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ORIENTAL ADVENTURES SPECIAL

R
LA
TA GE
EC PA
CU
MASSIVE FORGOTTEN REALMS MAP PART 3
13
NI
NJ
A
SP

YOUR OFFICIAL DUNGEONS & DRAGONS MAGAZINE

10,000 MOVES
13 MOVIES
3 CLASS COMBOS

3 PRESTIGE CLASSES
SECRET HISTORY

SUPERSIZE YOUR
MONSTERS
LEVEL UP YOUR
LONGSWORD
ISSUE 289
DUNGEONCRAFT DESIGNS NPCS
$5.99US $8.50CAN

PLUS
NOVEMBER 2001

11
TAKE YOUR GAME TO PARIS
D&D CHAINMAIL STRATEGY TIPS!
0 71658 01823 5 USE GAUNTLET ITEMS IN YOUR GAMES
Jon Foster has been widely published in the gaming industry, and
it’s an honor to have the opportunity to see his interpretation of
this adventuring monk.
—Peter Whitley
CHAPTER ONE:
GAME PAGODA OF CONTENTS
ROOM DRAGON Issue #289 • November 2001 • Volume XXVII, Number 6
8 Wyrm’s Turn
Where do NPCs come from?
CHAPTER TWO:
12 Scale Mail
26
28
Convention Calendar
Get conned.
Up On A Soapbox
FEATURES
The oral tradition continues. 110
36 BLACK-CLAD ASSASSINS
Not hatched by magical chickens, as popularly
believed. Find out the truth about ninjas here.
32 Dork Tower

112 46 SILENT WARRIORS


So you want to be a ninja? Here are three new
ninja prestige classes.

56 LEVELED TREASURES
You might never outgrow another weapon.

60 FLYING LEAPS, DEADLY SILKS


114 Find out what the great wuxia flicks are and
where to find them.

66 THUNDER AND FIRE


Gargantuan is almost a big enough word to
describe these monstrosities.
116
76 PLAYFUL PHOENIX FIST VS.
FOUR SCHOLARS BOXING
We almost named this article Walking Duck
Lich Slap but then thought better of it.

80 CLASS COMBOS
What do you get when you cross a fighter
120
with a monk? No, not a figonk.

CHAPTER THREE:

126
FAMILIARS
130 86 Mind Flayers
122
Helm of Intelligence, to my aid!

88 Cities of the Ages: Paris


128 Bon appetite, monsieur!

94 Rogues Gallery: Sembia


The villains of Black Wolf.

100 Elminster’s Guide to


the Realms
Alleys—not just for getting CHAPTER FOUR:
60
66
104
jumped anymore!
Bazaar of the Bizarre WIZARDS
80 Magic cups? Sure, why not! WORKSHOP
108 Nodwick
110 Chainmail
Skirmish. Not just for breakfast
76
anymore.
56 36
112 Role Models
Tip #1: Lift the miniature with your
legs, not your back.

114 The Play’s the Thing


You know the rules, now develop
your style.
46
116 Sage Advice
Don’t skip Skip. He might save
your character’s life.

120 Silicon Sorcery


Gauntlet, it’s back and in your game.

122 Dungeoncraft
Make your NPCs as believable as
100 your characters.

126 PC Portraits
12 8
Asian adventurers for any setting.

28 128 Dragonmirth
26 130 What’s New?
32

86

104
88
94
PAGODA DRAWING BY YOUR FRIENDLY
NEIGHBORHOOD ART DIRECTOR

108

5
Going NPC Group Publisher
Editor-in-Chief
Johnny Wilson
Jesse Decker
Associate Editor Chris Thomasson
My time as art director of DRAGON Magazine has been a lot like a
good D&D campaign. We play every day, often on weekends Assistant Editors Matthew Sernett
Stacie Fiorito
and, although players come and go, the missions stay the same—
to smite the mighty Dreadline. Contributing Editors Ed Greenwood
Robin D. Laws
Our small squad of high-level specialists fearlessly travels
Christopher Perkins
deep into the Dreadline’s lair each month. Through the luck of Mike Selinker
high rolls and creative focus, we emerge with our colorful tro- Skip Williams
phy and a tad more experience. Jesdeck the Healer leads us into Ray Winninger
the steaming maw with a fanatical devotion to a casualty-free Circulation Director Pierce Watters
mission. The uncompromising paladin, Sir Nett, applies order to Advertising Sales Director Bob Henning
the chaos with swaths of red and esoteric principles found only
Production Director John Dunn
in the arcane histories of Skunk and White. The mysterious Fio
Circulation Assistant Dawnelle Miesner
silently volunteers to explore the darkest passages for the small-
est anomaly. I, lacking wisdom (and some may claim charisma), Designers Theresa Cummins
Andy James
specialize in illusions that can, on a good day, fool the eye
and befuddle the brain. Our patron John (Son of Will) and his Staff Illusionist Peter Whitley
advisors brief us periodically on recent sightings of the nefari- Contributing Artists Jon Foster
ous Dreadline and equip us with whatever tools they have at Sam Wood
John Kovalic
their disposal.
Carlo Arellano
Rather than bore you with the details of our characters, I Jeremy Jarvis
write with another purpose in mind. I have grown tired of spew- Jeff Laubenstein
ing my color sprays and hypnotic patterns and feel that it’s time D. Alexander Gregory
to go NPC. This weird caster is retiring from the adventuring Arnie Swekel
life for the time being. The party, with its lucrative and regular Tom Gianni
assignments, will undoubtedly find a capable ventriloquist to Ron Spencer
meet its needs. The job is glamorous but dangerous, and by Stefano Gaudiano
D.T. Strain
the time this missive reaches your eyes, that person will no
David Day
doubt be identified. Aaron Williams
As part of the hearty team, I delved into the cavernous pit of Todd Harris
doom fifteen times and each foray emerged victorious. Bards tell Phil Foglio
the tales to drunken would-be historians of a day when our mis-
sions were identified by a completely different heraldic mark. DRAGON Magazine (ISSN# 1062-2101) is published monthly by
That was not the only difference between those days and these, Wizards of the Coast, Inc., 1801 Lind Ave. SW, Renton, WA
but I won’t try your patience with my deeds. Instead, if you have 98055, United States of America. Periodicals Postage Paid at
Renton, WA, and at additional mailing offices. POSTMASTER:
the means, please look back to the journals of yesteryear and SEND ADDRESS CHANGES TO DRAGON Magazine, P.O. BOX
compare the methods of our madness. I trust you would find 469107, ESCONDIDO, CA 92046. ©2000 Wizards of the Coast,
that I, as the party’s illusionist, would be worthy of sharing the Inc. All rights reserved. No part of this magazine may be
reproduced (except for review purposes) without the prior written
glory of our endeavors and not, as it may have seemed at first, permission of the publisher. Material published herein does not
the ruiner of all things good. necessarily reflect the opinions of Wizards of the Coast, Inc., its
Our missions can unanimously be described as dungeon employees, or its editorial staff, who are not liable for opinions
crawls. The highs and lows can be found in the journals of our expressed herein. Most product names are trademarks owned by
the companies that publish those products. Use of the name of
deeds. For example, the cover of issue #275 was my favorite, any product without mention of trademark status should not be
while I may never live down my claim to clothe the scantily-clad construed as a challenge to such status. WIZARDS OF THE COAST;
babes of days gone by. Lo, the outcry was deafening. While we TSR; DUNGEONS & DRAGONS; ADVANCED DUNGEONS & DRAGONS;
D&D; AD&D; FORGOTTEN REALMS; DRAGONLANCE; PLANESCAPE;
witnessed a feral halfling spill orc brains across the page, we RAVENLOFT; BIRTHRIGHT; MYSTARA; SPELLFIRE; GREYHAWK; DARK SUN;
also saw the wondrous and deadly creatures of Shannara just SPELLJAMMER; AL-QADIM; COUNCIL OF WYRMS; MASQUE OF THE RED
one mission later. I would like to believe the entire mission DEATH; MONSTROUS COMPENDIUM; ALTERNITY; STAR*DRIVE;
became cleaner, easier, and more worthwhile . . . but I might just DARK•MATTER; ALIEN COMPENDIUM; FIFTH AGE; DUNGEON MASTER;
PLAYER’S OPTION; DRAGON; DUNGEON; POLYHEDRON; LIVING CITY;
be a delusional old fool in a burlap codpiece. LIVING GREYHAWK; GEN CON; RPGA are trademarks of Wizards of
Perhaps you care little what I plan on doing with my time, but the Coast, Inc.
I’ll tell you nonetheless: After I quaff a few stiff flagons of mead Star Wars is a registered trademark of Lucasfilm Ltd.
©1999 Lucasfilm Ltd. All rights reserved.
down at Old Trotty’s Chainmail Bikini, I’m going to go NPC. Now, *©1995, 1996, and 1998 Nintendo, Creatures, GAMEFREAK,
save your tears; it’s not as bad as you think. An NPC’s life is Pokémon, Jungle, Fossil, Gym Heroes, Team Rocket, Game Boy,
one of leisure and reflection, two activities that I adore. Gotta catch ’em all, and the official Nintendo Seal are trademarks
So, as if Dave Gross and I misread cues, I also am leaving of Nintendo. ©2000 Nintendo of America.
SUBSCRIPTIONS: Contact Publishers Creative Systems
DRAGON Magazine. It is in incredibly capable hands, and I know at dragon@pcspublink.com or call 1-800-395-7760.
that Decker-and-crew have big plans for the publication . . . In the UK, contact kay.palmer@tnsofres.com or call
good plans, exciting plans, ambitious plans. I’m going from art +44-18-58-41-4713.
ADVERTISING: Contact DRAGON Magazine’s Advertising
director to subscriber, and with the newfound time in my life, I Sales Director, Bob Henning, at 425-204-7262. All ads are
plan on actually playing again. subject to approval by Wizards of the Coast, which reserves
It’s been a good time and an honor to have such dedicated the right to reject any ad for any reason. Advertisers and/or
and attentive readers as yourself. agencies of advertisers agree not to hold Wizards of the Coast
liable for any loss or expense from alleged wrongdoing that
may arise out of the publication of such advertisements.
JEREMY JARVIS Thanks, and roll high! Northeastern Advertising Representatives: Sig or Scott
Buchmayr, Buchmayr Associates, 137 Rowayton Avenue,
Rowayton, CT 06853, 203-855-8834.
Distribution Nationally and Internationally by Curtis
Circulation Company, 730 River Road, New Milford, NJ 07646.
Tel: 201-634-7400. Fax: 201-634-7499.
Peter Whitley, Art Director
Printed in the U.S.A.

Special thanks to all of the excellent artists that I’ve had the priviledge of working with, to DRAGON’S
inspired and uncompromising editorial staff, and my wife, Jennifer, and sons, Jacob and Levi, for
being so patient with me on the long nights of production.

8 november 2001
Response to issue #287 has been campaigns out there that alter rules to
almost unanimously good, but the suit the imaginations of the DM, players,
Shannara issue still seems to draw and campaign world to make it more fun
either high praise or harsh or interesting. I would like to take this
condemnation. opportunity to personally thank the
Lots of folks are asking about back game designers at Wizards of the Coast
issues, putting articles on the web, and who continue to promote creativity and
how they can get hard-to-find material openmindedness in the minds of their
from DRAGON. All we can say now is audience. In a world rife with passive
that it’s okay to look online for back entertainment and people who want
issues (starting with the Wizards’ web- instant satisfaction, these authors have
site isn’t a bad choice), but it’s not okay engaged both sides of my brain, and
to put material from DRAGON online. that is definitely something I value.
Bill Pomares • Norwich, NY
Brain Food
One of the really great things about the More Bang for your Buck
rules in the new edition of D&D is the In a recent issue of DUNGEON Magazine,
chapter in the DUNGEON MASTER’S Guide a reader computed the cost of a
on Dungeon Mastering. The “Changing subscription to the magazine based on
The Rules” section is one of the best pennies per page. He found it a
things that the authors could have remarkably good deal. Intrigued, I
included. I really appreciate how the decided to do this for DRAGON
authors have communicated the flexi- Magazine, both past and future.
bility of the game’s rules and the In 1978, a yearly subscription to
importance of game balance. It accom- DRAGON was $18.00 (this information is
plishes one of the basic intents of role- from the editor in DRAGON #12). At that
playing, and it encourages creativity time, DRAGON had just moved to a
and imagination. monthly schedule and averaged about
Once I had finished reading all of the forty pages per issue. That comes to
core rulebooks and the supplements, I approximately 3.75 cents per page.
decided to alter the rules for spellcast- Today, an early-bird renewer choos-
ing classes to create a world of “high ing to renew by mail for three years
magic” as suggested on page 164 of the pays $75.00 for those three years, or
DUNGEON MASTER’S Guide. The result $25.00 per year. On average, DRAGON
was a world that enables high-level Magazine runs about 110 pages long
spellcasters to become particularly these days.
fearsome and allows even low- and On the surface, you’d think that this
SHARE YOUR OPINION mid-level characters to be more dan- was an increase of 38.89%, or about
MAIL “SCALE MAIL” gerous than normal. Although it has not 1.4% per year, remarkably low. But
DRAGON Magazine been playtested at length, I was very what about per page?
1801 Lind Avenue S.W. satisfied with the initial results, and my My subscription to DRAGON is costing
Renton, WA 98055, USA friends that played these classes had a me about 1.9 cents per page. Over a
EMAIL SCALEMAIL@WIZARDS.COM great time with them too! NPCs and twenty-three year period, the cost of
Include your full name and mailing address
if you expect your letter to be printed, monsters also follow the variant rules one page of DRAGON has actually
and let us know how much of that address I’ve invented and create slightly more decreased by about 50%! Heck,
you’d like printed. (We’ll assume city and
state otherwise.) difficult challenges for my players. I’m when you take inflation into account
sure I will have to adjust the rules as as well as the increase in quality, it’s
FOR SUBSCRIPTION INQUIRIES different circumstances arise, and I darn near free!
EMAIL DRAGON@PCSPUBLINK.COM consider my house rules to be a “work I love the magazine. Keep up the
CALL 1 (800) 395-7760 in progress.” good work!
I suspect there are many other Tyler Jones • Phoenix, AZ

PREVIEWS #290
Investigate the intrigues of Hun, and change history when out how to use Sense Motive to of the Ages,” and the fourth
rogues and bards! Discover you fight the battles that your best advantage, and learn installment of the giant Forgotten
adventure in the Dark Ages! determined the fate of the why Innuendo will be your new Realms map! And as always,
DRAGON MAGAZINE #290 steps nations in the Dark Ages. favorite skill. Be the life of the you’ll find advice, tools, and
back in time to an age of With one foot in the legends party, literally, after you learn tactics to improve your game.
warlords and Huns, witches and and history of ancient Eastern how to run great game sessions So gather your cadre of
trolls. See the mythic monsters Europe, this issue steps boldly set during parties, grand balls, comrades, gird your sword, don
that plagued both tsar and into the rough-and-tumble, and masquerades. your mask, and pick up this issue
peasant alike. Face off against shadowy world of scoundrels. Inside you’ll also find “Class to get the best from your games!
famous figures like Attila the Never be swindled again—find Acts,” “Faiths of Faerûn,” “Cities
$5.99 U.S./$8.99 CAN • TSR Product No. 82290

12 november 2001
Scrying Eyes
I’d like to know who on your staff reads
GAME FACE
Name: Erik Mona
Alignment: Neutral Lethargic
minds, because apparently they are
Class/Level: Editor7/Slack-Ass10* (*prestige class)
very good at it.
Years Gaming: 18 (Years in which that meant “The
It all started the night my party saw
Fiend Folio is a fun coloring book:” 3.)
their first dragon. We ended the session Favorite Monster: Player characters
there, saving the big combat for the Favorite Class: Any class, except bards and rangers
following week. The very next day Favorite Setting: GREYHAWK, because grease and blood
issue #284 arrived in my box, which is better than smoke and mirrors.
included an article by Jesse Decker that Greatest Gaming Moment: Back in highschool, I let my
offers advice on how to make your group of players roll up super high-level characters
dragons more deadly foes. My players and offered to let them play through the original Tomb
were not too happy about that. I dis- of Horrors, which none of them had ever seen before. I told them that if they got
missed this as mere coincidence. a half-dozen rooms into it, I’d give their regular characters a boatload of free
Then, one of the players was thinking experience points, but if they died or fled before getting to the sixth room, they
about switching characters to a halfling had to buy me my own pizza. I ate well that night.
rogue, but didn’t like the way they Show us your game face. Send a photo and a brief description of your gaming background, including your “vital statistics”
(years gaming, your “gaming alignment,” favorite race, class, and setting) and a short description of your greatest gaming
looked. I told him that his halfling didn’t moment. Keep it all under 100 words, and you might see your mug right here. Send us your game face by post or email it
have to look the way they have typi- to dragon@wizards.com.
cally been portrayed. A week later,
Issue #285 came out, discussing this
very thing! Digital DRAGON DUNGEON Magazine already does this.
From there things have been escalat- I am a D&D fan who just got back into DRAGON doesn’t, but we’ve got a new
ing. My characters were to fight vam- the game with the introduction of the chief here at Dragon HQ. Since he’s the
pires one week and viola! You put “Vs. new edition. I have been reading both nosy type, I’m relatively sure he’ll start
Vampires” in issue #286! I couldn’t DRAGON and DUNGEON for a number of tinkering with the website once he’s
believe it! Finally, to top it all off, my years and I love the new formats! changed everything in the magazine.
party is now in a situation where they I also really like the various charts No promises of course, but it’d be nice
have been pitted against a celestial who and maps displayed within the maga- to do something like this with the maps
is doing not-so-good things for the zine, but I wonder if there would be a from “Cities of the Ages.”
greater good. And what do I hold in my way to put them on the Internet for
hands now?—issue #287, which download? One way to do this would be Planely Speaking . . .
includes an article suggesting this very to put a code somewhere in the maga- It has been a long time since I’ve felt
same plot hook! zine that would allow the buyer to compelled to write to you, but issue
I simply cannot believe that this is access the same maps and charts on #287, as well as the imminent release of
coincidence anymore. I’m truly happy your website. Although there might be the Manual of the Planes, changed that.
to contribute my ideas to your great some logistical problems with this, I First, let me join the many in singing
magazine, I just want to know who the have seen it done for various computer your praises. The new format looks
mind reader is. gaming magazines with much success, really cool. I especially loved the “Cave
John Welch • Oviedo, FL and I think it’s much more practical of Contents”—it’s quite possibly the first
than photocopying or scanning all my truly original thing I’ve seen in months.
Sadly John, we can only read your magazines, which can consume a lot of Also, your new artists are top-notch. I
mind. Keep thinking “rogues” and we’ll time. It might be a little more work for think that David Day has added a lot to
be there for you next month. you, but I’m sure you would make a lot the “Elminster’s Guide” articles with his
of roleplayers who have Internet con- great illustrations. (Why not turn one of
nections very happy. his works into a poster-sized drawing
Shawn Carlsen • Vancouver, B.C., Canada as a bonus one month?)

PREVIEWS #89
Rivers of Blood Rage Honor and Eta Headless Wedding Bells
Can the adventurers defend He’d be angry if he could, The PCs must race to find Hundreds of souls are at Missing citizens isn’t on the
a besieged village from but all this barbarian hero the “spirit creature” stake as heads continue to agenda at a wedding service
invaders in 10th-Century can do is wonder where his tormenting a village of eta roll. The entire region of in the quiet town of
Russia? Jump right in and rage went. The PCs must and stop its cannibalistic Sterich is at risk as a Dockalong. If the PCs don’t
explore the exciting world defeat a family of vile trolls ways. Even those of unclean diabolical servant of a dark, discover what sort of
of Eastern Europe in the to help a hero regain his will spirit deserve to be able to ancient power struggles to creature is kidnapping the
Dark Ages. This adventure is to fight. A D&D adventure perform an execution in gain a foothold in the town’s citizens, more are
based on the Red Sails for 7th-level PCs but peace. A D&D Oriental Crystalmist Mountains. sure to perish. A D&D
campaign setting in DRAGON adaptable for levels 5-9. Adventures adventure for A D&D adventure for adventure for 4th-level PCs
#290. A D&D adventure 1st-level PCs but adaptable 12th-level PCs but adaptable but adaptable for levels 1-12.
for 4th-level PCs but for levels 2–8. for levels 9-15.
adaptable for levels 1-7. $5.99 US/$8.99 CAN • TSR Product No. 82089

14 november 2001
PREVIEWS
PUBLICATIONS I’ve been leading a game set in the look like smaller versions of elves. I
Planescape setting for most of the past hope that the ghost of Tolkien haunts

NOVEMBER Deep Horizon


decade. When we heard that PLANESCAPE
was getting cut because TSR could no
longer support it, we were crushed.
the misled person who destroyed
this lovable race of sensible, good-
natured folk!
A D&D Adventure
The portal to the Cage was being closed Ron Gourley • Chico, CA
by Skip Williams behind us. Don’t get me wrong; as a
$9.95/$14.95 CAN • WTC11855 proficient DM and decent storyteller, I Size Matters
ISBN: 0-7869-1855-1
can and did craft my own storylines. I just got the first section of your
Somehow, though, they were lacking. multi-part map of Faerûn from issue
Now, with your issue that was #287. This is a great idea! However,
Lords of Darkness devoted to the planes, as well as the there is no scale visible on the panel. I
A FORGOTTEN REALMS Manual of the Planes releasing soon, we tried to match it up to the map that
Accessory have some hope that we’ll see our way came with the FORGOTTEN REALMS
by Sean K Reynolds and
back to the city of Sigil and all our old Campaign Setting book, but it is not an
Jason Carl
$29.95/$41.95 CAN • WTC11989 fiends and enemies. even match. The scale on the map from
ISBN: 0-7869-1989-2 Speaking more specifically about the book is 120 miles to the inch. The
issue #287, it had a great article about map from the magazine looks like 70
Chosen of the Gods Celestials; any chance for coverage on miles to the inch. Could you please tell
A DRAGONLANCE Novel the other guys? I also enjoyed seeing me what the scale is?
by Chris Pierson
$6.99/$9.99 CAN • WTC21902
many of the factions discussed and Sheldon Smith • Yonkers, NY
ISBN: 0-7869-1902-7 updated to the new edition, but what
about other planar prestige classes? (I The scale is increased proportionately
wonder what the Lady of Pain looks like with the rest of the map. Next issue’s
through 3rd Edition specs?) map (part 4) contains the accurate
Again, thanks for the wonderful scale. If you need to compute distances
Keep on the Borderlands
A GREYHAWK Novel work, and please, bring back the before then, simply use the scale in the
by Ru Emerson Planescape setting . . . there are a few Forgotten Realms Campaign Setting
$6.99/$9.99 CAN • WTC21881 “cagers” stuck in Minnesota who want book and divide the distance measured
ISBN: 0-7869-1881-0
to go home. by four for a rough approximation.
Tobias Parks • Address withheld
Breakin’ the Law
Black Wolf Get Your Own Mag A number of people on the DRAGON
A FORGOTTEN REALMS Novel For years I’ve borrowed my friend’s message boards have been asking for
by Dave Gross copies of DRAGON Magazine, but your prestige classes from DRAGON MAGAZINE
$6.99/$9.99 CAN • WTC21901
ISBN: 0-7869-1901-9 new format convinced me to get my and I don’t want anyone to get into
own subscription a few months ago. trouble if this isn’t legal.
I want to say that I love the new I wrote a post to the message boards
changes to the magazine and the indicating that this might be considered
game as a whole. a copyright infringement, because I

DECEMBER Song and Silence


In issue #287 there was mention of
your website www.wizards.com/dragon
and I was overjoyed. An acquaintance
believe it is your intellectual property.
Some replies to my post indicated
that Wizards of the Coast and/or
A D&D Accessory had an issue of DRAGON that included an DRAGON had given approval for people
by David Noonan and article with class combos that I was to send such information via email.
John D. Rateliff
$19.95/$31.95 CAN • WTC11857 really disappointed to have missed out These same posts also mention that
ISBN: 0-7869-1857-8 on. When I saw the notice about your Wizards of the Coast and DRAGON do
website, I thought that I might be able not keep back issues of the magazines
to look up the excellent resources from for customers to purchase and that
past issues I didn’t have access to. they don’t necessarily approve of mer-
Conundrum I was disappointed to see that many chants carrying back issues either. In
A DRAGONLANCE Novel
by Jeff Crook of your great articles were mentioned addition, these posts indicate that some
$6.99/$9.99 CAN • WTC21949 but inaccessible. I hope to see these of the people on the message boards
ISBN: 0-7869-1949-3
come available on your website soon. might not have access to your maga-
On another note, you have put a few zine because they reside in certain
historical cities in past issues, and I countries that can’t get it. They cite
loved them. I thought that was the these as the reasons why they should
The Siege greatest idea. I would especially like to be able to post prestige classes. What is
A FORGOTTEN REALMS Novel see Rome. your official stand on all of these
by Troy Denning
$6.99/$9.99 CAN • WTC21905 Lastly, I have one complaint. I hate points? Can we exchange prestige
ISBN: 0-7869-1905-1 the look of the new halflings! They classes from your articles? If so, does

16 november 2001
FORUM there need to be a certain amount of
time after the newsstand release of an
issue? Can your articles be posted in
.pdf format on someone’s website?
One response to my post even men-
Old Habits Die Hard
I am an avid D&D player, and I must
admit that I don’t really care for the
new edition. Unfortunately, all of your
articles in the magazines are devoted to
NIX THE NITPICKING tioned that another member of the it. My friends and I are starting to think
have been a regular reader of Wizard’s message boards had gotten that you might be trying make us con-

I DRAGON Magazine for a very long


time as well as an avid D&D
player for over 20 years now, and
the right to write a foreign (German, I
think) version of your magazine and
that this person has even secured
vert to the new edition so that the
company makes more money!
There are a number of people that
I am just amazed at the seemingly copyright privileges. Again, I am unsure still play 2nd Edition. If you don’t begin
endless onslaught of letters I read as to what is true and what is rumor, including articles for that edition, I think
month after month of trivial com- but I would really like to know, and I’m you’ll begin to lose some of these sub-
plaints about the magazine, such as sure this information would be helpful scribers. You’ll certainly lose my
the artwork and the fonts being used to a number of people who want to subscription as well as those of my
throughout the magazine. make sure they aren’t doing anything friends. I’m sure you don’t want that.
Personally, I think that the artwork illegal. Thanks! All we ask is that you don’t kill 2nd
is fantastic and the use of special Name and Address withheld Edition completely. Perhaps if you just
fonts that set off certain blocks of devoted an article or two in each issue
text add to the aesthetic quality of Giving away Dragon content on the to 2nd Edition?
the magazine, giving it an “other- Internet (or anywhere else) is against Adam Long • Address withheld
worldy” medieval feel. the law. Sharing the contents of the
Many people have also complained magazine with a group of friends so DRAGON Magazine has made no secret
about your cover headline, that you can incorporate the material of the fact that it’s now totally devoted
“Warriors Kick Ass” from issue into your game is certainly okay (we like to the new edition. But we think the
#275. It amazes me that in this day that a lot), but other publication is not. I ideas in the magazine are worth con-
so many people would take umbrage know that many fans are frustrated by verting back into that other game
at such minor profanity as that. their inability to get back issues, and system, so feel free to convert any
To the people complaining about we’re always willing to explore the pos- articles you wish.
your portrayals of certain races sibility of electronic reproductions and
(namely, the halflings in issue #285), compilations. For now, try to pick up No Place Like Home
you are forgetting one of the basic the issues you need from the many reli- I was browsing through the magazine
rules of being a DM. The beauty of able electronic retailers out there. section at my local bookstore when the
D&D (or roleplaying games in gen- Fans who know of a reliable online headline DRAGON caught my attention.
eral) is that unlike other games, we retailer that has back issues should post My first thoughts were, can this be
are not absolutely constrained to the a link to our message boards to help true? Is this the same wonderful tome
rules as written. As a DM, you are those who haven’t yet found a source of knowledge that I remembered from
well within your rights to pick and of back issues. my college days in the ’70s? Yes, it
choose the rules you want and was! It was like coming home as I
implement them as you see fit. Just perused those wonderful pages filled
because you read them in DRAGON
doesn’t make those rules “law.”
Nothing in the magazine must be
taken literally. Rather, the articles
are guidelines meant to provide you
caption contest
with ideas.
A number of people have also
written in to express their disgust
with the inclusion of articles that are
useless to them. These people must
remember that there are thousands
of other gamers out there with a
myriad of playing styles and a multi-
tude of different campaign worlds.
This magazine isn’t written solely for
you. Even I can appreciate the fact
that just because an article doesn’t
appeal to me doesn’t mean it isn’t
gold for someone else. Many times
I have found almost entire issue Go beyond just “funny looking” and WRITE A CAPTION for this cartoon and send it to Caption/DRAGON
useless to me. But I can’t tell you the Magazine, P.O. Box 707, Renton, WA 98057 by January 1st. Cutting up your magazine won’t earn you any
favors, but you can send in a photocopy with your entry if you want to be professional about it.

18 november 2001
number of times my campaign has with D&D facts and arcane tidbits. gnolls, although I am not sure that’s a
gone in a different direction than I I hadn’t recalled my gaming memories healthy thing.
expected, and in going back through for years. After college I moved on to a The articles in DRAGON #285 and
past issues of DRAGON, I found inspi- family and career. Forgotten were the #286 were excellent! The history of
ration in an article that I had thought long nights of fighting goblins and the Sundered Empire greatly appeals to
useless at the time it came out. hordes of undead with my friends. me, and the sidebars with D&D infor-
One last thing. There were some Gone were the nights filled with the mation are really useful. Are there any
complaints about gory artwork that I hope of finding untold treasures and intentions to release a Sundered Empire
want to address. Playing this game magic items. Coming across your publi- sourcebook for D&D in the future? Or
at the kitchen table with dice and cation on the magazine racks brought are the characters fairly easy to con-
paper has desensitized us from the all those memories flooding back. vert to D&D since CHAINMAIL uses the
violence inherent in this game. That same afternoon my thirteen- d20 System with just minor alterations?
Anyone who has seen Braveheart year-old son told me of a store he and Also, will the boxed set contain infor-
knows how gory fights fought with his friends frequented that carried a mation on all the armies, or will we
swords and axes can be, and that number of gaming magazines. Sure have to wait for later supplements?
was a PG version of a battle! D&D enough, it was a store that catered to Thanks for taking the time to answer
is a violent game. What do you think roleplaying and other hobby games. He my questions. It looks like I’ll be invest-
happens when you roll a critical hit? and I spent hours among the trappings ing in some paint!
The monster doesn’t just suffer a of my past. He was amazed that his Shaun Welch • Jacksonville, Florida
couple of bruises. No one is going to father could ever have been cool
be traumatized for life after seeing enough to play these games. The D&D CHAINMAIL group plans to do
a watercolor rendition of an ogre Thank you DRAGON for still being the some sourcebooks that will include
laying there with its head caved in. best D&D source, for all the good more background information, but we
It actually lends a touch of realism memories you brought back, and for don’t yet know how they’ll choose to
to the game. adding one more thing for a son and organize those books or what exactly
D&D is not a game for people father to share in a world where com- they’ll contain. Personally, I like the
with weak stomachs. Remember that mon ties are becoming harder and Naresh faction (see page 110).
picture next time you kill a monster, harder to find.
and if that bothers you, maybe you Bob L. Rush • Stillwater, OK The Guys with Guns are Happy!
should find another hobby. Might I I want to thank the DRAGON staff for
suggest needlepoint? Welcome back. providing such a great magazine. As a
military dependent living overseas,
Brad Smith • Bloomington, IN Gnolls? That’s Weird. your magazine is one of my few links
I am eagerly anticipating the release of to the English-speaking gaming world. In
FORUM continues next page. D&D CHAINMAIL! I’ve invested in some spite of all of the negative input I know
miniatures games in the past, but found you get, you have never disappointed
it both costly and time consuming to me.
purchase and paint a decent army. I’ve been reading DRAGON for some
I love D&D, and a miniatures game time, but I never got excited enough to
based upon D&D hits me as a splendid write in—until now. When my brother
idea! The relatively small warbands and noticed that the next issue would cover
short game time also work nicely for Terry Brooks’s world of Shannara, I was
college students such as myself who torn between excitement and trepida-
have limited time and funds. Previews tion. You see, I’m a huge Shannara fan. I
of the D&D CHAINMAIL game have own all the books. When other people
made me gain a strange fondness for convert my beloved books to other

by Aaron Williams

20 november 2001
formats, I often find myself disappointed What’s worse is that more often than
because they don’t meet my personal not the character backgrounds have
PRO EQUALITY! vision of how it should be done. information in them that must have
’ve been playing D&D in one However, I should have had more been written by someone who had

I incarnation or another for about


12 years. I must say: The new edi-
tion of D&D is definitely the best
faith in you because, once again,
DRAGON came through with flying col-
ors. You gave enough information for
never even read the book the charac-
ter was derived from!
The slavish devotion to D&D and the
iteration of the rules I’ve had the those who haven’t read the books to D20 system ruined what could have
pleasure of playing. However, I do understand the setting without getting been a decent adaptation.
have one issue with the new edition bogged down in details, and your inter- The Elder Druid Prestige class is so
regarding ability scores. pretation of the characters was won- bad that every copy of this issue ought
To quote from page 24 of the
DUNGEON MASTER’S Guide: “Here’s
an important secret: Not all of the The [article] is so bad that every copy of the
ability scores are equal.” This section
then goes on to talk about how magazine ought to be recalled so that they can
much more importance Strength have the word

“crap”
has over Charisma.
Personally, I find serious fault
with this way of thinking. Certainly,
having a +4 modifier to attack and
damage rolls is going to have much
greater importance than a +4 modi- spray painted in bright pink over the entire article.
fier from Charisma during a combat
scenario. However, a character with
low Charisma is going to suffer in derful. I could go on effusively like this to be recalled so that they can have the
social situations. He will find that for some time, but I’ll spare you. word “crap” spray painted in bright
people don’t trust him easily, and he I only noticed two minor errors. pink over the entire article. Heck, I’m
won’t make friends or allies as First, Flick Ohmsford was not a half-elf. not even going to get into the crea-
quickly as someone with high His adopted brother Shea was, but Flick tures and artifacts sections. They’re not
Charisma. He also won’t be able to was not. The second error is also a as bad as the Elder Druid, but while
serve as the voice of the party as racial mistake: Wren was not human. you’ve got the spray paint out . . .
effectively as someone with high The human blood had almost entirely Finally, I’m sure that the artists who
Charisma, an ability that can come in been weeded out of her line through collaborated on this issue are all fine
very handy! intermarriage with elves. She was elven people who do excellent work, but darn
It’s fine to say that Strength is enough to be made their queen, so I it! Terry Brooks has always had illustra-
more important than Charisma if you would have thought she would be tions of his main characters and loca-
are running a campaign that is elven enough to be stated as such in tions. Nothing shown in the various
heavy in combat, such as the infa- your article. Shannara-related articles even vaguely
mous hack-n-slash adventures. But again, these two small things in resembles the images he had in his
Conversely, a game that relies heav- no way diminished my enjoyment of books. Now, I understand that there are
ily on intrigue and politics, that is your conversion of these wonderful always licensing issues and that you
rich in roleplay and low in combat, books. You went beyond my expecta- must deal with getting permission and
will give more importance to tions, and as I said, I’m not easy to such, but the illustrators shouldn’t have
Charisma or Intelligence. please. Thank you, and please tell me done illustrations for things that were
However, for those of us that try there are more book conversions on already depicted (and depicted better,
to run a balanced game—one with the way! I might add) elsewhere.
action, intrigue, social interaction, Avery Lathem • Wuerzburg, Germany I think this whole issue should have
and character development—no one been run in April, that way DRAGON
ability score can be more important Say it Ain’t So! could claim it was all a bad joke.
than another. I’m writing to comment on the disgust- Robert Tafoya • Address withheld
ing Shannara adaptation that featured
Jon Mullenax • Fairborn, OH in your recent issue (#286). Some of Every time DRAGON tackles a setting as
the article was okay, but most of it was beloved as Terry Brooks’s world of
PISSED OFF? just painfully bad. Shannara, there will be fans who dis-
MAIL “FORUM”
The character descriptions are terri- agree with our interpretation. Still, we
DRAGON Magazine ble. It seems as though the authors learned a lot from readers’ comments
1801 Lind Avenue S.W. didn’t want to be bothered by little on the Shannara issue and think that
Renton, WA 98055, USA things like creativity and so simply next year’s big campaign setting will be
EMAIL FORUM@WIZARDS.COM shoe-horned the characters into D&D worlds better. Just keep that spray
Include your full name and mailing address terms that were totally inappropriate. paint away from the magazine!
if you expect your letter to be printed,
and let us know how much of that address
you’d like printed. (We’ll assume city and
state otherwise.)

22 november 2001
32 november 2001
CARLO ARELLANO

B lack-clad assassins, masters


of stealth and deception,
martial artists of extraordi-
the universe—air, fire, wood, metal, and
earth—one would be complete. Its adher-
ents were dubbed yamahoshi (later yam-
guerilla warfare, hit-and-run tactics,
and stealth over strength. Its success
was proven over decades against the
nary skill—all of these come to mind abushi) or “mountain warriors.” sporadic incursions of samurai into
when envisioning the ninja. By 700 A.D. many warriors had come yamabushi territory. As the yamabushi’s
Ninja are a part of our pop culture, to train with these “wise men,” who had numbers dwindled due to attrition,
and they are often portrayed in highly proven their skill against the incursions there arose among the warriors of the
dramatic and often unrealistic ways. of the Shogunate samurai. These first Iga and Koga provinces those who
But the mystique of the ninja is more warriors had come to integrate the would eclipse their yamabushi ancestors
than mere legend; it is a tradition with teachings of shugendo with its rigorous in skill, ability, and renown: the ninja.
roots that stretch back for centuries physical and spiritual training regimen.
and continue to this day. The practice of shugendo sharpened The First Ninja Clans
their awareness and honed their focus By the Kamakura era (1185-1333 A.D.),
Origins of the Ninja to a fine edge. They learned new and the oppressive and corrupt Shogunate
Most people relate to the ninja through unorthodox weaponry like the chain, had provoked many of the lower
the Hollywood stereotype, but the axe, and halberd. Shugendo also classes in isolated areas of Japan to
ninja’s roots are much more humble. In brought them a spiritual center from rebel. In the southern Iga and Koga
fact, the first ninja didn’t even go by which all their other skills flowed; they provinces, several families made rebel-
their familiar name. believed that knowing the intrinsic lion against the conformity of the
Most historians agree that the ninja nature of the five elements within Shogunate a deadly art.
evolved from refugees of the T’ang enabled them to conquer without. It The first ninja clans were born and
dynasty in China by 500-700 A.D. could be argued that these men were flourished, with as many as 25 different
These refugees were soldiers, monks, the first ninja. ryu in full operation. Many of the clans
and mystics who sought a new life These early ninja returned to their specialized in certain skills such as the
where they could practice their spiritual- homes during the relatively peaceful fast-drawing of their blades (iaijutsu) or
ity in isolation. They settled in the Heian period of Japan (794-1156 A.D.). spear-fighting (yarijutsu), but all of the
forested mountains of southern and cen- They passed on their knowledge within families practiced similar core tech-
tral Japan and practised their mysterious family-run schools called “ryu.” It was niques and philosophies. As much spiri-
arts outside samurai-dominated society, here that the techniques of the yam- tual as martial, the ninja and their art,
which frowned greatly on any departure abushi achieved greater refinement. ninjutsu (loosely translated as “the way
from the stringent class system it Some of these ryu became the founda- of stealth”), became necessary tools in
enforced. The arts of these refugees, tion from which the principles of the volatile political world of Japan.
which commingled among themselves shugendo continued to flourish. Among their many activities, the
and the indigenous families of the region, One of the core techniques was ninja protected their territory and
became a practice known as shugendo called yamabushi heiho, or “mountain- sometimes worked with certain ele-
or “way of supernatural power.” warrior warfare.” Radically different ments of the Shogunate. Espionage and
Shugendo taught that by knowing one- from the samurai form of open-field assassination were valued tools to off-
self in relation to the five elements of combat, yamabushi heiho stressed set potentially greater conflicts. Some

36 november 2001
The History of the Ninja
BLACK-CLAD
ASSASSINS
by Dean Poisso • illustrations by Carlo Arellano and Jeremy Jarvis

of the more powerful feudal clans the open), that the dominant warrior with their guerilla tactics. By day they
feared the ninja—and rightly so, for the class reviled the ninja as a whole. disappeared, allowing Nobunaga a few
ninja were on the rise and their reputa- easy victories. By night, however, they
tions were well deserved. Stories of Key Players in History made their full impact known, raiding
their incredible exploits had begun to By 1570 the Shogunate was near final encampments and killing by stealth. Two
circulate. Some were exaggerated and collapse, and the great General Oda of Nobunaga’s best generals lost their
others were simply unbelievable, but all Nobunaga (1534–1582) made his bid for heads during the night. So many samu-
fed the growing mystique of the ninja. absolute power. After destroying the rai died during these raids that most
last remnant of the Ashikaga clan that stopped sleeping altogether for fear of
Building the Mystique controlled the Shogunate, Nobunaga never waking again.
By 1467 A.D., the Onin war had ignited sought to solidify his hold by gaining Nobunaga was left with no choice. He
an era of conflict. The Shogunate was control of the Iga province from rival razed the entire province, slaying inno-
in question. With no clear ruler, Japan daimyo Kitabatake Tomonori. Oda moved cents, soldiers, and farmers alike, and
disintegrated into war. his army into the region and forced even burning the ground itself to leave
While becoming extraordinarily Kitabatake to take Nobunaga’s son, nothing for the ninja. In the final battle
refined in precision and skill, the ninja Nobuo, as his heir. A mere two years upon the slopes of Mt. Hijiyama,
proliferated throughout the Iga and later, Nobunaga had Kitabatake assassi- Nobunaga set fire to the entire moun-
Koga provinces. Some attested to as nated, leaving Nobuo in control. The Iga tain and slew all trying to escape.
many as 50 or more ninja clans in Koga ninja immediately plotted revenge, sabo- Of the 45,000 troops that Nobunaga
alone! Practices within the two taging the young daimyo’s great castle had marched in with, he left with less
provinces were similar; with such a and burning it to the ground. than 30,000. The Iga ninja numbered
high concentration of ninja clans in the The ensuing battle pitted Nobuo and only 4,000.
area, cross-pollination of techniques his 12,000 samurai against an army of Even so, the ninja of Iga were scat-
was inevitable. The many Koga clans guerilla assassins in their home terri- tered to the winds, taking their deadly
often worked in concert with their Iga tory. All 12,000 samurai perished in the skills with them. Soon after the Battle of
cousins, committing everything from numerous strategic traps laid by the Iga, Nobunaga was assassinated by one
sabotage to espionage. ninja of Iga, although Nobuo himself of his own advisors. Legendary ninja
The reputation of the ninja became escaped. The ninja numbered no more Hattori Hanzo helped daimyo Tokugawa
synonymous with the court intrigues than 3,000. Ieyasu unite Japan under one rule. But
among the daimyos (feudal lords) of In anger at the dishonor of his son’s from this point on, even though the ninja
Japan. So brazen were the ninja that defeat and fearful of the ninja whose still existed in small pockets, the era of
entire clans began selling their skills to defiance had triggered this catastrophe, the ninja was slowly on the decline.
the highest bidder, wreaking havoc on Nobunaga spent two years preparing
their patrons’ enemies, although some an army. He personally led 45,000 “Thought, Word, Deed”
ninja clans frowned upon this practice. samurai against the rebellious ninja. They say a ninja is nothing more than a
This mercenary attitude was so Outnumbered ten to one and com- person who has been immersed in nin-
grotesque an affront to samurai ideals pletely surrounded, the Iga ninja jutsu. Ninjutsu is more than a martial art.
of war (conflicts should be fought in nonetheless made an enormous impact It is a complex system that stresses the

37
necessity of taking advantage of every the stolid style of the samurai. To the
single factor that leads to victory. In oppressive samurai of feudal Japan, the
practice, this allows the ninja to execute ninja represented an entirely different
acts of extreme danger and potential standard of individual, antithetical to
ruthlessness without hesitation or the samurai ideal.
strained conviction. The ninja operated The culmination of ninjutsu training
within the gray boundaries between the evolved to include over 18 other sepa-
moral compass points of good and evil rate arts. Taijutsu (unarmed combat),
by necessity. They survived by using the yarijutstu (spear combat), koppojutsu
skills passed down to them—skills honed (“the art of shattering bones”), and
to razor precision. meditation were among the many tech-
Ninjutsu fostered perseverance and niques the ninja learned in their incredi-
focus under all circumstances, and since bly rigorous training. Each ninja ryu
it was rooted in the early practice of typically maintained a similar core set of
shugendo, it stressed flexibility, self- arts, but very often they excelled at
mastery, and attunement with the ebb one art in particular. Only after master-
and flow of nature. These spiritual prac- ing each of these arts was a ninja ready
tices helped to cultivate the incredible to serve his clan as a shadow warrior.
focus for which the ninja were
renowned. This philosophy took a prac- The Four Ninja Types
tical form on the battlefield, summed up The clans of feudal Japan were
by the concept of seishin (“purity of extended families of the same ances-
heart,” or “completeness”). When a ninja tors whose surnames brought some
had achieved seishin, he was ready to level of prestige. The ninja clans were
persevere through any ordeal knowing no different, perhaps lacking the sheer
that his own inner focus was pure of size of the larger samurai families. At
intent. The ninja credo is “Thought, the head of each family or clan was a
Word, Deed;” all endeavors must begin daimyo or lord, and all who bore the
and be completed in this order to be family name answered to him (or
fully realized. rarely, her) without question. There is
no higher loyalty to a ninja than his
The Way of Nature clan. Clan secrets, especially concern-
As they progressed in skill and refine- ing ninjutsu, were never discussed with
ment, the ninjas’ philosophy permeated outsiders. The way of life during the
every aspect of their training. As chil- feudal era required the utmost secrecy.
dren they were trained to develop their Death awaited any who broke this
balance and agility. As adolescents they inflexible rule.
began training in junan taiso, a rigorous Contrary to common belief, ninjas
regimen that promotes incredible levels are not all black-clad assassins. Within
of natural flexibility. To act in the way the clan structure there are four dif-
nature acts is the ultimate physical ferent types of ninja.
expression of ninjutsu. Leading the ninja were the jonin. The
Not just a physical training regimen, jonin were the most experienced and
junan taiso also incorporates the knowl- respected ninja within their clan. They
edge of the five elements—air, fire, set the rules of conduct and engage-
wood, metal, and earth—as symbolic ment for all the ninja within the family.
postures in which to conduct oneself, To the clan at large, the jonin were the
especially in combat. To take the pos- heart and soul of the family. The jonin
ture of water, the ninja flows with his made all the important decisions for the
opponent, thereby allowing the oppo- clan, and it was the jonin who steered
nent to waste his energies upon the the course of the clan and its traditions
ninja. To take the posture of metal, he through the violent political waters of
drives aggressively into his opponent, feudal Japan. The jonin were usually
forceful and unyielding. These concepts the only ones who could see the whole
are manifest in the ninja hand positions political landscape. They were without
called kuji-kiri, which the ninja use as a exception very skilled in their own
means of focusing themselves. right, as their position demanded it.
CARLO ARELLANO

These changing natural postures and When a jonin had need of his clan’s
their single-minded focus are what members, he often turned to the next
made the ninja the multi-dimensional ranking members of the clan, the
warriors they were, in stark contrast to chunin. The chunin were ninja with

38 november 2001
uncanny skills in maintaining the facade the later years of the feudal era. The
NINJA of numerous identities. They maintained
the clan training camps where the ninja
genin were, in truth, the heart of what it
was to be ninja.
CONCEPTS foot soldiers dwelt, and they acted on Finally, there was the kunoichi, the
Below are some character concepts behalf of the jonin whenever necessary female ninja. Female ninja were among
for the ninja: and with whomever necessary. The the most successful types of ninja. They
chunin were remarkably adept at moving were trained as all the ninja were trained,
through all levels of Japan’s rigid class- with an added emphasis on psychological
CLANLESS NINJA based society in order to facilitate busi- warfare and intelligence gathering and
Your clan has been destroyed and you
seek revenge on those responsible.
ness for the clan. This made them transmission. Because they were women,
incredibly important to the clan; it also the kunoichi could go places no other
NINJA AGENT made them extremely dangerous. ninja could dream of going. They often
You are an agent of the Shogunate or The ninja most people are familiar with spelled the difference between the
your clan sent to spy on possible are the often black-clad genin. The genin destruction or longevity of a ninja clan.
enemies. You keep your identity secret, were the soldiers of the clan. They were As such, they were highly prized. At
although the other PCs might be
trained from birth, raised in isolated least one jonin from the Iga ninja was a
potential allies on your mission.
mountain villages, and ingrained with the former kunoichi.
GENIN ASSASSIN concepts of ninjutsu and clan tradition to
You are on a long-term mission to the exclusion of all else. This made the The Adventuring Ninja
destroy an enemy of your clan. genin fearsome opponents. The single- On the surface, it might appear that play-
CHUNIN SCOUT minded focus and training of ninjutsu ing a ninja is a lot of work, and it is!
Sent to find potential recruits, you made flesh, the genin personified the The ninja should not be confused with
have your eyes on the PCs (or maybe mystique of the ninja. the rogue, although the two share similar
a single member of the party). The genin might have inhabited the skill sets. Ideally, the ninja should be a
lowest rung of the clan’s hierarchy, yet loyal member of a large organization (not
KUNOICHI SPY
they embodied the jonin’s will. Their unlike rogues), with fealty driven by per-
You are a kunoichi in the depths of
some deep political intrigue (perhaps as importance cannot be overstated. The sonal honor. Commitment means every-
an ambassador) and you need the other genin were the ones who executed thing to the ninja. But those with a more
PCs to help you succeed or escape. reconnaissance across enemy fiefs, independent outlook can certainly play
assassinated key individuals to start or clanless ninja.
GENIN/CHUNIN/ stop major conflicts, acted as clan mes-
KUNOICHI BODYGUARD sengers for their leaders through DMing the Ninja
You’ve been charged to guard a person
enemy-held lands, and performed much Like any other character type, the ninja
(perhaps one of the PCs) or a particular
item with your life.
of the espionage for the Shogunate in can be a superb storytelling tool when

SELECTING NINJA SKILLS AND FEATS


When building ninja SEISHIN (spiritual refinement): Knowledge (politics)**
characters, remem- (religion)
BOJUTSU (fight with staff): Weapon Focus
ber that ninjutsu is TENMON (weather sensing): (staff), Weapon Specialization (staff)
not a single skill. It is Knowledge (nature), Wilderness Lore
a system that incor- NAGINATAJUTSU (fight with hal-
YARIJUTSU (fight with spear): Martial berd):
porates many skills, Weapon Proficiency (long spear), Weapon Focus (long Martial Weapon Proficiency (halberd), Weapon Focus
some of which are spear), Weapon Specialization (long spear) (halberd), Weapon Specialization (halberd)
martial arts unto
themselves. For BAJUTSU (horsemanship): Ride, Mounted B-RYAKU (war and mission strategy):
Combat, Ride-By Attack, Trample, Spirited Charge Knowledge (war and tactics)†
example, the Iga and
Koga traditions SHURIKENJUTSU (art of throwing CHO HO (intelligence gathering and espi-
included 18 separate shuriken): onage): Diplomacy, Gather Information, Streetwise*
Throw Anything**, Exotic Weapon Proficiency
basic skills. These INTONJUTSU (art of escape and conceal-
(shuriken), Weapon Focus (shuriken), Weapon
skills, coupled with Specialization (shuriken) ment): Escape Artist, Hide
the ancient shugendo
KUSARIGAMA (fight with chain NINJA KEN (fight with sword):
mysticism, are what Exotic Weapon Proficiency (ninja-to), Weapon Focus
weapons):
make a ninja. Exotic Weapon Proficiency (chain or spiked chain), (ninja-to), Weapon Specialization (ninja-to)
Weapon Focus (chain or spiked chain), Weapon
Specialization (chain or spiked chain)
KAYAKUJUTSU (using explosives and
fire): Alchemy
HENSOJUTSU (art of disguise and imper-
sonation): Bluff, Disguise TAIJUTSU (art of unarmed combat):
Improved Unarmed Strike, Weapon Focus (unarmed
SHINOBI IRI (stealth and methods of infil- strike), Fists of Iron †**, Improved Grapple †, Stunning
tration): Hide, Move Silently, Streetwise*, Knowledge Fist †, Unbalancing Strike †, Pain Touch †**
* FORGOTTEN REALMS Campaign Setting ** Sword and Fist †Oriental Adventures

40 november 2001
NINJA
WEAPONS All of the following are weapons
commonly used by the ninja:
From the Player’s Handbook From Oriental Adventures
DAGGER BLOWGUN
HALBERD CHAIN
LONGSPEAR FUKIMI-BARI
QUARTERSTAFF KAWANAGA
SHORTBOW KUSARI-GAMA
SHURIKEN NINJA-TO
SHIKOMI-ZUE
SPIKED CHAIN

used correctly. The key is giving the As a ninja, everything you do should
ninja the background and support struc- have a purpose. This does not mean
ture that allows them to act true to that everything you do must be known.
their character. It means that when being pursued, you
Ninja do not exist in a vacuum and should distract your pursuers from the
rarely work alone. They almost always intent of your mission. It also means
answer to a higher authority whose that when pursuing an adversary, you
motives transcend the power level of should distract that adversary into pre-
most, if not all, PCs in the campaign. senting the most advantageous target
Typically, this higher authority is a ninja for you to strike. Ninja are extremely
clan, but if the PC is a rare lone ninja, patient, after all.
she could be a local daimyo. Above all, remember: Ninja have a
The lone ninja is either highly skilled sense of honor. They are not mindless
or a specialized character. Be sure to killers. For instance, it is a mark of dis-
integrate these characters with the tinction among the best ninja assassins
group—perhaps there’s an alliance to kill no one but the intended target.
between the ninja’s clan and the PCs’ Slip in, meet your goal, and slip out.
families, or perhaps the PCs are all Leave the chaos and carnage to less
ninja. refined people.
Ninja NPCs should be dynamic. If How you interact with the world out-
they are foes of the party, have them side of your life as a ninja is extremely
employ unpredictable tactics. Ninja are important. You can have cordial rela-
masters of subterfuge, so they should tions with others not of the clan, but
make fearsome enemies. you should not reveal yourself as a
If your NPC ninja are allies, keep in ninja unless someone has proven
mind that an NPC ninja will probably beyond a shadow of a doubt that he is
keep his identity secret unless he’s truly trustworthy—and even then only
traveling with other ninja. This doesn’t under extreme circumstances.
mean he won’t be effective at achieving If another PC or NPC discovers your
his mission, just that he’ll be subtle and identity as a ninja, all is not lost. You
utilize his skills behind the scenes with- don’t necessarily have to kill the person
out the PCs’ awareness. just because he learned who you are.
Instead, it should provide you a great
Playing a Ninja opportunity for roleplaying with the
Ninja are not simply assassins or other PCs. You might also be able to
thieves. The ninja is a person with convince the suspecting parties that
grave responsibilities. She is someone you are not a ninja but a mere thief.
who usually belongs to a family, clan, The preservation of your ninja iden-
or cause and remains true to that loy- tity is something that is very personal.
alty to the bitter end. In a word, ninja Let your conscience and alignment
are people of intent. Ninja employ sub- dictate the proper course, but don’t
terfuge and guile cloaked within a multi- ever forget that you’re a ninja and not
JEREMY JARVIS

tude of techniques, but always with the a common killer. Killing, with your
intent of accomplishing their goal, first great array of skills, should always be
and foremost. a last resort.

42 november 2001
Three New Ninja Classes
SILENT
WARRIORS
BY MATTHEW SERNETT . ILLUSTRATED BY JEFF LAUBENSTEIN

“Be extremely subtle, even to the point of formlessness. Be extremely mysterious,


even to the point of soundlessness. Thereby you can be the director of your opponent’s fate.”
–Sun Tzu, The Art of War

N
inja, it’s a word imbued with the teenage son in control. Scheming fate. As one they fled the empire, leav-
power of myth and mysticism. eunuchs controlled the child-king, and ing the rebellion without leadership and
Regardless of the ninjas’ histori- this did not pass the notice of the allowing the eunuchs to take control.
cal roots, they now occupy an unassail- samurai clans. Three clans in particular The coup was a complete failure. The
able position in our cultural psyche. were offended by the young emperor’s other clans blamed the Snake,
Masters of martial arts, magic, stealth, ascendance to the throne. The Snake, Scorpion, and Spider clans for aban-
speed, acrobatics, disguise, poisons, and Scorpion, and Spider clans conferred doning them to defeat, while the
other death-dealing arts, the mystical with one another about the young emperor and his eunuchs held those
ninja offer a wealth of opportunities for emperor and decided that one of their clans to be the instigators of the war.
prestige classes. clans should rule, although they could Forced into exile, the three clans
The prestige classes presented below not agree which one. Through diplo- banded together to survive and set up
share a mutual world history that can macy and bullying they gathered nine a base of operations in a long-forgotten
be incorporated into any Oriental other samurai clans to their cause, and ruined fortress. From there they plotted
Adventures campaign. Setting the his- they sought to dethrone the emperor their revenge. They remain there to
tories of the prestige classes aside, and take the empire for themselves. this day, waiting and scheming for the
each could easily be inserted into any Unfortunately, the emperor proved to chance to assume the throne and their
D&D game. DMs using the Rokugan be more intelligent and willful than the place in the sun.
setting presented in the Oriental clans anticipated. In battle after battle, The Poison Fist ninja clan was formed
Adventures book should note that the the young lord’s strategic genius over- from the remaining Snake, Scorpion,
Scorpion, Snake, and Spider clans men- came the rebellious clans’ superior and Spider clans. Although formally
tioned in the poison fist’s description numbers. Soon it became clear that the unified, members of the Poison Fist clan
are not meant to represent any of the twelve clans would lose the war and still hold the highest allegiance to their
samurai clans from Rokugan. that the eunuchs would rule the empire own clan, and though they work toward
through their strategically brilliant pup- the same goal, competition and conflict
POISON FIST pet emperor. among the three clans is commonplace.
“A dart, a dagger, a bowl of rice; there Some of the rebellious clans were The Poison Fist clan has abandoned
are many devices used to deliver poi- wiped out during the war. Others sur- the concepts of honor and the code of
son, but none is so deadly and insidious rendered to the emperor or were cap- the bushido. Vengeance against the
as the empty hand.” tured and executed to a man. The empire and the samurai clans is their
Once an empire lay on the brink of Snake, Scorpion, and Spider clans were ultimate goal. Their numbers are too
disaster. The emperor died and left his determined not to succumb to such a small for a martial victory, so the lead-

46 november 2001
ers of the Poison Fist clan hope The totem creatures for each
to bring down the empire from poison fist clan are as follows:
within. Thus, ninja of the Poison
Fist clan act as thieves, spies, Clan Creature
and assassins for hire, rarely Snake Tiny viper
revealing their true loyalties. Scorpion Tiny monstrous scorpion
Rogues, rangers, and monks Spider Tiny monstrous spider
most commonly become poison
fists. Samurai, sohai, fighters, Sneak Attack (Ex): A 2nd-level
and spellcasters often multiclass poison fist can make sneak
as poison fists to gain prestige attacks. Any time the poison fist’s
within the Poison Fist clan as target would be denied his
masters of the prestige class are Dexterity bonus to AC (whether
accorded more respect and he actually has a Dexterity bonus
honor than members of other or not) or when the poison fist
classes. NPC poison fists are flanks the target, the poison fist’s
elite spies, thieves, and assassins attack deals +1d6 points of
for the three clans and carry out damage. This extra damage
many missions on the Poison Fist increases to +2d6 at 5th level
clan’s behalf. and again to +3d6 at 8th
level. Should the poison fist
Class Features score a critical hit with a
Weapon and Armor sneak attack, this extra dam-
Proficiency: Characters who take age is not multiplied.
a level of poison fist gain no new Ranged attacks only count
proficiency in the use of armor as sneak attacks within
or weapons. 30 feet.
Poison Use (Ex): The poison With a sap (black-
fist is trained in the use of poison jack) or unarmed strike,
and never risks accidentally poi- a poison fist can make a
soning herself when applying poi- sneak attack that deals
son to a blade. subdual damage instead of
Totem Form (Sp): At 1st level, normal damage. A poison
a poison fist can use polymorph
self as a spell-like ability to
transform into her totem crea-
ture (snake, scorpion, or spider).
Unlike the standard use of the
polymorph self spell, the poison
fist can only adopt the form of
her totem creature and is limited
to Tiny size. With the initial
change, the poison fist regains
hit points as though she had
rested for a day (this does not
provide any of the other benefits
of resting for a day, and subse-
quent changes during the same
use of the totem form ability do
not heal the poison fist further).
During the duration of the totem
form ability, the poison fist can
change into her totem creature
and back again as a free action
as many times as she likes. Totem
form has a duration equal to 10
rounds plus the poison fist’s
class level. It can be used a num-
ber of times per day as deter-
mined by level (see the Poison
Fist advancement table).

47
HIT
POISON FIST DIE Clan Poison Damage
Attack Fort. Ref. Will (initial and secondary)
D6
Level Bonus Save Save Save Special Snake 1d2 temporary Constitution
1 +0 +2 +2 +2 Poison use, totem form 1/day Scorpion 1d4 temporary Strength
2 +1 +3 +3 +3 Sneak attack +1d6 Spider 1d4 temporary Strength
3 +2 +3 +3 +3 Acrobatics (+10), totem form 2/day
4 +3 +4 +4 +4 Venomous blow 1/day, +1 natural armor bonus Totem Aspect (Sp): At 6th level, the
5 +3 +4 +4 +4 Sneak attack +2d6, totem form 3/day poison fist gains a spell-like ability that
6 +4 +5 +5 +5 Totem aspect, venomous blow 2/day grants an aspect of her totem creature.
7 +5 +5 +5 +5 Poison immunity, acrobatics (+20), totem form 4/day It is usable three times a day as though
8 +6 +6 +6 +6 Sneak attack +3d6, venomous blow 3/day cast by a sorcerer of a level equal to
9 +6 +6 +6 +6 +2 natural armor bonus, totem form 5/day the poison fist’s character level. Use of
10 +7 +7 +7 +7 Improved venomous blow, Venomous blow 4/day this ability is a free action, but it can
only be used once in any given round.
CLASS REQUIREMENTS CLASS SKILLS Each poison fist clan has a different
To qualify to become a poison fist, a character Skill Points at Each Level: 6 + Int modifier. totem aspect ability as follows:
must fulfill all the following criteria:
The poison fist’s class skills are:
Alignment: Any non-good. Clan Totem Aspect Ability
STR Climb, Jump, Swim
Base Attack Bonus: +3. Snake Cobra’s breath*
DEX Balance, Disable Device, Escape Scorpion Ray of enfeeblement
Hide: 8 ranks. Artist, Hide, Open Lock, Move Spider Spider climb
Intimidate: 5 ranks. Silently, Tumble *See Oriental Adventures
Move Silently: 8 ranks. CON
Feats: Dodge, Improved Unarmed Strike, INT Craft, Forgery, Knowledge (local), Poison Immunity (Su): A poison fist
Great Fortitude, Mobility, Stunning Fist or Read Lips, Search of 7th level or higher is completely
monk’s stunning attack. WIS Innuendo, Listen, Sense Motive, Spot immune to poisons.
Special: In addition, she must choose one Improved Venomous Blow (Su): At
CHA Bluff, Disguise, Gather Information,
of the three poison fist clans: Snake, 10th level, any unarmed attack made
Intimidate
Scorpion, or Spider. during the round that the venomous
blow ability is being used can cause
fist cannot use a weapon that deals increases to +20. In addition, a poison poison damage as per the venomous
normal damage to deal subdual damage fist can always choose to take 10 on a blow ability’s description. The attack
with a sneak attack. Balance, Climb, Jump, or Tumble check, need not be a sneak attack.
A poison fist can only sneak attack a even when circumstances would nor- Multiclass Note: Monk characters
living creature with discernable mally prevent her from doing so. can freely multiclass with this class.
anatomy—undead, constructs, oozes, Venomous Blow (Su): At 4th level Monks who have already taken levels in
plants, and incorporeal creatures lack and higher, a poison fist gains the another class may again take monk lev-
vital areas to attack. The poison fist power to imbue her unarmed sneak els after gaining a level of poison fist.
must be able to see the target well attacks with poison. Enabling this abil-
enough to pick out a vital spot and ity is a free action, but the poison fist GHOST-FACED
must be able to reach a vital spot. The must choose to use it before she has KILLER
poison fist cannot sneak attack a crea- taken any other actions during the “Beware the ghost-faced killers, Li Quan,
ture with concealment or when striking round. For the rest of that round, all for they have spirit-medium powers—like
the limbs of a creature whose vitals are her sneak attacks also do poison dam- the Immortals. Their flesh and bones can
beyond her reach. age as determined by her poison fist dissolve into nothingness; they pass
Natural Armor Bonus (Ex): As the clan allegiance (see below). If her from this world but not into the next.
poison fist delves deeper into the mys- attacks in that round fail, she has They become like a dream. . . .”
teries of her clan’s philosophy, her skin wasted that use of the ability. The vic- From out of nothing the specter of
begins to take on the attributes of her tim of a venomous blow must make a death appears, an armored shadow with
clan’s totem animal. A poison fist of the Fortitude saving throw (DC 10 + the a brilliant blade held high. In a flash the
Snake clan becomes scaly, while the poison fist’s class level + Charisma katana falls, severing life from limb in a
skin of a Scorpion or Spider clan mem- modifier) or suffer the initial damage bloody arc. All around, screams of ter-
ber becomes hard and chitinous. At 4th of the poison. One minute later, the ror and shouts of fear erupt, as quak-
level, the poison fist gains a natural victim must succeed at a second sav- ing hands draw blades to fight the
armor bonus. This bonus increases at ing throw (regardless of the result of masked murderer. His target dead, the
9th level. the first) or suffer the secondary ghost-faced killer walks calmly away as
Acrobatics (Su): A 3rd-level poison damage. This ability can be used a swords and fists pass harmlessly
fist gains a +10 competence bonus to number of times per day as deter- through his nearly transparent body.
Balance, Climb, Jump, and Tumble mined by level (see the Poison Fist Long ago, when the persecution of
checks. At 7th level, this bonus advancement table). the twelve rebellious clans began, one

48 november 2001
clan sought a way to take members of the Ghost-Faced
revenge. Through dark sorcery, Killer clan of ninjas. This clan dis-
the shugenja of the clan con- guises itself as a normal samurai
tacted spirits of the Underworld clan, loyal to the empire but
to beseech a way that their clan unworthy of notice. Most of the
might survive the coming strife time a ghost-faced killer simply
and take revenge on the emperor pursues his responsibilities to the
who sought to crush them. The clan and the emperor, but when
shugenja struck a dark bargain, called by money or the clan
and the demon-spirits they had daimyo, the ghost-faced killer
contacted provided the clan with dons the mask that means death
a means to the bloody ends they for his enemies.
desired. Donning terrifying masks
to hide their identities, warriors Class Features
of the clan crept into the imperial Weapon and Armor
palace, and through the evil Proficiency: Characters who take
power of the pact they had made, a level of ghost-faced killer gain
passed invisibly and intangibly proficiency in all simple and mar-
into the imperial household and tial weapons, and with light
murdered the entire imperial armor. Note that armor check
family, plunging the country into penalties apply to the skills
bloody civil war once again. No Balance, Climb, Escape
one ever discovered the clan’s Artist, Hide, Jump, Move
honorless actions, and to this day, Silently, Pick Pocket,
no one knows what clan the and Tumble, and that
ghost-faced killers came from. carrying heavy
Today ghost-faced killers act as gear imposes a
assassins and spies for hire, a penalty on
mercenary clan that hides behind
a guise of open and honorable
conduct. When on a mission, they
wear ghostly white, porcelain
demon masks to hide their identi-
ties and as a symbol of the pact
their clan made with the demon-
spirits. Through training and dis-
cipline, ghost-faced killers learn
the deadliest and most terrify-
ing ways to attack foes, and
through their mystic connec-
tion with the Underworld,
ghost-faced killers learn
to turn invisible, walk
through walls, and
even to see with the
eyes of the spirits
themselves.
While some ghost-
faced killers come
from the samurai or
sohei character
classes, most begin
their careers as rangers
or rogues. Fighters are
only slightly less common.
Few monks, barbarians, or
members of spellcasting
classes choose to become
ghost-faced killers, but they
aren’t unknown.
NPC ghost-faced killers are

49
HIT successfully deals damage, the sneak
GHOST-FACED KILLER DIE attack has an additional effect of possi-
Attack Fort. Ref. Will bly paralyzing or killing the target
D8
Level Bonus Save Save Save Special (ghost-faced killer’s choice). While
1 +1 +2 +0 +0 Beyond sight 1/day studying the victim, the ghost-faced
2 +2 +3 +0 +0 Sneak attack +1d6 killer can undertake other actions so
3 +3 +3 +1 +1 Death attack, beyond sight 2/day long as his attention stays focused on
4 +4 +4 +1 +1 Frightful attack the target and the target does not rec-
5 +5 +4 +1 +1 Sneak attack +2d6, beyond sight 3/day ognize the ghost-faced killer as an
6 +6 +5 +2 +2 Beyond touch 1/day enemy. If the victim of such an attack
7 +7 +5 +2 +2 Beyond sight 4/day, spirit sword 1/day fails a Fortitude saving throw (DC 10 +
8 +8 +6 +3 +3 Beyond touch 2/day, ghost sight (ethereal), the ghost-faced killer’s class level +
sneak attack +3d6 Intelligence modifier) against the kill
9 +9 +6 +3 +3 Beyond sight 5/day, spirit sword 2/day effect, she dies. If the saving throw fails
10 +10 +7 +3 +3 Beyond touch 3/day, ghost sight (invisible) against the paralysis effect, the victim’s
body and mind become enervated, ren-
CLASS REQUIREMENTS CLASS SKILLS dering her completely helpless and
To qualify to become a ghost-faced killer, a Skill Points at Each Level: 2 + Int modifier. unable to act for 1d6 rounds plus 1
character must fulfill all the following criteria:
The ghost-faced killer’s class skills are: round per class level of the ghost-faced
Alignment: Any evil. killer. If the victim’s saving throw suc-
STR Climb, Jump, Swim
Base Attack Bonus: +5. ceeds, the attack is just a normal sneak
DEX Hide, Open Lock, Move Silently, Tumble
Hide: 6 ranks. attack. Once the ghost-faced killer has
CON Concentration studied his target for 3 rounds, he must
Concentration: 4 ranks.
INT Search make the death attack within the next 3
Intimidate: 4 ranks. rounds. If a death attack is attempted
WIS Listen, Spot
Move Silently: 6 ranks. and fails (the victim makes her save) or
CHA Bluff, Iaijutsu Focus, Intimidate
Feats: Death Blow*, Improved Initiative, if the ghost-faced killer does not launch
Power Attack, Quickdraw. the attack within 3 rounds of completing
*The following feat, reprinted from Sword & Fist, is
target, the ghost-faced killer’s attack the study, another 3 rounds of study
required to be a ghost-faced killer. deals +1d6 points of damage. This extra are required before the death attack
DEATH BLOW damage increases as the ghost-faced can be attempted again.
killer gains levels. Should the ghost- Frightful Attack (Su): Three times
You waste no time in dealing with downed
faced killer score a critical hit with a per day, a ghost-faced killer can desig-
foes.
sneak attack, this extra damage is not nate a sneak attack as a frightful
Prerequisites: Base attack bonus +2, multiplied. Ranged attacks only count as attack. This is done as a free action
Improved Initiative.
sneak attacks within 30 feet. before the attack is made. When a
Benefit: You can perform a coup de grace With a sap (blackjack) or unarmed ghost-faced killer deals damage with a
attack against a helpless defender as a strike, a ghost-faced killer can make a sneak attack designated as a frightful
standard action. sneak attack that deals subdual damage attack, all those within 30 feet who
Normal: Performing a coup de grace is a instead of normal damage. A ghost- witness the attack must make a Will
full-round action. faced killer cannot use a weapon that saving throw (DC 10 + half the ghost-
deals normal damage to deal subdual faced killer’s character level +
Swim checks. damage in a sneak attack. Charisma modifier) or become pan-
Beyond Sight (Sp): A ghost-faced A ghost-faced killer can only sneak icked (see Chapter 3: Running the
killer of 1st level or higher can cast attack a living creature with discernable Game in the DUNGEON MASTER’S Guide
invisibility as a sorcerer of a level equal anatomy—undead, constructs, oozes, for a description of this condition) for
to the ghost-faced killer’s class level. plants, and incorporeal creatures lack 1d6 rounds plus 1 round per class level
Using this spell-like ability is a move- vital areas to attack. The ghost-faced of the ghost-faced killer. Creatures of
equivalent action, and it functions only killer must be able to see the target well equal or greater Hit Dice than the
for the ghost-faced killer. The ghost- enough to pick out a vital spot and must ghost-faced killer are immune to his
faced killer may use beyond sight a be able to reach a vital spot. The ghost- frightful attack. This is a fear effect.
number of times per day as determined faced killer cannot sneak attack a crea- Beyond Touch (Sp): As a standard
by his level (see the Ghost-Faced Killer ture with concealment or when striking action, the ghost-faced killer can
advancement table). the limbs of a creature whose vitals are become incorporeal for a number of
Sneak Attack (Ex): At 2nd level and beyond his reach. rounds equal to his class level plus his
higher, the ghost-faced killer can make Death Attack (Ex): At 3rd level and Charisma modifier (always at least 1
sneak attacks. Any time the ghost-faced higher, the ghost-faced killer has the round). He can do this one time per
killer’s target would be denied her ability to make devastating death day at 6th level, two times a day at 8th
Dexterity bonus to AC (whether she attacks. If the ghost-faced killer studies level, and three times a day at 10th
actually has a Dexterity bonus or not) his victim for 3 rounds and then makes level. If the duration expires while the
or when the ghost-faced killer flanks the a sneak attack with a melee weapon that ghost-faced killer is within a solid

50 november 2001
object, he is shunted off to the near- attempt to disarm the ghost-faced
est open space and takes 1d6 points killer. At 9th level, the ghost-faced
of damage for each 5 feet he must killer can use this spell-like ability two
travel in this fashion. Under normal times per day.
circumstances, the ghost-faced killer
cannot affect corporeal creatures or WEIGHTLESS
objects, but he might cause damage FOOT
to them when using his spirit sword “Man in life is light and elusive: He
ability (see below). See Type can move about and leaping, leave
Modifiers in the introduction to the the ground. Man in death is heavy
Monster Manual for a description of and still: His body lays on the
the incorporeal state. Spells cast by ground and, sinking into the land, is
a ghost-faced killer while incorporeal eaten by worms.
cannot affect corporeal creatures, The ten thousand things, the birds
but they affect incorporeal crea- and the trees, while they live they
tures normally. are supple and move with the wind.
The ghost-faced killer cannot When they die, they are rigid and
make other creatures incorporeal, weigh heavily upon the earth.
and objects carried by the ghost- Thus the slow and the heavy are
faced killer while incorporeal the companions of death. The quick
remain incorporeal until the dura- and the light are the companions of
tion expires or the ghost-faced life. Therefore the path of true
killer wills it to end. While incorpo- enlightenment lies above the
real (and not invisible), the ghost- ground; weightlessness is a
faced killer appears as a state of bliss.”
semi-translucent version of himself. –Wu Shenyang on the virtue
The ghost-faced killer can end the of weightlessness
duration and become corporeal as a Rooftop battles and aerial acro-
free action. batics, stunning swordplay and
Ghost Sight (Su): An 8th-level cunning kung fu: this is the realm
ghost-faced killer has the supernatu- of the weightless foot. Each step
ral ability to see ethereal creatures can lead them into the air, each
within 20 feet. Ghost sight does not leap can become flight. In
reveal the method by which the mountaintop monasteries and
etherealness was achieved, nor does desert dojos the Weightless
it reveal creatures who are hiding, Foot meditate and study,
concealed, or otherwise hard to see. sharpening their martial arts
At 10th level, the ghost-faced killer and mental prowess. Yet, things
can see invisible creatures with the were different once.
same conditions. In the wake of the second civil
Spirit Sword (Sp): At 7th level, the war, many samurai were left without
ghost-faced killer can imbue a melee a clan to serve. Bands of ronin
weapon with the ghost touch special formed and roamed the land, pillag-
quality for a number of rounds equal ing villages and robbing whomever
to half his class level plus his they came across. One such band
Charisma modifier (always at least 1 fought or absorbed many of the
round). The weapon must remain in others, growing in strength and
his hand or the duration of the spirit numbers. Formed of the toughest
sword ability prematurely ends. cutthroats and thieves, the band
When incorporeal, the ghost-faced remained a thorn in the new
killer can attack corporeal foes with emperor’s side despite his best
a weapon he has imbued with ghost efforts to exterminate it. When he
touch; in such cases all the normal sent spies among them, they were
bonuses to the Armor Class of the discovered and killed. When over-
target apply. The weapon is effec- whelmed by numbers, they
tively corporeal so long as it remains faded into the forests or scat-
in the ghost-faced killer’s hand and tered into the cities only to
the duration of the spirit sword abil- later reform and return to
ity has not expired. Thus, the ghost- their murderous and lawless
faced killer can harm foes while ways. Soon they became a
incorporeal, and opponents can clan in their own right, a

51
WEIGHTLESS FOOT
HIT Class Features
DIE Weapon and Armor Proficiency:
Attack Fort. Ref. Will
D8 Characters who take a level of weight-
Level Bonus Save Save Save Special less foot gain proficiency in all simple
1 +1 +0 +2 +2 Leap of the clouds, slow fall (20 ft.) and martial weapons, but they gain no
2 +2 +0 +3 +3 Light step (+10), Spring Attack new proficiency with armor.
3 +3 +1 +3 +3 Acrobatics (+10), slow fall (30 ft.) Leap of the Clouds (Su): A 1st-level
4 +4 +1 +4 +4 Purity of body, trackless step, Shot on the Run weightless foot’s jumping distance (ver-
5 +5 +1 +4 +4 Dry feet, slow fall (50 ft.), light step (+20) tical or horizontal) is not limited
6 +6 +2 +5 +5 Purity of mind, Uncanny Step according to her height.
7 +7 +2 +5 +5 Light as a feather, acrobatics (+20) Slow Fall (Ex): At 1st level, a weight-
8 +8 +3 +6 +6 Light as air less foot within arm’s reach of a wall
9 +9 +3 +6 +6 Purity of spirit, improved evasion can use the wall to slow her descent.
10 +10 +3 +7 +7 Weightlessness The weightless foot takes damage as if
the fall were 20 feet shorter than it
actually is. Her ability to slow her fall
CLASS REQUIREMENTS CLASS SKILLS (that is, to reduce the effective height
To qualify to become a weightless foot, a Skill Points at Each Level: 4 + Int modifier. of the fall when next to a wall)
character must fulfill all the following criteria:
The weightless foot’s class skills are: improves with her level until at 5th
Alignment: Any non-chaotic, non-evil. level she can fall 50 feet without harm.
STR Climb, Jump, Swim
Base Attack Bonus: +4. This ability does not stack with the
DEX Balance, Escape Artist, Hide,
Base Reflex Save: +2. Move Silently, Tumble
monk ability of the same name.
Light Step (Su): A 2nd-level weight-
Balance: 8 ranks. CON Concentration
less foot gains a +10 competence bonus
Climb: 4 ranks. INT Search to Move Silently checks. At 6th level,
Concentration: 4 ranks. WIS Listen, Spot this bonus increases to +20. In addition,
Jump: 6 ranks. CHA Diplomacy, Iaijutsu Focus a weightless foot can always choose to
take 10 on a Move Silently check, even
Tumble: 4 ranks.
when circumstances would normally
Feats: Dodge, Iron Will, Mobility, Point prevent her from doing so.
Blank Shot.
should be applied. Before he passed into Spring Attack: At 2nd level, the
Special: Must have the evasion special ability. the realm of the Immortals, Wu weightless foot gains the Spring Attack
Shenyang saw the Weightless Foot feat.
clan of ninja. They called themselves become a law-abiding, accepted part of Acrobatics (Su): A 3rd-level weight-
the Iron Foot, representing both the the empire. The people and the emperor less foot gains a +10 competence bonus
weight of their influence on the empire came to view them like the many to Balance, Climb, Jump, and Tumble
and their martial prowess. monastic orders that flourished checks. At 7th level, this bonus
Then one day some of them met Wu throughout the empire—as warrior- increases to +20. In addition, a weight-
Shenyang. At that time Wu Shenyang philosophers, valued for the art, litera- less foot can always choose to take 10
was not yet an Immortal, but he was ture, and public aid they give to the on a Balance, Climb, Jump, or Tumble
well on his way to that path and would empire, but also as a strong arm of mili- Check, even when circumstances would
not suffer himself to be killed by ban- tary might when the empire or innocent normally prevent her from doing so.
dits. Wu Shenyang defeated them hand- individuals are in need. Purity of Body (Ex): At 4th level, the
ily, as handily as he defeated the next Rogues and monks make up the weightless foot gains control over her
band that was sent against him, and the majority of the Weightless Foot clan, body’s immune system. She gains
next, and the still larger band that was though samurais, sohais, and fighters immunity to all diseases except for
sent after that. Finally, the four leaders multiclassing as rogues or monks are magical diseases such as mummy rot
of the Iron Foot and two hundred of also quite common. Barbarians are vir- and lycanthropy.
their best fighters confronted Wu tually unknown among them, but the Trackless Step (Su): At 4th level and
Shenyang. With each punch he offered spellcasting classes are all fairly well higher, a weightless foot leaves no trail
a pearl of wisdom, with each kick he represented. Weightless Foot shugenja in natural surroundings and cannot be
conferred advice on tactics and fighting usually specialize in air as a tribute to tracked.
style. When the combat was over, all the the ideal of weightlessnes, whereas Shot on the Run: At 4th level, the
Iron Foot lay groaning around him, and wujen generally attempt to master weightless foot gains the Shot on the
the four leaders begged him to be their metal, reflecting their clan’s focus on Run feat.
master. Thus, the Iron Foot clan became martial prowess. NPC weightless foot Dry Feet (Sp): A weightless foot of
the Weightless Foot clan and took up are often encountered as advisors to 5th level or higher can cast water walk
Wu Shenyang’s philosophy of weight- the politically powerful as their wise as a sorcerer of a level equal to the
lessness. Wu Shenyang taught them that counsel is never influenced by desire weightless foot’s class level. Using this
strength comes from mobility and for personal gain or corruption. spell-like ability is a free action and it
power from knowing when weight functions only for the weightless foot.

52 november 2001
Concentration
Using a spell-like special ability provokes attacks under Making a few ranks in Concentration required for
the same conditions that casting a spell does. Although less prestige classes like the ghost-faced killer is a simple way to
useful for martial prestige classes, like the ghost-faced get players to make interesting choices about their charac-
killer, than for a wizard or sorcerer, putting ranks ter—to attain the prestige class they are after, they must
in Concentration allows these characters to enter melee devote ranks to a skill they wouldn’t otherwise use.
combat and still use their spell-like abilities. It also represents the inner focus that classes like the
ghost-faced killer require.

NINJAS
The weightless foot may use dry feet feather fall as a sorcerer of a level
three times per day plus a number of equal to the weightless foot’s class
times equal to her Charisma modifier level. Using this spell-like ability is a
I N A NY (always at least once). free action and it functions only for the
Purity of Mind (Ex): At 6th level, the weightless foot. The weightless foot
C A M PA I G N weightless foot gains control of her may use light as a feather three times
wandering thoughts and can focus all of per day plus a number of times equal
Players and DMs in a more tradi- her mind to a given task. She gains a to her Charisma modifier (always at
tional game might be loath to +5 competence bonus to all least once).
include ninja prestige classes. Intelligence-based skill checks. Light as Air (Sp): A weightless foot
Using these ideas effectively is Uncanny Step (Su): At 6th level, a of 8th level or higher can cast air
easy, even if the classic idea of weightless foot can take part of one walk as a sorcerer of a level equal to
the ninja is wrong for your game. of her move actions on a wall or other the weightless foot’s class level. Using
Separating the prestige classes in vertical surface so long as she begins this spell-like ability is a free action
this article from their ninja back- and ends her movement on a horizontal and it functions only for the weightless
ground is as simple as changing surface. If she does not end her foot. The weightless foot may use
the name of the classes. movement on a horizontal surface, a light as air three times per day plus
If, for example, you wanted to weightless foot falls, taking damage a number of times equal to her
introduce these classes into appropriate to her height above the Charisma modifier (always at
GREYHAWK or another game with a ground. Treat the vertical surface as least once).
heavy european flavor, the Poison normal floor for the purposes of meas- Purity of Spirit (Su): At 9th level, a
Fist ninja clans become the war- uring movement. Passing the boundary weightless foot gains control of her
ring factions of the Poison Fist from vertical to horizontal is equivalent spirit. She gains a +10 insight bonus to
assassin’s guild, the exotic weight- to 5 feet of movement on a normal saving throws made to resist level
less foot ninja become the fabled floor. Opponents on the floor still drains or alignment changes.
Sky Dancers of Ket, and the get attacks of opportunity if the Improved Evasion (Ex): At 9th level,
ghost-faced killers become the weightless foot moves through areas a weightless foot’s evasion ability
Order of Crimson Death, elite they threaten. The weightless foot can improves. She still takes no damage on
killers of the Scarlet Brotherhood. take other move actions in conjunction a successful Reflex saving throw
with uncanny step. For example, against attacks such as a dragon’s
the weightless foot could use the breath weapon or a fireball, but hence-
Spring Attack feat and the Tumble forth she takes only half damage on a
and Jump skills, but she cannot charge failed save.
a foe. Weightlessness (Sp): A weightless
For instance, Kangling the weightless foot of 10th level can cast fly as a sor-
foot has a base speed of 40 feet. She cerer of a level equal to the weightless
begins her action with her back to a foot’s class level. Using this spell-like
wall facing some enemies who guard ability is a free action and it functions
the building across the street. Kangling only for the weightless foot. The
turns, runs up the wall for 10 feet, and weightless foot may use weightlessness
then leaps 15 feet across the street three times per day plus a number of
(using the Jump skill and the leap of the times equal to her Charisma modifier
clouds ability) to land on the wall of the (always at least once).
building the men are guarding. She then Multiclass Note: Monk characters
moves 5 feet to an open window and can freely multiclass with this class.
ends her movement on a horizontal Monks who have already taken levels
surface by stepping inside the building in another class may again take monk
through the window. levels after gaining a level as a
Light as a Feather (Sp): At 7th level weightless foot.
or higher, a weightless foot can cast

54 november 2001
by Stephen Kenson • illustrated by Tom Gianni and Arnie Swekel

he DUNGEON MASTER’s Guide He could leave it behind, but most char- knights of the kingdom.” Assuming you

T describes hundreds of magic


items characters can find or
make in their adventuring
careers, ranging from the sim-
plest potions or scrolls to the most
powerful artifacts. The DUNGEON
acters aren’t going to simply discard a
valuable magic item.
What if the fighter doesn’t want to
give up his old sword? After all, it’s the
sword he used to single-handedly slay
the medusa that nearly killed the entire
have no problem with a player charac-
ter descended from a great hero, what
do you do about the sword? One option
is to say the holy avenger belonging to
the paladin’s father was lost in his final
battle against the forces of evil. The
MASTER’s Guide also offers advice for party; the sword he found after their paladin can take on a quest to find it,
Dungeon Masters on what sorts of struggle against the minotaur bandit and you can wait until the character is
magic weapons and armor are appro- chieftain and his band. Magic items can high enough level before you allow her
priate for characters of a particular be important mementos in a campaign, to have it. But what if the player wants
level. You’re certainly not going to and players might be reluctant to give to have the sword from the start? You
award a 1st-level paladin a holy them up. Sure, he could just forget certainly don’t want to put such a pow-
avenger sword, nor would a DM want about the new frost band and keep his erful weapon into the hands of a 1st-
to reward a 20th-level character with a old sword, but is it fair that players level character, but you also don’t want
mere +1 dagger. should be penalized for good roleplay- to say that the “legendary holy sword”
But what should the player characters ing and sticking to the way their char- of a great champion was just a master-
do when they get newer (and better) acters would act? work weapon.
magic items? When a fighter whose +2 In fantasy fiction, characters often
longsword has served him well for a have powerful (or potentially powerful) Leveled Magic Items
few levels comes upon a frost brand, magic items right from the start of The key to solving these problems lies in
what does he do with the old sword? He their careers. King Arthur pulled the allowing items to grow and improve as
could sell it, the approach many charac- sword from the stone as a boy and their owners advance in level. In other
ters take in that situation, but that could gained Excalibur as a fairly young man. words, create “leveled” magic items.
be difficult unless there is a city or Sturm Brightblade carried his father’s Here’s how it works: The item starts
town of sufficient size nearby that can legendary namesake sword in the out as a low-power magic item, but the
afford to buy a magic item, especially if DRAGONLANCE trilogy, which turned out item holds the potential for greater
the old item is a valuable one. He could to be a powerful magic item, but not magic. As its owner advances in level,
give it to another character who doesn’t necessarily right away. she can spend experience points to
have as good a weapon, but most char- Consider this situation: A player improve the item’s abilities, making it a
acters in a party should be fairly well approaches you as Dungeon Master +2 item or activating some other special
balanced in that respect, and it raises and says, “I want my paladin to have a ability. Thus, the item grows in power as
the question of what that character is holy sword she inherited from her its owner does, making it less important
going to do with her old magic weapon. father, who was one of the greatest for the character to discard it in favor

56 november 2001
Alternative Awards Weapon: Equivalent enhancement bonus
D&D campaigns with a lot of leveled magic items tend to give out less magical treasure to squared x 2,000 gp x 0.6
characters, since characters usually hold on to leveled treasures longer. This can lead to Armor: Equivalent enhancement bonus
slower character advancement, especially if a character has more than one leveled treasure. squared x 1,000 gp x 0.6
One way Dungeon Masters can compensate for this is by giving out bonus XP awards These costs are calculated in the
usable only for advancing leveled items in place of the treasure the characters would have
chart below:
otherwise received. So instead of finding a new +3 sword in a monster’s hoard, a character
gets enough experience to advance his leveled magic sword to +3 instead. This allows the
DM to “fine tune” how quickly leveled items and the PCs improve as the campaign unfolds. Equivalent
Bonus Weapon Armor
of a new magic item. This allows magic weapon or armor only gets the power +2 4,800 gp 2,400 gp
items to have a longer “lifespan” within level of experience he has devoted to it +3 10,800 gp 5,400 gp
the campaign and makes for unique and and the base +1 enhancement. Thus, a +4 19,200 gp 9,600 gp
interesting items. new user must devote experience to +5 30,000 gp 15,000 gp
the item before he can access more +6 43,200 gp 21,600 gp
Using Leveled Items than the +1 enhancement. Once a char- +7 58,800 gp 29,400 gp
Leveled magic items are weapons, acter has devoted experience to an +8 76,800 gp 38,400 gp
shields, and armor that start out with a item, that item will always function for +9 97,200 gp 48,600 gp
+1 enhancement. The base item is just that character as though he had that +10 120,000 gp 60,000 gp
like any other according to the rules in level of XP devoted. This experience
the DUNGEON MASTER’s Guide. The cannot be retrieved or erased from the Gold piece and XP costs to create
Dungeon Master (or the character cre- weapon. The Dungeon Master can also the item are determined normally. Each
ating the item) then determines what the restrict a player from putting XP into a head of a double weapon must be
item’s additional levels are and what leveled item if that item was not used in enchanted separately following the
abilities it gains. Leveled items can’t some way to earn the experience same rules.
have an enhancement bonus greater points: You can’t leave your leveled Enhancement bonuses and other
than +5 or more than ten levels of items at home, go adventuring, and then powers can be added to a leveled item
power (a total effective “bonus” of +10). bring XP home to “charge up” the item. once it is created, so long as the total
Many items have fewer than 10 levels. enhancement bonus does not exceed
Once the character has possession of Creating Leveled Items +5 and the total equivalent bonus does
the item, he can begin devoting experi- To create a leveled item, one must not exceed +10. The cost for adding
ence points to improve it. The experi- meet all the feat, spell, skill, race, and these new enhancements is figured as
ence cost to “activate” a higher level of alignment requirements necessary to though they are being added to a nor-
the item comes from the “Leveled make a normal version of the armor, mal item with an equivalent bonus equal
Magic Item XP” chart. Experience shield, or weapon with all of its powers. to the leveled item’s total equivalent
points can be given to an item at any Thus, a leveled item that goes up to a bonus. Thus, if a sorcerer added the
time, but powers are not available until +10 bonus equivalent requires all the flaming special ability to a leveled
the full amount is met and the charac- same requirements that a normal +10 longsword that has a +5 equivalent
ter has achieved the required level. item would. The difference lies in the bonus, the cost and requirements would
Thus, the second level of a leveled costs to create the item. It’s cheaper to be equal to those that would result
heavy mace could be speed, but the make a leveled item than it is to make a from adding the flaming special ability
character would not have access to this normal item of an equivalent bonus. to a +5 longsword. Such added
ability or any other until he reaches his The market prices for leveled items enhancements are immediately useful
11th character level and a total of are determined as follows: to all who use the item.
10,000 XP has been spent.
A character cannot give up so much
experience that he drops to a lower LEVELED MAGIC ITEM XP
level, and he can only increase an Total XP Total XP
item’s bonus equivalent by +1 per every Equivalent Required Weapon Armor
two levels plus one. Thus, a 7th-level Bonus Level Needed✝ Needed✝
PC could have a leveled item with a +2 5 1,600 800
bonus equivalent of no more than +3. +3 7 3,600 1,800
Devoting experience to the item +4 9 6,400 3,200
requires a full-round action; thereafter, +5 11 10,000 5,000
the item is immediately useful up to the +6* 13 14,400 7,200
level of experience the character has +7* 15 19,600 9,800
devoted. +8* 17 25,600 12,800
If an item is a double weapon, each +9* 19 32,400 16,200
head must have a separate amount of +10* 20+ 40,000 20,000
experience devoted to it. Experience *Magic items can’t have an enhancement bonus this high. This number provides the
devoted to a double weapon does not experience cost for the appropriate bonus equivalent when special abilities raise the
need to be evenly distributed. item’s bonus equivalent that high.
The wielder or wearer of the leveled This is the total number of XP that must be spent to attain that level.

57
Restrictions ones. To use the item to its best effect, the owner is subtly
Improving the level of a magic item might not be as easy as encouraged to take more and more chaotic actions to gain
giving up experience points and using the item in adven- more power, then more and more evil ones.
tures. The Dungeon Master might also require certain pre- Class Ability: The owner must have a particular class abil-
requisites to activate an item’s powers. These can include any ity, such as arcane spellcasting, divine spellcasting, a pal-
or all of the following: adin’s divine grace, and so forth, to activate the item’s
Alignment: The owner must be of a particular alignment to powers. Alternatively, the owner might have to belong to a
activate some or all of the item’s powers, or even just to put particular class (usually because it requires a class ability
XP into the item. This restriction can prevent some items available to only one class, such as the aforementioned divine
from falling into “the wrong hands,” while other restrictions grace of a paladin).
might encourage a subtle shift in alignment. For example, an Deed: The owner of the item must perform a particular
item might require a chaotic alignment to activate its low- deed in order to activate its next level of power. This task
level powers and an evil alignment to activate its high-level could be anything from slaying a specific type of monster to
performing a religious or arcane ritual over the item at an
appointed place or time of the year. Perhaps the owner must
SAMPLE complete the quest the item’s previous owner attempted (and

LEVELED WEAPONS
BREVEN’S BULWARK
failed). The possibilities are limited solely by the DM’s imagi-
nation. If the character successfully performs the action, the
item’s next level of power can be activated by the appropri-
ate expenditure of XP.
A cleric of Heironeous named Arthur Breven created Breven’s Knowledge: The owner must have a certain piece of infor-
Bulwark to evaluate the valor and dedication of his temple’s paladins. mation to unlock the item’s high-level powers. For example,
He gave the shield to those who showed great promise. If they could the item’s name, its creator’s name, where it was made, why
not activate the shield’s reflection quality before two full years had it was made, who used it previously, and what the runes
passed, they were deemed unworthy and asked to return the shield.
written on it mean could all be required to activate one or all
Should the chosen paladin be able to activate that power, Breven
promised to reward her with Breven’s Bulwark, followers, servants,
of the item’s powers. Finding the information can launch new
and a temple-keep for the worthy paladin to use as a foundation to adventures.
build up the legend of Heironeous’s glory. As yet, no paladin has been Race: The character must be of a particular race (or even
equal to the task. subrace) to access the item’s higher level powers.
Breven’s Bulwark is a leveled small wooden shield. For those who Alternatively, the character might have to belong to a partic-
have not devoted experience to it, it acts as a +1 small wooden shield. ular bloodline, such as a royal family, or be a descendant of
the item’s original owner.
Breven’s Bulwark
Item Required Equivalent Instead of being absolute prohibitions, some of these
Level XP Bonus Enhancement restrictions—like Alignment, Class, and Race—could be
1 7,200 +6 reflection “favored” qualities of the item. Characters lacking the item’s
2 9,800 +7 +2 enhancement favored quality must pay a greater amount of experience
3 12,800 +8 fortification, light (between 10-20% more is a good figure) to activate the pow-
4 16,200 +9 bashing ers. This makes the item useful for everyone, but better for
5 20,000 +10 blinding some characters than others.
Restrictions make good adventure hooks, particularly the
Caster Level: 14th; Prerequisites: Craft Magic Arms and Armor, deed and knowledge restrictions, sending characters off to
blindness/deafness, bull’s strength, limited wish or miracle, searing
perform certain deeds or consult with wise loremasters so
light, spell turning; Market Price: 60,153 gp; Cost to Create: 30,075
gp + 2,406 XP.
they can increase the power of their magic items.

STORMFANG
Stormfang is the community weapon of the gnomes of the village of Clovenstone. Once borne by the gnome hero-god Burl
Stromscheppen, it is said the weapon’s blows carry the weight of his hands. Gnomes that show great courage in the face of dangers
to the village are rewarded with Stormfang. They are allowed to carry it for as long as they live or until they choose to bequeath the
treasure to another worthy hero of the village.
Stormfang is a leveled gnome hook hammer. Both the hammer and pick ends function as +1 weapons in the hands of any user.

Hammer Head Pick Head


Item Required Equivalent Required Equivalent
Level XP Bonus Enhancement XP Bonus Enhancement
1 1,600 +2 +2 enhancement 1,600 +2 +2 enhancement
2 3,600 +3 shock 3,600 +3 keen
3 6,400 +4 mighty cleaving 6,400 +4 +3 enhancement
4 10,000 +5 frost 14,400 +6 thundering
5 - - 25,600 +8 shocking burst
6 - - 40,000 +10 icy burst
Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, blindness/deafness, call lightning or lightning bolt, chill metal or ice
storm, divine power, keen edge; Market Price: 150,620 gp; Cost to Create: 75,310 gp + 6,025 XP.

58 november 2001
The jaw-dropping beauty and thrilling Roots and Beginnings martial arts fantasies. A Touch of Zen
action of Ang Lee’s recent film When film first came to China in the treats seriously the Buddhist philosoph-
Crouching Tiger, Hidden Dragon shines 1920s, it didn’t take long for bright ical underpinnings of the material; its
a new spotlight on a school of wildly directors to put martial artists in front reverence and stately pacing are closer
entertaining movies from Hong Kong. of the camera. Even at that early date, in spirit to Crouching Tiger, Hidden
Lee’s fusion of art-film style and martial the filmmakers weren’t creating their Dragon than its wacky, gleefully impi-
arts bravura didn’t just thrill seasoned stories from scratch, but simply trans- ous descendants of the ’80s and ’90s.
genre fans; it brought the jaded critics ferring the age-old mythic themes and In the ’70s, elements of the fantastic
and industry flacks to their feet in suc- acrobatic displays of Peking Opera to a began to fade from martial arts cinema.
cessive film festival standing ovations. new medium. What we unschooled Bruce Lee brought serious martial arts
As Star Wars and Raiders of the Westerners see as a mixture of martial to the screen. In the wake of his death,
Lost Ark did in the mid-’70s, arts and fantasy elements is actually a legion of imitators huffed and puffed
Crouching Tiger, Hidden Dragon part of a seamless whole. In the classic their way through innumerable fight
renews beloved genre archetypes with stories of the Peking Opera, gods, movies, all virtually plot-free and shot
brilliantly crafted music, costumes, heroes, and monsters freely intermin- too cheaply to allow for special effects.
sets, choreography, and characteriza- gle, fighting and dying alongside one Even the big-budget period kung fu
tion. In this case, though, most Western another. Key to the mythology of mar- epics produced by the Shaw Brothers
movie-goers are unfamiliar with the tial arts is the idea that advanced prac- often kept their heroes’ feet squarely
source material it draws on. Many will titioners acquire supernatural powers, on the ground. Jackie Chan came to
be content to enjoy Lee’s film and so it’s no surprise that as early as the the dying genre’s rescue by pairing
leave it at that. Many D&D fans, how- 1928 silent film The Burning of Red death-defying stunt work with slapstick
ever, will want to delve deeper into Lotus Monastery rival kung fu fighters comedy. But you’ll never see Jackie
Hong Kong fantasy films because they zap one another with energy blasts. flying through the air or emitting
provide fabulous inspiration for gam- Don’t expect to find this epic in your energy blasts.
ing. Whether you simply want to play local video store—or anywhere, for that It was director Tsui Hark who
your monk character more vividly or matter. Preservation of early Asian cin- brought the fantasy back into martial
wish to run an entire game in the high- ema is almost nonexistent. At your arts with 1983’s Zu: Warriors From the
flying Hong Kong style, a veritable luckiest, you might stumble across a Mystic Mountain. Even without other
treasure trove of cinematic delights special screening of one of the 1960s filmmakers jumping on the bandwagon,
awaits you. And with the success of epics of director King Hu, like A Touch this prolific and inventive producer and
Crouching Tiger, Hidden Dragon, you of Zen (1969) and Dragon Inn (1966). director could have churned out an
can bet that these films will soon be These influential works serve as the entire genre on his own. Zu: Warriors
easier to find than ever. foundation of the modern generation of From the Mystic Mountain is readily

60 november 2001
BY ROBIN D. LAWS

available in outlets that stock Hong cheesy, interchangeable soundtracks emotions. No matter what else it is—
Kong videos; it ushers in the current hammered out on ’80s-era synthesiz- wuxia, comedy, guns-blazing action,
era of wuxia film. ers. You might also want to steel your- gangster epic—a Hong Kong movie is
The term wuxia, which lacks a literal self, possibly by drinking several cups almost invariably also a melodrama.
translation, is usually colloquially ren- of corn syrup, for the inevitable erup- Remember, it all comes from the Peking
dered as “flying people movie.” The tion of Cantopop ballads during emo- Opera tradition, which, like Italian Opera,
term is also sometimes used in movie tional montage sequences. Many of the is filled with over-the-top emotion.
dialogue to refer to “the world of mar- actors are, in Hong Kong, thought of Comedy scenes are just as broad,
tial arts,” the underground network of primarily as pop singers. Even Jackie showing a love of potty humor and dis-
kung fu heroes and villains who live, Chan doubles as a crooner, boasting an regard for sensitivities of any stripe. (In
love, and do battle in parallel to China’s extensive CD catalog. the age of South Park, Something
official world of bureaucrats, mer- Crouching Tiger, Hidden Dragon is About Mary, and actor Tom Green, this
chants, and ordinary people. performed in the stately Mandarin might not require as big an adjustment
Many wuxia movies are adaptations dialect and presented with subtitles that as it used to.)
of serial novels by Hong Kong news- not only make sense but display impec- Don’t expect tight dividing lines
paperman Louis Cha, who wrote cable spelling and grammar. Hong Kong between melodrama and comedy. The
swords-clashing fantasy epics during movies speak the street-smart tone of Hong Kong movies can turn on
the ’60s and ’70s, under the pen name Cantonese dialect; their subtitles are a dime, and that gray-haired old kung
Jin Yong. translated in the space of an afternoon. fu master might suddenly spout curse
Even if more care were taken, the sub- words for comic effect. Scenes of slap-
Culture Shock titles would still be doomed to moments stick goofiness can be followed by hor-
If Crouching Tiger, Hidden Dragon is of incomprehensibility, since much of rible tragedy.
your first wuxia film, you’re in for a bit Cantonese is colloquial slang that can’t And one more thing: Happy endings
of a shock when you begin checking even be properly translated into other are the exception, not the norm. Asian
out its rougher-edged cousins. Chinese dialects. It takes a while to train audiences find no ending more romantic
Although inexpensive by Hollywood yourself to stop laughing at the mis- than the death of a hero, a heroine, or
standards, Crouching Tiger, Hidden takes and odd wordings that pepper both. Just as Hollywood screenwriters
Dragon is a lavish production com- even comparatively good translations. stretch the limits of plausibility to make
pared to most Hong Kong movies. Every so often, a line will make no everything come out all right in the end,
Don’t expect music anywhere near as sense at all. their Hong Kong brethren bend their
entrancing as classical composer Tan Even more importantly, the Hong plots to create tragic endings.
Dun’s score for Crouching Tiger, Kong afficionado needs to acquire an
Hidden Dragon; instead, prepare for appreciation for the broad portrayal of

61
The Rules of Wuxia might have done so many years ago,
KUNG FU Every “flying people” movie makes its committing acts that cry out for
own rules according to the needs of its vengeance as soon as he reappears on
FEATS plot. However, the following generaliza-
tions offer a basis to work from when
the scene.
4. There is no such thing as an
The following feats allow accom- importing wuxia elements into your anonymous high-level character. The
plished fighters to duplicate D&D games. top warriors all know each other by
frequently-seen wuxia powers. 1. Everybody flies. Or, rather, every- reputation, if not from the firsthand
body of any note in the world of mar- experience of ringing swords. (For this
CHOKE HOLD tial arts flies. Fighters fly. Magicians fly. purpose, treat all character classes as
(Oriental Adventures) Priests fly. Every high-level character equal; notorious rogues are as famous
CIRCLE KICK in a wuxia-inspired D&D campaign as legendary Buddhist exorcists, and so
(Sword and Fist) should be able to treat the laws of on.) As soon as you accumulate 7
gravity as mere guidelines. (See the levels, defeat a known warrior of 7th
DEFENSIVE THROW
(Oriental Adventures) Flying Player Characters sidebar.) level or above, or, at the DM’s discre-
2. Training matters. Kung fu fighters tion, perform some other great and
EAGLE CLAW ATTACK spend most of their time training. notable deed, word of your activities
(Sword and Fist, Oriental Adventures)
Inexperienced fighters must find expe- spreads like wildfire. Some warriors
ENDURANCE rienced masters to train under. They might become notorious even sooner,
(Player’s Handbook)
call their masters sifu, and even after especially if they are taught by, or
EYES IN THE BACK they leave a sifu’s tutelage, they owe fight alongside, senior warriors of
OF YOUR HEAD him the same degree of unquestioning, great fame.
(Sword and Fist)
humble respect. It is not unusual for a When you become famous, you can
FALLING STAR STRIKE wuxia hero to find herself rescuing a expect other famed warriors to know:
(Oriental Adventures)
captured sifu or seeking vengeance 1: Your name, including distinctive
FISTS OF IRON against the enemies who killed him. By nickname, if any;
(Sword and Fist, Oriental Adventures)
observing a fighter in action, an expe- 2: your fighting style, distinctive
FLYING KICK rienced warrior can identify his style; if weapon, or signature move;
(Oriental Adventures) the fighter studied under a famous sifu, 3: your allies, if they are also known
FREEZING THE the keen observer can tell that, too. to the world of martial arts;
LIFEBLOOD Training sequences are often shown 4: your sifu, if any;
(Oriental Adventures)
in detail in Hong Kong movies. The 5: the most famous warrior you
GRAPPLING BLOCK 1978 Shaw Brothers film Master Killer defeated, or what is otherwise your
(Oriental Adventures) is almost entirely devoted to an incredi- most notable deed.
GREAT STAMINA bly involved training sequence. On the Conversely, your character automati-
(Oriental Adventures) other hand, it’s hard to justify training cally knows all of these things about the
KHARMIC STRIKE times for other classes, like barbarians other major figures of the martial arts
(Oriental Adventures) or rogues, and it’s not fair to place a world. You do not need to roll the dice
KNOCK-DOWN burden on some classes and not on to call on this information. You’ve gath-
(Sword and Fist) others. Even if everyone in the group ered it over time by talking to your fel-
LIGHTNING FISTS plays a monk, training sequences low warriors and exchanging gossip
(Sword and Fist) become difficult for DMs to portray in with weaponsmiths, innkeepers, and
PAIN TOUCH an interesting way after a few times. other tradesmen whose businesses bring
(Sword and Fist, Oriental Adventures) It’s probably best for characters to talk them into contact with your kind. As
as if they undergo rigorous training but soon as that seven-foot-tall bald man
PRONE ATTACK
(Sword and Fist, Oriental Adventures) hand-wave the exact circumstances wielding a fan of metal knives lands in
under which it occurs, so that it all your courtyard and threatens
SNATCH ARROWS
(Sword and Fist) takes place offstage. vengeance against you for your role in
3. Secrets matter. Martial artists the theft of the red jade dragon, you
STEALTHY keep their training methods secret from can call out “Iron Fan Cho!” with confi-
(FORGOTTEN REALMS Campaign Setting)
outsiders. These secrets can be stolen dence, knowing that you’ve correctly
STRONG SOUL and used by villainous characters who, identified the man who wants to kill you.
(FORGOTTEN REALMS Campaign Setting)
fortunately, usually lack the discipline to The martial arts underground is
STUNNING FIST completely master the secrets. much more than a mutual recognition
(Player’s Handbook) society, however. It is a melancholy
Nevertheless, even partial ability often
THROW ANYTHING makes these thieves terrible threats for world in which great accomplishment
(Sword and Fist) the heroes to put down. DMs should separates its members from normal
UNBALANCING STRIKE treat the theft of school secrets as the society. By becoming a mighty martial
(Oriental Adventures) handy plot device it is. A villain might artist, you step outside the boundaries
WHIRLWIND ATTACK invade a temple friendly to the heroes of a rigidly stratified culture in which
(Player’s Handbook) to steal its kung fu secrets. Or, he every person must remember his or

62 november 2001
her place, on pain of death. You exist
in a sort of social no-man’s-land. On
one level, you are physically more
powerful than almost anyone else. On
another, you are beneath the lowliest
street-sweeper because you have side-
FLYING
PLAYER
stepped the limits of order and
respectability. Noble bureaucrats of
CHARACTERS
Following the number one rule of wuxia, all high-level characters in a wuxia
strong character might treat virtuous campaign gain the ability to fly. Upon reaching 10th level, regardless of class, a
martial artists with respect, but this is character can fly at a speed of 30 feet with average maneuverability as
the exception rather than the rule. described on page 69 of the DUNGEON MASTER’S Guide. A flyer with average
Usually, others will view you with both maneuverability cannot hover or fly backward, but she can turn up to 45
contempt and fear. They might pay degrees after moving at least 5 feet. A character that meets the requirements
enemy martial artists to drive you out may choose to take the Improved Flying feat and increase her flying ability from
of their territories and into their rival’s. average to good.
If they’re members of a conspiracy to
take over the Imperial Court, they IMPROVED FLYING [General]
might try to capture, kill, or frame you. You can fly better than average.
Rest does not come easy for the Prerequisite: Base attack Bonus +11, Dex 13+
mighty warrior. Your merest attempt to Benefit: Your flight maneuverability advances to good. As a result, you
sit and slurp some congee (bean curd can hover in the air, fly backward, and turn up to 90 degrees midflight.
soup) at a roadside food stand will likely
be interrupted by young warriors anx-
ious to rob you (if they are inexperi- feelings know that the world is The Films
enced and do not know you) or to unfriendly to the happiness of sword- Enough with the generalities. It’s time to
make a name for themselves by defeat- swinging lovers. The heroes of wuxia go straight to the source of inspiration
ing you. The world offers you a seem- know that they will die as they have and check out some of the movies
ingly never-ending supply of these lived, as warriors. Nothing hastens themselves. This list of titles represents
foolish upstarts, who seem to exist only tragic doom more than a declaration of the cream of the crop of Hong Kong
to allow you to display your martial love between warriors. Romantic love is fantasy films.
prowess. Although they rarely pose a like the butterfly: It is beautiful, easily
genuine threat, they do make it difficult buffeted by fate’s wings, and inevitably
to maintain a low profile or simply short-lived.
enjoy a quiet meal. 5. Watch out for eunuchs! When
As you grow older and wiser, these your foes are not merely unscrupulous
annoyances begin to seem petty in rival members of the wuxia under-
comparison to the true melancholy of ground in search of your sifu’s secret
the martial artist. It is nearly impossible technique books, they are eunuchs. The
to retire peacefully from the world of Imperial Court, by long tradition, relies
martial arts. You can’t retreat back to on castrated high officials to administer
mundane life: Enemies will hound you, the day-to-day affairs of the national Zu: Warriors of the Magic Mountain
and old obligations of honor and government. In theory, the inability of a (1983), director: Tsui Hark.
vengeance will continue to draw you eunuch to sire rivals to the throne ren- This is the film that started it all. With
back into a life of bloodshed and war- ders him utterly loyal to the Emperor. an accent more on wild imagery and
fare. Retreat to a life of spiritual medi- In practice, castration generally makes inventive (if low-tech) special effects
tation might seem like a noble way out, the eunuch cranky and power-mad. than on recognizable characterization
yet many of the great heroes of martial Eunuch warriors and magicians ruth- or a clear storyline, this festival of
arts spend years in search of mystical lessly strike out at all who would loosen glowing-eyed monsters, caber-tossed
enlightenment, only to find that their their corrupt hold on the land. logs, magic swords, ogres chained to
ties to the material world prevent them 6. Gender confusion is the order of giant rocks, blood monster poisoning,
from making their final breakthroughs. the day. Eunuchs are not the only possession by evil forces, and (of
Instead, they must return to the world members of the wuxia world who defy course) high-flying, fast-paced action
and again pick up their swords and sexual norms. Cross-dressing and mag- looks a little primitive in comparison to
staves to do battle against their foes. ical gender changes run rampant in some of the later movies it inspired, but
Romantic love brings no solace Hong Kong fantasy films. Whether the is still plenty of fun. And, when looked
either. The ranks of martial artists are princess is dressing as a man to at as game inspiration, its succession of
filled by both men and women afflicted conceal her true identity or the evil fantasy elements and zigzagging plot
by unresolved romantic yearnings dowager is played by a male actor, line are pluses. This probably serves up
toward one another. Even those few these movies leap over gender bound- more monster, spell, and plot ideas per
unhampered by vows or obligations aries as heedlessly as their heroes dash square inch of celluloid than any other
preventing them from admitting their over treetops. film mentioned in this article.

63
villainess into an antiheroine. Among its
banner scenes is her one-woman
takeover of a Spanish galleon.

Chinese Ghost Story


Part I (1987), director: Ching Siu Tung; and the moment in which a surprised
Part II (1990), Part III (1991). Mo-Kai reckons that his mighty oppo-
This Tsui Hark-produced series mixes nent must have 10,000 experience
fantasy, comedy, and horror, and prob- points to his 8,000. The commercial
ably serves as your best starting point failure of this energetic mishmash sig-
for this genre. Playing irreverently with Bride With White Hair naled the end of the great wuxia boom
ghost stories from China’s Qing Part I (1993), director: Ronny Yu; Part II of the ’80s and ’90s.
Dynasty, the first movie pits a slightly (1993), director: David Wu and Ronny
hapless young tax collector, aided by a Yu (uncredited).
no-nonsense Taoist priest and swords- A warrior takes on an evil cult run
man, against an array of ghosts (many by a set of conjoined brother-sister
of them seductive sirens) and some twins, only to fall in love with their top
amusingly primitive stop-action zombies. assassin, a feral woman raised by
In the second film, a young priest joins wolves. This wuxia epic is distinguished
the tax collector, and the supernatural by its gorgeous cinematography and
opposition escalates to include a giant melancholy sense of romantic doom. In Dragon Inn
centipede and an undead ogre who uses part two, white-haired wolf woman Lin (1992), director: Raymond Lee.
his snapping ribcage as an attack. Part wreaks vengeance on her ex-lover’s Heroes flee across a desert with kids
three takes place a hundred years later martial arts school, as he searches for they’ve rescued from an evil eunuch
and tells the tale of a young monk who a way to restore her former beauty. sorcerer. They arrive at an inn in the
gets drawn into the battle against evil, middle of the desert, which happens to
as personified by a sorcerous tree that be crawling with martial artists. Maggie
fights with an elongated tongue. Cheung is great as the cynical
innkeeper, but watch out for the secret
ingredient in her sticky buns. Its eye-
popping moment occurs in the climactic
sand-dune battle, in a moment of gory
“chef fu.” This is a remake of a mid-
Green Snake ’60s King Hu classic.
(1993), director: Tsui Hark.
Two gorgeous, mysterious women
conceal a shameful secret: they’re
The Swordsman snakes who have pulled themselves up
Part I (1990), director: King Hu (cred- by their mystical bootstraps to assume
ited) Tsui Hark & Ching Siu Tung human form. Trouble comes when one
(actual); Part II (1991), director: Ching falls in love and another attracts the
Siu Tung; Part III (1993), director: Ching attention of a fanatical Taoist priest
Siu Tung. bent on sending all animals in human
Evil eunuchs set in motion an incom- form back to their primal conditions.
prehensibly complex plot (based on a This film is interesting for its unique Moon Warriors
Louis Cha novel), in which an ancient story and the moral ambiguity of its (1992), director: Sammo Hung.
scroll full of martial arts secrets heroes and villain. In this film, a poor but honest fisher-
becomes the object of much kinetic man, whose best friend is a killer whale,
kung fu action. In part two, Jet Li and Kung Fu Cult Master protects the Emperor from his usurping
Michelle Yeoh take over as heroes. (1993), director: Wong Jing. brother and gets mixed up in a love tri-
They battle the man who originally Forget the confusing plot and simply angle. Maybe not the best wuxia film
found the magic scroll in the first dig Jet Li in his most outrageously aer- ever, but it has a great cast, and its
movie; the scroll has transformed him ial role as Mo-Kai, an orphan adopted final sequence is one of the best illus-
into Asia the Invincible, who is both a by a great sifu (Sammo Hung). Mo-Kai trations of the principle that every
whirlwind of martial arts destruction is scorned by the other students until major character in one of these films
and a beautiful but implacable woman he learns the secret solar stance. knows a martial arts fighting style. Yes,
(played by Brigitte Lin). Part three, also Priceless elements include the comic we’re talking whale fu.
known as The East Is Red, turns Lin’s relief bat-winged character, Green Bat,

64 november 2001
fighting off bandits and British imperial-
ists in 1870s Canton. Wong Fei Hong LEARNING
was a real person, and he has been
portrayed in countless Chinese movies
and TV shows over the decades; he’s
MORE
sort of a combination Lone Ranger and This article should serve as an
Marcus Welby. introduction to the world of Hong
Kong cinema. Thanks to the state-
side success of performers like
New Legend of Shaolin Jet Li, Chow Yun-Fat, and
(1994), director: Wong Jing. Michelle Yeoh, Hong Kong movies
Jet Li and his scrappy young son are are now easier than ever to find
the only survivors of a massacre that in video stores, even the unhip
wipes out the Shaolin temple; he races ones. The best way to learn about
with a deformed sorcerer who rides a this film genre is to see what you
killer cart to find a treasure map tat- can find on your local shelves,
tooed on the backs of a gaggle of chil- rent movies as you can, and go
dren. Check it out for a great from there.
performance from prepubescent star
Xie Miao, who already has the “don’t Useful books include Hong Kong
mess with Clint” glare down pat. Babylon, by Frederic Dannen &
Barry Long, which couples an
Savior of the Soul excellent listing of the central
(1991), director: Corey Yuen and Hong Kong films with an exposé
David Lai. of triad involvement in the Hong
A super-cool assassin (played by Kong film industry. Hong Kong
Anita Mui) blinds arch-villain Silver Fox Action Cinema, by Bey Logan,
(Aaron Kwok), and only a handsome delves more exhaustively into the
city mercenary history of Chinese action movies
(Andy Lau) can and is lavishly illustrated
protect her from with photos. This book
Mr. Vampire his vengeful will help you match
(1985), director: Ricky Lau. clutches. This actors’ names to faces.
A mighty eye-browed exorcist, alter- movie, which Sex and Zen and A
nately aided and hindered by his two unfolds like a comic Bullet in the Head, by
bumpkin assistants, deals with a plague book you’ve only Stefan Hammond &
of hopping vampires and a seductive started reading Mike Wilkins, provides a
ghost. This is not a wire-fu film, but a with the fourth more tongue-in-cheek
period horror-comedy that launched issue, is one of introduction
countless imitations, many of them fea- many that mixes to the field,
turing the formidable-looking Lam modern-day and with fun lists
Ching-Ying as a straight-arrow exor- wuxia elements. of bizarre sub-
cist. This film is fun if you’re already It doesn’t make titles and other
tuned into the goofy, lowbrow sense of much sense, but less-than-rev-
humor typical of Hong Kong comedies. the imagery is erent sidebars.
great, and the characters are
extremely cool. You can Finally, the
import the characters Internet is
(minus pistols) into crammed with
your D&D Hong Kong movie
game or websites and
look at it as discussion groups.
inspiration Pop a few relevant
Once Upon A Time In China for a genre- keywords into your
(1991), director: Tsui Hark. spanning favorite search
Except for gravity-defying kung fu, campaign. engine and your
this film lacks fantasy elements but is kung fu will
nonetheless a classic worth mentioning, undergo an
with many sequels trailing behind it. Jet immediate power
Li plays Wong Fei Hong, an idealistic increase.
doctor and posterior-booting hero,

65
T
sujoku Island—a secluded tropical
realm that appears on few maps;
most sailors have only heard the
name whispered in awe and have no
idea of where to find the fabled location.
The lowlands of Tsujoku Island are said
to be thick with primeval jungles, while the
core of the island is dominated by rugged
stony mountains lit by the hellish glow of the
actively volcanic Mount Kijo. Stories abound of
the primitive people who dwell in villages along
the jungle-shrouded coastline of Tsujoku and of
the gold, jewelry, and gemstones they wear.
The lure of huge caches of gold and gems has
fueled the dreams of pirates and merchants alike
for hundreds of years, but precious few have
seen the shores of Tsujoku Island, and fewer still
have lived to return. The survivors who
return rich from the island refuse to go
there ever again or to guide any
who wish to go there, for the
tropical island is home to colossal
monsters . . . the dreaded kaiju.
Towering over any creature
they encounter, crushing
trees beneath their massive
bodies, the kaiju have long
held the attention of dream-
ers and explorers. Some
believe them to be the pri-
mal forces of nature, hurri-
canes and earthquakes
made flesh. Others believe
that they are destructive
engines of terror and revenge
sent by the gods. A rare few believe
that they are the defenders of the
world, guarding it against a terrible assault
from beyond the earthly realm that was prophe-
sied long ago. Whatever their purpose, the thun-
derous steps and deafening roars of the kaiju
are the stuff of legend.
Tsujoku is known to be the lair of three kaiju
in particular. The most famous and possibly the
most dangerous of these three kaiju is
Gareshona, a massive quadruped that seems to
be the guardian and protector of the island.
Those who manage to reach the shores and pro-
ceed to abuse the native population tell stories of
the arrival of a colossal metallic beast whose
roars could deafen or knock prone any who
hear them. Gareshona is said to harness lightning
to blast intruders, burrow through solid stone,
and swallow ships in a single gulp.
Although Gareshona might be the most infa-
mous of the kaiju on Tsujoku, the dreaded
Sharugu is most often encountered. This behe-
moth of an octopus dwells in the deep ocean
trenches that surround Tsujoku, and it often

66 november 2001
THUNDER
FIRE The World of the Kaiju

by James Jacobs • illustrated by Ron Spencer

senses the passage of ships overhead Kaiju


and rises to the surface to consume Kaiju are tremendous monsters that confronted by a kaiju from another
them. When Sharugu approaches, the have a savage appetite for destruction plane, a group of kaiju will work
sea turns black. Most sailors see little and devastation. They dwell in distant together to defeat it. The natural result
more than Sharugu’s acidic tentacles and often inhospitable places, such as of one kaiju meeting another is a fight;
before their ship is destroyed and their on volcanic islands, in the frozen polar entire provinces have been devastated
lives consumed. regions, or at the bottom of the sea, by multiple kaiju battling each other. Yet
There is a third kaiju who dwells upon where much of their time is spent in when a Gargantuan sized or larger out-
Tsujoku, but of this one, few tales are hibernation. Occasionally, a kaiju is sider with the Chaotic or Evil type
told. Hotu-Bakete is the name of this awakened from its hibernation and modifier appears, kaiju set aside their
shadowy kaiju, said to live in the heart begins wandering the land, often cover- normal aggression toward each other
of Mount Kijo under a lake of molten ing distances of hundreds of miles in and attack the interloper. Kaiju possess
rock. Ancient texts tell of how Hotu- the course of its journey. an intense hatred of these (thankfully
Bakete was spawned upon the world by Little can withstand the power and rare) creatures.
an ancient demon-god in times long destructive force of an enraged kaiju, Finally, all kaiju are one of a kind. No
past, and that the demonic kaiju devas- apart from another kaiju. They can two are exactly alike, and each one in
tated entire nations before a powerful destroy buildings in seconds, and entire your campaign should be individually
spirit of light banished it to Mount Kijo. cities can be destroyed if one is left crafted and given a unique personality
The legends hold that Hotu-Bakete still unopposed. A kaiju’s motives and rea- and history. In appearance, they super-
sleeps deep in the core of the volcano. sons for rampaging are obscure; as ficially resemble the creature they
It is also said that both Sharugu and magical creatures and personifications are modeled after, save that they are
Gareshona exist to guard the prison of of elemental power they have no need much more savage. Additional horns,
Hotu-Bakete, and they periodically join to eat. They seem merely to be driven dorsal spines, fins, bony ridges, spikes,
forces to keep the fiendish kaiju from to destroy all in their path. One curious and scales enhance their ferocious
fully awakening. note that many have observed: When appearance.

67
Creating a Kaiju remain the same. Kaiju with the ability to fly are always
“Kaiju” is a template that can be added to any animal, beast, Poor fliers.
magical beast, or vermin (referred to hereafter as the “base AC: The template adds to the base natural armor bonus a
creature”) of Tiny to Huge size. The base creature’s type creature has based on the Size Increases table on page 12 of
changes to “magical beast.” Thus, vermin that become kaiju the Monster Manual. Their increased size also gives the
do not possess the standard vermin qualities. The kaiju uses creature an armor class penalty. In addition to the changes
the base creature’s statistics and special abilities except as that occur when increasing the creature’s size, all kaiju are
noted below. exceptionally well armored, and they gain an additional +15
Size: The creature’s size becomes Colossal. Its Strength, to their natural armor bonus. Increasing the creature’s size
Dexterity, Constitution, natural armor, size modifier, Armor to Colossal also modifies the creature’s Dexterity score,
Class size modifier, and damage dice all change according to which in turn modifies the kaiju’s final AC.
the Size Increases table on page 12 of the Monster Manual. Totals for these changes are calculated below. Find the
Note that changes are cumulative. base creature’s size on the chart, and add the bonus associ-
Hit Dice: The base creature’s Hit Die type remains the ated with it to the base creature’s AC to discover the kaiju’s
same (remember, however, that creatures of the animal, final AC.
beast, or vermin type become magical beasts and therefore Base Creature’s Total AC
use a d10), and it gains an additional 40 Hit Dice over and Size Alterations
above the base creature’s total. Tiny +15
Speed: Because of their immense size, kaiju are slow and Small +17
ungainly; their speed does not change much from the base Medium +19
creature’s. If the base creature has a speed less than 20 feet, Large +19
it increases to 20 feet. Otherwise, the creature’s speeds Huge +18
Attacks: A kaiju’s base attack bonus is dictated by its type
and Hit Dice. Because the kaiju template changes a creature’s
type to magical beast, they all progress as fighters. Thus, a

KAIJU kaiju has a base attack bonus equal to it’s Hit Dice.
Remember that the Colossal size of a kaiju causes it to suffer
a -8 penalty to attacks, and the creature’s altered Strength
CRAZY!
The kaiju template can be applied to creature types other than
and Dexterity scores modify melee and ranged attacks
respectively. Apart from this, the kaiju retains all of the
attacks possessed by the base creature.
those mentioned, but note that when using a different creature If the kaiju uses a weapon to attack, it has a maximum of
type than those recommended, the base creature’s type does not four attacks when using the full-attack action. Feats, spells,
change. Saving throws and the base attack bonus must be figured
and other effects can increase the number of attacks the
using the base creature’s advancement by type:
creature receives, but the maximum it can derive from its
TYPE ATTACK BONUS GOOD SAVING THROWS
base attack bonus is four attacks.
Aberration As cleric Will Damage: The base creature’s damage dice are adjusted
Construct As cleric — according to the change in the creature’s size, as detailed on
Dragon As fighter Fortitude, Reflex, Will
page 14 of the Monster Manual (repeated here).
Elemental As cleric Reflex (air, fire);
Fortitude (earth, water) Old Damage (Each) New Damage
Fey As wizard Reflex and Will 1d2 1d3
Giant As cleric Fortitude 1d3 1d4
Humanoid As cleric Variable 1d4 1d6
Monstrous Humanoid As fighter Fortitude and Reflex
Ooze As cleric —
1d6 1d8
Outsider As fighter Fortitude, Reflex, Will 1d8 or 1d10 2d6
Plant As cleric Fortitude 1d12 2d8
Shapechanger As cleric Fortitude, Reflex, Will Note that changes are cumulative. For example, if the base
Undead As wizard Will
creature’s attack deals 2d6 damage and it increases three
size categories when the kaiju template is applied, the attack
If the base creature usually uses a weapon to attack, it should now deals 4d8 damage. On the chart above, you can see that
have a weapon as a kaiju. If not, it’s generally going to be a lot the first size increase changes each d6 (of the original 2d6
weaker in combat than it should be according to its CR. If it does
damage) into a d8. The second turns each of the two d8s
use a weapon, how did it aquire a weapon of such immense size?
into 2d6, making 4d6 total. The third increase turns each of
If the creature relies on a lot of special abilities to attack (like a
beholder), it might be too tough for its CR according to this tem- the d6s into a d8, making the total 4d8.
plate. When using the kaiju template on the creature types listed Face/Reach: The face and reach of the base creature
above, you should take these things into account and adjust the CR. increase.
If you feel up to the challenge, go for it and have fun! Here are Use one of the following facing options as appropriate:
some monsters that might make great kaiju: achaierai, assassin vine, Colossal (tall) 40 ft. by 40 ft.
arrowhawk, black pudding, ethereal marauder, gibbering mouther, Colossal (long) 40 ft. by 80 ft.
grick, hydra, marilith, mimic, mummy, thoqqua, and vargouille. Colossal (long and thin) 30 ft. by 120 ft.
It’s possible for very large kaiju to have a larger facing. In

68 november 2001
such cases, you should use proportions category of the base creature: possesses a powerful breath weapon. It
similar to those listed above. Base Creature’s Size Area Multiplier can use this breath weapon once every
The reach of the kaiju is the same as Tiny x4 1d4 rounds. The type of damage done
the base creature plus a certain amount Small x4 by the breath weapon is the same as
according to the base creature’s reach: Medium x3 one of the energy resistances granted
Base Creature’s Reach Kaiju’s Reach Large x3 by the kaiju template (see Special
0 ft. 20 ft. Huge x2 Qualities). The breath weapon takes the
5 ft. +15 ft. Certain special attacks, like improved form of a line (ten feet wide and ten
10 ft. or more +10 ft. grab, rely on a creature’s size category feet tall) with a length of 100 feet, and
Using these guidelines, a remorhaz to determine effects. In general, you does 10d6 points of damage. Creatures
kaiju would have a face/reach of 40 ft. should retain the same ratio. Thus, if a can make Reflex saving throws (DC 10
by 80 ft./20 ft. Large creature can use improved grab + 1/2 the kaiju’s Hit Dice + the kaiju’s
Special Attacks: A kaiju keeps any only on Small or smaller opponents, its Constitution modifier) for half damage.
special attacks possessed by the base kaiju version would be able to use Energized Attack (Su): As a standard
creature, but certain factors of special improved grab only on Huge or smaller action once per minute, the kaiju can
attacks are modified. The DC to resist opponents. infuse its natural attacks with energy of
or avoid special attacks is increased All kaiju have the trample special the type of one of the energy resist-
according to the creature’s new Hit attack: ances granted by the kaiju template
Dice and the relevant ability modifier Trample (Ex): As a standard action (see Special Qualities). The type must
as follows: during its turn each round, the kaiju be chosen when the kaiju is created.
Ability or Energy Drain: The save DC can run over an opponent of This lasts for 1d4+1 rounds; during this
is 10 + 1/2 the kaiju’s Hit Dice + the Gargantuan size or smaller. The kaiju time, all the kaiju’s melee attacks do an
kaiju’s Charisma modifier. has merely to move over the opponent. extra 3d6 damage of the appropriate
Breath Weapon: The save DC is 10 + The trample deals 4d12 damage. If the energy type. This damage is not multi-
1/2 the kaiju’s Hit Dice + the kaiju’s creature has more than two legs, add plied on a successful critical.
Constitution modifier. the kaiju’s Strength modifier to this Ranged Attack (Ex): The kaiju pos-
Fear or Frightful Presence: The save damage. If the creature is a biped, add sesses some form of physical ranged
DC is 10 + 1/2 the kaiju’s Hit Dice + the half the kaiju’s Strength bonus to this attack; this might be the ability to fire
kaiju’s Charisma modifier. damage. If the creature has no legs (a spines from its torso, spit boulders
Gaze: The save DC is 10 + 1/2 the snake for instance), do not add any of from its mouth, shoot bony discs from
kaiju’s Hit Dice + the kaiju’s Charisma Strength modifier to this damage. If the its hands, or any other physical attack.
modifier. base creature already has a trample The kaiju can make one ranged attack in
Poison: The save DC is 10 + 1/2 the attack, this special attack replaces it. this manner as a standard action using
kaiju’s Hit Dice + the kaiju’s Trampled opponents can attempt its raged attack bonus (base attack
Constitution modifier. Note that vermin attacks of opportunity, but these incur a bonus + Dexterity modifier + size
no longer gain the vermin bonus to –4 penalty. If they do not make attacks penalty).
their poison saving throw DCs. of opportunity, trampled opponents can Projectiles fired in this manner
Spell-like: The save DC is 10 + the attempt Reflex saves for half damage. replenish their supply in one round,
equivalent spell’s level + the kaiju’s The save DC is 10 + 1/2 the kaiju’s Hit allowing the kaiju to make these ranged
Charisma modifier. Note that the caster Dice + the kaiju’s Strength modifier. attacks at the rate of one per round.
level for the base creature’s spell-like In addition to its standard special This attack has 200-foot range incre-
abilities remains the same. If the ability attacks, a kaiju gains one additional ment and causes 4d6 points of damage
specifies that the creature uses its level special attack plus one for every 3 plus the kaiju’s Strength modifier on a
as the caster level (such as in the half- Hit Dice above 40, chosen from the successful hit.
celestial template) the kaiju is consid- list below: Ray Attack (Su): Once every 1d4
ered to be a 20th-level spellcaster. Augmented Criticals (Ex): Using its rounds, the kaiju can generate a beam
In this case, “spell-like” does not nec- natural attacks, the kaiju threatens a of energy from its mouth, eyes, horns,
essarily refer to a special attack that is critical on a natural attack roll of 18-20, or some other body part. The kaiju
a spell-like ability; it refers to any spe- dealing triple damage on a successful must make a ranged touch attack to hit
cial attack that does not fall under the critical hit. the target with its ray; all kaiju rays
other special attack categories and that Battle Frenzy (Ex): When the kaiju is have a range of 300 feet. If the ray
can be equated to a spell regardless of reduced to 25% of its maximum hit hits, it causes 15d6 points of energy
what type of special attack it is. point total, it gains a +4 bonus to damage of the same type as one of the
The damage of a special attack does Strength and can make an additional energy resistances granted by the kaiju
not increase with size; a tiny monstrous melee attack with its primary natural template (see Special Qualities).
spider kaiju does only one point of attack each round at a -5 penalty. Shockwave (Ex): As a standard
Dexterity damage with its bite. Special These benefits cease if the kaiju is action, the kaiju can rear up and come
attacks (except for spell-like abilities healed above 25% of its maximum hit crashing to the earth. This causes a
and other special attacks that mimic point total or is reduced to 0 hit points severe localized earth tremor, affecting
spells) that affect an area (including or less. all creatures standing on the ground
cones) are enlarged by the size Breath Weapon (Su): The kaiju within 100 feet of the kaiju. Creatures

69
KAIJUFEATS in this region must make Reflex saving throws
(DC 10 + half the kaiju’s Hit Dice + Strength
Kaiju possess five additional feats over and above those possessed by the base modifier) or fall prone. Structures in this area
creature. A kaiju prefers feats that enhance its melee abilities, but it can select any suffer 4d6 points of damage.
feat for which it qualifies. Common kaiju feats include Cleave, Great Cleave, Spell-Like Ability (Sp): The kaiju can use one
Improved Bull Rush, Improved Critical, Improved Initiative, and Power Attack. of the following spells as a spell-like ability: blur
Kaiju also have access to several unique feats as detailed below. 5/day, call lightning 3/day, control weather
Battle Roar [Kaiju] 1/day, cloudkill 3/day, darkness 5/day, dimension
The kaiju’s roar sounds especially fierce. door 3/day, earthquake 1/day, fireball 3/day, fly
Prerequisite: Kaiju template. 3/day, gaseous form 3/day, haste 1/day, ice
Benefit: As a move equivalent action, the kaiju can unleash a battle roar. No two storm 3/day, invisibility 3/day, minute form*
kaiju battle roars sound alike. A creature of 6 Hit Dice or less within 1,200 feet of 3/day, vulnerability* 3/day, whirlwind 1/day.
the kaiju in the round that it roars becomes shaken and suffers a –2 morale penalty *This spell is detailed in Oriental Adventures.
on attack rolls, weapon damage rolls, and saving throws. Creatures of 7 or more These spell-like abilities function as if cast by a
Hit Dice must make a Will saving throw (DC 10 + half the kaiju’s hit dice + the 20th-level sorcerer. The DC to resist these spell-
kaiju’s Charisma modifier) to avoid the same effects.
like abilities is 10 + spell level + the kaiju’s
Normal: While tremendously loud and unique to that particular kaiju, the mon-
ster’s roar has no additional effects on those who can hear it. A kaiju roar, under
Charisma modifier. This ability can be taken
normal circumstances, can be easily heard for miles around. more than once, allowing a kaiju to have several
Special: Deafened creatures or creatures that cannot hear are immune to the different spell-like abilities.
effects of a kaiju roar. As Battle Roar is a supernatural ability, a bard can use her Swallow Whole (Ex): The kaiju can try to swal-
countersong ability to allow allies within 30 feet to use her perform check in place low an opponent of Huge or smaller size by
of the saving throw. making a successful grapple check. Once swal-
lowed, the opponent takes crushing damage
Improved Trample [Kaiju]
The kaiju is especially skilled at crushing buildings and foes underfoot.
equal to 2d8 + the kaiju’s Strength bonus, plus
Prerequisite: Kaiju template. 3d6 points of acid damage from the kaiju’s
Benefit: If the kaiju tramples a creature, that creature does not gain an attack of digestive juices per round. A swallowed creature
opportunity against the kaiju. If the kaiju tramples a structure (building, ship, castle can cut its way out using claws or a light
wall, and so on), its trample attack does double damage to it. weapon by dealing 50 points of damage to the
Normal: Trampling a creature provokes an attack of opportunity from that crea- kaiju’s digestive tract (AC 20). Once the creature
ture. Trampling a structure deals normal damage to the structures. exits, muscular action closes the hole; another
Penetrate Hardness [Kaiju] swallowed creature must cut its own way out. If
The kaiju’s melee attacks can crush buildings and objects with ease. the base creature already has a swallow whole
Prerequisite: Kaiju template, Improved Critical. attack, the description of this ability replaces it.
Benefit: When the kaiju strikes an object using one of its melee attacks with the Windstorm (Ex): As a standard action, the
Improved Critical feat, the hardness of the object struck is halved for purposes of kaiju can blast an area with powerful gusts of
determining how much damage penetrates and applies. wind by flapping its wings. This blast of wind
creates a 100-foot-long cone of hurricane force
Stunning Roar [Kaiju]
The kaiju’s roar is particularly forceful and disorienting.
wind. All flames in this region are extinguished.
Prerequisite: Kaiju template, Battle Roar, Thunderous Roar. Ranged attacks are impossible to make while the
Benefit: As a full round action, the kaiju can unleash a stunning roar. No two windstorm is in effect (except for siege weapons
kaiju stunning roars sound alike. A stunning roar has the same effects as a thun- or kaiju ranged attacks, which suffer a –8
derous roar and a battle roar. Additionally, the sheer force of a stunning roar penalty to attack). Listen checks are impossible.
forces all creatures of 7 or more Hit Dice within 1,200 feet of the kaiju to make a Creatures of Medium-size or smaller on the
Fortitude saving throw (DC 10 + half the kaiju’s hit dice + the kaiju’s Charisma mod- ground are knocked prone and roll 1d4x10 feet,
ifier) or become stunned for 1d4 rounds. Creatures of 6 or fewer Hit Dice are sustaining 1d4 points of subdual damage per 10
automatically stunned for 1d4 rounds. feet. Flying creatures of Medium-size or smaller
Special: Deafened creatures or creatures that cannot hear are immune to the
are blown back 2d6x10 feet and sustain 2d6
effects of a kaiju roar. As Stunning Roar is a supernatural ability, a bard can use
her countersong ability to allow allies within 30 feet to use her perform check in
points of subdual damage. Creatures of Large
place of the saving throw. size on the ground must make the same saving
throw or be knocked prone. Flying creatures of
Thunderous Roar [Kaiju] Large size are blown back 1d6x10 feet. Flying
The kaiju’s roar is unbelievably loud. creatures of Huge size are blown back 1d6x5
Prerequisite: Kaiju template, Battle Roar. feet. The kaiju must have wings to have this spe-
Benefit: As a standard action, the kaiju can unleash a thunderous roar. A thun-
cial attack.
derous roar has the same effects as a battle roar. Additionally, creatures of 7 or
Special Qualities: A kaiju keeps any special
more Hit Dice within 1,200 feet must make a Fortitude saving throw (DC 10 + half
the kaiju’s hit dice + the kaiju’s Charisma modifier) or be deafened for 3d6 rounds. qualities possessed by the base creature. Special
Creatures of 6 Hit Dice or less are automatically deafened for 3d6 rounds. qualities that affect an area are enlarged in the
Special: Deafened creatures or creatures that cannot hear are immune to the same manner as a kaiju’s special attacks. In addi-
effects of a kaiju roar. As Thunderous Roar is a supernatural ability, a bard can tion, a kaiju gains all of the following special
use her countersong ability to allow allies within 30 feet to use her perform check qualities:
in place of the saving throw. Damage Reduction (Ex): Kaiju possess damage

70 november 2001
reduction 25/+5. If the base creature claws. This ability can be chosen multi- Manual. Kaiju are especially strong and
already has damage reduction, this spe- ple times, granting the kaiju a new form hale and receive an additional +4 bonus
cial quality replaces it. of movement each time. to Strength and Constitution. Kaiju are
Darkvision (Ex): Kaiju possess darkvi- Death Throes (Su): When killed, the little more intelligent than animals. Thus,
sion to a range of 120 feet. kaiju explodes in a burst of energy (of the kaiju’s Intelligence score becomes a
Energy Resistance (Ex): Kaiju are the same energy type as one of the 2. Kaiju are impossible to ignore and
highly resistant to one form of energy energy resistances granted by the kaiju have a powerful sense of presence;
(acid, cold, electricity, fire, or sonic) template) that deals 20d6 points of they gain a +20 bonus to Charisma. A
and possess energy resistance 50 damage to everything within 100 feet. kaiju’s Wisdom remains the same as the
against this element. If the base crea- Creatures in this region must make base creature’s.
ture already has energy resistance of Reflex saving throws (DC 10 + half the These changes are totaled in the
the type chosen, use the better value. kaiju’s Hit Dice + Constitution modifier) chart below. Find the base creature’s
Immune to Mind-Influencing Effects to take half damage. size on the chart and add the bonus or
(Ex): Kaiju are immune to mind-influ- Fast Healing (Ex): The kaiju heals penalty associated with it to the base
encing effects (charms, compulsions, wounds very quickly and has fast creature’s ability score to discover the
phantasms, patterns, and morale healing 20. kaiju’s final ability score.
effects). Certain powerful artifacts Immunity (Ex): The kaiju gains com- Size Str Dex Con Int* Wis Cha
might be able to control kaiju, but for plete immunity to one of the following: Tiny +44 -8 +22 2 +0 +20
the most part such powerful magic is acid, cold, electricity, fire, sonic attacks, Small +40 -6 +22 2 +0 +20
beyond the ken of mortals. or disease and poison. This ability can Medium +36 -4 +20 2 +0 +20
Spell Resistance (Su): The kaiju be chosen multiple times. Large +28 -2 +16 2 +0 +20
gains spell resistance equal to 10 + its No Breath (Ex): The kaiju does not Huge +20 +0 +12 2 +0 +20
CR. If the base creature already has breathe and is immune to gas-based *The kaiju’s Intelligence becomes 2.
spell resistance, this special quality attacks that require a Fortitude saving Skills: A kaiju possesses 1 skill point
replaces it. throw. It can also exist buried in the per Hit Die. Skills possessed by the base
In addition to these standard kaiju earth, underwater, or in other airless creature are class skills, all others are
special qualities, a kaiju gains one addi- environments with ease. cross-class skills. Keep in mind that the
tional special quality plus one for every Reflect Spells (Su): Targeted spells kaiju’s size, ability score bonuses, feats,
3 Hit Dice above 40, chosen from the and spell-like effects that fail to pene- and movement types can alter the skill
list below: trate the kaiju’s spell resistance are bonuses. A kaiju also retains the base
Absorb Energy (Su): The kaiju can reflected back upon their caster. creature’s racial bonuses to skills.
absorb energy attacks (of the same See Invisibility (Su): The kaiju can Feats: A kaiju retains any of the
energy type as one of the energy continuously see invisibility as the spell bonus feats possessed by the base
resistances granted by the kaiju cast by a 20th-level sorcerer. It can creature and has an additional feat plus
template) that strike it. Any damage suppress or resume this ability as a one per every 4 Hit Dice above 32.
from this energy type that penetrates free action. Thus, a sea lion kaiju (46 Hit Dice)
the kaiju’s energy resistance is Saves: A kaiju’s base saving throws would have a total of four feats.
absorbed and converted into temporary are determined by its Hit Dice and These feats can be chosen from any
hit points that last for ten minutes creature type. Because all kaiju become that the kaiju qualifies for. There are
before vanishing. magical beasts, Fortitude and Reflex are also five new feats available only to
Additional Energy Resistance (Ex): their good saves. Saving throws kaiju (see the Kaiju Feats sidebar).
The kaiju possesses energy resistance progress in the normal fashion.
50 to two additional forms of energy Hit Dice Fort. Ref. Will Climate/Terrain: Any or same as
(acid, cold, electricity, fire, or sonic). 40 +22 +22 +13 base creature
this ability can be chosen twice, grant- 41 +22 +22 +13 Organization: Solitary
ing the kaiju resistance to all five types 42 +23 +23 +14 Challenge Rating: +15
of energy. 43 +23 +23 +14 Treasure: None
Additional Movement Type (Ex): The 44 +24 +24 +14 Alignment: Same as base creature
kaiju gains a land, climb, fly, swim, or 45 +24 +24 +15 Advancement: —
burrow speed. New fly and swim speeds 46 +25 +25 +15
granted by this special quality are equal 47 +25 +25 +15 Sample Kaiju
to the kaiju’s base speed, and the kaiju’s 48 +26 +26 +16 Three sample kaiju are presented here.
new burrow or climb speed is always 49 +26 +26 +16 These kaiju all dwell on Tsujoku Island
half the kaiju’s base speed. (If the crea- 50 +27 +27 +16 and are presented as an example of
ture does not have a land speed, it can- The kaiju’s Constitution, Dexterity, how different kaiju interact with each
not burrow.) If the base creature did and Wisdom scores and feats can fur- other and their environment.
not possess a land speed, the kaiju can ther adjust these bonuses.
gain a land speed of 20 feet. The kaiju’s Abilities: A kaiju’s Strength, Sharugu, Kaiju Giant Octopus
body cosmetically changes to aid in its Dexterity, and Constitution are all Colossal Magical Beast (Aquatic)
new movement mode; it gains wings, adjusted according to the size increase Hit Dice: 48d10+432 (696 hp)
flippers, stubby legs, or burrowing as detailed on page 12 of the Monster Initiative: +1 (+1 Dex)

71
FINE

Speed: 20 ft., swim 30 ft. Abilities: Str 48, Dex 13, Con 29, Int 2, vegetation, granting the kaiju surpris-
AC: 37 (-8 size, +1 Dex, +34 natural) Wis 12, Cha 23 ingly effective camouflage despite
Attacks: 8 tentacle rakes +59 melee, Skills: Hide +5, Listen +17, Spot +17 its size.
bite +57 melee Feats: Cleave, Great Cleave, Improved
Damage: Tentacle rake 2d6+19, bite Trample, Multiattack, Power Attack Combat
4d6+9 Sharugu prefers to begin combats with
Face/Reach: 40 ft. by 40 ft./20 ft. Climate/Terrain: Temperate and warm kaiju by energizing its tentacles with
Special Attacks: Trample, improved aquatic acid. Against non-kaiju, it prefers to
grab, constrict, augmented criticals, Organization: Solitary control the weather to sink ships and
energized attack (acid), control weather Challenge Rating: 23 otherwise harm its foes before engag-
Special Qualities: Damage reduction Treasure: None ing in combat.
25/+5, darkvision 120 ft., resistances, Alignment: Always neutral Trample (Ex): As a standard action
fast healing 20, fire immunity, immune Advancement Range: — during its turn each round, Sharugu
to mind-influencing effects, ink cloud, can run over an opponent of
jet, SR 33 Sharugu doesn’t dwell on Tsujoku Island, Gargantuan size or smaller. Sharugu
Saves: Fort +35, Ref +27, Will +17 but it often slithers up from its nearby merely has to move over the opponent.
ocean lair to assault the denizens of The trample deals 4d12+19 damage. If
the island. These forays into Sharugu tramples a creature, that crea-
the heart of the island often ture does not gain an attack of oppor-
arouse the anger of tunity against the kaiju. If Sharugu
Gareshona and cause tramples a structure (building, ship,
no end of terror to castle wall, and so on), its trample
the smaller inhabi- attack does double damage to it.
tants of the island. Trampled opponents can attempt Reflex
Sharugu looks saves (DC 53) for half damage.
like a massive Improved Grab (Ex): To use this abil-
octopus cov- ity, Sharugu must hit a Gargantuan-size
ered with thick or smaller creature with a tentacle rake
armor plates attack. If it gets a hold, it can constrict.
and large Constrict (Ex): Sharugu deals 4d8+19
bony ridges. points of damage with a successful
Its colors grapple check against Gargantuan or
change con- smaller creatures.
stantly to mimic Augmented Criticals (Ex): Using its
the surrounding natural attacks, the kaiju threatens a
environment. critical on a natural attack roll of 18-20,
Sharugu can even dealing triple damage on a successful
change the shape critical hit.
of the spines and Energized Attack (Su): As a standard
ridges on its body action once per minute, Sharugu can
to resemble rock energize its tentacles and bite attack
outcroppings or with acid for 1d4+1 rounds. During this

72 november 2001
COLOSSAL

time, Sharugu’s natural attacks cause Special Attacks: Spell-like abilities, poi- Hotu-Bakete dwells deep in the bubbling
an extra 3d6 points of acid damage. son, trample, breath weapon, spines lake of magma in the cauldron of
Control Weather (Sp): Sharugu can Special Qualities: Damage reduction Mount Kijo on Tsujoku Island, where it
cast control weather once per day as a 25/+5, Darkvision 120 ft., resistances, spends most of eternity in a deep slum-
20th level sorcerer. immune to poison, immune to mind- ber. This monstrous kaiju is rumored to
Immune to Mind-Influencing Effects influencing effects, absorb energy—fire, be the offspring of a long-forgotten
(Ex): Kaiju are immune to mind-influ- reflect spells, SR 29 deity from some dark realm. Today,
encing effects (charms, compulsions, Saves: Fort +31, Ref +28, Will +14 Hotu-Bakete remains in hibernation
phantasms, patterns, and morale Abilities: Str 41, Dex 19, Con 24, Int 6, unless its sleep is disturbed, at which
effects). Wis 10, Cha 24 time it rises from the volcano to kill any
Resistances (Ex): The kaiju has acid, Skills: Climb +29, Concentration +30, creatures it can find. These occasional
cold, and electricity resistance 50. Hide +39, Intimidate +30, Listen +23, periods of activity are ended when
Ink Cloud (Ex): Sharugu can emit a Spot +51 Gareshona and Sharugu, enraged by
cloud of jet-black ink 30 feet high by Feats: Cleave, Combat Reflexes, Flyby Hotu-Bakete’s otherworldly taint, work
30 feet wide by 30 feet long once per Attack, Power Attack together to beat the colossal kaiju back
minute as a free action. This cloud pro- to Mount Kijo for another dozen years
vides total concealment, which Sharugu Climate/Terrain: Any land or of hibernation.
sometimes uses to escape a losing fight. underground
Creatures in the cloud suffer the Organization: Solitary
effects of total darkness. Challenge Rating: 19
Jet (Ex): Sharugu can jet backward Treasure: None
once per round as a double move Alignment: Always chaotic evil
action, at a speed of 200 feet. Advancement Range: —
Skills: Sharugu can change colors
and roughly mimic rocks and plants in
the environment, granting it a +4 racial
bonus to hide checks.

Hotu-Bakete, Half-Fiend Kaiju


Monstrous Huge Centipede
(Chaotic, Evil)
Colossal Outsider
Hit Dice: 44d10+308 (550 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft., fly 40 ft. (poor)
AC: 35 (-6 size, +4 Dex, +31
natural armor)
Attacks: Bite +51 melee, 2 claws
+46 melee; or spines +48 ranged
Damage: Bite 4d6+15 and poison,
Claw 2d8+7; or spines 4d6+15
Face/Reach: 30 ft. by 120 ft./20 ft.

73
Hotu-Bakete looks like a huge fiery points of fire damage. Creatures can Face/Reach: 40 ft. by 80 ft./20 ft.
orange centipede. A triple row of make Reflex saving throws (DC 39) for Special Attacks: Leap, trample, shock-
spines that look almost like solidified half damage. wave, ray attack (electricity), spell-like
fire runs down its back, and its front Resistances (Ex): The kaiju has fire abilities
two legs end in huge talons. resistance 50 and acid, cold, and elec- Special Qualities: Scent, tremorsense,
tricity resistance 20. damage reduction 25/+5, darkvision 120
Combat Absorb Energy—Fire (Su): Hotu- ft., resistances, death throes, fast heal-
Hotu-Bakete prefers to use its spell-like Bakete absorbs fire damage that pene- ing 20, immune to mind-influencing
abilities and breath weapon from a dis- trates its energy resistance and con- effects, see invisibility, SR 38
tance when fighting kaiju. Against verts it into temporary hit points that Saves: Fort +35, Ref +28, Will +17
smaller opponents, the monster has no last for ten minutes before vanishing. Abilities: Str 47, Dex 15, Con 32, Int 2,
qualms about engaging in melee; it Spines (Ex): Hotu-Bakete can fire Wis 13, Cha 26
seems to take an insane delight in spines from its back once per round as Skills: Jump +38, Listen +29
crushing things under its many feet. a standard action. This attack has a Feats: Battle Roar, Improved Bull Rush,
Spell-Like Abilities (Sp): 3/day—dark- 200-foot range increment. Power Attack, Thunderous Roar,
ness, poison, unholy aura; 1/day—blas- Reflect Spells (Su): Targeted spells Staggering Roar
phemy, contagion, desecrate, and spell-like effects that fail to pene-
destruction, horrid wilting, summon trate Hotu-Bakete’s spell resistance are Climate/Terrain: Warm or temperate
monster IX (fiends only), unhallow, reflected back upon their caster. land and underground
unholy blight. These abilities are as the Immune to Mind-Influencing Effects Organization: Solitary
spells cast by a 20th-level cleric. (Ex): Kaiju are immune to mind-influ- Challenge Rating: 28
Poison (Ex): Bite, Fortitude save (DC encing effects (charms, compulsions, Treasure: None
29), initial and secondary damage 1d6 phantasms, patterns, and morale Alignment: Always neutral
temporary Dexterity. effects). Advancement Range: —
Trample (Ex): As a standard action
during its turn each round, the kaiju Gareshona, Kaiju Bulette Gareshona dwells in the mountain high-
can run over an opponent of Colossal Magical Beast lands of Tsujoku Island but periodically
Gargantuan size or smaller. The kaiju Hit Dice: 49d10+539 (808 hp) wanders down into the jungle lowlands
has merely to move over the opponent. Initiative: +2 (Dex) to explore or to investigate the intru-
The trample deals 4d12+15 points of Speed: 40 ft., burrow 20 ft. sions of people foreign to the island.
damage. Trampled opponents can AC: 40 (-8 size, +2 Dex, +36 natural Gareshona is fiercely territorial and
attempt attacks of opportunity, but armor) views the entire island of Tsujoku as its
these incur a –4 penalty. If they do not Attacks: Bite +59 melee, 2 claws own. Gareshona seeks out and chal-
make attacks of opportunity, trampled +57 melee lenges active kaiju on the island. Its bat-
opponents can attempt Reflex saves Damage: Bite 4d8+18, claw 4d6+9 tles with Sharugu are legendary; the
(DC 47) for half damage. two kaiju clash quite often and several
Breath Weapon (Su): As regions of Tsujoku Island bear perma-
a standard action once every 1d4 nent scars from these clashes.
rounds, Hotu-Bakete can breath Gareshona’s intense territorial instincts
a 100-f00t line of fire (ten feet are matched only by its hatred of
wide and ten feet tall), Hotu-Bakete, whose lair Gareshona
dealing 10d6 guards and observes. Those who
would try to awaken Hotu-Bakete
must first deal with Gareshona.
Curiously, Gareshona seems to
bear no ill will to the natives of
Tsujoku Island and has even come
to their aid on numerous occa-
sions. This kaiju looks superficially
like a monstrous bulette, but its
armor plating looks much
more like solid metal than
anything organic. Ridges of
spines and jagged knife-like
blades run down its back
and protrude from its leg
joints, and its jaws are
filled with three rows of
huge, razor sharp teeth.

74 november 2001
Combat
Gareshona revels in melee combat and gleefully
KAIJUin Your Campaign
charges into battle with any kaiju it encounters,
starting the battle by using its roar feats liber- You can place Tsujoku Island anywhere in your campaign world; the isolated nature
ally. It has little interest in creatures of Large of the island is a perfect excuse to explain why it doesn’t appear on most maps.
Tsujoku Island is a fairly large region, and it is quite possible that other kaiju dwell
size or smaller; if such incidental beings deign to
on it or in the waters surrounding it. Of course, you are not limited to Tsujoku
attack the kaiju, it often ignores the assault.
Island or the three sample kaiju detailed here. Kaiju can dwell in any remote region.
However, if it is forced to deal with such crea- Nevertheless, creatures as large and powerful as the kaiju cannot simply exist in
tures, it leaves nothing to chance. a campaign world as “one more monster;” these beasts spawn entire myth-cycles
Leap (Ex): Gareshona can jump into the air of their own and should never appear on wandering monster charts or as the
during combat. This allows it to make four claw opponents in minor encounters. They are powerful magical creatures that can
attacks instead of two, but it cannot bite. The shape the growth of nations.
attack bonus for each claw attack is +59. Of course, the main difficulty with introducing Kaiju into an ongoing campaign is
Trample (Ex): As a standard action during its the simple fact that they are far too powerful for most adventuring parties to bat-
turn each round, Gareshona can run over an tle and hope to survive. Despite this, kaiju can add an interesting wrinkle to games
at all power levels.
opponent of Gargantuan size or smaller. The
kaiju merely has to move over the opponent.
Kaiju as Deities: Despite their destructive nature, humanoids often live in close
The trample deals 4d12+18 points of damage. proximity to active kaiju. These societies are by necessity primitive or nomadic,
Trampled opponents can attempt attacks of since a kaiju can level a city accidentally by merely passing too closely in its wan-
opportunity, but these incur a –4 penalty. If they derings. Humanoids in these societies view the kaiju as deities and worship them
do not make attacks of opportunity, trampled fervently, believing the kaiju protect them from harm.
opponents can attempt Reflex saves (DC 52) for In this situation, the party need not even see the kaiju. The creature would be
half damage. present in the form of idols and statues found in an ancient ruined city or nomadic
Shockwave (Ex): As a standard action, tribe’s village. Player characters could even be of the faithful themselves.
Gareshona can rear up and come crashing to Worshiping kaiju does not grant divine spells, but there are many barbarians, fight-
ers, monks, rangers, rogues, sorcerers, and wu-jen who venerate the near-limitless
the earth. This causes a severe localized earth
power possessed by the kaiju. Even some shamans offer prayer to the kaiju,
tremor, affecting all creatures standing on the
although they devote the bulk of their worship to the realm of spirits.
ground within 100 feet of the kaiju. Creatures in The PCs aren’t expected to confront the kaiju for most of the campaign. Instead,
this region must make Reflex saving throws (DC it acts as a plot device and campaign shaper until the day the PCs are high enough
52) or fall prone. Structures in this area suffer level to become involved.
4d6 points of damage.
Ray Attack (Su): Once every 1d4 rounds, Kaiju as Natural Disasters: Kaiju sometimes wander the land for no apparent rea-
Gareshona can generate a beam of electricity to son other than to sow destruction on civilization. In this case, a rampaging kaiju
attack a foe. The kaiju must make a ranged touch can be treated similarly to a volcano, earthquake, hurricane, or other natural disas-
attack to hit the target with its ray. The ray has ter. Often, the only recourse against the arrival of a kaiju is flight. Just as the ten-
sion of an adventure can be heightened by setting it in the middle of a terrific
a range of 300 feet. If the ray hits, it causes
storm, you can heighten the tension of an adventure by having it take place in the
15d6 points of electricity damage.
same city a kaiju is currently rampaging through. The party wouldn’t have to
Spell-Like Abilities (Sp): 1/day—earthquake, directly encounter the beast, but they would have to contend with collapsing build-
haste. These abilities are as the spells cast by a ings, panicked mobs, and other secondary results of the kaiju attack.
20th-level sorcerer.
Resistances (Ex): The kaiju has acid, electric- Kaiju as Tools: Although kaiju are immune to most forms of mind control, legends
ity, and fire resistance 50. hold that they can still be dominated or otherwise controlled by powerful artifacts
Tremorsense (Ex): Gareshona can automati- or deities. Someone who manages to gain magical control over a kaiju with such a
cally sense the location of anything within 120 potent artifact has a terrible weapon at his disposal. Evil spellcasters might use a
feet that is in contact with the ground. dominated kaiju as a threat to extort money from powerful nobles, or they might
use their behemoths to extract vengeance against the citizens of a city they had
No Breath (Ex): The kaiju does not breathe
been slighted by. In such a case, a rampaging kaiju could be stopped by killing the
and is immune to gas-based attacks that require
evil mastermind who controls its actions.
a Fortitude saving throw. It can also exist buried Alternately, the party can be tasked with destroying a particularly well-defended
in the earth, underwater, or in other airless castle or fortress, or they might be looking for a way to defend a small army from
environments with ease. annihilation at the hands of a much larger force. In such a case, the players might
See Invisibility (Su): The kaiju can continu- have to find a way to awaken and then control a kaiju long enough to destroy the
ously see invisibility as the spell cast by a 20th- castle or invading army.
level sorcerer. It can suppress or resume this
ability as a free action. Kaiju as Opponents: Eventually, your players’ characters can rise in power to a
Death Throes (Su): When killed, the kaiju point where they could conceivably meet a kaiju head on in battle. A kaiju can pro-
vide a terrific challenge for high-level parties, and run properly, a battle with a kaiju
explodes in a burst of energy that deals 20d6
can serve as a wonderful final confrontation to a campaign.
points of electricity damage to everything within
100 feet. Creatures in this region must make Additionally, the Epic Level Handbook will be released next year. This book takes
Reflex saving throws (DC 45) to take characters beyond 20th level and provides all the rules and information you need
half damage. to play in super high-level campaigns. The kaiju template gives you hundreds of
new options for high-level monsters, so you won’t be in short supply.

75
P L AY F U L
PHOENIX
FIST
A Random Name Generator
for Martial Arts Moves
by Patrick T. Younts with Matthew Sernett • illustrated by D. Alexander Gregory

DM: Okay Sarah. The Temple of Four


Winds is burning. Beyond the shattered
gates, Ember’s master is sprawled on
the floor. To get to him she’ll have to
cross the bridge, which is wreathed in
flames and looks very unstable.
Enter the Article boxing), an element (water boxing), or
Sarah: Ember rushes across the bridge Bizarre costumes, ancient temples, a location (shaolin chuan translates as
without hesitation. “Master, I’m coming handsome heroes and pretty girls, lost young forest fist). PCs and NPCs
to save you!” tomes holding the secret to incredible should promote their styles whenever
martial arts power, unbeatable war- possible. A style’s strong reputation is
DM: The heat is almost unbearable and riors soaring fifty feet through the air of critical importance. A master of a
smoke obscures your vision as you spouting outrageous names for out- well-regarded system commands
reach the middle of the bridge. landish fighting techniques; gamers respect in the community and high
Suddenly a figure leaps from the heart are suckers for that stuff. training fees from students. The
of the flames, staggering you with a The kung-fu movies of the 1970s downside of this fame is that fighters
hidden phoenix kick! hold a special place in the hearts of looking to build a reputation fre-
many roleplayers. With the inclusion quently come to challenge the master.
Sarah: Ember drops into a fighting of the monk in the new edition, many Rivalries between masters of kung-fu
stance. “Who attacked me?” gamers strive to bring the sensibilities are the most common stories in Hong
of real- and reel-life kung fu to their Kong cinema, and they can be used to
DM: “It’s Tyron.” He smiles, points a adventures. One of the best ways to great effect in your campaign.
finger at you, then draws it slowly do this is by using the same kind of To generate your own martial arts
across his neck. His hands are splat- outrageous names for your charac- style or technique names, use the
tered with blood. ter’s martial arts style and techniques tables provided in this article. There
that are used in the movies. But when are several ways to use these tables
Sarah: “Traitor!” Ember springs at the dice and the fists start flying, in your campaigns. The simplest
Tyron, throwing two punches and a . . . inventing even one cool technique method is to randomly determine
headbutt? “Tyron, I will avenge my name on the fly is tough, let alone technique names each round, ideally
master and restore honor to the four or five at a time. For DMs run- rolled before your turn to speed play.
Temple of Four Winds!” ning multiple NPC monks, it’s almost The second is to roll before the ses-
impossible. So what can you do? sion begins, generating several tech-
DM: “Honor means nothing. Only vic- niques and choosing among them
tory matters.” Tyron strikes you three Names of Legend during play. Finally, players can roll
times with hidden butterfly circles the Historically, there have been hun- twenty techniques when creating
sun for 19 damage. “My northern devil dreds of documented kung-fu styles, characters, adding ten more each time
boxing is unstoppable.” plus unknown thousands of private they gain a level, representing the
family styles and fictional systems character’s growing mastery of mar-
Sarah: Um . . . Ember uses flurry of existing only in film. Styles were cre- tial arts.
blows. “I . . . I can still beat you.” ated around an animal (white crane

76 november 2001
Example: Rolling on the Dice of Fury
table, Sarah gets the result of (Number)
(Placement) (Noun)s’ (Fighting). For a
number she gets the result of “seven.”
Then she rolls on the Placement table
and gets the word “above.” Sarah
prefers the alliteration of the word
“southern” and chooses that instead. It
seems to make more sense in the
phrase anyway. She then rolls on the
Noun chart and learns she needs to roll
on Table N. This gives her the word
“moon.” Sarah then rolls to determine
the last word of her martial arts move’s
name. She comes up with the word
“thrust.” The resulting name is “seven
southern moons’ thrust,” a great phrase
to shout in a kung-fu combat.

FO U R
SCHOLARS
BOXING
USEFUL CHINESE TERMS
Mook Jong (Wooden Man): This is a thick, to pull or push their partner off balance, Sarah: Ember drops into a turtle over
wooden pole of roughly man-height, with using body positioning and timing rather
the mountain crouch. “Who attacked
three or more “arms” jutting out at vari- than brute force. Another similar technique
ous angles. A training tool common to is known as “sticky hands training.”
me?”
many Chinese styles, practitioners use Fa Jing (Emitting Energy): Fa jing uses
full power techniques against the wooden DM: “It’s Tyron.” He smiles, points a
internal power combined with perfect
man, building coordination and toughness. finger at you, then draws it slowly
body alignment to deliver incredibly pow-
External and Internal Styles: Also known erful blows with only minor physical
across his neck. His hands are splat-
as hard or soft styles, most martial arts effort. Internal styles, like tai chi chuan, tered with blood.
are lumped into one of these broad rely heavily on fa jing.
categories. External styles concentrate Sarah: “Traitor!” Ember springs at
Lei Tei (Platform Fighting): When masters
on the development of muscular power fought, they often used a lei tei platform, a Tyron, using her fists fall like trees
while internal styles develop the body’s small stage raised several feet off the attack. “Tyron, I will avenge my master
internal energies for use in combat. Most ground. Fighters would attempt to drive and restore honor to the Temple of
martial arts are a mix of external and each other off the platform by any means Four Winds!”
internal styles. necessary. The first one off the platform
Qi Gong: These are a category of exer- was the loser, in more ways than one, as DM: “Honor means nothing. Only vic-
cises that use the qi (also known as chi the hard ground and punishing blows tory matters.” Tyron strikes you three
and ki) to promote health and develop the claimed many lives. times with hidden butterfly circles the
body. Hard qi gong, which are often bru- Centerline: Running from between the sun for 19 damage. “My northern devil
tally difficult physical exercises combined eyes in a straight line down to the groin, boxing is unstoppable.”
with specific breathing patterns, are a the centerline is an area of vital impor-
common element of Chinese martial arts. tance to the martial artist. Many of the
Iron palm training, in which a practitioner Sarah: Ember takes the jade emperor
body’s most vulnerable points are con-
repeatedly strikes sand, stone, or metal among the peasants stance and says,
nected by the centerline, including the
daily with his hands, is an example of hard adams apple, clavicle, sternum, dan tien,
“Your confidence is your weakness.”
qi gong. and groin.
Push Hands: This is a two-person training Dan Tien: The dan tien is the center of
exercise that develops balance and aware- breath, the gathering point of qi energy in
ness in combat. Participants press their the body. It is located midway between the
palms against each other’s arms and attempt belly button and the groin.

77
D I C EofF U RY
Roll 1d2 to determine the column used, then roll 1d20 to determine the format of the technique’s
name. Once you have the format of the name, roll on the charts indicated. Alternatively, you can
pick words from the appropriate charts that alliterate. You might need to change the form of a
word slightly to have it make sense in the context of the format.

1
1 (Adjective) (Fighting) FIGHTING PLACEMENT NOUN
2 (Adjective) (Noun)’s (Adjective) (Fighting) 1 Table A 1 above 12 near 1 Table B
3 (Adjective) (Noun) (Fighting) 2 Table D 2 among 13 north of/ 2 Table C
4 (Adjective) (Noun)’s (Number) northern
3 around 3 Table F
(Noun)s (Fighting) 14 on
5 (Adjective) (Noun) (Placement)
ADJECTIVE 4 before
15 outside
4 Table G
1 Table E 5 behind 5 Table J
(Adjective) (Noun)s 16 over
2 Table G 6 below 6 Table K
6 (Adjective) (Noun) of (Verb)ing (Noun) 17 south of/
3 Table H 7 beside 7 Table L
7 (Adjective) (Noun) of the (Verb)ing southern
(Noun) (Fighting) 4 Table I 8 between 8 Table N
18 under
8 (Adjective) (Noun) (Verb)s with 5 Table J 9 beyond
19 west of/
(Adjective) (Noun) 6 Table M 10 east of/ western
eastern
9 (Fighting) of (Adjective) (Noun) 20 within
11 far
10 (Fighting) of the (Verb)ing (Noun)
11 (Noun) (Fighting) (Placement) the (Noun)
NUMBER THEN
12 (Noun) of the (Verb)ing (Noun)
1 two 1 fourteen 1 twenty-seven 1 sixty-six
13 (Noun) (Placement) (Verb)ing (Noun)

1 234
2 three 2 fifteen 2 thirty 2 seventy-four
14 (Noun) (Fighting)
3 four 3 sixteen 3 thirty-seven 3 eighty-seven
15 (Noun) (Placement) (Adjective) (Noun)
4 five 4 seventeen 4 thirty-eight 4 ninety-nine
16 (Noun) (Placement) the (Noun)
5 six 5 eighteen 5 forty 5 one hundred
17 (Noun) (Verb)s with (Noun)
6 seven 6 nineteen 6 forty-four 6 two hundred
18 The (Noun) (Verb)s when (Number) (Noun)s
7 eight 7 twenty 7 forty-nine 7 one thousand
(Verb)
8 nine 8 twenty-one 8 fifty 8 two thousand
19 (Number) (Adjective) (Noun)s’ (Fighting)
9 ten 9 twenty-two 9 fifty-one 9 ten thousand
20 (Number) (Placement) (Noun)s’ (Fighting)
10 eleven 10 twenty-three 10 fifty-seven 10 one million
11 twelve 11 twenty-four 11 sixty 11 two million

2
1 (Number) (Noun)s (Fighting)
12 thirteen 12 twenty-five 12 sixty-four 12 ten million
2 (Number) (Noun)s’ (Fighting)s
3 (Number) (Verb) (Noun)s (Fighting)
4 (Number) (Verb)ing (Noun)s (Verb)
VERB (Modify result as necessary.)
(Placement) (Adjective) (Noun) 1 battle 21 cry 41 hang 61 reign 81 stalk
5 (Placement) (Noun) (Fighting) 2 beg 22 cross 42 hide 62 roll 82 stall
6 (Placement) (Noun)s, (Noun)s (Verb) 3 bend 23 curse 43 hold 63 remove 83 stand
7 (Placement) (Noun)s (Verb) (Number) (Noun)s 4 bite 24 cut 44 howl 64 run 84 steal
8 (Placement) the (Noun), the (Noun) (Verb)s 5 bless 25 dance 45 intercept 65 scatter 85 stop
9 (Placement) the (Placement) (Noun)s, 6 bloom 26 devour 46 jump 66 scream 86 strike
(Noun) (Verb)s 7 block 27 dive 47 kick 67 sculpt 87 stumble
10 (Verb)ing (Adjective) (Noun) (Fighting) 8 bow 28 dodge 48 lash 68 seize 88 swim
11 (Verb)ing (Adjective) (Noun)’s (Fighting) 9 burst 29 drain 49 leap 69 sell 89 swoop
12 (Verb)ing like (Noun)s 10 break 30 drop 50 kill 70 shield 90 taunt
13 (Verb)ing (Noun), (Adjective) (Noun) 12 breathe 31 drink 51 meditate 71 shout 91 tear
14 (Verb)ing (Noun) (Fighting) 12 catch 32 duck 52 murder 72 slay 92 throw
15 (Verb)ing (Noun)’s (Adjective) (Fighting) 13 climb 33 fall 53 mine 73 sleep 93 torment
16 (Verb)ing (Noun) (Placement) 14 chase 34 fight 54 paint 74 slice 94 trick
(Adjective) (Noun)
15 circle 35 fly 55 pinch 75 smash 95 turn
17 (Verb)ing (Noun) (Verb)s (Placement) (Noun)
16 coil 36 freeze 56 pounce 76 soar 96 twist
18 (Verb)ing (Noun) with a (Adjective) (Noun)
17 count 37 go 57 press 77 splash 97 win
19 (Verb)ing (Placement) (Noun)
18 crash 38 goad 58 protect 78 surmount 98 wrap
20 (Verb)s like (Adjective) (Noun)
19 crouch 39 grasp 59 punch 79 surpass 99 write
20 crunch 40 hack 60 race 80 stab 100 writhe

78 november 2001
THEN
DEFENSES MISC. ANIMALS
MATERIALS

1 2 3 4
1 armor
2 block 1 bamboo 1 ant 1 crane 1 lizard 1 rhinoceros
3 crouch 2 blood 2 ape 2 dog 2 lobster 2 rooster
4 defense 3 bone 3 baboon 3 dolphin 3 mantis 3 seal
5 denial 4 clay 4 badger 4 donkey 4 monkey 4 scorpion
6 dodge 5 cloth 5 bat 5 dove 5 mouse 5 shark

A E
7 form 6 dust 6 bear 6 dragonfly 6 mule 6 sparrow
8 flip 7 flesh 7 beetle 7 duck 7 octopus 7 spider
8 glass 8 bee 8 eagle 8 otter 8 snake

K
9 guard
10 leap 9 grass 9 boar 9 elephant 9 owl 9 squid
11 power 10 gravel 10 bull 10 fly 10 pig 10 starfish
12 posture 11 ivory 11 butterfly 11 frog 11 fox 11 swallow
13 protection 12 leather 12 camel 12 gibbon 12 goat 12 tiger
14 roll 13 marble 13 chameleon 13 goose 13 orangutan 13 toad
15 shield 14 mud 14 carp 14 gorilla 14 ox 14 turtle
16 stance 15 muscle 15 cat 15 hare 15 panda 15 viper
17 style 16 paper 16 centipede 16 hawk 16 panther 16 wasp
18 technique 17 silk 17 chicken 17 horse 17 peacock 17 whale
19 transformation 18 stone 18 cockroach 18 iguana 18 raccoon 18 weasel
20vest 19 wicker 19 cobra 19 leopard 19 ram 19 wolf
20wood 20crab 20lion 20rat 20yak

THEN
WEAPONS PEOPLE
BODY

1 2 3 4
1 arrow
2 axe
PARTS 1 ancestor 1 father 1 monk 1 scoundrel
3 club 2 assassin 2 friend 2 mother 2 shaman
1 arm
4 dagger 3 ally 3 general 3 ninja 3 sister
2 elbow
5 dart 4 child 4 guardian 4 overlord 4 sohai
3 finger

B F L
6 flail 5 beggar 5 hero 5 priest 5 soldier
4 fist
7 gauntlet 6 brother 6 hunter 6 peasant 6 sorcerer
5 foot
8 hammer 7 emperor 7 immortal 7 philosopher 7 student
6 hand
9 knife 8 empress 8 man 8 saint 8 warrior
7 head
10 lance 9 enemy 9 mandarin 9 samurai 9 woman
8 heart
11 lasso 10 eunuch 10 master 10 scholar 10 wu jen
9 knee
12 mace 10 leg
13 net 11 palm
14 nunchaku 12 toe
15 shuriken MISC.ADJECTIVES
16 spear
17 staff 1 ancient 27 fortunate 52 killer 78 sneaky
18 sword SEASONS 2 angry 28furious 53 lame 79 solar
19 trident 3 anxious 29gentle 54lazy 80sorcerous

G
20whip 1 autumn 4 beautiful 30ghostly 55 lost 81 subtle
2 spring 5 blind 31 giant 56lucky 82sudden
3 summer 6 bloody 32 graceful 57 mad 83 sundered
4 winter 7 brave 33 handsome 58magic 84swift
8 celestial 34 heavenly 59majestic 85terrible
MONSTERS 9 closed 35 hidden 60merciful 86treasured

M
1 angel 10 crippled 36 holy 61 mighty 87 tortured
2 demon 11 crazy 37 honorable 62mischievous 88twin
3 devil 12 cruel 38 humble 63 old 89tiny
4 dragon 13 cunning 39 hungry 64open 90ugly
5 foo dog GEMS& 14 deadly 40immortal 65otherworldly 91 unstoppable
METALS

C H
6 foo lion 15 defiant 41 imperial 66pitiful 92unusual
7 ghost 1 amber 16 delicate 42impossible 67 playful 93 vicious
8 giant 2 bronze 17 doomed 43 infernal 68pliant 94villainous
9 goblin 3 copper 18 drunken 44insolent 69powerful 95weary
10 hag 4 diamond 19 echoing 45inspired 70 proud 96wild
11 hydra 5 emerald 20enlightened 46insur- 71 ready 97 wise
12 kappa 6 gold 21 enviable mountable 72 resilient 98wondrous
13 kraken 7 iron 22fearful 47 invulnerable 73 respectable 99wounded
14 naga 8 jade 23 fierce 48jealous 74 righteous 100 young
15 phoenix 9 ruby 24foolish 49joyous 75 ruthless
16 spirit 10 sapphire 25 forceful 50just 76 shadowless
17 tengu 11 silver 26forgotten 51 judgmental 77 sleepy
18 unicorn 12 steel
19 vampire
20yeti MISC.NOUNS
1 ash 26forest 51 needle 76 star
COLORS 2 bag 27 fortress 52 ocean 77 stick
3 bell 28fruit 53 palace 78 storm
ATTACKS 1 black 4 blossom 29fury 54path 79 story

I
2 blue 5 book 30gate 55 pearl 80stream
1 assault 3 brown 6 bowl 31 gourd 56pebble 81 sun
2 attack 4 gray 7 bridge 32 god 57 pen 82swamp
3 boxing 5 green 8 branch 33 grain 58pillar 83 temple
4 chop 6 orange 9 cane 34 heaven 59plain 84thread

N
5 explosion

D
7 purple 10 castle 35 hell 60pond 85thunder
6 hit 8 red 11 cavern 36 hill 61 puddle 86tomb
7 jab 9 white 12 chain 37 hurricane 62rain 87 tornado
8 kick 10 yellow 13 city 38 ice 63 rice 88tower
9 knee 14 claw 39 ink 64river 89trail
10 lunge 15 cloud 40jungle 65road 90tree
11 pugilism 16 comet 41 lake 66rock 91 twig
12 punch ELEMENTS 17 curse 42leaf 67 roof 92village
13 rake 18 desert 43 legend 68sand 93 vow

J
14 slam 1 air
2 earth 19 door 44lightning 69scroll 94war
15 strike 20drum 45log 70 sea 95wall
16 swat 3 fire
4 metal 21 fan 46lotus 71 shrine 96waterfall
17 sweep 22farm 47 meteor 72 sky 97 wave
18 throw 5 water
6 wood 23 field 48moon 73 snow 98willow
19 thrust 24flag 49mountain 74 soul 99wind
20trip 25 flower 50mushroom 75 spark 100 window

79
CLASS
Oriental Adventures Class Combinations

combos
by James Wyatt • illustrated by Jeremy Jarvis

M
ulticlass characters are sig-
nificantly less common in
NE W MA RTIAL A RTS ST YLES
the worlds of Oriental
Adventures than they are in most Spirit’s Grasp Mastery
D&D worlds. However, “signifi- You have mastered the martial arts style of “Spirit’s Grasp”—a hard/soft form empha-
cantly less common” does not mean sizing weapons, movement, and mental/spiritual training.
“completely unheard of.” While Prerequisites: Improved Unarmed Strike, Iron Will, Dodge, Mobility, Expertise,
some combinations are unlikely or Whirlwind Attack, Ki Shout, ability to cast castigate.
impossible for a variety of reasons, Benefit: When you make a ki shout and at least one opponent is shaken, your effec-
certain class combinations do qual- tive caster level goes up by +1, improving spell effects dependent on caster level.
ify as the sort of “iconic multi- (This increase in caster level does not grant you access to more spells.) The effect
classes” described in the “Class lasts for 10 minutes.
Combos” article in DRAGON Annual Note: A spirit warrior can master this style at 9th level by taking the prerequisite
#5. In fact, the Oriental feats in the following or similar order: 1st—Ki Shout, Dodge (fighter bonus);
Adventures rules allow monks to 2nd—Improved Unarmed Strike (shaman bonus); 3rd—Iron Will; 4th—Mobility
multiclass freely, opening up a (fighter bonus); 6th—Expertise (shaman bonus); 8th—Spring Attack (fighter bonus);
whole new realm of possibilities for 9th—Whirlwind Attack.
multiclass characters.
Combining both the new and
standard classes of Oriental Defender’s Attack Mastery
Adventures yields a new set of You have mastered the martial arts style of “Defender’s Attack”—a soft form.
three multiclass character types Prerequisites: Improved Unarmed Strike, Stunning Fist (or monk’s stunning attack),
that can be viewed as distinct Dodge, Mobility, Expertise, Superior Expertise, Combat Reflexes, Deflect Arrows,
classes: the martial artist Unbalancing Strike, Defensive Strike, Remain Conscious
(fighter/monk), the spirit warrior Benefit: Once per round, you can make an attack of opportunity against a single
(fighter/shaman), and the monastic melee opponent who attacks you and misses. This counts against the maximum num-
defender (monk/sohei). ber of attacks of opportunity you can make in a round. When you are using the total
Each iconic multiclass has a sug- defense action, you can apply your bonus from the Defensive Strike feat (+4 on
gested level progression that maxi- your attack roll) to this attack of opportunity, instead of to your next attack against
mizes the benefits from each class. that opponent.
An even level progression is often Note: A monastic defender can master this style at 14th level by taking the prerequi-
not the best plan, particularly when site feats in the following or similar order: 1st—Improved Unarmed Strike (monk
spellcasting classes are involved. bonus), Stunning Fist (or monk’s Stunning attack), Dodge; 3rd—Combat Reflexes
However, if neither class is a char- (monk bonus), Expertise; 6th—Deflect Arrows (sohei bonus), Unbalancing Strike; 9th—
acter’s racially favored class, a Superior Expertise; 10th—Remain Conscious (sohei bonus); 12th—Mobility; 14th—
more even level progression is a Defensive Strike (sohei bonus). A monastic defender could master the style at 12th
good idea. The level progressions level by taking Defensive Strike as her 6th-level feat, but then she gains no bonus
offered are suggestions only. feat for her 7th level in the sohei class. A single-classed sohei cannot qualify until
18th level.

80 november 2001
Martial Artist
The martial artist (fighter/monk) is a master of certain styles of combat, using
his bonus fighter feats to quickly master martial arts styles that a single-class
character would find harder to learn. Martial artists are particularly adept at
styles that utilize both armed and unarmed maneuvers, like the Meditation of
War style, and styles that require a lot of feats, like the Mighty Works style.
Most martial artists keep their levels even or nearly so. Some martial
artists prefer to gain more monk levels, in order to achieve the more fantas-
tic monk abilities as well as increased unarmed damage. Others, especially
those who favor armed styles, gain more fighter levels for the sake of
increased hit points and additional feats.
ADVA NTAGES DISADVA NTAGES
COMPARED TO SINGLE-CLASS MONK
• Better hit points • Worse unarmed damage, AC bonus, and
• Better base attack speed than monk, and no access to the
• Proficient with martial weapons most fantastic class abilities
• Six more feats (fighter bonus feats) • Weaker Reflex and Will saves
• Access to Weapon Specialization • Fighter levels detract from ranks in monk
class skills

Character Choices
Only a few fighter class skills are useful to the martial artist, with Climb and Jump
being the most useful. These two are also class skills for monks. Tumble is a cross-class
skill for fighters, but it is required for mastery of several martial arts styles, so many
martial artists spend cross-class skill points on it when they advance in fighter levels.
Bluff is also used (for feinting) in several martial arts styles, so martial artists frequently
learn Bluff even though it is a cross-class skill for both fighters and monks.
A martial artist’s feat selection is typically determined by the martial arts
style he chooses to practice. The requirements for mastering a style are
difficult enough that most martial artists focus exclusively on feats that are
required for mastery of their chosen style. Once they achieve mastery,
they turn to any remaining feats taught by their style and only rarely
turn to feats taught by another style.

Character Class Base Fort Ref Will Average Abilities


Level Levels Attack Bonus save save save hp Gained
1 Mnk 1 +0 +2 +2 +2 8 Unarmed strike (1d6), stunning
attack, evasion, AC bonus, feat
2 Ftr 1/Mnk 1 +1 +4 +2 +2 13 Proficient with martial weapons,
bonus fighter feat
3 Ftr 1/Mnk 2 +2 +5 +3 +3 17 Martial arts feat, feat
4 Ftr 2/Mnk 2 +3 +6 +3 +3 22 Bonus fighter feat, ability increase
5 Ftr 2/Mnk 3 +4 +6 +3 +3 26 Still mind, fast movement (40 ft.)
6 Ftr 3/Mnk 3 +5 +6 +4 +4 31 Feat
7 Ftr 4/Mnk 3 +6/+1 +7 +4 +4 36 Bonus fighter feat
8 Ftr 4/Mnk 4 +7/+2 +8 +5 +5 40 Slow fall (20 ft.), unarmed strike
(1d8), ability increase
9 Ftr 4/Mnk 5 +7/+2 +8 +5 +5 44 Purity of body, AC increase, feat
10 Ftr 5/Mnk 5 +8/+3 +8 +5 +5 49
11 Ftr 5/Mnk 6 +9/+4 +9 +6 +6 53 Slow fall (30 ft.), martial arts feat,
fast movement (50 ft.)
12 Ftr 6/Mnk 6 +10/+5 +10 +7 +7 58 Bonus fighter feat, feat,
ability increase
13 Ftr 6/Mnk 7 +11/+6/+1 +10 +7 +7 62 Wholeness of body,
leap of the clouds
14 Ftr 7/Mnk 7 +12/+7/+2 +10 +7 +7 67
15 Ftr 8/Mnk 7 +13/+8/+3 +11 +7 +7 72 Feat, bonus fighter feat
16 Ftr 8/Mnk 8 +14/+9/+4 +12 +8 +8 76 Slow fall (50 ft.), unarmed strike
(1d10), ability increase
17 Ftr 8/Mnk 9 +14/+9/+4 +12 +8 +8 80 Improved evasion,
fast movement (60 ft.)
18 Ftr 9/Mnk 9 +15/+10/+5 +12 +9 +9 85 Feat
19 Ftr 10/Mnk 9 +16/+11/+6/+1 +13 +9 +9 90 Bonus fighter feat
20 Ftr 10/Mnk 10 +17/+12/+7/+2 +14 +10 +10 94 Ki strike (+1), AC increase,
ability increase

81
Monastic Defender
The monastic defender is an unusual combination of the monk and sohei classes: a monk
who simultaneously studied the internal disciplines of the spirit and the martial discipline of
the temple defender. Monastic defenders are commonly found in temples or monasteries
that are persecuted—where the monks must join in the defense of the temple—and among
sects that emphasize the availability of spiritual perfection to all people (even the more
lowly classes). Monastic defenders gain levels in their classes evenly. The combination is a
remarkably deadly one: High-level monastic defenders are immune or extremely resistant
to many forms of attack, and their ki frenzy combined with their monk abilities makes them
combat powerhouses.

ADVA NTAGES DISADVA NTAGES


COMPARED TO SINGLE-CLASS MONK
• Slightly better hit points • Slightly worse Reflex save
• Slightly better Fortitude and Will saves • Little overlap in class skills for the monk
• Proficient with martial weapons and sohei classes
• Excellent combination of resistances • No access to monk’s high-level abilities
between the monk and sohei classes
• Ki frenzy compliments monk’s abilities,
increasing Dexterity and speed

Character Choices
Monastic defenders tend to choose class skills from both of their classes equally, as there
is little overlap. When they gain monk levels, they often gain ranks in Jump, Tumble, and
Move Silently. When then gain sohei levels, they increase their ranks in Diplomacy,
Heal, and Iaijutsu Focus. Monastic defenders tend to have high ranks in Knowledge
(religion) and Concentration since these are class skills for both classes.
Monastic defenders generally focus on combat-oriented feats, sometimes
pursuing martial arts mastery. Except for Deflect Arrows, the bonus sohei
feats do not contribute to the mastery of any of the most common martial
arts styles, and unlike monks, the sohei does not have the option of swap-
ping out these feats for others. However, like spirit warriors, monastic
defenders have developed martial arts styles of their own. One such
style is the Defender’s Attack style described in the New Martial
Arts Styles sidebar.

Character Class Base Fort Ref Will Average Abilities


Level Levels Attack Bonus save save save hp Gained
1 Mnk 1 +0 +2 +2 +2 8 Unarmed strike (1d6), stunning
attack, evasion, AC bonus, feat
2 Mnk 1/Soh 1 +0 +4 +2 +4 13 Ki frenzy 1/day, Weapon Focus
3 Mnk 2/Soh 1 +1 +5 +3 +5 17 Martial arts feat, feat
4 Mnk 2/Soh 2 +2 +6 +3 +6 22 Ability increase
5 Mnk 3/Soh 2 +3 +6 +3 +6 26 Still mind, fast movement (40 ft.)
6 Mnk 3/Soh 3 +4 +6 +4 +6 31 Ki frenzy 2/day, Deflect Arrows,
feat
7 Mnk 4/Soh 3 +5 +7 +5 +7 35 Slow fall (20 ft.), unarmed
strike (1d8)
8 Mnk 4/Soh 4 +6/+1 +8 +5 +8 40 1st-level spells, ability increase
9 Mnk 5/Soh 4 +6/+1 +8 +5 +8 44 Purity of body, AC increase, feat
10 Mnk 5/Soh 5 +6/+1 +8 +5 +8 49 Remain Conscious, strength
of mind
11 Mnk 6/Soh 5 +7/+2 +9 +6 +9 54 Slow fall (30 ft.), martial arts feat,
fast movement (50 ft.)
12 Mnk 6/Soh 6 +8/+3 +10 +7 +10 59 Ability increase, feat
13 Mnk 7/Soh 6 +9/+4 +10 +7 +10 63 Wholeness of body, leap of
the clouds
14 Mnk 7/Soh 7 +10/+5 +10 +7 +10 68 Defensive Strike, ki frenzy 3/day
15 Mnk 8/Soh 7 +11/+6/+1 +11 +8 +11 72 Slow fall (50 ft.), unarmed strike
(1d10), feat
16 Mnk 8/Soh 8 +12/+7/+2 +12 +8 +12 77 2nd-level spells, ability increase
17 Mnk 9/Soh 8 +12/+7/+2 +12 +8 +12 81 Improved evasion, fast movement
(60 ft.), feat
18 Mnk 9/Soh 9 +12/+7/+2 +12 +9 +12 86 Mettle
19 Mnk 10/Soh 9 +13/+8/+3 +13 +10 +13 90 Ki strike (+1), AC increase
20 Mnk 11/Soh 9 +14/+9/+4 +13 +10 +13 94 Diamond body, ability increase

82 november 2001
Spirit Warrior
The spirit warrior (fighter/shaman) is a martial artist whose greatest power comes
from the host of spirits around her—primarily her ancestors, but also nature spir-
its, animal spirits, and the spirit of her weapon. Her fighter levels give her the
weapon and armor proficiencies she needs, as well as a broad selection of bonus
feats, while her shaman levels attune her to the Spirit World, give her bonus mar-
tial arts feats, and grant her spells.
For the spirit warrior, the “warrior” side of her skill set is just as important as
the “spirit” side, so she follows a more even progression than most multiclass
spellcasters.
ADVA NTAGES DISADVA NTAGES
COMPARED TO SINGLE-CLASS SHAMAN
• More hit points • Slower spell progression and slower
• Better base attack access to spells
• Better Fortitude saves • Weaker Will saves
• Proficient with martial weapons • Slower access to class skills
• Additional bonus feats
• Access to Weapon Specialization
• Access to fighter class skills

Character Choices
Shamans have more skill points than fighters, which allows the spirit
warrior to keep ranks in both fighter skills and shaman skills.
However, there is little overlap between the class skills of the two
classes. Most spirit warriors begin with fighter skills like Climb, Jump,
and Swim, and advance these skills only when they gain fighter levels.
They then lag behind their maximum ranks in shaman skills.
Spirit warriors often spend their feats to qualify for mastery of mar-
tial arts styles like the Gentle Way. Spirit warriors may learn unusual
martial arts styles beyond those covered in Oriental Adventures,
including some that make specific use of their magical abilities.
One such style, Spirit’s Grasp, is described in the New Martial
Arts Styles sidebar.

Character Class Base Fort Ref Will Average Abilities


Level Levels Attack Bonus save save save hp Gained
1 Ftr 1 +1 +2 +0 +0 10 Proficient with martial weapons,
bonus fighter feat, feat
2 Ftr 1/Sha 1 +1 +2 +0 +2 13 Spells, Improved Unarmed Strike,
animal companion
3 Ftr 1/Sha 2 +2 +2 +0 +3 16 Feat, spirit sight
4 Ftr 2/Sha 2 +3 +3 +0 +3 21 Bonus fighter feat, ability increase
5 Ftr 2/Sha 3 +4 +4 +1 +3 24 2nd-level spells, turn or
rebuke undead
6 Ftr 2/Sha 4 +5 +4 +1 +4 27 Bonus shaman feat, feat
7 Ftr 3/Sha 4 +6/+1 +4 +2 +5 32
8 Ftr 4/Sha 4 +7/+2 +5 +2 +5 37 Bonus fighter feat, can take
Weapon Specialization, ability
increase
9 Ftr 4/Sha 5 +7/+2 +5 +2 +5 40 3rd-level spells, spirits’ favor, feat
10 Ftr 4/Sha 6 +8/+3 +6 +3 +6 43
11 Ftr 4/Sha 7 +9/+4 +6 +3 +6 46 4th-level spells
12 Ftr 4/Sha 8 +10/+5 +6 +3 +7 49 Bonus shaman feat, feat, ability
increase
13 Ftr 5/Sha 8 +11/+6/+1 +6 +3 +7 54
14 Ftr 5/Sha 9 +11/+6/+1 +7 +4 +7 57 5th-level spells
15 Ftr 6/Sha 9 +12/+7/+2 +8 +5 +8 62 Bonus fighter feat, feat
16 Ftr 6/Sha 10 +13/+8/+3 +8 +5 +9 65 Ability increase
17 Ftr 6/Sha 11 +14/+9/+4 +8 +5 +9 68 6th-level spells, third domain
18 Ftr 7/Sha 11 +15/+10/+5 +8 +5 +9 73 Feat
19 Ftr 7/Sha 12 +16/+11/+6/+1 +9 +6 +10 76 Bonus shaman feat
20 Ftr 8/Sha 12 +16/+11/+6/+1 +10 +6 +10 81 Bonus fighter feat, ability increase

84 november 2001
M I N D B L A S T

W hat class feature, when you reverse it, becomes a


three-word sentence that you could say triumphantly
when you successfully use it?

You can find the solution to this MIND BLAST on page 88.

no.
29 by Mike Selinker
T he words below are spell components—that is, they are components of the names of
Player’s Handbook spells. Each word can be found in consecutive letters in a spell name,
bridging a phrase of two or more words. For example, the component GEAR can be found
in both maGE ARmor and miraGE ARcana. What spells use these components?
no.
28
S O L U T I O N
1. ALTO __________________________________________________
The box’s squares have been numbered in this solution. The
2. BLED __________________________________________________
locations of the plaques in the list below are spelled out in the
3. DEBAR __________________________________________________
numbered squares. For example, KEY is in squares 1, 9, and
4. ECLAIR __________________________________________________ 10. A few slightly different solutions are poss ble.
5. FLAW __________________________________________________
1 2 3 4 5 6
6. HANDS __________________________________________________
K R B L U K
7. HOSTS __________________________________________________ 7 8 9 10 11 12 13 14
E U E Y A L A S
8. KITE __________________________________________________ 15 16 17 18 19 20 21 22
9. LAMES __________________________________________________ G M F T E C N U
23 24 25 26 27 28 29 30
10. LANES __________________________________________________ T O L H F O D T
31 32 33 34 35 36 37 38
11. MALT __________________________________________________ V O R A M G O H
39 40 41 42 43 44 45 46
12. MARROW __________________________________________________
I E N T E J N G
13. MATED __________________________________________________ 47 48 49 50 51 52 53 54
Z D H S R U I K
14. MEMO __________________________________________________
15. NICE __________________________________________________ BALANCE 3 11 12 13 21 20 19
16. ORALS __________________________________________________ COMET 20 28 35 43 42

17. ORPHAN __________________________________________________ DONJON 29 37 45 44 37 45

18. PICS __________________________________________________ EURYALE 9 8 2 10 11 12 19


FLAMES 16 25 34 35 43 50
19. PIKES __________________________________________________
FOOL 16 24 32 25
20. REEL __________________________________________________
GEM 36 43 35
21. RESAND __________________________________________________ IDIOT 39 48 39 32 23
22. REST __________________________________________________ JESTER 44 43 50 42 43 51
23. RETCHES __________________________________________________ KEY 1 9 10
24. SHAM __________________________________________________ KNIGHT 54 45 53 45 38 30

25. SINS __________________________________________________ MOON 17 24 32 41


ROGUE 33 24 15 8 7
26. SLAUGHTER
RUIN 51 52 53 54
__________________________________________________
SKULL 14 6 5 12 4
27. SONORA __________________________________________________ STAR 50 42 34 33
28. SWAT __________________________________________________ SUN 14 22 21
29. TABLEAU __________________________________________________ TALONS 42 34 25 32 41 50
30. TERSE __________________________________________________ THE FATES 18 26 19 27 34 42 43 50

31. THEBANS __________________________________________________ THE VOID 42 49 40 31 32 39 48


THRONE 18 26 33 32 41 40
VIZIER 31 39 47 39 40 33

86 november 2001
CITIES of the AGES

BY KENNETH HITE • ILLUSTRATED BY D.T. STRAIN

“I am in Paris, in that royal city where abundance of natural wealth not only holds tion, which numbered over 50,000
those who live here, but also attracts those from afar. Just as the moon outshines people. Philip also founded three hos-
the stars in brilliance, so does this city, the seat of the monarchy, lift her proud pitals to heal his subjects, the Hôtel-
head above the rest.” Dieu (a hospital for the poor run by
—Gui de Bazoches the medical school), l’Hôpital Trinité,
and l’Hôpital Sainte-Catherine, which
also serves as a hiring hall for young

W
e’ll always have Paris, and across Europe intermingled. Now, women seeking employment. Paris
indeed we always have. The under the ninth Louis (and the ninth even boasts 26 public hot baths, an
“City of Lights” has become Capet) to rule France, Paris rejoices in unimaginable luxury for this century.
a center point of the Western world. her reputation as the greatest city in Around his city, Philip built an 8-foot-
Here, rogues lurk, wizards and clerics Christendom. thick, 33-foot-high wall, encompassing
study, and paladins arm themselves as 625 acres—almost a square mile. Philip
the soon-to-be-sainted King Louis IX “Paris, queen among cities, moon also laid down massive sandstone
prepares for a Crusade against Egypt among stars, so gracious a valley, an blocks to pave the four main streets
later in the year. Parisians know that island of royal palaces. The Seine, (rue) of Paris: the Rue Saint-Martin,
they dwell in the finest city in the proud river of the East, runs there a the Rue Saint-Jacques, the Rue Saint-
finest country under the finest king in brimming stream, and holds in its arms Antoine, and the Rue Saint-Honoré.
all of Christendom, and they’re not far an island which is the head, the heart, These four streets form a cross,
from the truth. Out over the thatched the marrow of the whole city. Two converging on the Church of Saint-
roofs and stone streets, the super- suburbs extend to right and left, of Jacques in the middle of the right—or
structure of the Middle Ages rises in which the lesser alone rivals many north—bank of the Seine River, the
Gothic buttresses and scholastic dispu- cities. Each of these two suburbs com- area known as the Ville. The left bank,
tation, drawing the curious, the rest- municates with the island by two or Latin Quarter, south of the river, is
less, and the powerful from all across bridges of stone; the Grand Pont on the University district, and the island in
Europe—including your heroes. the side of England, the Petit Pont the middle of the river is called the Île
towards the Loire. The Grand Pont is de la Cité (island of the city). On the Île
HISTORY great, rich, and is the scene of de la Cité rises the old royal palace
Paris takes its name from its first set- seething activity; innumerable ships (now the court of justice and of the
tlers, the Gallic tribe known as the surround it, filled with merchandise royal Parliament), the Hôtel-Dieu hos-
Parisii. Around 200 B.C. they built a and riches. The Petit Pont belongs to pital, and the magnificent cathedral of
fishing village on an island in the river, the dialecticians, who walk there deep Notre Dame du Paris. The furriers’ dis-
Lutetia Parisiorum, which the Romans in argument . . .” trict, the pork market, and the cloth
conquered and then expanded to the —Gui de Bazoches makers and drapers give the island its
left bank. Despite St. Denis’s execution economic engine. The Rue Saint-Martin
on the “Mount of Martyrs” Paris’s reputation might be deserved. runs north from the wooden Bridge of
(Montmartre) north of the city, Paris Under the great king Philip II Augustus, Notre Dame (Pont Notre Dame),
soon turned devoutly Christian. Faith in Paris expanded in all senses—economi- through the Gate of Saint-Martin to
God, and the Seine River, kept Paris cally thanks to new marketplaces, spir- the Abbey of Saint-Martin-in-the-Fields
reasonably secure from Goths, Huns, itually with the grand Gothic north of the city. The Rue du Saint-
and Vikings; with security came trade, cathedrals, intellectually through the Denis parallels it on the west, running
and with trade came prosperity. Soon, newly founded University, and most of to the Abbey of Saint-Denis north of
Paris became the royal city under the all, physically. Philip began draining the Montmartre and its market square. The
Parisian Capet dynasty and hosted the marshes (les Marais) on the right bank Rue Saint-Jacques runs south from the
great yearly Fair of Saint-Denis, of the Seine, creating rich new farm- Petit Pont bridge, past the rooming-
where goods and people from land to feed Paris’s growing popula- houses, taverns, and colleges of the

88 november 2001
University, and on to the commandery number of deep subcellars or wells at the Rue Saint-Denis, is the
of the Knights Hospitaller outside the throughout the Latin Quarter may open economic heart of Paris. Its
Gate of Saint-Jacques. Their bitter onto the catacombs, which serve as mighty mills grind the grain for
rivals, the Templars, hold their Temple informal dueling places, discreet places the city’s bread, while money-
northeast of the city, on the Rue du to dispose of (or collect) bodies, changers, goldsmiths, bankers,
Temple. Near the center of the necromantic laboratories, and sites for jewelers, and fences keep the
University district, the Provost of Paris other, even less savory, practices. The city’s coinage circulating from
and the leading burgesses administer Templars and Hospitallers probably stalls along its sides. Recently,
the city from the Parloir aux know the catacomb network as well as however, a greedy bridge-troll
Bourgeois. The Rue Saint-Antoine runs any humans do; both ghouls and has taken to robbing, and some-
east, paralleling the right bank of the troglodytes are reputed to haunt these times eating, the vulnerable mer-
Seine, passing the wharves and old dark, twisting passages. chants, drastically cutting into
grain-market at the Place de Grève, business. The richer merchants,
and heading into the slums of Saint- ADVENTURES IN PARIS fearful for their lives and liveli-
Gervais, where feral pigs run rampant With all this there were so many crimi- hood, have put together an
and crowds of prostitutes convene on nals and thieves in Paris and the impressive reward for the brave
street corners. Here, unsurprisingly, adjoining country that the whole land soul that rids the neighborhood
rises the Châtelet prison and police was full of them. of the bridge-troll.
station. The Rue Saint-Honoré runs —Jean de Joinville, Life of St. Louis
west, also paralleling the right bank, • About two-thirds of a mile down-
from the Pourceaux cattle market With the whole country full of crimi- stream from the Tour de Nesle is
south of Les Halles to the north side of nals and thieves, your heroes will have the Passage d’Alma, or “passage of
the Louvre fortress on the western many worthy foes on whom to test the soul.” On this low, grassy field
gate of the city. their steel. King Louis and the Provost by the Seine, the ancient
of Paris reward those who can rid Merovingian kings judged their
UNIVERSITY OF PARIS Paris of evildoers, even if the evildoers vassals through trial by combat.
The University of Paris doesn’t have a wear the uniforms of the town ser- Legend has it that anyone killed
main building or formal centerpiece. geants. On the other hand, the rich here goes directly to heaven with-
(That won’t come until Louis commis- purses of clerics and merchants always out stopping in Purgatory. A dis-
sions his chaplain, Robert de reward those who can rid their owners turbing sect has been kidnapping
Sorbonne, to create one in 1253.) Its of excess gold and silver. Here are a young Parisian maidens of good
many colleges are simply the estab- few situations requiring intervention in family, and rumor has it they’ve
lishments of whatever scholar can the City of Light: been drowning the victims here.
convince students to pay him for Are they misguided maniacs, pro-
tuition. The University, which essen- • A plague of gargoyles has curers for the colony of merfolk
tially functions like a scholars’ guild, descended upon Paris. Ordinarily in the lower Seine, or a dark cult
has faculties of theology, medicine, kept at bay by the stonemasons’ seeking to awaken the human-sac-
canon law, and the arts (poetry, rhet- charms and sacred geometries, rifice deities of the ancient Gauls
oric, geometry, astrology, and so on). they haunt the rooftops and that this spot once fed?
Students come from all over Europe, churchyards, preying on victims
and national rivalries often erupt into at whim. Noble heroes will wish • As France prepares for the
brawls or swordplay; the students in to kill or drive off this infestation; upcoming Crusade on Egypt,
turn fight continuously with the town less-noble ones might be inter- word on the street is that the
watch and with the local shopkeepers. ested in where the gargoyles Knights Templar will pay hand-
Any hero looking for a scrap of have stashed the treasure their somely for powerful religious
obscure lore or a scrape with an victims carried. relics that might help them in
arrogant pack of thugs need only look battle against the heathens.
to the University. • In a garret room above the left However, there are those that
bank, a brilliant but twisted medical think this order has become too
THE CATACOMBS student has discovered a new powerful and wealthy, and they
Beneath the left bank lie ancient ceme- technique for creating flesh seek its destruction. They believe
teries connected by a maze of rock golems. All she requires are fresh that the order already has a
quarries running nearly 60 miles corpses, a lightning bolt spell, a number of relics, including the
throughout the area. The high ground large quantity of copper pieces, Arc of the Covenant, the Holy
south of the city near the Hospitaller and some obscure alchemical Grail, and the Shroud of Turin,
commandery conceals the best ingredients. Can your heroes stop in its possession, which they
entrances to these catacombs; other her before her mad plans flood the use for unholy purposes. Those
tunnels emerge in the Marais just north Latin quarter with monstrosities? who oppose the Knights Templar
of the river, or at the churchyard of seek confirmation of these
St. Marcel on the Rue Saint-Marcel • The mighty stone Grand Pont, rumors and confiscation of
southeast of the city walls. Any flung 500 feet across the Seine the relics.

89
2

RUE ST. DENIS


RUE ST. MARTIN

4 1
3 RUE ST. ANTOINE

PALAIS DU ROI

GRAND PONT
7

HÔTEL DIEU
6
ILE DE LA CITÉ PETIT PONT

5 S
E
IN
E
R
IV
E
R

RUE ST. JACQUES

90 november 2001
NOTRE DAME DU PARIS

1
LES HALLES

2
COUR DES MIRACLES

3
CIMETIÈRE DES
INNOCENTS
4
LOUVRE

5
NOTRE DAME
DU PARIS

6
SAINTE-CHAPELLE

7
TOUR DE NESLE

91
LOCAL HEROES LOCATIONS
All characters are presented as of 1248. Character levels are suggestions,
and you should change them to suit your campaigns. 1. Les Halles: Philip Augustus established these two great
enclosed market-halls in 1183 as the main marketplace for the
Thomas Aquinas (born 1225) north or right bank of Paris. Here traders rent stalls and sell
1st-level aristocrat/2nd-level wizard/2nd-level cleric produce, handicrafts, woven cloth, metalwork, grain, and other
This brilliant young aristocrat has given up his family estates in Italy to study goods from stalls that can be locked at night. It is here, also,
magic and theology in Paris under Roger Bacon and Albertus Magnus. that the city burns heretics at the stake.
Although he makes an excellent entry into either scholar’s circle, his dis-
turbingly keen mind will discover any falsehood the heroes try to spin. 2. Cour des Miracles: About two-thirds of a mile north of
Les Halles, well outside the city walls, a thick tangle of shacks
Guillaume d’Auvergne (born 1180) and taverns surrounds the Cour des Miracles (Court of
2nd-level aristocrat/7th-level cleric Miracles) on the Rue Saint-Denis. It takes its name from the
This well-regarded, honest scholar and theologian is the Archbishop of false beggars of Paris, who retreat here after dark to take off
Paris. He backs the King in any disputes with the Pope, and so retains con- their bandages and put away their crutches, “miraculously”
siderable power over the Church in the city. He does, however, privately healed when nobody is watching. This court is the
question the level of heresy and magic present at the University. headquarters of the thieves and rogues in Paris who prey on
the markets all along the road from Les Halles to Saint-Denis.
Roger Bacon (born 1214)
3rd-level cleric/7th-level wizard
Widely known as the greatest magician in Christendom, Roger Bacon
3. Cimetière des Innocents: Directly south of Les Halles,
separated from it by a stone wall, is the largest cemetery in
prefers experiments in natural philosophy and alchemy. He has already cre- Paris. Dating back over three centuries, the burial ground spits
ated lenses to improve vision, a flying machine, a black explosive powder, up recent corpses after heavy rains; there are more bodies
and a bronze oracular head that can see the future. He tries to avoid draw- here than the ground can hold. Feral pigs swarm the grounds
ing the attention of his Franciscan brothers to his experiments. by night, and street urchins and prostitutes whisper of ghosts,
ghouls, and other horrors as well. The watch that guards Les
Vincent de Beauvais (born 1190?) Halles keeps the cemetery closed after dark to prevent
2nd-level aristocrat/4th-level cleric university students from stealing bodies for medical study.
As lector and chaplain to the royal court, this noble priest (and his
Dominican order) has great influence over Louis’s policies. A capable
administrator, Vincent prefers the scholarly life; he spends most of his time
4. Louvre: Philip Augustus began constructing this
impregnable fortress at the lower (louvre) edge of the city in
confined to his monastery, where he works to compile an encyclopedia of 1204 to serve as his royal castle. Securing the western wall at
all known lore. the river, the Louvre’s thick walls run 75 yards on each side,
making a square around a dungeon tower 96 feet tall. King
Blanche of Castile (born 1188) Louis divides his time between the Louvre and the Palais
8th-level aristocrat/2nd-level fighter Royal; the Louvre primarily serves as a working palace,
The mother of Louis IX, she served as regent of France during his infancy holding the archives, treasury, and arsenal. Louis’s agents
and will likely resume that role when Louis goes on Crusade. She believes continually accumulate records, scrolls, and ancient histories
in strict, unbending law and morality and does not approve of Louis’s wife, to improve the archives here.
Queen Marguerite of Provence.

Albert von Bollstadt (born 1193)


5. Notre Dame du Paris: This masterpiece of Gothic
cathedral design and construction towers over the city of
3rd-level aristocrat/4th-level cleric/4th-level wizard/2nd-level loremaster Paris, dominating the eastern end of the Île de la Cité. The
Known as Doctor Universalis (the Universal Doctor) and Albertus Magnus church, which began construction in 1163 on the remains of a
(Albert the Great), the Count of Bollstadt is the finest scholar of the Roman temple to the Magna Mater, the earth goddess,
University. He is equally famed for his sanctity, his magic knowledge, and preserves a basic Roman basilica outline; the crosswise
his pure intellect. transepts are still under construction. The mighty twin towers
were just completed in 1245 and rise 228 feet into the air over
Jean de Joinville (born 1224?) the market square below. Like all cathedrals, Notre Dame
1st-level aristocrat/5th-level fighter serves as a marketplace, a meeting place, and a hiring-hall.
A brave knight, although not in the King’s service, de Joinville works to
organize the Crusade. An inveterate diarist and gossip, he knows every-
thing worth knowing about the noble and knightly goings-on in the city.
6. Sainte-Chapelle: Louis had his “Holy Chapel” built onto
the side of the Royal Palace so that he would have a suitable
place for his constant prayer and meditation. Its tall, narrow
Louis IX, King of France (born 1214) stained-glass windows and tapering 245-foot spire give it an
8th-level aristocrat/4th-level paladin/2nd-level cleric ethereal, almost unearthly feel. Devout Parisians consider it a
Raised in an atmosphere of holiness and restraint, Louis passionately “gateway to heaven;” the impossible speed of its construction
believes that he is the chosen sword-arm of God. Although his feverish (only three years) argues for some kind of miraculous or
devotion unnerves even the bishops, he truly loves and cares for his peo- supernatural help, but the masons remain silent on the issue. In
ple and selects good servants to run his domains. addition to a priceless archive of holy texts, histories, and
other lorebooks, the Sainte-Chapelle holds the mightiest relics
Pierre de Montreuil (born 1200?) in Christendom: the Crown of Thorns, a piece of the True
8th-level expert/3rd-level wizard Cross, and the Spear of Destiny.
The greatest of the Gothic master masons, Pierre de Montreuil serves as
the architect to many magnificent buildings, especially the cathedrals of
Saint-Denis and Notre Dame, and of Louis’s Sainte-Chapelle. His
7. Tour de Nesle: This 100-foot tower across the Seine from
the Louvre anchors the river chain, which the city lowers at
Compagnons des Devoirs are said to encode magical lore into the buildings night to close river traffic (another one blocks the upstream).
they construct. It also holds an armory, a dungeon, and a garrison of royal
guards. Lurid University rumor insists that Queen Marguerite
William de Sonnac (born 1200?) seduces poor but handsome students here. Once she has her
8th-level paladin/4th-level cleric pleasure, however, she then orders her guards to sew the
Grand Master of the Paris Templars, de Sonnac heads one of the most unlucky lover into a sack and throw him off the tower into
powerful independent fighting forces in France. He also commands the the river to drown.
forces preparing to accompany Louis on Crusade, and his agents are
everywhere buying weapons, armor, relics, and other necessities.

92 november 2001
The Villains of Black Wolf
by Dave Gross • illustrated by Stefano Gaudiano

o the Old Chauncel, the merchant- into a warehouse for captured contra- For years, Radu has managed to

T lords of Selgaunt, piracy is the


worst of the common crimes.
Stealing from an individual is one thing,
band. Laskar Malveen, Velanna’s eldest
child, appeared to follow Thamalon’s
example by rejecting his mother’s wicked
keep his monstrous brother’s desire
for revenge in check, but now an old
friend of the Malveen family has
but to deprive the nobles of their tar- path and leading an honest life as patri- returned at Stannis’s request. In ex-
iffs and their control of trade is to arch of his own fallen house. With change for a sacred text that could be
threaten their rule, and this they will accounting help from his younger his key to ultimate power, the were-
not abide—especially among their peers. brother Radu, Laskar began the arduous wolf Rusk has infected the youngest of
When the city uncovered Aldimar task of rebuilding the family fortunes the Uskevren children with his own
Uskevren’s crimes, the Old Chauncel while their younger siblings melted back lifelong curse.
razed Stormweather Towers and con- into Selgaunt’s social life in pursuit of Soon, Rusk begins to recognize
fiscated the family fortunes, leaving honorable—and profitable—marriages. something far more important than
only his younger son to survive. In the What Laskar did not know was that, lycanthropy within the young Talbot
decades since, the prudent and scrupu- in the days after their mother’s death, Uskevren. To him, the boy could be the
lous Thamalon Uskevren has gradually Radu discovered a fantastic secret in perfect vessel of the power he craves
restored the family to its former wealth the abandoned House Malveen. Stannis for himself. To Stannis, the boy remains
and power. At every turn, he refused had returned from his watery grave, the instrument of his revenge. To Radu,
to deal with the underworld of swearing revenge on those he blamed the entire venture is an unnecessary
Selgaunt, even when a few illicit bar- for killing his mother and destroying his risk—one that might require his per-
gains would have sped the restoration family. Together, Radu and Stannis sonal attention. The desires of all three
of the Uskevren fortune. After years of swore to restore their family fortunes of these monsters converge in Black
cautious watching, the nobles of by any means necessary, concealing Wolf, the fourth book of the Forgotten
Selgaunt eventually came to respect their deeds from Laskar to protect the Realms Sembia series.
Thamalon’s honorable dealings, and the surviving Malveens.
smugglers of the city learned he was
no friend to them. NEW MAGIC ITEMS
Thamalon’s position became clear to
authorities and criminals alike some Talisman of Malar dealing ability cannot be raised or
twenty years ago. In that year, which This copper amulet acts both as a resurrected; only a miracle or wish
saw the birth of Thamalon’s youngest holy symbol of Malar and as an spell is powerful enough to return
son, the sorcerer Velanna Malveen fled amulet of natural armor +1. However, them to life. If the bone blade is used
from the Old Chauncel’s warships after due to Malar’s blessing, the talisman to attack an undead creature, the
the nobles found evidence of her grants a +4 deflection bonus to a dagger is instantly destroyed in an
piracy. Desperate, she sent pleas for lycanthrope’s AC. explosion of white light that deals
help to those who had once profited Caster level: 12th; Prerequisites: 15d6 points of damage due to over-
from her crimes, including the son of Craft Wondrous Item, barkskin, shield whelming positive energy to all crea-
her old friend Aldimar. Thamalon of faith; Market price: 24,425 gp; tures within the 20-ft.-radius burst.
refused to honor his father’s old debt Cost to Create: 12,212 gp + 977 XP. Creatures within the burst can make a
to the pirate queen, and he assumed Reflex save (DC 17) for half damage.
the matter was ended when Velanna Bone Blade Caster level: 15th; Prerequisites:
and her second son, Stannis, sank with This +2 dagger has the same effects Craft Magic Arms and Armor, finger
their besieged ship. as a nine lives stealer (see the of death, raise dead, resurrection,
The surviving Malveen children inher- DUNGEON MASTER’s Guide page 189). In healing circle; Market price: 28,565
ited only meager wealth, their family addition to the effects listed there, gp; Cost to Create: 14,282 gp +
holdings forfeited to the city and their those killed by the weapon’s death- 1,142 XP.
ancestral mansion seized and converted

94 november 2001
RUSK THE HUNTMASTER
Appearance: The Huntmaster towers his home in Selgaunt, where he loosed
over other humans. While he appears them against other combatants in his
younger than his 62 years, his long, secret baiting pit for the illicit enter-
unkempt hair has turned silver-white, tainment of an elite group of fellows.
as has the rough stubble on his jaws. As his fame and achievements grew,
Even in human form, his canines are Rusk developed his own followers.
prominent in his wide mouth, and his Their worship came between him and
eyes are steely gray. He rarely wears Maleva, who began to see that Rusk’s
much clothing, even in cold weather, childhood fantasy was becoming a
but he is never without the headband dangerous obsession. Despite Maleva’s
that holds his talisman of Malar. attempts to turn him toward Selûne—
Background: Rusk was born a were- or perhaps because of them—Rusk
wolf and raised as a worshiper of all turned fully to the worship of Malar,
the nature gods, including brutal becoming the Huntmaster of one of
Malar, but also wise Silvanus, calm the violent cults of the People of the
Eldath, and bountiful Chauntea. For Black Blood.
years he walked as comfortably among Recently, Rusk received a magical
humans as he ran with the wolves, sending from the son of his old
never quite surrendering to his bestial employer. Stannis Malveen wanted the
instincts. In his teens, Rusk made a son of an old enemy infected with
name for himself as a ranger through- lycanthropy, and in return he would
out the southern Dalelands and north- give Rusk a rare copy of the Black
ern Sembia. He was a free spirit, Wolf Scrolls, whose secrets might
proud of his accomplishments and finally answer the doubts and hopes
happiest when he could act as that have been burning within Rusk for
provider and protector for the home- decades. In his eagerness, Rusk
steaders of the region. botched the job, not only letting Talbot
For years, Rusk loved Maleva, a Uskevren slip through his grasp but
beautiful young cleric of Selûne. He losing his left arm in the process.
confided in her his belief that the gods Roleplaying Notes: Beneath his gruff
held a special fate for him. Rather than façade, Rusk is terrified that he is no
laugh at his boastful dream, Maleva longer—or that he never was—the cho-
shared it with him. Innocently, but sen vessel of Malar. He dreams of
foolishly, she fed his ambition with becoming the Beast God’s avatar or at
tales of the Black Wolf prophecy, a least his champion, yet with the loss of
messianic heresy shared by the cults his arm he realizes he is an imperfect
of Malar and Selûne. instrument. The Black Wolf prophecy
Rusk became famous as a hunter of that once offered him hope now makes
exotic beasts, and his exploits soon him fear that he has created the were-
reached the ears of Vilsek Malveen, wolf who will take his place in Malar’s
who hired the ranger as a guide in his eyes. Jealousy and fear have made
trapping expeditions. The noble was Rusk more unpredictable and danger-
not content to hunt the monsters in ous than ever before.
the wild but wanted to bring them to

RUSK THE HUNTMASTER


(human form; hybrid or wolf form) Special (human; hybrid or wolf): Track, favored enemy (beasts, humanoid—humans), rebuke undead,
Male human werewolf, 7th-level ranger, 5th-level cleric wolf empathy; as human plus curse of lycanthropy, damage reduction 15/silver, trip, and scent.
Strength 18 (+4); 20 (+5) Fort. Save +14; +16 Skills (human; hybrid or wolf): Concentration + 13; +15, Hide -1; +2, Listen +15; +19, Move Silently
Dexterity 9 (-1); 13 (+1) Ref. Save +4; +6 +9; +11, Wilderness Lore +11; +11, Search +14; +18, Spellcraft +6; +6, Spot +15; +19.

Constitution 16 (+3); 20 (+5) Will Save +9; +9 Feats (human; hybrid or wolf): Cleave, Endurance, Great Cleave, Improved Control Shape,
Improved Initiative, Lightning Reflexes, Power Attack; as human plus Weapon Finesse (bite).
Intelligence 10 (+0) Alignment CE
Wisdom 13 (+1) Speed 30 ft.; 50 ft Ranger Spells Prepared (0/2; save DC = 11 + spell level): 1st-level—entangle, magic fang.
Charisma 15 (+2) Size M (6 ft. 5 in.) Cleric Spells Prepared (5/4+1/2+1/1+1; save DC = 11 + spell level): 0-level—create water, detect
magic x3, mending; 1st-level—bane, cure light wounds x3, endure elements*; 2nd-level—bull’s
strength*, resist elements, sound burst; 3rd-level—dominate animal*, dispel magic.
Hit Points 102; 126 Armor Class 15; 19
Melee Attack +14/+9; +15/+10 Flat-footed AC 15; 18 *Domain spells. Rusk’s domains are Animal and Strength.
Ranged Attack +9/+4; +11/+6 Touch AC 13; 15 Possessions: Talisman of Malar (see the New Magic Items sidebar).

95
STANNIS MALVEEN
Appearance: When he was human, within the River Hall of the condemned
Stannis Malveen was famous in Selgaunt House Malveen. The rest of the mansion
for his sensuous beauty, and he was the and its courtyard are used as storage for
object of desire in many a young noble’s confiscated cargo, an ignoble fate that
fantasy. His transformation has made infuriates the self-imprisoned Stannis.
him the antithesis of beauty. His skin is Despite Radu’s warnings never to con-
glossy purple-black, and he goes naked tact their siblings, Stannis occasionally
except for a vast crimson cloak and a sends cryptic dreams to his youngest
golden chain-link veil held to his ear- brother, Pietro, in an effort to “inspire”
flaps and eyebrows by multiple pierc- the boy’s paintings. These nightmare
ings. A short ridge forms at the crest of visions are gradually driving the
his skull and runs down his back, all the youngest Malveen into a deep dementia.
way to the end of his tail. His eyes look The controlling passion of Stannis’s
like molten gold with floating black unlife is an abiding hatred for all of the
specks. He has no legs, just a long, thick, Old Chauncel of Selgaunt, especially
tapering eel-like fluke. His humanoid Thamalon Uskevren. Stannis blames the
arms are thick but powerful. His fingers Old Owl for refusing to come to his
end in sharp black talons. mother’s aid, no matter that Thamalon
Background: Stannis was with his made it clear that he would have no
mother, Velanna Malveen, the day the truck with pirates. Recently, Stannis
Selgaunt navy caught up with the noto- encouraged an “accident” to befall
rious pirate. Defiant to the last, she per- Thamalon’s youngest son, Talbot. Killing
ished aboard her ship, while her son fell the boy would be too simple a revenge,
into the sea with a dozen other hands. so Stannis hopes to orchestrate a pun-
When a powerful grip dragged him ishment far worse with a little help from
below the surface, Stannis was certain his old friend, the Huntmaster.
his life was over. As it turned out, his Roleplaying Notes: Even as a mortal,
undeath had just begun. Stannis was an effete dandy. Years of
When the battle began, Velanna sum- solitude have made him even more flam-
moned an ally from the dark depths of boyant, a comic exaggeration of what his
the ocean. While the bizarre aquatic failing mind recalls as urbane and witty. If
vampire came too late to aid her, he the consequences of displeasing him
smelled her blood in the drowning weren’t so obvious, those few who meet
Stannis and embraced him with the him would have trouble smothering their
“gift” of undeath. Once under the thrall own derisive laughter. The only charm he
of the master vampire, Stannis could has left is the corrupt allure of undeath.
only obey his demand that he turn over Stannis fears and ultimately obeys his
House Malveen as tribute. younger brother, who disapproves of the
Fortunately for Stannis, Radu Malveen vampire’s schemes against the Uskevren.
was waiting for them at the family man- As much as he is able, Stannis curries
sion. Even though he was only a boy of Radu’s favor with “gifts” of fencers kid-
13, Radu slew the vampire, releasing his napped by the vampire’s hideous spawn.
brother from the master’s thrall. He hopes eventually to win Radu over to
Since then, Stannis has obeyed his his desire to hurt the Uskevren as much
brother’s wishes and remained hidden as they have hurt the Malveens.

STANNIS MALVEEN
Male human vampire, 7th-level sorcerer, Special Abilities: Shadow defense +1, shield of shadows, spell power +1, blood drain, damage reduction 15+1,
domination, electricity resistance 20, energy drain, fast healing 5, spider climb, +4 turn resistance, undead.
4th-level shadow adept
Instead of a normal vampire’s ability to assume gaseous form, Stannis transforms into a cloud of inky dark-
ness that can move along floors or through water—but not through the air. Because his sire was a vampire
Strength 15 (+2) Fort. Save +7
from the sea, running water has no effect on Stannis.
Dexterity 9 (-1) Ref. Save +8
Skills: Bluff +12, Concentration +8, Hide +12, Knowledge (arcana) +10, Listen +9, Move Silently +8, Search +10,
Constitution — Will Save +13 Sense Motive +9, Spellcraft +12, Spot +9.
Intelligence 14 (+2) Alignment CE Feats: Lightning Reflexes, Insidious Magic*, Pernicious Magic*, Shadow Weave Magic*, Silent Spell,
Spellcasting Prodigy*, Still Spell, Tenacious Magic*, Toughness.
Wisdom 13 (+1) Speed 30 ft.
Sorcerer Spells Known (6/7/7/7/7/4; save DC = 14 + spell level): 0-level—daze, detect magic, flare, ghost
Charisma 16 (+3) Size M (8 ft.) sound, mage hand, open/close, ray of frost, resistance, read magic; 1st-level—alarm, charm person, magic mis-
sile, net of shadows †, Nybor’s gentle reminder †; 2nd-level—continual flame, darkness, Nybor’s mild admonish-
ment †, shadow mask*, summon swarm; 3rd-level—dispel magic, explosive runes, hold person, nondetection;
Hit Points 74 Armor Class 15 4th-level—armor of darkness*, Evard’s black tentacles, shadow well*, 5th-level—darkbolt*, sending.
Melee Attack +7 Flat-footed AC 15 *These spells and feats appear in the FORGOTTEN REALMS Campaign Setting book.
Ranged Attack +4 Touch AC 10

These spells appear in Magic of Faerûn.
Possessions: Cloak of resistance +4.

96 november 2001
RADU MALVEEN
Appearance: Radu is tall and excep- a liability. Within a year, Radu forbade
tionally slim. He has pale skin, high Stannis to leave the house, except to
cheekbones, and jet-black hair, which hunt in Selgaunt Bay. Despite his own
he ties loosely at the base of his neck. power, Stannis obeyed his younger
Three tiny moles form a triangle just brother’s wishes.
beside his left eye, and his eyes are Since then, Radu has been the pri-
slightly too large for his face, the irises mary source of the Malveen family’s
so black that they are indistinguishable financial recovery. Unknown to his eld-
from his pupils. His features are other- est brother, Laskar, Radu has been
wise perfect, almost as if they had supplementing the family’s import busi-
been crafted in porcelain. He wears ness with illicit dealings ranging from
expensive but not particularly fancy smuggling to slavery. Careful to
clothing, and he is never seen without remain two or three steps removed
a plain, slim longsword at his hip. from the most heinous deeds, Radu
Background: Radu was peculiar even nonetheless orchestrates the crimes
as a child. He held himself apart from and launders the proceeds. His one
the other children, seeming to take professional indulgence is assassina-
pleasure in none of their games. Only tion, which he performs anonymously
sword practice kept his interest, and he for great sums. More dangerous is his
became the youngest student of the weakness for duels to the death, which
acclaimed Master Ferrick at the age of he considers the only true test of
seven. By ten, he could easily defeat all fighting skill. Despite the danger of dis-
but the most proficient swordsmen. covery, he allows Stannis to present
Radu was thirteen years old when him with captives who have a reputa-
news of his mother’s demise reached tion for fencing skill. These unfortu-
him. City officials came to take him nates meet their fate in the secret
and his siblings from their ancestral baiting pit beneath House Malveen.
home. While the others went quietly, Roleplaying Notes: Radu has no
grateful for the mercy, Radu slipped social graces. While he is never
back into the house each night, spend- overtly rude, he is aloof and superior.
ing hours in quiet reflection by the While many of his cohorts admire his
grand pools of the River Hall. It was appearance, skill, and poise, he has no
there that he met the transformed friends, no lovers, no public interests—
Stannis and his vampiric master. The only his family.
hideous monster expected to bring In his own way, Radu loves his fam-
another Malveen boy under his thrall. ily and does what he does only to
He was surprised, to say the least, at restore their prestige and fortune. He
Radu’s inventive resistance. considers himself and his horrid
After freeing his brother from the brother Stannis expendable resources
master vampire, Radu swore he would in pursuit of the cause. Still, he has
return the Malveen family to its for- had many chances and excuses to
mer station and demanded Stannis’s destroy his vampire sibling, and he has
help. At first, Radu expected his thus far declined. Should Stannis ever
brother would work at his side, but his threaten the safety of the rest of the
increasingly monstrous appearance Malveen family, however . . .
and capricious behavior made Stannis

RADU MALVEEN
Male human, 11th-level fighter Skills: Climb +11, Hide +8, Jump +11, Move Silently +8, Ride +13, Swim +7.
Strength 13 (+1) Fort. Save +8
Dexterity 17 (+3) Ref. Save +6
Feats: Ambidexterity, Blind-Fight, Expertise, Improved Critical (longsword), Improved Disarm,
Constitution 12 (+1) Will Save +4
Intelligence 13 (+1) Alignment NE Improved Initiative, Twin Sword Style*, Two-Weapon Fighting, Weapon Finesse (longsword),
Wisdom 12 (+1) Speed 30 ft. Weapon Focus (longsword), Weapon Specialization (longsword).
Charisma 11 (+0) Size M (5 ft. 11 in.) *This feat appears in the FORGOTTEN REALMS Campaign Setting book.

Hit Points 70 Armor Class 15


Possessions: Ring of protection +2, bone blade (see the New Magic Items sidebar), masterwork longsword.
Melee Attack +12/+7/+2 Flat-footed AC 12
Ranged Attack +14/+9/+4 Touch AC 15

98 november 2001
ELMINSTER’S GUIDE TO THE REALMS
Lost places, familiar haunts, and strange sites in the lands of Faerûn

THE

BY ED GREENWOOD • ILLUSTRATED BY DAVID DAY

Long before they began establishing from the alley) in its back wall. This Thayan countryside. Thardaunleiyar is
trading enclaves outside of Thay, the door is usually locked and concealed typical of such portal keeps. It’s co-
Red Wizards maintained a web of from prying eyes by an illusory wall. owned by several Zulkirs and staffed
undercover agents throughout Faerûn. The door opens into a long, shallow by crossbow-armed guards, low-rank-
Such local eyes and ears aided the room that runs along the back of a ing wizards, and caged monsters. These
Thayans by assisting with their slaving warehouse. This room is separated from defenders are ready to battle invaders
operations, finding and seizing power- the rest of the building’s interior by a who might appear through the portal.
ful magic, and gathering information. solid wall. The left-hand end of this area Their main function is to aid traveling
They still do. is for storing captives (a crate equipped Red Wizards.
Although open trading enclaves ulti- with gags and manacles is chained to The active area of the portal is 1
mately proved more effective, the Red the wall), and its central expanse is for foot deep and looks much like a normal
Wizards initially used these agents to storing contraband and supplies. open doorway. This is a two-way por-
establish hidden locations in many A support pillar in this secret room tal, requiring no key to operate from
cities. Secretly, they meet, work shady sports a concealed drawer that holds a the Thayan side, but operating from the
deeds, and store goods and currency. small cache of items. The cache Sembian side only for persons who
The alley in the Sembian port includes three potions of cure moder- hold or carry a piece of green glass
Urmlaspyr known as “The Shunned ate wounds and arcane scrolls of (there’s a tiny pile of green glass
Street” exemplifies these hidden magic missile, obscuring mist, rope shards in the corner at the other end
Thayan safe houses. Despite the trick, screen, and wall of stone. of the wall where the portal stands).
recent establishment of open enclaves, A few paces to the right of the pil- The building on the other side of the
these safe houses still exist. lar stand two 5-foot-tall stout wooden alley also has an alley-access door
The Red Wizards hide their safe crates, firmly bolted shut (but not concealed by an illusory wall. This one
houses in plain sight. Many are stables locked). They contain undead—skele- isn’t locked and opens into a 10-foot-
and other utilitarian buildings, a few tons that will attack anyone opening square cubicle with another door in its
are ruins, some are warehouses, and a the crates. back wall.
surprising number are alleys like The Medium Skeletons (8): hp 6 each; The door frame of the first, outer
Shunned Street. Monster Manual page 165. door contains several rust-hued (but
To establish such a place, the Red Beyond the crates, the right-hand not really rusted) metal door stops in
Wizards find an alley or lightly used end of the room terminates in what the shape of stylized spiders, with a
street lined with buildings—one that looks like a filthy, cobweb-shrouded long, flexible chain joining each to a
has a bend or two in it. They purchase stone wall. In truth, it’s another illu- second spider.
the buildings adjacent to the bend, sory wall. Such objects are common in
eliminating or driving out owners who Behind the illusory wall is the true Calimshan, Tharsult, and other Shining
refuse to sell. right-hand end of the secret room. Its Sea areas, and they are becoming
One building has a well-oiled, extra- wall sports a portal that allows access increasingly popular in ports every-
wide door (that opens inward, away to Thardaunleiyar, a citadel in the where. They’re used to prop open

100 november 2001


ARCANE MARK WARD
doors for loading and unloading, the Abjuration
varying “widths” between legs used to Level: Sor/Wiz 2
catch a door-edge between them, or Components: V, S, M
jammed into the hinge angle of an open Casting Time: 10 minutes
door to keep it open. A single person Range: Close (25 ft. + 5 ft./level)
can take a door-spider away (allowing Area: 25-ft. radius emanation centered on a point in space
a door to slam shut) by kicking or Duration: 1 day/level
pulling at its second spider. Double Saving Throw: None
doors can be propped open with a pair Spell Resistance: No
of these. Rather than carefully step-
A sophisticated and long-lasting version of the alarm spell, arcane mark ward responds only
ping over the chain stretched between, to objects or creatures bearing the caster’s arcane mark.
the last person through drags a foot to As long as he remains within one mile of the warded area, the caster is alerted each time
catch the chain and drag both spiders a creature or object bearing his arcane mark enters or leaves the area. In all other respects,
away from the doors; doors con- this alert functions exactly like the mental alarm version of the alarm spell.
Marked Ethereal or Astral creatures and objects do not trigger the arcane mark ward
structed with weights so that they’ll unless they become material while in the warded area.
swing closed unless held open by some
means are common in the warmer,
more insect-infested realms. seems stuck to the wall, and opening it objects into the hands of their foes. So
These door-spiders have been is difficult. Releasing the door requires much so that they will often sell such
enchanted into animated constructs that a successful Search check (DC 20) fol- items for less than they are worth.
obey the commands of any Red Wizard. lowed by a successful Disable Device All Red Wizards in the city are
Animated Door Spiders (Tiny ani- check (DC 20). The door can be simply required to maintain an arcane mark
mated object) (6): hp 2 each; Monster forced open with a successful Strength ward in or near the Shunned Street.
Manual page 17. check (DC 30). The door is actually a This network of wards at least partially
The second door, at the back of the false door, and once opened it reveals ensures that the Thayans are apprised of
cubicle, is false (the wall is solid), as is a powerful magical trap. The wall the movements of powerful individuals
the floor of the cubicle (it’s another behind the false door bears a carefully near the alley. Any time a marked object
illusory wall, covering the open top of inscribed symbol of death. The symbol or person gets too close to the Shunned
a 10-foot-square, 60-foot-deep spiked is triggered whenever anyone opens Street, one of the Thayan wizards in the
pit trap). the door and reads it. city alerts his fellows of the intrusion.
Illusion over Spiked Pit Trap (60 ft. Symbol (death) Trap: CR 10; death The mages maintain the arcane foci nec-
Deep): CR 4; no attack roll necessary to 150 hit points worth of creatures; essary to cast scrying on those who
(6d6), +10 melee (1d4 spikes for 1d4+5 Fortitude save (DC 22) negates; Search have brought their marked objects too
points of damage per successful hit); (DC 33); Disable Device (DC 33). close to the hidden alley.
Reflex save (DC 20) avoids; Search The Shunned Street has a final Between the Thayans dedicated dis-
(DC 20); Disable Device (DC 20). defense—a network of arcane mark tribution of objects bearing arcane
A pace farther along the alley from wards. In their dealings with others in marks, the arcane mark wards, and
the illusion-hidden door (in the back the city, the Red Wizards always diligent use of scrying, the Red
alley wall of the same building) is a quite attempt to place an object marked with Wizards are rarely surprised in their
visible, broken door that opens into a an arcane mark into the hands of hideout.
wall, where a former opening into those they’re dealing with. Items from
rooms beyond has been bricked-over. Red Wizard trading enclaves are so
The door, although made to look marked, as are most of a Red Wizard’s
broken, is actually made of very stout personal belongings. The Thayans are
metal. The door is fashioned so that it firmly dedicated to getting marked

ELMINSTER’S NOTES
Know ye that this particular street gained its name among beggars the Thayans retreat into their hidden warehouse rather than giving
and street thieves first, undoubtedly because of the high probability battle, the thieves stop the carts by the illusion-concealed doors,
that folk sleeping or lurking in it often disappear. smoking the Red Wizards out of hiding. Once the Thayans retreat
It represents the most basic of the Red Wizards’ covert ren- through their portal, the thieves hastily strip the area of valuables
dezvous points (little more than portal defenses, in truth); many I’ve and flee, leaving traps behind.
seen are far more elaborate than this one. Yet the simpler and For obvious personal reasons, I cannot endorse the general popu-
lower-profile installations seemed to work the best; others allowed lace’s low opinion of wizards, but in the case of the Red Wizards, I
their Red Wizard users to indulge their love of nasty traps and understand the feeling all too well.
grand defenses, but these were inevitably discovered and disposed When I discover one of these secret areas, I switch the portal to
of. Passing unnoticed is always the best armor. I’ve heard of a more appropriate destination (like ten or more feet above the poi-
angered local thieves driving Red Wizards out of alleys like the soned blades of their own pit trap, for example). Life should be rich
Shunned Street by firing crossbows from one direction while send- in such simple amusements.
ing burning carts crashing into the alley from the other direction. If

101
Red Wizards know which natural
wall markings denote spell area of
effect borders or nearby features
(such as keys buried directly
beneath stains).

102 november 2001


THE
SHUNNED
STREET

Cobblestones different in hue from


others surrounding them may mark the
locations of hiding places beneath or
the perimeter of Thayan spell effects.

Many alleys chosen by Red Wizards have


(or are given) wheel-breaking bumps or
jagged rocks near their mouths to
discourage travel or wagon-parking.

103
BY OWEN K. C. STEPHENS
ILLUSTRATED BY BOB KLASNICH
Alchemist’s Glass

F
rom simple clay jars and leather
cups to elaborate chalices inlaid An alchemist’s glass is a beaker usually
with gold and gems, every society constructed of green or blue glass with
develops a number of drinking vessels. several small spouts near the bottom.
Some are simple bowls designed to hold Arcane writing frequently covers the
a drink at dinner, while others are sides of the glass and sometimes
ornate status symbols and important includes the command words required
parts of social and religious ceremonies. to use the glass to its full potential.
Most cities are so full of humble flagons Whenever the glass is filled with flu-
and mugs that no one gives them a sec- ids, powders, or leaves, it mixes them
ond thought. Many adventurers and together evenly. This occurs even if the
nobles have a simple wooden cup they materials in question normally don’t
carry to have a clean drinking vessel mix, such as oil and water (although in
wherever they go, but some of those this case the fluids separate normally as
containers might not be as simple as soon as they leave the glass). Infusions
they seem. With a little magic, even the and teas can be made in a single round
most common of household items can if placed within the glass.
become objects of great value. Additionally, each alchemist’s glass
has two command words associated
with it. The first command word causes
the glass to break down any liquid or
potion it contains into its component
parts. This effect immediately destroys
a potion but also reveals what ingredi- detect poison, purify food and drink;
ents were used in the potion’s creation. Market Price: 1,800 gp; Cost to Create:
This command also removes the salt 900 gp + 72 XP.
from seawater, separates poisons from
any liquids they’re mixed with, and is Bardic Cup
sometimes used to check the purity of A bardic cup, sometimes known as a
fresh water. goblet of song, is a finely crafted and
The second command word causes valuable silver drinking vessel. The bowl
separated materials to pour from the of each cup is adorned with small gems,
bottom of the glass, each from a differ- and the stem is molded into the form of
ent spout. This can be helpful when four figures—one cloaked figure carry-
identifying unusual ingredients or when ing a dagger, one holding a staff, one
trying to purify a potable liquid. holding a skull, and one bearing a harp.
If there are more components than Whenever liquid is poured into a
spouts, as many components as possi- bardic cup, one or more of the figures
ble drain out. When the second com- might sing. If the liquid is poisonous, dis-
mand word is spoken again, another eased, or foul, the skull face softly sings
round of components pours from the a mournful dirge. If the liquid has heal-
spouts. The second command word can ing properties, the figure with a harp
be used repeatedly until all of the com- plays a bright ballad. If a magic liquid is
ponents have been separated. placed in the chalice, the figure with the
Caster Level: 3rd; Prerequisites: staff sings a deep rhythmic chant. If the
Brew Potion, Craft Wondrous Item, liquid is cursed or inherently evil, the

104 november 2001


Strength checks to resist bull rush
attacks for 1 hour.
Caster Level: 8th; Prerequisites:
Brew Potion, Craft Wondrous Item;
Market Price: 3,300 gp; Cost to Create:
1,650 gp + 132 XP.

Caine’s Flagons of Shadows


Only eight of these magic drinking ves-
sels are believed to have been made by
the shadow sorcerer Caine before he
mysteriously disappeared. Each flagon
appears to be made of black wood
intricately carved with strange fluid
patterns and cloaked figures. Despite its
appearance, a flagon of shadows weighs
as much as an iron stein of the same
size. Flagons of shadows are always
cool to the touch and never cast shad-
ows themselves.
figure with cloak and dagger whispers Bravery Rune: Liquid transformed by Each flagon has a command word
a lament. this rune grants the rune invoker carved onto its bottom. Most of these
If a liquid qualifies as more than one resistance to fear. This functions as the are not recorded anywhere, but it is
of these, all appropriate figures sing in remove fear spell. known that “makareem” is one of them.
harmony. Thus a magic healing potion Endurance Rune: This rune causes Fives times a day, a flagon of shad-
poured into the cup causes both the the liquid within the stein to have the ows can be filled with liquid and the
staff-bearing and harp-carrying figures same effects as a potion of endurance. command word spoken, turning the
to sing. Bardic cups are often used by Fortitude Rune: This rune causes the liquid into liquid shadow. If left in the
adventuring minstrels to partially iden- liquid within the stein to have the same flagon, the liquid shadow lasts 10
tify potions and fresh water or to test effects as a potion of aid. rounds before evaporating.
drinks for poison without offending Heroism Rune: This rune causes the The liquid shadow can be poured on
a host. liquid within the stein to have the same the ground, in which case it creates a
Caster Level: 3rd; Prerequisites: effects as a potion of heroism. 20-foot radius sphere of darkness like
Brew Potion, Craft Wondrous Item, Honesty Rune: Liquid transformed by the darkness spell as though cast by a
detect evil, detect magic, detect poison, this rune grants the rune invoker an 2nd-level caster.
purify food and drink; Market Price: aura of honesty. This functions as the Additionally, the liquid shadow can
6,500 gp; Cost to Create: 3,250 gp + zone of truth spell cast by an 8th-level be imbibed. The imbiber adds +2 to the
260 XP. cleric centered on the rune invoker.
Luck Rune: By imbibing this liquid,
Dwarven Rune Stein the invoker gains incredible luck. For an
Dwarven rune steins are squat and hour the drinker gains a +1 luck bonus
heavy mugs of iron engraved with to all saving throws. In addition, the
images of dragons, bears, axes, and drinker may reroll one roll that she has
dwarven runes. The steins are shorter just made. She must take the second
and wider than most human drinking result. This extraordinary ability is
vessels, with handles molded to fit a usable once during the hour that the
dwarf’s sturdy grip. The runes are an luck bonus lasts.
ancient form of dwarven writing, each Mettle Rune: This rune grants the
describing a specific trait venerated drinker a +4 natural armor bonus for
by dwarves. 1 hour.
The user of the stein can invoke a Skill Rune: Invoking this rune and
rune to transform any liquid contained drinking from the stein grants a +3 com-
within and then drink it to gain magical petence bonus to any Craft skill checks.
benefits. The transformed liquid works This magical benefit lasts one week.
only for the person who invoked the Strength Rune: This rune causes the
rune, and the liquid must be imbibed in liquid within the stein to have the same
the same round the rune is invoked or effects as a potion of bull’s strength.
the liquid has no effect. Invoking the Sturdiness Rune: The sturdiness
rune and drinking the liquid is a full- rune grants the drinker a +10 compe-
round action. The runes fade away tence bonus to Balance skill checks
once used and cannot be used again. and a +10 competence bonus to

105
DC of his Illusion (shadow) spells. This single individual for the true seeing either breathe forth gouts of flame or
effect lasts for 3 hours. effect to function. contain the fire within. That decision
Caster Level: 3rd; Prerequisites: Craft Caster Level: 10th; Prerequisites: must be made immediately after the
Wondrous Item, Spell Focus (Illusion), Craft Wondrous Item, true seeing; liquid is imbibed.
darkness; Market Price: 21,600 gp; Market Price: 21,600 gp; Cost to If the drinker decides to breathe
Cost to Create: 10,800 gp + 864 XP. Create: 10,800 gp + 864 XP. flame, the imbibed liquid functions
exactly like a potion of fire breath.
Chalice of True Seeing Dragon’s Goblet If the drinker decides to contain the
These unusual items always appear to A dragon’s goblet is a rare and some- fire within, the drinker gains protection
be dented, scratched, and tarnished times dangerous magic item that can be from elements (cold) as though cast by
goblets of little value. But this appear- both harmful and useful to adventurers. a 10th-level caster.
ance is an illusion to conceal the chal- The goblet is a cunningly sculpted fig- If the burning fluid is imbibed when it
ice’s true form of valuable inlaid gold urine of a mighty winged lizard clutch- is not safe (less than an hour since the
studded with precious gems. In its true ing a bowl in its mouth. Usually the last time it was safely imbibed) the
appearance, a chalice of true seeing is goblet is made of gold or silver, but a drinker must make a Fortitude saving
always constructed of materials worth few are carved from gems. throw (DC 20). Failure indicates that the
at least 2,000 gp. All of these chalices Whenever a dragon’s goblet is filled imbiber suffers 4d6 points of fire dam-
have command words engraved on with liquid, the goblet transforms it into age. Success indicates the drinker takes
them, usually on the bottom. a burning fluid like alchemist’s fire. This half damage.
When the command word is spoken, fluid can be poured out to start a fire Caster Level: 10th; Prerequisites:
the chalice fills with a thick, rose-red or hurled at a creature as a grenadelike Craft Wondrous Item, protection from
syrup. This can be done once a day. weapon with a range of 10 feet and no elements; Market Price: 72,000 gp;
Anyone drinking the sweet syrup gains range increment. The brave can drink Cost to Create: 36,000 gp + 2,880 XP.
true seeing as per the spell cast by a the burning liquid in an attempt to pro-
10th-level caster. The syrup loses its duce more spectacular effects. Rose of Kings
magical properties if it is removed from Once per hour, the burning fluid can A rose of kings is an ornately sculpted
the chalice before it is consumed, and be drunk without harm and provide chalice of copper or, rarely, wood in
all of the syrup must be drunk by a one of two effects. The drinker can the form of a beautiful rose. The twelve
petals of the flower make up the bowl,
and the stalk of the rose is the stem of
the vessel, which bears a single thorn.
Most of these items are in the hands of
kings and high priests, who often use
them to interview potential advisors
and allies.
If the bowl of the rose of kings is filled
with wine, the single thorn begins to
glow with a dull green radiance. Anyone
touching the thorn suffers 1 point of
damage. Each time the thorn is touched,
one petal of the rose also glows.
If creatures who have been pricked
by the thorn drink from the rose, they
become unable to lie to each other for 1
hour. All those who drink from the cup
immediately become aware of its prop-
erties. They can freely lie to individuals
who have not drunk from the rose but
are temporarily prevented from telling
even the slightest falsehood to their fel-
low drinkers. Creatures affected by the
rose are not compelled to speak.
Caster Level: 3rd; Prerequisites:
Craft Wondrous Item, zone of truth;
Market Price: 10,000 gp; Cost to
Create: 5,000 gp + 400 XP.

Spy Glass
A spy glass appears to be a small,
1-ounce tumbler of delicate crystal or
quartz with a gold-edged rim. Despite

106 november 2001


its fragile appearance, a spy glass is
actually as strong as steel. Designed as
a tool of espionage, attempts to detect
the magic of a spy glass are interfered
with as though Nystul’s undetectable
aura has been cast upon it.
The powers of a spy glass do not
become apparent until the glass is
placed against a wall. When this is done,
the glass acts as a simple scrying
device, allowing anyone who looks
through the glass to see through the
wall. This power functions only when
the glass is placed against a wall. It can-
not be used to look through floors,
tables, ceilings, trees, or anything other
than a constructed or carved wall.
Because of the ease with which such an
item can be misused, spy glasses are
outlawed in some kingdoms.
Caster Level: 5th; Prerequisites:
Craft Wondrous Item, clairaudience/
clairvoyance; Market Price: 16,000 gp;
Cost to Create: 8,000 gp + 3,200 XP.
Caster Level: 5th; Prerequisites: War Mug of the Ogre Magi
Talking Cups Craft Wondrous Item, clairaudience/ This unusual item is a tall and heavy
Talking cups usually come in sets of clairvoyance; Market Price (for a set of flagon usually of steel or bronze. It
two, occasionally in sets of four, and two cups): 20,000 gp; Cost to Create: weighs 5 pounds and is designed for a
rarely sets of eight. The cups are all 10,000 gp + 800 XP. larger than human-sized hand. A quart
simple wooden drinking cups, much like of liquid can be poured into the war
those common to taverns and inns. All Vampiric Goblet mug without quite reaching its brim.
the cups in a set are marked by a sim- A vampiric goblet always appears to be But even if the war mug is filled to
ple sigil on the bottom. a finely crafted chalice of precious capacity, its magical properties prevent
The magic of talking cups is obvi- metal, usually platinum or gold. Twenty- any material from accidentally spilling
ous only if all the cups in a set are four clear crystals are set around the out of it, no matter how much the mug
filled to their brims with the same liq- bowl of the goblet with a rune of a is jostled, moved, or tipped. Drinks
uid. In the case of water, the source dagger etched above each. remain safely within the vessel unless
of the water is irrelevant, but if milk The runic daggers in the goblet can lips touch its rim.
is used, the cups must all be filled be made to glow using a command The true magic of a war mug does
with milk from the same animal. If ale word, which is never written anywhere not become obvious until it is used to
or wine is used, the cups must all be on the goblet. Anyone who drinks from strike someone. The mug is then
filled from liquid taken from the same a vampiric goblet without speaking the revealed to be a simple weapon of
barrel or bottle. When this is done, command word takes 1 point of damage. some potency, striking for 1d6+2 points
any noise made within 5 feet of a Each hit point stolen by the goblet of damage. The mug also provides a +2
filled cup is repeated at the same vol- causes one crystal to turn ruby red. enhancement bonus to attacks made
ume by all of the other filled cups. Once all twenty-four crystals are red, with it. All damage done by the war
Verbal spell effects, command words, the goblet stops draining hit points. mug is subdual damage. The mug is a
and sonic and other sound-based If a second command word is spoken favored weapon in barroom brawls,
attacks have no effect when transmit- right before drinking, one of the crys- allowing its wielder to knock out oppo-
ted by a talking cup. tals glows red, and the person sipping nents without worrying about killing
Talking cups are most often used as a from the goblet regains 1 hit point of them—or spilling his drink.
means of communication by friends damage and the red crystal becomes Caster Level: 5th; Prerequisites:
separated for long periods of time. It is clear once more. If the drinker is unin- Craft Magic Arms and Armor, Craft
also possible for a spy to use a talking jured, the hit point is lost. Wondrous Item, greater magic weapon;
cup to listen in on conversations he is Caster Level: 5th; Prerequisites: Market Price: 8,315 gp; Cost to Create:
not present for, but this can prove dif- Craft Wondrous Item, cure moderate 4,158 gp + 333 XP.
ficult since the cups stop functioning if wounds; Market Price: 8,100 gp; Cost
any of the liquid is removed from one to Create: 4,050 gp + 324 XP.
of the cups, and any noise made near
the spy is repeated by the cup near the
area he is listening to.

107
by Chris Pramas

The Gnolls of Naresh


Naresh is a dagger pointed at the heart to survey the area. They discovered of Yeenoghu, however, insisted on a
of Ravilla (see DRAGON #285). Although that several humanoid warlords were counter invasion of minotaur territory.
gnoll tribes overran the area several operating in the wild and that a strong They claimed that their demon prince
hundred years ago, Naresh is reckoned nation rumored to be ruled by dragons demanded vengeance, and faced with
a new threat by the Oligarchs of Ravilla. dominated the south. The gnoll tribes, the word of Yeenoghu, the chiefs had
In fact, the driving force of the gnoll having little to offer anyone but their little choice but to acquiesce. The war
armies is an ancient foe of elvenkind, battle experience, began to hire them- raged on. This time, the minotaurs had
Yeenoghu, a demon prince of the Abyss. selves out as mercenaries to the vari- the advantage of fighting on their home
ous warlords. They quickly established a turf. The gnolls fought through endless
The Demon War reputation for bloodthirstiness and ruth- underground labyrinths, and while they
As discussed in issue #285, the defining less efficiency. were ultimately victorious, the price
event of Western Oerik was a conflict Once a warlord became completely they paid was terrible.
known as the Demon War. The archi- dependent on gnoll troops, he would be Another period of rebuilding followed,
tects of this invasion were the afore- overthrown and his lands added to that and the gnoll tribes once again regained
mentioned Yeenoghu and his then ally, of the tribes. Every year, gnoll numbers their strength. With the former minotaur
Baphomet, demon lord of minotaurs. and territory grew, and they dubbed territory now under their control, the
Their armies were comprised of their new land Naresh, meaning “far gnolls found themselves, almost by acci-
demons, gnolls, and minotaurs—all home” in their native tongue. The gnolls dent, near Ravilla. As time passed, gnoll
straight from the Abyss. showed little interest in Western Oerik, rangers reported that the eastern
When the abyssal armies were finally and it is unlikely they would have defenses of Ravilla were eroding. The
defeated, surviving demons fled back turned their attention that way if not elves had never faced invasion from the
through the portals, which were sealed for the minotaurs. mountains, and convinced that an attack
behind them. The smashed remnants of The servants of Baphomet had settled from this direction would never come,
the gnoll forces fled across the moun- deep under the mountains, away from they had grown lax. In light of these
tains and disappeared. The gray elves, both elves and gnolls. When the demon reports, the priests of Yeenoghu once
soon to establish their new city-states lord deemed the time right, he again demanded action—here was an
around the Abyssal Gateways, thought unleashed his minotaur bands against opportunity to take vengeance on an
the gnolls were gone for good. Naresh. Baphomet, it seemed, continued ancient foe.
They were wrong. . . . to nurse a grudge against Yeenoghu, Spurred on by the priests and aided
and he wanted his rival’s worshippers to by demons, a coalition of gnoll tribes
Rebirth suffer. A vicious war ensued. attacked Ravilla’s eastern defenses. With
The days after the Demon War were Surprised at this onslaught from an ease, they rushed through the elven lines
dark ones for the gnolls. Yeenoghu and unexpected quarter, the gnolls initially and then pushed on out of the moun-
Baphomet became enemies, each blam- gave ground. Under the skillful leader- tains. Here, they met their match. In a
ing the other for their defeat. As if ship of their rangers, however, the series of bloody battles, the elves and
fleeing from vengeful elves was not gnolls “ceded” more territory to the their centaur allies stopped the gnolls
enough, the gnolls also found them- minotaurs and lured them deep into the and established a new border for Ravilla.
selves in constant skirmishes with their forest. This was the invaders’ undoing. Nevertheless, the elves were in
minotaur allies. Crossing the mountains Being masters of irregular warfare, the shock—the gnolls, gone for so long, had
with few supplies and no native guides gnolls began whittling away at the mino- returned with a vengeance.
only added to their misery. As a result, taur forces with traps and ambushes.
many of the gnolls perished before Eventually, the sheer number of gnolls Jangir’s Rise
they ever reached safety beyond the began to take its toll on their attackers, Knowing that if the gnolls ever suc-
mountains. and they pushed the minotaurs back ceeded in breaking open the Abyssal
The gnolls arrived in a lawless region into the mountains. Gateways at the heart of the gray elf
well away from civilization. Yet even cities all would be lost, the elves
with reduced numbers, the veteran The Return expected the worst. After their stinging
gnoll warriors were able to claim a With their enemies retreat, the gnoll defeat in the forest however, the gnoll
section of the forest as a new base. tribal chiefs were in favor of declaring tribes began squabbling. Some wanted
Once established, they sent out rangers victory and ending the war. The priests to attack again, others wanted merely to

110 november 2001


enjoy the spoils they had already temple with a gift for Jangir. It was
won. Lacking a strong leader, the flail of the slain god, which had
the gnolls ultimately mounted fallen from the sky after the final
no major campaigns for over a battle. Here was an undeniable por-
hundred years. tent. With the flail in hand and
Some forty years ago, a powerful Yeenoghu’s blessing, Jangir was
demon fathered a son with a gnoll unstoppable. He united the gnoll
woman. This boy was called Jangir, tribes under his own leadership and
and from a young age he proved a declared himself Priest-King of
mighty warrior. He joined the Naresh.
priesthood of Yeenoghu and quickly Now Jangir and the gnolls march
rose through its ranks. With to war with summoned demons at
strength, charisma, and the power their side. If the Priest-King has his
of demonic blood, Jangir dominated way, the Abyssal Gateways will be
the priests of Yeenoghu and torn asunder, and Yeenoghu’s
became high priest by the age of legions will once again terrorize
thirty. When Stratis was slain, Western Oerik. The elves ask and
Jangir had already decided to take grant no quarter. They know they
the tibes to war. are one step away from annihilation.
Several weeks after the death of
Stratis, a gnoll child came to the
CHAINMAIL 110
The gnolls of Naresh.
ABYSSAL MAW
Medium-Size Outsider ROLE MODELS 112
Hit Dice: 2d8+2 (11 hp) Warbands are like high school; it’s
Initiative: +0 better if everyone looks the same.
Speed: 30 ft.
AC: 15 (+5 natural)
Attacks: Bite +5 melee
THE PLAY’S THE THING 114
Time to start working on
Damage: Bite 1d8+4
that personality.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Cleave dying
Special Qualities: Poison immunity,
SAGE ADVICE 116
acid, cold, electricity, and fire You wouldn’t want to play D&D
resistance 20 wrong, would you?
Saves: Fort +4, Ref +3, Will +2
Abilities: Str 16, Dex 10, Con 12, Int 6, Wis 8, Cha 8
SILICON SORCERY 120
Skills: Climb +6, Jump +8, Listen +6, Spot +4 Green elf needs food badly.
Feats: Alertness
DUNGEONCRAFT 122
Climate/Terrain: Any land and underground Your campaign world is only as good
Organization: Solitary as the NPCs that live there.
Challenge Rating: 2
Treasure: None PC PORTRAITS 126
Alignment: Chaotic Evil Everyone wants to look like
Advancement: 3-6 HD (Medium-size) a kung fu master.
The abyssal maw is a common demon in Yeenoghu’s service. Consisting mostly of teeth,
it speeds across the battlefield on a variety of appendages. The abyssal maw has a
legendary appetite, and it has been known to consume a centaur in less than a minute.

Combat
Gnoll captains use abyssal maws as shock troops. Amyssal maws are vulnerable to
missile fire, so the gnolls rush them into melee combat as quickly as possible. Once in
the thick of battle, their gnashing teeth do the rest.
Cleave Dying: The abyssal maw loves to tear into its dying foes. If it deals a
creature enough damage to make it drop (typically by dropping it to below 0 hit
points, killing it, and so on), the abyssal maw gets an immediate, extra melee attack
against that fallen creature.

111
by Mike McVey

Painting Your Warbands

ast month in “Role Models” we began discussing group identity and how to A Starting Point

L choose a color scheme for your warband. Choosing the right color scheme
turns your army into a cohesive group. We’ve already looked at the group
identity of the forces of Thalos. Now we are going to look at another faction from
When you start to break it down, there
are only a few different types of sur-
face areas that you’ll have to deal with
the D&D CHAINMAIL miniatures game—the dwarven armies of Mordengard. when you are painting dwarves—skin,
armor, and hair. There are other sur-
faces on the dwarven miniatures, such
One of the great things about the level of cohesion. Few other warbands as leather, but these three are by far
D&D CHAINMAIL game is the variety of have as strong of a group identity as the most common.
miniatures available to the painter and the forces of Mordengard. Plus, you As there is a lot of armor to contend
collector; each of the factions is com- can paint dwarven miniatures quickly. with on the dwarves, it’s best to use a
pletely different and offers a new set black undercoat—it also better fits the
of painting challenges. In some ways the Mordengard Color Schemes solid, strong feel that you are trying to
dwarves are the most straightforward As with the rest of the factions for achieve with the color scheme. If you
of all the factions to paint—most of the D&D CHAINMAIL, dwarves have a fairly are painting heavily armored minia-
miniatures are of a similar size and set range of colors that they use. Armor tures, you need to get those areas out
style, and they don’t have the variety is the dominant feature and is generally of the way first; painting armor can be
of beasts and monsters available to painted in cold silver and gunmetal messy, and you don’t want to spoil the
them that some of the other factions tones. Warmer metallic colors, like rest of the miniature.
have. For the most part, your warband bronze and gold, can be used for edging
will be made up primarily of dwarves. and decoration, such as on the broken Painting Armor
tower icon on the dwarves’ shields. Hair There are generally only two different
Why Dwarves? colors are generally warm and rich, and types of armor you are going to find on
You might be wondering what makes they range from blond to a deep, rusty dwarves—chainmail and plate. You can
the Mordengard faction so great to red. Any clothing is usually painted in paint most kinds of armor by using
paint if it doesn’t have a lot of cool deep red-brown tones. The overall either the drybrushing or washing tech-
monsters. When you see a well-painted effect you want is warm, rich colors nique. Drybrushing is most appropriate
group of dwarves on the battlefield it contrasting with cold, steely armor. where the surface texture is heavily
will become very clear to you: The defined, while washing is best suited to
other forces just don’t have the same larger plates of armor, but the two

112 november 2001


THE UNIFIED WARBAND

The dwarves of
Mordengard are unified
by their gunmetal armor
and gold trim. Your
dwarven warband might
look completely differ-
ent than this example.
For instance, you might
determine that the
dwarves’ armor has
been dyed red with the
blood of their foes.

techniques can certainly overlap. Going highlight, and carefully pick out each of skin; you can’t recoat until it’s totally
step-by-step, let’s look at the female the armor plates. If they are articulated dry. With a little practice you can get
fighter as an example of the best way to or overlapping, leave a tiny line of some really great effects very quickly.
deal with the armor on a dwarf. black between each one to define the
shape. The initial drybrush should act Skin and Hair
1. Apply a black undercoat. You can as a guide to where each of the plates Dwarf skin is best painted in warm,
generally use a spray, but it’s a good are. When this base coat is dry, you almost ruddy tones. Try adding a little
idea to go over the miniature with a can mix up lighter metallic tones and warm brown into the base color and
brush and some thinned down black apply them as highlights. It’s most shading with a mix of red and brown
paint. Make sure that all of the little effective if you highlight toward the ink. If you want to really play on this
crevices get covered. edges of the plates. How many high- effect, try blending a little thinned red
lights you use is up to you. In the case into the sides of the face and on the
2. Drybrush first. Use a mix of silver of the female fighter, three or four nose. You need to be careful here
and black to get a good dark metallic highlights are good since she is a though—too much and the dwarf will
color, then carefully drybrush this over leader. Use pure silver as the last high- turn into a clown. You should also try
all the armor, including the plate armor. light to give her armor a good shine. to keep the highlights fairly subtle.
You’ll notice that this starts to pick out Human flesh can be highlighted almost
the detail and the armor will start to 5. Apply wash. When the paint is dry, up to white, but you should highlight
take shape. you can smooth out the highlights and dwarves up to a light flesh color.
add some extra definition by applying a As mentioned earlier, the warm tones
3. Drybrush highlights. On a miniature wash. If done carefully, this adds sub- are carried into the hair and beard.
like the fighter there is only a small tlety and picks out details such as riv- Generally, stick to a warm mid-brown,
amount of chainmail armor, so use one ets in the armor. There are two good although leaders such as the fighter can
highlight tone—in this case, straight sil- options for what you can use for a look stunning with bright blond hair.
ver. You could use the standard dry- wash color. The first is to mix the wash The trick with blond hair is to make
brushing technique, but as the chainmail from artists’ inks and the second is to sure that the hair is shaded with warm
on this miniature is really well defined, use a pre-mixed armor wash. If you brown tones or the overall effect will
you can modify the technique slightly. want to mix your own, try a mix of come out yellow. A mix of yellow and
Load up the brush with silver paint and brown and blue ink. This might sound a warm brown ink can be used to give a
then gently wipe it across a paper little strange, but the resulting dull pur- subtle effect.
towel only once, so that you leave far ple color gives a great effect. The easi-
more paint on the bristles than you est thing to do is to use a pre-mixed Remember that cohesion is very impor-
normally would. Then, rather than flick- armor wash, and one of the best is tant when painting your dwarven
ing the tip of the brush across the Tamiya Smoke. This is thicker than ink, warband. It’s certainly okay to add
miniature, gently drag the side of the which means it coats the surface rather some special detail to the more impor-
bristles over the surface. This will than running straight into the recesses, tant figures in your warband, but
deposit more paint, and you’ll get a so you might want to thin it a little. Use generally, what makes the dwarves look
smoother effect. Be careful though! Tamiya thinners rather than water as it so good on the table is their unity and
You might need to practice a few times is far more effective. Try half Tamiya strong group identity.
before you get the hang of it. Smoke and half thinner, and apply it
fairly liberally to all of the armored
4. Paint the plate. Use the same areas. You have to work fairly rapidly
color that you mixed up for the first because it dries quickly and forms a

113
by Mike McVey

Painting Your Warbands

ast month in “Role Models” we began discussing group identity and how to A Starting Point

L choose a color scheme for your warband. Choosing the right color scheme
turns your army into a cohesive group. We’ve already looked at the group
identity of the forces of Thalos. Now we are going to look at another faction from
When you start to break it down, there
are only a few different types of sur-
face areas that you’ll have to deal with
the D&D CHAINMAIL miniatures game—the dwarven armies of Mordengard. when you are painting dwarves—skin,
armor, and hair. There are other sur-
faces on the dwarven miniatures, such
One of the great things about the level of cohesion. Few other warbands as leather, but these three are by far
D&D CHAINMAIL game is the variety of have as strong of a group identity as the most common.
miniatures available to the painter and the forces of Mordengard. Plus, you As there is a lot of armor to contend
collector; each of the factions is com- can paint dwarven miniatures quickly. with on the dwarves, it’s best to use a
pletely different and offers a new set black undercoat—it also better fits the
of painting challenges. In some ways the Mordengard Color Schemes solid, strong feel that you are trying to
dwarves are the most straightforward As with the rest of the factions for achieve with the color scheme. If you
of all the factions to paint—most of the D&D CHAINMAIL, dwarves have a fairly are painting heavily armored minia-
miniatures are of a similar size and set range of colors that they use. Armor tures, you need to get those areas out
style, and they don’t have the variety is the dominant feature and is generally of the way first; painting armor can be
of beasts and monsters available to painted in cold silver and gunmetal messy, and you don’t want to spoil the
them that some of the other factions tones. Warmer metallic colors, like rest of the miniature.
have. For the most part, your warband bronze and gold, can be used for edging
will be made up primarily of dwarves. and decoration, such as on the broken Painting Armor
tower icon on the dwarves’ shields. Hair There are generally only two different
Why Dwarves? colors are generally warm and rich, and types of armor you are going to find on
You might be wondering what makes they range from blond to a deep, rusty dwarves—chainmail and plate. You can
the Mordengard faction so great to red. Any clothing is usually painted in paint most kinds of armor by using
paint if it doesn’t have a lot of cool deep red-brown tones. The overall either the drybrushing or washing tech-
monsters. When you see a well-painted effect you want is warm, rich colors nique. Drybrushing is most appropriate
group of dwarves on the battlefield it contrasting with cold, steely armor. where the surface texture is heavily
will become very clear to you: The defined, while washing is best suited to
other forces just don’t have the same larger plates of armor, but the two

112 november 2001


THE UNIFIED WARBAND

The dwarves of
Mordengard are unified
by their gunmetal armor
and gold trim. Your
dwarven warband might
look completely differ-
ent than this example.
For instance, you might
determine that the
dwarves’ armor has
been dyed red with the
blood of their foes.

techniques can certainly overlap. Going highlight, and carefully pick out each of skin; you can’t recoat until it’s totally
step-by-step, let’s look at the female the armor plates. If they are articulated dry. With a little practice you can get
fighter as an example of the best way to or overlapping, leave a tiny line of some really great effects very quickly.
deal with the armor on a dwarf. black between each one to define the
shape. The initial drybrush should act Skin and Hair
1. Apply a black undercoat. You can as a guide to where each of the plates Dwarf skin is best painted in warm,
generally use a spray, but it’s a good are. When this base coat is dry, you almost ruddy tones. Try adding a little
idea to go over the miniature with a can mix up lighter metallic tones and warm brown into the base color and
brush and some thinned down black apply them as highlights. It’s most shading with a mix of red and brown
paint. Make sure that all of the little effective if you highlight toward the ink. If you want to really play on this
crevices get covered. edges of the plates. How many high- effect, try blending a little thinned red
lights you use is up to you. In the case into the sides of the face and on the
2. Drybrush first. Use a mix of silver of the female fighter, three or four nose. You need to be careful here
and black to get a good dark metallic highlights are good since she is a though—too much and the dwarf will
color, then carefully drybrush this over leader. Use pure silver as the last high- turn into a clown. You should also try
all the armor, including the plate armor. light to give her armor a good shine. to keep the highlights fairly subtle.
You’ll notice that this starts to pick out Human flesh can be highlighted almost
the detail and the armor will start to 5. Apply wash. When the paint is dry, up to white, but you should highlight
take shape. you can smooth out the highlights and dwarves up to a light flesh color.
add some extra definition by applying a As mentioned earlier, the warm tones
3. Drybrush highlights. On a miniature wash. If done carefully, this adds sub- are carried into the hair and beard.
like the fighter there is only a small tlety and picks out details such as riv- Generally, stick to a warm mid-brown,
amount of chainmail armor, so use one ets in the armor. There are two good although leaders such as the fighter can
highlight tone—in this case, straight sil- options for what you can use for a look stunning with bright blond hair.
ver. You could use the standard dry- wash color. The first is to mix the wash The trick with blond hair is to make
brushing technique, but as the chainmail from artists’ inks and the second is to sure that the hair is shaded with warm
on this miniature is really well defined, use a pre-mixed armor wash. If you brown tones or the overall effect will
you can modify the technique slightly. want to mix your own, try a mix of come out yellow. A mix of yellow and
Load up the brush with silver paint and brown and blue ink. This might sound a warm brown ink can be used to give a
then gently wipe it across a paper little strange, but the resulting dull pur- subtle effect.
towel only once, so that you leave far ple color gives a great effect. The easi-
more paint on the bristles than you est thing to do is to use a pre-mixed Remember that cohesion is very impor-
normally would. Then, rather than flick- armor wash, and one of the best is tant when painting your dwarven
ing the tip of the brush across the Tamiya Smoke. This is thicker than ink, warband. It’s certainly okay to add
miniature, gently drag the side of the which means it coats the surface rather some special detail to the more impor-
bristles over the surface. This will than running straight into the recesses, tant figures in your warband, but
deposit more paint, and you’ll get a so you might want to thin it a little. Use generally, what makes the dwarves look
smoother effect. Be careful though! Tamiya thinners rather than water as it so good on the table is their unity and
You might need to practice a few times is far more effective. Try half Tamiya strong group identity.
before you get the hang of it. Smoke and half thinner, and apply it
fairly liberally to all of the armored
4. Paint the plate. Use the same areas. You have to work fairly rapidly
color that you mixed up for the first because it dries quickly and forms a

113
by Robin D. Laws • illustrated by John Kovalic

Ability
Combos II
DM The beleaguered, filthy #288). Like last time, keep in mind that easier for you when necessary.
gnomes rush out of their these are merely ideas for roleplaying In the years since then you’ve been
prison and thank the lot of certain characters, not official defini- afforded the same treatment, as is only
you for rescuing them. “Kind tions of how every PC with a particular right. You are a natural leader: good-
sirs! We pledge our eternal set of ability scores must act. looking, magnetic, and irresistible to the
fealty to you, our rescuers. opposite sex. Sometimes jealous people
We will accompany you and Low Intelligence, High Charisma try to make you feel bad. They make
help you as best we can.” “Now that you’ve heard all those big remarks suggesting that you’re stupid.
[Goes into a hacking coughing words, here’s what we’re really going This irks you more than you care to
fit, imitating the sickly to do.” admit, but you always manage to hide it.
gnomes.] Logic and learning are deadly words You know that any insult you give in
to you. When you hear them, you think return will get a bigger laugh than
STEVE We can’t have these guys fol- of boring people with dusty gray theirs, even if it’s less clever. Being
lowing us around. Their beards nattering on about long-dead smart isn’t all it’s cracked up to be any-
coughing will alert every kings and ancient history. You remem- way. You’re not sure why, but smart
monster in the place. ber the days when your tutors tried to people seem mostly unhappy. Let them
get you to memorize all of that non- keep their books, logic, and sarcasm!
DM Which one of you has the sense. Fortunately, you never had to. You’re always in a good mood because
highest Charisma? That’s the Ever since you can remember, friends wherever you go, people flock around
one they flock around, deco- have flocked around you, anxious to you. You can tell from the looks they
rating with garlands of dried- win your approval. give you how great they think you are.
up weeds. You’ve always been the center of That many people can’t be wrong,
attention, and as far as you’re con- can they?
YOU Uh, that’s me, Brank. But cerned, that’s the most natural thing in
Brank’s as dumb as a box of the world. It was the so-called smart Low Wisdom, High Charisma
rocks. How does that work? children who looked up to you, not the “Don’t worry about it! He wouldn’t
other way around. You let them do think of refusing me!”

L ast time around, we started to look


at ability combos—collections of
personality traits a character is
likely to possess if she has a low score
in one ability and a high score in
your work for you, but you gave them
something even better in return—the
prestige of being in your company.
That was a big favor you did for them.
Even your tutors, though they said they
First and foremost, you care about
people. You love to talk and to listen.
Grand stories of kings and wars are
interesting sometimes, but what really
attracts your attention are the little
another. (If you need a refresher on wanted you to buckle down, really had tales about folks you know. Everyday
this concept, be sure to reread issue a soft spot for you and made things anecdotes, especially funny ones about

114 november 2001


people’s foibles, that’s what you want to on your missions, so it all seems to the same thing happens time and again,
hear. Some might call it gossip, but you work out. it’s hard to hide your frustration.
call it life. Even worse is what happens when it
After all, it’s not like you don’t get High Wisdom, Low Charisma turns out you were right all along and
into humorous scrapes yourself from “If only you’d listened to me, we wouldn’t you find yourself among your fellow
time to time. All right, not time to time— be in this mess . . .” adventurers, knee-deep in dragon
constantly. You’re always letting your Sometimes you feel like you’re labor- ordure. You pride yourself on common
heart lead you into trouble. You can’t ing under a curse. All your life, you’ve sense, so you know that people don’t
help it if you’re always falling in love, been able to look at a situation and fig- like hearing the words “I told you so.”
or if other people are always falling in ure out the safest, most sensible course But, when the curse that was plainly
love with you. On some occasions,
you’ve had numerous people in love
with you at the same time. You’ve
You’re not sure why,
jumped out of more bedroom windows
than you care to count.
but smart people
You feel bad sometimes about the
hearts you’ve broken over the years,
seem mostly unhappy.
but somehow you never manage to
learn from your mistakes. In retrospect, of action. Yet no one ever seems to written on the outside of the sarcopha-
it all makes sense, but it never seems to listen to you. Instead, they always heed gus starts to fell your companions one
when there’s still time to make a differ- some blockhead or a ninny interested by one, can you stop yourself from
ent decision. only in what her emotions tell her. saying it? Shamefully, the answer is no.
It’s not just on the eternal battle- You’re never quite sure why people Ruefully, you realize only too well that
ground of romance that you’re always don’t listen to you. Maybe it’s because common sense and people sense are
getting into trouble. It’s ironic, perhaps, people believe what suits them instead of two very different things.
that you can so easily persuade others, what actually is. They don’t want you to
because you’re easily swayed yourself. dash their hopes by spelling out the YOU Uh, listen to me, friend
When you feel something deeply, you exact manner in which their latest gnomes. I was never
want to act. scheme is doomed to fail. But then, much for fancy book-
You’re forever promising to rescue you’ve seen other people talk sense into learning, but even I know
kidnapped victims, recover lost heir- the exact same foolish people you can that certain dungeon
looms, and humble cruel authorities. On never seem to reach. Maybe you’re just areas are unsafe to hack
the other hand, you’re very good at too blunt. Perhaps you should try harder and cough in.
convincing others to accompany you to hide your scorn and doubt. Still, when

115
SEND EMAIL TO: SEND SNAILMAIL TO:
thesage@wizards.com “Sage Advice” c/o DRAGON Magazine • 1801 Lind Ave. S.W. • Renton, WA 98055

This month the Sage considers Some spellcasters of level 21 or find a conflict, the new book is the
questions about the FORGOTTEN REALMS higher have access to spell slots of definitive source.
Campaign Setting book and Tome and level 10 or more, not to spells of level
Blood. 10 or more. These spell slots can be What feats given in the FORGOTTEN
used for spells modified with metamagic REALMS Campaign Setting book can
If a cleric of Mystra can cast arcane feats or simply for spells of a lower a fighter take for his bonus feats?
spells, can she go to a temple of level (see the next question). For exam- Same question for wizards and their
Mystra, cast her arcane spells, and ple, a quickened meteor swarm would bonus feats.
then get to apply a metamagic feat for require a 13th-level spell slot. See the For fighters, any feat marked
free (as described on page 247 of the [Fighter, General], see page 33 of
the FORGOTTEN REALMS Campaign
Setting book.
What feats can a fighter take for his Wizards can choose any metamagic

bonus feats? feat or item creation feat as a bonus


feat (as stated on page 54 of the
Player’s Handbook).

FORGOTTEN REALMS Campaign Setting sidebar on page 289 of the FORGOTTEN What does the term “drow abilities”
book)? Or are only divine spells REALMS Campaign Setting. refer to in the Draegloth’s (from
affected? Do the spells to be aug- Monster Compendium: Monsters of
mented just have to be cast in the The description of Szass Tam on page Faerûn) special qualities entry? Does a
temple or must they be prepared in the 208 of the FORGOTTEN REALMS Campaign Draegloth get spell resistance?
temple as well? Are there any limita- Setting shows that he has up to 16th- It refers to the special qualities of
tions to this ability? level spells. But his Intelligence is only drow, which are listed in the drow
Any spell, arcane or divine, a cleric 22, meaning he should only be able to entry in the FORGOTTEN REALMS
of Mystra casts inside a temple of cast up to 12th-level spells, right? Is Campaign Setting book (and in the
Mystra gets the benefit. The spell does there some sort of exception to the Monster Manual). These include:
not have to be prepared inside the rule governing what level spells you • Spell-Like Abilities: 1/day—dancing
temple, just cast there. The metamagic can cast when you’re taking epic lights, darkness, and faerie fire. These
effect, however, ends when the charac- levels to gain spell slots? Or is this abilities are as the spells cast by a sor-
ter leaves the temple. just a typo? cerer of the drow’s character level.
Actually, Szass Tam’s description • Darkvision up to 120 feet.
I have a bard multiclassing into wizard. says he has 16th-level spell slots avail- • Spell resistance 11 + class level.
As a wizard, I can gain a familiar. If I able. This is not an error. You can have • +2 racial bonus to Will saves
take the Improved Familiar feat (from a spell slot available without being able against spells and spell-like abilities.
the FORGOTTEN REALMS Campaign Setting to cast spells of that level. As noted in • Light Blindness (Ex): Abrupt expo-
and Tome and Blood), do bard levels the previous question, you can put a sure to bright light (such as sunlight or
apply to the feat’s arcane spellcaster lower level spell in the slot or use a a daylight spell) blinds drow for 1
level prerequisite? lower-level spell and a metamagic feat round. In addition, they suffer a –1 cir-
No, only levels in arcane spellcasting to fill the slot (except for Heighten cumstance penalty to all attack rolls,
classes that include getting a familiar as Spell, which actually raises the modified saves, and checks while operating in
a class feature (currently wizard and spell’s level). See “Sage Advice,” issue bright light.
sorcerer) apply. If you have levels in #276 for details. • Proficient with longsword, rapier,
both wizard and sorcerer, you can add longbow, composite longbow, shortbow,
them together both for purposes of Can old reference books for older ver- and composite shortbow, regardless of
determining what kind of special famil- sions of the FORGOTTEN REALMS setting character class.
iar you can get and for determining still be used in the new version, for • Immunity to magic sleep spells
any familiar’s special abilities. example, the list of battles and legends and effects.
from The Fall of Myth Drannor boxed • +2 racial bonus to Will saves
Several characters in the FORGOTTEN set or the maps from the City of against enchantment spells or effects.
REALMS Campaign Setting seem to have Waterdeep boxed set? • +2 racial bonus to Search, Spot,
access to spells of 10th level or higher, The vast majority of background and Listen checks. A drow who merely
but there are no spells of those levels material from older products (such as passes within 5 feet of a secret or con-
included anywhere in the book. Where maps and historical details) is still cealed door is entitled to a Search
can I find these spells? valid with the new setting; if you check as though actively looking for it.

116 november 2001


Note that a Draegloth with class lev- modified with a metamagic feat a spell- to worry about it going away in an
els has Spell Resistance 11, despite its like ability by devoting the appropriate antimagic field or about how it stacks
additional levels and Hit Dice. spell slot to the spell-like ability (see with other bonuses. For example, a 7th-
page 42 of the FORGOTTEN REALMS level character’s pseudodragon familiar
Monster Compendium: Monsters of Campaign Setting book). would have an Armor Class of 26 if it
Faerûn provides several new abilities received a mage armor spell (+2 size,
for liches. When I’m creating a lich for Does the natural armor bonus of a +10 natural, +4 armor).
my game, how do I decide which abili- creature that happens to be a familiar
ties to assign? Will any of these abili- stack with the natural armor bonus I’d like to have an owl familiar. In the
ties change the lich’s CR? received from being a familiar? The Monster Manual, the owl is listed as
When creating a lich, just pick the examples in Tome and Blood would dealing damage of 1d2–2. If this is true,
abilities you want to add. Every two seem to indicate so. Some text on an owl does at most zero points of
abilities you add increase the lich’s CR page 11 in Tome and Blood, however, damage. Is this the correct way to
by 2. For example, if you take the would appear to indicate otherwise. In interpret this? How can an owl attack?
example lich from the Monster Manual other words, what would be the AC of There is a minimum of 1 point for a
and add doom gaze and grasp of death, a pseudodragon familiar (acquired with successful attack, see Damage on page
the creature will be CR 15. the Improved Familiar feat) for a 7th- 7 of the Monster Manual (this applies
For purposes of customizing a lich, level sorcerer and how would it be to characters as well, see page 118 in
the example lich from the Monster calculated? the Player’s Handbook).
Manual has four special abilities: damag- Increase the pseudodragon’s natural
ing touch, fear aura, paralyzing touch, armor by +4, just as you would for any What are the proper skill bonuses for
and lich immunities (cold, electricity, and 7th-level character’s familiar. For a an owl? The text in the Monster
polymorph). Note that all liches have the pseudodragon, this yields a final AC of Manual seems to contradict the
undead creature type (and all that the 22 (which is exactly what the example tabular listing. Is one somehow derived
type entails, see page 6 of the Monster pseudodragon familiar’s statistics on from the other? If the latter, how is
Manual), +4 turn resistance, and dam- page 16 shows). The text on page 11 it calculated?
age reduction 15/+1. If you don’t want to merely points out that this increase to The owl’s skills are: Listen +14, Move
increase your lich’s CR, just swap one natural armor is not any kind of magi- Silently +20, Spot +6*, exactly as listed
or more of the four Monster Manual cal bonus, the familiar’s natural armor in the Monster Manual. These numbers
special abilities for an equal number of rating simply gets bigger. Because the include a +8 racial bonus to Listen
special abilities from Monster increase is not a bonus, you don’t have checks and a +14 racial bonus to Move
Compendium: Monsters of Faerûn.

Assuming you are high enough level to


cast a persistent time stop spell, could
you use the virtual 24 hours the spell
lasts to rest and recover your spells?
You can’t make time stop persistent
(its duration is effectively instan-
taneous for purposes of the Persistent
Spell feat).

Suppose I have an archmage or hiero-


phant who chooses the spell-like ability
power. What is my caster level for this
ability? Do feats like Spell Focus and
Spell Penetration still apply?
The caster level for the spell-like
ability is the same as for any other spell
the character casts. A 15th-level wiz-
ard/5th-level archmage, for example,
casts spells as a 20th-level caster.
A feat such as Spell Penetration,
which affects any spell the user casts,
also affects the spell-like ability. The
Spell Focus feat also affects the spell-
like ability, provided the spell-like ability
is from the correct school. For
example, if you have Spell Focus
(Evocation), the feat applies to your
fireball spell-like ability. Note that you
can make a spell that has been

117
Silently checks, as explained in the day of their existing class (such as Is there an error in the table for the
Skills section of the owl entry. At night, loremaster and spellsword) do not arcane trickster class? The text says
the owl gets an extra +8 bonus to Spot automatically add additional spells to the bonus increases by +1d6 every two
checks, for a total Spot score of +14 their spellbook as they gain levels. levels but it does not say what the ini-
(the asterisk after the Spot score indi- They do add spells to their lists. For tial value of the bonus is. The table
cates that the skill is subject to a special example, a wizard/loremaster gains 2 shows +3d6 damage at 2nd level, going
conditional modifier). spells for her spellbook when using a up one die every 2 levels to +7d6 at
Many creatures in the Monster loremaster level to increase spellcast- 10th level. Also, it says that this dam-
Manual have similar skill entries. See ing. A sorcerer/loremaster would learn age stacks with any other sneak attack
Skills on page 11 of the Monster Manual. more spells as well. Adding spells to bonuses. That would mean that an
your spellbook or personal repertoire is arcane trickster could have a darn
If a master and familiar can communi- part of spellcasting. good sneak attack (+5d6 at 2nd level
cate telepathically at first level when you consider the +2d6 the
(through the empathic link), what’s When a prestige class casts spells from arcane trickster must have to qualify
the major advantage to verbal speech its own spell list, such as the assassin, for the class). Is that right?
at 5th level? blackguard, or bladesinger, how do I No. The text is correct and the table
First, the familiar is now smart determine how many spells the charac- is wrong. The sneak attack entries on
enough to actually speak, so it’s much ter knows and the save DCs for those the table should read: 2nd level: +1d6;
easier to understand than it was when spells? Are there any rules for this? 4th level: +2d6; 6th level: +3d6; 8th
the master was 1st level. This clarity of The prestige class description will level: +4d6; 10th level: +5d6. This abil-
communication is mostly a function of give you this information. For example, ity stacks with any other sneak attack
the familiar’s increasing Intelligence when a character casts spells as a wiz- the character might have, so that a
score, however, and the main reason ard, her spellcasting works just like a 10th-level arcane trickster has a sneak
speech is broken out into a separate wizard’s. The assassin and bladesinger attack of at least +7d6 (considering the
ability at 5th level is to remind players cast spells and gain new spells as wiz- +2d6 the character had to have just to
qualify for the class).
What’s the major advantage to
When you sneak attack with one of
verbal speech at the orb or lesser orb spells from Tome
and Blood, do you get sneak attack
the 5th level? damage from every orb in the volley?
Also, what effect, if any, does the
Fortitude saving throw have on the
and DMs that the familiar can carry on ards; they keep spellbooks and add two sneak attack damage?
a normal conversation. Also, the speech spells to their books at each level, just The sneak attack damage applies only
ability is not supernatural, so it works as wizards do. Their Intelligence scores to the first orb in the volley (just as it
in antimagic areas. It’s also possible for give them bonus spells and determine does when you throw multiple shuriken
characters other than the master to the save DCs for their spells. as part of a single attack action, see
understand the familiar’s speech, pro- A blackguard is a divine spellcaster “Sage Advice,” issue #276). If the first
vided that they have access to a and “knows” all the spells on the black- orb hits, add the sneak attack damage
tongues or comprehend languages spell. guard spell list; this is true for any to the orb damage, then roll the
prestige class that casts divine spells. saving throw and halve the result if
How does a bladesinger prepare and the save succeeds.
cast spells? What ability score deter- Can I use my masterwork thieves tools
mines the DC for saving throws with ranged legerdemain? Under the Spell Specialization feat in
against a bladesinger’s spells? What No. You don’t use any tools at all Tome and Blood, it says that ray and
about bonus spells? with ranged legerdemain. energy missile spells get a +2 damage
A bladesinger prepares and casts modifier. In the case of multiple missile
spells just as a wizard does. Intelligence When a prestige class adds levels of spells like lesser fire orb, is this modi-
governs a bladesinger’s bonus spells spellcasting from a previous class but fier treated as +2 damage per missile?
and the DC for those spells’ saving no other class benefit, does that The +2 damage bonus applies to the
throws. For an update to the include benefits to a familiar? Or is first missile in the volley attack you
bladesinger prestige class, go to improving your familiar a benefit to make, not to each one.
www.wizards.com/dnd and check out your familiar?
the Web Enhancement section. The Improving your familiar is a class If I take spellsword as a prestige class
material on the website supersedes the benefit of the class that made the famil- and choose wizard as the previous
bladesinger entry in Tome and Blood. iar available in the first place, and spellcaster class, what happens if I
classes that merely advance your spell- advance several levels as a spellsword
I can’t find any information about how casting ability do not also advance your (gaining several +1 bonuses to the
many spells prestige class spellcasters familiar. For example, a 10th-level wiz- previous spellcaster class) then take
know. I am going on the presumption ard/5th-level loremaster has a familiar another level of wizard? What
that those that gain bonus spells per with only 10th-level abilities. happens if I take a couple of different

118 november 2001


prestige classes and then go back to
wizard? For example, suppose I have
Can you add a
a 5th level wizard/4th level fighter/
10th level spellsword/1st level mage metamagic feat
of the arcane order?
The sample character casts spells
(and has free spells for his spellbook)
more than once?
as a 16th-level wizard. The order in duration (each extension adds 100% of takes a level of sorcerer,
which you take the classes has no the spell’s base duration). is that Hit Die increased to a d6? If so,
effect on the character’s spellcasting There are a few metamagic feats that what happens if the dragon disciple
ability. Just add the wizard spellcasting are constructed so as to make stacking chooses to take a level of fighter? Is
boosts from prestige classes to what- worthless or pointless. You cannot, for that Hit Die changed in any way?
ever the character’s current wizard example, get more than maximum dam- You gain Hit Dice from the dragon
level happens to be. Remember that if age out of a spell by Maximizing the disciple class according to the class
you have more than one arcane spell- spell more than once (if you want to chart. For other classes, you gain Hit
casting class, you have to decide where send the spell’s damage through the Dice by class. For example, if you have
the spellcasting boost will go as you roof, use Empower Spell multiple 4 levels of dragon disciple, you’d gain
add each prestige class level. Once you times). Heighten Spell already allows 1d8 if you added a 5th level of dragon
assign a bonus, you cannot change it. you to set the spell’s effective level disciple. If you a added a level of
anywhere you want (and can manage), fighter instead, you’d gain 1d10. When
Can you add a metamagic feat more so there’s no point in applying the feat your dragon disciple Hit Dice increase
than once to any particular spell? For more than once. in size, your previous Hit Dice from
example, double maximize or double the class do not increase retroactively.
extend? At first, fourth, and sixth level the For example, if you have 10 levels of
You can apply most metamagic feats dragon disciple prestige class grants a dragon disciple, you’ll have 3d6 (for
more than once, just stack up the costs, Hit Die increase that makes your Hit levels 1-3), 2d8 (for levels 4-5), and
and remember to apply the additional Dice bigger. The ability description 5d10 (for levels 6-10).
effects to the basic spell. For example, specifically says it is not retroactive,
if you extend a spell twice, you get 3 but what about future levels? If, for
times the duration, not 4 times the example, a first level dragon disciple
by Will McDermott

If you want to give your campaign


a little Gauntlet flavor, try these
potions and amulets, which closely
mimic their counterparts in
Gauntlet: Dark Legacy.

ursting on the video game

B scene of the early 1980s during


the height of Dungeon &
Dragons’ early popularity, the
Gauntlet Potions
Gauntlet potions may be either imbibed Handbook, page 138).
Gauntlet arcade game by Midway or thrown as a grenade, and you get Under the normal rules of magic
Games was the epitome of the dun- a different effect depending on how item creation, you cannot create a
geon crawl. You and your buddies you use it. If drunk, the potions pro- potion that stores a spell of 4th level
walked through mazes of passage- vide protection from a certain type of or higher. Thus, the creator of these
ways, mowing down armies of ene- energy or creature. If thrown, these Gauntlet potions must have both the
mies, eating whatever food you potions explode as an area effect Brew Potion and Craft Wondrous Item
found, and hauling treasure out of spell. Note that breaking the potion feats and use both in the creation of
the dungeon. vial lets loose the spell, so these can these items. To create potions similar
Over the years, the graphics have be dangerous items to carry around. to this, use the following formula:
improved and a story has grown up Potion spell effects function as though (highest spell’s level x caster level x
around the crawl, but the Gauntlet cast by a 10th-level caster. Gauntlet 50 gp) + (additional spell’s level x
games are still about killing hordes of potions have a range increment of 10 caster level x 50 gp x 0.5). The
creatures, finding chests full of feet and follow the rules for throwing resulting total is the market price
treasure, and eating up all the food. grenade-like objects (see Player’s of the item.
The latest release for arcades and
the Playstation 2 is Gauntlet: Dark
Legacy, a gorgeous repackaging of
most of the Gauntlet: Legends levels,
with many new, intricate levels
thrown in. It’s mindless (and addic-
tive) gory fun for the whole family.
There are two things that set the
world of Gauntlet apart from other
fantasy settings. First, every charac-
ter uses magic, which comes neatly
packaged in multi-colored bottles you
find sprinkled throughout the lands
by some benevolent god. Second, the
magic items that the Gauntlet god has
placed in your dungeon-crawling
path are disposable. Some are single-
use items while others give you
three, five, or ten uses before they
disappear in a puff of illogic.

120 november 2001


Gauntlet Amulets
RED POTION In Gauntlet all melee weapons have
Imbibed: Resist elements (fire) the throwing and returning enhance-
Thrown: Fireball ments and magic amulets give
Caster Level: 10th; Prerequisites: weapons a little additional oomph. In
Brew Potion, Craft Wondrous Item, D&D terms, as soon as you don one
resist elements, fireball; Market of these amulets, it transforms into a
Price: 2,000 gp; Cost to Create: magic melee weapon of the wearer’s
1,000 gp + 80 XP. choice. The catch is that once the
weapon has been used to attack 25
BLUE POTION times, it disappears. If the wielder
Imbibed: Resist elements (electricity) chooses a double weapon, only one
Thrown: 20 foot radius burst of of the weapon’s heads is enchanted.
electricity, dealing 10d6 points of
electricity damage FIRE AMULET
Caster Level: 10th; Prerequisites: Weapon’s Special Abilities: +1 throw-
Brew Potion, Craft Wondrous Item, ing, returning, flaming weapon
lightning, resist elements; Market Caster Level: 10th; Prerequisites:
Price: 2,000 gp; Cost to Create: Craft Magic Arms and Armor, Craft
1,000 gp + 80 XP. Wondrous Item, magic stone, telekine-
sis, and flame blade, flame strike, or
GREEN POTION fireball; Market Price: 4,675 gp; Cost
Imbibed: Resist elements (acid) to Create: 2,338 gp + 187 XP.
Thrown: Cloudkill
Caster Level: 10th; Prerequisites: ELECTRIC AMULET Craft Magic Arms and Armor, Craft
Brew Potion, Craft Wondrous Item, Weapon’s Special Abilities: +1 throw- Wondrous Item, keen edge, magic
resist elements, cloudkill; Market ing, returning, shock weapon stone, telekinesis; Market Price:
Price: 3,000 gp; Cost to Create: Caster Level: 8th; Prerequisites: 4,675 gp; Cost to Create: 2,338 gp +
1,500 gp + 120 XP. Craft Magic Arms and Armor, Craft 187 XP.
Wondrous Item, magic stone, telekine-
YELLOW POTION sis, and call lightning or lightning bolt; LIGHT AMULET
Imbibed: Protection from evil Market Price: 4,675 gp; Cost to Weapon’s Special Abilities: +2 throw-
Thrown: Circle of doom Create: 2,338 gp + 187 XP. ing, returning weapon
Caster Level: 10th; Prerequisites: Caster Level: 7th; Prerequisites:
Brew Potion, Craft Wondrous Item, ACID AMULET Craft Magic Arms and Armor, Craft
circle of doom, protection from evil; Weapon’s Special Abilities: +1 throw- Wondrous Item, magic stone, telekine-
Market Price: 2,750 gp; Cost to ing, returning, keen weapon sis; Market Price: 4,675 gp; Cost to
Create: 1,375 gp + 110 XP. Caster Level: 10th; Prerequisites: Create: 2,338 gp + 187 XP.

121
by Ray Winninger
SEND DUNGEON MASTERING EMAIL TO: SEND DUNGEON MASTERING SNAILMAIL TO:
scalemail@wizards.com “Dungeoncraft” c/o DRAGON Magazine
“Dungeoncraft” subject line. 1801 Lind Ave. S.W. • Renton, WA 98055

“Dungeoncraft” is an on-going column


that explores the fine art of Dungeon
Mastering and offers an interesting

Raiders of
behind-the-scenes look at the development
of an actual D&D campaign. If you’ve
missed any of the previous installments of
“Dungeoncraft,” you can find them online
at: http://www.wizards.com/dragon

the Lost World


elcome to the thirty-fifth install- we create will cover all our needs, a include an NPC who lost an arm to a
ment of “Dungeoncraft,” your quick review is in order. marauding allosaurus, for instance, just
monthly repository of tips, to remind the players how dangerous
tricks, and advice for Dungeon Masters. NPCs Offer . . . the place can be.
This month, we’re going to generate a Exposition: Somebody has to serve Note that all of these functions were
few key NPCs to populate Janda’s as the source of legends, rumors, rid- described in more detail in issue #262.
Valley, the “home base” for the Lost dles, and revelations that flesh out the If you want more detail on this subject,
World campaign we started building campaign setting in the imaginations of you might want to dip into your collec-
about a year ago. the players. tion of back issues or visit the
In issue #262, “Dungeoncraft” dis- Services or Tactical Options: “Dungeoncraft” archives online before
cussed the fact that a home base often Eventually, the game will present chal- you go much further.
lives or dies on the strength of the lenges that require skills and abilities In addition to guaranteeing that he or
NPCs who inhabit it. At this stage, you that the PCs don’t possess themselves. she can serve one or more of these
shouldn’t be looking to develop each What if a PC is bitten by a giant spider four basic functions, you have a
and every one of the base’s residents and none of his comrades can cast the responsibility to make sure that each of
(even if you had the time and energy, neutralize poison spell? Suppose the your important NPCs is somehow
that would be a mistake). Instead, con- party needs to assess the value of a unique. Don’t forget that NPCs are one
centrate on a handful of unique individ- rare necklace they’ve recovered and of the most important tools you can
uals who can give the locale some none of them has the Appraise skill? use to make your campaign world come
flavor. Think of your campaign as a Obviously, in all such instances, locating alive in your players’ imaginations.
television series. The PCs are the stars an appropriate NPC will be one of the After all, it’s hard to imagine an inter-
of the show and the NPCs you’re cre- party’s first impulses. esting place that isn’t populated with
ating now are the supporting charac- Adventure Hooks: As the campaign interesting inhabitants. Unless you’ve
ters. Everyone else who lives in the stretches on, you’ll need princesses to taken the appropriate steps to provide
home base is an extra, one of the be captured, retired adventurers with each NPC with some unique qualities,
dozens of unnamed characters who pop old scores to settle, and absent-minded you’ll soon discover that your players
up each week to park the stars’ cars or wizards capable of accidentally releasing have a tough time remembering their
sell them a cup of coffee. a stray horror from another dimension. names and capabilities.
The first time this column covered Atmosphere: Some NPCs might exist Making an NPC memorable is usually
nonplayer characters, it identified the for no other reason than to reinforce a matter of good roleplaying. Before
four major functions NPCs serve. Since the general atmosphere of your cam- we explore some strategies for how to
we want to make sure that the NPCs paign world. The Lost World might do this, let’s begin with what doesn’t

122 november 2001


work. As a general rule, extremely stereotypes. When creating a character observers. “Feels guilty over the death
deep, subtly nuanced characters don’t for a roleplaying game, your most of her brother” is not a good roleplay-
work well in roleplaying games. During important goal is to give the players a ing hook since guilt is a very internal
a typical game session, the tools you’ll clear, consistent image. Selecting a emotion. The situations in which the
have to convey character are actually stereotype means that your players are players might notice the NPC’s guilt are
quite limited—everything you say and probably familiar with the characteriza- probably quite rare and call for too
do is improvised, the players are often tion you’re reaching for, allowing their much subtle interpreting. Effective
dividing their attention between several imaginations to help you achieve it. In hooks are those you can come right out
different activities, and you’ll usually other words, it’s far better to do a very and announce when necessary.
have very little in the way of sets, good job bringing an extremely simple Obviously, you can’t reasonably intro-
props, and costumes to work with. character to life than it is to do a bad duce an NPC with, “This is Janda. She
Trying to prepare an NPC in the same or mediocre job of bringing a more looks like she feels guilt over the death
way that Robert DeNiro prepares for a complicated character to life. of her brother.” Avoid hooks that don’t
new role is a big mistake. Not only is it Tactically, the best way to bring out obviously manifest themselves in some
unlikely that you’ll actually achieve your an NPC’s personality during play is to sort of outward behavior or detail.
objective, you’ll also end up drawing a select and reinforce an appropriate They are ubiquitous. Hooks are most
far less vivid portrait in your players’ character trait that stems from the effective when they are used over and
imaginations than you might have if stereotype or caricature you’ve chosen over again. This sort of continuous
you’d attempted something simpler. This for the NPC. Given that the Lost World reinforcement is often necessary to
general point is so important and the is a slightly more ambitious setting than guarantee that your players fully digest
source of so much frustration and our previous effort, it’s probably a each of your NPCs. After all, it’s likely
wasted effort on the part of beginning good time to amplify and expand the that they’ll be introduced to several
DMs that it merits its own commemora- discussion. characters over a short period of time,
tive Rule of Dungeoncraft. Basically, a roleplaying hook is a sin- all with unusual names and without any
gle personality trait, mannerism, or strong visual cues to help them keep
The Sixth Rule of Dungeoncraft: background detail that allows the play- the characters distinct in their minds.
Simple, easily identifiable characteristics ers to very quickly paint a mental pic- Hammering away at your roleplaying
are the best tools for portraying NPCs. ture of the NPC. Effective roleplaying hooks in encounter after encounter is
Unlike the most memorable heroes of hooks have the following characteristics. usually the best way to guarantee that
film and literature, the most effective They are noticeable. A good hook is your players are getting the picture. As
NPCs are usually broad caricatures or something that would be obvious to all a consequence, you should strive to

103
@us.army.mil 007

select hooks that are usable in a wide Behaviors complete pessimist. She’s depressed
variety of circumstances and won’t Sloppy: This character is a complete every time the PCs encounter her and
become annoying with frequent repeti- mess. He’s disheveled, he’s always los- she’s always quick to point out the pos-
tion. A hook like “dislikes children” is ing things, and his home is a total disas- sible flaw in any plan. Just about every
probably not very effective because in ter. Basically, this hook indicates that conversation with her begins with a list
the average fantasy world it’s unlikely the character in question is a disorga- of all the things that are currently
that the players will always encounter nized (although possibly quite capable) going wrong in her life, and like the
the NPC when children are present. thinker and there are all sorts of ways storyteller, the PCs usually have to
Similarly, “likes to sing an old elven bal- you can communicate this during play. interrupt her meandering speech in
lad” might not be a good hook because During an encounter, the sloppy char- order to get her to address the topic at
taking the time to sing the same song acter might spill something all over one hand.
every time the players meet a common of the PCs, you might ask for a suc- Charmer: This character makes a
NPC might easily become annoying. cessful Balance check to enter the point of always complimenting every-
They suggest a great deal about the character’s home without tripping over one on just about everything imagin-
character. A good character hook all the junk that’s present, and so on. In able: appearance, successful actions, a
should tell the players something inter- fact, this hook might serve as the well-turned phrase, and so on. Many of
esting about the NPC. Ideally, your springboard for an entire adventure these compliments are so obviously
character hook should stem directly when the sloppy character manages to forced, though, that it’s quite clear he’s
from the caricature or stereotype you misplace an important item or clue. merely trying to ingratiate himself with
everyone he can.

Mannerisms
The Sixth Rule of Dungeoncraft: Peculiar voice: Not all DMs can pull
this one off, but if you can manage it, a
Simple, easily identifiable distinctive voice can be a powerful role-
playing hook. A rumbling, gruff voice, a
characteristics are the best squeaky falsetto, or a particular foreign
accent might be just the thing to bring a
tools for portraying NPCs. character to life in the imaginations of
the players. You should only attempt an
unusual voice if you’re confident that
you know what you’re doing. It’s very
selected, giving the players an obvious Arrogant: The arrogant NPC believes easy for an unusual voice to come
clue as to what you have in mind. that she is naturally superior to every- across as silly, possibly ruining the
“Errol always wears a red, felt hat” one else, especially the PCs. As a atmosphere of your campaign.
doesn’t really tell us anything about result, she tends to talk down to them Slow, Drawn-out Speech: Speaking
him. On the other hand, “Errol always and openly question their abilities very slowly and deliberately can be a
wears the uniform of a Lakashan whenever possible. great way to suggest that a particular
knight” says a lot, particularly if the Storyteller: The storyteller has an NPC is strange or mysterious.
Lakashans are known to be strong and anecdote for every occasion. Loud and Boisterous: This guy is loud
silent warriors who observe a strict Whenever she encounters the PCs, she and laughs a lot. Generally, the fact that
code of honesty. finds some excuse for regaling them this fellow is so loud and boisterous
with a lengthy story of her exploits. In tends to suggest that he is adventurous
In the end, the best way to help you fact, to get any answers out of her, the and fun-loving.
craft effective roleplaying hooks is to PCs are usually forced to interrupt and Big Words: Another effective man-
illustrate by example. Below is an cut these stories short. This hook is nerism is to speak only in unbroken
assortment of sample hooks that should meant to suggest that the NPC in ques- strings of polysyllabic words, like
make for some pretty entertaining tion is worldly, experienced, and a use- Mister Spock from Star Trek. Never
NPCs. You can use any of these ful font of knowledge. It also suggests use contractions and never say, “I think
options as is or use them as inspiration that she’s more than a bit self-centered. you just might succeed” when you can
for your own creations. These hooks Obviously, this hook works best if say, “I think you have an excellent like-
are divided into three categories: you’re capable of easily improvising lihood of completing this endeavor suc-
behaviors, mannerisms, and physical appropriate long, rambling stories. cessfully.” This mannerism is meant to
details. Behaviors are tendencies or Naive/Innocent: While playing this suggest that the NPC is very intelligent.
attitudes, mannerisms are specific ways character, open your eyes wide, speak The Silent Type: Not saying much at
a character says or does something, slowly, and attempt to change the sub- all can sometimes say a whole lot. One
and physical details are unique aspects ject whenever anyone mentions some- way to create an effective NPC is to
of a character’s appearance or posses- thing unpleasant. You can also reinforce speak as little as possible. Whenever
sions that tell an observer something how gullible (but sweet) the character is possible, answer any questions the play-
interesting about the character. by demonstrating that he’ll believe just ers might ask with a gesture, a facial
about anything anyone tells him. expression, or an action. This hook sug-
Gloomy: The gloomy character is a gests a “loner” type and a man (or

124 november 2001


pa o co
aizo.com #69 2 5 Sean S l M mo

woman) of mystery. Physical Details or it could be an adventure hook in and


Curt: This NPC is one cut above the Familiar Looks: Sometimes, deciding of itself. A wealthy merchant on the
silent type. She speaks freely, but uses that an NPC looks like a particular actor Lost World could easily organize a hunt
as few words as possible and speaks or celebrity can go a long way toward for the allosaurus that crippled him.
very fast. She’s also always in a big making that NPC come alive. After all, Not from Around Here: Because of
hurry to get some place and never the minute you hear that the chancellor skin tone, dress, or even race, the NPC
seems to have much time for others. looks like Sean Connery you have a is obviously from a different geographi-
You can use this hook to suggest a char- pretty good idea of what he’s like. cal region. The NPC’s unusual looks
acter that is bureaucratic or compulsive. Big and Brutish: A classic and simple could be the hook that causes the PCs
Flamboyant Dresser: This NPC com- possibility is to simply describe the NPC to seek her out—no one knows more
bines a desire to be noticed with a dis- as large and hulking. This tends to about distant lands than those who call
tinct lack of taste. The only saving immediately give the players the idea those lands home.
grace is that the NPC obviously has the that the NPC is tough and mean. Of
financial means to constantly update his course, every once in a while you can And there you have it. Now that we
wardrobe, marking him as someone confound their expectations and intro- can create effective roleplaying hooks,
possibly capable of employing the PCs. duce a burly NPC who is actually quiet it’s time to crank out the handful of
Weasel: Obviously motivated only by and sensitive, or even cowardly. NPCs we’ll need to help bring Janda’s
self interest, this NPC tries to wring Scarface: Making a character badly valley to life. Next month it’s “Raiders
every concession possible from every- scarred or disfigured in some way is a of the Lost World, Part II.”
one he deals with. An effective tool for classic method of suggesting that he is
comic relief, this trait can breath life a sort of outcast from society and pos-
into an otherwise faceless store owner sibly evil.
or caravan driver. It’s also effective Missing Limb: This NPC is easily
when placed in a less-familiar context. spotted because he is missing either an
A weaselly merchant is expected; a arm or leg. The missing limb could
weaselly knight is memorable. serve simply as a recognizable feature,

125
illustrated by Todd Harris
Todd’s PC Portraits have a lush quality that
exudes roleplaying. One can easily see these
characters taking care of business and
getting things done. –PW
Joseph Pillsbury
Aaron Williams

“Lately I find myself having positive thoughts about elves.”

“Y
Yeah, I seee it all th
he timee:
flago on feear.”
Congratulations to S. Ashley Cook from Valrico,
Florida for her excellent entry. For that, we’ve
scrounged the office for a groovy prize for her.
Don’t forget to check out this month’s
contest on page 16.

RUNNER-UPS
“He’s never been quite the same since falling
for that ‘pull my claw’ gag.”
Erik C. Day • Sioux Falls, SD
“I think he rolled a one on his
combing skill check.”
Tarra Austin • Wauconda, IL
“Oh, him? Let’s just say he’ll never turn his back
on an angry unicorn ever again.”
Nick Worthington • Macclesfield, UK

HONORABLE MENTION
“Someone told him to cut up his
DRAGON Magazine for a caption contest.”
Jamie Griffith • Wernersville, PA
TONY MOSELEY

128 november 2001

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