crew cut s
loose the corvus, which swings down onto the Item Cost Weigh t
other ship's deck . The plank enables boarder s Battle rattle 3,000 gp 1 lb .
to traverse the space between ships more easily, Captain Rogers's 14,100 gp 1 lb .
requiring only a DC 5 Balance check to do so. battle rattle
Dragon's Teeth: Also called " skeggs, " thi s Corvus 10 gp 60 lb.
row of iron spikes affixes to the prow of a Dragon's Teeth 100 gp 200 lb .
small raiding ship, such as a longboat . When Drogue I. gp 2 lb .
the ship rams another, the dragon ' s teet h Fire bucket 3,000 gp 2 lb .
dig into the wood of the other ship, holdin g ( ern Ph')
the two ships together and making boarding Stink pot 35 gp 30 lb .
he Order ofthe Sidewinder, a small an d for every four levels thereafter.'1'hc fangs

T controversial order, is among the world 's


strangest and least understood monastic
organizations. Called sidewinder monks, thos e
remain for a number of rounds equal to 1 +
Constitution. bonus (minimum once) . Thi s
attack is made at her highest attack bonus . If
of this order imitate the attitudes of the decep- made with a flurry of blows, the bite attac k
tive snake from which they take their name . and all other flurry attacks suffer a -z penalty .
At 15th level the sidewinder monk may ,
GBHE Rut€ INFORMITIO N once per day, use her bite attack to instantl y
The sidewinder monk is a variant monk. Unles s slay a living creature. The target of this attack
otherwise noted, a sidewinder monk advances i n must make a Fortitude save (DC ro + a/a side-
die same mariner as a monk (same I lit Die, bas e winder monk levels + Constitution modifier)
attack bonus, saving throw bonuses, skill points , or die. This is a poison attack.
and so on). When a character elects to take a leve l Intimidating Stance (Ex) : By imitating the
of -monk or sidewinder monk, she may not later attitude and demeanor of a sidewinder, the
take levels in the other class . sidewinder monk gains a +4 competenc e
Bonus Feat : At 1st level, a sidewinder mon k bonus on all lntirnida e. checks . This bonu s
may select either Persuasive or Stealthy as a improves to +6 when using her fang ability.
bonus feat. At and level, she may take either
improved Feint or Mobility. At 6th level ,
she may choose either Improved Disarm o r
Improved Trip . She need not have any of the Level Specia l
prerequisites normally required for these 1st Bonus feat, flurry of blows ,
feats to select . them . unarmed strike
Silver Tongue (Ex): From and level, the side- 2nd Bonus feat, evasion, silver tongu e
winder monk masters deception. Using fals e 3rd Fast movement, sneak attack +1d 6
promises, empty threats, and personal magnet - 4th Earthbound, fangs 1/da y
ism, the monk gains a +r competence bonus on 5th Ki strike (magic )
all Bluff checks . This bonus increases by +1 at 4th 6th Bonus feat, sneak attack +2d 6
level and every even numbered level thereafter. 7th Wholeness of bod y
Earthbound (Ex): The sidewinder mon k 8th Fangs 2/day, intimidating stance
develops an innate connection with the earth , 9th Improved evasion, sneak attac k
granting her a +4 competence bonus o n +3d 6
opposed Strength checks made to resist bul l 10th ICs strike (lawful )
rush or overrun attempts. 11th Diamond body, greater flurr y
Sneak Attack (Ex) : At 3rd level the side - 12th Fangs 3/day, sneak attack +4d 6
winder monk gains the ability to snea k 13th Diamond sou l
attack, as the rogue ability . Her bonus dam - 14t h
age increases every three levels thereafte r 15th Fangs (death), sneak attack +5d 6
(+ad6 at. 6th, +3d6 at 9th, and so on). 16th Fangs 1/day, ki strike (adamantine )
Fangs (Su) : A 4th-level sidewinder mon k 17th Timeless body, tongue of the su n
can grow fangs and gain a bite attack tha t and moo n
deals rd4 points of piercing damage (ad3 fo r 18th Sneak attack +6d 6
Small monks) . She can grow her fangs once 19t h
per day at 4th level and one additional time 20th Fangs 5/day, perfect self
paladin may find herself - in need of spe- Lantern, Silvern : A silvern lantern resem-
cialized equipment when perfhrmin g bles an ordinary bullseye or hooded lantern,
fi her duties or venturing on quests. Mem- but glass plates set in the interior of th e
bers of other character classes also find thi s lantern cause it to cast a brilliant silver ligh t
equipment useful, but a paladin only share s instead of - the ordinary yellow glow. Traveler s
such items with worthy comrades. Items tha t who see such a glow at night can assume that
enhance or add to a weapon or piece of armo r the party bearing the light will be peacefu l
can only be applied to masterwork or magica l and ofli_r assistance to those in need . Temple s
weapons or armor . carefully guard the method for creating sil-
Barding, Elvenera$: Elven knights of Corel- vern lanterns, and knights destroy their ow n
lon Larethian favor fast, graceficl ponies and rather than risk then] falling into unscrupu-
chargers as their steeds . The elves develope d lous hands . Silvern lanterns generate the same
appropriately light., supple barding for their light radius as a regular bullseye or hoode d
special mounts, and they sometimes pass o n lantern, depending on the style . -
the technique to worthy knights of other races . Patents of Nobility : The monarch or rule r
Elvencrafl barding costs 150 gp more than of a land grants these documents . They con-
regular masterwork balding. The rider of a tain a stylized family tree notariming a knight' s
mount wearing elvencrafi barding gains a + 2 lineage . A paladin who presents her patents
circumstance bonus on Ride checks whe n of nobility at court, or in any setting wher e
coaxing her mount to make a leap. Elven craft nobility is present, gains a+i circumstanc e
y arding weighs 5 pounds less than regula r bonus on Diplomacy checks made in tha t
barding (to a minimum of ; lb.). Removing setting. The cost listed f1T this item represent s
and fitting elvencraft barding only takes thre e its value to a collector or sage . You cannot pur-
times as long as it . would take to remove o r chase a legitimate patent of nobility ; it mus t
don regular armor, instead of- five times . be given to you.
Cartulary : Some paladins find it comfortin g Tabard: A paladin wears this short, sleeve -
to have their code of honor recorded in physi- less tunic: over her armor . She usually has her
cal form. A cartulary is a bound book ofinspi- tabard emblazoned with either her family 's
rational religious texts, church documents , coat-of-arms or the symbol of her temple ,
and prayers . It is not a complete scriptur e deity, or creed . Anyone viewing a paladin' s
such as the prayer books clerics might carry, tabard gains a +2 circumstance bonus on an y
but a more personal document that illustrate s Knowledge (nobility and royalty) or Know-
and reinforces the tenets of the paladin ' s code . ledge (religion) checks to identify the paladin' s
A paladin sometimes carries multiple cartu- allegiance or religion .
laries so she can hand oul copies to souls i n A paladin can also procure a tabard for
need of guidance . her mount. This works exactly like a knight' s
Engraved Pommel: Warriors decorate their tabard, but the circumstance bonuses do
weapons for many reasons, but paladins ofte n not stark .
do so as a sign of piety and faith, dedicatin g
their weapons to their deitie s ' service . Engraving
the pommel of her weapon with sacred iconog- Item Cost Weigh t
raphy also infuses it with a small bit of divinity . Banding, elvencraft special specia l
A weapon with an engraved pommel deals +I Cartulary 10 gp 1. lb.
point of damage when used to make a success- Engraved pommel 1,000 gp -
ful smite attack. If her weapon does not posses s Lantern, silvern, bullseye 22 g p 3 lbs .
a pommel, the paladin can engrave its blade , Lantern, silvers, hooded 17 gp 2 lbs .
haft, or another suitable area. Patents of nobility 250 gp -
Faint evocation (good); CT. . 7 st; creator must Tabard, knight's S gp -
be paladin ; Price x,ooo gp; Weight -. Tabard, mount's 1 gp 2 lbs.
hen you imagine a modern soldier o r Both the I)511? ranger and the modern spe -
cial forces excel at tracking, enduring hars h
W a historical warrior in the context o f
the DuNGEONs ai DRACONS game th e
first thing that might come to mind is th e
environments, making effective use of camou -
flage, and moving unseen through underbrush .
iconic fighter . For marry military archetypes, The two groups have other aspects in corrrrno n
including the full range of- aist-century sol- as well .. The archery combat style applies jus t
diery, the ranger fits much better. as well to the specialized training moder n
When the first hunter-gatherer tribes elite soldiers receive, and many of the ranger' s
clashed in the antediluvian mists, one mus t skills-Climb, Move Silently, Survival, Swim ,
assume they were, in DtieD terms, a mix of and others-find their way into the intens e
barbarians and rangers . While barbaris m regimen of special forces. How does thi s
faded with time (albeit not without mor e knowledge help your D&D ranger, though ?
than a few recurrences), the combinatio n Elite military units don't use entangle an d
of stealth, wilderness survival, and strikin g speak with animals spells, but many of thei r
power embodied in the ranger has enjoye d tactics, equipment, and weaponry can translat e
great success throughout human history . well into magic . They sometimes have need t o
Almost every army in history-and cer- set up detection systems (alarm), communicat e
tainly every successful one-employed fast- over great distances (animal messenger), observe
moving, lightly armored scouts to rang e enemies without visible light (dark-vision), ja m
ahead of its vanguard, flush for ambushers , enemy sensors (nondetection), and set cicctis' e
find enemy encampments, and map out th e traps (snare and spike growth) . Even curative
lay of the land . No core class embodies thes e magic has its modern equivelent-behin d
tasks better than the ranger . enemy lines, every soldier must at sonic tim e
Some military traditions dispense d become his own medic . Admittedly, the trans -
entirely with ranks of fighter-class hop- lation is n't perfect : wind wall and tree stride fall
lites, legionnaires, knights . samurai, o r outside the realm of plausibility using mod -
-musketeers, using instead fast-movin g ern technology.
ranger-class irregulars . Perhaps mos t Players looking to model their ranger s
famously, the native tribes of North Amer- on modern special forces should begin b y
ica employed tactics far more suitable to a looking firr some magical artillery. One o f
ranger than to a fighter or even a barbar- the most important support mechanisms fo r
ian . Their internecine strife was no les s special forces is targeted fire support fro m
vicious for all its lack of field armies . later , the air. You can emulate that by providin g
although under-equipped and outnum- fireball support, such as with a necklace s f fire -
bered, they made an indelible impressio n balts . Because both rangers and elite militar y
on the European settlers who encountere d units work best when moving in small, fast -
thern .'1'hat impression led those settler s moving groups, bags of holding and .leward 's
to adopt many of the same tactics . In a n handy haversacks are a must . If slow-movin g
era of massed armies, American revolution- characters like dwarves, gnomes, halflings ,
aries harried British troops with a fightin g or heavily encumbered fighters join your
style that, in DO terms, could only b e party, you need to find a way to increase their
described as that of-the ranger . movement . Boots of striding and springing
Two centuries later, nations great an d make obvious choices, but helter choice s
small still employ this fighting style per- might include winged hoots, flying carpets, o r
fected by natives and irregulars . Nowher e other ways of providing magical flight . In
does that apply more than in special force s fact, getting your entire party in the air most

units, such as the British SAS and th e effectively emulates the helicopter-based fast -
United States's SEALS, Green Berets, and LI S roping techniques of SF :ALs and Rangers an d
Army Rangers. maximizes your hit-and-run capabilities .
ant your rogues to live longer? Sto p adventures . Even as a pacifist you may stil l

W being a threat . . . or at least stop


seeming like one .
A pacifist rogue, someone who refuse s
take an active role in battlejust not neces-
sarily one your enemies expect .
Sneak attack, the only rogue ability specii =
to carry weapons or harm living creatures , ically geared to offense, is too handy to cas t
might in some cases aciually outlive th e aside . You may deal nonlethal damage with a
stereotypical knife-twirling rogue every - sneak attack when used in conjunction wit h
one expects . Some enemies hesitate whe n a sap or unarmed strike . Take advantage o f
confronted with a seemingly harmless foe . this . Since punching someone usually pro-
They might consider the options of ransom , vokes an attack of opportunity you migh t
interrogation, or even slavery . This give s consider taking a level of-monk to gain not
your rogue precious time, both to kee p only unarmed strike, hut Improved Grappl e
breathing and to look for other options . Le t as a bonus feat, good saves, and possibly a n
the fighters fight! Spend your time on more enhanced Armor Class (if you have a Wis-
productive pursuits, like hunting for trea- dom bonus) .
sure, escape routes, or simply unexpecte d Catch 'ern All: Keep your eyes open Fo r
opportunities. A pacifist rogue more than magic items that, allow you to capture oppo-
earns her keep . All it takes is the right atti- nents, like iron bands of Bilarro or a rope of
tude and a little. preparation . entanglement . Items that incapacitate o r
Charm, Wit, and Grace: Few of a rogu e ' s reduce an enemy ' s threat potential, such as
class abilities suffer when used by a pacifist . a horn of ford or eyes of' doom, also allow yo u
Allocate your skills as needed for the cam- to play a more active role in combat . Avoi d
paign . Even if-unarmed you can still pic k merciful weapons since they tend to pus h
locks, disarm traps, climb walls, or skulk i n you back into a rogue ' s traditional role ,
shadows . Make sure you put at least a fe w thinking with your blade as you skulk o n
ranks into social skills like Bluff and Diplo - the sidelines and wait for a chance to sta b
macy, since the ability to talk your way ou t someone from behind .
of nasty situations becomes even more vital Unexpected Tactics : Always stay active i n
when you can't fight your way out. combat . Do something-anything-every
Since you refuse to live by the sword you r round . Even if all you do is shout " basilisk! "
role as the party 's problem solver shoul d and cover you eyes it might distract you r
evolve naturally. You must be versatile an d enemies long enough to help one of you r
quick thinking, never at a loss lhT word s friends get out of a sticky situation. Expec t
or without a clever way to exploit your sur- your more violent colleagues to reach fo r
roundings . Once your DM realizes yo u weapons and spell components at the firs t
always try to outwit an enemy or look fo r sign of trouble . Your job is to find option s
something usefiri in the area expect him t o others overlook. Attacked in a kitchen? Tos s
start including these opportunities mor e a pie at the enemy wizard . Goblins raidin g
ofl .en . When you decide to adventure with- the farm? Stampede the cattle .
out weapons, new solutions to old problem s Resourceful, unique, and charming, you r
begin to emerge . pacifist rogue could become the most popu-
Cautious Combatant: Combat, whether lar character you ever play .
an ambush by drow raiders or a hungr y
owibear, rears its head all too often during
oyalty, while admirable in anyone , Sec page 314 of the Monster Manual for a

I can greatly benefit sorcerers or wiz-


ards who keep their original familiar s
throughout their careers . Those who tak e
complete description of the scent ability .
Second Memory (Ex): Prerequisites :
Arcane spellcaster level 5th, raven familiar .
the Improved familiar feat and refuse t o You may seek your familiar's sometime s
cast aside !heir cherished animal part- dubious advice . Whenever you attempt a
ner in favor of a more powerful creatur e Knowledge check for a Knowledge skill i n
might explore new abilities derived fro m which you have at least z rank your rave n
this enhanced connection . This articl e familiar attempts to assist you . It nee d
lists several enhancements an arcan e only make a DC 1o Intelligence check to
spellcaster with the Improved Familiar do so . If it succeeds, you receive the stan-
feat might gain if he retains his origina l dard +2 bonus on your skill check .
familiar rather than acquiring a new an d Self-Cannibalize (Su) : Prerequisites :
more powerful one . Each enhancemen t Arcane spellcaster level 9th, ra t . familiar. You r
has a requisite level in an arcane spell - will to survive allows you to feed upo n
casting class as well as a specific familiar . your magic . Once per day you may, as a
Blindsense (Ex) : Prerequisites : Arcan e free action, sacrifice one of your availabl e
spellcaster Ievel lath, hat familiar. You gain spell slots or prepared spells to conver t
blindscnse out to 20 feel . Using nonvisua l some lethal damage you take from a n
senses, such as acute smell or hearing, yo u attack or spell into nonlethal damage . Th e
notice things others cannot see . See pag e level of - the spell sacrificed represenls th e
306 of the Monster Manual for a complet e number of hit points converted into non -
description ofblindsense . lethal damage .
Hallucinatory Perspiration (Ex) : Pre - Tracker (Su) : Prerequisites: Arcane spell -
requisites: Arcane spellcaster level 9th, toa d caster level 9th, hatvk or owl farniliar. Yo u
familiar. Your sweat causes creatures ras h gain a +2 bonus on Move Silently checks .
enough to bite you to suffer violent hal- You also gain low-light vision . If yo n
lucinations . Whenever a creature vulner- already have low-light vision, you can se e
able to poison bites you it must succeed a t three times as far as a normal human i n
a Fortitude save (DC iv + 1/2 your arcan e starlight, moonlight, torchlight, and simi-
spellcaster class levels + your Constitutio n lar conditions of poor illumination .
modifier) or he affected by the confusio n
spell for rd4 rounds .
Nine Lives (Su) : Prerequisites : Arcane spell -
easier level fth, cat familiar. When you roll t o
stabilize, you have a 50% chance of success
instead of the standard ea% chance .
Regrow (Ex) : Prerequisites : Arcane spell - Minimu m
raster level 7th, lizard familiar. You can hea l Ability Level Familia r
your own wounds as :a paladin lays o n Blindsense 12th Bat
hands . Each day you can heal a total num- Hallucinatory Perspiration 9th Toa d
ber of hit points of damage equal to hal f Nine Lives 5th Ca t
your arcane spelleasting level x your Cha- Regrow 7th Lizard
risma modifier) . Scent 7th Snake o r
Scent (Su): Prerequisites : Arcane spellcaste r wease l
level 7th, snake or weasel familiar. You gain th e Second Memory 5th Rave n
scent ability . You can identify familiar odors Self-Cannibalize 9th Rat
.just as normal humans do familiar sights . Tracker 9th Hawk or owl
izards have become associated with a beards consider it insulting for someone t o

W variety ofclichdd affectations. What fol-


lows are explanations of the historica l
meanings behind these symbols .
approach them seeking apprenticeship. Suc h
all action insinuates they are "over-the-hill ."
This does not stop younger accomplished wiz-
Athame (Wizard 's Dagger): The athame is ards from taking apprentices early in life, only
a double-edged, black-hilted, ornate dagge r that it is inappropriate for the apprentice to
used to inscribe runes and circles of power . volunteer himself indiscreetly.
The athame is a physical extension of the wiz- Long Nails : Long nails symbolize the wiz-
ar d 's will . To retain its effectiveness, the wizar d ard 's domination over or disdain for the mate-
must never use her athame for a mundan e rial world . Given its negative connotation, evil
purpose like combat, eating, or carving . wizards most. often indulge in this affectation.
Forked Beard : Wizards with a penchant fo r The wearer shows that he rarely participate s
or specialization in conjuring most often wea r in manual, mundane labor, having other mor e
a forked beard . I t 's also a temporary favorite of supernatural ways of accomplishing things .
mages in the process of magic item creatio n Pointed Hat : Hats, because of their place-
or alchemy. The history of the forked bear d ment on I:he head, symbolize wisdom an d
is tied to the mundane equivalent of coikjury : intelligence . The pointed form of the classi c
smithirlg . Smiths wear their beards separate d wizard's hat embodies something called th e
so that it doesn't hang down and become cone of power. T he cone of power describe s
ignited by the fire of the dirge . the gathered energy that a wizard calls to
Binding of the Two Fingers : Apprentice s himself during spellcasting and its finials int o
under the tutelage of a venerable but cel- a single purpose . The cone of power-seen
ebrated wizard often bind their index an d from one direction-folios a circle, the sym-
middle fingers as a sign of profound respec t bol of the sun, unity, eternity, and rebirth .
and dedication . This ritual signifies the When viewed from the side, it forms a tri-
consent for the apprentice to offer material angle-associated with the elements and pyra-
help and assistance in return for the greate r mids, A pyramid has many mythological an d
service of erudition . Why those two fingers ? mysterious associations, such as the power o f
A respectful way to aid another person i n hidden knowledge held by few (the peak of th e
walking, perhaps up a step, is to offer the two pyramid) over many (Ihe base) ,
fingers as an anchor. Ribbons : Ribbons represent the element of
Eye Shadow : Since ancient times wizards air, and as such are favorile accoutrements of
have worn eye shadow to prevent . malignan t air elementalists. Representative of smoke bil-
magic and curses from entering through thei r lowing from an incense burner, wizards ofte n
eyes . The ritualistic shadowing can range fro m tie ribbons to beards, clothing or items .
a discreet coloring around the edges to a com- Staff: The staff is perhaps the quintessential
plete covering of the pits of the eyes . accessory of the wizard . While magic imbue s
Long Gray Beard : Naturally, long grey o r many staves, even. mundane ones aid the wiz-
white beards are attributed to great age an d ard. A wizard 's staff is primarily used to hel p
wisdom. However, in wizard circles it takes focus and conduct the wizard's magical ener-
on a deeper meaning as the traditional mar k gies . Anyone seeing a wizard's staff gains a -- a
of teachers. As most wizards take apprentice s circumstance boInus on any knowledge (local )
later in life, after they retire to research an d and Knowledge (nubility and royalty) checks t o
scholarship, many younger wizards lacking identify the bearer as a wizard .

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